TEXT: TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  1
  TASHA’S CRUCIBLE
  TASHA’S CRUCIBLE
  OF EVERYTHING ELSE
  OF EVERYTHING ELSE
  Brought to you by QL Games
  Brought to you by QL Games
  Vol. 1
  Vol. 1
  
  2
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Credits
  Credits
  Lead Designer: Andrew Welker
  Design Team: Mason Barnes, Zavier Bates, Jordan 
  Carmichael, Nathan Doyle, Miłosz Gawęcki, Joe Gaylord, 
  Heath Harris, Matthew Jarmak, Sean Lantz, Brandon 
  Martin-Sinkus, Jesse McNamee, Mike Olson, Iam Pace, 
  Taron Pounds, Valentin Prévost, Michael Rollins, Wyatt 
  Trull, Anthony Turco, Tyson VanOverhill, Joseph Vargas, 
  Sean vas Terra, Diana Voyer, Stuart Watkinson, Andrew 
  Welker, Baden White, Caleb Willden, Landon Zea, 
  Christian Zeuch
  Major Contributors: Zavier Bates, Joe Gaylord, Heath 
  Harris, Matthew Jarmak, Taron Pounds, Valentin Prévost, 
  Michael Rollins, Anthony Turco, Stuart Watkinson, 
  Andrew Welker, Baden White, Caleb Willden, Landon 
  Zea, Christian Zeuch
  Editor: Andrew Welker
  Assistant Editor: Landon Zea
  Art Director: Andrew Welker
  Graphic Designer: Andrew Welker
  Layout Consultant: Taron Pounds
  Layout Template Designer: Taron Pounds
  Cover Artist: Emmy Rodgers
  Interior Artists: Andrew Welker, DMs Guild Creator 
  Resource Art Packs, Public Domain
  Version: 1.1 (January 2021)
  Special thanks to the dozens of playtesters whose feedback 
  made this product more fun at every turn.
  Found a Typo?
  Have you found a typo or misprint in this book? Let us know 
  at QLGames@Yahoo.com, and we’ll make sure to fix it in the 
  next update!
  On the COver
  On the COver
  Tasha peers at someone unfortunate enough to stumble 
  upon one of her arcane ceremonies. If the adventurer 
  speaks fast, they may be able to win her mercy (or incur an 
  even greater wrath!). 
  Cover artist Emmy Rodgers holds a bachelor’s degree in 
  Illustration from Brigham Young University. You can find 
  more of her work at www.tattered-demalion.tumblr.com or 
  on her Instagram page, @TatteredDemalion.
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica, Theros and 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. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement 
  for Dungeon Masters Guild. All other original material in this work is copyright 2020 by QL Games and/or Design Team members, and is published under the Community Content Agreement for Dungeon Masters Guild.
  intrOduCtiOn
  intrOduCtiOn
  Tasha’s Crucible of Everything Else is a massive 
  collaboration of over 25 talented creators, a two-volume 
  product that delivers new subclasses, spells, items, 
  Dungeon Master tools, races, and creatures ready to be 
  used in any campaign.
  The options here build on the official rules contained 
  within the Player’s Handbook, the Monster Manual, and 
  the Dungeon Master’s Guide. Think of this source as a 
  companion to those volumes. It builds on their foundation, 
  exploring pathways first laid in those publications. Nothing 
  herein is required for a D&D campaign - this is not an 
  additional core rulebook - but we hope it will provide you 
  new ways to enjoy the game.
  Volume 1 (this volume) contains new subclasses for every 
  class, new spells, new items, and Dungeon Master tools. 
  Volume 2 (forthcoming) contains yet more new subclasses, 
  new character races, and new creatures. While some of 
  this new content has its roots in specific campaign settings, 
  such as the Forgotten Realms or Eberron, all content can 
  be placed in any world.
  You do not need to own or have access to Tasha’s 
  Cauldron of Everything to use any part of Tasha’s Crucible 
  of Everything Else. 
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  3
  COntents
  COntents
  Introduction .................................................................................. 2
  Chapter 1: Subclasses ................................................................. 4
  Artificer .......................................................................................... 5
  Effigist .............................................................................................. 5
  Barbarian ........................................................................................7
  Path of the Abomination ...............................................................7
  Path of the Alchemical Brute ..................................................... 8
  Path of Infiltration ........................................................................10
  Bard ................................................................................................12
  College of Harmony .....................................................................12
  College of Pantomime .................................................................12
  Cleric ..............................................................................................14
  Inquisition Domain ......................................................................14
  Seership Domain .........................................................................15
  Trade Domain ...............................................................................16
  Druid ..............................................................................................18
  Circle of the Bough ......................................................................18
  Circle of the Dragonfriend .........................................................19
  Fighter .......................................................................................... 22
  Bodyguard .................................................................................... 22
  Fencer ............................................................................................ 23
  Scrapper ....................................................................................... 24
  Monk .............................................................................................26
  Way of Mundanity .......................................................................26
  Way of the Iron Grasp ................................................................ 27
  Way of the Four Elements Remastered ..................................28
  Paladin...........................................................................................31
  Oath of Enlightenment ................................................................31
  Ranger .......................................................................................... 33
  Dark Trapper ................................................................................ 33
  Herbalist........................................................................................34
  Stargazer ......................................................................................36
  Rogue ............................................................................................38
  Improviser ....................................................................................38
  Temple Raider..............................................................................40
  Witchblade .................................................................................... 42
  Sorcerer .......................................................................................44
  Spellslinger...................................................................................44
  Wild Magic Remastered ............................................................46
  Warlock ........................................................................................ 47
  The Creeping Vine ...................................................................... 47
  The Inevitable ..............................................................................48
  The Undying Remastered .........................................................50
  Wizard .......................................................................................... 52
  Numerology .................................................................................. 52
  Chapter 2: New Spells .............................................................. 53
  Class Spell Lists ..........................................................................54
  Spell Descriptions .......................................................................56
  Conjunction of Air .......................................................................56
  Conjunction of Chaos .................................................................56
  Conjunction of Dawn .................................................................. 57
  Conjunction of Earth .................................................................. 57
  Conjunction of Fey ...................................................................... 57
  Conjunction of Flame .................................................................58
  Conjunction of Mundanity ......................................................... 59
  Conjunction of Order ................................................................. 59
  Conjunction of Shadow ............................................................. 59
  Conjunction of the Natural ........................................................60
  Conjunction of the Nexus ..........................................................60
  Conjunction of the Other Side .................................................60
  Conjunction of Water ..................................................................61
  Conjure Greater Animals ...........................................................61
  Dancing Decoy ..............................................................................61
  Dartak’s Retribution ................................................................... 62
  Detect Portal ................................................................................ 62
  Dismantle...................................................................................... 62
  Elminster’s Evoked Delivery ..................................................... 62
  Folk Rite ........................................................................................63
  Illusory Wall .................................................................................63
  Nystul’s False Trail ......................................................................64
  Telegrab .........................................................................................64
  Tenser’s Climbing Wall ..............................................................64
  Wall of Bones ...............................................................................64
  Wall of Mist ...................................................................................65
  Waterspout ...................................................................................65
  Zap .................................................................................................65
  Chapter 3: Magic Items ............................................................66
  Chapter 4: Dungeon Master Tools .........................................74
  Alternative Rules for Working Together ..................................74
  Variant Flaws ................................................................................74
  Downtime Crime Revisited ........................................................75
  Preludes: Expanded Backgrounds ..........................................80
  Appendix A: Creatures and Spells Referenced ................ 87
  Creatures Referenced ................................................................ 87
  Spells Referenced .......................................................................88
  Appendix B: Real Prelude Example ....................................92
  
  4
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Chapter 1: subClasses
  Chapter 1: subClasses
  The main figures in any D&D campaign are the characters 
  created by the players. The heroics, folly, righteousness, 
  and potential villainy of your characters are at the heart of 
  the story. This chapter provides a variety of new options 
  for them, focusing on additional subclasses for each of the 
  classes in the Player’s Handbook.
  Each class offers a character-defining choice at 1st, 2nd, 
  or 3rd level that unlocks a series of special features, not 
  available to the class as a whole. That choice is called a 
  subclass. Each class has a collective term that describes its 
  subclasses; in the fighter, for instance, the subclasses are 
  called martial archetypes, and in the paladin, they’re sacred 
  oaths. The table below identifies each of the subclasses in 
  this book. Each of the class presentations leads off with 
  advice on how to add depth and detail to your character’s 
  personality. You can use the tables in these sections as a 
  source of inspiration, or roll a die to randomly determine a 
  result if desired.
  Subclasses of Volume One
  Class
  Subclass
  Level 
  Available
  Description
  Artificer
  Effigist
  3rd
  Controls others’ actions by way of profane figurines
  Barbarian
  Path of the Abomination
  3rd
  Fuelled by great eldritch horror that grotesquifies its form
  Barbarian
  Path of the Alchemical Brute
  3rd
  Injects itself with special concoctions to gain special powers
  Barbarian
  Path of Infiltration
  3rd
  Swallows light, sound, and emotion from its surroundings
  Bard
  College of Harmony
  3rd
  Channels the power of teamwork to boost allies
  Bard
  College of Pantomime
  3rd
  Creates invisible weapons and objects
  Cleric
  Inquisition Domain
  1st
  Utilizes fear and surprise to confound enemies
  Cleric
  Seership Domain
  1st
  Visionaries that guide their allies and themselves to victory
  Cleric
  Trade Domain
  1st
  Invokes the power of golden rule; has the gold, makes the rules
  Druid
  Circle of the Bough
  2nd
  Adopts tree-like forms to overcome foes and obstacles
  Druid
  Circle of the Dragonfriend
  2nd
  Garners power from an intimate partnership with dragons
  Fighter
  Bodyguard
  3rd
  Defends allies and takes bullets
  Fighter
  Fencer
  3rd
  Swashbuckling swordwork and savvy panache
  Fighter
  Scrapper
  3rd
  Did someone say barfight?
  Monk
  Way of Mundanity
  3rd
  Counters magic with ki
  Monk
  Way of the Iron Grasp
  3rd
  Wrestles enemies, large and small
  Monk
  Way of the Four Elements
  3rd
  A new take on an old classic
  Paladin
  Oath of Enlightenment
  3rd
  Provides guidance and empowers a party to accomplish greatness
  Ranger
  Dark Trapper
  3rd
  Uses tendrils of shadow to gain and keep the upper hand
  Ranger
  Herbalist
  3rd
  Gathers powerful components and remedies from the surroundings
  Ranger
  Stargazer
  3rd
  Harnesses the power of the stars in battle and navigation
  Rogue
  Improviser
  3rd
  Utilizes nearby supplies to smith traps with impressive skill
  Rogue
  Temple Raider
  3rd
  Ventures into sacred spaces and emerges with prizes beyond value
  Rogue
  Witchblade
  3rd
  Mixes magic and metal with deadly results
  Sorcerer
  Spellslinger
  1st
  Expertly duels even the finest of mages
  Sorcerer
  Wild Magic Remastered
  1st
  A new take on an old classic
  Warlock
  The Creeping Vine
  1st
  Serves the eldritch side of the natural world
  Warlock
  The Inevitable
  1st
  Hunts wanted persons across the myriad planes
  Warlock
  The Undying Remastered
  1st
  A new take on an old classic
  Wizard
  Numerology
  2nd
  Harnesses fate and finesse through numbers, calculation, and a bit of luck
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  5
  artifiCer
  artifiCer
  At 3rd level, an artificer gains the Artificer Specialist 
  feature. The following Effigist option is available to an 
  artificer, in addition to those offered in Eberron: Rising from 
  the Last War or Tasha’s Cauldron of Everything.
  effigist
  effigist
  Effigists use a combination of arcane and eldritch arts 
  to manipulate the bodies of other creatures by way of 
  dolls and figurines. Many effigists come from rural tribes, 
  but the tradition is slowly gaining students in more 
  populated areas.
  Tool Proficiency
  3rd-level Effigist feature
  You gain proficiency with one of the following: mason’s 
  tools, potter’s tools, or weaver’s tools.
  Effigist Spells
  3rd-level Effigist feature
  You always have certain spells prepared after you reach 
  particular levels in this class, as shown in the Effigist Spells 
  table. These spells count as artificer spells for you, but they 
  don’t count against the number of artificer spells you prep
  Effigist Spells
  Artificer Level
  Spells
  3rd
  hex, sleep
  5th
  hold person, silence
  9th
  bestow curse, slow
  13th
  compulsion, dominate beast
  17th
  dominate person, hold monster
  Effigy Connection
  3rd-level Effigist feature
  You learn how to create magical effigies. Using any set 
  of artisan’s tools of your choice, you can take an action to 
  magically create a Tiny figurine in your hands. This figurine 
  can be held in one hand, and you can use it as a spellcasting 
  focus. When you create the effigy, you determine its 
  appearance. It may be a jade figurine, a sackcloth doll, a 
  clay mock-up, or even spoons in a pickle jar.
  Once you create a magical effigy, you can’t do so again 
  until you finish a long rest or until you expend a spell slot 
  of 1st level or higher to create one. You can only have one 
  magical effigy at a time. If you create a new one, the original 
  one loses its magic. The effigy also loses its magic after 1 
  hour, and you can dismiss its magic early as an action.
  When you create an effigy, you designate a creature within 
  60 feet of you that you can see or hear for it to represent. 
  This connection remains even if the creature moves out of 
  range. As an action on each of your turns, you can designate 
  for the effigy to represent a new qualifying creature. This 
  connection ends when the effigy loses its magic.
  You can target the represented creature with spells that 
  have a range of Touch, by casting such a spell on the effigy. 
  The effigy counts as a creature that you can see for the 
  purposes of what you can target with such a spell.
  As a bonus action on each of your turns, you can 
  expose the effigy to a harmful effect within 5 feet of you to 
  potentially damage the represented creature. The harmful 
  effect must deal bludgeoning, piercing, slashing, acid, cold, 
  fire, lightning, necrotic, radiant, or 
  thunder damage. When you harm 
  the effigy, the 
  represented 
  creature must 
  succeed on a 
  Wisdom saving 
  throw or else 
  take 2d8 of the 
  corresponding 
  damage type. 
  If you use your 
  action to cast a 
  spell that deals 
  a qualifying 
  type of damage, 
  you can choose 
  
