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Tasha's Cauldron of Everything (D&D Rules Expansion) (Dungeons & Dragons) Hardcover – November 17, 2020
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Print length192 pages
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LanguageEnglish
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PublisherWizards of the Coast
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Publication dateNovember 17, 2020
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Dimensions8.54 x 0.57 x 11.16 inches
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ISBN-100786967021
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ISBN-13978-0786967025
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From the Publisher
My dear, sweet, lucky reader,
Within this tome, you'll find a sampling of the curiosities I've documented during my travels. I expect that—with the inclusion of my insights, guidance, threats, and critiques—clever minds will have all they need to advance their accounting of the multiverse's infinite audacities.
I'm drawing back the curtain of reality for you, reader dearest. Summon your courage, and take a peek.
TASHA
What Wonderful Witchery is This?
Tasha has never been shy about sharing her keen insights, and this book is sprinkled with the archmage’s musings on everything from her wizardly rivals to the nature of the multiverse. Herein, she offers a taste of the great power that awaits adventurers everywhere!
Written for players and Dungeon Masters alike, this book offers options to enhance characters and spice up campaigns in any D&D world.
When I first learned magic from Baba Yaga, I couldn't help but add spectral chicken legs to all my spells. She said she wasn't a fan, but I caught her grinning a few times. So of course I still add those legs. What use is magic if you can't harness it to amuse your mom?—TASHA
More Character Options
Create custom origins for characters that don't conform to their racial archetype. Change your subclass, replace a skill, or switch out a cantrip as your character evolves. Never one to go along with convention, Tasha's discoveries open up a whole new world of possibilities, giving players the options and flexibility to realize even more character concepts.
More Subclasses
Barbarians who surge with wild magic as they rage, fighters with the power to move creatures and objects with their mind, and telepathic rogues who manifest their psionic power in shimmering, magic blades that leave no trace.
This book includes more subclasses for every class in the Player's Handbook. You'll also find the artificer class—a master of magical invention—with one added artificer subclass: the Armorer. Armorers enhance their armor with magical capabilities, unleashing potent attacks and formidable defenses.
Class Features, Feats & More
The wealth of added player options don't stop at character creation. Gain telekinetic powers, learn metamagic to alter your spells, or master the culinary arts with added feat options. Choose from even more fighting styles and expanded class spell lists. And further customize your character with different class features to choose from as you level up.
Well darn. Whatever could have happened to the spells Mordenkainen's Bountiful Back-Patting, Heward's Hot Air, and all the rest? I'm sure I submitted the spells they insisted I include herein. Seems they got lost in the shuffle. Shame.—TASHA
Magical Bits & Bobs
Tasha's Cauldron of Everything introduces more spells, artifacts, and magic items for player characters and monsters to use, including magic items that can be printed on one's body in the form of tattoos.
Spells
While Tasha's hideous laughter has garnered the most fame, Tasha's magical repertoire goes far beyond giggles and bad jokes. Learn from the creator of the Demonomicon herself how to summon fiends and other creatures without the risk of them turning on you and your friends. Try out her lesser-known eponymous spells: Tasha's caustic brew, Tasha's mind whip, and Tasha's otherworldly guise. And harness the power of the mind with psionic spells like intellect fortress and mind sliver.
Magic Tattoos
Blending magic and artistry with ink and needles, magic tattoos imbue their bearers with wondrous abilities. Use your tattoo to cast a particular spell with charges instead of spell slots. Grapple or damage creatures with inky tendrils. Or do extra damage with your weapon attacks. Tattoos come in all sizes and rarities. Just think twice about your choice of design or you may find out the real reason wizards wear robes.
Unfortunately, at Mordenkainen's request, a panel of experts from Greyhawk Guild of Wizardry—which I'm assured is an esteemed center of learning and not at all an elaborate scam to swindle highborn rubes—has been granted editorial oversight of this work. As a result, I understand that some of my "less traditional" findings have been saddled with various rules, for the supposed "safe continuance of the mystical arts and, indeed, all life in the multiverse."—TASHA
More Tools & Optional Rules
A Dungeon Master employs many tools when preparing and running a D&D campaign. Tasha's Cauldron of Everything adds to your toolbox with guidance and optional rules for a variety of situations, plus a selection of ready-made puzzles that can be dropped into your campaign.
