# D&D 5e 2014 Expansion Magic Items - Tasha, Fizban & Bigby

> All 87 magic items from Tasha's Cauldron of Everything, Fizban's Treasury of Dragons, and Bigby Presents: Glory of the Giants, grouped by rarity with the three loot subsystems they introduce.

Source: https://theroleplayersguild.com/articles/dnd-5e-2014/equipment-guides/dnd2014-expansion-magic-items-guide
Published: 2026-09-08
Updated: 2026-09-08
Author: Andrew Blase
Site: The Role Players Guild

**Short answer:** Tasha's Cauldron of Everything, Fizban's Treasury of Dragons, and Bigby Presents: Glory of the Giants add 87 magic items to D&D 5e (2014): 3 common, 14 uncommon, 30 rare, 17 very rare, 14 legendary, and 9 artifacts. They also add three loot subsystems: Hoard Magic Items, Draconic Gifts, and Giant Bags.

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## Introduction

Three of the 2014 line's later hardcovers each added a magic item chapter: _Tasha's Cauldron of Everything_, _Fizban's Treasury of Dragons_, and _Bigby Presents: Glory of the Giants_. Between them that is 87 named items, plus three separate loot subsystems that generate treasure procedurally instead of listing it.

This guide puts all of it in one place, grouped by rarity rather than by book, because the question at the table is nearly always "what can I hand a party at this level" and almost never "what is in this specific hardcover." Every entry keeps its source tag so you can trace it back.

For the rules that govern all of these items - how attunement works, what rarity actually means for pricing, how activation and curses work - see the [D&D 5e 2014 Magic Items Guide](/articles/dnd-5e-2014/equipment-guides/dnd2014-magic-items-guide). This page is the catalog that sits on top of those rules.

![A dragon's hoard spread across a cavern floor, rune-marked giant gear and spellbooks half-buried in the coins](hero.webp)

---

## Item Catalog at a Glance

| Rarity    | Items | Sources                         |
| --------- | ----- | ------------------------------- |
| Common    | 3     | 3 Tasha's                       |
| Uncommon  | 14    | 2 Fizban's, 12 Tasha's          |
| Rare      | 30    | 8 Bigby, 3 Fizban's, 19 Tasha's |
| Very Rare | 17    | 9 Bigby, 3 Fizban's, 5 Tasha's  |
| Legendary | 14    | 6 Bigby, 7 Fizban's, 1 Tasha's  |
| Artifact  | 9     | 3 Bigby, 6 Tasha's              |

The distribution is worth reading before you plan a campaign's loot. Tasha's is
front-loaded: 34 of its 46 items sit at rare or below, and most of the rare tier
is its class-locked spellcasting tomes. Fizban's and Bigby weight the other way,
with 13 of their 41 items at legendary or artifact. A tier-1 or tier-2 party will
mostly be finding Tasha's items; a tier-4 party raiding a dragon's hoard or a
giant's steading will mostly be finding the other two.

> **Hot Take:** The spellcasting-focus tomes are the most overrated items in this
> whole catalog. Nineteen of the 30 rare entries are Tasha's tomes, each locked to
> one class and one school, and each one spends an attunement slot to hand a
> caster spells they could usually have prepared anyway. A Wizard with three slots
> is almost always better served by a Rare item that does something their spell
> list cannot. Hand out the tomes when a player wants the flavour of a signature
> book, not because the rare tier looks thin without them.

---

## Common

**Illuminator's Tattoo** _(Tasha's)_ - Wondrous item (tattoo), (requires attunement

Lets the wearer write with a fingertip as if it were an endless ink pen, and once per dawn can render up to a page of writing invisible to everyone but the wearer and one named creature for 24 hours.
**Masquerade Tattoo** _(Tasha's)_ - Wondrous item (tattoo), (requires attunement

A shapeable tattoo that can be reformed into any color or pattern and moved anywhere on the body as a bonus action, and once per dawn can cast _disguise self_ directly from the ink.
**Prosthetic Limb** _(Tasha's)_ - Wondrous item

## A replacement hand, arm, foot, or leg that functions identically to the limb it replaces once attached, detachable only voluntarily (or on death). No attunement, no combat bonus - a practical fix for a lost limb rather than a build piece.

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  system="dnd-5e"
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---

## Uncommon

**All-Purpose Tool** _(Tasha's)_ - Wondrous item, + (requires attunement by an artificer

A screwdriver that transforms into any artisan's tool on command, granting proficiency with whatever form it takes plus a spell attack and save DC bonus for the artificer's own spells. Once per dawn, it can also loan the artificer an unknown cantrip from any class list for 8 hours.
**Amulet of the Devout** _(Tasha's)_ - Wondrous item, + (requires attunement by a cleric or paladin

A holy symbol that grants a spell attack and save DC bonus, and once per dawn lets the wearer use Channel Divinity without spending one of their normal uses.
**Arcane Grimoire** _(Tasha's)_ - Wondrous item, + (requires attunement by a wizard

Functions as a spellbook and spellcasting focus, grants a spell attack and save DC bonus, and adds one extra spell slot level whenever the wizard uses Arcane Recovery.
**Barrier Tattoo** _(Tasha's)_ - Wondrous item (tattoo), rarity varies from to (requires attunement

Grants an unarmored Armor Class - 12 plus Dexterity at uncommon, up to 15 plus Dexterity (capped at +2) at rare, or a flat 18 at very rare - while still allowing a shield.
**Bloodwell Vial** _(Tasha's)_ - Wondrous item, + (requires attunement by a sorcerer

A vial primed with a few drops of the sorcerer's own blood. Grants a spell attack and save DC bonus, and once per dawn lets the sorcerer regain 5 sorcery points whenever they roll Hit Dice to heal.
**Coiling Grasp Tattoo** _(Tasha's)_ - Wondrous item (tattoo), (requires attunement

As an action, the tattoo extrudes inky tendrils that force a Strength save on a creature within 15 feet, dealing force damage and grappling it on a failure. The wearer can release the grapple freely.
**Dragonhide Belt (base tier)** _(Fizban's)_ - Wondrous item, (+1), requires attunement by a Monk

