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Tashas Cauldron of Everything PDF
[PDF] Tashas Cauldron of Everything PDF (47.6)
No. Of Pages: 194
PDF Size: 47.6
Language: English
Category: eBooks & Novels
Source: Drive Files
Tashas Cauldron of Everything PDF

About Tashas Cauldron of Everything

Tasha’s Cauldron of Everything is a new supplement for Dungeons & Dragons. The brand-new material is fantastic, with new subclasses for practically every class in the game, enhanced sidekick rules, and a collection of in-fiction puzzles. The total package, though, seems to be excessively thin. Not only has a lot of content been repeated, but the much-anticipated modifications to the game’s racing handling still leave a lot to be desired.

Tasha’s Cauldron is part of a new line of D&D sourcebooks that started with Volo’s Guide to Monsters in 2016 and includes classics like Xanathar’s Guide to Everything and Modenkainen’s Tome of Foes. Each one is told via marginal comments from well-known D&D characters, with the objective of making them more accessible to both players and non-players. Tasha’s voice seems a little out of place this time, as if a time traveller has returned to the Forgotten Realms with some hot tweets to share. In the end, the marginalia didn’t distract from the rest of the book.

Artificers, barbarians, bards, clerics, druids, fighters, monks, paladins, rangers, rogues, sorcerers, warlocks, and wizards all get new subclasses in chapter one. A complete reprint of the artificer class, which originally appeared in Eberron: Rising from the Last War in 2019, is also included.

While additional possibilities for the artificer (which I’ll be playing for the first time in my home campaign) would have been nice, the other alternatives are fantastic. Multiclassing — the ability to personalise a character by taking on two or more classes — has always been a restriction in contemporary D&D. Several of these new subclasses seem to include multiclassing into the character classes’ structure, which simplifies and speeds the levelling and power-up process. Others seem to be in-fiction plays on Marvel superheroes, which adds to the mythology in a humorous way. The whole section has many fantastic innovations to the game, and it is, in my view, compulsory reading for anybody creating a new character.

For Dungeon Masters on the lookout for plot hooks, Chapter 2 is a godsend. It presents patrons for whom the adventuring party might work, giving everyone at the table opportunity for glory and intrigue over the course of numerous sessions. Patrons may be exactly the thing if you’re looking for a means to go from a location like Waterdeep to the Underdark or the freezing wastes of Icewind Dale.

In addition to the usual slew of new spells and magic items seen in each new splatbook these days, there’s a sizable new section dedicated to DMs. This, in my view, is where the truly wonderful material is.

The first portion is about Session Zero, which is when the game’s organisers may meet down with their players and talk about the social contract that will exist between them all throughout the game. It goes through things like “lines and veils” and how to create expectations for good conduct. It’s just a few pages long, but it’s one of the most comprehensive examinations of the subject I’ve ever seen in a popular role-playing game. Wizards of the Coast should do everything possible to ensure that this identical information is included in both the current 5th edition of the Player’s Handbook and the Dungeon Master’s Guide — as well as making it freely accessible online with the rest of its introductory materials for new players.

Then there’s a brand-new set of regulations for sidekicks. These demi-players initially appeared in the Dungeons & Dragons Essentials Kit and may be used for a variety of purposes at the table. They’ll be used by my group to round out our three-player party with a fourth character. That will offer us a few extra hit points and a dedicated healer, reducing the need for the DM to change encounters that are typically built for four to five players.

However, as Tasha’s Cauldron points out, sidekicks are also a great way for new players to learn about D&D by riding along with their friends and participating in an established game. There are three separate sidekick classes, as well as rules for levelling them up, which are missing from the Essentials Kit.

Finally, there’s a puzzle part at the rear of the book that comes in helpful. It also contains handouts to add a visual aspect at the table, as well as helpful advice you may give your players if they get stuck.

The way the book handles optional guidelines for dealing with the issue of race is my one genuine dissatisfaction with it. Earlier this year, the publisher confessed that it had made mistakes in the past when it came to portraying race, and promised to make modifications to D&D’s structure to make it more inviting and adaptable. Tasha’s Cauldron describes the alterations as “very feeble.” The advice is to disregard the character creation guidelines as much as possible and do what seems appropriate. That’s good advice for any player or DM in any scenario, but it falls far short of setting a progressive new standard for the original role-playing game.

Tasha’s Cauldron of Everything is a fantastic resource for everyone at the table, although it isn’t as deep or feature-rich as previous supplements. You can get the book at your favorite gaming shop (where you’ll get a stunning variant cover) or on Amazon right now. It will be available in stores beginning November 17 and online for a variety of platforms, including D&D Beyond, Fantasy Grounds, and Roll20.

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