Tasha’s Cauldron of Everything

Tasha’s Cauldron of Everything

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  • Type:Epub+TxT+PDF+Mobi
  • Create Date:2021-03-27 13:20:52
  • Update Date:2025-09-06
  • Status:finish
  • Author:Wizards of the Coast
  • ISBN:0786967021
  • Environment:PC/Android/iPhone/iPad/Kindle

Summary

A magical mixture of rules options for the world's greatest roleplaying game。

The wizard Tasha, whose great works include the spell Tasha's hideous laughter, has gathered bits and bobs of precious lore during her illustrious career as an adventurer。 Her enemies wouldn't want these treasured secrets scattered across the multiverse, so in defiance, she has collected and codified these tidbits for the enrichment of all。

EXPANDED SUBCLASSES。 Try out subclass options for every Dungeons & Dragons class, including the artificer, which appears in the book。

MORE CHARACTER OPTIONS。 Tasha's Cauldron of Everything introduces a host of class features and feats, plus straightforward rules for modifying a character's racial traits and customizing their origin。

INTRODUCING GROUP PATRONS。 Whether you're part of the same criminal syndicate or working for an ancient dragon, each group patron option comes with its own perks and types of assignments。

SPELLS, ARTIFACTS & MAGIC TATTOOS。 Discover more spells, as well as magic tattoos, artifacts, and other magic items for your campaign。

EXPANDED RULES OPTIONS。 Try out rules for sidekicks, supernatural environments, natural hazards, and parleying with monsters, and gain guidance on running a session zero。

A PLETHORA OF PUZZLES。 Ready to be dropped into any D&D adventure, puzzles of varied difficulty await your adventurers, complete with traps and guidance on using the puzzles in a campaign。

Full of expanded content for players and Dungeon Masters alike, this book is a great addition to the Player's Handbook。 Baked in you'll find more rule options for all the character classes in the Player's Handbook, including more subclass options。 Thrown in for good measure is the artificer class, a master of magical invention。 And this witch's brew wouldn't be complete without a dash of added artifacts, spellbook options, spells for both player characters and monsters, magical tattoos, group patrons, and other tasty goodies。

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Reviews

Eskil

Definitivt en av de bedre regelbøkene til 5e。 Verktøy til DM og spillere, gode forklaringer, og den samler underklasser fra andre, mindre populære bøker, og det er swag。

Yani

As much as I love the subclasses in this book, I don't think the book overall is as good as Xanathar's Guide which preceded it。 Overall, sassy asides from Tasha don't seem as good as the Xanathar ones。 It's kind of a similar idea really。 The "author" of the book is being sassy about the items presented, and they're kind of the same thing as the previous ones。And the other parts of the book are okay。。。 but less exciting overall。 I like the magic items, and while the fact that this is a book by "a As much as I love the subclasses in this book, I don't think the book overall is as good as Xanathar's Guide which preceded it。 Overall, sassy asides from Tasha don't seem as good as the Xanathar ones。 It's kind of a similar idea really。 The "author" of the book is being sassy about the items presented, and they're kind of the same thing as the previous ones。And the other parts of the book are okay。。。 but less exciting overall。 I like the magic items, and while the fact that this is a book by "a witch", so the spells are mostly focused on wizards and arcane classes rather than the other classes, which is always boring to me。The very best thing about this book though is the art。 Love the art。 。。。more

Christine Bertolino

I found several subclass ideas I can't wait to use in my games! I found several subclass ideas I can't wait to use in my games! 。。。more

Zachary Coffin

I found the new concepts and rules in this book to go a long way towards helping me flesh out a world that I was building and was missing things for。 I was not even considering these rules and projects that I needed would ever be addressed by WOtC at all, but to my surprise I did get the help I needed。I amso enjoyed the style and format of the information, those little immersion creating tidbits in the corners and sides just make my day。 I hope that I can implement this very useful information i I found the new concepts and rules in this book to go a long way towards helping me flesh out a world that I was building and was missing things for。 I was not even considering these rules and projects that I needed would ever be addressed by WOtC at all, but to my surprise I did get the help I needed。I amso enjoyed the style and format of the information, those little immersion creating tidbits in the corners and sides just make my day。 I hope that I can implement this very useful information into a game that my players truly enjoy。 。。。more

