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

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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!


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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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Dausuul

Legend
Healing surges (no, hit dice are not the same thing, we had a whole thread about it a few weeks back, don’t @me.), feat-based multiclassing, encounter-based resources (short rests being expected after roughly every 2 encounters instead of after every encounter causes a lot of problems for short rest resources), combat roles and power sources, a robust system for rituals as opposed to a half-assed “you can cast this without expending a spell slot if you spend 10 extra minutes,” a proper bloodied condition, spell and power blocks that were clean and easy to parse with standardized language... I could go on.
I agree with a lot of this. While I hate the terminology choices around healing surges, the mechanic itself was rock-solid and well thought out, and I still cannot wrap my head around the decision to change short rests from 5 minutes (you reliably get one after each encounter) to 1 hour (maybe you get one, maybe you don't, maybe you get three, it depends on the adventure and the DM, who knows?). The bloodied condition was also super useful, and monster design was generally superior.

I'm less a fan of the formalization of combat roles and power sources. I understand why they did it--before 4E, there was very little thought put into what a class's core function should be and whether it was capable of performing it, so you ended up with classes that just weren't good for much. 4E fixed that, but I thought they went too far in the other direction: Classes felt crammed into boxes. (The universal AEDU structure didn't help; I was happy when Essentials backed off that decision.) I feel 5E found the happy medium here. We continue to argue over which class is more powerful, of course, but the differences we're debating today are trivial compared to the yawning gulfs between classes in older editions.

If I had to pick three things to import into 5E from 4E, it would be 5-minute short rests, the monster design system, and the lazylord. (Very specifically the lazylord, not just the warlord class in general. Much of the warlord could fit into the fighter framework in 5E, but if you want to play a character who neither slings spells nor swings blades, 5E's got nothing for you.)
 


Dausuul

Legend
Just wanted to make sure you knew that 5 minute short rest is an option in the DMG.
I know. But adopting that rule in isolation makes warlocks and monks crazy-powerful (warlocks especially, with their powerhouse spell slots refreshing practically at will). You have to either reduce long rests to 1 hour, which creates a gonzo game that I'm not interested in, or come up with a house rule to keep the short-rest classes under control.

My table went with the latter option: Short rests are 5 minutes, capped at 2 short rests per day. It works well. But it took a couple campaigns' worth of experimenting and some poor play experiences to get there. The 4E system worked out of the box.
 

dave2008

Legend
I know. But adopting that rule in isolation makes warlocks and monks crazy-powerful (warlocks especially, with their powerhouse spell slots refreshing practically at will). You have to either reduce long rests to 1 hour, which creates a gonzo game that I'm not interested in, or come up with a house rule to keep the short-rest classes under control.

My table went with the latter option: Short rests are 5 minutes, capped at 2 short rests per day. It works well. But it took a couple campaigns' worth of experimenting and some poor play experiences to get there. The 4E system worked out of the box.
I don't have the warlock issue, but I have seen some people suggest another rest option: "Catch your Breath" or something similar, maybe a minor rest. This way the rules for short rest and long rest remain as is, and you can assign certain abilities (like maneuvers) to recharge on a minor rest, which is 5 minutes. Seems easier than reworking everything else.

FYI, we have an "extend rest" for bloodied hit point healing which is 1 week.
 

Zardnaar

Legend
It didn't. WOTC, for some unknown reason, doesn't seem to want to work with Margaret and Tracey. They tried to get some other author to reboot Dragonlance for 4th edition and he walked away when he found out they were doing it without Margaret and Tracy's blessing.

Margaret and Tracey even floated a new novel series at the start of 5th and wotc apparently turned them down.

Ultimately, it's gone nowhere. I'd imagine that there aren't many people left willing to work with WOTC on this given how shady they've been about it.

They also turned down Bruce Heard with Mystara.
 

Eltab

Lord of the Hidden Layer
The title is a dud; too closely copying Xanathar. I hope the content is awesome to compensate.

(The phrase "Tasha's Cauldron" has promise, but needs a better follow-through. It evokes an expanded spell list book, imo.)
 

G

Guest 6801328

Guest
The title is a dud; too closely copying Xanathar. I hope the content is awesome to compensate.

(The phrase "Tasha's Cauldron" has promise, but needs a better follow-through. It evokes an expanded spell list book, imo.)
“Tasha’s Cauldron of...really, you’re better off not knowing.”
 

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