Environmental Hazards
Statues that sing, animals that whisper secrets, clouds that speak their mind—bring adventure settings to life with tables full of fantastical effects adventurer's might face while journeying through supernatural locales. You'll also find rules for a variety of magical and natural hazards—from eldritch storms on the high seas to mundane avalanches that are no less deadly.
Sidekicks
Whether it’s a goblin with a heart of gold or a much-needed translator, parties often adopt non-player characters. In this book you'll find rules for creating sidekicks with three simplified class options: Warrior, Spellcaster, or Expert. These classes can also be a great way to introduce new players who want to start with a simpler character.
Parleying with Monsters
Meeting a monster doesn't have to spark a fight. Often food or an offering can calm a hostile monster, and sapient creatures would often prefer to talk than to draw weapons. Whether it's flattering a beholder, mimicking a mating dance, or offering bubbly liquids to an ooze, this book includes tables full of creative ways players might get on a monster's good side.
Puzzles
Devious traps and multifaceted mysteries might be staples of fantasy adventures, but they're not the easiest challenges for a DM to present on the fly. This book presents a selection of puzzles designed to invite group participation and challenge adventurers of any stripe—from genius scholars to martial masters. Each puzzle includes player handouts, a difficulty rating, text you can read aloud to your players, tips for providing hints, and advice for customizing the puzzle to fit the needs of your adventure.
Playing Dungeons & Dragons
Become an Adventurer
Adventurers come in all shapes and sizes. Find one that’s fun for you.
An elvish cleric, driven from society for trespassing on tradition. A dwarven paladin, atoning for an ignominious past. The Player’s Handbook provides the skeleton for your characters. Flesh them out however you choose.
Join the Party
D&D brings people together and forges new friendships. Silly moments spawn inside jokes; moving battles leave treasured memories—whether in the heat of battle, embroiled in social intrigue, or solving clever puzzles, your party has your back.
Choose Your Own Path
The woods are growing dark. Behind a mass of ivy, you see the stones of a crumbling castle. What do you do?
In D&D, your options are limitless. Because the Dungeon Master, as narrator of your tale, can improvise in reaction to any choice you make, what happens next is entirely flexible. Do you dare go on?
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Product details
- Publisher : Wizards of the Coast (November 17, 2020)
- Language : English
- Hardcover : 192 pages
- ISBN-10 : 0786967021
- ISBN-13 : 978-0786967025
- Item Weight : 1.25 pounds
- Dimensions : 8.54 x 0.57 x 11.16 inches
- Best Sellers Rank: #147 in Books (See Top 100 in Books)
- Customer Reviews:
Customer reviews
Top reviews from the United States
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The new class options are good, but your mileage will vary by taste. There is one new class in the artificer, while each other class gets two new subtypes. There are 15 new feats with some solid options, but again your mileage will vary with taste. The new spells were a bit disappointing to me, as of the 21 new spells, 8 are variants of summon creature type. Sadly, only 3 spells belong to the book's namesake Tasha. Here we also find a small blurb regarding personalizing spells. As with the racial origins, personalizing spells doesn't offer any interesting or concrete rules. Rather, this is 10 suggestions for ways to add a roleplayed theme to your spellcasting.
The group patrons section will likely hold some interest for players and dungeon masters alike. I imagine, newer DMs, particular those having trouble with party unity and direction, will most benefit from the added structure a group patron brings to a campaign. New magic items are always appealing to both players and dungeons masters as well. There is a solid variety of rarity and types. The new artifacts and tattoos are full of flavor and style.