Ryan Cooper

An excellent addition to the D&D 5e line up。 The additional class and subclass options are well structured and inspire ideas for characters, the spells great additions, the magic items are fantastic, and the details about patrons are a guide to excellent story structures。 I feel like the Session Zero information is so critical to a positive game experience, it should be added to the PHB or the DMG。 And the Customize Your Origin/Lineage options are simple, and provide the perfect fix for allowing An excellent addition to the D&D 5e line up。 The additional class and subclass options are well structured and inspire ideas for characters, the spells great additions, the magic items are fantastic, and the details about patrons are a guide to excellent story structures。 I feel like the Session Zero information is so critical to a positive game experience, it should be added to the PHB or the DMG。 And the Customize Your Origin/Lineage options are simple, and provide the perfect fix for allowing your character to no longer be bound by racial traits。 All of which is well described, with new illustrations that make this book a great addition to the horde。 。。。more

Rick

A fun mix of new material to sprinkle into campaigns。 Nothing too earthshaking。

Jerrod

A lot of aspects frustrate me with Tasha's。 Not all of which are actual aspects in Tasha's。I'm not a fan of codifying that there are no codified rules。 It frustrates me that they had to make rules to remind people that if they don't like the 'races' they don't have to use the strict rules about what the racial traits were。 It's frustrating。I'm not a fan of the power creep, it seems clear that this is a money grab。 I'm fine throwing money at the company on some level, I just wish it were not so c A lot of aspects frustrate me with Tasha's。 Not all of which are actual aspects in Tasha's。I'm not a fan of codifying that there are no codified rules。 It frustrates me that they had to make rules to remind people that if they don't like the 'races' they don't have to use the strict rules about what the racial traits were。 It's frustrating。I'm not a fan of the power creep, it seems clear that this is a money grab。 I'm fine throwing money at the company on some level, I just wish it were not so clear that this in so many ways is a replacement for all the subclasses that came before。 It takes a lot of work to continually challenge your players。 And unless you are playing My Lil Pony D&D, I expect my players to feel some sense of imminent death to their Pc's is always on the table。 Power creep doesn't make it any more work, it just perpetuates the problem。A mirror to Xanathar。。。 It seems clear that they were attempting to mirror the amazing work that XGtE was, and it is sad。 The bullshit waste of pages outlining the fighter battlemaster maneuver combinations。。。 wtf wizards。 Some of this book seems so clearly to just be editorial filler and not real content。 Like it is pulled from a community forum and not professional writers producing a quality product to serve their base。I wish they could take a hint from their distant sibling, cousin, missing friend。。。 Games Workshop, and try to make money off the game in other formats。 Because combining Dm and player material in one book is silly。 At least in XGtE they made sure to focus on the aspect of tables and information to create, nothing spoiler wise。 A chunk of this book, is effectively spoilers if you are not a DM。 It doesn't even offer creative 'tables' like XGtE。 。。。more

