D&D 5E Tasha: Now on D&D Beyond, Roll20, Fantasy Grounds

Today's the day that Tasha's Guide to Everything is as a hardcover available in North America. For everybody else, it can be found on various digital platforms for $29.99. Roll20 (preorder, but unlocking today $49.95) Fantasy Grounds ($29.99) D&D Beyond ($29.99)

Today's the day that Tasha's Guide to Everything is as a hardcover available in North America. For everybody else, it can be found on various digital platforms for $29.99.

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whimsychris123

Adventurer
I love the book! I like how you can customize your character more and how it guides you to create your own races, your own particular style of any particular race, sidekicks, and Beast Master Companions. The stuff on race abilities has been needed for a long time. I like the flavor of the new subclasses, but I haven't delved into their mechanics yet. And puzzles. What can I say, I love the puzzles. Lots of inspiration to create D&D "escape rooms." The only sections I wasn't as into were the section on Session Zero and the chapter on Group Patrons. I also wish they had elaborated more on running the game with one player. Otherwise, I welcome this book as a great addition to the game.
 

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jasper

Rotten DM
Gunner Feat is interesting. It ignores the loading property. So multiple bang bang if you chose it. No word if it is going to be Adventure League Legal. But I bet it going to be. So guns will be legal in AL.
 


I'm of two minds for this book.

FIRST, the book is good. If I had never read the UA, I would be thrilled with this book, because the fantasy it introduces is pretty intriuging. I'm working on making a setting based on ONLY the concepts found inside of Tasha's for characters (so all clerics are Order/Peace/Twilight, or all fighters become Psi Knights or Rune Knights). So far this has proven to be an amazing exercise and a vivid world, which is half of what I want from any D&D book - the material needed to create cool, vivid, novel, and fun to play in worlds.

BUT, this book drops the ball in some areas. The DM advice chapter is particularly thin. The Session Zero information is good, but basic. The parleying with monsters material sends you literally to the DMG to read it there, which is really lame. The Supernatural Regions are the best thing in this book (and the Magical Phenomena too). The good outweighs the bad here, but then I look at the subclasses, and unfortunate is it that I HAVE seen the UA first. Many of these subclasses have very uninspiring higher level features. The slew of nerfs throughout them is unneeded, I feel. And as for the "variant class features?" Most of these aren't variants, just straight upgrades to almost every class. Then we hit the very paltry selection of new spells and a big stack of magic items which are almost entirely for wizards only.

I've only read through the book once, so I can't give it a "true grade" just yet. However, right now, the book is somewhere between a 6/10 and a 7.5/10 I feel. Above average, good, but not quite great or what I would consider amazing.
 


cbwjm

Seb-wejem
There never was a cantrip-granting style for the fighter - I grumbled bout it at the time.

The Paladin and Ranger spell-styles are exclusive, you can't get them with the feat. Although if you are spending a feat you are better getting Magic Adept anyway.
Weird, could have sworn there was, I remember conversations about it. Might have been a convo about how they should have one included though.
 

dalisprime

Explorer
Does Artificer Initiate still allow the use of higher level spell slots to cast the spells gained via the feat? Because if so, Magic Initiate seriously needs an update...
 

cbwjm

Seb-wejem
Does Artificer Initiate still allow the use of higher level spell slots to cast the spells gained via the feat? Because if so, Magic Initiate seriously needs an update...
It does and I've updated every feat which grants a spell known to work the same way in my games.
 

Gunner Feat is interesting. It ignores the loading property. So multiple bang bang if you chose it. No word if it is going to be Adventure League Legal. But I bet it going to be. So guns will be legal in AL.
The feat doesn't need to be banned. Firearms are still only available for certain campaigns. The feat even has benefits if you don't have access to firearms. You still get +1 Dex and ranged attacks aren't made at disadvantage in melee combat. If you're not using [hand] crossbows, that's better than Crossbow Expert for that effect.
 

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