The DM Tools section provides some solid systems and lots of inspiration for all levels of experience. Sidekicks, environmental hazards, and puzzles are all great additions to help flesh out a campaign. Sidekicks gives some simplified class options for fleshing out npcs or adding an npc to the party. The environmental hazards is full of interesting varied biomes. The puzzles section in particular will help ease struggles with designing and running these types of challenges.
Overall, Tasha's will provide better value to dungeon masters. Players can skip this one and borrow it from their DM, or at least try to find it at a discount.
By Claire Haupt on November 17, 2020
A lot of content is just reprints from other sources which was disappointing.
New players trying to learn the basics of character creation are likely to find the optional rules and new classes/sub-classes somewhat daunting since there are so many options now spread across multiple books.
My understanding was Wizards of the Coast wanted to give players more options outside the "Western High Fantasy" archetypes and that goal is certainly evident in the art. I personally didn't care for many of the illustrations because they are just so purposefully atypical. Obviously, that is a subjective opinion and others mileage may vary.
If you are one of the people who feared this book was going to "destroy" D&D or one of the people who felt it was going to wildly expand the D&D world and open new horizons, you are both going to be disappointed. In the end, it's going to be a useful book for experienced players and DMs.
By Amazon Customer on November 17, 2020
By Phukktifano on November 19, 2020
Really enjoyed tasha's bits of snark in her scrolls. Reminded me of bob in the dresden files rpg books or shadowtalk in the shadowrun rpg books back in the old days of Fasa.
My favorite new subclass is the twilight domain. Fighters have tons of new options. Wizards will love cantrip formulas. New fighting styles including some that give cantrips. New feats especially the metamgic one will be super popular.
It would be fun to run a marvel 1620 5e game with Psylocke of the X-Men being a soul knife rogue.
The Chef feat reminded me of Spelljammer.
Group Patrons open up for novice DMs new playing styles rather than the typical hack n slash and make it easier to get the players to neat places without railroading them.
The magical tattoos bit reminded me of the death gate cycle books which was neat.
But, overall I read the book in 6 hours or so and most of the meat could be absorbed by players in less time. If you have a dndbeyond subscription then you can share the book with them for purposes of pc creation and they can read it in Sources if they want to take a look at feats and new spells. Not a great purchase for a player unless you're well off and a collector but a good buy for a DM wanting to buy one book to get the key mechanical bits from many other sourcebooks.
Top reviews from other countries
Cover und Optik kommen interessant daher, diesmal ist das Thema Tasha, ein Figur aus dem D&D Universum nachder auch einige Zauber benannt sind. Warum Cauldron zu Deutsch Kessel im Titel steht ist zwar merkwürdig, aber naja. Tasha kommentiert jede Klasse und auch ansonstne zwischendurch immer mal wieder, auch viele Bilder beziehen sich auf sie. Immer wieder gleich seltsam ist der Geruch des Buches, bisher bei allen drei letzten Büchern zu bemerken.
Der Inhalt:
Rassenoptionen (2/5)
Den Auftakt macht das Rassen-Selbstbau-Schema und die Political Correctnes in Rollenspiel zu bringen. Ich halte davon gar nichts. Plötzlich darf man seine Ability Scores, Sprachen und Proficiancys nach belieben verteilen. Oder besser gleich einen Elfen mit dem Variant Human bauen (ja geht jetzt). Powergamer herzlich willkommen.
Gefolgt von Regeln für das Tauschen von Subclass.
Neue Klasse Artificer: (1/5)
Dann kommt der Artificer der nun als Offizielle Klasse eingeführt wird. Ein Half Caster (bis Lv. 5) der jedoch im Gegensatz zu Paladin und Ranger ab Lv. 1 Zaubern darf - wie unfair ist denn das bitte?! Seine Zauberliste ist eine Bunte Mischung, die jegliche Trennung von Divine und Arcane Magic vermissen lässt. Magic Items dar er selber bauen, sich auf bis zu 6 Items Attunen und mit seinen Infusions diverse quasi Magic Items schaffen. Er ist ebenso modular wie ein Warlock. Aber deutlich stärker.
