Tashas_Cauldron_of_Everything_copy

Published on Sep 20, 2026

Tashas_Cauldron_of_Everything_copy

Tashas_Cauldron_of_Everything_copy - Document to Flipbook

Published on Sep 20, 2026

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TASHA'S CAULDRON . OF EVERYTHING�CREDITS Lead Designer: Jeremy Crawford Art Director: Kate I rwin Design: Dan Dillon, Ben Petrisor, F. Wesley Schneider, Elisa Teague Additional Design: Bill Benham, Adam Lee, Ari Levitch, Christopher Perkins, Taymoor Rehman, Kate Welch, Ray Winninger Rules Development: Jeremy Crawford, Dan Dillon, Ben Petrisor, Taymoor Rehman Editing: M ichele Carter, Christopher Perkins, Jessica Ross, F. Wesley Schneider, James Wyatt Lead Graphic Designer: Trish Yochum Graphic Designers: Trystan Falcone, Emi Tanji Cover Illustrators: Wylie Beckert, M agali Villeneuve Interior Illustrators: Mark Behm, Eric Belisle, Zoltan Boros, Christopher Burdett, Sidharth Chaturvedi, David Rene Christensen, N ikki Dawes, Olga Drebas, Caroline Gariba, Sam Keiser, J ulian Kok, Titus Lunter, Andrew Mar, Marcela Medeiros, Brynn M etheney, Robson Michel, Scott Murphy, I rina Nordsol, Robin Olausson, Claudio Pozas, Livia Prima, April Prime, David Sladek, Crystal Sully, Brian Valeza, Svetlin Velinov, Anna Veltkamp, Shawn Wood, Zuzanna Wuzyk, Kieran Yanner Concept Illustrator: Shawn Wood ON THE COVER Spel lbook in hand, the wizard Tasha casts a spell on a brew bubbling in her magic cau ldron, in this painting by Magali Vil leneuve. 620C7878000001 EN ISBN: 978- 0-7869-6702-5 First Printing: November 2020 98765432 1 UK CR CE Project Engineer: Cynda Callaway Imaging Technicians: Kevin Yee Prepress Specialist: Jefferson Dunlap D&D GAME STUDIO Executive Producer: Ray Winninger Principal Designers: Jeremy Crawford, Christopher Perkins Design Manager: Steve Scott Design Department: F. Wesley Schneider, Dan Dillon, Adam Lee, Ari Levitch, Ben Petrisor Senior Art Director: Richard Whitters Art Department: Kate Irwin, Emi Tanji, Trish Yochum, Shawn Wood Senior Producer: Dan Tovar Producers: Bill Benham, Lea Hel iotis Director of Product Management: Liz Schuh Licensing Manager: Hi lary Ross Product Managers: Natalie Egan, Chris Lindsay, H i lary Ross Brand Manager: Shelly M azzanoble Publicity: Greg Tito Community Management: Brandy Camel This book contains some content that origi nally appeared in Sword Coast Adventurer's Guide (2015), Guildmasters' Guide to Ravnica (2018), Eberron: Risingfrom the Last War (2019), and Mythic Odysseys ofTheros (2020). ON THE ALT-COVER Artist Wylie Beckert shows Tasha conju ring i mages of her past and future, wielding an incantation taught by her mother, Baba Yaga, while the abyssal lord Graz'zt looks on. Disclaimer: Contained herein are the observations of the archmage Tasha. Later known as the Witch Queen and then lggwi/v, she is one of the greatest wizards in the history of the multiverse. We fear there is an incantation hidden within these notes and have therefore bound this tome with powerful wards. If you are reading this, the first ward has a/ready been broken! If you dare read any further, we cannot guarantee the safety of your soul or that yotJ won't open a portal to another plane of existence. If a portal does appear, pray that nothing worse than Tasha's mother Baba Yoga appears. And if the mother of hags arrives, be sure to offer only praises of her daughter. Or offer muffins. She loves muffins. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, the dragon ampersand, Player's Handbook, Monster Manual, Dungeon Master's Guide, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. The materials described in this statement are protected under the copyright laws of the United States of America and around the world under international intellectual property treaties. Any reproduction or unauthorized use of the materials contained herein or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. Printed in the USA. ©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by: Hasbro SA, Rue Emile-Boechat 31, 2800 Delemont. CH. Represented by: Hasbro pe Entree 240 JJOJ EE Amsterdam NL Hasbro UK Ltd., P.O. Box 43 Newport, NPJ9 4YH, UK. CONTENTS Using This Book ......................................... 4 Ch. 1: Character Options ......................... 7 Customizing Your Origin ........................... 7 Changing a Skill .......................................... 8 Changing Your Subclass ........................... 8 Artificer .......................................................... 9 Class Features ................ . ....................... 11 Alchemist ................................................. 14 Armorer .................................................... 15 Artillerist .................................................. 17 Battle Smith ............................................ 18 Artificer Infusions .................................. 20 Barbarian .................................................... 24 Optional Class Features ....................... 24 Path of the Beast .................................... 24 Path of Wild Magic ................................ 25 Bard .............................................................. 27 Optional Class Features ....................... 27 College of Creation ................................ 