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1.27 mi | ASHBURN 20147
Tasha's Cauldron of Everything (D&D Rules Expansion) (Dungeons & Dragons)
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Product information
ASIN | 0786967021 |
---|---|
Release date | November 17, 2020 |
Customer Reviews |
4.8 out of 5 stars |
Best Sellers Rank | #4,234 in Books (See Top 100 in Books) #5 in Dungeons & Dragons Game #134 in Dragons & Mythical Creatures Fantasy (Books) #202 in Sword & Sorcery Fantasy (Books) |
Product Dimensions | 8.5 x 0.6 x 11.1 inches; 1.75 Pounds |
Type of item | Hardcover |
Language | English |
Item model number | WTCC78780000 |
Item Weight | 1.75 pounds |
Manufacturer | Wizards of the Coast |
Country of Origin | USA |
Date First Available | August 23, 2020 |
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Tasha's Cauldron of Everything (D&D Rules Expansion) (Dungeons & Dragons)
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Product Description
Product Description
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.
EXPANDED SUBCLASSES. Try out subclass options for every Dungeons & Dragons class, including the artificer, which appears in the book.
MORE CHARACTER OPTIONS. Tasha's Cauldron of Everything introduces a host of class features and feats, plus straightforward rules for modifying a character's racial traits and customizing their origin.
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.
Full of expanded content for players and Dungeon Masters alike, this book is a great addition to the Player's Handbook. 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.
About the Author
Wizards D&D Team
From the manufacturer
![Tasha's Cauldron of Everything](https://m.media-amazon.com/images/S/aplus-media/vc/849f11f8-c60a-45f7-af19-aa631fdd3698.__CR0,0,970,600_PT0_SX970_V1___.jpg)
My dear, sweet, lucky reader,
Within this tome, you'll find a sampling of the curiosities I've documented during my travels. I expect that—with the inclusion of my insights, guidance, threats, and critiques—clever minds will have all they need to advance their accounting of the multiverse's infinite audacities.
I'm drawing back the curtain of reality for you, reader dearest. Summon your courage, and take a peek.
TASHA
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.
![Tasha's Cauldron of Everything](https://m.media-amazon.com/images/S/aplus-media/vc/633798b5-fb8b-405f-b779-4c687c9db89c.__CR0,0,970,600_PT0_SX970_V1___.jpg)
When I first learned magic from Baba Yaga, I couldn't help but add spectral chicken legs to all my spells. She said she wasn't a fan, but I caught her grinning a few times. So of course I still add those legs. What use is magic if you can't harness it to amuse your mom?—TASHA
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.
![Tasha's Cauldron of Everything](https://m.media-amazon.com/images/S/aplus-media/vc/66ae346a-b300-4506-93c5-d2a2e87768a6.__CR0,0,970,600_PT0_SX970_V1___.jpg)
Well darn. Whatever could have happened to the spells Mordenkainen's Bountiful Back-Patting, Heward's Hot Air, and all the rest? I'm sure I submitted the spells they insisted I include herein. Seems they got lost in the shuffle. Shame.—TASHA
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.
![Tasha's Cauldron of Everything](https://m.media-amazon.com/images/S/aplus-media/vc/5e997f32-9fd3-45ed-9338-ea785bc52891.__CR0,0,970,600_PT0_SX970_V1___.jpg)
Unfortunately, at Mordenkainen's request, a panel of experts from Greyhawk Guild of Wizardry—which I'm assured is an esteemed center of learning and not at all an elaborate scam to swindle highborn rubes—has been granted editorial oversight of this work. As a result, I understand that some of my "less traditional" findings have been saddled with various rules, for the supposed "safe continuance of the mystical arts and, indeed, all life in the multiverse."—TASHA
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.
![Tasha's Cauldron of Everything](https://m.media-amazon.com/images/S/aplus-media/vc/dc99b0a6-120a-4cbb-9371-d175e22982f8.__CR0,0,970,600_PT0_SX970_V1___.jpg)
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?
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Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on AmazonCustomers say
Customers say the book has a lot of good stuff, including new content for DMs and players. They appreciate the awesome spells, subclasses, monsters, and tattoo options. They also find the art fantastic and the class options thematically flavorful and well balanced. Customers describe the book as entertaining and a worthy addition to any player's collection. Opinions are mixed on the value, with some finding it worth the price and others saying it's not worth the full retail price.
AI-generated from the text of customer reviews
Customers find the book has good stuff, including new spells, spell lists, and information for DMs. They also appreciate the cool puzzles and variety. Readers also mention that the book brings more versatility to the table with sidekicks and patrons.
"...The way I see it, this book collects some of the cooler, more versatile systems from some of the more niche books like Theros and the Sword Coast..." Read more
"...3. Variation Viability -- A comparison frequently made in the competition between D&D 5e and Pathfinder is that Pathfinder's character customization..." Read more
"I Bought this book secondhand in the description was very accurate. There were no peaches missing and I’ve used it several times." Read more
"Good, easy to read information with nice graphics." Read more
Customers find the book additions great, adding a lot of new content for DMs and players. They also say it's helpful with a variety of rules and info for both. Readers also mention that the illustrations are lovely and the ideas are cool.