Covered in full below, since its three rarity tiers share one entry.
**Eldritch Claw Tattoo** _(Tasha's)_ - Wondrous item (tattoo), (requires attunement

Makes unarmed strikes count as magical and adds a small damage bonus, and once per dawn the wearer can extend their melee reach by 15 feet with inky tendrils for a minute, adding bonus force damage on every hit.
**Emerald Pen** _(Fizban's)_ - Wondrous item

An emerald-tipped pen that needs no ink and lets the holder cast _illusory script_ at will with no material components. A cheap, no-attunement pick for any party running espionage, forgery, or in-world correspondence plots - the kind of item that never comes up in combat and solves a specific non-combat problem perfectly.
**Feywild Shard** _(Tasha's)_ - Wondrous item, (requires attunement by a sorcerer

Attached to a tiny object as a spellcasting focus. Whenever the sorcerer applies a Metamagic option, they can roll on the Wild Magic Surge table - and if it rolls a spell, that spell ignores concentration requirements for its full duration. Sorcerers without the Wild Magic origin can only use this once per dawn.
**Guardian Emblem** _(Tasha's)_ - Wondrous item (holy symbol), (requires attunement by a cleric or paladin

Attaches to armor or a shield. Three charges (regaining daily) let the wearer or a nearby ally downgrade a critical hit against them into a normal hit.
**Moon Sickle** _(Tasha's)_ - Weapon (sickle), + (requires attunement by a druid or ranger

A magic sickle usable as a spellcasting focus, granting an attack/damage bonus plus a spell attack and save DC bonus for druid and ranger spells. Healing spells cast while holding it restore a bonus 1d4 hit points.
**Nature's Mantle** _(Tasha's)_ - Wondrous item, (requires attunement by a druid or ranger

A color-shifting cloak usable as a spellcasting focus that lets the wearer Hide as a bonus action while lightly obscured, even under direct observation.
**Rhythm-Maker's Drum** _(Tasha's)_ - Wondrous item, + (requires attunement by a bard

## Grants a spell attack and save DC bonus for bard spells, and once per dawn lets the bard regain a use of Bardic Inspiration by playing it.

## Rare

**Alchemical Compendium** _(Tasha's)_ - Wondrous item, (requires attunement by a wizard

Transmutation school. Comes loaded with _enlarge/reduce_, _feather fall_, _flesh to stone_, _gaseous form_, _magic weapon_, and _polymorph_. Its bonus effect transforms a nonmagical object into another object of equal or lesser value, scaling in size with charges spent.
**Astral Shard** _(Tasha's)_ - Wondrous item, (requires attunement by a sorcerer

A crystal shard of the Astral Plane, attached to a tiny object and used as a spellcasting focus. Applying a Metamagic option lets the sorcerer teleport up to 30 feet to an unoccupied space immediately after casting.
**Astromancy Archive** _(Tasha's)_ - Wondrous item, (requires attunement by a wizard

Divination school. Comes loaded with _augury_, _divination_, _find the path_, _foresight_, _locate creature_, and _locate object_. Its bonus effect forces a creature's attack roll, ability check, or saving throw to take a random d4 bonus or penalty after the roll but before it resolves.
**Atlas of Endless Horizons** _(Tasha's)_ - Wondrous item, (requires attunement by a wizard

Conjuration school. Comes loaded with _arcane gate_, _dimension door_, _gate_, _misty step_, _plane shift_, _teleportation circle_, and _word of recall_. Its bonus effect teleports the wizard up to 10 feet out of the way of an incoming attack, causing it to miss if the new position is out of range.
**Bell Branch** _(Tasha's)_ - Wondrous item, (requires attunement by a druid or warlock

A silver, bell-strung branch usable as a spellcasting focus with three charges: one to detect aberrations, celestials, constructs, elementals, fey, fiends, or undead within 60 feet by the tone of the bells, or one to cast _protection from evil and good_.
**Crown of the Wrath Bringer** _(Bigby)_

On a hit, spend a Hit Die for bonus psychic damage; invoking its rune casts _fear_. A Hit Die-fueled damage-and-control combo for a martial character with spare Hit Dice to spend.
**Crystal Blade** _(Fizban's)_ - Weapon (any sword), requires attunement

A sword with a blade cut from a crystal dragon's horn or spine. On a hit, it deals an extra 1d8 radiant damage, and the wielder can spend 1 of 3 charges (regaining 1d3 daily) to heal for the same amount the radiant damage dealt. It also sheds bright or dim light on command. A solid mid-tier weapon upgrade for any melee character who wants sustain built into their sword rather than relying on a separate healing resource.
**Delver's Claws** _(Bigby)_

A clawed glove that doubles as a light finesse weapon (1d4 slashing) and grants a burrow speed equal to your walking speed plus 15-foot blindsight while worn. Invoking its rune converts spent Hit Dice into bonus healing. A strong pick for any Underdark or tunnel-heavy campaign.
**Devotee's Censer** _(Tasha's)_ - Weapon (flail), (requires attunement by a cleric or paladin

A perforated flail that counts as a holy symbol and deals bonus radiant damage on a hit. Once per dawn, it can emanate incense for a minute, healing everyone standing in the cloud a small amount each round.
**Dragon Wing Bow** _(Fizban's)_ - Weapon (any bow), requires attunement

A bow infused with a chromatic, gem, or metallic dragon's breath. On a hit, it adds 1d6 damage matching that dragon's breath type - any of the ten damage types the dragon families collectively cover. Loaded with no ammunition, it manufactures its own arrow on the draw, which vanishes the instant it connects or misses. That second property alone makes this one of the rare weapons that also solves a logistics problem: a ranged Fighter or Ranger who takes this bow never runs out of ammunition again.
**Dragonhide Belt (rare tier)** _(Fizban's)_ - Wondrous item, (+2), requires attunement by a Monk

At this tier the belt's ki-feature save DC bonus rises to +2. See the full entry below.
**Duplicitous Manuscript** _(Tasha's)_ - Wondrous item, (requires attunement by a wizard

Illusion school, disguised as a romance novel that only the attuned wizard sees as a spellbook. Comes loaded with _hallucinatory terrain_, _major image_, _mirror image_, _mislead_, _Nystul's magic aura_, _phantasmal force_, and _silent image_. Its bonus effect imposes disadvantage on a save or an Investigation check made against one of the wizard's own illusion spells.
**Elemental Essence Shard** _(Tasha's)_ - Wondrous item, (requires attunement by a sorcerer