28 College of Eloquence ............................. 29 Cleric ............................................................ 30 Optional Class Features ....................... 30 Order Domain ......................................... 31 Peace Domain ......................................... 32 Twilight Domain .................................... 34 Druid ............................................................. 35 Optional Class Features ....................... 35 Circle of Spores ...................................... 36 Circle of Stars ......................................... 38 Circle of Wildfire .................................... 39 Fighter .......................................................... 41 Optional Class Features ....................... 41 Maneuver Options ................................. 42 Psi Warrior .............................................. 42 Rune Knight ............................................ 44 Battle Master Builds ............................. 46 Monk ............................................................. 48 Optional Class Features ....................... 48 Way of Mercy ........................................... 49 Way of the Astral Self ........................... 50 Paladin ......................................................... 52 Optional Class Features ....................... 52 Oath of Glory ........................................... 53 Oath of the Watchers ............................. 54 Ranger .......................................................... 56 Optional Class Features ....................... 56 Fey Wanderer .......................................... 58 Swarm keeper ......................................... 59 Beast Master Companions .................. 61 Rogue ........................................................... 62 Optional Class Feature ......................... 62 Phantom ................................................... 62 Soulknife .................................................. 63 Sorcerer ..................................................... .. 65 Optional Class Features ....................... 65 Aberrant Mind ........................................ 66 Clockwork Soul ...................................... 68 Warlock ........................................................ 70 Optional Class Features ....................... 70 Eldritch Invocation Options ................ 70 The Fathomless ...................................... 72 Demonomicon ofiggwilv ................... 125 The Genie ................................................ 73 Devotee's Censer ................................. 126 Wizard .......................................................... 75 Duplicitous Manuscript ...................... 126 Optional Class Features ....................... 75 Eldritch Claw Tattoo ........................... 126 Bladesinging ........................................... 76 Elemental Essence Shard ................. 127 Order of Scribes ..................................... 77 Far Realm Shard ................................. 127 Feats ............................................................. 79 Feywild Shard ...................................... 127 Ch. 2: Group Patrons .............................. 83 How Patrons Work .................................... 83 Fulminating Treatise ......................... 128 Ghost Step Tattoo ................................ 128 Academy ...................................................... 84 Ancient Being ............................................. 86 Aristocrat ..................................................... 89 Guardian Emblem ............................... 128 Heart Weaver's Primer ...................... 128 Illuminator's Tattoo ............................. 129 Criminal Syndicate ................................... 91 Guild ............................................................. 93 Libram of Souls and Flesh ............... 129 Lifewell Tattoo ...................................... 129 Military Force ............................................. 96 Religious Order .......................................... 98 Sovereign ................................................... 100 Being Your Own Patron ......................... 103 Luba's Tarokka of Souls ..................... 129 Lyre of Building .................................... 131 Masquerade Tattoo .............................. 131 Mighty Servant of Leuk-o .................. 131 Moon Sickle ........................................... 133 Ch. 3: Magical Miscellany ................... 105 Nature's Mantle .................................... 133 Spells .......................................................... 105 Outer Essence Shard .......................... 133 Blade of Disaster .................................. 106 Planecaller's Codex ............................ 134 Booming Blade ..................................... 106 Prosthetic Limb .................................... 134 Dream of the Blue Veil... ..................... 106 Protective Verses ................................. 134 Green-Flame Blade ............................. 107 Reveler's Concertina ........................... 134 Intellect Fortress .................................. 107 Lightning Lure ...................................... 