  6
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  for the effigy connection to deal that type of damage. For 
  example, if you use your action to cast frostbite, you can 
  choose for the effigy connection to deal cold damage, 
  regardless of whether you exposed the effigy to the actual 
  spell effects or not.
  Modify Movement
  5th-level Effigist feature
  If your represented creature makes a Strength or Dexterity 
  based saving throw, attack roll, or ability check, you can 
  use your reaction to force them to do it with advantage or 
  disadvantage (your choice).
  Concentrated 
  Connection
  9th-level Effigist feature
  The damage rolls caused by your effigy increase by 1d8. 
  As an action, you can see through the creature’s eyes and 
  hear what it hears, and continue to do so until you use your 
  action to return to your normal senses or until the effigy 
  disappears. The creature is aware someone is perceiving 
  through its senses, but does not necessarily know who it is 
  or how they can do it.
  Complete Control
  15th-level Effigist feature
  You have become a master of control. You can cast 
  dominate monster on a represented creature once without 
  expending a spell slot, provided that you use your effigy as 
  the spellcasting focus. Once you have used this feature, you 
  can’t use it again until you finish a long rest. 
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  7
  barbarian
  barbarian
  At 3rd level, a barbarian gains the Primal Path feature. The 
  following options are available to a barbarian, in addition 
  to those offered in the Player’s Handbook: the Path of the 
  Abomination, the Path of the Alchemical Brute, and the 
  Path of Infiltration.
  path Of the abOminatiOn
  path Of the abOminatiOn
  There are whispers of barbarian tribes that possess 
  otherworldly abilities, able to take on grotesque forms 
  that defy the laws of the natural world. Some say these 
  barbarians happened upon a long forgotten elder being, or 
  they are the remains of a once knowledgeable cult driven 
  mad by the things they discovered. Others say they are not 
  native to the material plane at all but instead travelled here 
  from the Far Realm millenia ago. 
  Regardless of their origin, these vile warriors often 
  perform ancient and evil magic rituals of mutilation to 
  transform their flesh. These actions warp both their bodies 
  and minds in horrific ways that augment their already 
  profound combat abilities.
  Eldritch 
  Transformation
  3rd-level Path of the Abomination feature
  You learn to perform vile rituals to improve your capabilities 
  and strike terror into the hearts of your foes. These 
  manifest as horrific physical transformations during the 
  height of your fury. When you rage, choose a transformation 
  from one of the options detailed below. Your choice lasts for 
  the duration of the rage.
  Bloated Form. While raging, your body swells to an 
  unnatural and bloated state. You increase in size by one 
  category (from Medium to Large, for example), your 
  carrying capacity is doubled, and you have advantage on 
  saving throws that would move you or knock you prone.
  Corrupted Flesh. While raging, your skin hardens in a 
  scaly or scab-like manner, granting you a +1 bonus to your 
  AC. As a reaction, when you fail a Constitution or Dexterity 
  saving throw you can shed the skin to reroll, using the new 
  result. If you do so, the bonus to your AC ends. 
  Reprehensible Stench. While raging, you emit a foul-
  scented cloud of decaying matter, potentially sickening 
  those in an area around you. When a creature within 5 feet 
  of you hits you with a weapon attack, it takes 1d4 poison 
  damage. The damage die increases when you reach certain 
  levels in this class, increasing to 1d6 at 10th level, 1d8 at 
  15th level, and 1d10 at 20th level.
  Aberrant Form
  6th-level Path of the Abomination feature
  Your dedication to the maddening forces of 
  ancient evils has granted you a permanent 
  benefit. Choose one of the following options.
  Unsightly Visage. Your appearance takes 
  on a permanent repulsive form-- perhaps 
  additional eyes on your neck or tiny 
  tentacles across your face. You gain 
  advantage on Charisma (Intimidation) 
  checks but disadvantage on Charisma 
  (Persuasion) checks against creatures 
  that can see you.
  Gruesome Appendage. A 
  partially-functional extra arm or 
  tentacle grows from your torso. The 
  appendage can’t wield weapons or 
  a shield, but can manipulate simple 
  objects. While the appendage is 
  not carrying anything, you can use 
  a bonus action to take the Use an 
  Object action.
  Slithering Skin. Your body begins 
  to produce an oily and repulsive slime. 
  You have advantage on saving throws 
  to avoid being grappled or restrained as 
  well as advantage on ability checks made 
  to escape a grapple.
  
  8
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Monstrous 
  Manifestation
  10th-level Path of the Abomination feature
  Your body has been so heavily warped by eldritch forces 
  that you have become hardened to that which would hinder 
  lesser beings. You are immune to poison.
  Twisted Metamorphosis
  14th-level Path of the Abomination feature
  You have mastered ancient techniques and dark rituals to 
  be able to truly become an unrecognisable shadow of your 
  former self. As part of a long rest, you can spend 1 hour 
  performing a ritual to transform yourself in one of the ways 
  detailed below. The metamorphosis lasts until you use this 
  feature again or until you finish a long rest.
  The saving throw DC for these metamorphoses is 8 + 
  your Constitution modifier + your proficiency bonus.
  Unstoppable Bulk. Your body becomes a mass of 
  writhing flesh. While raging, you can use a bonus action to 
  take the Dash action. If you end the dash next to a creature, 
  it must succeed on a Strength saving throw or be pushed 
  15 feet away from you and take bludgeoning damage equal 
  to 1d12 + your Strength modifier.
  Vile Presence. Your appearance becomes the stuff of 
  nightmares, preventing enemies from escaping through 
  sheer terror. While you’re raging, you can use a reaction 
  after hitting a creature to force it to make a Wisdom saving 
  throw. On a failed save, the creature takes 2d8 psychic 
  damage and falls prone. On a successful save, the creature 
  is immune to this effect for 24 hours. A creature is also 
  immune to this effect if it can’t see or hear you or if it can’t 
  be frightened.
  Tentacled Fury. You can transform your arms into 
  powerful eldritch tentacles. While you are raging, you 
  can use a bonus action to increase your reach with melee 
  weapon attacks by 15 feet until the end of your turn. If 
  you hit a target while using this feature, you can choose to 
  drag the creature towards you. The target must succeed 
  on a Strength saving throw or be pulled up to 10 feet in a 
  straight line toward you.
  path Of the alChemiCal 
  path Of the alChemiCal 
  brute
  brute
  You have been unflinchingly exposed to the brutal violence 
  people are capable of. Underneath the thin veneer of civility, 
  rage and fury lurks within everyone, no matter how mild 
  mannered they appear under normal circumstances. Given 
  the right conditions, everyone is capable of becoming a 
  monster. Including you.
  You move in polite society as well as anyone else, and are 
  possessed of a level of intellect unusual to other barbarians. 
  Through careful study and alchemical experimentation, you 
  have learned to tap into the primal beast inside you, and 
  manifest it in physical ways.
  Genius Bruisers
  Many alchemical formulae and path features described here make 
  extensive use of Intelligence, an ability score not usually considered 
  very important for barbarians. If you plan to take this subclass at 
  3rd level, consider putting your highest ability score in Strength, 
  followed by Intelligence as your second highest ability score.
  Bonus Proficiencies
  3rd-level Path of the Alchemical Brute feature
  When you choose this archetype, it represents the 
  culmination of your research into alchemically altering your 
  biology and psychology. 
  You gain proficiency with alchemist’s supplies, the 
  Medicine skill, and Intelligence saving throws. If you are 
  already proficient in alchemist’s supplies or the Medicine 
  skill, you add double your proficiency bonus to ability 
  checks you make that use them.
  Alchemical Preparation
  3rd-level Path of the Alchemical Brute feature
  You have refined your experiments and discovered 
  alchemical formulae that, when administered, can 
  alter your body and mind whenever you enter a rage. 
  You know 3 alchemical formulae from the Alchemical 
  Formulae list below.
  You prepare doses of these formulae when you finish a 
  long rest, provided you have a set of Alchemist’s supplies 
  available to you. You prepare one dose of each formula, 
  which are unstable and lose their potency 24 hours 
  after you prepare them. The physical nature of how you 
  administer your formulae is up to you (such as vials of 
  liquid you drink, a mist you inhale, an injection, etc.)
  Whenever you enter a rage, you may expend a dose of 
  one of your prepared alchemical formulae, granting you 
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  9
  its effects for the duration of that rage. Your prepared 
  alchemical formulae have no effect if used by creatures 
  other than you, or if you attempt to administer them when 
  not entering a rage, as they are tailored to your own unique 
  body chemistry and psychology.
  Some formulae require creatures to make saving 
  throws to resist their effects. The DC to resist a formula’s 
  effect is equal to 8 + your proficiency bonus + your 
  Intelligence modifier.
  Augmented Fortitude
  3rd-level Path of the Alchemical Brute feature
  Your biological experiments upon yourself have had a 
  lasting effect on your body, even when not raging. You may 
  use your Intelligence modifier in place of your Constitution 
  modifier when calculating your AC using your barbarian 
  Unarmored Defense feature, to determine how many 
  hit points you restore when you roll a Hit Die, and for 
  calculating your maximum hit points. You may recalculate 
  your hit point maximum retroactively when you gain this 
  feature. When you reach 20th level in this class, you can 
  choose to increase your Intelligence score by 4 instead 
  of your Constitution score. Your maximum for that score 
  then becomes 24.
  Alchemical Admixture 
  6th-level Path of the Alchemical Brute feature
  You discover 3 more alchemical formulae, for a total of 
  6, and you can prepare two doses of each formulae 
  you know when you finish a long rest. 
  Additionally, when you enter a 
  rage, you can consume up 
  to two doses of different 
  prepared alchemical 
  formulae at once.
  Hulking
  10th-level Path of the 
  Alchemical Brute feature
  You may add your 
  Intelligence modifier as 
  a bonus to Constitution 
  saving throws. 
  Additionally, when you 
  enter a rage, you can increase 
  your size by one (Small to Medium, 
  Medium to Large, etc). Mundane clothing 
  or armor you are wearing is ruined in the 
  transformation, unless specially made to 
  accommodate your expanding bulk. Such 
  clothing costs twice as much as normal. 
  Magical equipment you wear resizes to your 
  new form, but does not change in statistics.
  When your rage ends, you and any magical 
  equipment you wear revert to normal size.
  Monster
  14th-level Path of the Alchemical 
  Brute feature
  You discover additional alchemical formulae 
  equal to your Intelligence modifier (minimum 
  1), for a total of 6 + your Intelligence modifier. 
  Additionally, whenever you enter a rage, you 
  can gain the effects of up to three alchemical 
  formulae you have prepared.
  
