Tasha’s Cauldron of Everything, promises to be one of the most significant expansions to the Dungeons & Dragons fifth edition ruleset yet. The new sourcebook is set to vastly expand players options to customise their characters and even open up how dungeon masters run their games.
22 New subclasses
With 22 new classes are making the jump from playtest material to official subclass.
Artificer Subclasses:
Alchemist
Armorer
Artillerist
Battle Smith
Barbarian Subclasses:
Path of the Beast
Path of Wild Magic
Bard Subclasses:
College of Creation
College of Eloquence
Cleric Subclasses:
Order Domain
Peace Domain
Twilight Domain
Druid Subclasses:
Circle of Spores
Circle of Stars
Circle of Wildfire
Fighter Subclasses:
Psi Warrior
Rune Knight
Monk Subclasses:
Way of Mercy
Way of Astral Self
Paladin Subclasses:
Oath of Glory
Oath of the Watchers
Ranger Subclasses:
Fey Wanderer
Swarmkeeper
Rogue Subclasses:
Phantom
Soulknife
Sorcerer Subclasses:
Aberrant Mind
Clockwork Soul
Warlock Subclasses:
The Fathomless (New Patron)
The Genie (New Patron)
Wizard Subclasses:
Bladesinging
Order of Scribes
New possibilities
After rigorous play testing through Unearthed Arcana, the new classes help plug some holes in play styles and open up new opportunities to take existing characters in wild new directions. For example the new Path of Wild Magic, sees barbarians gain the new Magic Awareness feature. As an action, players will be able to know the location of any spell or magic item within 60 feet much like the Paladin’s Divine Sense.
The new psi-warrior was originally looking like it would introduce the entirely new psionic dice mechanic but apparently a predominant number of the players who responded to the surveys said they didn’t like the mechanic. They liked the ideas of the Psi Warrior and Soulknife subclasses… but having there be an all-new mechanic to learn and use was voted down quite a bit.
New Realms to Explore
The DM Tools chapter also includes rules and suggestions for new “Supernatural Regions.” Each realm allows DMs to drop players into specific genre driven environments, where the regular rules of the material plane are supplanted by another set entirely.
“The Far Realm, as the name implies, is this far off dimension that is outside the great wheel of existence,” Crawford explained in an interview with IGN. “It’s this mind-bending reality that is not bound by the rules of the rest of the D&D multiverse, and it is that reality that creatures like mind flayers and beholders originally come from. It’s one of the reasons why those creatures are so terrifying to pretty much everybody else in the D&D multiverse. And not just humanoids, you know – even dragons are probably like, ‘Oh no.’ And we have a massive table of different effects that player characters might have to face in a place where that alien dimension has erupted into the material plane.”
Each region has a set of events that gives the DM a menu of triggers that can suddenly cause the haunted region or the Far Realm region to materialise into place, through a mix of mechanical and story actions.
The new ruleset is by far the most expansive new sourcebook to come from Wizards of The Coast yet and we can’t wait to test out every feature come November 17th.
Check out the preorder on Amazon or from your local game store.