James Bowman

Tasha's Cauldron of Everything is essentially a sequel to Xanathar's Guide to Everything, in that both provide a bunch of new rules options for players and some additional tools for DMs。 Also like Xanathar's, much of the material had previously appeared in playtest form as part of the Unearthed Arcana web column。 The narrator of this tome is Tasha, previously better known in D&D lore as the evil Iggwilv, though she comes across here as more just a sassy sorceress (who makes a number of modern-so Tasha's Cauldron of Everything is essentially a sequel to Xanathar's Guide to Everything, in that both provide a bunch of new rules options for players and some additional tools for DMs。 Also like Xanathar's, much of the material had previously appeared in playtest form as part of the Unearthed Arcana web column。 The narrator of this tome is Tasha, previously better known in D&D lore as the evil Iggwilv, though she comes across here as more just a sassy sorceress (who makes a number of modern-sounding references in her quips)。 I think it would have been more fun to keep her more on the menacing, villainous side, but oh well。(One other minor quibble - the page count was slightly down from other D&D books, and the font size was slightly up, but the price tag was the same。 It's how these things go, I know, but I still noticed。)Tasha's is broken into four chapters - one for character options (nearly half the book), a much shorter chapter on group patrons, another short chapter with new spells and magic items, and a final chapter on DM tools。 Going through each chapter。。。(view spoiler)[Chapter 1 - Character Options: This section starts off with rules for customizing your character race。 Essentially, it lets you move around the race's various bonuses and proficiencies, or even design a brand new character race from scratch if you choose。 This is followed by rules for adjusting skills and subclasses。 For as much hype as this section got in advance press, it's surprising that it only took up two pages - there weren't even any examples for us to work with。 Still, these do provide good options for players, especially if they had DMs who were strictly by-the-book on such matters。Next is a "new" class, the artificer, whose main shtick is creating magic items on the fly。 (It actually originated in Eberron: Rising from the Last War。) Included are four subclasses: alchemist (potions), armorer (fantasy Iron Man, basically), artillerist (they get a little cannon helper, plus "arcane firearms"), and battle smith (they get a "steel defender" ally)。 This is followed by several "infusions" (abilities for temp magic items), some of which would be rather neat as normal magic items。 The artificer looks very fun, but - excepting the alchemist - it doesn't feel like it would fit well into campaigns that aren't comfortable with a certain amount of magi-tech。The artificer is followed by new options for the 12 core classes - both the usual new subclasses (every class gets at least two) but also alternate default class features。 Many of these alternate features involve swapping out choices you made at character creation for new choices at higher levels, like cantrips or proficiencies。 While certainly player-friendly, it's strange in-universe for a character to "forget" a skill in favor of a new skill, especially once they get to higher levels。 (This is especially noticeable with the bard, who can swap out their specialized expertise - akin to someone instantly forgetting everything they learned about repairing cars but suddenly becoming an expert in French literature。) I would have rather this had been of the "work it out with your DM" flavor, instead of becoming a built-in class feature。 Fortunately, these are only options。Other notable alternate features include giving the default fighter many of the abilities of the Battle Master subclass, and what amounts to a complete rework of the ranger - resulting in a class that's undeniably more effective, but loses much of its flavor as a terrain specialist and monster hunter。 However, there are also a number of less radical but very useful changes here and there。。。 so I'm sure DMs with an eye towards homebrew will find something to their liking。 They also provide some general new options for fighters and warlocks, which are definitely useful。As for the new subclasses, that section also shows mixed results。 (A handful of these subclasses were also reprinted from other books, though as that moved all but one of them out of the Magic: The Gathering sourcebooks and into general D&D canon, that's a good thing。) While Xanathar's included many previously missing fantasy archetypes in its selection, Tasha's selection seems a lot more specialized and esoteric。 Some of my favorites included the barbarian's Path of the Beast (turn all monster-y when you rage); all three druid options (including the Circle of Stars, which I was prepared to dislike); both monk options (although the Way of the Astral Self is much more anime than traditional fantasy material); the paladin's Oath of Glory (basically being dedicated to your own awesomeness); the warlock's Genie patron (you even get your own itty-bitty living space); and the wizard's Order of Scribes (you get a very useful spellbook)。 However, there are many let-downs here, such as the bard's College of Creation (you get to make animated objects。。。 and not much beyond that) and College of Eloquence (mechanically potent but very little to actually do with eloquence); the cleric's Peace Domain (more like a "teamwork" domain, and it also includes combat boosts - a peace cleric should be a pacifist) and Twilight Domain (you protect against threats in the night, much too specialized); the fighter's Rune Knight (you can use the magic of runes, but the powers are all tied to D&D's giants); the ranger's Fey Wanderer (not very distinct from the fey subclasses we already had); the sorcerer's Clockwork Soul (actually pretty cool, but an odd fit as a sorcerer option, should have been a warlock); and the warlock's Fathomless patron (felt redundant with the Great Old One patron)。Several of these weaker entries felt like mechanics in search of a theme to justify them, or the result of mashing together two other options into one (for example, Twilight Domain and Rune Knight)。 It's also strange that so much effort was spent on unusual options, when we're still missing basics like elemental spellcasters。 The chapter ends with a selection of new feats, most of which fill in useful gaps in the game。This chapter also uses the opportunity to introduce psionics into 5th edition - one psionic subclass each for fighter (Psi Warrior, basically a Jedi), rogue (Soulknife), and sorcerer (Aberrant Mind), and two psionic feats (Telepathic and Telekinetic)。 All of which are fine, just not suited to all campaigns。Chapter 2 - Group Patrons: Originally from Eberron: Rising from the Last War, these rules basically provide frameworks for a campaign beyond "we're adventurers for hire"。 The many suggested patrons include academies, criminal syndicates, and religious orders。 Lots of good material in here。Chapter 3 - Magical Miscellany: This chapter provides several new spells, and a bunch of new magic items (an area that was overdue for attention)。 One important set of new additions are spells for summoning creatures, something underrepresented in 5th edition so far。 It's a little disappointing you can only summon one creature at a time, but it's still good to have。 Many of the new magic items are utilitarian, clearly intended to benefit specific spellcasting classes, but that's not unwelcome。 They also add a new category of magic item, magic tattoos, which are fine, and some cool new artifacts。Chapter 4 - Dungeon Master's Tools: An assortment of useful things for DMs, including:- Guidelines for a "session zero" for your campaign - common DM advice online, but good to have outlined for novice DMs (and those who don't troll the internet for such advice)- Rules for sidekicks (originating in the Essentials Kit), allowing you to have fun support characters or just play much simpler characters yourselves- Rules for parleying with monsters (and also which skills can provide information about monsters, thank you)- Supernatural hazards, such as haunted regions- Magical phenomena, such as magical storms- Natural hazards, such as avalanches- A section on how to handle puzzles, with several sample puzzles (I actually thought the "easy" puzzles were more challenging and less intuitive than most of the "hard" ones)None of these seem like essentials for the game, but all should be very useful。Other random observations:- As a long-time D&D fan, I also appreciated the call-outs to classic settings sprinkled throughout, including Basic D&D's Mystara setting, Ravenloft (hi, Azalin), and what appears to be the first canonical connection between Eberron and the larger D&D multiverse。 Those, plus the discussion of travel to other worlds and the plot-device dream of the blue veil spell, make me hopeful that more multiversal stuff is on the way in the near future。- There sure were a lot of tieflings in the character options section。 (The influence of Critical Role's Jester, perhaps?) Also, interestingly, a few orcs but no half-orcs, and distinctly paler drow。 (hide spoiler)]There's a lot of useful material in Tasha's, though it's actually the DM material that is more broadly useful - the player options are interesting, but many won't fit into every campaign。 Folks who were expecting this to be a massive game-changer for D&D will also be disappointed。 Still, while this isn't quite an essential buy, it's worth checking out。 (A-) 。。。more

