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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Li Shenron

Legend
I am still concerned about the class features enhancements (not the alternatives) to have the potential for creating a split in the gamers base, particularly if they are presented in the player's section of Tasha (most likely) instead of the dungeon master's section, Spell Versatility being the biggest offender. Player characters using enhancements cannot fairly coexist with those using PHB versions at the same table, so there will groups allowing the class enhancements and groups disallowing them. I would dare to say that using enhancement can be called playing 5.1. I am afraid I'll start seeing many cases of "I won't play with you unless you are (dis)allowing Tasha's enhancements", because they change the way a campaign is played in a VERY significant way.
 

Li Shenron

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.

Tastes are tastes. You just listed everything I hated most of 4e o_O
 

I am still concerned about the class features enhancements (not the alternatives) to have the potential for creating a split in the gamers base, particularly if they are presented in the player's section of Tasha (most likely) instead of the dungeon master's section, Spell Versatility being the biggest offender. Player characters using enhancements cannot fairly coexist with those using PHB versions at the same table, so there will groups allowing the class enhancements and groups disallowing them. I would dare to say that using enhancement can be called playing 5.1. I am afraid I'll start seeing many cases of "I won't play with you unless you are (dis)allowing Tasha's enhancements", because they change the way a campaign is played in a VERY significant way.

Strange concerns.

Player: Hey DM can I use these rules from Tashas?
Me: Yeah brother, fill your boots.
 


I am still concerned about the class features enhancements (not the alternatives) to have the potential for creating a split in the gamers base, particularly if they are presented in the player's section of Tasha (most likely) instead of the dungeon master's section, Spell Versatility being the biggest offender. Player characters using enhancements cannot fairly coexist with those using PHB versions at the same table, so there will groups allowing the class enhancements and groups disallowing them. I would dare to say that using enhancement can be called playing 5.1. I am afraid I'll start seeing many cases of "I won't play with you unless you are (dis)allowing Tasha's enhancements", because they change the way a campaign is played in a VERY significant way.

Splits are good. Every campaign and every table should be unique. The more ideas floating around the better. The more colorful and diverse the collage, more richer it is.

If I play in someone else's game, I don't want it to be similar to the game I run. I want to experience something new.
 
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eyeheartawk

#1 Enworld Jerk™
Part of the reason FR overtook DL was that it was a more expansive setting that was less centred around a single dominant storyline. Plus, part of the changes in the fashion of the fantasy genre in general since the highpoint of DL in the 80s has been a general drift away from heroic quests against Dark Lords and manichean good vs evil morality, and towards ambiguity, grounded villains with comprehensible and understandable motivations, and similar ethical messiness.

And FR is those things?
 

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