All 7 Major D&D Rule Changes In Tashas Cauldron of Everything

All 7 Major D&D Rule Changes In Tasha’s Cauldron of Everything

Tasha’s Cauldron of Everything adds so many exciting, game-changing rules to D&D that playing Dungeons & Dragons may never be the same again.



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All 7 Major D&D Rule Changes In Tashas Cauldron of Everything

Tasha’s Cauldron of Everything, Dungeons & Dragons’ latest expansion, throws open the doors to a lot of new and exciting decisions for both players and Dungeon Masters. While some Dungeons & Dragons expansions introduce new regions to explore, like Icewind Dale: Rime of the Frostmaiden, others, like Tasha’s Cauldron of Everything and the Dungeons & Dragons Essentials Kit, add a variety of new and changed rules for whatever adventure players wish to undertake.

Tasha’s Cauldron of Everything was eagerly anticipated by both players and Dungeon Masters for the variety of content it would include. While players have been working to make their D&D characters interesting on their own, Tasha’s Cauldron of Everything offers some true gamechangers. As with every new expansion for Dungeons & Dragons’ fifth edition, Tasha’s Cauldron of Everything can be used as little or as much as the Dungeon Master and players decide, so it’s best to consult with the party before adding any of these major rules changes.

While it’s difficult to list every single change, these seven rules form the core of the new additions in Tasha’s Cauldron of Everything. Incorporating these new rules can make any new Dungeons & Dragons adventure feel totally different.

What Tasha’s Cauldron of Everything Changes About D&D’s Rules

New Subclasses

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Player creation is all the more interesting with 14 of D&D’s classes receiving new subclass choices. The standouts include the Sorcerer, which can now derive its power from alternative sources like the Aberrant Mind, which grants psionic power through a lineage connection with an alien influence, or the Clockwork Soul, which suffuses players with the precision of a realm of order and mechanisms. These new subclasses manifest in new spells and abilities and fun flavor like floating cogwheels.

Group Patrons



While players usually each bring their character’s background affiliations – be they with gods, academies, or criminal entities – to the party individually, Tasha’s Cauldron of Everything introduces Group Patrons. Parties can now share an affiliation with a single group or entity, allowing for deeper connections between player characters and opening the door for special assignments or assistance from players’ mutual acquaintances.

Customizable Origins

Previously, it was up to players and their Dungeon Masters to come up with rules around unique player backgrounds. Tasha’s Cauldron of Everything changes the way D&D’s races work, providing rules and suggestions for bypassing the specific racial bonuses applied during character creation. Now, players can choose ability score increases to better reflect their character’s origins. A Dwarf raised by elves might live more like an elf, and creating that combination is now possible and encouraged.

Artificer Class

The Artificer was originally brought into Dungeons & Dragon’s fifth edition in 2017, but Tasha’s Cauldron of Everything includes an updated version with an additional subclass. D&D’s Armorer subclass focuses on heavy defense, modifying armor and tweaking it to better channel magic. It’s a fun new option for players looking for a magic-spewing tank.

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New Feats

There are 15 new feats included in Tasha’s Cauldron of Everything. The best among them is the Chef feat. Not only buffing a character’s constitution and granting proficiency with cook’s utensils, the Chef feat also allows players to cook special foods during short rests that aid in healing or to cook elaborate treats during long rests that players can use to gain temporary hit points.

New Spells & Magic Items

The Magical Miscellany chapter provides a giant grab bag of interesting new D&D spells and items. These range from the efficient, like Blade of Disaster, to the entertaining, like Summon Shadowspawn, which manifests a beast with a a chosen emotion, like despair. Magic items run the same gamut, with Devotee’s Censor not only hitting hard but having the ability to create a cloud of healing incense, and Teeth of Dahlver-Nar causing a random (and fun) magical effect.

Magic Tattoos

Tasha’s Cauldron of Everything finally allows players to give their characters tattoos that contain magical functionality. These basically function as Dungeons & Dragons magical items that cannot be removed from a player. Players are free to customize these tattoos’ appearance and location, but rarer tattoos require more space. Now, players can have their full-sleeve Ghost Step Tattoos.

Link Source : https://screenrant.com/dungeons-dragons-tashas-cauldron-all-rule-changes/

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