Tasha’s Cauldron of Everything is still in the infancy of its release, but it’s been the talk of the D&D community for months now. Wizards of the Coast’s newest expansion offers players new subclasses, feats, character creation rules, magic items and more!
If you haven’t caught the previous entries in this series, they’re a great place to stay caught up as we cover this book. The article below will cover the Bloodwell Vial, Cauldron of Rebirth, and Coiling Grasp Tattoo magic items.
Bloodwell Vial Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial’s rarity. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.
Cauldron of Rebirth Wondrous item, very rare (requires attunement by a druid or warlock)
This Tiny pot bears relief scenes of heroes on its cast-iron sides. You can use the cauldron as a spellcasting focus for your druid spells, and it functions as a suitable component for the scrying spell. When you finish a long rest, you can use the cauldron to create a potion of greater healing. The potion lasts for 24 hours, then loses its magic if not consumed.
As an action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as an action, harmlessly shunting anything that can’t fit inside to the nearest unoccupied space. If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by raise dead at the next dawn. Once used, this property can’t be used again for 7 days.
Coiling Grasp Tattoo Wondrous item, uncommon (requires attunement)
Tattoo Attunement – To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Grasping Tendrils – While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.
If you like this content and would like to view more, it’s recommended to visit the D&D website or check out Unearthed Arcana for more information. Stay tuned for more coverage on the magic items available in Tasha’s Cauldron of Everything!