Rolls randomly to one of four elemental themes on attunement - Air (a free 60-foot fly), Earth (temporary damage resistance), Fire (bonus fire damage to a spell target), or Water (a knockback-and-cold-damage burst) - triggered whenever the sorcerer applies a Metamagic option.
**Far Realm Shard** _(Tasha's)_ - Wondrous item, (requires attunement by a sorcerer

Applying a Metamagic option lets the sorcerer rip a tentacle through reality to strike a creature within 30 feet, dealing psychic damage and frightening it on a failed Charisma save.
**Fulminating Treatise** _(Tasha's)_ - Wondrous item, (requires attunement by a wizard

Evocation school. Comes loaded with _contingency_, _fireball_, _gust of wind_, _Leomund's tiny hut_, _magic missile_, _thunderwave_, and _wall of force_. Its bonus effect adds bonus force damage and a knockdown to a creature damaged by one of the wizard's evocation spells.
**Glowrune Pigment** _(Bigby)_

A set of paint pots that let a creature paint a temporary rune (Journey, Life, Light, Mountain, or Shield) on skin, each granting a distinct minor boost - difficult terrain immunity, 10 temp HP plus advantage on death saves, extended darkvision, prone immunity plus save advantage, or save advantage against damaging Dexterity effects - for 8 hours. Cheap, flexible party-wide utility with no attunement cost.
**Heart Weaver's Primer** _(Tasha's)_ - Wondrous item, (requires attunement by a wizard

Enchantment school. Comes loaded with _antipathy/sympathy_, _charm person_, _dominate person_, _enthrall_, _hypnotic pattern_, _modify memory_, and _suggestion_. Its bonus effect imposes disadvantage on a target's first save against one of the wizard's enchantment spells.
**Lash of Immolation** _(Bigby)_

A +1 whip dealing an extra 1d6 fire damage, restraining a target on a critical hit; invoking its rune doubles the fire rider to 2d6 for that attack. One of the few whip-specific magic weapons in the game.
**Libram of Souls and Flesh** _(Tasha's)_ - Wondrous item, (requires attunement by a wizard

Necromancy school. Comes loaded with _animate dead_, _circle of death_, _false life_, _finger of death_, _speak with dead_, _summon undead_, and _vampiric touch_. Its bonus effect grants a 10-minute semblance of undeath, making undead creatures indifferent to the wizard until they act against them.
**Lyre of Building** _(Tasha's)_ - Wondrous item, (requires attunement by a bard

Casts _mending_ at will, and as a reaction can render a damaged structure or object immune to further damage of the same type until the bard's next turn. Once per dawn it can also cast _fabricate_, _move earth_, _passwall_, or _summon construct_.
**Outer Essence Shard** _(Tasha's)_ - Wondrous item, (requires attunement by a sorcerer

Rolls randomly to one of four alignment-flavored themes on attunement - Lawful (end a condition), Chaotic (impose disadvantage on a damaged target), Good (grant temporary hit points), or Evil (bonus necrotic damage) - triggered whenever the sorcerer applies a Metamagic option.
**Planecaller's Codex** _(Tasha's)_ - Wondrous item, (requires attunement by a wizard

Conjuration school (a second conjuration-flavored tome alongside the Atlas above). Comes loaded with _banishment_, _find familiar_, _gate_, _magic circle_, _planar binding_, and _summon elemental_. Its bonus effect grants advantage on attack rolls for one minute to a creature the wizard summons or creates.
**Protective Verses** _(Tasha's)_ - Wondrous item, (requires attunement by a wizard

Abjuration school, lockable with an _arcane lock_-style command. Comes loaded with _arcane lock_, _dispel magic_, _globe of invulnerability_, _glyph of warding_, _Mordenkainen's private sanctum_, _protection from evil_, and _symbol_. Its bonus effect grants temporary hit points to a nearby ally whenever the wizard casts an abjuration spell.
**Reveler's Concertina** _(Tasha's)_ - Wondrous item, (requires attunement by a bard

Boosts the save DC of bard spells, and once per dawn can cast _Otto's irresistible dance_ directly from the instrument.
**Shadowfell Brand Tattoo** _(Tasha's)_ - Wondrous item (tattoo), (requires attunement

Grants 60-foot darkvision and advantage on Stealth checks. As a reaction, the wearer can turn insubstantial for a moment to halve incoming damage, usable again after sunset.
**Shadowfell Shard** _(Tasha's)_ - Wondrous item, (requires attunement by a sorcerer

Applying a Metamagic option lets the sorcerer curse one target of the spell, imposing disadvantage on checks and saves using one chosen ability score until the sorcerer's next turn ends.
**Staff of the Rooted Hills** _(Bigby)_

A +1 quarterstaff that restrains a target with spectral vines on your first hit each turn; invoking its rune casts _hold person_ or _speak with plants_. Solid control option for any melee spellcaster.
**War Horn of Valor** _(Bigby)_

A bonus-action blow ends your own frightened condition and grants save advantage against being frightened; invoking its rune extends a +1 AC buff to nearby allies until your next turn. A solid pre-fight or morale-recovery item for any frontline character.
**Wayfarer's Boots** _(Bigby)_

+10 feet of walking speed and Survival advantage while worn; invoking its rune casts _expeditious retreat_ for free. The strongest no-strings-attached generalist pick in the whole catalog.
**Zephyr Armor** _(Bigby)_

## Light armor granting Acrobatics and Dexterity-save advantage; invoking its rune casts _wind wall_. A niche but real defensive pick for a Dexterity-based frontline character.

