D&D 5E The New D&D Book: Tasha's Cauldron of Everything!

The new D&D book has been revealed, and it is Tasha's Cauldron of Everything, "a magical mixture of rules options for the world's greatest roleplaying game." The 192-page book is due out November 17th, with standard and alternate covers, and contains more subclasses, spells, character options, group patrons, and rules. Oh, and psionics! Cover art is by Magali Villeneuve WHAT WONDERFUL...

tashacover.jpg


The new D&D book has been revealed, and it is Tasha's Cauldron of Everything, "a magical mixture of rules options for the world's greatest roleplaying game." The 192-page book is due out November 17th, with standard and alternate covers, and contains more subclasses, spells, character options, group patrons, and rules. Oh, and psionics!


tasha.png

Cover art is by Magali Villeneuve

WHAT WONDERFUL WITCHERY IS THIS?

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. Delve into a collection of new class features and new feats, and customize your character’s origin using straightforward rules for modifying a character’s racial traits.
  • 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 and the Dungeon Master’s Guide. 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.

Here's the alternate cover:

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UPDATE! An online event called D&D Celebration from September 18th-20th will be hosted by Elle Osili-Wood, which is "an epic live event with panels, gameplay, & previews of the book!" See the video in the Tweet below!

Gather your party and join the adventure at  D&D Celebration 2020, an online gaming event open to fans all over the world!

Celebrate the release of  Icewind Dale: Rime of the Frostmaiden  with a weekend of Icewind Dale–themed virtual play sessions and help us create the biggest virtual tabletop roleplaying game event ever! Fans will also get the chance to preview some content from  Tasha’s Cauldron of Everything, the forthcoming book featuring massive rules options, subclasses, and more for the fifth edition of Dungeons & Dragons. Watch featured play sessions with D&D luminaries and learn something new with a slate of panels led by the D&D design team and community.


UPDATE! Check out the Nerdarchy site for some previews.


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UPDATE! Other news items around the web about this book:




 

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imagineGod

Legend
A decade from now, when new players are facing a 5E shelf in the book store (virtual or otherwise), having three or four books with "everything" in the title is going to be a good way for them to recognize that it's full of player options.

Honestly, having Volo's and Mordenkainen's book not both the word "monsters" in the title feels like a mistake. For the folks who want more books explicitly full of monsters, it's nice to have them labeled as such as well, even if we stick with the 5E convention of having various NPCs having in-character inclusions in the book.
You have a valid ;point, but a counter point is that the Wizards of the Coast team may have just run out of imagination for catchy titles.

Having "Volo's Guide to Monsters" versus "Mordenkainen's Tome of Foes" in my mind was a creative play on words and a prompt to spark imaginations. Having "everything" for every new book, reminds me too much of those boring "corporate branding" campaigns, where the same tag line must be repeated across all products.
 
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eyeheartawk

#1 Enworld Jerk™
So wait, your saying that in order for a book to be considered a "Monster Manual 2" it has to have even more statblocks than the original? Get out of here, you're dreaming if you think this will ever be made.

It's pretty obvious than any and every book being published is stuffed with a bunch of varied material to cover a broad swathe of both players and DMs so anyone can take something useful away. Even the adventures are being made with more player material and general DM tools (looking at you, Avernus War Machines).

The idea that WotC would make a book stuffed with more than 300 statblocks, and just statblocks, is preposterous.

Yeah so, I never said it should be just statblocks, you're saying I said that. I never indicated some sort of litmus test based on number of statblocks. I'm simply saying that by design they are not monster manuals as monster manuals have in the past (including in this very edition) been a resource strictly for DMs to build encounters and populate the world with enemies to fight. The other two books while having a good amount of monsters also are simply not that, and that's by design and also okay, I'm just drawing a distinction.

I also think it's perfectly reasonable to to have lore as part of the monster description itself (as it's been done for decades) without having chapters about the blood war for example, that can go in its own themed book (again, as it was before, while also being run by WOTC btw).

...I'm guessing 2021 gives us another Magic the Gathering setting book...

For the love of God, no.
 


dave2008

Legend
One in five or so people at the table is a player. DM only books are not economically practical for WotC.
Did you mean 1 in 5 is a DM? I'm not disagreeing with your thought, but previously WotC claimed DM's bought way more books than PCs. Like 10X more. So giving them books is good. Personally, I think they probably found that DMs also provide most of the players content as well. I know I buy all the books for my group.
 
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Urriak Uruk

Gaming is fun, and fun is for everyone
Yeah so, I never said it should be just statblocks, you're saying I said that. I never indicated some sort of litmus test based on number of statblocks. I'm simply saying that by design they are not monster manuals as monster manuals have in the past (including in this very edition) been a resource strictly for DMs to build encounters and populate the world with enemies to fight. The other two books while having a good amount of monsters also are simply not that, and that's by design and also okay, I'm just drawing a distinction.

I also think it's perfectly reasonable to to have lore as part of the monster description itself (as it's been done for decades) without having chapters about the blood war for example, that can go in its own themed book (again, as it was before, while also being run by WOTC btw).

Well, if you really need a resource of DM-material to build encounters, let's look at the Monster Manual... oh, there is only 8 pages of material, the Introduction, explaining how to build encounters? Doesn't seem like much to me. And didn't you say that in your "Monster Manual 2" they wouldn't need this at all, so they could make more room for statblocks (in your words, "probably have equal or double that number more").

So the original MM has 8 pages of non-statblock material. The remainder of the book is 159 statblocks.

Volo's has 101 pages of non-statblock material. Although you view that as largely "fluff" it is largely encounter-building material, it's just tailored by chapter for different groups of monsters. For example, the beholder chapter includes rules on variant eye rays so that you can run varied beholder encounters. And even with that, there is still room for 139 statblocks.

So if it's only about statblocks, fine I guess Volo's/Mordenkainen's don't have as many. If it's not, then you're treating everything else as fluff, when a lot of it is not.

Either way, this "I need a MM2" thing seems really grating, when Volo's/Mordenkainen's (and the new setting books) add a whole slew of statblocks, and just because they're structured differently seems to bother people.
 

Urriak Uruk

Gaming is fun, and fun is for everyone
I will second that (and third if necessary).

It's great that WoTC is expanding the D&D market (Rick & Morty/Stranger Things sets, Critical Role Setting, etc.), but two M:TG settings should be sufficient, right?

I can only take so much synergy.

What is the beef with the Magic setting books? I've honestly lost track of why some people don't like them.
 

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