Jonas

Tasha’s Cauldron of everything is my new favorite Dungeons and Dragons handbook。 While most D&D books take a serious, in-depth look at the game, Tahsa’s manages to mix humor, accessibility, and incredibly cool magic into any one page。 In case you are confused as to what Dungeons and Dragons is, and/or what the purpose of a “D&D Handbook” even is, I’ll give a quick explanation。 Dungeons and Dragons is a tabletop game that mixes math, role playing, and imagination to let you live out your other-wo Tasha’s Cauldron of everything is my new favorite Dungeons and Dragons handbook。 While most D&D books take a serious, in-depth look at the game, Tahsa’s manages to mix humor, accessibility, and incredibly cool magic into any one page。 In case you are confused as to what Dungeons and Dragons is, and/or what the purpose of a “D&D Handbook” even is, I’ll give a quick explanation。 Dungeons and Dragons is a tabletop game that mixes math, role playing, and imagination to let you live out your other-worldly fantasies。 The purpose of a handbook is to add on additional options for players to choose from while making their worlds or characters。 Tasha’s Cauldron of Everything is unique in terms of dungeons and dragons handbooks。 While most assume the person reading already has a full understanding of the rules of the game, Tahsa’s certainly does not。 It mixes classic parts from older handbooks with exciting new features, meaning a player of any skill level can pick up the book and immediately immerse themselves in new character ideas。 It also adds something D&D books have been missing for a long time: humorous footnotes! The titular Tahsa has left comments on almost every aspect of her book, containing surprisingly modern humor, coming from a fantasy witch。My one real complaint concerning the book is that you still need a Players handbook to play the game, and that the Player’s handbook wasn’t written like this in the first place。I would absolutely recommend picking Tasha’s up to any D&D player, from the newest to the oldest, I guarantee you’ll have a fun time。 。。。more