## Very Rare

**Absorbing Tattoo** _(Tasha's)_ - Wondrous item (tattoo), (requires attunement

Rolls or is assigned one of ten damage-type/color pairings on attunement. While worn, grants resistance to that damage type, and once per dawn the wearer can react to an instance of that damage to gain immunity to it and recover half of what would have been dealt as healing.
**Amethyst Lodestone** _(Fizban's)_ - Wondrous item, requires attunement

A fist-sized chunk of amethyst that grants advantage on Strength saves just for being carried, plus 6 charges (regaining 1d6 daily) for three gravity-bending powers: a bonus-action 10-minute flight, a single-target forced-movement blast, and - at 3 charges - a full casting of _reverse gravity_. The flight option alone is worth attunement for any non-flying character, and the _reverse gravity_ option turns this into a legitimate boss-fight tool once or twice per adventuring day.
**Armor of Safeguarding** _(Bigby)_

Heavy armor granting +10 plus your level to max HP; invoking its rune casts _beacon of hope_ with no concentration requirement. A strong defensive pick for any front-liner.
**Bloodshed Blade** _(Bigby)_

Any sword that adds your Constitution modifier to damage; invoking its rune spends a Hit Die on the attack roll after seeing the d20, then lets you spend more Hit Dice for bonus damage on a hit. A crit-fishing, Hit Dice-hungry damage weapon for a tanky Constitution-heavy build.
**Cauldron of Rebirth** _(Tasha's)_ - Wondrous item, (requires attunement by a druid or warlock

A shape-shifting cast-iron pot usable as a spellcasting focus and a _scrying_ component. Once per long rest, it brews a _potion of greater healing_ that decays after 24 hours if unused. Buried with 200 pounds of salt over a humanoid corpse for eight hours, it works as a _raise dead_ once every seven days.
**Crystalline Chronicle** _(Tasha's)_ - Wondrous item, (requires attunement by a wizard

A psychically-encoded crystal spellbook and spellcasting focus loaded with _detect thoughts_, _intellect fortress_, _Rary's telepathic bond_, _sending_, _telekinesis_, _Tasha's mind whip_, and _Tenser's floating disk_, and it also grants the _mage hand_, _mind sliver_, and _message_ cantrips. Its charges either swap a prepared spell or let a wizard spell be cast component-free.
**Dragonhide Belt (very rare tier)** _(Fizban's)_ - Wondrous item, (+3), requires attunement by a Monk

At this tier the belt's ki-feature save DC bonus rises to +3, matching the strongest fixed bonus a Monk can get to Stunning Strike, Flurry-adjacent save features, and any subclass ki ability that forces a save. This is a direct upgrade for the [Way of the Ascendant Dragon](/articles/dnd-5e-2014/class-guides/dnd2014-monk-subclasses-guide#way-of-the-ascendant-dragon), whose Breath of the Dragon, Aspect of the Wyrm, and Explosive Fury all depend on the same save DC this belt raises.
**Frost Cloak** _(Bigby)_

A cold-resistance cloak (the book's own name for this item scan-garbled beyond safe reconstruction; treat this entry as descriptive rather than a verbatim title) that lets the wearer buffet nearby creatures with a cold gust; invoking its rune casts _sleet storm_ with the wearer immune to its own difficult terrain and heavily obscured penalties.
**Ghost Step Tattoo** _(Tasha's)_ - Wondrous item (tattoo), (requires attunement

Three charges let the wearer become incorporeal as a bonus action until the end of their next turn - resistant to nonmagical bludgeoning, piercing, and slashing damage, immune to grapples and restraints, and able to pass through solid objects.
**Lifewell Tattoo** _(Tasha's)_ - Wondrous item (tattoo), (requires attunement

Grants resistance to necrotic damage, and once per dawn drops the wearer to 1 hit point instead of 0 when they would otherwise be reduced to 0.
**Lucent Destroyer** _(Bigby)_

A +1 triple-barreled musket dealing radiant damage with no ammunition needed; invoking its rune casts a shatter-type spell (save DC 17). A rare radiant-damage ranged weapon, useful against undead-heavy campaigns.
**Nimbus Coronet** _(Bigby)_

No fall damage while worn, plus a bonus-action 15-foot teleport; invoking its rune grants 1 minute of cloud form with a 60-foot fly speed and physical-damage resistance. A strong mobility item for any build lacking a flight option.
**Ring of Amity** _(Bigby)_

Bond with a willing creature so healing effects on you also heal them; invoking the rune (reaction) turns the bonded creature's hit into a critical. A dedicated support-and-buff ring for a pairing playstyle.
**Sanctum Amulet** _(Bigby)_

Necrotic resistance plus at-will _spare the dying_; invoking its rune (reaction) catches a nearby creature dropping to 0 HP and leaves it at 1 HP instead. A strong safety-net item for any healer or frontline protector.
**Sapphire Buckler** _(Fizban's)_ - Armor (shield), requires attunement

A crystalline shield cut from a sapphire dragon's scale, purpose-built for hunting Aberrations. While wielding it, the bearer has resistance to psychic and thunder damage and can use a reaction to punish an adjacent attacker with 2d6 thunder damage. Once per dawn, an action lets the wielder detect every Aberration within a mile. In a Far Realm or mind flayer-adjacent campaign, this is a purpose-built counter; outside one, the resistance package still earns a shield slot on its own.
**Thunderbuss** _(Bigby)_

A +1 magic pistol dealing thunder damage that needs no ammunition; invoking its rune detonates a 10-foot thunder sphere for 3d6 damage plus a reaction-denial effect. A strong ranged pick for a firearms-enabled campaign.
**Wyrmreaver Gauntlets** _(Bigby)_

## Unarmed strikes deal an extra 1d6 force damage, plus a daily-chosen resistance to acid, cold, fire, lightning, or poison; invoking its rune summons 1-minute spectral fists with 30-foot unarmed reach and a prone-on-opportunity-attack rider. Built specifically for anti-dragon and anti-flier combat.

