Hey! Ever feel like you've got something huge that you don't really want to be obsessing over, so you look for something else!
Well, we have the table of contents for Tasha's Cauldron of Everything, and that means some confirmation and lists of stuff we know we'll be seeing!
So let's start!
First, after a "using this book" intro, we get:
Chapter 1: Character Options
This starts with Customizing Your Origin, which is all about altering various elements of your racial features to better suit your character. You'll be able to swap out ability score bonuses as well as certain proficiencies and languages (maybe your half elf never met their elvish parent, but hung out with a lot of dwarves, so they know Dwarven instead of Elvish.)
There will also be some rules on swapping out skill proficiencies as well as even your subclass.
Moving on, we get to the classes.
The Artificer is introduced with all the features it had in Eberron: Rising From the Last War, but in addition, the new Armorer subclass is added, and I believe some of the "replicate magic item" infusions have been replaced to have non-Eberron-specific items.
The established classes are all getting new optional class features, as well as new subclasses. The subclasses are the following.
Barbarians get the Path of the Beast and Path of Wild Magic.
Bards get the College of Creation and the College of Eloquence (the latter being a reprint.)
Clerics get Order Domain (a reprint,) Peace Domain, and Twilight Domain.
Druids get Circle of Spores (a reprint,) Circle of Stars, and Circle of Wildfire.
Fighters get new Battlemaster maneuver options, as well as the Psi Warrior and Rune Knight subclasses (as well as some suggestions on thematic battle master builds.)
Monks get the Way of Mercy and the Way of the Astral Self.
Paladins get the Oath of Glory (reprinted,) and the Oath of the Watchers.
Rangers get the Fey Wanderer and Swarmkeeper, as well as new Beast Master companion stat blocks.
Rogues get the Phantom and the Soulknife.
Sorcerers get the Aberrant Mind and the Clockwork Soul subclasses.
Warlocks get new Eldritch Invocations as well as The Fathomless and The Genie patrons.
Wizards get Bladesinging (reprinted, though I think also slightly revised) as well as the Order of Scribes.
Then, we get some additional feats.
Chapter Two is Group Patrons. This is a mechanics-light concept that is more about organizing a campaign (or at least part of a campaign) around various organizations or benefactors that can send you out on quests. This concept was introduced in Eberron: Rising from the Last War, but here it's given a more setting-agnostic version. There are subchapters for different patrons: Academy, Ancient Being, Aristocrat, Criminal Syndicate, Guild, Military Force, Religious Order, Sovereign, or "Being your Own Patron."
Chapter Three is called Magical Miscellany.
The first segment is a list of spells. This doesn't seem as extensive as the spell list found in Xanathar's Guide to Everything, but it includes some great reprints and some really awesome new creature-summoning spells.
The spells include:
Blade of Disaster (actually reprinted from Rime of the Frostmaiden)
Booming Blade (reprint)
Dream of the Blue Veil (apparently a spell specifically for crossing between settings in the Material Plane - so you can go from Forgotten Realms to Greyhawk, etc.)
Green-Flame Blade (reprint)
Intellect Fortress
Lightning Lure (reprint)
Mind Sliver
Spirit Shroud
Summon Aberration
Summon Beast
Summon Celestial
Summon Construct
Summon Elemental
Summon Fey
Summon Fiend
Summon Shadowspawn
Summon Undead
Sword Burst (reprint)
Tasha's Caustic Brew
Tasha's Mind Whip
Tasha's Otherworldly Guise
The summoning spells all work about the same - you have a stat block that scales with the level at which you cast the spell, getting a fairly powerful combat ally. Most allow you to choose between 2-3 types of thing to summon - for example, your aberration can be a Slaad, Starspawn, or Beholderkin, and they get different attacks and abilities based on which type they are.
Also, it's good to see the excellent SCAG cantrips reprinted, which are fantastic for Eldritch Knights and Bladesingers.
Still in this chapter, the next section has some flavoring advice for personalizing spells.
Then, we get magic items (prepare for another big list.) This includes the Magic Tattoos, which work pretty much like any other magic item, except that the attunement process also has the item meld into your skin (and when you unattune, the needle reappears.) So here they are:
Absorbing Tattoo
Alchemical Compendium
All-Purpose Tool
Amulet of the Devout
Arcane Grimoire
Astral Shard
Astromancy Archive
Atlas of Endless Horizons
Baba Yaga's Mortar and Pestle
Barrier Tattoo
Bell Branch
Blood Fury Tattoo
Bloodwell Vial
Cauldron of Rebirth
Coiling Grasp Tatoo
Crook of Rao
Crystalline Chronicle
Demonomicon of Iggwilv (note: Iggwilv is one of Tasha's various monikers, so this is very on-theme.)
Devotee's Censer
Duplicitous Manuscript
Eldritch Claw Tattoo
Elemental Essence Shard
Far Realm Shard
Feywild Shard
Fulminating Treatise
Ghost Step Tattoo
Guardian Emblem
Heart Weaver's Primer
Illuminator's Tattoo
Libram of Souls and Flesh
Lifewell Tattoo
Luba's Tarokka of Souls
Lyre of Building
Masquerade Tattoo
Mighty Servant of Leuk-o
Moon Sickle
Nature's Mantle
Outer Essence Shard
Planecaller's Codex
Prosthetic Limb (maybe a reprint from Eberron?)
Protective Verses
Reveler's Concertina
Rhythm-Maker's Drum
Shadowfell Brand Tattoo
Shadowfell Shard
Spellwrought Tattoo
Teeth of Dahlver-Nar
Whoo boy! That's a lot of items, which have some really intriguing names.
Chapter Four is Dungeon Master's Tools.
This starts with some advice for running a Session Zero.
Next, there's a section on Sidekicks, which have been developed since their debut in the Essentials Kit, with three types (the Expert, Spellcaster, and Warrior,) which are all designed to be a sort of light class that can supplement a group (for instance, if you only have a couple players) or can serve as a "beginner" class for a player who isn't ready to jump into the full complexity of D&D.
Then, there's Parleying with Monsters, which was described as a rules-light section talking about how to think about what monsters want, and how to run encounters that aren't necessarily combat-based.
Next, we get some rules about Supernatural Regions, with special environmental rules. The environments listed are:
Blessed Radiance
Far Realm
Haunted
Infested
Mirror Zone
Psychic Resonance
Unraveling Magic
Next, there's a section on Magical Phenomena. This includes:
Eldritch Storms
Emotional Echoes
Enchanted Springs
Magic Mushrooms (wow, they just... called it that.)
Mimic Colonies
Primal Fruit
Unearthly Roads
(I'll confess, I don't entirely know how these two categories are distinguished.)
Next, we have Natural Hazards (some of these show up in Rime of the Frostmaiden.)
Avalanches
Falling into Water
Falling onto a Creature
Spell Equivalents of Natural Hazards
And then we end with Puzzles, which includes some pre-built puzzles with handouts you can give to the players, and suggestions on how to run them.
So, there we have it! That's what we'll find in Tasha's Cauldron of Everything. The player options are likely to make the biggest splash, but I'm also really eager to read more about the magic items and, frankly, the environmental things are lighting up my imagination in a few ways.
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