107 Rhythm-Maker's Drum ...................... 134 Shadowfell Brand Tattoo ................... 134 Mind Sliver ............................................ 108 Shadowfell Shard ................................ 135 Spirit Shroud ...................... , ................. 108 Summon Aberration ........................... 109 Spellwrought Tattoo ............................ 135 Teeth of Dahlver-Nar ........................... 135 Summon Beast ..................................... 109 Summon Celestial ............................... 110 Ch. 4: Dungeon Master's Tools .......... 139 Summon Construct ............................. 111 Session Zero ............................................. 139 Summon Elemental... .......................... 111 Sidekicks ................................................... 142 Summon Fey ......................................... 112 Summon Fiend ..................................... 112 Expert ..................................................... 142 Spellcaster ............................................. 144 Warrior ................................................... 146 Summon Shadowspawn .................... 113 Summon Undead ................................. 114 Parleying with Monsters ........................ 148 Sword Burst .......................................... 115 Supernatural Regions ............................ 150 Tasha's Caustic Brew .......................... 115 Blessed Radiance ................................ 150 Tasha's Mind Whip .............................. 115 Tasha's Otherworldly Guide .............. 116 Personalizing Spells ............................... 116 Magic Items ............................................... 117 Absorbing Tattoo .................................. 119 Alchemical Compendium ................... 119 All-Purpose Tool .................................. 119 Amulet of the Devout... ........................ 119 Far Realm .............................................. 152 Haunted .................................................. 154 Infested ................................................... 156 Mirror Zone ........................................... 158 Psychic Resonance .............................. 160 Unraveling Magic ................................. 161 Magical Phenomena ............................... 163 Eldritch Storms .................................... 163 Arcane Grimoire .................................. 120 Emotional Echoes ................................ 164 Astral Shard .......................................... 120 Enchanted Springs .............................. 165 Astromancy Archive ............................ 120 Atlas of Endless Horizons ................. 120 Magic Mushrooms ............................... 166 Mimic Colonies ..................................... 167 Baba Yaga's Mortar and Pestle ......... 121 Barrier Tattoo ....................................... 122 Primal Fruit... ........................................ 168 Unearthly Roads .................................. 169 Bell Branch ............................................ 122 Natural Hazards ...................................... 169 Blood Fury Tattoo ................................ 122 Bloodwell Vial... .................................... 122 Avalanches ............................................. 169 Falling into Water ................................ 170 Cauldron of Rebirth ............................. 122 Falling onto a Creature ....................... 170 Coiling Grasp Tattoo ........................... 123 Crook of Rao ......................................... 123 Spell Equivalents of Natural Hazards ................................... 170 Crystalline Chronicle .......................... 124 Puzzles ....................................................... 171 Puzzle Handouts ...................................... 189 USING THIS BOOK Tasha's Cauldron of Everything offers a host of new options for DUNGEONS & DRAGONS, and our journey through those options is accompanied by the notes of the wizard Tasha. Creator of the spell Tasha's hideous laughter, Tasha's life is one of the most storied in the D&D multiverse. Raised by Baba Yaga, the Mother of Witches herself, Tasha adventured across the world of Greyhawk and became the friend and sometimes enemy of other famous adventurers, like Mordenkainen. In time, she ruled as the Witch Queen and later changed her name to lggwilv-a figure of legend who is whispered about, feared, and admired. Written for players and Dungeon Masters alike, this book offers options to enhance characters and campaigns in any D&D world, whether you're adventuring in Greyhawk, another official D&D setting, or a world of your own creation. WHAT You'LL FIND WITHIN Chapter 1 brims with new features and subclasses for the classes in the Player's Handbook. and it presents the artificer class, a master of magical invention. The chapter also offers feats for groups that use them. Chapter 2 contains patrons who can become one of the driving forces behind your group's adventures. Chapter 3 sparkles with new magical options, including spells, magical spellbooks, artifacts, and magic-infused tattoos-available for both player characters and monsters to use. Chapter 4 holds various rules that a DM may incorporate into a campaign, including rules on sidekicks who level up with the player characters and on supernatural environments. The chapter ends with a collection of puzzles ready to be deployed in any adventure that the DM would like to spice up with some puzzling. IT'S ALL OPTIONAL Everything in this book is optional. Each group, guided by the DM, decides which of these options, if any, to incorporate into a campaign. You can use some, all, or none of them. We encourage you to choose the ones that fit best with your campaign's story and with your_ group's style of play. Whatever options you choose to use, this book relies on the rules in the Player's Handbook, Monster Manual, and Dungeon Master's Guide, and it can be paired with the options in Xanathar's Guide to Everything and other D&D books. 