## Legendary

**Blood Fury Tattoo** _(Tasha's)_ - Wondrous item (tattoo), (requires attunement

Ten charges, refreshing daily. Spend a charge on a weapon hit to deal a burst of necrotic damage and heal that amount, or spend a charge to counterattack with advantage as a reaction whenever a visible creature damages the wearer.
**Dragon Lance** _(Fizban's)_ - Weapon (lance or pike), requires attunement

A weapon forged with the aid of artifacts tied to Bahamut, available as a foot soldier's pike or a rider's lance with identical magic either way. It grants a flat +3 to attack and damage rolls, and against a Dragon target specifically, it adds 3d6 force damage and lets any other Dragon the wielder can see within 30 feet immediately use its reaction to attack. That last clause is built for exactly one scenario: a party fighting alongside a friendly dragon against a hostile one. Outside a dragon-versus-dragon set piece, it's simply a strong +3 reach weapon.
**Flail of Tiamat** _(Fizban's)_ - Weapon (flail), requires attunement

Modeled on Tiamat's five heads, this flail grants a flat +3 to attack and damage rolls plus an extra 5d4 damage of a chosen chromatic type (acid, cold, fire, lightning, or poison) on every hit. Once per dawn, an action triggers a 90-foot cone of the same damage type for 14d6 (DC 18 Dexterity save for half). That cone alone rivals a high-level evocation spell, and it's attached to a weapon that's already dealing bonus elemental damage on every swing. One of the single strongest items on this list for a martial character, and thematically loaded enough that most DMs will want to hand it out as a specific plot reward rather than a random hoard find.
**Gold Canary Figurine of Wondrous Power** _(Fizban's)_ - Wondrous item, no attunement required

A pocket-sized gold statuette that becomes a living creature when thrown and commanded: either a mountable giant canary for up to 8 hours (usable once per dawn), or - only while the owner is below half hit points - an adult gold dragon for up to 1 hour, without legendary or lair actions, usable once per year. The canary form is a solid low-stakes flying mount; the dragon form is a real emergency panic button that a DM can plan an entire climactic fight around, since it only triggers when the party is already losing.
**Harp of Gilded Plenty** _(Bigby)_

A sentient, self-playing harp requiring a Performance or Persuasion check to attune; grants a Charisma-check floor, casts _heroes' feast_ roughly every 10-20 days, and _calm emotions_ five times per dawn. The best party-support item in the catalog for a long rest-adjacent utility role.
**Longbow of the Healing Hearth** _(Bigby)_

A +3 longbow that generates its own ammunition; its 8-charge pool includes a Curative Arrow that heals via a target's own Hit Dice, plus spellcasting for _create food and water_, _warding bond_, and _guardian of faith_. A rare healer's ranged weapon - the strongest support-caster bow in the library.
**Orb of Skoraeus** _(Bigby)_

A spellcasting focus for a spellcaster that reduces material component costs, boosts concentration saves, and grants extended darkvision. The strongest generalist spellcasting-focus upgrade in this catalog.
**Platinum Scarf** _(Fizban's)_ - Wondrous item, requires attunement

A platinum-scaled scarf that yields up to 3 scales per dawn, each one convertible on command into one of three effects: a 10d4 healing burst (Breath of Life), a temporary +1 shield granting radiant immunity to its wielder (Platinum Shield), or a temporary magic light hammer dealing 2d4 radiant (bonus 2d4 more against chromatic dragons specifically). Pulling a scale without speaking the command word wastes it after a minute, so this rewards a player who plans the use rather than panic-pulling. The flexibility across healing, defense, and offense makes this a strong pick for almost any party composition.
**Potion of Dragon's Majesty** _(Fizban's)_ - Potion, no attunement required

A drinkable that transforms the user into a full adult dragon (matching whichever family the suspended scale came from) for 1 hour, using the dragon's full statistics while keeping the user's own languages, personality, and memories. The user can't use the dragon's Change Shape, legendary actions, or lair actions. This is a single-use emergency escalation button rather than a build piece - hand it out as a specific plot reward for a climactic fight, not as routine loot.
**Reaper's Scream** _(Bigby)_

A +2 morningstar dealing necrotic instead of piercing damage; a natural 20 grants 10 temporary HP that punishes any melee attacker who hits you back; invoking its rune stuns nearby creatures on a failed Wisdom save. A strong solo-frontliner damage-and-control weapon.
**Ruby Weave Gem** _(Fizban's)_ - Wondrous item, requires attunement by a spellcaster

A spellcasting focus with 3 charges (fully refreshing daily) that pay for material components with a gold cost, up to 500 gp covered per charge. On top of that, every long rest lets the holder learn one spell from any class list (at a level they can cast) and cast it with their own spell slots until the next long rest ends. That second property is the real draw: it's a rotating, once-per-long-rest window into any class's spell list, which makes this the single most generally useful legendary item on this list for any full or half caster.
**Shield of the Blazing Dreadnought** _(Bigby)_

A bonus-action-activated shield granting 1 minute of fire immunity, a condition-curing action, and a bonus-action shield bash for 3d6 bludgeoning plus 3d6 fire damage with a prone rider. One of the strongest all-in-one shields in the game against fire-heavy encounters.
**Stonebreaker's Breastplate** _(Bigby)_

Grants resistance to bludgeoning, piercing, and slashing damage plus immunity to being knocked prone; invoking its rune casts _wall of stone_ with concentration-save advantage. An exceptional defensive breastplate for any frontline tank.
**Topaz Annihilator** _(Fizban's)_ - Weapon (firearm), requires attunement

## A musket-shaped ranged weapon powered by a topaz dragon scale instead of ammunition. It deals 2d6 necrotic on a hit, and reducing a target to 0 hit points with that damage turns them to dust, recoverable only by _true resurrection_ or _wish_. Once per dawn, the wielder can cast _disintegrate_ (DC 18) directly from the weapon with no spell slot spent. Between the built-in disintegrate and the dust-on-kill clause, this is one of the most narratively final weapons in the book - a DM handing this out should expect players to use it on anything they want gone for good.

