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Wizards of the Coast Announces New D&D Rules Expansion Tasha’s Cauldron of Everything

August 27, 2020 | Posted by Jeremy Thomas
Dungeons and Dragon Tasha's Cauldron of Everything

The next D&D supplement after Icewind Dale: Rime of the Frostmaiden won’t be a campaign, but rather a rules supplement in Tasha’s Cauldron of Everything. Wizards of the Coast has announced that the new supplement will release on November 17th and will feature new subclasses, the Artificer (for those who don’t already own Eberron: Rising From the Last War), additional spells and class features, customizable racial traits and much more.

The book is named after the D&D wizard Tasha, a longtime frenemy of the wizard Mordenkainen. Tasha is best known for the spell Tasha’s hideous laughter but has a much larger place in Greyhawk lore, eventually taking on the name Iggwilv.

The book is the first official rules expansion since Wizards of the Coast published Xanathar’s Guide to Everything and looks to be similar to that book in providing updated information and bringing in options that have been introduced in other books (for example, the Group Patrons from Rising From the Last War) as well as new optional rules that Dungeon Masters can use with their players. You can see the full description of the book below:

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.