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Tasha's Cauldron of Everything

Jun 09, 2021
d d books that give a lot of new character options and a ton of dm tools haven't been very prevalent here in 5th edition, so when they do appear they seem to get a lot of attention and people are really excited about them a couple ago of years. it was xanathar's guide and now very recently we have

tasha

's

cauldron

of

everything

so in this video we are going to take an in depth look at the book and i will share my thoughts clearly. Fans are hungry for this guy. of books, but does this one have what it takes to satisfy the hunger of the faithful?
tasha s cauldron of everything
Let's take a look Hello everyone, my name is Nate and you are watching a channel about tabletop role playing games and fantasy maps in this video. Tasha's Cauldron of Everything. finally here I've been reading this book for two weeks, my review is a little later than I expected and many of you have been asking when it's coming out. I wanted to hand it over. I didn't want to let this one go. slide I know there are a lot of people's opinions out there, but I know a lot of you also want to hear my opinion on the book.
tasha s cauldron of everything

More Interesting Facts About,

tasha s cauldron of everything...

Before we get to the review, there is an Amazon link to this book in the video description. and that is an affiliate link, so anything you purchase through those links helps support the channel at no additional cost to you. I only receive a small commission from them, so consider using those links when you buy things on Amazon so this book isn't huge. It's actually less than 200 pages, but it packs a punch, it's full of useful content, more than most dnd books I've read, so we'll take a deep look at it and share it section by section. my thoughts along the way the good and the bad let's do it right so here we have the two different covers for

