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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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Charlaquin

Goblin Queen (She/Her/Hers)
I know a lot of people who really like Magic's lore, and I have no problem with personally. But a competitive card game does not encourage active engagement with it's story over mechanics; quite the opposite. D&D doesn't play that way. You have to go out of your way to ignore the story in play. Magic is the opposite.
Since like Shadows over Innistrad they’ve been pushing to make the story and lore apparent from just the cards themselves.

Actually I think they started pushing for it earlier than that, but SoI and Eldritch Moon was their first major success story. Everyone who played the card game pretty much knew the basic plot of those sets.

Point is, it’s no longer true that you have to go out of your way to engage with Magic’s story and lore. They’ve gotten pretty good at baking it right into the cards.
 

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Reynard

Legend
Supporter
Counterpoint: Would a non MtG book (whatever it is, just a non MtG book of any variety taking its place) not make money?

I bet Greyhawk wouldn't. Or, at least, it probably wouldn't make enough to be worth the expense of putting it together. Not only do modern, new fans not have any connection to it, older fans might be miffed to have to cram Dragonborn and Warlocks into it. Eberron works because it is explicitly the "Everything D&D fits in here" setting, and the Realms is the Flagship so everything has to fit even if it doesn't make any sense.

I know people like Dark Sun (I don't know why, though) and it seems it is likely that a Planescape book would have lots of juice. Dragonlance is probably better served by an adventure. But Greyhawk?
 

Urriak Uruk

Gaming is fun, and fun is for everyone
I know a lot of people who really like Magic's lore, and I have no problem with personally. But a competitive card game does not encourage active engagement with it's story over mechanics; quite the opposite. D&D doesn't play that way. You have to go out of your way to ignore the story in play. Magic is the opposite.

I don't really agree, as I think some people get invested in the lore of the game as another way to bond with the game they enjoy. It's why when I was young, people played/collected Yu-Gi-Oh and watched the anime.

Still, I agree others play Magic and don't care one whit about the lore. But I don't see why this should stop a perfectly good setting from publication (at least the fun ones, which I think both Theros and Ravnica are), especially if it allows new avenues for new player options.
 


Snarf Zagyg

Notorious Liquefactionist
I bet Greyhawk wouldn't. Or, at least, it probably wouldn't make enough to be worth the expense of putting it together. Not only do modern, new fans not have any connection to it, older fans might be miffed to have to cram Dragonborn and Warlocks into it. Eberron works because it is explicitly the "Everything D&D fits in here" setting, and the Realms is the Flagship so everything has to fit even if it doesn't make any sense.

I know people like Dark Sun (I don't know why, though) and it seems it is likely that a Planescape book would have lots of juice. Dragonlance is probably better served by an adventure. But Greyhawk?

1. Greyhawk is the second-most popular setting of the legacy settings. Not Dark Sun. Not Planescape. Not Dragonlance.

2. Most gamers, after they are introduced to the game, eventually like to learn a little about the history. Not a lot, but people do have an innate curiosity.

3. Older gamers both have the means to purchase a good Greyhawk, and are likely to evangelize it. The people that are currently teaching their kids (and sometime grandkids) to play D&D know what Greyhawk is.

4. Properly marketed, Greyhawk is a real event. It is the ur-setting.
 

MarkB

Legend
Counterpoint: Would a non MtG book (whatever it is, just a non MtG book of any variety taking its place) not make money?
That's far too sweeping a statement to answer. "Whatever" could include anything from anime to cyberpunk to space opera to wild west. Pick a brand name from any of those genres, and tell me it'd definitely make money.

(Not that I'm dissing any of those genres - there are settings in each of them that I'd happily run).
 


Cadence

Legend
Supporter
Since like Shadows over Innistrad they’ve been pushing to make the story and lore apparent from just the cards themselves.

Actually I think they started pushing for it earlier than that, but SoI and Eldritch Moon was their first major success story. Everyone who played the card game pretty much knew the basic plot of those sets.

Point is, it’s no longer true that you have to go out of your way to engage with Magic’s story and lore. They’ve gotten pretty good at baking it right into the cards.

It feels like they've made the "out of the way" parts a lot harder to get to for the last several sets. It feels like the (not great from what I understand) books have been a lot less engaging than the gradual roll out free on-line story with each sets release. I know I personally have a lot less handle on the plot points.
 

eyeheartawk

#1 Enworld Jerk™
I bet Greyhawk wouldn't. Or, at least, it probably wouldn't make enough to be worth the expense of putting it together. Not only do modern, new fans not have any connection to it, older fans might be miffed to have to cram Dragonborn and Warlocks into it. Eberron works because it is explicitly the "Everything D&D fits in here" setting, and the Realms is the Flagship so everything has to fit even if it doesn't make any sense.

I know people like Dark Sun (I don't know why, though) and it seems it is likely that a Planescape book would have lots of juice. Dragonlance is probably better served by an adventure. But Greyhawk?

I don't know about that. Maybe, maybe not. I mean SCAG made lots of money and who's excited about that book?

I don't really agree, as I think some people get invested in the lore of the game as another way to bond with the game they enjoy. It's why when I was young, people played/collected Yu-Gi-Oh and watched the anime.

Still, I agree others play Magic and don't care one whit about the lore. But I don't see why this should stop a perfectly good setting from publication (at least the fun ones, which I think both Theros and Ravnica are), especially if it allows new avenues for new player options.

I don't think the line is a hard "No Magic settings ever" but when there is no FR campaign setting book (again which virtually all the APs take place in) not to mention everything that's not Eberron but there's two magic setting books? Yeah, maybe cool it on the Magic books.
 


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