  10
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Alchemical Formulae
  The Path of the Alchemical Brute grants barbarians an 
  array of options to augment their physical and mental 
  states when raging. When you gain a feature that allows 
  you to discover alchemical formulae, you choose from those 
  described below. You can select an alchemical formula only 
  once, unless otherwise specified.
  Aerial Mutation. When you enter a rage using this 
  formula, you mutate in some manner that gives you 
  the ability to make stupendous leaps, whether that is 
  grotesquely muscular legs, vestigial wings, or some other 
  mutation. For the duration of your rage, you can make a 
  running long jump or running high jump after moving only 
  5 feet on foot, and your jump distance is doubled.
  When your rage ends, the mutation caused by this 
  formula ends.
  Aquatic Adaptation. When you enter a rage using 
  this formula, your body mutates to adapt to aquatic 
  environments. For the duration of your rage, you have a 
  swim speed equal to twice your walking speed, and you can 
  breathe both air and water.
  When your rage ends, the mutation caused by this 
  formula ends.
  Bloodgorger. For the duration of a rage infused with 
  this formula, you have an insatiable thirst for blood or life 
  essence, allowing you to bite a creature as an unarmed 
  strike. Your bite deals piercing damage equal to 1d8 + 
  your Strength modifier on a hit. When you hit with your 
  bite, if the target creature is not a construct or undead, 
  you gain a number of temporary hit points equal to your 
  Intelligence modifier.
  Energy Endurance. When you learn this formula, choose 
  one of the following damage types: acid, cold, fire, lightning, 
  necrotic, poison, psychic, radiant, or thunder. When you 
  enter a rage using this formula, you gain resistance to the 
  chosen damage type. 
  Unlike most alchemical formulae, you may learn this 
  formula more than once, to a maximum of 3 times. When 
  you learn this formula for the second and third time, you 
  choose one additional damage type each time, and you gain 
  resistance to all chosen damage types when you enter a 
  rage using this formula.
  Firestarter. For the duration of a rage infused with this 
  formula, you can ignite objects and creatures with the pure, 
  distilled anger of your concentrated will. When you enter 
  a rage using this formula, and as a bonus action on each 
  of your turns during your rage, you can cause an object or 
  creature within 10 feet of you to combust. The target must 
  make a Constitution saving throw, taking 1d6 fire damage 
  on a failed save, or half as much damage on a successful 
  one. The damage increases when you reach certain levels in 
  this class, increasing to 2d6 at 10th level, 3d6 at 15th level, 
  and 4d6 at 20th level.
  Heightened State. During a rage infused with this 
  formula, when you make a saving throw, you can add your 
  Intelligence modifier to the roll. You can gain this bonus 
  only once during each rage, and you can choose to apply it 
  after you know if your saving throw succeeded or failed.
  Iron Skin. For the duration of a rage infused with this 
  formula, bludgeoning, piercing, and slashing damage 
  that you take from nonmagical weapons is reduced by an 
  amount equal to your Intelligence modifier. You apply this 
  reduction before any damage resistance.
  Long Limbs. When you enter a rage using this formula, 
  your body mutates to lengthen your arms and legs. 
  For the duration of your rage, your reach with melee 
  attacks increases by 5 feet and your walking speed 
  increases by 10 feet.
  When your rage ends, the mutation caused by this 
  formula ends.
  Psychic Fury. When you enter a rage using this formula, 
  you can channel your anger into pure psychokinetic 
  energy through your attacks. During your rage, the first 
  creature you hit on each of your turns with a melee weapon 
  attack takes extra psychic damage equal to 1d4 + your 
  Intelligence modifier. 
  When you reach 11th level in this class, this damage 
  increases to 2d4 + your Intelligence modifier.
  Subterranean Mutation. When you enter a rage using 
  this formula, your body mutates to adapt to subterranean 
  environments. For the duration of your rage, you have a 
  burrow speed equal to your walking speed, allowing you 
  to burrow through unworked earth, but not through stone, 
  metal, or structures. You do not leave a tunnel behind you 
  as you burrow. Additionally, for the duration of your rage, 
  you have darkvision out to 60 feet. If you normally have 
  darkvision, the range of your darkvision extends by 30 feet 
  during a rage infused with this formula.
  When your rage ends, the mutation caused by this 
  formula ends.
  Thunderous Roar. During a rage infused with this 
  formula, you may release a deafening howl of your 
  alchemically enhanced fury as an action. Each creature in a 
  15-foot cone originating from you must make a Constitution 
  saving throw. On a failed save, a creature takes 2d6 thunder 
  damage, is deafened for 1 minute, and pushed 10 feet away 
  from you. On a successful save, the creature takes half as 
  much damage and isn’t deafened or pushed. 
  This damage increases by 1d6 when you reach 6th level 
  (3d6), 9th level (4d6), 12th level (5d6), 15th level (6d6), and 
  18th level (7d6) in this class.
  In addition, unsecured objects that are completely within 
  the area of effect are automatically pushed 10 feet away 
  from you by the roar, which itself is audible out to 300 feet.
  Time Dilation. Once during a rage infused with this 
  formula, you may perceive time quicker than a normal 
  person, allowing you to gain an additional action on your 
  turn. You can use this action to make one melee attack, or 
  take the Dodge, Disengage, or Help actions.
  path Of infiltratiOn
  path Of infiltratiOn
  To barbarians who follow the Path of Infiltration, rage does 
  not mean battle cries and violent screams. Instead, it means 
  deafening silence and uncertain shadows. Drawing upon 
  magic from the Shadowfell, these infiltrators breathe in 
  sound and light and hold it within, suppressing it as they lay 
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  11
  waste to enemies, doors, and any other barriers between 
  them and their goal.
  In the world of Ravnica, House Dimir makes ample use of 
  these barbarians. In the Forgotten Realms, the Zhentarim 
  includes such ranks. Thieves’ guilds, cults, or noble 
  houses might also recruit these silent terrors as thieves 
  or assassins.
  These powers are usually gained from dark rituals or 
  curses. In either case, obtaining and using these powers is 
  often painful, causing these barbarians to become part-
  shadow and suffer—and make others suffer—in silence. 
  At your option, you can pick from or roll on the Infiltration 
  Barbarian Quirks table to create a quirk for your character.
  Infiltration Barbarian Quirks
  1d6
  Quirk
  1
  Your eyes are pitch black.
  2
  You get headaches from bright light and loud noises.
  3
  You often wake up screaming, but make no noise when you do.
  4
  Your blood is black and quickly evaporates into shadowy mist.
  5
  You have a habit of unintentionally sneaking up on people.
  6
  You rarely talk, preferring to write or gesture instead.
  Breaking and Entering
  3rd-level Path of Infiltration feature
  You become adept at finding a way past nearly any obstacle:
  • You deal double damage to objects.
  • You can use a bonus action on each of your turns to make 
  a single weapon attack against an object that isn’t being 
  worn or carried.
  • While you are raging, your rage doesn’t end early as long 
  as you end your turn in dim light or darkness.
  Silent Rage
  3rd-level Path of Infiltration feature
  Whenever you enter a rage, you can inhale light and sound 
  to create a magical aura of silence and shadow. The aura 
  extends 10 feet from you in every direction, but not through 
  total cover. Your aura lasts until you dismiss it as a bonus 
  action or your rage ends.
  Your aura acts as the areas of both a silence spell and of 
  a pass without trace spell. You can still use your Danger 
  Sense even while you are deafened by your aura.
  If you are targeted by a dispel magic spell, your 
  aura counts as a spell with a level equal to half your 
  barbarian level.
  Improved Infiltration
  6th-level Path of Infiltration feature
  Whenever you hit an object with an attack, the hit is a 
  critical hit.
  In addition, dim light doesn’t impose disadvantage on 
  your Wisdom (Perception) checks relying on sight.
  Traceless Intruder
  10th-level Path of Infiltration feature
  While you’re raging, you are under the effects of a 
  nondetection spell, and whenever you would trigger an 
  abjuration spell, such as by walking through the area of an 
  alarm or glyph of warding, you can make a Constitution 
  saving throw (DC 10 + the spell’s level). On a successful 
  save, the spell isn’t triggered.
  Additionally, while you benefit from your Danger 
  Sense, the damage you take from traps is halved. This 
  includes magical traps, such as the glyph of warding or 
  symbol spells.
  Stride of Shadows
  14th-level Path of Infiltration feature
  As an action on your turn, you can take on an incorporeal, 
  shadowy form. Until the end of the turn, you can move 
  through creatures and objects as if they were difficult 
  terrain. If you occupy the same spot as a solid object or 
  creature when the turn ends, you are immediately shunted 
  to the nearest unoccupied space and take 1d10 force 
  damage for every 5 feet you are moved. If you take this 
  action while raging, your rage doesn’t end early at the end 
  of the turn.
  
  12
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  bard
  bard
  At 3rd level, a bard gains the Bard College feature. The 
  following options are available to a bard, in addition to 
  those offered in the Player’s Handbook: the College of 
  Harmony and the College of Pantomime.
  COllege Of harmOny
  COllege Of harmOny
  Bards of the College of Harmony are masters of teamwork 
  and bringing out the best in people. Often natural leaders, 
  bards of this college sometimes favor coordinating the 
  efforts of the party from a ranged position, while some 
  choose to be on the front lines to inspire and encourage 
  their allies. 
  Not only do their abilities allow them to increase the 
  effectiveness of their comrades, but these bards can bind 
  the group together in magical harmony, allowing each of 
  them to bestow protection on one another and to share in 
  the beneficial effects the bard can produce.
  Harmonic Bond
  3rd-level College of Harmony feature
  You learn to link your allies with magical synergy to inspire 
  themselves and each other to keep in the fight. When 
  a creature that has a Bardic Inspiration die from you 
  takes damage, it can roll the die and reduce the damage 
  taken by an amount equal to that number plus your 
  Charisma modifier.
  Alternatively, a creature with a Bardic Inspiration die 
  from you can use its reaction to grant this benefit to another 
  creature within 30 feet of it, when that other creature 
  takes damage.
  Guided Initiative
  3rd-level College of Harmony feature
  You learn the guidance cantrip, which counts as a bard 
  cantrip for you but doesn’t count against your number of 
  bard cantrips known. For you, it has a range of 30 feet.
  Additionally, whenever you roll initiative, you can use your 
  reaction to grant one creature other than yourself within 30 
  feet of you a 1d4 bonus to its initiative result.
  Shared Spell
  6th-level College of Harmony feature
  When you cast a spell that can only target one creature, 
  and that does not have a range of Self, you can instead 
  target two creatures if one of them has a Bardic Inspiration 
  die from you.
  Harmonic Link
  14th-level College of Harmony feature
  You can link your allies in perfect harmony, working 
  effortlessly as a team to bolster each other’s defenses. 
  When a creature that has a Bardic Inspiration die from you 
  is hit by an attack, it can spend its die to magically reach 
  out to nearby allies. Each creature within 30 feet can use 
  its reaction to grant the target a +2 bonus to the targeted 
  creature’s AC.
  This effect is cumulative. For example, if two creatures 
  use their reactions to grant this benefit, the creature gains a 
  +4 bonus to its AC against the triggering attack. 
  COllege Of pantOmime
  COllege Of pantOmime
  The College of Pantomime is the home of bards who found 
  that the world is a cacophonous place with too much 
  noise and distractions to truly appreciate the Words of 
  Creation or the magic which stemmed from it. They have 
  therefore opted not to add their voices to the multitudes, 
  instead choosing to remain silent, focusing instead on their 
  movements and intentions to weave their magic as they 
  trace the echoes of the Words of Creations which vibrate 
  throughout the planes.
  Bards of this college are often considered odd and off-
  putting. There’s something about a performer who won’t 
  speak that seems to give onlookers a feeling that something 
  just isn’t right. This can be explained by the fact that these 
  silent performers are in fact altering the weave around 
  them through their intricate and specific movements. 
  Members of this college are usually more level-headed than 
  their counterparts from other colleges, or at least seem so 
  since they can’t voice any ridiculous plans they have out 
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  13
  loud. Though those who spend enough time around them to 
  gain an insight into their gesticulations may disagree with 
  the previous assertion. 
  Silence is Golden
  3rd-level College of Pantomime feature
  When you join the College of Pantomime at 3rd level, you 
  gain a better understanding of how to manipulate the weave 
  of magic around you with your performance.
  When casting a spell you can replace any verbal 
  components with somatic components. If a spell requires 
  both verbal and somatic components, you can ignore 
  the verbal components. By mastering the use of your 
  gesticulations you have negated the need to vocalize 
  your intentions.
  Invisible Blades
  3rd-level College of Pantomime feature
  As a bonus action, you can expend one of your uses of 
  Bardic Inspiration to pantomime an invisible blade in your 
  hand. This blade deals 1d6 slashing damage and uses your 
  Charisma modifier, instead of Strength or Dexterity, for 
  the attack and damage rolls. It has the Light property. The 
  blade ceases to exist after 1 hour, if you are incapacitated, 
  or if you let go of it. You can also dismiss it at will.
  The damage for this attack increases when you reach 5th 
  level (1d8), 10th level (1d10), and 15th level (1d12).
  Convincing 
  Performance
  6th-level College of Pantomime feature
  As an action, you can mime the form of any inanimate 
  object with which you are familiar, creating an invisible 
  version of it in your hands. An object created in this way can 
  be no larger than 3 feet on a side and weigh no more than 
  10 pounds. It ceases to exist after 1 hour, when you dismiss 
  it as an action, when you use this feature again, or if it takes 
  or deals any damage. 
  You can’t use this feature to create items that ordinarily 
  require a high degree of craftsmanship, such as weapons or 
  armor, unless you have proficiency with the type of artisan’s 
  tools used to craft such objects.
  Trapped in a Box
  14th-level College of Pantomime feature
  By perfecting the art of mime and listening for the Words 
  of Creation, you have developed a mastery of imposing your 
  vision and will on the weave around you.
  As an action, you may summon up to 6 invisible panels 
  in any orientation and position in any unoccupied spaces 
  within 60 feet of you. Each panel must share at least one 
  side with one other panel. The panels exist for up to 1 
  minute, until you dismiss them as an action, or until they 
  are destroyed. The panels are 5 foot squares that are 1 inch 
  thick. A creature can determine the location and orientation 
  of these panels by interacting with them or by succeeding 
  on a Wisdom (Perception) check against your spell save DC.
  If a creature would be surrounded on all sides by the 
  panels (or the panels and another solid surface), that 
  creature can make a Dexterity saving throw. On a success, 
  it can use its reaction to move up to its speed so that it is no 
  longer enclosed by the panels.
  The panels are magical objects, each one has AC 15 and 
  30 hit points, and is immune to poison and psychic damage. 
  A dispel magic or disintegrate spell will immediately 
  destroy a single panel.
  You can use this feature a number of times equal to your 
  Charisma modifier (minimum of once), and expended uses 
  are replenished when you finish a long rest.
  