Ciaran S。

Lovely content, a lot of fun features for 5e, and it has some really great stuff in there for all levels of campaigns。

Jason Vanhee

Solid options of all sorts, the kind of book that, if they keep producing them, will be a delight。

Shirine

Sweewomt

Chad Riley

Excellent material for D&D games。 More options are always nice。 The setup and conceit of the book is fun。 Tasha's got some good on liners。 Excellent material for D&D games。 More options are always nice。 The setup and conceit of the book is fun。 Tasha's got some good on liners。 。。。more

Zach

One of the best first-party additions to the 5e supplement collection。 Includes some of the most interesting new class options in any of Wizards' supplements。 One of the best first-party additions to the 5e supplement collection。 Includes some of the most interesting new class options in any of Wizards' supplements。 。。。more

Nick Klagge

https://www。klagge。net/post/2021-01-1。。。 https://www。klagge。net/post/2021-01-1。。。 。。。more

Jason Drummond

Well written and engaging。 Filled with great info for players and DMs。 I can't wait to use it in my game! Well written and engaging。 Filled with great info for players and DMs。 I can't wait to use it in my game! 。。。more

Shadowdenizen

Another solid entry into the 5E universe。While not as useful (IMO) as Xanathars Guide, this books brings some more useful tidbits into the mulitiverse。it's nice to see aspects of psionics (SoulKnifes) brought into the mix, and the Artificer has long been a favorite of many D+D fans。 Another solid entry into the 5E universe。While not as useful (IMO) as Xanathars Guide, this books brings some more useful tidbits into the mulitiverse。it's nice to see aspects of psionics (SoulKnifes) brought into the mix, and the Artificer has long been a favorite of many D+D fans。 。。。more

Mischa

Lots of good content。 Tasha’s voice scattered throughout is disappointingly generic though。

Henry

Real solid splat book for Dnd! If you like the game, definitely one to pick up。

Hristo Simeonov

Добри и вече официални субкласове, магии и опции за ДМа。 Извън това обаче книгата е влудяващо детински написана。 А обещаваните "разтърващи промени" на расите в ДнД са просто рекламен трик。 И слава богу за което。。。 Добри и вече официални субкласове, магии и опции за ДМа。 Извън това обаче книгата е влудяващо детински написана。 А обещаваните "разтърващи промени" на расите в ДнД са просто рекламен трик。 И слава богу за което。。。 。。。more

Ross Kitson

The latest sourcebook for 5th edition follows the style of Xanathar's Guide as an optional expansion of material for players and DMs。 Essentially selected articles from WotC's unearthed arcana playtest material this may be repetition for some。The content has a good variety, and you'd be challenged not to find anything of use here。 The new subclasses increase the variety available now to bewildering levels, and there's some great ones here。 The three new Psi subclasses are fun, as are the druid s The latest sourcebook for 5th edition follows the style of Xanathar's Guide as an optional expansion of material for players and DMs。 Essentially selected articles from WotC's unearthed arcana playtest material this may be repetition for some。The content has a good variety, and you'd be challenged not to find anything of use here。 The new subclasses increase the variety available now to bewildering levels, and there's some great ones here。 The three new Psi subclasses are fun, as are the druid subclasses。 It also offers an option to change subclass during campaign, which at first I was uncertain, but offers an alternate to multi classes。The optional change to race bonuses was fairly small print for me, and felt a little tacked on。 Probably won't use that。The patrons section was surprisingly good, with some excellent ideas that made me think a lot of books I've read or series I've watched。 Some fun flavour there for my next campaign。The spells and magic items are always welcome, and the environmental rules/ magic zones could be situationally useful。 Finally the puzzles section provides some clever structures (and cheats/hints) that will probably need adapting as your players will have read them all before you put it into a dungeon!My only gripe is that despite the quality of the content it felt rather thin for the cost。 Might be me getting miserly, but the prior book (Rime of the Frost Maiden) was a beast in size。Anyhow, worth a look in my opinion。 。。。more

