Tasha’s Cauldron makes D&D a better game, but whiffs on race changes (2024)

There’s a new supplement for , titled Tasha’s Cauldron of Everything. The brand-new content — including new subclasses for virtually every class in the game, expanded rules for sidekicks, and a collection of in-fiction puzzles — is very, very good indeed. However, the overall package feels too thin. Not only is there a decent bit of material that’s been reprinted, the much-anticipated changes to the way the game handles race still leave something to be desired.

Tasha’s Cauldron is part of a series of newly styled D&D sourcebooks, which began with Volo’s Guide to Monsters in 2016, and also includes essential volumes like Xanathar’s Guide to Everything and Modenkainen’s Tome of Foes. Each one is narrated through marginal annotations from famous characters in the lore of D&D, with the goal of making them more readable for players and non-players alike. This time around, the voice of Tasha feels a bit out of place, as though a time traveler has returned to the Forgotten Realms with some spicy tweets to share. Ultimately, the marginalia didn’t detract from the other good bits inside.

The most interesting section for players comes in chapter one, which includes new subclasses for pretty much everyone — artificers, barbarians, bards, clerics, druids, fighters, monks, paladins, rangers, rogues, sorcerers, warlocks, and wizards. It also includes a full reprint of the artificer class, which made its first appearance in Eberron: Rising from the Last War in 2019.

While I would have liked more options for the artificer (which I’ll be playing for the first time in my home campaign), the other options on offer are exceptional. Multiclassing — taking on two or more classes to customize a character — has always been a limitation in modern D&D. Several of these new subclasses seem to integrate multiclassing into the structure of the character classes themselves, which both streamlines and accelerates the process of gaining levels and power. Still others feel like in-fiction riffs on Marvel superheroes, which is a fun addition to the lore. The entire section includes many wonderful additions to the game, and is required reading in my opinion for anyone rolling up a new character.

Tasha’s Cauldron makes D&D a better game, but whiffs on race changes (1) Image: Wylie Beckert/Wizards of the Coast

Chapter two is a boon for Dungeon Masters scrounging for story hooks. It introduces ideas for patrons that the adventuring party could work for, and in turn provides everyone at the table with opportunities for glory and intrigue over the course of multiple campaigns. If you were searching for a way to transition from a setting like Waterdeep, for instance, to the Underdark or the frozen plains of Icewind Dale, then patrons could be just the thing.

In addition to tons of new spells and magic items — de rigueur for any new splatbook these days — there’s also a hefty new section specifically for DMs. Here’s where the really good stuff is, in my opinion.

First up is a section on Session Zero, which is where those running the game have the opportunity to sit down with their players and discuss the social contract that will exist between them all during the game. It covers topics such as “lines and veils” as well as setting expectations for good behavior. It’s only a few pages long, but it’s one of the better discussions of the topic that I’ve ever seen in a mainstream role-playing game. Publisher Wizards of the Coast should do what it can to make sure this exact content makes its way into both the existing 5th edition of the Player’s Handbook and the Dungeon Master’s Guide — and also make it freely available online with all of its other introductory materials that it offers for new players.

Next up is a newly expanded set of rules for sidekicks. These demi-players made their first appearance in the , and serve a number of different functions at the table. My group will be using them to flesh out our small party of three players with a fourth character. That will give us a few more hit points and a dedicated healer, which should reduce the DM’s need to modify encounters that are traditionally designed for between four and five players.

But, as Tasha’s Cauldron makes mention of, sidekicks are also the perfect entree for new players who would like to ride along with their friends and be engaged in an existing campaign to see what D&D is all about. There are three different classes of sidekick included, plus rules for leveling them up — something absent from the Essentials Kit.

Finally, there’s a handy section at the back of the book filled with puzzles. It even includes clever hints you can give your players if they get stuck, and handouts to provide a visual element at the table.

My only real disappointment with the book is the way in which it handles optional rules for dealing with the concept of race. Earlier this year the publisher admitted that it had made missteps involving its portrayal of race in the past, and vowed to make to make it more welcoming and more flexible. Those changes, as detailed in Tasha’s Cauldron, are extremely weak. The guidance is, more or less, to ignore the rules for character creation and just do what feels right. That’s good advice for every player and every DM regardless of the situation, but it falls well short of establishing a progressive new precedent for the original role-playing game.

Overall, Tasha’s Cauldron of Everything is a great resource for everyone at the table, it’s just not as dense and full-featured as the supplements that have come before. You can order the book right now at your friendly local game store (where you’ll have access to a gorgeous alternate cover) and on Amazon. It will be available at retail starting Nov. 17, and available digitally for multiple platforms including D&D Beyond, Fantasy Grounds, and Roll20.

Correction: An earlier version of this story overlooked the addition of a new subclass for the artificer. We’ve updated this story to correct that.

Tasha’s Cauldron of Everything will be released on Nov. 17. The book was reviewed using a final retail copy provided by Wizards of the Coast. Vox Media has affiliate partnerships. These do not influence editorial content, though Vox Media may earn commissions for products purchased via affiliate links. You can find additional information about Polygon’s ethics policy here.