"...First of all that isn't true: this book has a LOT of new content. Second, that isn't a bad thing at all...." Read more
"This book is very helpful with a lot of rules and and info for both dms and players...." Read more
"...It had lovely illustrations and some really cool ideas, but it would be nice if WOTC could make more of their content available with a purchase like..." Read more
"...Product:Has all the good 5e stuff, so I'm excited to use it...." Read more
Customers find the puzzles in the book awesome, with new spells, subclasses, monsters, and extra content. They also appreciate the excellent section on supernatural environments and meta advice.
"...There's an excellent section on supernatural environments, as well as meta advice for getting your campaign started...." Read more
"...The spells are pretty nice. Most are fun, some unique, but others, just retreads and odd (no uses for them)...." Read more
"Tasha's is an unfortunate mixed brew of content. There are plenty of interesting ideas, but some sections are woefully underdeveloped and could..." Read more
"...large list of new magical items all explained in depth; A formidable list of new spells; and Great information for dm's such as region effects, in..." Read more
Customers find the art fantastic, and the new artifacts and tattoos full of flavor and style. They also say the new subclasses feel unique and awesome.
"...The artificer class is good and a fun edition for those who don't want to purchase Eberron rising from the last war...." Read more
"...The spells are pretty nice. Most are fun, some unique, but others, just retreads and odd (no uses for them)...." Read more
"Good, easy to read information with nice graphics." Read more
"...The new artifacts and tattoos are full of flavor and style...." Read more
Customers find the class options in the book exciting and unique. They mention that it provides new subclasses, feats, spells, and design flavors.
"Great book full of essential stuff and class features. Got it on sale and it was worth every penny" Read more
"...The new class options are good, but your mileage will vary by taste...." Read more
"...The book also includes way more subclasses which can be a lot of fun to play as. There are also a lot of fun notes from Tasha that are fun to read...." Read more
"Great new subclasses and a brand new class in the artificer. Fantastic new material to supplement the already existing 5e core books...." Read more
Customers find the book entertaining, with fun classes and game content that is game changing. They also say it's one of the best expansion books Wizards has put out.
"...And it's great. Not just great, the game content is literally game changing.I won't talk about the stuff that's in the marketing...." Read more
"...Soo many ways to create OP characters, kinda fun, actually! Keeps DMs on their toes." Read more
"...The artificer class is good and a fun edition for those who don't want to purchase Eberron rising from the last war...." Read more
"...The spells are pretty nice. Most are fun, some unique, but others, just retreads and odd (no uses for them)...." Read more
Customers find the book a worthy addition to any player's collection. They also appreciate the subclasses and tattoo options. Readers say the book has a variety of content to serve players, DMs, character creation, and scenario. They mention that the book is popular for old players, but not ideal for those starting out.
"...has a lot in it specifically for DMs as well, but it's got a ton of stuff for players- I'd argue at least half the book...." Read more
"...and magic items, well some are flawed or just flavor, are good editions to any game...." Read more
"...Some of the other sub classes are outstanding, unique while a few of them are dumb and over the top...." Read more
"This book makes a great addition to anyone's collection. Great quality." Read more
Customers are mixed about the value of the book. Some mention it's worth the price, while others say it'll not improve their experience. Some customers also mention that the book is not cheap and the section feels incomplete and not extremely helpful.
"...Worth purchasing if you are paying half price or less.NOT WORTH FULL RETAIL PRICE." Read more
"...Overall, I think this book is extremely worth it for experienced players and DMs alike...." Read more
"...new warlock stuff but 90% is straight up trash and the new talisman build is utterly useless. They finally made the pact of the chain viable...." Read more
"...Over-all I am glad I go the book. Worth the money, but as is everything things could of been different and they could of spent a little elss time on..." Read more
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With that out of the way, let's talk about the actual content.
The biggest chunk is obviously the new character options. We've got subclasses galore, and most of them are pretty decent, if not great. (I personally favor the phantom rogue and the way of mercy monk as the neatest, but I'm a sucker for dramatics.) While new subclasses are basically a standard in recent releases, this book switches it up a bit by adding psionics elements, as well as subclasses that almost blend two classes together. Want to be a barbarian, but still think druids are cool? Path of the beast is for you! Prefer the ranger class features, but also like the warlock? Choose a fey wanderer! Adding to this is a big host of new options for how you play your standard classes. Some of it is stuff that people have been "house rule"ing for years, but it's nice to see it codified. Toss in a few new feats and some fun new spells, and I think this makes a great package of player-centric content.
I will agree that this is sort of "advanced" stuff, though. I wouldn't put this in front of someone who isn't even familiar with the handbook yet. Swapping out class features and changing subclasses and whatnot, that requires a bit of expertise with the standard material.