  14
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  CleriC
  CleriC
  At 1st level, a cleric gains the Divine Domain feature. 
  The following domain options are available to a cleric, 
  in addition to those offered in the Player’s Handbook: 
  Inquisition, Seership, and Trade.
  inquisitiOn dOmain
  inquisitiOn dOmain
  Most clerics are pillars of their community, overseeing 
  worship, healing, and religious rites in their god’s name. 
  However, all faiths have rules, acts which are seen as taboo 
  and creatures declared anathema. When violations appear, 
  the inquisitors follow, finding the violators and enforcing 
  the law with divine wrath and the point of a sword.
  Inquisitors bring safety to some, but are often fearsome 
  figures in their work. At their best, they protect their 
  communities from corrupting influences of cults, undead, 
  and creatures from the outer planes. At their worst, they 
  are tyrants, leading reigns of terror to quash dissent and 
  oppress those who do not share their faiths.
  Inquisitors exist throughout the multiverse, serving 
  causes both good and evil. On many planes, the church 
  of Lolth makes extensive use of them to root out dissent 
  among the drow, and inquisitors of Bahamut are tasked 
  with finding and quashing cults in service of Tiamat. In 
  Faerun, Helm’s eternal quest to protect his servants draws 
  many inquisitors, and the efforts of Bane’s followers to 
  establish dominion over regions they control 
  encourages many onto the path of the inquisitor 
  as well. In Eberron, Thrane’s Church of the Silver 
  Flame and the secret police of Zilargo include 
  many inquisitors among their ranks. Inquisitors 
  abound among the clerics of Ravenloft, given the 
  predominance of malign entities to be fought, 
  corrupt cults to be stopped, and overbearing tyrants 
  to be served. 
  Domain Spells
  1st-level Inquisition Domain feature
  You gain domain spells at the cleric levels listed in 
  the Inquisition Domain Spells table. See the Divine 
  Domain class feature for how domain spells work.
  Inquisition Domain Spells
  Cleric Level
  Spells
  1st
  cause fear, hunter’s mark
  3rd
  branding smite, detect thoughts
  5th
  dispel magic, speak with dead
  7th
  banishment, locate creature
  9th
  dispel evil and good, flame strike
  Seeker of Apostates
  1st-level Inquisition Domain feature
  You gain proficiency with martial weapons, thieves’ tools 
  and two of the following skills of your choice: Arcana, 
  Insight, Intimidation, Investigation, Persuasion, Sleight of 
  Hand, Stealth, or Religion.
  Fear and Surprise
  1st-level Inquisition Domain feature
  Your god grants you the power to act suddenly in pursuit of 
  your enemies. You can add your Wisdom modifier to your 
  initiative rolls. 
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  15
  Channel Divinity: Cow 
  the Unfaithful
  2nd-level Inquisition Domain feature
  You can use your Channel Divinity to inspire awe or terror 
  among enemies of your faith. As a bonus action on your first 
  turn of combat you can present your holy symbol and invoke 
  the name of your deity. All hostile creatures within 30 feet 
  of you who can see you must succeed on a Wisdom saving 
  throw or be frightened by you until the end of your next 
  turn. A creature frightened in this way has a speed of 0. 
  Creatures who are surprised when you use this ability have 
  disadvantage on this saving throw. 
  Expose the Heretics
  6th-level Inquisition Domain feature
  Your ability to inspire dread among enemies gains the 
  power to end deceptions or illusions. Creatures which are 
  frightened or charmed by you have disadvantage on checks 
  made to deceive you or hide from you. 
  Additionally, you have advantage on checks and saving 
  throws made to perceive or see through illusions, and you 
  can cast see invisibility on yourself once without material 
  components or expending a spell slot. Once you have 
  cast the spell in this way, you can’t do so again until you 
  complete a long rest. 
  Divine Strike
  8th-level Inquisition Domain feature
  You gain the ability to infuse your weapon strikes with 
  divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to 
  deal an extra 1d8 radiant damage to the target. When you 
  reach 14th level, the extra damage increases to 2d8.
  End Blasphemy
  17th-level Inquisition Domain feature
  You can break the ties between an enemy and their magical 
  power. As an action, choose a creature you can see within 
  60 feet of you. The creature must make a Wisdom saving 
  throw. On a failed save, any spells on the target and any 
  ongoing spells tcast by the target end. Until the end of your 
  next turn, the creature may not cast spells or use magical 
  abilities or non-artifact magic items. Once 
  you use this ability, you may not do so 
  again until you finish a long rest.
  seership dOmain
  seership dOmain
  Seers are those touched by gods or other powerful entities 
  in order to help guide others. Rather than being the one to 
  smite those who their patron considers “evil” or “unjust”, 
  Seers help influence events and people in order to gain 
  a favored outcome. While altering Fate is incredibly 
  beneficial, it sometimes comes at a price.
  The eyes of a Seer can view the threads of magic that 
  weave between creatures and places. They are often wise 
  beyond their intelligence as their patron nudges them 
  forward like the guiding hands of fortune.
  Seers are perfect for players who want to have more of a 
  support role, using premonitions in order to aid their allies 
  in battle. These clerics could be randomly chosen by gods 
  who deem them vital to history and fate, or simply fortune 
  tellers whose fortunes were heard by powerful ears.
  Domain Spells
  1st-level Seership Domain feature
  You gain domain spells at the cleric levels listed in the 
  Seership Domain Spells table. See the Divine Domain class 
  feature for how domain spells work.
  Seership Domain Spells
  Cleric Level
  Spells
  1th
  detect magic, identify
  3th
  locate object, phantasmal force
  5th
  clairvoyance, dispel magic
  7th
  hallucinatory terrain, locate creature
  9th
  legend lore, scrying
  Seer’s Intuition
  1st-level Seership Domain feature
  You begin to see the strings of magic that weave through 
  the world. Whenever you make a Wisdom (Insight) check, 
  you may treat a d20 roll of 9 or lower as a 10. In addition, 
  you learn the guidance cantrip, which doesn’t count against 
  the number of cleric cantrips you know. For you, it has a 
  range of 30 feet.
  Channel Divinity: 
  Woesight
  2nd-level Seership Domain feature
  You can flare your eyes with magical energy as 
  you search for a weakness in an enemy and 
  subtly guide allies toward it. When an ally hits 
  a creature with a weapon attack, you can use 
  your reaction to turn it into a critical hit.
  
  16
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Twisting Fate
  6th-level Seership Domain feature
  Your vision extends slightly into the future, alerting you to 
  incoming danger and giving you a small window to alter 
  it. When an enemy you can see within 30 feet hits an ally 
  with a critical hit, you can use your reaction to make them 
  reroll the attack.
  You can use this feature a number of times equal to your 
  Wisdom modifier (minimum of once), and you regain all 
  expended uses of it when you finish a long rest.
  Potent Spellcasting
  8th-level Seership Domain feature
  Starting at 8th level, you add your Wisdom modifier to the 
  damage you deal with any cleric cantrip.
  Keeper of Sight
  17th-level Seership Domain feature
  You have learned how to alter the vision of all creatures 
  around you. As an action, every hostile creature within 120 
  feet that can see you must succeed on a Constitution saving 
  throw against your spell save DC or become blinded for 1 
  minute. Each creature can repeat the saving throw at the 
  end of its turn, with a success ending the effect.
  In addition, every ally within 120 feet that can see you 
  can make a DC 10 Wisdom (Insight) check. On a success, 
  whenever they make an attack roll, they can treat a d20 roll 
  of 7 or lower as an 8 for 1 minute.
  Once you use this feature, you can’t use it again until you 
  finish 
  a long rest.
  trade dOmain
  trade dOmain
  The Trade Domain focuses on the acquisition of wealth, 
  the safeguarding of items and the negotiation of deals and 
  bargains. In many civilizations, the power and influence 
  of coin is said to rival that of the gods themselves. The 
  gods of trade often promote the betterment of the self 
  through financial success, as well as its benefits to society 
  as a whole — though some are more focused on its more 
  selfish applications. Clerics of this domain often travel as 
  merchants, offering their divine services in each town they 
  visit. Others take a more mercenary path, willing to venture 
  into dangerous places for the right price.
  Deities of all alignments can claim influence over this 
  domain, particularly deities of commerce and bargains 
  (such as Tymora, Waukeen, and Vergadain), and gods of 
  greed (such as Abbathor and Tiamat).
  Domain Spells
  1st-level Trade Domain feature
  You gain domain spells at the cleric levels listed in the Trade 
  Domain Spells table. See the Divine Domain class feature 
  for how domain spells work.
  Trade Domain Spells
  Cleric Level
  Spells
  1th
  alarm, identify
  3th
  arcane lock, locate object
  5th
  glyph of warding, nondetection
  7th
  fabricate, Leomund’s secret chest
  9th
  creation, dominate person
  Silver Tongue
  1st-level Trade Domain feature
  You can use any coin as a holy symbol, and you gain 
  proficiency in the Persuasion and Deception skills. While 
  your holy symbol is in your hand, you can expend a spell 
  slot of 1st level or higher to double your proficiency 
  bonus for any ability check you make that uses those 
  skills for 1 minute. In addition, you learn the friends 
  cantrip, which doesn’t count against the number of cleric 
  cantrips you know.
  Divine Appraisal
  1st-level Trade Domain feature
  As an action, you can instantly discern the approximate 
  market value of a nonmagical item that you can see within 
  30 feet of you.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  17
  Channel Divinity: 
  Instant Transaction
  2nd-level Trade Domain feature
  You can use your Channel Divinity to cause a creature to 
  partake in a magical and instantaneous trade.
  As an action, you present a coin, used as your holy 
  symbol, to a creature you can see within 30 feet. That 
  creature must succeed on a Strength saving throw or else 
  one nonmagical object it is holding that weighs less than 10 
  pounds is forcibly pulled towards you and comes to a rest in 
  your empty hand (provided you are able to hold it) or at your 
  feet. The coin you presented is magically teleported to the 
  ground in the creature’s space.
  At the start of its next turn, the creature becomes 
  aware of what has occurred and might take measures to 
  retrieve the item. Once you have successfully used this on 
  a creature, you can’t use this on that same creature again 
  until you finish a long rest.
  Channel Divinity: 
  Defensive Deal
  6th-level Trade Domain feature
  You gain the ability to magically entice your foes, 
  momentarily reducing their commitment to an attack. 
  When a creature within 30 feet of you makes an attack roll 
  against you or an ally, you can use your reaction to present 
  a coin, used as your holy symbol, and impose a -10 penalty 
  on the roll, using your Channel Divinity. You can make this 
  choice after you see the roll, but before you know whether 
  the attack hits or misses.
  Potent Spellcasting
  8th-level Trade Domain feature
  You add your Wisdom modifier to the damage you deal with 
  any cleric cantrip.
  Buy Loyalty
  17th-level Trade Domain feature
  You gain the ability to magically broker a deal with your 
  enemies. As an action, you can present your holy symbol 
  to force a creature within 60 feet of you that can hear and 
  understand you to make a Wisdom saving throw against 
  your spell save DC. Creatures that can’t be charmed are 
  immune to this feature. On a failed save, you learn of an 
  object the target desires most and enter into a magical 
  bargain with it, promising to fulfil its desires within a day. 
  If the creature desires no object, it instead specifies an 
  amount of gold or a task it wishes to be completed. 
  For the next 24 hours, the creature is charmed by you. 
  While charmed in this manner, the creature is friendly to 
  you and your allies and will fight on your behalf, including 
  turning against its former allies (though this may require 
  a significantly larger, more costly reward). The creature 
  will act in your best interests and follow your spoken 
  commands, but won’t take part in an activity that would lead 
  to certain death. 
  If you provide the creature with its desire at the end of 
  the 24 hours, the effect ends and the creature is indifferent 
  towards you. The creature immediately turns hostile if you 
  fail to provide the promised reward, or if you or your allies 
  harm it while it is charmed. Once you use this feature, you 
  can’t use it again until you finish a long rest.
  
