In Dungeons & Dragons, players adventure across strange and mysterious lands. At the end of every dungeon and in the lair of every dragon, they expect one thing, and that's loot. Whether it's heaps of gold, gems, or jewels, there has to be something valuable to make the adventure worth it. Greed has led numerous adventuring parties to their doom, much to the glee or disappointment of just as many Dungeon Masters.

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Of course, there's almost nothing better than discovering a new magical item at the end of a quest. These items can help shape characters, act as plot devices, or just add some great flavor to the campaign. While DMs and players can find a ton of magic items in the base version of D&D 5e, there are even more interesting and unique treasures to use and discover in Tasha's Cauldron of Everything.

Updated on August 19th, 2021, by Kristy Ambrose: There are a variety of supplemental materials designed to expand the D&D universe, and Tasha's Cauldron of Everything includes information about character creation and interesting aspects of the lore along with containing a handy catalog of neat magical items. It also contains tools for Dungeon Masters and includes the rules and lore regarding Group Patrons and extra options for class and character optimization. While you're perusing the very handy section that includes the following magical items, remember the rest of the book is just as useful.

10 Absorbing Tattoos

AC Valhalla Ostara Eivor Tattoo
via Ubisoft
Assassin's Creed Valhalla Ostara Festival Eivor Tattoo
  • Magical Abilities: Absorbing Tattoos are large, colorful tattoos covering the upper back or the arms and chest. These grant resistance to a specific kind of damage depending on the color. For example, a red tattoo will grant the wearer resistance to fire damage.
  • Number of Charges: As long as the attunement lasts.
  • Duration of Effect: As long as the wearer is attuned or the effect is dispelled.
  • Attunement Required: Yes, the attunement process takes place during the actual application of the tattoo.

9 Astral Shard

mindblade render tiefling azre mtg d&d
Mindblade Render by Mitchell Malloy
  • Magical Abilities: After casting a spell using Metamagic, Sorcerers can use the Astral Shard to freely transport to any empty space within 30 feet of themselves. That's a normal character's move speed worth of free movement.
  • Number of Charges: Once the tiny shard is attached to a piece of jewelry or a weapon, players can use its effect for as long as that piece of jewelry lasts.
  • Duration of Effect: The equivalent of one turn.
  • Attunement Required: Only usable by Sorcerers because of the use of Metamagic.

8 Baba Yaga's Mortar And Pestle

Adventuring party with a healing priest flanked by two melee fighters. Sunless Citadel, D&D module 3e
Sunless Citadel, D&D module 3e cover art by Todd Lockwood
  • Magical Abilities: Instead of use in combat, there are magical utility items as well. Baba Yaga's Mortar And Pestle have a myriad of different uses. They can be commanded to grind things by themselves, can be used as a weapon, and for travel. The pestle itself can magically turn into a quarterstaff while the mortar can grow to fit a large creature and travel to any known location within 1,000 miles.
  • Number of Charges: There are other random properties depending on your rolls, and determining these can be found in the "Artifacts" section of the Dungeon Master's Guide.
  • Duration of Effects: This depends on the exact random effect. The quarterstaff tool, for example, has 12 charges. Others can be used to replace cook or alchemist's tools once a day.
  • Attunement Required: These items are bound to the user until they are destroyed, and that can only be accomplished by baba Yaga herself, or by the crushing feet of her magical hut. The mortar and pestle are also attuned to each other, and should they at dawn every day you will always find them together.

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7 Barrier Tattoo

League Of Legends Urgot Getting Tattoo Underground Zaun Stridebreaker Sword On Chain Icon
  • Magical Abilities: Instead of appearing on the skin as ink, the tattoo produced by this special needle looks like liquid metal. Bearers of this tattoo are given a flat bonus to their AC, but Characters with low dexterity may want to avoid it. Its bonus includes the character's Dexterity modifier. However, a very rare barrier tattoo will grant a flat 18 AC, regardless of Dexterity score.
  • Number of Charges: As long as the attunement or the tattoo lasts.
  • Duration of Effect: As long as the wearer is attuned or the effect is dispelled.
  • Attunement Required: The attunement process takes place during the actual application of the tattoo.