tasha

's

cauldron

of

everything

which I really like this one is nice and this one is especially nice I appreciate that they go with an alternative cover which is not the traditional black of the others, it's a kind of silver pearl and I love it, so let's open it up and take a look first at the table of contents which will show us a snapshot of what's in the book. you have a lot of character options, the main part that people are probably interested in would be the subclasses and then we also have a chapter on party patterns, we'll get into that magical miscellany or miscellaneous chapter four is the dungeon masters tools , now tasha. she herself is a famous mage in the d d multiverse, very famous for her horrible tasha's laugh spell, which is loved by many adventurers, many little bits of flavor text throughout the book from tasha herself and most of the Sometimes it's easy to ignore. but it made me laugh from time to time to realize that everything in this book is optional, the books act as a kind of expansion to the player's handbook, so they are an expansion of the rules and you shouldn't assume that your DM will allow everything in this book. or even anything in this book, let's talk about character options first, you have this page on how to customize your origin and change a skill and change your subclass, so the emphasis here is on more flexibility for players, ie , allowing you to not stay within the box of what is a wood elf, what is a rock gnome, etc., but to step outside of that a little bit to make your character maybe a little more unique, which I think is cool and the same is true in terms of flexibility with change. a skill and changing your subclass obviously a lot of dungeon masters already allow this but having some suggestions on what it could look like is great so we get into the artificer classes this is a new class unless you already have the setup book from eberron. was there but there are some new things for the artificer in this book and one of those things is the armorer specialist so this is a new subclass for the artificer and they are these tank-wielding, magic-shooting armored beings that you see here, so yeah.
tasha s cauldron of everything
It's very good, I think a lot of people will like it, so there's quite a bit about the artificer here again, just a little bit of new stuff and some stuff that's from the Book of Eberron and by the way, there's some other stuff from the Book of Eberron I also included some stuff from the Ravnica Guild Master's Guide and Mythic Odyssey of Theros and maybe some other books too, so some people might feel a little burned out by reusing a lot of material at once. We all appreciate having everything in one place and the vast majority of this stuff is still brand new, so you have some optional class features for each class.
tasha s cauldron of everything
These are things that will be added on top of the normal class features in the player's handbook if your dungeon master allows it or if it makes sense, they might allow some of them but not others if they feel like it will maybe unbalance things or make your character It may be too powerful or something, but there are some pretty interesting new features. Class features that can be added to the game can give your character more mechanics, which I think a lot of people are hungry for from this book. I would say it is not for new players.
I think the people who will get the most out of this book are. people who have played a ton of d d and are hungry for more tidbits they can add to spice things up and keep the game more interesting, not that new players and dms won't get anything out of the book, but I think the target audience definitely They are d d players with more experience in terms of specific subclasses. I'm not very good at commenting on what's overpowered and what's not. My mind just doesn't work that way as well, I just look at things and Wow, yeah, that's cool and thematically some of them are a little hard to pin down, but some of them I really like and one of them I really liked.
It was the creation university for bard universities, which is very similar to something I have in my house. Brew World, so I'm excited to use this. There is a group of bards who are a sort of priestly class on the island of Eastweil. In my world, it's very based on the Song of Albion trilogy, which is awesome, so, yeah, it really was. I'm happy to see that there and I'm definitely going to implement that in my homebrew world. Some other notable things here for the fighter. There are a lot of new things. There are some new fighting styles.
The paladin also has some new fighting styles I think. There are also these new maneuver options primarily for the battle master, but other people can get them as well and then you can go into these battle master builds, suggested builds for maneuvers, and fighting style feats if you want to go down a certain path with your fighter, battlemaster, so that's cool, a lot of other new things I could comment on here, but the last thing I'll say that's mediocre is the ranger, let's go to the ranger here, it's great that there are some additions to the ranger because a lot of people they felt like it really needed work, but a lot of it, as you'll notice, is just this supersedes what's in the player's handbook.
This also replaces the false assassin feature in the player's handbook. This replaces something in the player's handbook, so once you start, just change them all. It seems to me that you just have to rebuild us, wipe the slate clean, here's the new ranger, maybe you can't do that, but I don't know, it would have been easier. I think there are also 15 new feats. I liked. feats I think the chef in particular is cool and interesting because he actually buffs your party and helps them if you cook for them. I also like some of these focused weapon types like the crusher or the gunner or pierce slasher etc.
Chapter 2 party backers, a lot of us I think as dungeon masters are looking for ways to bring a group together and make them more cohesive and this one is really kind of obvious, maybe too harsh for some kind of way in which we actually , you can plan from the beginning that your group members will all be part of the same organization or that they will all serve the same sponsor, so I think a lot of people are not going to like that, but there are eight group sponsors here and it was something like that. Confuse that word patrons because many of them are actually more like organizations like an academy or a criminal syndicate, but you also have an ancient aristocrat guild, military force, religious order, and sovereign, so for each of these you get a small description here and then you get guys from this organization or sponsor, then you get some benefits and a lot of these are similar to some of the benefits that you would get from your experience for example, and then you also get contacts, who would be your contact, you get some roles So what would it be? the roles that adventurers could play if they are part of this organization or serve this patron and then you get quests.
The missions are pretty short overall, but they only give you enough to get some ideas, so overall I like it. The inclusion of party sponsors is actually a little bit similar to what they did with built-in takeovers where you're basically part of this sort of adventurer corporation, so yeah, I can really set a tone for your campaign and make your party very cohesive. let's move on to chapter three magical miscellaneous or miscellaneous I really want to know how to say that word and I could easily google it but the point is that it looks great when written on paper but any way you say it it sounds dumb that's just a fact objective sorry, okay spells, we have a lot of new spells here.