  18
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  druid
  druid
  At 2nd level, a druid gains the Druid Circle feature. The 
  following options are available to a druid, in addition to 
  those offered in the Player’s Handbook: the Circle of the 
  Bough and the Circle of the Dragonfriend.
  CirCle Of the bOugh
  CirCle Of the bOugh
  There are druids who seek to bond not with beasts, but with 
  the timeless sentinels that blanket the land: the ancient, 
  gnarled trees whose wisdom is beyond compare. These 
  druids—druids of the Bough—learn to shapeshift into the 
  very trees that they revere. 
  Bonus Cantrip
  2nd-level Circle of the Bough feature
  When you choose this druid circle, you learn the shillelagh 
  cantrip. If you already know this cantrip, you learn a 
  different cantrip from the druid spell list. It does not count 
  against the number of druid cantrips you know. 
  Treant Form
  2nd-level Circle of the Bough feature
  You can harden your skin into bark and become a treant-
  like creature. As an action, you can expend a use of your 
  Wild Shape to gain tree-like traits, rather than transforming 
  into a beast form. While this feature is active, you gain the 
  following benefits:
  • You gain 4 temporary hit points for each level you have in 
  this class.
  • Your Armor Class is equal to 13 + your proficiency bonus. 
  You can use a shield and still gain this benefit.
  • As a reaction when you take bludgeoning, slashing or 
  piercing damage, you can halve the attack’s damage 
  against you.
  • Your unarmed strikes are under the effects of a shillelagh 
  spell.
  These benefits last for 10 minutes, until you lose all 
  these temporary hit points, or until you use your Wild 
  Shape again.
  Wild Growth
  6th-level Circle of the Bough feature
  When you enter your Treant Shape, you can cause rootlets 
  to sprout out of the ground in a 10-foot radius around you. 
  This ground becomes difficult terrain for all creatures but 
  yourself. If you move, the circle moves with you.
  Additionally, while in your Treant Shape, you can increase 
  your size to Large as a bonus action. When you transform 
  in this way, your unarmed strikes deal an additional 1d8 
  bludgeoning damage.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  19
  Take Root
  10th-level Circle of the Bough feature
  When you enter your Treant Shape, you can ground 
  yourself, growing roots that cling to the surface beneath 
  you. While rooted in this way, you have the following traits:
  • You have tremorsense out to a range of 60 feet.
  • You can telepathically converse with trees within 1 mile of 
  you, as if by a speak with plants spell.
  • You can’t be knocked prone or moved against your will.
  • You have advantage on saving throws made to maintain 
  your concentration on spells.
  March of the Treants
  14th-level Circle of the Bough feature
  When you’re in your Treant Form, you can use an action 
  to temporarily animate nearby trees. Choose up to two 
  Medium or larger trees you can see within 30 feet of you. 
  They become awakened trees that are friendly to you and 
  your companions. They act on your initiative count, but 
  take their turn immediately after you. The trees return 
  to mundanity after 1 minute or when they are reduced to 
  0 hit points. The Dungeon Master has the statistics for 
  these creatures. 
  Once you use this feature, you can’t use it again until you 
  finish a long rest.
  CirCle Of the 
  CirCle Of the 
  dragOnfriend
  dragOnfriend
  Dragons are powerful magical beings that shape the 
  environment around them and their lairs. A few brave 
  druids work with these creatures and tend to those 
  environments. Such druids often pick up tips, tricks, and 
  magical traits from their companions. These druids are 
  known as dragonfriends.
  It is rare to find a dragonfriend trying to dominate a 
  dragon, or that condescends to be ruled by one. While 
  dragonfriends usually maintain a realistic understanding 
  that dragons’ powers are much greater than their own, they 
  maintain peaceful coexistence and peership with dragons. 
  Those who live near evil dragons often make arrangements 
  for tenuous, indefinite alliances.
  In the world of Eberron, dragonfriends often work with 
  dragons to study and record the Draconic Prophecy. The 
  first dragonfriends were students of Vvaraak, the ancient 
  green dragon that brought druidic magic to the orcs of the 
  Shadow Marches.
  Dragon Type
  2nd-level Circle of the Dragonfriend feature
  Every dragonfriend has a type of dragon that shapes their 
  magical abilities. This type determines your 6th-level 
  feature and some features of your Draco forms. When you 
  select this subclass at 2nd level, choose one of the following 
  types of dragon: black, blue, brass, bronze, copper, gold, 
  green, red, silver, or white.
  Dragon Type
  Dragon Type
  Damage Type
  Draco Breath Weapon
  6th-Level Feature
  Black
  Acid
  Line
  Amphibious
  Blue
  Lightning
  Line
  Tunneling
  Brass
  Fire
  Line
  Tunneling
  Bronze
  Lightning
  Line
  Amphibious
  Copper
  Acid
  Line
  Climbing
  Gold
  Fire
  Line
  Amphibious
  Green
  Poison
  Cone
  Amphibious
  Red
  Fire
  Cone
  Climbing
  Silver
  Cold
  Cone
  Fog
  White
  Cold
  Cone
  Tunneling
  
  20
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Bonus Language
  2nd-level Circle of the Dragonfriend feature
  You learn to speak, read, and write Draconic.
  Lesser Draco
  2nd-level Circle of the Dragonfriend feature
  You gain an additional Wild Shape option, which uses the 
  stat block below. Instead of assuming the shape of a beast, 
  you gain a draconic appearance, with fangs, horns, and 
  shining scales. In this form, you can only speak Draconic, 
  but can use your hands as normal. You retain your normal 
  Strength, Dexterity, and Constitution ability scores, but 
  otherwise follow all standard Wild Shape rules.
  Draconic Gift
  6th-level Circle of the Dragonfriend feature
  You gain a special gift for exploration, as determined by 
  your Dragon Type. You have this trait both in your Wild 
  Shape and normal forms.
  Amphibious (Black, Bronze, Gold, Green). You can 
  breathe both water and air. You gain a swimming speed 
  equal to your walking speed, and water does not count as 
  difficult terrain for you.
  Climbing (Copper, Red). You gain a climbing speed equal 
  to your walking speed, and you have advantage on Strength 
  and Dexterity saving throws against effects that would 
  knock you prone.
  Fog (Silver). Fog, mist, rain, snow, and similar substances 
  do not obscure your vision, and you can cast fog cloud 
  without expending a spell slot a number of times equal 
  to your Wisdom modifier (minimum of once). You regain 
  expended uses when you finish a long rest.
  Tunneling (Blue, Brass, White). You gain a burrowing 
  speed of 10 feet, and you can choose to leave a tunnel 
  in your wake with a diameter just large enough to fit a 
  creature of your size. This speed can’t be used to burrow 
  through solid rock, ice, metal, wood, or similar substances.
  Lesser Draco
  Medium dragon, any alignment
  Armor Class 11 + your Dexterity modifier + your Wisdom modifier
  Hit Points your Constitution modifier + five times your druid level
  Speed 30 ft.
  Damage Resistances your Dragon Type’s damage type
  Senses darkvision 60 ft.
  Languages Draconic
  Your ability scores remain the same.
  Actions
  Claw. Melee Spell Attack: the attack roll bonus is equal to your 
  Wisdom modifier + your proficiency bonus, reach 5 ft., one target. 
  Hit: slashing damage equal to 1d8 + your Wisdom modifier.
  Line Breath Weapon (Black, Blue, Brass, Bronze, Copper, 
  Gold only). You exhale a dangerous blast in a 30 foot line that is 5 
  feet wide. Each creature in that line must succeed on a Dexterity 
  saving throw against your spell save DC, or else take 7 (2d6) 
  damage of your Dragon Type’s damage type. The damage for 
  this attack increases by 1d6 when you reach certain levels in this 
  class: 6th level (3d6), 9th level (4d6), 12th level (5d6), and 18th 
  level (7d6).
  Cone Breath Weapon (Green, Red, Silver, White only). You 
  exhale a dangerous blast in a 15 foot cone. Each creature in that 
  line must succeed on a Constitution saving throw against your 
  spell save DC, or else take 7 (2d6) damage of your Dragon Type’s 
  damage type. The damage for this attack increases by 1d6 when 
  you reach certain levels in this class: 6th level (3d6), 9th level 
  (4d6), 12th level (5d6), and 18th level (7d6).
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  21
  Greater Draco
  10th-level Circle of the Dragonfriend feature
  You can expend two uses of Wild Shape at the same time 
  to take a Greater Draco form, which uses the stat block 
  below. Instead of assuming the shape of a beast, you gain 
  a draconic appearance, with fangs, horns, shining scales, 
  and grand wings. In this form, you can only speak Draconic, 
  but can use your hands as normal. You retain your normal 
  Strength, Dexterity, and Constitution ability scores, but 
  otherwise follow all standard Wild Shape rules.
  Draconic Evasion
  14th-level Circle of the Dragonfriend feature
  Your experience with breath weapons has given you a 
  unique ability to avoid them. When you are subjected to an 
  effect that allows you to make a Dexterity or Constitution 
  saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half 
  damage if you fail.
  Greater Draco
  Medium dragon, any alignment
  Armor Class 11 + your Dexterity modifier + your Wisdom modifier
  Hit Points your Constitution modifier + eight times your druid 
  level
  Speed 30 ft., fly 60 ft.
  Damage Immunities your Dragon Type’s damage type
  Senses darkvision 60 ft.
  Languages Draconic
  Your ability scores remain the same.
  Actions
  Claw. Melee Spell Attack: the attack roll bonus is equal to your 
  Wisdom modifier + your proficiency bonus, reach 5 ft., one target. 
  Hit: slashing damage equal to 1d8 + your Wisdom modifier.
  Line Breath Weapon (Black, Blue, Brass, Bronze, Copper, 
  Gold only). You exhale a dangerous blast in a 60 foot line that is 5 
  feet wide. Each creature in that line must succeed on a Dexterity 
  saving throw against your spell save DC, or else take 7 (2d6) 
  damage of your Dragon Type’s damage type. The damage for 
  this attack increases by 1d6 when you reach certain levels in this 
  class: 6th level (3d6), 9th level (4d6), 12th level (5d6), and 18th 
  level (7d6).
  Cone Breath Weapon (Green, Red, Silver, White only). You 
  exhale a dangerous blast in a 30 foot cone. Each creature in that 
  line must succeed on a Constitution saving throw against your 
  spell save DC, or else take 7 (2d6) damage of your Dragon Type’s 
  damage type. The damage for this attack increases by 1d6 when 
  you reach certain levels in this class: 6th level (3d6), 9th level 
  (4d6), 12th level (5d6), and 18th level (7d6).
  Frightful Presence. Each creature of your choice within 60 feet 
  of you must succeed on a Wisdom saving throw against your spell 
  save DC or else become frightened of you for 1 minute. A creature 
  can repeat this saving throw at the end of each of its turns, ending 
  the effect on itself on a success. A creature that succeeds on this 
  save is immune to the effects of your Frightful Presence for the 
  next 24 hours.
  