## Artifact

**Adze of Annam** _(Bigby)_

A DMG-randomized-property greataxe said to be Annam's own tool for shaping the Material Plane: +3 to attack and damage, an extra 3d12 force damage on a hit, double damage to objects and structures, and a daily _move earth_ or _fabricate_ cast. The single strongest narrative capstone weapon in the catalog.
**Baba Yaga's Mortar and Pestle** _(Tasha's)_ - Wondrous item, (requires attunement

A paired mortar and pestle belonging to the hag Baba Yaga, treated as one artifact for attunement. The mortar expands to hold whatever's placed inside it, up to Large size; the pestle doubles as a +3 quarterstaff with bonus force-damage charges. Together they conjure any mundane material worth 10 gp or less once per rest, grind whatever's inside the mortar into paste over the course of a minute, and can carry the mortar's occupants across vast distances - or between planes - by tracing a destination from the remains of something native to it. Destroyed only if crushed underfoot by Baba Yaga or her Dancing Hut.
**Bigby's Beneficent Bracelet** _(Bigby)_

A DMG-randomized-property bracelet granting at-will _mage hand_, the ability to sculpt up to three solid-seeming force copies of objects, and a daily 9th-level-equivalent _Bigby's hand_. A strong utility-and-battlefield-control Artifact for a support-leaning spellcaster.
**Crook of Rao** _(Tasha's)_ - Wondrous item, (requires attunement

A staff created by the god Rao to shield mortals from the Lower Planes, later cursed by the witch Iggwilv during a battle against it. Six charges cast spells such as _banishment_, _mass cure wounds_, and _aura of purity_; a ten-minute channel banishes every fiend under CR 19 within a mile back to their home plane. Every time that banishment triggers, or the crook's last charge is spent, there's a chance the curse worsens - eventually the crook can destroy itself outright, tearing open a portal that calls back every fiend it ever banished. Repaired or destroyed only with a tear from Rao himself, obtained on Mount Celestia.
**Demonomicon of Iggwilv** _(Tasha's)_ - Wondrous item, (requires attunement

The most complete demonology text in the multiverse, containing a fragment of the Abyss that keeps its pages current no matter how many are torn out. Eight charges cast spells like _planar ally_, _planar binding_, and _summon fiend_; damage rolls against fiends from the wielder's spells become maximized automatically, and _magic circle_ or _planar binding_ cast against a fiend gets cast at 9th level with disadvantage on the fiend's save. Its first ten blank pages can trap a bound fiend outright - but any trapped fiend can attempt to possess the wielder at the end of a long rest. Destroying it requires six different demon lords to each tear out a sixth of its pages.
**Helm of Perfect Potential** _(Bigby)_

A DMG-randomized-property helm said to have held the fragment of the Elemental Chaos Diancastra used to prove herself to Annam: Deception/Insight advantage, a bonus-action 4d6 elemental bolt, and a 6-charge spell pool covering _elemental weapon_ through _tsunami_. The most combat-forward of the three Artifacts.
**Luba's Tarokka of Souls** _(Tasha's)_ - Wondrous item, (requires attunement

A 54-card tarokka deck created by the Vistani leader Mother Luba, holding fourteen trapped evil souls among its cards. It casts divination spells like _scrying_ and _comprehend languages_, grants automatic success on concentration saves for divination spells, and twice per day can twist a nearby creature's fortune toward advantage or disadvantage on every roll for an hour. Each twist risks freeing one of the trapped souls to terrorize the region. Destroyed only by freeing and defeating all fourteen souls, which reveals a fifteenth - a lich - guarding the deck's true end.
**Mighty Servant of Leuk-o** _(Tasha's)_ - Wondrous item, (requires attunement

A 10-foot-tall pilotable construct - part dwarf, part beetle in silhouette - crewed by up to two attuned creatures from an internal control compartment. It moves, fights with a ranged or melee force-damage fist, and can leap into a crushing landing that knocks nearby creatures prone. The animating force is the soul of the warlord it's named for, and it occasionally acts on its own even uncrewed. Two attuned crew members can trigger a scripted self-destruct that deals heavy force, lightning, and thunder damage in a wide radius, though the servant's parts simply fall from the sky days later and reassemble once reunited.
**Teeth of Dahlver-Nar** _(Tasha's)_ - Wondrous item, (requires attunement

## A pouch of twenty individually-storied teeth, each usable once - sown into the ground or water to summon allied creatures tied to its legend, or implanted in the wielder's own mouth for a persistent benefit (a self-_revivify_ tooth, a nightly _sanctuary_ tooth, and escalating options up to an immunity-granting dragon fang or a once-per-week divine-intervention tooth). A wielder can hold a limited number of implanted teeth at once based on their Constitution. Destroying any single tooth requires sowing it, with intent to end it, at the location its own legend began.

## Spellcasting-Focus Tomes: The Chapter's Recurring Pattern

Nine of this chapter's items are wizard-only spellbooks, and they all share the same underlying design: each one arrives pre-loaded with six or seven spells from a single school, functions as a spellbook and a spellcasting focus while held, and carries three charges (regaining some back each dawn) that a wizard can spend to swap a prepared spell for one in the book or to trigger a school-themed bonus effect. Rather than repeat that shared mechanic in every entry below, each tome's description below covers only what's distinct about it: its spell school, its bonus effect, and its themed spell list.

---

## Prehistoric Figurines of Wondrous Power

<a id="prehistoric-figurines"></a>

A dinosaur-themed variant of the classic figurine of wondrous power, throwable to transform into a living creature for a fixed duration:

- **Pyrite Plesiosaurus (Uncommon)** - 12 hours, mount-capable, grants _water breathing_ at will while ridden.
- **Kyanite Pteranodon (Rare)** - 8 hours, mount-capable for Medium or smaller riders.
- **Carnelian Triceratops (Very Rare)** - 6 hours, mount-capable.
- **Jasper Tyrannosaurus Rex (Legendary)** - 1 hour, with a real risk: commanding it risks a 1-in-20 chance of losing control entirely.

---

## The Hoard Magic Items Subsystem

Four items in this chapter don't use the standard fixed-property model. Instead, each one has four **states** - Slumbering, Stirring, Wakened, and Ascendant - and gains a new layer of properties at each state on top of everything the previous state granted. An item's current state depends on how long it has steeped in a dragon's hoard and how old that dragon is.

### How Power Increases

Left in a dragon's hoard for a full year, a hoard item rises to the maximum state that dragon's age allows: a wyrmling's hoard only ever brings an item to Slumbering, a young dragon's hoard caps at Stirring, an adult dragon's hoard caps at Wakened, and an ancient dragon's hoard is the only kind that can push an item all the way to Ascendant. A dragon that's aware of items steeping in its hoard - and it always is - knows exactly what state each one is in.

