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Tasha's Cauldron of Everything Review. 5 and 3 out 5 stars.

jasper

Rotten DM
Just a quick placeholder for me to remind to write the review. Currently the FLGS cover is the first book, i did not stick a id label on the front cover.
I will try to review it fairly but I am an AL only DM. Also I have D&D beyond so, that may bias my review. Go ahead and add you reviews here too.
 

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Tasha’s Review

At this time Tasha’s book only applies to Season 10, but the floating stat changes applies to the whole system.

Introduction.

It is optional. Unless it is Adventure League (AL) then is required or banned. I do like the 10 rules to remember. The letter from Tasha is fun too.

Chapter 1

Customizing Origins. Nice to see official rules on minor changes to pc class and race. The Ability Score paragraphs are a little wordy.

Changing Subclass. This is just a full hot swap of subclass with another subclass with your DM approval. So half a page telling you ask your DM for permission to rebuild your PC.

AL says any expanded spell list is still subjected to the plus one rule.

AL says Optional Class Features are always allowed.

Artificer.

Is this technology as magic, some steam punk stuff, or a steal from Eberron? Yes. It is a long rest class. AL says if you choose Artificer the whole spell list for the class able to be cast. This will be an interesting addition to some campaigns.

The Arcana armor ability of the Armorer subclass allows you to ignore heavy armour strength restrictions which hints at taking a level dip into fighter class. The cool action to don is straight from Iron Man and various Anime shows. The Armor Model again hints to a fighter dip as it removes the disadvantage on stealth.

The Artillerist is very interesting but the fifth level arcane firearm feature should mention hand soap along with rod, staffs, and wands.

Barbarian

The skill bumps are nice.

Path of the Beast doubles your attacks if you use your claws while raging. So I think a lot of dropped weapons are going to be in the future.

Bard

The Bard Inspiration add to heal spells is good.

Unsettling Words drops one of the monsters saving throw by the Bard dice. This will be difficult to remember, and will be party depended on how useful it is.

Fighter.

The Battle Master build is great by combining suggested feats, maneuvers, and other stuff. The new maneuver options offer a nice variety to the game play.

Psi warrior The Psi-powered leap is a nice addition to the Jump rules. The Thrust is kind of weak at 7th level being about DC 15.

Rune Knight. The cloud Rune of moving the attack to another creature will create some problems. Since you can move the attack to a different target within 30 feet. What? I did the fighter for 10 points of damage but the orc and his pie clear across the room take the damage. That is just silly.

Paladin

Glorious Defense is very useful is the Dm rolls out in the open.

Ranger

The Deft Explorer gives you Canny which is expertise for a skill. The Martial Versatility is a hot swap for fighting style. This is mostly helps AL ranger because it is a small rebuild. Regular DMs would allow a small rebuild to your pc with no problem. Nature’s Veil is a quick and dirty on round invisible spell which replaces a hide check.

Rogue

Steady Aim is great for when the party is not helping the rogue get sneak attack. Whispers of the Dead free proficiency is going to be a pain to keep track of. I would make players write down which one they are taking on a note pad. Otherwise the player would just pick which one is currently needed.

Sorcerer

Telepathic Speech is good but worded strangely. To understand each other you must speak mentally in a language the other knows. The word mentally should be dropped.

Warlock

The Genie pact does open up some problems. If you don’t have the vessel can you cast spells? Being nice I would allow a spell pouch but other dms may differ.

Wizard Harrumph cannot find anything to comment on.

Feats

Some of the feats are great role playing things with stat bumps. Other are interesting combat feats.

Chapter 2

Group Patrons are right out in AL unless the modules say otherwise. This chapter is mainly here to help the new DM give a reason to the group to adventure with some home base benefits.

Chapter 3

This rewrites some spells which will tick of both homebrew and AL players. AL players will have to use the new spell descriptions. I do like the spell chart on page 105. An expanded chart listing all the spells and including an extra column from which book would be a great download for a DM.

Magic Items. The magic tattoos are interesting for those who love ink The All purpose tool is just a + magic item for artificers. Rebirth Cauldron is cheap raise dead item. The artifacts only really help with the lore of the game and are only needed by new DMs.

Chapter 4

Pages 139-141 should be given to all DMs. And should been in the DMG. Sidekicks are not allowed in Adventure League unless the adventure says so. So far DDAL10-01 and Dragon of Icespire Peak are the only ones I know off. Sidekicks are an interesting NPC class which can be handy for a party to have around but I am use to creating my own NPC which help the party. So Sidekicks good for new DMS.

Parleying with Monsters has a great chart for monster research which will help dms decide on which skill for which type of monster. The DC 10 + CR is okay for a baseline but I would adjust it as needed in a homebrew. But I am printing it off for my AL group.

Environmental Hazards is a great idea source for new DMS.

Puzzles are always group make up depended. The hint checks listed in the puzzles do not match the standard dc checks of Easy 10 Medium 15 Hard 20 Very Hard 25 and Nearly Impossible 30. This should have been just two pages long. And is mostly padding the book out to 192 pages.

OVERALL

A must buy for AL DMs. For new DMS 5 out 5 stars. For establish DMS 3 out 5.
 


Old fart DMs will have already learn Chapter 2 and 4. Expanded spells lists or swapping out spells is no problem for old DMs. Nor allowing rebuilds in the middle of a campaign.
 

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