  22
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  fighter
  fighter
  At 3rd level, a fighter gains the Martial Archetype feature. 
  The following options are available to a fighter, in addition 
  to those offered in the Player’s Handbook: the Bodyguard, 
  the Fencer, and the Scrapper.
  bOdyguard
  bOdyguard
  Bodyguards are highly skilled fighters that hone their skills 
  and reflexes to recognize and react to threats swiftly, warn 
  others of danger, and if necessary, put themselves in harms 
  way to protect their charges. 
  Anyone with the unflinching devotion to protect their 
  allies can excel as a bodyguard. In the Forgotten Realms, 
  the Masked Lords of Waterdeep often secure the services 
  of bodyguards, as do many wealthy merchants traveling up 
  and down the Sword Coast. In Eberron, the most famed 
  and respected bodyguards in the Five Nations belong to 
  House Deneith’s Defenders Guild, followed closely by 
  distinguished members of House Medani’s Warning Guild.
  Selfless Guardian 
  3rd-level Bodyguard feature
  You have honed your reflexes to instinctively interpose 
  yourself between your allies and danger. Whenever an 
  ally you can see would take damage, you may move up 
  to half your speed directly toward that ally as a reaction. 
  This movement does not provoke opportunity attacks. If 
  this movement brings you within 5 feet of your ally, you 
  may choose to take the damage they would be dealt in 
  their stead. 
  You can use this feature a number of times equal to your 
  Wisdom modifier (minimum of once), and you regain all 
  expended uses of it when you finish a short or long rest.
  Threat Assessment 
  3rd-level Bodyguard feature
  You develop a talent for instinctively recognizing hostile 
  intentions. You gain proficiency in the Insight skill if you do 
  not have it already. Whenever you make a Wisdom (Insight) 
  check to determine whether a creature intends harm 
  toward you or an ally you can see, treat a roll of 7 or lower 
  on the d20 as an 8.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  23
  Vengeful Guardian
  7th-level Bodyguard feature
  When you use Selfless Guardian, the next attack you make 
  before the end of your next turn that hits the creature that 
  triggered your reaction deals an additional 1d10 damage.
  Always Vigilant
  10th-level Bodyguard feature
  You can no longer be surprised and you have advantage on 
  initiative rolls. As a reaction when you roll initiative, you can 
  cause one ally that can hear you and who is surprised to no 
  longer be surprised.
  Enduring Guardian
  15th-level Bodyguard feature
  When you use your Selfless Guardian feature, you 
  immediately gain resistance to all damage until the end of 
  your next turn, including the damage you take as part of 
  your reaction. Additionally, when you roll initiative and have 
  no uses of Selfless Guardian remaining, you regain one use 
  of that feature.
  Perfect Guardian
  18th-level Bodyguard feature
  After you use your Selfless Guardian feature, until the end 
  of your next turn, you may continue to choose to take any 
  damage an ally within 4 feet of you would be dealt, instead 
  of that ally.
  Additionally, when you choose to take damage from an 
  attack that hits an ally, you suffer no damage if the attack 
  roll doesn’t equal or exceed your Armor Class.
  Lastly, after using your Selfless Guardian feature, all of 
  your attacks deal an additional 1d10 damage to creatures 
  that attempted to deal damage to allies within 5 feet of you, 
  until the end of your next turn.
  fenCer
  fenCer
  Fencers are highly skilled duelists and swordmasters. 
  These quick-footed warriors forego the usual heavy armor 
  that most fighters wear, in favor of unfettered movement 
  and flexibility. Fencers have a flair for style and panache, 
  and usually seize victory with a cunningly precise strike that 
  leaves their foes baffled, and shortly thereafter, bleeding. 
  Some fencers are rumored to be unsavory rakes and 
  scoundrels, while many others are featured in songs and 
  chronicles as heroes with a bold and audacious air. Some 
  of these seedy rumors and heroic retellings might actually 
  refer to the same person!
  Dashing Swordfighters
  Many of the Fencer’s features described here make extensive use 
  of Charisma, an ability score not usually considered very important 
  to fighters. If you plan to take this subclass at 3rd level, consider 
  putting your two highest ability scores in Dexterity and Charisma.
  Bonus Proficiency
  3rd-level Fencer feature
  Fencers often train in more diverse skill sets than is typical 
  for fighters. You gain proficiency in one of the following 
  skills of your choice: Acrobatics, Deception, Intimidation, 
  Performance, or Persuasion.
  Precise Flourish
  3rd-level Fencer feature
  You have incorporated stylistic flair into your fighting 
  style that masks your deadly precision. When you make a 
  melee weapon attack with a finesse weapon wielded in one 
  hand, and have nothing in your other hand, you may spend 
  a Precision Die, a d8, to roll it and add the result to the 
  attack roll. You may also perform a flourish that confounds 
  or hinders the target. You may decide to roll the Precision 
  Die and declare which flourish you perform after seeing 
  the result of your attack roll, but you must do so before you 
  know whether the attack hits or misses. 
  You have a number of Precision Dice equal to your 
  Charisma modifier (minimum of one), and you regain all 
  spent Precision Dice when you finish a short or long rest. 
  If a flourish requires a saving throw, the DC equals 8 + 
  your proficiency modifier + your Charisma modifier. On a 
  successful save, the target becomes immune to all of your 
  flourishes until it finishes a short or long rest. You may 
  choose any of the below flourishes:
  Befuddling Routine. You incorporate such complex 
  movements in your attack routine that your opponent is left 
  briefly unsure of its next move. The target of your attack 
  must make an Intelligence saving throw. On a failure, its 
  speed is reduced to 0 until the end of its next turn.
  Demoralizing Feint. You use your attack to cleverly 
  disguise a feint that leaves your opponent looking foolishly 
  outmatched. The target of your attack has disadvantage 
  on the next attack roll it makes before the start of 
  your next turn.
  
  24
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Disarming Sweep. The target of your attack must 
  succeed on a Dexterity saving throw or drop one item of 
  your choice that it is holding. As a reaction, you may choose 
  to either catch the creature’s dropped item in your other 
  hand, or fling it up to 15 feet away.
  Unfettered Defense
  3rd-level Fencer feature
  You incorporate your sense of panache into your flexible 
  defensive style. While you are wearing no armor and not 
  wielding a shield, your AC equals 11 + your Dexterity 
  modifier + your Charisma modifier.
  Additionally, when you reach 10th level in this class, you 
  gain proficiency in Dexterity saving throws while you are 
  wearing no armor nor wielding a shield.
  Audacious
  7th-level Fencer feature
  Your bold nature and reputation lends you an audacious 
  air. Whenever you make a Dexterity (Acrobatics) check or 
  any Charisma ability check, you may spend a Precision 
  Die to roll it and add its result to your ability check. You 
  may decide to roll the Precision Die after seeing the result 
  of your ability check, but before you know whether it 
  succeeds or fails.
  Parry and Retort
  7th-level Fencer feature
  When you are wielding a finesse weapon in one hand and 
  have nothing in your other hand, and another creature hits 
  you with a melee attack, you may spend a Precision Die as 
  a reaction to roll it and add its result to your AC against that 
  attack, potentially causing the attack to miss. 
  If the creature’s attack does miss, you may immediately 
  make a melee weapon attack against the creature. If 
  your attack hits, you don’t add your ability modifier to the 
  damage roll, unless that modifier is negative.
  Improved Precision
  10th-level Fencer feature
  Your Precision Dice turn into d10s. At 18th level, they 
  turn into d12s.
  Enduring Precision
  15th-level Fencer feature
  When you roll initiative and have no Precision Dice 
  remaining, you regain one Precision Die.
  sCrapper
  sCrapper
  Some fighters hone their combat skills through sheer 
  discipline and endless hours of training. They study tactics 
  and techniques developed by time-honored experts in the 
  art of war, and aspire to join their ranks. 
  You are not one of those fighters.
  Scrappers learn to defend themselves on the street and 
  in the tavern, fighting dirty and grabbing whatever’s at hand 
  for a weapon. They’re probably grinning the whole time, 
  too, except for when they’re spitting out teeth.
  Makeshift Arsenal 
  3rd-level Scrapper feature
  You gain proficiency with improvised weapons. When 
  you deal damage with an improvised weapon, you can 
  choose to deal an amount of damage equal to 2d4 + your 
  Strength modifier instead of the amount normally dealt by 
  such a weapon.
  After dealing damage, you can deal an additional 
  1d4 damage if you declare that the blow has shattered, 
  splintered, or otherwise broken the improvised weapon 
  beyond further use. You can’t do this if the improvised 
  weapon is a magic item. 
  At 10th level, this extra damage increases 
  from 1d4 to 1d8.
  Dirty Fighting 
  3rd-level Scrapper feature
  Only fools fight fair. You learn a few dirty tricks you can use 
  in combat. When you hit a creature with a melee weapon 
  attack, you can use one dirty trick as long as you aren’t 
  wielding a weapon with the Two-Handed property and 
  aren’t wearing heavy armor.
  You have a number of trick points equal to twice your 
  proficiency bonus. When you use a dirty trick, you spend 
  one or more trick points, each of which deals an additional 
  1d6 bludgeoning damage to the target as part of the attack. 
  The maximum number of trick points you can spend on 
  a single dirty trick is equal to your proficiency bonus. You 
  regain all spent trick points when you complete a short 
  or long rest.
  If a dirty trick requires a saving throw, the DC is equal to 
  8 + your proficiency bonus + your Strength modifier.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  25
  Low Blow. The target must succeed on a Constitution 
  saving throw or fall prone if it is your size or smaller. 
  This trick has no effect against creatures with more 
  than two legs.
  Go For the Eyes. The target must succeed on a Dexterity 
  saving throw or become blinded until the end of its next 
  turn. This trick has no effect on creatures without eyes.
  Smash Nose. The target must succeed on a Wisdom 
  saving throw or be unable to take reactions until the 
  start of its next turn. This trick has no effect on creatures 
  without a face.
  Swagger
  3rd-level Scrapper feature
  While you are not wearing any armor, your Armor Class 
  equals 10 + your Dexterity modifier + your Constitution 
  modifier. You can use a shield and still gain this benefit.
  Heave-Ho
  7th-level Scrapper feature
  You can use your action to throw a creature you’re 
  grappling. If they’re smaller than your size, you can throw 
  them a number of feet equal to your Strength score. If 
  they’re your size, you can throw them half that distance. If 
  they’re one size larger than you, you throw them a number 
  of feet equal to your Strength modifier (minimum 1 foot). 
  The creature falls prone and takes bludgeoning damage 
  equal to your Strength modifier, plus 1d8 bludgeoning 
  damage for every 5 feet you threw it, rounded down. If the 
  creature would strike an object, structure, or other creature, 
  the struck target must succeed on a Dexterity saving throw 
  or else take an equal amount of damage. The thrown 
  creature then stops moving. If the struck target is the same 
  size as or smaller than the thrown creature and fails the 
  saving throw, it is also knocked prone.
  Read the Room
  7th-level Scrapper feature
  You’re always expecting a fight. When you spend at least 
  1 minute observing your immediate environment and the 
  creatures in it, you learn certain details likely to be of use in 
  the event that violence breaks out. The environment must 
  be a confined space, such as a room, or an open space in an 
  urban setting. 
  Ask the DM up to three of the following questions, and 
  they must respond truthfully.
  • Which creatures here have notable combat training or 
  experience?
  • Which creatures here are a danger to me or my allies?
  • Which creatures here have more hit points than I do?
  • Who’s in charge here?
  • What’s useful to me here?
  • What’s my best way out of here?
  In addition, if a fight breaks out in that environment within 
  the next hour, you have advantage on your initiative roll and 
  can’t be surprised.
  Shake It Off
  10th-level Scrapper feature
  While you are conscious, you can spend 1 or more trick 
  points as a bonus action on your turn and gain 1d4 
  temporary hit points for each point spent this way. You can 
  also spend 3 trick points on your turn to make a saving 
  throw against one effect on you that a successful saving 
  throw can end. You suffer no ill effects from failing a saving 
  throw made in this way.
  I Could Do This All Day
  15th-level Scrapper feature
  If you have no trick points remaining when your turn 
  begins, you regain 1 trick point.
  Sucker Punch
  18th-level Scrapper feature
  You know it’s a fight when everyone else thinks it’s still a 
  conversation. When you roll initiative, you can spend 3 trick 
  points to immediately make a melee attack against one 
  creature you can see within 5 feet of you. If the attack hits 
  and you use a dirty trick, the creature has disadvantage on 
  its saving throw.
  
