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Dungeons & Dragons - Tasha's Cauldron of Everything - HardcoverDungeons & Dragons - Tasha's Cauldron of Everything - HardcoverDungeons & Dragons - Tasha's Cauldron of Everything - Hardcover

Dungeons & Dragons - Tasha's Cauldron of Everything - Hardcover (New)

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Availability:in stock 1 item(s)
Product Code:9780786967025

Product Dimensions and Weight

Product Length: 260.0000MM
Product Width: 260.0000MM
Product Height: 80.0000MM
Product Weight: 1100.0000G
R1190
Publisher: Wizards of the Coast
Release Date: 17/11/2020
Genre: Tabletop Game
Ages: 12+
Play Time: 60 minutes
Players: 2-6

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Description

Introduction:

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.

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.

Note: For use with the fifth edition Player's Handbook, Dungeon Master's Guide, and Monster Manual.
Features:

What Wonderful Witchery is This?

Tasha has never been shy about sharing her keen insights, and this book is sprinkled with the archmage’s musings on everything from her wizardly rivals to the nature of the multiverse. Herein, she offers a taste of the great power that awaits adventurers everywhere!

Written for players and Dungeon Masters alike, this book offers options to enhance characters and spice up campaigns in any D&D world.

More Character Options:

Create custom origins for characters that don't conform to their racial archetype. Change your subclass, replace a skill, or switch out a cantrip as your character evolves. Never one to go along with convention, Tasha's discoveries open up a whole new world of possibilities, giving players the options and flexibility to realize even more character concepts.

More Subclasses:

Barbarians who surge with wild magic as they rage, fighters with the power to move creatures and objects with their mind, and telepathic rogues who manifest their psionic power in shimmering, magic blades that leave no trace.

This book includes more subclasses for every class in the Player's Handbook. You'll also find the artificer class—a master of magical invention—with one added artificer subclass: the Armorer. Armorers enhance their armor with magical capabilities, unleashing potent attacks and formidable defenses.

Class Features, Feats & More:

The wealth of added player options don't stop at character creation. Gain telekinetic powers, learn metamagic to alter your spells, or master the culinary arts with added feat options. Choose from even more fighting styles and expanded class spell lists. And further customize your character with different class features to choose from as you level up.

Magical Bits & Bobs:

Tasha's Cauldron of Everything introduces more spells, artifacts, and magic items for player characters and monsters to use, including magic items that can be printed on one's body in the form of tattoos.

Spells:

While Tasha's hideous laughter has garnered the most fame, Tasha's magical repertoire goes far beyond giggles and bad jokes. Learn from the creator of the Demonomicon herself how to summon fiends and other creatures without the risk of them turning on you and your friends. Try out her lesser-known eponymous spells: Tasha's caustic brew, Tasha's mind whip, and Tasha's otherworldly guise. And harness the power of the mind with psionic spells like intellect fortress and mind sliver.

Magic Tattoos:

Blending magic and artistry with ink and needles, magic tattoos imbue their bearers with wondrous abilities. Use your tattoo to cast a particular spell with charges instead of spell slots. Grapple or damage creatures with inky tendrils. Or do extra damage with your weapon attacks. Tattoos come in all sizes and rarities. Just think twice about your choice of design or you may find out the real reason wizards wear robes.

More Tools & Optional Rules:

A Dungeon Master employs many tools when preparing and running a D&D campaign. Tasha's Cauldron of Everything adds to your toolbox with guidance and optional rules for a variety of situations, plus a selection of ready-made puzzles that can be dropped into your campaign.

Environmental Hazards:

Statues that sing, animals that whisper secrets, clouds that speak their mind—bring adventure settings to life with tables full of fantastical effects adventurer's might face while journeying through supernatural locales. You'll also find rules for a variety of magical and natural hazards—from eldritch storms on the high seas to mundane avalanches that are no less deadly.

Sidekicks:

Whether it’s a goblin with a heart of gold or a much-needed translator, parties often adopt non-player characters. In this book you'll find rules for creating sidekicks with three simplified class options: Warrior, Spellcaster, or Expert. These classes can also be a great way to introduce new players who want to start with a simpler character.

Parleying with Monsters:

Meeting a monster doesn't have to spark a fight. Often food or an offering can calm a hostile monster, and sapient creatures would often prefer to talk than to draw weapons. Whether it's flattering a beholder, mimicking a mating dance, or offering bubbly liquids to an ooze, this book includes tables full of creative ways players might get on a monster's good side.

Puzzles:

Devious traps and multifaceted mysteries might be staples of fantasy adventures, but they're not the easiest challenges for a DM to present on the fly. This book presents a selection of puzzles designed to invite group participation and challenge adventurers of any stripe—from genius scholars to martial masters. Each puzzle includes player handouts, a difficulty rating, text you can read aloud to your players, tips for providing hints, and advice for customizing the puzzle to fit the needs of your adventure.

Playing Dungeons & Dragons:

Become an Adventurer:

Adventurers come in all shapes and sizes. Find one that’s fun for you.

An elvish cleric, driven from society for trespassing on tradition. A dwarven paladin, atoning for an ignominious past. The Player’s Handbook provides the skeleton for your characters. Flesh them out however you choose.

Join the Party:

D&D brings people together and forges new friendships. Silly moments spawn inside jokes; moving battles leave treasured memories—whether in the heat of battle, embroiled in social intrigue, or solving clever puzzles, your party has your back.

Choose Your Own Path:

The woods are growing dark. Behind a mass of ivy, you see the stones of a crumbling castle. What do you do?

In D&D, your options are limitless. Because the Dungeon Master, as narrator of your tale, can improvise in reaction to any choice you make, what happens next is entirely flexible. Do you dare go on?

This book’s contents include the following:

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.

Format: Hardback
Pages: 192
Specifications:

Publisher: Wizards of the Coast
Release Date: 17/11/2020
Genre: Tabletop Game
Ages: 12+
Play Time: 60 minutes
Players: 2-6

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