6 Cauldron Of Rebirth

DND Tasha Cauldron Art spellcasting
Tasha's Cauldron of Everything by Magali Villeneuve
  • Magical Abilities: Every day the cauldron produces a potion of greater healing, and it can grow to fit a medium-sized creature. Druids and Warlocks can use it to focus spells. A humanoid corpse can be placed in the cauldron and covered with 200 pounds worth of salt. After eight hours, the creature will return to life as if raise dead were cast on it.
  • Number of Charges: Once per day for potions after a long rest, once every seven days for the resurrection ability.
  • Duration of Effect: Varies depending on the exact use.
  • Attunement Required: Only Druids or Warlocks can use this very rare item.

5 Crystalline Chronicle

Magic user with glowing hands
  • Magical Abilities: Use the ball as a spellbook and spellcasting focus, and have access to a small group of spells already loaded into the ball. Those who possess the Crystalline Chronicle also learn the spells Mage Hand, Mind Sliver, and Message if they didn't already know it. By using one charge of the item and by concentrating for a minute, one spell can be replaced with another spell in the Wizard's spellbook.
  • Number of Charges: Three, which are restored every day at sunrise.
  • Duration of Effect: Whatever time is required to cast a certain spell.
  • Attunement Required: Only usable by Wizards.

4 Ghost Step Tattoo

D&D Tasha's Cauldron of Everything Alternate Cover
Tasha's Cauldron of Everything by Wylie Beckert
  • Magical Abilities: When applied to a character, the Ghost Shift Tattoo shifts upon the skin, even appearing blurred at some times. Using a Bonus Action makes a character appear ethereal when used. In this state, they can resist damage from nonmagical physical attacks, move through solid objects, and avoid being grappled.
  • Number of Charges: Three daily charges that are restored at dawn.
  • Duration of Effect: The player remains incorporeal until the end of their next turn.
  • Attunement Required: The attunement process takes place during the actual application of the tattoo.

3 Luba's Tarokka Of Souls

Fire Snake
D&D Fire snake, coiled to strike
  • Magical Abilities: Luba's Tarokka of Souls is a card deck containing the trapped souls of multiple monsters. The deck grants players a number of abilities, including one that allows them to grant Advantage or Disadvantage on another creature's rolls for an entire hour. However, with each use of that ability, called twist of fate, it's possible to free one of the monsters trapped in the deck.
  • Number of Charges: Each card has one charge, and after each monster is defeated, this item is reduced to a normal deck of Tarokka cards.
  • Duration of Effect: This depends on the nature of the monster that has been summoned. Players could free a simple flame skull or a mighty death knight or mummy lord, causing chaos in the surrounding area.
  • Attunement Required: The item is attuned to the owner, but should they go seven days without using the deck, their attunement is lost.

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2 Teeth Of Eahlver-Nar

Red dragon
  • Magical Abilities: When sowed into the earth or water, they summon random friendly creatures ranging from a group of cats to an ancient red dragon. Implanting the tooth can grant a permanent boon. For example, one tooth is that of a Tarrasque and lets its user deal double damage to objects and structures. Taking 20 or more damage in a single round sends the user into a murderous rage.
  • Number of Charges: Each tooth is governed by different rules, with some restored every morning, others by midnight, and a few that are only single-use.
  • Duration of Effect: The summoned creatures last for ten minutes, other teeth have varying durations depending on their use.
  • Attunement Required: None.

1 Prosthetic Limb

  • Magical Abilities: Obeys your commands as a replacement for a missing body part. Functionally, they are the same as any lost body part, making prosthetic limbs better all-around than a peg leg or hook for a hand.
  • Number of Charges: Not applicable.
  • Duration of Effect: As long as it is attached to the user. It cannot be removed against your will, and you can attach or re-attach it by using an action.
  • Attunement Required: None.

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