  26
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  mOnk
  mOnk
  At 3rd level, a monk gains the Monastic Tradition feature. 
  The following options are available to a monk, in addition 
  to those offered in the Player’s Handbook: the Way of 
  Mundanity, the Way of the Iron Grasp, and a remastered 
  version of the Way of the Four Elements.
  Way Of mundanity
  Way Of mundanity
  There are those who study the arcane as a means to change 
  the world around them. There is a certain arrogance in 
  that concept, so in order to maintain balance there exists 
  a group dedicated to preservation of the natural and the 
  mundane. Monks who follow the Way of Mundanity use 
  both the study of magic and the mastery of their own 
  internal energies to battle those who use the arcane. 
  Arcane Detection
  3rd-level Way of Mundanity feature
  You gain proficiency in the Arcana skill if you do not already 
  have it. Additionally, you can spend 1 ki point to cast the 
  detect magic spell as an action. 
  Spell Deflection
  3rd-level Way of Mundanity feature
  You can use your Deflect Missiles ability to reduce the 
  damage you take from magical sources. When you take 
  any magical damage that isn’t bludgeoning, piercing, or 
  slashing, you can spend 1 ki point to reduce the damage 
  taken as you would with Deflect Missiles. If you reduce 
  the damage to 0, you can choose to cause your next melee 
  attack to deal additional force damage equal to one roll of 
  your Martial Arts die.
  Suppressing Ki
  6th-level Way of Mundanity feature
  You’ve learned to use your ki to disrupt the magical nature 
  of other creatures or objects. You can spend 3 ki points to 
  cast counterspell, dispel magic, nondetection, or remove 
  curse, using Wisdom as your spellcasting modifier. 
  Beginning at 17th level, you can spend 8 ki points to cast 
  antimagic field. When you cast spells in this way, you ignore 
  material components.
  Magical Rending
  11th-level Way of Mundanity feature
  When you hit a creature that has the Magic Resistance 
  trait with an unarmed strike, you can expend 2 ki points to 
  nullify that trait until the end of your next turn. 
  Coalescence
  17th-level Way of Mundanity feature
  When you make a saving throw against a spell or other 
  magical effect, you can use your reaction to gain advantage 
  on the saving throw and resistance to damage from the 
  spell. If the effect is a spell, you also regain a number of ki 
  points equal to the level of the spell cast.
  Once you have used this ability, you may not do so again 
  until you finish a long rest.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  27
  Way Of the irOn grasp
  Way Of the irOn grasp
  Balance is lost when one disrupts the livelihood of another. 
  Monks of the Way of the Iron Grasp are taught to establish 
  safety and order within their sphere of influence, training 
  relentlessly in martial techniques to pin down foes and 
  protect allies. Many of this tradition wear gauntlets that they 
  forge themselves as a symbol of their dedication and ideals.
  Monasteries that teach this tradition often act as militias 
  for nearby settlements or as a council that oversees and 
  rules adjacent villages and towns. The heads of these 
  monasteries offer respect towards even the lowest of 
  peasants, but have no tolerance for troublemakers. Still, 
  they risk life and limb to hold the peace when external 
  threats arise, regardless of who needs protection.
  Tempered Soul
  3rd-level Way of the Iron Grasp feature
  While you benefit from your Unarmored Defense feature, 
  you gain a +1 bonus to AC.
  Iron Grasp Technique
  3rd-level Way of the Iron Grasp feature
  You can disrupt the flow of ki in another creature’s body 
  with grappling techniques that prevent it from moving and 
  harming allies.
  You master special martial arts techniques used to 
  disable opponents and safeguard allies. Whenever you hit 
  a creature with one of the attacks granted by your Flurry of 
  Blows and that creature is no more than one size category 
  larger than you, you can force the creature to make a 
  Strength or Dexterity saving throw (its choice) against your 
  ki save DC. On a failed save, the target is grappled by you. 
  You must use a free hand for the grapple as normal.
  While grappled in this way, the creature has disadvantage 
  on attack rolls against targets other than you. If the creature 
  uses its action to try to escape the grapple, it makes its 
  ability check against your ki save DC. When it does so, you 
  can expend 1 ki point as a reaction to impose disadvantage 
  on its ability check.
  Ethereal Grasp
  6th-level Way of the Iron Grasp feature
  You can grapple incorporeal creatures, such as ghosts, even 
  if they are normally immune to the grappled condition.
  Iron Sentinel
  6th-level Way of the Iron Grasp feature
  When a ranged attack hits a target you can see, you can 
  use your Deflect Missiles feature to reduce the damage 
  that target takes from the attack—and possibly catch the 
  missile—just as you would for yourself. You must be either 
  within 5 feet of the target or the attacker, or be providing 
  the target with half cover against the attack.
  Colossal Grasp
  11th-level Way of the Iron Grasp feature
  You can use your Iron Grasp Technique to grapple 
  creatures up to three size categories larger than you, rather 
  than one, though you can’t drag such a creature with you 
  when you move.
  Iron Stance
  11th-level Way of the Iron Grasp feature
  If a creature or effect moves you against your will along the 
  ground, you can use your reaction to reduce the distance 
  you are moved by a number of feet up to half your speed.
  Crushing Grasp
  17th-level Way of the Iron Grasp feature
  Your grasp allows you to more easily interfere with the flow 
  of ki in an opponent’s body. When you attempt a stunning 
  strike against a creature you’re grappling with your Iron 
  Grasp Technique, the creature has disadvantage on its 
  saving throw.
  
  28
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Way Of the fOur elements 
  Way Of the fOur elements 
  remastered
  remastered
  This subclass rebalances and reenvisions the Way of 
  the Four Elements Monastic Tradition found in the 
  Player’s Handbook.
  Why These Changes?
  A Note from the Designer
  The original Way of the Four Elements followed a pattern. 
  At 3rd level it got the equivalent of a nondamaging 
  elemental cantrip, and an interesting feature it could 
  spend its ki on. Its spells cost an amount of ki equal to 1 
  + the spell’s level. At higher levels, it learns 1-3 additional 
  elemental powers it can spend its ki on. It sounds good, 
  until you compare it to the precedent set by the other two 
  Player’s Handbook monk subclasses: the Way of Shadow 
  and Way of the Open Hand.
  At 3rd level, the Open Hand monk gets three unique 
  things it can spend its ki on. The Shadow monk gets four, 
  and it learns a nondamaging cantrip. The Shadow monk’s 
  spells cost an amount of ki equal to the spell’s level. At 17th 
  level, the Open Hand monk gains a feature that has the 
  damage output equivalent of a 9th level spell on a failed 
  save, or two 6th level spells on a successful save. This 
  feature costs 3 ki points. At the same level, the Shadow 
  monk essentially gets an extra attack most rounds.
  Compare this to the Four Elements monk, who gets no 
  other abilities with unlimited uses (e.g. Shadow’s Shadow 
  Step) or that have limited uses that aren’t ki (e.g. Open 
  Hand’s Wholeness of Body). If the Four Elements monk’s 
  main mechanical appeal is that it gets additional options 
  to spend its fuel on, it should either A) get more fuel (ki 
  points), B) have abilities that are more powerful per ki point 
  spent, or C) a larger arsenal of features it can use each 
  day. Otherwise it is significantly weaker than its Player’s 
  Handbook counterparts. It gets none of these.
  So what does the original Four Elements monk excel at? 
  Mechanically, it is one of the only character options in the 
  game that gives you the option to move creatures against 
  their will farther than 10 feet. Its Fist of Unbroken Air and 
  Water Whip options move creatures as far as 20 or 25 feet, 
  respectively, on a failed save. 
  Narratively, it is the master of all four elements.
  This Remastered subclass aims to bring the Four 
  Elements subclass up to the precedent set by the other 
  Player’s Handbook monk subclasses in the following ways:
  • It recalculates the ki cost of spells and other abilities.
  • It restructures the Disciple of the Elements feature. 
  Now, as an elemental master, you know all Elemental 
  Disciplines, but can only prepare 2-5 each day, depending 
  on your level in this class.
  • It gives you access to elemental cantrips. You learn one 
  elemental control cantrip and one damaging elemental 
  cantrip. Full casters, masters of magic, learn additional 
  cantrips at 6th and 11th levels. As an elemental master, 
  you also learn additional cantrips at those levels.
  • It provides new Elemental Discipline options. Some of 
  these provide access to suitable spells from the Player’s 
  Handbook, Elemental Evil Player’s Companion, or 
  Xanathar’s Guide to Everything. Others offer passive 
  ability options or other creative options from our design 
  team. including passive ability options that have unlimited 
  uses.
  Elemental Acolyte
  3rd-level Way of the Four Elements Remastered feature
  You learn one of the following cantrips of your choice: 
  control flames*, gust*, mold earth*, or shape water*. You 
  also learn one of the following cantrips of your choice: 
  magic stone*, produce flame, ray of frost, or thunderclap*. 
  You learn an additional cantrip from either list at 6th level 
  and again at 11th level. Cantrips marked with an asterisk (*) 
  can be found in Appendix A.
  Immediately after you take the Attack action on your turn, 
  you can spend 1 ki point to cast a cantrip you’ve learned 
  from this feature as a bonus action. If you cast magic stone 
  in this way, you can make an attack with one of the pebbles 
  targeted by the spell as part of the same bonus action.
  Disciple of the 
  Elements
  3rd-level Way of the Four Elements feature
  You can speak, read, and write Primordial, and you know 
  magical disciplines that harness the power of the four 
  elements. Most disciplines require you to spend ki points 
  each time you use them.
  Whenever you finish a long rest, you can prepare two 
  Elemental Disciplines of your choice, all of which are 
  detailed in the “Elemental Disciplines” section below. If 
  an Elemental Discipline has prerequisites, you must meet 
  them to prepare it. A level prerequisite refers to your monk 
  level. You can prepare one additional Elemental Discipline 
  at a time at 6th, 11th, and 17th levels.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  29
  Casting Elemental Spells
  Some elemental disciplines allow you to cast spells. See 
  chapter 10 of the Player’s Handbook for the general rules of 
  spellcasting. To cast one of these spells, you use its casting 
  time and other rules, but you don’t need to provide material 
  components for it.
  The maximum number of ki points you can spend to 
  cast a spell in this way (including its base ki point cost and 
  any additional ki points you spend to increase its level) is 
  determined by your monk level, as shown in the Spells and 
  Ki Points table.
  Spells and Ki Points
  Monk Levels
  Maximum Ki Points for a Spell
  5th-8th
  3
  9th-16th
  4
  17th-20th
  5
  Elemental Disciplines
  If a discipline requires a level, you must be that level in this 
  class to prepare that discipline.
  Fangs of the Fire Snake
  When you use the Attack action on your turn, you can spend 
  1 ki point to cause tendrils of flame to stretch out from your 
  fists and feet. Your reach for unarmed strikes increases by 
  10 feet until the start of your next turn. A hit with such an 
  attack deals fire damage instead of bludgeoning damage, 
  and deals an additional 1d4 fire damage.
  Fist of Four Thunders
  You can spend 2 ki points to cast thunderwave.
  Fist of Unbroken Air
  You can create a blast of compressed air that strikes like 
  a mighty fist. As an action, you can spend 2 ki points and 
  choose a creature or object within 30 feet of you. That 
  creature must make a Strength saving throw. On a failed 
  save, the creature takes 3d10 thunder damage, plus an 
  extra 1d10 thunder damage for each additional ki point you 
  spend, and you can push the creature or object up to 20 feet 
  away from you and knock it prone. On a successful save, the 
  target takes half as much damage and you don’t push it or 
  knock it prone. If your target is secured to a structure, such 
  as a door that is secured to a wall by hinges, that object 
  automatically succeeds on this saving throw.
  Rock Block
  As a reaction when a creature attacks you, you can spend 
  1 ki point and raise a thick wall of rock to block the attack. 
  This wall grants you half cover and resistance to any 
  bludgeoning, piercing, slashing, acid, cold, fire, lightning, or 
  thunder damage from the triggering attack.
  Rush of the Gale Spirits
  You can spend 2 ki points to cast gust of wind.
  Shape of the Flowing River
  As an action, you can spend 1 ki point to choose an area of 
  ice or water no larger than 30 feet on a side within 120 feet 
  of you. You can change water to ice within the area and vice 
  versa, and you can reshape ice in the area in any manner 
  you choose. You can raise or lower the ice’s elevation, 
  create or fill in a trench, erect or flatten a wall, or form a 
  pillar. The extent of any such changes can’t exceed half the 
  area’s largest dimension. For example, if you affect a 30-foot 
  square, you can create a pillar up to 15 feet high, raise or 
  lower the square’s elevation by up to 15 feet, dig a trench 
  up to 15 feet, and so on. You can’t shape the ice to trap or 
  damage a creature in the area.
  Shuriken of Winter Chill
  You can spend 2 ki points to cast ice knife (see Appendix A).
  Sweeping Cinder Strike
  You can spend 2 ki points to cast burning hands.
  Water Whip
  You can spend 2 ki points as an action to create a whip 
  of water that shoves and pulls a creature or object to 
  unbalance it. A creature or object that you can see that is 
  within 30 feet of you must make a Dexterity saving throw. 
  On a failed save, the creature takes 3d10 bludgeoning 
  damage, plus an extra 1d10 bludgeoning damage for each 
  additional ki point you spend, and you can either knock it 
  prone or pull it up to 25 feet closer to you. On a successful 
  save, the creature takes half as much damage, and you 
  don’t pull it or knock it prone. If your target is secured to a 
  structure, such as a door that is secured to a wall by hinges, 
  that object automatically succeeds on this saving throw.
  Citizen of the Elements
  Prerequisite: 6th level
  When an elemental creature attacks you, that creature must 
  make a Wisdom saving throw. The DC for this save is equal 
  to your ki save DC. On a failed save, the creature must 
  choose a different target, or the attack automatically misses. 
  On a successful save, the creature is immune to this effect 
  for 24 hours. The creature is aware of this effect before it 
  makes its attack against you.
  Clench of the North Wind
  Prerequisite: 6th level
  You can spend 3 ki points to cast hold person.
  