I think there are 18 in total again. I don't know if I have the most critical eye in terms of identification, like this one sucks and this one is really overpowered or something, but I really like the green flame blade, which was a cool little trick, um, there's a couple of tricks more, uh, I liked it, the sword blast doesn't seem super powerful, but it's cool that you can use this when you're surrounded. by various enemies and uh these magic swords will surround you uh tasha's mind whip looks cool too so you have a lot of summoning spells to summon various creatures so some of these are as low as 2nd level and I think even summoning spells 6th level, so yeah, pretty powerful stuff, this bit about spell customization, yeah, cool, I know a lot of people already do this, but I guess it's cool that they included it and magic items.
Now the magic items were the highlight for me. I like what I see here. Magic tattoos are the first type they describe, yes you can get magic tattoos and they have all kinds of effects so this describes the concept in general and then you have specific tattoos like the absorbing tattoo which seems pretty powerful, the gripping tattoo spiral, the supernatural claw tattoo, etc. So overall the tattoo seemed like a really cool addition to using a magic item on your skin essentially and then you have a bunch of other magic items and I really enjoyed reading about them, they were fascinating, super interesting, some things powerful, some not so much . powerful stuff, but I really enjoyed reading almost all of it and if we get into it right here, you have luco's powerful servant, which is basically a gigantic robot, you can fit two people into that thing, so it's very interesting and another very.
An interesting one is Dalver Gnar's teeth, which is like this bag of dragon teeth, I think, and when you pull one out, it can have a number of very interesting effects here, including summoning certain creatures, so it looks like it could do a campaign is very interesting if you're looking to change things up a bit, so chapter three, magic items, yeah, well, I like them, chapter four, dungeon masters tools, this one was a bit more of a mixed bag for me, the zero session here, cool, I like zero sessions. I think they're important, but man, what took you so long?
There are so many videos on this, there are PDF guides you can get for free, there's all sorts of good stuff already on how to run a zero session and honestly, I don't think this compares to much so that's my take on it. sidekicks, though, I really like them, so sidekicks are especially useful when you're running a single-player game and they mention it here in session zero. It's a bit of an odd placement in the session zero section, but you know, talk to your player about whether or not they might want a companion. Really what this section did for me was a provocation.
I think you could easily write a page. or two about considerations for running a single-player game, the ways it changes your game, and things you might want to do differently if they hadn't put anything into it, I might not even complain, but since I have this a bit here, I complain that it's not enough, but anyway the sidekicks are awesome, they really expand what you have in the essential kit with sidekicks and yes, there is the expert, who is like a rogue character, someone who is very skilled in many things and then you have a spellcaster and you can specialize in healing mage or prodigy and lastly you have the warrior who can bean attacker or a defender depending on the martial role you want to select, so yes, there are rules to completely level them. up to level 20 and it's just a way that instead of having two character sheets, you have this abbreviated character that is still very useful, can be quite powerful, but much easier to execute than trying to manage two character sheets and yeah, your companion can actually be an animal too, which is really cool, playing with monsters is the next section here in the Dungeon Masters tools and this one was kind of like, I think they could have done a lot more with it, Basically, all we're getting here is what kind of thing you could offer this creature to soften its tone towards you.
It's very helpful, some common sense, but yes, it could be more detailed. I think the environmental hazards were okay. I don't know, I probably won't use it as much. It takes up a lot of space in this book and if you go to any of these realms, like the far realms or a haunted or infested area or something like that, it could be useful, it can roll or you can just pick some really cool effects that can be pretty devastating to their group or they might be a little more interesting because of the flavor and stuff like that, so there's a lot about that here and there too. a little bit here about natural hazards, which is pretty brief, then we move on to the puzzle section and this is the last section of the book.
I like riddles. I want help with puzzles because I don't feel like I'm very good at them. but what they did here is they basically included eight or ten really elaborate puzzles. I want help creating puzzles. Some of these can act as a template and there are some tips on how to create your own puzzles here, but my initial reaction is that I'm reading these and haven't run any of them yet, is that they are really very difficult. When I was looking at the easy puzzles I thought, man, I think I'd have a hard time with this in the game, I don't think so.
I've ever done a puzzle in a DND game that's harder than one of these easy ones and I think I like it that way, but there may be some puzzle-minded people who want really complex stuff and want to sit down and play. the table and play with something for 20 or 30 minutes, I don't think it's me or my group, so that's my opinion, I just think they are too challenging and complex and honestly I would have loved there to be Just take this page and give me one, two, three, four little riddles or short riddles, those kinds of things that would be much more useful to me, but I guess they're cool and I shouldn't criticize them too much until I run them.
Maybe, though, I don't see myself running some of these difficult puzzles. I just can't see it happening. There are these puzzle booklets here, which is nice. You can photocopy them and give them to your players, or you know, scan them. and show them online if you're playing online in a very friendly way so that's the book and you can definitely see there's a lot of things I really like in this book there are definitely some disappointments but for me not those. I get enough out of the book that I wouldn't consider purchasing it in terms of buying this book or xanathar's guide to everything, if you don't already have xanathar's guide to everything I would lean slightly towards that book but it's actually much closer Looking back on them, I thought they were pretty equivalent, but one of the main things about xanathar's guide is that I like the subclass options a little more and some of the optional rules and encounter tables and things. well they're pretty useful in that book too, but it's definitely a valuable addition to the dnd 5th edition book library and i think a lot of d players will really want to get this one for the character options and for some of the magic items and dm tools i would use.
I'd love to hear what you think in the comments below if you have the book, share your thoughts if you've heard things about it. I'd love to hear what you think or any questions you have before we leave. I want to thank the sponsors of wasd20. People support the channel monthly. I couldn't do what I do without your support and even a couple of dollars a month makes a big difference to me and my family, so a big thank you to the sponsors for your loyal support now. Backers get some cool rewards like weekly live map streams with me, campaign diaries from my current Icewind Dale DND campaign, and all sorts of other stuff, so go check it out on patreon.com wasd20 okay thanks a lot everyone for watching, take care everyone, you will see me again very soon

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