Tasha’s Cauldron of Everything

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This new Dungeons & Dragons sourcebook includes additional subclasses for virtually every character class in the game. There’s also improved rules for sidekicks, and lots of new tools for Dungeons Masters.

Vox Media has affiliate partnerships. These do not influence editorial content, though Vox Media may earn commissions for products purchased via affiliate links. For more information, see our ethics policy.

Tasha’s Cauldron makes D&D a better game, but whiffs on race changes (2024)

FAQs

How do you swap racial ability score upgrades in Tasha's cauldron? ›

Here's how to do it: take any ability score increase you gain in your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can't apply those increases to the same ability score, and you can't increase a score above 20.

Does Tasha's cauldron of everything have races? ›

Orcs, Tiefling, and Drow are archetypically evil races, and their archaic positions within the game reflect and reinforce racist stereotypes in the real world.

Should I use Tasha's cauldron of everything? ›

That being said, if you want to play a ranger of any type, you probably have the most need of Tasha's Cauldron. If nobody else from your group gets it, you should buy your own copy if you want to be a ranger. DM's can find some useful material in Tasha's, which I think is probably worth the purchase price.

Is custom lineage weak? ›

Ultimately, it seems like the components of Custom Lineage are strong for a build that relies on a single ability, but are not game breaking, and is slightly worse than Variant Human for builds that rely on multiple stats.

How do you get ability score modifiers? ›

To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down). Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.

What are Tasha's race options? ›

With the release of Tasha's Cauldron of Everything, players are now allowed to freely swap their racial ability score bonuses and proficiencies. You can play an Orc with an Intelligence bonus, a Dwarf with a Dexterity bonus, or an Elf that learned to fight with hammers rather than swords.

Can Hexbloods be any race? ›

Designing Your Hexblood

We'll get into the mechanical implications more in a bit, but hexblood is a lineage rather than a race. Anybody could run afoul of fey curses and become a hexblood so your “original form” could be any race.

What is the most magical race in D&D? ›

Elves are a better pick for characters who favour agility and magic, as their traits are more focused around those ability scores that assist these approaches. For example, all elves have an ability score increase to dexterity and have advantage on saving throws against being charmed.

What is Tasha's rule of race creation? ›

The purpose of the Tasha's rules is to create members of the race as PCs that are exceptional in areas that are less characteristic for the race itself (thus breaking stereotypes and preconceived ideas of what D&D races are supposed to be like). Thus a tiefling that is wise rather than charismatic.

What is the difference between Xanathars guide and Tasha's? ›

Both Tasha's and Xanathar's contain a wealth of new subclasses, spells, and mechanics. Despite these commonalities, each guide lends itself to accomplishing certain goals. While each book contains new items, only Tasha's includes new magic items.

Is Xanathar's Guide to everything worth it? ›

Xanathar's Guide to Everything is an essential book for any Dungeon Master or player looking to get the most out of their next Dungeons & Dragons campaign. Not only does it expand on the base game content, but it provides a wide variety of rules to help a DM run their next campaign.

What feats are added in Tasha's cauldron of everything? ›

Tasha's Cauldron of Everything includes several new feats that work this way: Artificer Initiate, Eldritch Adept, Fighting Initiate, and Metamagic Adept, allowing you to gain a little bit of the power of the artificer, warlock, fighter, and sorcerer classes respectively.

Does lineage replace race 5e? ›

A lineage replaces your race's traits and sometimes adds some new flavor to your character. You can choose any race (or a combination of races or something more outlandish) and apply a lineage to it, allowing you to combine the “flavor” of your race(s) and the flavor and mechanics of your lineage.

What race is custom lineage? ›

There is no race known as "Custom Lineage." Unless there is something from WotC to the contrary, Custom Lineage is no more human than any other race.

What is a lineage in D&D? ›

Lineages were a concept introduced in the Ravenloft book. A Lineage replaces a character's race, meaning that they keep a few traits from their original form if transformed during the story. The ones that exist so far are: Dhampir, half-vampires that can absorb others' life force through their fangs.

How do you change ability scores in fantasy grounds? ›

Any time that you alter your abilities Fantasy Grounds will recalculate such dependent scores; so for example if your Wisdom increased to 16, giving you a +3 instead of a +2 bonus any saving throw or skill which relied on Wisdom would increase by one point, as would your passive perception.

Do racial abilities count as spells? ›

If the racial ability says "you can cast X spell at Y level once per long rest" (such as tieflings casting Darkness), then yes, it counts as a spell. If the racial ability says it is a trait (such as the eladrin's Fey Step or the firbolg's Hidden Step), then no, it does not count as a spell.

How much does ability score increase for Changeling? ›

Changeling Traits

Your Changeling character has the following racial traits. Ability Score Increase: Your Charisma score increases by 2. In addition, one ability score of your choice increases by 1. Age: Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less.

How do you roll ability stats? ›

How do you roll ability stats? Rolling ability stats in D&D 5e is straightforward. You roll 4 six-sided dice (4d6) and then discard the lowest roll. This process is repeated until you have six numbers, which you then allocate to your six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

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