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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.

tasha.jpg


 
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Russ Morrissey

Russ Morrissey

Read it. Not quite cover-to-cover, but I don't tend to enjoy reading too much of class features or spell descriptions unless I'm actively making a character that's going to use them. (Don't get me wrong, I read a lot of them, just not everything.) First impressions: Cool, but maybe not quite as exciting as I was expecting. Still, I think this book is going to be seen a lot going forward, so time will bear out.

As someone who likes playing fighters, I see myself using quite a few of those new fighting styles!
 

Wasn't there a blow-up a while aback over rumors that sorcerers would be able to switch out spells on a long rest? I haven't seen anything like that in the book - the best sorcerers can do is to switch out a cantrip on any ASI level. Overall, I'm really liking the class options - as a DM, I probably would have very little issue with allowing my players to have them, especially for weaker classes like ranger.

And I'm really intrigued over what the backstory of the "villainous Master of the Bakers Guild" with his bullywug guardian in a rapidly-moving carriage might be, as illustrated in the Group Patrons section. Is he attempting to escape the city after plotting to commit mass murder with poisoned cookies or the like?
 
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cbwjm

Hero
Just reading through it now. I'm disappointed that they got rid of the fighting styles that granted cantrips.

Edit: Reading further, it seems like it is just style for the fighter that they removed.
 


Just reading through it now. I'm disappointed that they got rid of the fighting styles that granted cantrips.

Edit: Reading further, it seems like it is just style for the fighter that they removed.
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.
 


I'm a bit sad that the Tandem Tactician feat doesn't seem to have made it into the final book. Much more interesting than Eldritch Adept or Artificer Initiate.
 

I'm a bit sad that the Tandem Tactician feat doesn't seem to have made it into the final book. Much more interesting than Eldritch Adept or Artificer Initiate.
Not surprised, I think the the opinion that it was overpowered was widely held.

Eldritch Adept now has two powerful options. As well as Devil's Sight you could use it to pick up Eldritch Mind, which gives you advantage on all concentration saves.

Intelligence Magic Stone is probably the most build-defining option in Artificer Initiate, but it also gives you the Blade cantrips now. Good for intelligent rogues. INT Cure Wounds might appeal to wizards.
 

Not surprised, I think the the opinion that it was overpowered was widely held.
Yeah, but they could have toned it down rather than cut it completely. It'd be nice to have something that boosted Help. It's a really handy niche for a npc when you've got only a couple of players and the GM provides an extra quasi-party-member to help out, but doesn't want to steal the spotlight.
 


Wouldn't Warcaster be more useful than spending a feat on Eldritch Mind?
True, that would usually be better. Is their any situation where you would have to make a concentration check as a result of something other than damage? Otherwise, the only advantage is the ability to swap the power for a different one (unless you have warlock levels OC). Devil's Sight remains a powerful option for anyone who can cast Darkness.
 

Lieslo

Explorer
Lot of good stuff that I would use here though Tasha comes across like a high school queen bee which grates a little.
Puzzles are good but my players will probably read this which will give them a clue even after adapting
 

Yeah, but they could have toned it down rather than cut it completely. It'd be nice to have something that boosted Help. It's a really handy niche for a npc when you've got only a couple of players and the GM provides an extra quasi-party-member to help out, but doesn't want to steal the spotlight.
If it's an NPC they don't have to follow class rules, the DM can give them anything they like.

Expert Sidekicks get a bonus action help.
 
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And I'm really intrigued over what the backstory of the "villainous Master of the Bakers Guild" with his bullywug guardian in a rapidly-moving carriage might be, as illustrated in the Group Patrons section. Is he attempting to escape the city after plotting to commit mass murder with poisoned cookies or the like?
That or said Master of Baker's Guild is speeding off to finally confront and kill his rival who is the Master of The Beer Brewer's Guild.
 



Sacrosanct

Legend
It was on Beyond last night at 9pm PST, but it's not on roll20 until 10am PST today. weird. Also, the character options slider bar isn't enabled yet in Beyond.
 
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