4 USING T HIS BOOK I UN EARTHED ARCANA M uch o f t h e material in this book originally appeared in Unearthed Arcana, a series of online articles we publish to explore rules that m ight officially become part of the game. Some Unearthed Arcana offerings don't end up resonating with fans and are set aside. The Unearthed Arcana material that inspired the options in the following chapters was well received and, thanks to feedback from thousands of D&D fans, has been refined into the official forms presented here. TEN RULES TO REMEMBER 1. THE DM ADJUDICATES THE RULES The rules of D&D cover many of the twists and turns that come up in play, but the possibilities are so vast that the rules can't cover everything. When you encounter something that the rules don't cover or if you're unsure how to interpret a rule, the DM decides how to proceed, aiming for a course that brings the most enjoyment to your whole group. 2. EXCEPTIONS SUPERSEDE GENERAL RULES General rules govern each part of the game. For example, the combat rules tell you that melee weapon attacks use Strength and ranged weapon attacks use Dexterity. That's a general rule, and a general rule is in effect as long as something in the game doesn't explicitly say otherwise. The game also includes elements-class features, spells, magic items, monster abilities, and the likethat sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee weapon attacks using your Charisma, you can do so, even though that statement disagrees with the general rule. 3. ADVANTAGE AND DISADVANTAGE Even if more than one factor gives you advantage or disadvantage on a roll, you have it only once, and if you have advantage and disadvantage on the same roll, they cancel each other. 4. REACTION TIMING Certain game features let you take a special action, called a reaction, in response to an event. Making opportunity attacks and casting the shield spell are two typical uses of reactions. If you're unsure when a reaction occurs in relation to its trigger, here's the rule: the reaction happens after its trigger, unless the description of the reaction explicitly says otherwise. Once you take a reaction. you can't take another one until the start of your next turn. My deAr, 1w;et, l1J.cky reAder, YolJ. k111ow Me. Yo1J.1ve heArd of MY exploih. 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V111fort1J.111Ately1 At .Morde111k�i111e111's' re1 1J.e1t, A pA111�I of experh froM the 4reyhAwk 41J.ild of WizAYdry-which l'M.Al\1J.red ii All\ e1teeMed ce111ter of leAr111i1111 Allld 111ot At All All\ elAborAte \CAM to 1wi111dle hi1hborn r1,tbe1-hAI bee111 1rA111ted edi+oriAI oveni1ht of this work. Al A re11J.lt, I 1J.111der1tA111d thAt \OMe of MY "le11 frAditio111AI" r111di11111 hAve bee111 \Addled with VAriolJ.\ ,IJ.le\1 for the l1J.ppo1ed 111Afe co111ti1111J.A111ce of the My\ticAI Arh A111d, i111deed, All life i111 the M1J.ltiver\e." � No MA+fer. T hro1J.1h A c0Mbi111Atio111 of irref1J.tAble Ar11J.Me111h A111d �pell1, I've co111vi�ced. the editoriAI boArd to fi.tr111i1h Me with this AdvA111ce copy of their work. · ... I� reviewi1111 it, l'.ve �dded A vArie+y of helpf1J.I MAr1i111AliA. I expect thAt-with the i111cl1J.1io111 of MY i1111i1ht1, 11J.idA111ce, threAh, All\� criti11J.e\-clever Mi111d1 will hAve All they.111eed to AdvA111ce their Acto1J.111ti1111 of the M1J.ltivene'1 i111r111ite A1J.dAcitie1. A111d eve111 if 111ot, reAd 0111 Allld MAybe yo1J.'ll leArlll \0Methi1111 MY ArchMA1e l�Mipeer\ Are terrired of yolJ. leAY111i111,. � l'M drAwi1111 bAck the c1J.rtAi111 of reAlity for yolJ.1 reAder deAre1t. S1J.MM0111 yo1J.r co1J.rA1e1 A111d tAke A peek. TASHA 5. PROFICIENCY BONUS If your proficiency bonus applies to a roll, you can add the bonus only once to the roll, even if multiple things in the game say your bonus applies. Moreover, if more than one thing tells you to double or halve your bonus, you double it only once or halve it only once before applying it. Whether multiplied, divided, or left at its normal value, the bonus can be used only once per roll. 6. BONUS ACTION SPELLS If you want to cast a spell that has a casting time of 1 bonus action, remember that you can't cast any other spells before or after it on the same turn, except for cantrips with a casting time of 1 action. 7. CONCENTRATION As soon as you start casting a spell or using a special ability that requires concentration, your concentration on another effect ends instantly. 