There's a faster path available only around a dragon's death: steeping an item in a slain dragon's hoard for 8 hours, starting within 1 hour of the kill and happening inside the lair itself, raises the item's state by one step. This can't push an item past the ceiling that dragon's own age category allows - killing an adult dragon and steeping an item in its hoard for 8 hours can raise a Slumbering item to Stirring or a Stirring item to Wakened, but it can never reach Ascendant, since only an ancient dragon's hoard unlocks that state at all.

### How Power Decreases

A hoard item isn't a permanent power-up once earned. If it isn't attuned to a creature and isn't currently sitting in a dragon's hoard, it loses one state every 30 days until it falls back to Slumbering. A party that wins a Wakened item off a dead dragon and then leaves it in a chest for two months will find it's quietly lost its edge by the time they pick it back up - a built-in incentive to actually use hoard items rather than hoard them.

### Hoard Item Quirks

Every hoard item, regardless of its current state, carries one randomly determined quirk on top of its normal properties - small flavor effects like pointing toward the last hoard it steeped in, letting its bearer understand Draconic, or granting resistance to the breath-weapon damage type of the dragon whose hoard it last steeped in. These quirks are cosmetic and campaign-flavor tools rather than combat-relevant bonuses; a DM rolling for one should treat it as a way to make a specific hoard item feel distinct from every other copy of the same base item.

### The Four Hoard Items

**Dragon's Wrath (weapon, rarity scales with state)** — A weapon decorated with draconic imagery that deals the dragon's own breath-weapon damage type on top of its normal damage, and unlocks a cone-shaped burst of that same damage type at higher states (culminating in a 60-foot cone at Ascendant). This is the most straightforwardly combat-focused of the four hoard items - a martial weapon that scales into its own once-per-dawn AoE nuke.

**Dragon-Touched Focus (spellcasting focus, rarity scales with state)** — Grants advantage on initiative at its base state, then branches by the _family_ of dragon whose hoard empowered it: a Stirring focus gains a chromatic, gem, or metallic bonus effect tied to spellcasting; a Wakened focus can cast specific spells tied to that family once per dawn - including, for a chromatic-empowered focus, Rime's Binding Ice, and for a gem-empowered focus, Raulothim's Psychic Lance, both introduced elsewhere in this book. At Ascendant, the focus can upcast any 1st-level-or-higher spell to 9th level once per dawn - one of the single strongest one-time effects any item in this book grants.

**Dragon Vessel (wondrous item, rarity scales with state)** — A container that produces a free consumable once per dawn, upgrading from basic ale or a potion of healing at Slumbering, up through a potion of flying at Wakened, up to a potion of dragon's majesty itself at Ascendant. This is the slowest-burn item on the list, but an Ascendant Dragon Vessel effectively grants a free legendary consumable every single day.

**Scaled Ornament (wondrous item, rarity scales with state)** — Starts as charm/fear save advantage, adds a flat AC bonus and immunity to charm and frightened at Stirring, adds a once-per-dawn damage-negation-plus-healing reaction against its bonding dragon's breath type at Wakened, and grants a permanent flying speed with visible spectral wings at Ascendant. Of the four hoard items, this is the one built purely around survivability rather than offense.

---

## Draconic Gifts

Draconic gifts are not items a party finds - they're a narrative tool the DM hands out when a dragon's death transfers some of its power into a specific character, typically whoever inherits the dragon's role (its chosen heir) or whoever killed it. A gift's rarity tracks the age category of the dragon that bestowed it: uncommon from a wyrmling, rare from a young dragon, very rare from an adult, and legendary from an ancient. The book is explicit that a DM can go one direction (giving a lower-rarity gift for an older dragon) but should be cautious going the other way, since a legendary gift on a low-level character can unbalance a game.

Some tables like to mark a gift-bearer visibly - eye color shifting to match the dragon's, a streak of hair changing color, a stylized dragon-eye mark, or patches of scale appearing on the skin - though this is entirely a DM/player flavor choice, not a mechanical requirement.

**Draconic Familiar (uncommon)** — A ritual _find familiar_ with no material component cost, always summoning a pseudodragon, and the ability to let it take an attack in place of one of the character's own attacks.

**Draconic Rebirth (uncommon)** — Full conversion to a chromatic, gem, or metallic [dragonborn](/articles/dnd-5e-2014/race-guides/dnd2014-dragonborn-guide) matching the source dragon's family, replacing the character's prior racial traits while keeping their existing skill proficiencies (or granting two new ones).

**Tongue of the Dragon (uncommon)** — Draconic literacy, a bonus-action 300-foot audible voice, and advantage on Charisma (Persuasion) checks.

**Draconic Senses (rare)** — 10-foot blindsight plus advantage on Wisdom (Perception) checks.

**Echo of Dragonsight (very rare)** — A ritual _contact other plane_, always reaching an echo of the source dragon on another world rather than a random entity.

**Frightful Presence (very rare)** — A bonus-action fear pulse against every aware creature within 120 feet (Wisdom save against 8 + proficiency + Charisma modifier), usable a number of times equal to the character's proficiency bonus before needing a long rest.

**Psionic Reach (very rare)** — Psychic resistance plus a free _telekinesis_ once per long rest (with the option to pay a spell slot for more), sourced from gem dragon psionics specifically.

**Scaled Toughness (legendary)** — Flat resistance to piercing and slashing damage - a rare universal physical-damage mitigation on a character rather than a specific enemy type.

Draconic gifts aren't the only DM-awarded supernatural-boon subsystem this library covers. [Theros's Supernatural Gifts](/articles/dnd-5e-2014/theros#supernatural-gifts) are mandatory, player-chosen at 1st level, and carry no drawback - a baseline mythic-hero trait rather than a reward. [Ravenloft's Dark Gifts](/articles/dnd-5e-2014/ravenloft#dark-gifts) sit closer to draconic gifts in spirit: real power granted mid-campaign, but every Dark Gift carries a built-in cost, where a draconic gift carries none beyond the DM's own rarity-versus-level judgment call.