The rest of the book, in my mind, is best suited to homebrewers. There's a lot there to spark your creativity in building your world or your NPCs, including rules to help simplify keeping track of NPC classes, and options for more peaceful, roleplay-motivated players. There's an excellent section on supernatural environments, as well as meta advice for getting your campaign started. The only bits I would say are less useful are the patrons system (which I feel should probably have been placed after the spells/magic items and not before?) and possibly the puzzles, since that's largely things you could invent on your own, and probably don't need outlined.
Finally I'm going to mention the art in this book, specifically how inclusive it is. WotC has been pretty good about diversity in 5E, and it really shines here. We have lots of people of color, what appear to be gender-non-conforming characters, explicitly queer characters, and varied ages and body types. We get to see orcs and tieflings doing more than looking sinister. This might not matter to a lot of people, but I really appreciated it.
Overall, I think this book is extremely worth it for experienced players and DMs alike. You might not get use out of everything in here, but there's definitely enough to make it worth your while.
I won't talk about the stuff that's in the marketing. My favorite class, Artificer, got a generalized reprint off of Rising from the Last War as well as patron concepts from the same book, and we got magic tattoos. If you've read the blurbs, you already know about these additions to 5e, so I'm here to give my list of the top 3 "Not Immediately Apparent" Reasons to buy Tasha's Cauldron of Everything.
1. The Revised Ranger and the Fable of Fantastic Feature Fenagling -- No point in burying the lead...that's right folks, the most hated 5e class has largely been rebalanced. At least, a critical door has been opened allowing an out for anyone who righteously hates the balance of the base Ranger. They didn't do a hard reprint of the class. What they did to Ranger, and to all the core classes, is eliminate some niche pain points by allowing players to choose additional and/or alternate core class features at certain levels.
It's obvious that this is Wizards of the Coast's compromise for in their refusal to fully reprint Rangers, because now Rangers are given the opportunity to completely overhaul themselves by completely replacing the most frustrating aspects of the class with more generally useful abilities. Even though they're more generalized, they're far from weak, and help the Ranger stand out as a unique class. A variant version of each of the core Ranger's abilities exist, and a variant form of pet on par with the Artificer Battle Smith's pet management now exist. I'm currently playing a Ranger, but dipped into another class because mid level Ranger is so underwhelming. This update makes me want to main Ranger again.
This will be the longest point I have to make, because the rebalance to the Ranger is the most heavily rebalanced of the classes. Yeah, they they leave the footnote that these changes are optional, but I really don't see why a reasonable DM with access to this content wouldn't allow them.
There are some other neat changes. Overall, a lot of classes/subclasses "suffered from specificity." They had hyper-specialized core abilities that had niche benefits. Most, if not all classes, have been given additional core options to better utilize their specialized features. Here are some examples beyond Ranger.
Don't like your Channel Divinity options as a Cleric? Use a charge of Channel Divinity to instead Harness Divine Power at 2nd level and gain a spell slot equal to 1/2 your PB (Proficiency Bonus) rounded up.
Don't care for the theming of a Wild Shape Druid? Use your charges of Wild Shape to summon a Familiar for a few hours for that tasty Help action and Fantasy drone scouting instead.
Feel like you got stuck with crap Cantrips as a Wizard? Suffer no longer with Cantrip Formulas, a level 3 feature allowing you to change a cantrip choice on a Long Rest.
This isn't everything, but there's frankly too much to include in a reasonably sized review. Suffice it to say that the book's entire class additions section orbits this point, and is the most critical reason to get the book.
2. Proficiency Bonus Scaling -- A huge change that has come with a lot of the subclasses and new features is scaling off of Proficiency Bonus, or PB. Numerous class abilities now have charges based on Proficiency bonus, making abilities that may normally seem underpowered more viable. An example of this was Unearthed Arcana's Unity Cleric, released in Tasha's as Peace Cleric. Their Level 1 ability, Emboldening Bond, had a single casting per Long Rest and lasted an hour in UA. Its buff was good, but not typically useful enough that an entire hour was necessary. They rebalanced it by giving it a number of charges equal to PB, and made it last 10 minutes, which greatly expands its viability as a core ability for that type of Cleric. A lot of the main rebalance features of the type mentioned in the above section benefit from this, and its a great mechanic.
3. Variation Viability -- A comparison frequently made in the competition between D&D 5e and Pathfinder is that Pathfinder's character customization is leagues better. I've never played Pathfinder, but I have read 2e core book extensively, and I have to agree that it's much more flexible.
This entire book, from the new racial design methods, core- and sub-class options, and feats, opens up the flexibility of character design dramatically. It is clearly an effort to take some of the rigidity out of the game while maintaining structure, and, I cannot stress this point enough, it truly does so masterfully.
Conclusion: Tasha's Cauldron easily feels like the most necessary of the supplements, while also feeling optional enough that you could live without it if you had to...except for maybe the Ranger updates. I'm a big fan of Eberron, but as a specific setting, that book, while excellent, won't appeal to everyone. This supplement is a must for any DM, and I hope that new DMs build their style off of some of the proposed changes bubbling within Tasha's Cauldron of Everything.
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