8. TEM PORARY HIT POI NTS Temporary hit points aren't cumulative. If you have temporary hit points and receive more of them, you don't add them together, unless a game feature says you can. Instead, you decide which temporary hit points to keep. 9. ROUND DOWN Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. IQ; HAVE FUN You don't need to know every rule to enjoy D&D, and each group has its own style-different ways it likes to tell stories and to use the rules. Embrace what your group enjoys most. In short, follow your bliss! USING THIS BOOK 5 CHAPTER 1 CHARACTER OPTIONS HEN YOU MAKE YOUR D&D CHARACTER, you have an array of options in the Player's Handbook to create the sort of adventurer you want. This chapter adds to those options, making it possible to realize even more character concepts. If you combine these options with those in Xanathar's Guide to Everything, the possibilities for your characters become vast. Here are the options featured in this chapter: • A way to customize your character's origin by changing some of your racial traits • Guidance on changing your subclass • The artificer class, a master of magical invention • Class features and subclasses for every class in the Player's Handbook • Feats for anyone who uses that optional rule CUSTOMI ZING YOUR O RIGIN At 1st level, you choose various aspects of your character, including ability scores, race, class, and background. Together these elements help paint a picture of your character's origin and give you the ability to create many different types of characters. Despite that versatility, a typical character race in D&D includes little or no choice-a lack that can make it difficult to realize certain character concepts. The following subsections address that lack by adding choice to your character's race, allowing you to customize your ability scores, languages, and certain proficiencies to fit the origin you have in mind for your character. Character race in the game represents your character's fantasy species, combined with certain cultural assumptions. The following options step outside those assumptions to pave the way for truly unique characters. ABILITY SCORE INCREASES Whatever D&D race you choose for your character, you get a trait called Ability Score Increase. This increase reflects an archetypal bit of excellence in the adventurers of this kind in D&D's past. For example, if you're a dwarf, your Constitution increases by 2, because dwarf heroes in D&D are often exceptionally tough. This increase doesn't apply to every dwarf, just to dwarf adventurers, and it exists to reinforce an archetype. That reinforcement is appropriate if you want to lean into the archetype, but it's unhelpful if your character doesn't conform to the archetype. If you'd like your character to follow their own path, you may ignore your Ability Score Increase trait and assign ability score increases tailored to your character. 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. For example, if the Ability Score Increase trait of your race or subrace increases your Constitution by 2 and your Wisdom by 1, you could instead increase your Intelligence by 2 and your Charisma by 1. LANGUAGES Your character's race includes languages that your character is assumed to know, usually Common and the language of your ancestors. For example, a halfling adventurer is assumed to know Common and Halfling. Here's the thing: D&D adventurers are extraordinary, and your character might have grown up speaking languages different from the ones in your Languages trait. To customize the languages you know, you may replace each language in your Languages trait with a language from the following list: Abyssal, Celestial, Common, Deep Speech, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Infernal, Ore, Primordial, Sylvan, or Undercommon. Your DM may add or remove languages from that list, depending on what languages are appropriate for your campaign. PROFICIENCIES Some races and subraces grant proficiencies. These proficiencies are usually cultural, and your character might not have any connection with the culture in question or might have pursued different training. You can replace each of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table. PROFICIE NCY SWAPS Proficiency Skill Armor Simple weapon Martial weapon Tool Replacement Proficiency Skill Simple/martial weapon or tool Simple weapon or tool Simple/martial weapon or tool Tool or simple weapon CHAPTER 1 I C HARACTER OPTIONS CUSTOM LIN EACE I nstead of choosing one of the game's races for your character at 1 st level, you c a n u s e t h e fol lowing traits to represent your character's lineage, giving you full control over how your character's origin shaped them: Creature Type. You· are a h umanoid. You determine your appearance and whether you resemble any of your kin. Size. You are Small or Medium (your choice). Speed. Your base walking speed is 30 feet. Ability Score Increase. One ability score of your choice increases by 2. Feat. You gain one feat of your choice for which you qualify. Variable Trait. You gain one of the following options of your choice: (a) darkvision with a range of 60 feet or (b) proficiency in one skill of your choice. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character. For example, high elf adventurers have proficiency with longswords, which are martial weapons. Consulting the Proficiency Swaps table, we see that your high elf can swap that proficiency for proficiency with another weapon or a tool. Your elf might be a musician, who chooses proficiency with a musical instrument-a type of tool-instead of with longswords. Similarly, elves start with proficiency in the Perception skill. Your elf might not have the keen senses associated with your kin and could take proficiency in a different skill, such as Performance. The "Equipment" chapter of the Player's Handbook includes weapons and tools suitable for these swaps, and your DM might allow additional options. PERSONALITY The description of a race might suggest various things about the behavior and personality of that people's archetypal adventurers. You may ignore those suggestions, whether they're about alignment, moods, interests, or any other personality trait. Your character's personality and behavior are entirely yours to determine. C HA NGING A SKILL Sometimes you pick a skill proficiency that ends up not being very useful in the campaign or that no longer fits your character's story. In those cases, talk to your DM about replacing that skill proficiency with another skill proficiency offered by your class at 1st level. A convenient time for such a change is when you reach a level that grants you the Ability Score Increase feature, representing that your character has spent a level or two studying the new skill and letting the old one atrophy. 8 CHAPTER I I CHARACTER OPTIONS C HANGING YOUR SUBCLASS Each character class involves the choice of a subclass at 1st, 2nd, or 3rd level. A subclass represents an area of specialization and offers different class features as you level up. With your DM's approval, you can change your subclass when you would normally gain a new subclass feature. If you decide to make this change, choose another subclass that belongs to your class and replace all your old subclass features with the features of the new subclass that are for your new level and lower. TRAINING TIME To change your subclass, your DM might require you to spend time devoted to the transition, as you study the ways of the new specialization. This transition requires a number of days equal to twice your new level in the class; a higher level represents more to learn. The DM might also require an expenditure of money to pay for training, magical reagents, or other goods needed for the transition. The cost is typically 100 gp times your new level. This cost might be accompanied by a quest of some sort. For example, a sorcerer who wants to adopt a Draconic Bloodline could be required to receive blood, a blessing, or both from an ancient dragon. If you return to a subclass that you previously held, you forgo the gold cost, and the time required for the transition is halved. SUDDEN CHANGE Sometimes a character undergoes a dramatic transformation in their beliefs and abilities. When a character experiences a profound self-realization or faces an entity or a place of overwhelming power, beauty, or terror, the DM might allow an immediate subclass change. Here are a few examples: • An Oath of Devotion paladin failed to stop a demonic horde from ravaging her homeland. After spending a night in sorrowful prayer, she rises the next morning with the features of the Oath of Vengeance, ready to hunt down the horde. • A wizard lies down for a nap beneath an oak tree whose roots reach into the Feywild. In his dreams, he faces visions of multiple possible futures. When · he awakens, his subclass features have been replaced by those of the School of Divination. • A cleric of the War Domain has spent years in conflict with the enemies of her temple. But one day, she wanders into a sun-dappled glade, where her god once shed a tear of mercy over the world's suffering. Drinking from the glade's brook, the cleric is filled with such compassion for all people that she now bears the powers of the Life Domain, ready to heal rather than make war. I ARTIFICER Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer. ARTIFICERS IN MANY WORLDS Throughout the D&D multiverse, artificers create inventions and magic items of peace and war. Many lives have been brightened or saved because of the work of kind artificers, but countless lives have also been lost because of the mass destruction unleashed by certain artificers' creations. In the Forgotten Realms, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the world of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational. Artificers in the City of Sigil share discoveries from throughout the multiverse, and from there, the gnome artificer Vi runs a cosmos-spanning business that hires adventurers to fix problems that others deem unfixable. In Vi's home world, Eberron, magic is harnessed as a form of science and deployed throughout society, largely as a result of the wondrous ingenuity of artificers. CREATING AN ARTIFICER Artipcen i�ve�t ci.tfti��-e��e probleM�, the� try to �olve theM-lolA�ly A�� of te� with collAterAI �AMA�e. TASHA To create an artificer, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then look at the Artificer table to see which features you get at each level. The descriptions of those features appear in the "Artificer Features" section.