Neue Subclasses und Features (3/5)
Aber auch andere Klassen bekommen neues dazu. Vieles ist bereits aus den Unearthed Arcana bekannt und wurde noch mal reviewt. Ein klares Thema kann ich nicht erkennen. Path of The Beast des Barbaren findet sich neben der Peace Domain für den Kleriker. Manches sind Reprints aus vorherigen Veröffentlichungen wie der Bladesinger aus dem Sword Coast Guide, die nur marginale Änderungen erfahren haben. Durchgängig wird nun bei vielen Features der Proficiancy Bonus als Anwendungslimit herangezogen.
Jede Klasse bekommt nun neue Optionale Features, die der SL nach belieben als Ersetzung, Ergänzung oder gar nicht erlauben kann. Was auch gut ist, denn nicht wenig davon wäre völlig unlogisch wie Austauschen des Kampfstiles. Manche Subclasses sind thematisch toll gemacht wie der Twilight Kleriker aber so extrem kopflastig, dass es wohl nur als 1-LevelDip Option enden wird. Wieder andere sind sehr gut gelungen wie der Peace Domain Kleriker, der mit minimalen Änderungen eine tolle Alternative zur Life Domain sein kann.
Feats (2/5)
Die Feats sind eine komplette Enttäuschung. Sie gehen primär darauf Multiclassing durch Feats zu ermöglichen. So kann man auf einfache Weise an Invocations des Warlocks kommen oder sich Metamagie holen. Auch Expertise oder Kampfstile kann nun jeder bekommen. Ich finde es schade, dass nimmt Klassen die Individualität.
Gruppenpatrone (3/5)
Gruppenpatrone sind ein SL-Teil, das die "Auftraggeber" oder den Gruppenzusammenhang besser darstellen soll. Ich habe sowas immer schon genutzt ohne dafür "Regeln" gebraucht zu haben, aber als Inspiration ist der Teil ganz nett - aber eben einfach überregelt. Es gibt vor, wofür die Gruppe Gold bekommt, welche Vorteil der Patron bringt, was typische Quests sind und was für "Backgrounds" die Charaktere haben müssen. Ich sehe den Teil maximal als Inspiration.
Zauber (1/5)
Ein Teil auf den ich mich wirklich gefreut habe, aber bitter enttäuscht wurde. Es sind ziemlich wenige (21) und die besten Zauber sind Reprints (wenn auch mit logischer Verbesserung - Booming Blade, Greenflame Blade, Sword Burs und Lightning Lure). Die Summon Zauber sind nett, aber mir zu abstrakt, die habe ich nach dem Unearthed Arcana bereits umgeschrieben und mit dem Vorgängern (Conjure Zauber) vermengt. Leider machen sie 9/21 aus... Was noch übrig bleibt ist ein Zauber um zwischen den D&D Welten (nicht Ebenen sondern Welten wie Eberron, Forgotten Realms und co) zu springen. Psionik und ein Schwarzes Loch Schwert...
Der Absatz zu Customizing Spells ist für Rollenspieler selbstverständlich, aber die Beispiele ziehen es mal wieder ins Lächerliche. Schade Chancen vertan.
Magic Items (3/5)
Noch eine Enttäuschung. 47 Items sind es an der Zahl, davon sind aber 29 einfach nur Versionen von 3 verschieden Gegenständen (Zauberbuch Items, Shards der Zauberschulen für Sorcerer und Tattoos...) macht also 21 echte neue Items. Hier in dem Kapitel sieht man tatsächlich starken Bezug zur Namensgeberin des Buches, denn viele Items beziehen sich auf ihre Aktivitäten. 6 Items sind sogar Artefakte. Diese haben jedoch so viel Story dass sie schwer sein werden, in eigene Welten einzufügen. Die Zauberbücher finde ich merkwürdig, da sie den Sinn haben, als Fokus zu dienen... Die wirklich neuen "normalen" Items sind zum Teil echt gut, wie der Manel für Druiden oder das Emblem für Paladine/Kleriker, die Shards sind eine nette Idee, manche vielleicht etwas krass. Dazu sind auch die neuen Bardeninstrumente toll. Die Tattoos sind einfach nur schräg: sie können beliebig angebracht und wieder entfernt werden (und danach erneut benutzt werden...).