### Feats as Draconic Gifts

If a table already runs the Player's Handbook's optional feat rules, the DM can hand out a themed feat instead of one of the eight gifts above: Alert or Observant for heightened senses, Durable, Resilient, or Tough for a hardier body, Elemental Adept for an affinity with one damage type, Inspiring Leader for charismatic presence, Keen Mind for draconic intellect, Lucky for lingering fortune, or Magic Initiate for inherited magic. Critically, the book also allows any of its own three draconic feats - [Gift of the Chromatic Dragon](/articles/dnd-5e-2014/feat-guides/dnd2014-setting-feats-guide#gift-of-the-chromatic-dragon), [Gift of the Gem Dragon](/articles/dnd-5e-2014/feat-guides/dnd2014-setting-feats-guide#gift-of-the-gem-dragon), or [Gift of the Metallic Dragon](/articles/dnd-5e-2014/feat-guides/dnd2014-setting-feats-guide#gift-of-the-metallic-dragon) - to be granted this way, matched to the family of the dragon that died.

---

## The Giant Bags Subsystem

Six loot-container tables - one each for cloud, fire, frost, hill, stone, and storm giants - that a DM rolls against when a party defeats and loots a giant. Each table generates a coin total scaled to that giant type's typical wealth, a handful of throwable boulders, and 1-2 rolls on that giant type's own smaller magic-item table (consumables and minor trinkets, not the named catalog above). It functions exactly like the Dungeon Master's Guide's standard treasure hoard tables, reskinned per giant type - use the book's own tables directly rather than a reconstruction here, since the exact dice math is a DM-facing roll table, not player-facing content.

---

## Giant-Sized Gear: Resizing Options

As described in the Dungeon Master's Guide, wearable magic items normally fit a creature regardless of size or build. For a campaign leaning heavily into giant-crafted loot, the book offers two explicit DM options: **Everything Fits** (any giant-made item, worn or not, magically resizes to fit any creature between Small and Huge after 10 uninterrupted minutes of contact and attunement if required), or **Nothing Resizes** (giant-made items stay giant-sized, and smaller creatures have to adapt them creatively - a giant-made ring as a bracelet, a giant-made bracelet as a headband). Decide which applies at your table before the first giant-crafted item drops; none of the 27 named items above are affected by this choice, since each already states its own sizing behavior.

---

## Attunement Priority: What's Actually Worth a Slot

Every character has three attunement slots, and eight of this chapter's thirteen named items require one. Not all of them compete for the same character, but a few do, and it's worth ranking them honestly rather than treating every legendary item as an automatic yes.

For a full or half caster, the Ruby Weave Gem is the clear first pick over anything else on this list: the free material-component budget alone pays for itself on any spellcaster who uses expensive components regularly, and the once-per-long-rest borrowed spell is a real build-warping tool - a Wizard who borrows _heal_ for a day, or a Sorcerer who borrows _find greater steed_, gets access to an entire class's toolkit for free. Nothing else in the catalog competes with it for a caster's third attunement slot.

For a martial character, the choice comes down to the Flail of Tiamat versus the Dragon Lance. The flail's flat damage bonus and free elemental damage type apply in every fight; the lance's dragon-specific bonus only matters in the (admittedly common, in a dragon-themed campaign) fights that are actually against dragons. A party expecting frequent dragon encounters should lean lance; a party that fights dragons rarely gets more consistent value from the flail. The Topaz Annihilator is a distant third for a martial character who wants a ranged option and doesn't mind the firearm's niche mechanical support at most tables.

A Monk should treat the Dragonhide Belt as close to an auto-include the moment it's found at any rarity, since it's the only item in the chapter built specifically for the class and it scales cleanly alongside character level. It doesn't compete with anything else on this list for a Monk's attunement slots, since none of the other items are Monk-specific.

The remaining attunement-requiring items - Crystal Blade, Dragon Wing Bow, Amethyst Lodestone, Sapphire Buckler, Platinum Scarf - are all solid, situational picks rather than auto-includes. None of them beats the Ruby Weave Gem for a caster or the Flail of Tiamat/Dragon Lance for a martial on a straight power comparison, but any of them is a reasonable third-slot pick for a character who already has their top two priorities filled and wants flexibility (Platinum Scarf), damage-type coverage (Dragon Wing Bow), or a specific defensive answer (Sapphire Buckler against Aberrations).

---

## Placing These Items as a DM

Named items work best tied to a specific dragon: give the Crystal Blade to the party that kills a crystal dragon, the Sapphire Buckler to the party that kills a sapphire dragon, and so on, rather than dropping them into an unrelated treasure table. Hoard items work best as a reason to come back - plant a Slumbering hoard item in a young or older dragon's hoard early, and let the party discover partway through the campaign that leaving it there (or returning to a slain dragon's lair within the hour) pays off in real mechanical growth. Draconic gifts are the one category that isn't about placement at all: decide in advance whether a specific dragon's death is meant to transfer power to its killer or its heir, and pick a gift whose rarity actually matches that dragon's age category before the fight, not after.

A concrete example: a party tracking an adult chromatic dragon across several sessions finds a Slumbering Dragon-Touched Focus in a minor lair partway through the arc, tells the wizard to hang onto it, and only learns near the finale that leaving it in the adult dragon's actual hoard for even a single long rest of downtime (or steeping it there in the 8-hour window right after the kill) pushes it to Wakened - unlocking a themed spell option tied to whichever family the dragon belonged to. That single design choice does more to make the hoard feel earned than simply listing its gold value ever could, and it costs the DM nothing beyond deciding in advance which hoard item goes where.

---

## Final Verdict

Read this catalog by tier and by attunement cost, not by book. The practical
shape of it: Tasha's fills out the low and middle of a campaign, and most of what
it adds at rare is class-locked and attunement-hungry. Fizban's and Bigby are
where the high-tier rewards live, and both come with a subsystem that will fill a
hoard faster than picking items by hand ever will.

The three subsystems are the part most tables underuse. The Hoard Magic Items
table, Draconic Gifts, and the Giant Bags each turn a pile of treasure into
something with a bit of character, and none of them require the other two books
to run.

For the underlying rules, see the [D&D 5e 2014 Magic Items Guide](/articles/dnd-5e-2014/equipment-guides/dnd2014-magic-items-guide). For armor, weapons, and mundane gear, see the [D&D 5e 2014 Gear Guide](/articles/dnd-5e-2014/equipment-guides/dnd2014-armor-and-weapons-guide). The full cluster lives on the [Equipment Guide hub](/articles/dnd-5e-2014/equipment-guides).
