Reviews

Tasha's Cauldron of Everything by Wizards of the Coast

nonesensed's review against another edition

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4.5

More additional, optional rules for Dungeons and Dragons' 5th edition. 

A lot of fun game additions! I think my favorite parts are the tables for magical hazards in nature and magical phenomena, while the puzzles didn't really wow me. The puzzles as an idea are great, but I felt the ones we got were all a little too similar in how they were to be solved to help me as a DM be varied in how puzzles end up. 

newinca's review

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informative slow-paced
  • Plot- or character-driven? N/A
  • Strong character development? N/A
  • Loveable characters? N/A
  • Diverse cast of characters? N/A
  • Flaws of characters a main focus? N/A

4.0

Tasha's is a great companion book to have for an avid dnd player. It introduces a couple of new subclasses to play and adds the brand new class, Artificer. There is a chapter to help Dungeon Master's to help flesh out their sessions with NPCs, Magic Phenomenons/Hazards and even with puzzles. It even has an additional chapter with new spells and magic items. Overall, I highly recommend this book.

bookbeard's review

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5.0

An excellent addition to the D&D 5e line up. The additional class and subclass options are well structured and inspire ideas for characters, the spells great additions, the magic items are fantastic, and the details about patrons are a guide to excellent story structures. I feel like the Session Zero information is so critical to a positive game experience, it should be added to the PHB or the DMG. And the Customize Your Origin/Lineage options are simple, and provide the perfect fix for allowing your character to no longer be bound by racial traits.

All of which is well described, with new illustrations that make this book a great addition to the horde.

dantastic's review

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3.0

I skimmed this last night. Basically, it's a collection of bells and whistles, both for the players and the DM. The players get new subclasses, class features, and class paths. The DM gets more spells, more magic items, and more tools to use for crafting adventures.

Honestly, I'm not sure how much use I'll get out of this since I'll mostly be doing done and one adventures at irregular intervals. On the other hand, some things are really interesting, like the new class paths for the Rogue.

I wouldn't say this is an essential 5e book but it definitely has some things people can get some use out of in it. Sadly, I will not likely be playing enough to do so.

quinlbr88's review

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5.0

Great content. Great commentary. I know this book had its share of buildup, but I find it full of wonderful options for DMs and PCs alike.

shane_tiernan's review

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4.0

Full disclosure, I didn't read every spell, magic item and puzzle in this book, but I would say I got to a good 60-70% of it. What I read I liked. I really enjoyed the one-liners from Tasha and think this works better than longer paragraphs from a "tour guide" or "narrator", which I don't usually read.

The Artificer was interesting, though the "Iron-Man" version was a little out there for me. I liked the subclasses and the optional features for classes, though I worried sometimes while reading that 5th edition already favored the players and this seemed to make them even more powerful.

Didn't care much for the "sidekicks" section, I think just having a lower level character as a sidekick works fine. "Parleying with Monsters" seemed like a waste of time, but as I started reading the "desired offerings" I thought this section was a great way to come up with some plot hooks, so that's what I would use it for. "Environmental Hazards" was really cool, though rolling often on the tables could get to be a little too much. Really you could just farm the tables to place effects at specific locations. The puzzles were decent, but I've never been big on puzzles for the sake of puzzles, so probably wouldn't use them.

I've got the alternate cover and I love it! I don't really like the regular cover. Lot's of nice art inside and the normal 5e layout.

My favorite line in the book was "Don't feel restricted by the options in the Monster Manual or by the limitations of the animate object spell..." I saw this kind of thinking in the book a couple times and I really love this philosophy and how they're trying to get people to "get loose with it". If there's not a spell that does what you want your bad guy to do, just make it up. If you think it would be really cool if your evil wizard big baddie had a pet goblin that breathed fire., then just give it to him. You don't need to wait for Wizards to publish a book with fire breathing goblins in it.




jeffkevlar's review

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4.0

I’m a fan of this supplement. The optional rules presented either improve what exists or changes things enough to make them interesting

The section on traps at the end was interesting but I question the use of putting them all together in a book. There aren’t that many traps and I feel like now we will be seeing them in so many games that they will loose their surprise.

katealily's review against another edition

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adventurous informative medium-paced

4.5

greml1n's review

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3.0

A nice book for players and dungeon masters. Tasha's adds a decent amount of new spells and class abilities for players making it a fun addition and it provides some additional cool tools for dungeon masters as well.

ovidusnaso's review

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4.0

Definitivt en av de bedre regelbøkene til 5e. Verktøy til DM og spillere, gode forklaringer, og den samler underklasser fra andre, mindre populære bøker, og det er swag.