Der "richtige SL Teil"
Hier geht es zunächst um die Vorstellung der Spielemacher von einer Session 0. Das bestand für mich aus Selbstverständlichkeiten, wie Gruppen- und Charakterabsprachen.
Sidekicks (4/5)
Dann folgt ein Teil zu Sidekicks. Recht nett gemachte abgespeckte Regeln für NPC, die der Gruppe folgen. Die waren auch schon mal Teil eines Unearthed Arcanas, haben aber sehr viel gutes Finetuning erhalten und können nun keinen Charakter mehr in den Schatten stellen. Nett wenn man den befreundeten Pseudodrachen der Gruppe bis Lv. 20 mitnehmen will. Aber es lädt dazu ein, einen ganzen Zoo oder Gefolge mitzunehmen.
Verhandeln mit Monstern (3/5)
Okay, das braucht Regeln? Echt jetzt? Nagut ein paar Dinge sind interessant, isb. wenn man ein Improvisationsspielleiter ist, aber gut vorbereitet braucht man das nicht. Und vieles ist echt schräg...
Supernatural Regions (4/5)
Ein mega interessantes Kapitel über Zustände von Gebieten von Geweihte Gebiete, zu verspukten Gebieten von Monstern heimgesuchten Orten bis zu magischen Phänomenen. Jedes mit Auswirkungen und einer Tabelle für Zusatzeffekte. Sowas suche ich in Erweiterungsbüchern, davon müsste es viel mehr geben. Nur 21 Seiten... Leider leidet es wie vieles in D&D unter Übertreibungen und Schrägheit...
Rätselpart (5/5)
Es bleibt spannend: jetzt geht es um Rätsel. Das Kapitel gibt Beispielrätsel und erklärt wie man sie einbaut, leitet und welche Hinweise man geben kann. Nur weil ein Spieler einen hochintelligenten Wizard hat, ist er ja nicht automatisch selbst ein Rätselfan, aber so kann man den Charakteren mit erfolgreichen Würfeln Tipps zukommen lassen. Das hat das Buch auch gemacht und einige davon werde ich definitiv nutzen.
Fazit:
Ich sehe D&D Bücher ohnehin nur noch als Inspirationslieferanten, dafür taugt das Buch noch, aber die Qualität lässt immer weiter nach. Wenn man alles erlauben würde, würde niemand mehr die PHB Sachen nutzen, denn die werden einfach deklassiert. Das Thema wird auch mit jedem Buch schräger und immer mehr wird vereinheitlicht wie jetzt mit Rassen durch Spieler definieren und auf die gewählten Klassen optimieren lassen.
Es handelt sich also mehr um ein Baukasten Buch und gehört in SL-Hände und nicht in Spielerhände.
Wie üblich das ist nur meine Meinung, darf jeder anders sehen.
As for the contents of the book I like the new subclass options and I like the inclusion of the artificer class as I don't own a book that includes it yet. I enjoyed the new spells and magic items but found the rest of the book lacking.
Unfortunately I can't recommend this book unless they reduce the price considerably and amend the production issues.
Reviewed in the United Kingdom on November 26, 2020
As for the contents of the book I like the new subclass options and I like the inclusion of the artificer class as I don't own a book that includes it yet. I enjoyed the new spells and magic items but found the rest of the book lacking.
Unfortunately I can't recommend this book unless they reduce the price considerably and amend the production issues.
I received my copy of it literally this morning and i've already had 3 pages fall out. For a book of this price, "perfect binding" is ridiculous. It is the cheapest and crappest binding you can get. You are guaranteed for it to fail.
Luckily i'm an amateur bookbinder so i'll be re-binding this book, like i've had to do for the DMG and the MM. Ridiculous.
Reviewed in the United Kingdom on November 26, 2020
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