Rob Moore

Fantastic compendium of new options for both players and dungeon masters。 I can't say there is a part of this book I didn't like。 The character options section allow for a lot more customization than before in every class and even officially prints the artificer class。 Feats are great and the guidance for customizing origin and changing skills are subclasses are excellent。 The Group Patrons section is just full of inspiration for campaigns。 I love the new guidance for sidekicks and the sections Fantastic compendium of new options for both players and dungeon masters。 I can't say there is a part of this book I didn't like。 The character options section allow for a lot more customization than before in every class and even officially prints the artificer class。 Feats are great and the guidance for customizing origin and changing skills are subclasses are excellent。 The Group Patrons section is just full of inspiration for campaigns。 I love the new guidance for sidekicks and the sections on supernatural regions, magical phenomena, and puzzles are all full of fun new things to add to adventures。The only real drawback is that the section on spells and magic items is a little repetitive。 There is still a lot of cool stuff here, but it doesn't add all that much compared to what you get from the DMG when it comes to magical items and what you get from Xanathar's when it comes to spells。 。。。more

Leonardo

Great sourcebook with some important options and a lot of fun ideas。Could have been a bit meatier。

Sam

I've been excited for this book for so long, and it definitely didn't disappoint! So many new subclasses I'm excited to try out (just started playing a circle of stars druid the other week!), and for people who don't want to buy all the campaign settings it's great to have the artificer (from Eberron) and the Theros subclasses together in one place。 I haven't had a chance to test out the optional character creation rules yet, but they're amazing and I will definitely be presenting them to player I've been excited for this book for so long, and it definitely didn't disappoint! So many new subclasses I'm excited to try out (just started playing a circle of stars druid the other week!), and for people who don't want to buy all the campaign settings it's great to have the artificer (from Eberron) and the Theros subclasses together in one place。 I haven't had a chance to test out the optional character creation rules yet, but they're amazing and I will definitely be presenting them to players of future campaigns I'm DMing。 。。。more

Mike

Tasha's Cauldron of Everything offers some great tools to further customize a group's DnD experience。 I found many of this new, optional rules (such as the reallocation of racial characteristics, new base class features) useful to integrate into my existing campaign。 The added spells, feats, classes, and subclasses are always a welcomed addition。 But what this book does best, in my opinion, is give the DM additional tools to flesh out their world。 From side kicks to patron mechanics to regional Tasha's Cauldron of Everything offers some great tools to further customize a group's DnD experience。 I found many of this new, optional rules (such as the reallocation of racial characteristics, new base class features) useful to integrate into my existing campaign。 The added spells, feats, classes, and subclasses are always a welcomed addition。 But what this book does best, in my opinion, is give the DM additional tools to flesh out their world。 From side kicks to patron mechanics to regional affects form various supernatural phenomenon Tasha's really opens the world up in fun and challenging ways for all involved。 This is a good addition to an existing DnD library and offers plenty of fun tools and options for players and DMs alike。 。。。more

Ian Mathers

Maybe more like a 3。75? The greedy part of me wanted something all new, of course, but I did also want the stuff here that wasn't new to me rounded up and presented in this kind of sourcebook。 There's a ton of stuff here I will or would play, and I appreciate the notes on more bespoke character creation at the beginning。 Just really solid, I think 5E has been doing well with the core books and testing new stuff and then eventually codifying it。 I just need to find a few new D&D games to play in Maybe more like a 3。75? The greedy part of me wanted something all new, of course, but I did also want the stuff here that wasn't new to me rounded up and presented in this kind of sourcebook。 There's a ton of stuff here I will or would play, and I appreciate the notes on more bespoke character creation at the beginning。 Just really solid, I think 5E has been doing well with the core books and testing new stuff and then eventually codifying it。 I just need to find a few new D&D games to play in so I can try out some artificer stuff。。。 。。。more

Mandy

Wizards of the Coast hits it out of the park AGAIN with this beauty。 The art is superb!! The class additions (and there are a lot of them) make it so hard to choose what way you are going to go with a character! I would recommend this along with Xanathar's Guide to Everything (and the PHB of course) to get a complete picture of what your character (or characters) could be like! Wizards of the Coast hits it out of the park AGAIN with this beauty。 The art is superb!! The class additions (and there are a lot of them) make it so hard to choose what way you are going to go with a character! I would recommend this along with Xanathar's Guide to Everything (and the PHB of course) to get a complete picture of what your character (or characters) could be like! 。。。more

Stephen

Excited to have sidekicks and artificers (although the latter I think only in steampunk games, not sure about a more standard (euro)fantasy setting)。 Shame the ancestry stuff doesn't go for "some people think saying 'all orcs are evil by nature' is a teensy bit racist" it's just "if you fancy it here are these rules"。 Excited to have sidekicks and artificers (although the latter I think only in steampunk games, not sure about a more standard (euro)fantasy setting)。 Shame the ancestry stuff doesn't go for "some people think saying 'all orcs are evil by nature' is a teensy bit racist" it's just "if you fancy it here are these rules"。 。。。more

Scott Johnson

Got this for xmas, finished already。 That should sum up the review。I feel like this is definitely aimed at players who didn't start just a few months ago who had already seen (if not played) almost every variant of each class。 I already feel overwhelmed with choice, and honestly react with "oh fuck even more subclasses to stress over not picking" to most of the first section。 When you can barely get one campaign meeting once a week, it's just something that takes a LONG time to explore and get t Got this for xmas, finished already。 That should sum up the review。I feel like this is definitely aimed at players who didn't start just a few months ago who had already seen (if not played) almost every variant of each class。 I already feel overwhelmed with choice, and honestly react with "oh fuck even more subclasses to stress over not picking" to most of the first section。 When you can barely get one campaign meeting once a week, it's just something that takes a LONG time to explore and get to play with everything。 This kind of overabundance of choice honestly stresses me out a bit。That said, the changes to the classes were fantastic and I'm going to have a second "session zero" for my campaign that is on hiatus after the players reached 5th level and completed the prefab module we were doing where they can retroactively apply some of the new features (looking at you, Steady Aim for our Rogue so we don't have any more, "I shoot my crossbow。。。it misses? Ok I'm done," turns)。 We'll also be converting the adopted Goblin into a sidekick and turning their new business partners into patrons。The rules for those last few things are great and make a few very common scenarios easier on DMs。 You're not going to say "no you can't keep the goblin" to the players, instead you have to scramble to figure out how to make it work。 Having that defined ahead of time simplifies things, since it's basically a running joke in the community that parties will always adopt the NPC that was supposed to have a single line to point them in the right direction。The patron system in particular is a godsend right now。 It would have been awkward to convert this to an Acquisitions Inc。 franchise campaign at this point and I don't want to add in a ton of overhead and baggage that comes with that。 The patron model, however, lets me easily convert interactions with two NPCs who gave them a 10% stake in their business into very convenient sources of questlines to get the business up and running。The last section of random phenomena related to some sort of triggers is the one thing I'm undecided if I'll use。 It definitely shakes things up in terms of filling in random encounters; it's good to have another option instead of just always having another trash mob appear。 。。。more

Diz

This book provides additional character options and rules for Dungeons & Dragon campaigns similar to Xanathar's Guide to Everything。 It's always nice to have more subclasses, which provides more character diversity in games。 Other things that I liked in this book were the sections on running a session zero, the addition of patrons, and options for the effects of supernatural regions。There was some chatter on the internet that this book would resolve some of the problematic issues surrounding rac This book provides additional character options and rules for Dungeons & Dragon campaigns similar to Xanathar's Guide to Everything。 It's always nice to have more subclasses, which provides more character diversity in games。 Other things that I liked in this book were the sections on running a session zero, the addition of patrons, and options for the effects of supernatural regions。There was some chatter on the internet that this book would resolve some of the problematic issues surrounding race in the game (for example, some races always being evil)。 The section is actually very brief and it feels like an afterthought。 It would have been better to devote more pages to this。 For example, they could have described some more characters and settings that break the stereotypes of the genre。 That would have inspired players more to try out the rules。 Anyway, there are third-party sources that are available that do this better。 In other words, if you are buying this for the revised racial system, you might be better off buying something else。One thing that I didn't like about this book was the flavor text。 In past books, Xanathar and Mordenkainen's running commentary on the contents of their books was slightly entertaining。 However, Tasha comes across as snarky and basically dismisses everything that appears in the book, which is a real mood killer。 。。。more