  30
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Fish Technique
  Prerequisite: 6th level
  You can breathe both air and water.
  Gong of the Summit
  Prerequisite: 6th level
  You can spend 3 ki points to cast shatter.
  Stride of Free Passage
  Prerequisite: 6th level
  Moving through nonmagical difficult terrain costs you no 
  extra movement.
  Crouching Tiger Hid In Stone
  Prerequisite: 9th level
  You can spend 3 ki points to cast meld into stone.
  Flames of the Phoenix
  Prerequisite: 14th level
  You can spend 4 ki points to cast fireball.
  Mist Stance
  Prerequisite: 9th level
  You can spend 3 ki points to cast gaseous form, 
  targeting yourself.
  Ride the Wind
  Prerequisite: 9th level
  You can spend 3 ki points to cast fly on yourself.
  Step of the North Wind
  Prerequisite: 9th level
  You can spend 3 ki points to cast thunder step (see 
  Appendix A).
  Eternal Mountain Defense
  Prerequisite: 14th level
  You can spend 4 ki points to cast stoneskin on yourself.
  Greater Mist Stance
  Prerequisite: 14th level
  You can spend 4 ki points to cast wind walk, targeting 
  yourself only.
  Redirection of Violent Ki
  Prerequisite: 14th level
  You can spend 4 ki points to cast Dartak’s retribution (see 
  chapter 2 of this book).
  Touch of Liquid Rock
  Prerequisite: 14th level
  You can spend 4 ki points to cast stone shape.
  Wave of Hungry Flame
  Prerequisite: 14th level
  You can spend 3 ki points to cast wall of fire.
  Bend Blood
  Prerequisite: 17th level
  You can spend 4 ki points to cast dominate person.
  Breath of Winter
  Prerequisite: 17th level
  You can spend 4 ki points to cast cone of cold.
  Cloak of Fire
  Prerequisite: 17th level
  You can spend 4 ki points to cast investiture of flame (see 
  Appendix A).
  Cloak of Ice
  Prerequisite: 17th level
  You can spend 4 ki points to cast investiture of ice (see 
  Appendix A).
  Cloak of Stone
  Prerequisite: 17th level
  You can spend 4 ki points to cast investiture of stone (see 
  Appendix A).
  Cloak of Wind
  Prerequisite: 17th level
  You can spend 4 ki points to cast investiture of wind (see 
  Appendix A).
  Mountain Strike
  Prerequisite: 17th level
  You can spend 4 ki points to cast bones of the earth (see 
  Appendix A).
  Wave of Rolling Earth
  Prerequisite: 17th level
  You can spend 4 ki points to cast wall of stone.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  31
  paladin
  paladin
  At 3rd level, a paladin gains the Sacred Oath feature. 
  The following Oath of Enlightenment option is 
  available to a paladin, in addition to those offered in the 
  Player’s Handbook.
  Oath Of enlightenment
  Oath Of enlightenment
  The Oath of Enlightenment is taken by paladins who seek 
  for learning and growth and to share such knowledge and 
  experience with others. As often as others call them teacher 
  or mentor, they call themselves student and pupil. 
  These paladins spend much of their time trying to 
  build up others, but they are also dedicated to bettering 
  themselves. As they understand other people, they begin 
  to comprehend their own place in the cosmos on a level 
  rivaled by few. The greatest reach a transcendence that 
  allows them to ignore limitations of the planes, levitating 
  and teleporting as they wish.
  Paladins of this oath seek learning as a means to improve 
  their connection to and understanding of their god and 
  the domains of their god’s portfolio. Some carry sketch 
  pads and notebooks to record their learnings, while others 
  might bring mats or wear caps to help them focus as they 
  meditate and ponder on recent discoveries.
  Tenets of Enlightenment
  The tenets of the Oath of Enlightenment teach a paladin to seek 
  learning whenever they can and to share it just as often.
  Knowledge is Power. The greater your understanding, the greater 
  your influence.
  Lifelong Learning. Enlightenment can only be achieved by 
  persistent curiosity and a humble willingness to learn.
  Teach the Untaught. Nothing worth learning should be kept to 
  yourself; your knowledge and experience ought to be shared with the 
  world, that others might learn as you have.
  Seek First to Understand. Understanding others is more 
  important than being right. Once you understand them, then you 
  can teach them.
  Oath Spells
  3rd-level Oath of Enlightenment feature
  You gain oath spells at the paladin levels listed in the Oath 
  of Enlightenment Spells table. See the Sacred Oath class 
  feature for how oath spells work.
  Oath of Enlightenment Spells
  Paladin Level
  Spells
  3rd
  guiding bolt, comprehend languages
  5th
  enhance ability, levitate
  9th
  blink, tongues
  13th
  dimension door, divination
  17th
  awaken, contact other plane
  Channel Divinity
  3rd-level Oath of Enlightenment feature
  You gain the following two Channel Divinity options. 
  See the Sacred Oath class feature for how Channel 
  Divinity works.
  Enrich Understanding. You can use your Channel 
  Divinity as an action to share knowledge and experience 
  with others. As an action, choose one skill, and yourself 
  or another creature you can see within 30 feet of you. The 
  
  32
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  chosen creature gains proficiency with the chosen skill for 
  10 minutes. 
  Guiding Strike. You can use your Channel Divinity to 
  help teach and direct your allies in their strikes. When you 
  hit with a weapon attack, choose an ally within 10 feet 
  of you. The chosen ally can use its reaction to make one 
  weapon attack with a bonus to the attack roll equal to your 
  Charisma modifier (minimum of +1).
  Kindling Aura
  7th-level Oath of Enlightenment feature
  Whenever you or a friendly creature within 10 feet of you 
  makes an Intelligence check, the creature gains a bonus to 
  the roll equal to your Charisma modifier (with a minimum 
  bonus of +1). You must be conscious to grant this bonus.
  Additionally, when an ally within 10 feet of you hits a 
  creature with a weapon attack, you can use your reaction 
  to expend a spell slot and cause the attack to deal radiant 
  damage to the target, in addition to the weapon’s damage. 
  The damage is 2d8 for a 1st-level spell slot, plus 1d8 for 
  each spell level higher than 1st, to a maximum of 5d8. The 
  damage increases by 1d8 if the target is an undead or a 
  fiend, to a maximum of 6d8.
  At 18th level, the range of this aura increases to 30 feet.
  Illuminated Mind
  15th-level Oath of Enlightenment feature
  You are always under the effects of a see invisibility spell, 
  and you have resistance to psychic damage.
  Transcendent Soul
  20th-level Oath of Enlightenment feature
  You can use your action to assume the form of an 
  enlightened, transcendent being. For 1 minute, you have 
  advantage on all ability checks and saving throws, and you 
  can use a bonus action on each of your turns to teleport 
  to an unoccupied space you can see within 30 feet of you. 
  Once you use this feature, you can’t use it again until you 
  finish a long rest.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  33
  ranger
  ranger
  At 3rd level, a ranger gains the Ranger Archetype feature. 
  The following options are available to a ranger, in addition 
  to those offered in the Player’s Handbook: the Dark Trapper, 
  the Herbalist, and the Stargazer.
  dark trapper
  dark trapper
  Blood magic is often banned for a reason. Dark Trappers 
  tap into the primordial magic that binds creatures to the 
  world they live in. You have learned the shape of reality, 
  and can use it to force creatures to stay in a location, send 
  pulsing waves of damage through their blood, and harness 
  the energy your prey provides to keep yourself alive longer.
  Dark Tether
  3rd-level Dark Trapper feature
  You can temporarily restrict the movement of your prey. 
  As an action, you can choose one point you can see within 
  60 feet of you. Choose a number of creatures up to your 
  Wisdom modifier (minimum of one) within 10 feet of that 
  point. Each of these creatures must succeed on a Wisdom 
  saving throw or else be tethered to that point.
  While tethered in this way, the creature can’t move further 
  from that point in any direction, although it can move closer. 
  These tethers last for 1 minute or until you dismiss them as 
  a bonus action. A tethered creature can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on a success.
  While a creature is tethered, it takes 1d4 psychic damage 
  at the beginning of each of its turns, and it can’t take 
  reactions. If the creature dies, its tether vanishes.
  You can use this feature a number of times equal to your 
  Wisdom modifier (minimum of once), and you regain all 
  expended uses when you finish a short or long rest.
  Uncanny Strikes
  7th-level Dark Trapper feature
  You can use your tethers to inflict more injury on your 
  quarry. You have advantage on attack rolls against creatures 
  in your dark tethers. When you hit a tethered creature 
  with a weapon attack, that creature takes an extra 1d8 
  psychic damage. You can deal this extra damage only 
  once each turn.
  Blood Bound
  11th-level Dark Trapper Feature
  You gain the ability to spread damage even outside of your 
  tethers. Once per turn, when you hit a creature that is 
  within 5 feet of another creature with a weapon attack, you 
  can choose to force the second creature to make a Dexterity 
  saving throw. On a failure, the second creature takes half 
  the damage you dealt to the first creature.
  
  34
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Deadfall
  15th-level Dark Trapper feature
  You learn to drain the life force of your prey more effectively 
  and repurpose it. When you deal damage with your Blood 
  Bound ability, you can gain temporary hit points equal to 
  half of the damage dealt with your weapon attack.
  herbalist
  herbalist
  Herbalists are true masters of their environment, able to 
  find and utilise the rare and often magical components 
  hidden in the undergrowth. Using these skills, they can 
  create wondrous tonics, salves, potions and balms that 
  can provide themselves and their allies with temporary 
  beneficial effects. These rangers are often considered to be 
  healers and witch-doctors instead of warriors, but there is 
  no doubt that their abilities can turn the tide of battle.
  Herbalist Magic
  3rd-level Herbalist feature
  You learn an additional spell when you reach certain levels 
  in this class, as shown in the Herbalist Spells table. The 
  spell counts as a ranger spell for you, but it doesn’t count 
  against the number of ranger spells you know.
  Herbalist Spells
  Ranger Level
  Spell
  3rd
  purify food and drink
  5th
  enhance ability
  9th
  feign death
  13th
  death ward
  17th
  greater restoration
  Bonus Proficiencies
  3rd-level Herbalist feature
  You gain proficiency with herbalism kits and one of the 
  following skills: Medicine, Nature, or Survival (your choice). 
  You can add double your proficiency bonus when using an 
  herbalism kit or the chosen skill.
  Additionally, when you use your action to stabilize a 
  creature, you can make your Wisdom (Medicine) check 
  with advantage.
  Create Concoction
  3rd-level Herbalist feature
  As part of a long rest, you are able to create a number of 
  salves and tinctures using your herbalism kit and materials 
  you have collected during your travels (including medicinal 
  herbs, roots and animal glands). When you finish a long 
  rest, you can prepare a number of concoctions equal to 2 
  + your Wisdom modifier (minimum of 3) chosen from the 
  Salves and Tinctures list below. Each concoction provides a 
  single dose, which is consumed upon use.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  35
  If you are in one of your favoured terrains, you may 
  produce one additional concoction as you are able to easily 
  find extra ingredients.
  All concoctions lose their potency after 24 hours. 
  Salves and Tinctures
  Burning Beeswax. This caustic beeswax must be carefully 
  handled. As an action, the wax can be applied to a 
  weapon or piece of ammunition. For the next minute, a 
  hit with the weapon or ammunition deals an additional 
  2d4 acid damage.
  Death Bell. A foul tasting tonic that is said prevents the 
  dying from slipping into death. A creature can ingest the 
  tonic as a bonus action to gain advantage on death saving 
  throws for 8 hours.
  Displacer Herb. This rare herb seems to forever shift and 
  shiver in the hand. A creature can consume the herb as a 
  bonus action. Until the start of its next turn, the creature 
  does not provoke opportunity attacks as its form becomes 
  difficult to focus upon.
  Elfroot Granola. This recipe of simple nuts, fruit and 
  nearby vegetation lightens the spirit and relieves tension. 
  A creature that spends 1 minute consuming the food 
  gains temporary hit points equal to 1d8 plus your 
  wisdom modifier.
  Gnomeberry Juice. This iron-tasting extract from a rare 
  fruit can temporarily shrink you in size. As a bonus action, 
  a creature can consume the liquid to gain the “reduce” 
  effects of an enlarge/reduce spell for 10 minutes.
  Hastening Sap. This golden liquid is said to be sap from 
  the trees of the Feywild, though it can be found on trees 
  near portals to that realm. A creature can ingest it as a 
  bonus action to gain an increase of 15 feet to their speed 
  for the next minute.
  Hollowbone Tonic. Torn feathers float in this blueish 
  liquid. A creature can consume the tonic as a bonus 
  action, granting it resistance to falling damage and 
  preventing any damage for falls of less than 30 feet 
  for 8 hours.
  Night Eye Berries. These dark berries can allow temporary 
  vision in the darkest of locations. As an action, a creature 
  can squeeze the juice from these berries into its eyes 
  to gain darkvision for 1 hour. If a creature already has 
  darkvision, its range increases by 30 feet.
  Poison-Purge Potion. This vial of carefully distilled poison 
  from local creatures and plants can forcibly remove 
  toxins from the body. A creature can drink the potion as a 
  bonus action to end the poisoned condition.
  Pond Leaf. This dried and twisted leaf reeks of pond 
  water. A creature that chews on this leaf for 1 minute can 
  breathe water and gains a swimming speed equal to its 
  walking speed for 8 hours.
  Potent Musk. This mixture of animal glands can be used to 
  calm a wild beast. A creature can apply the musk to their 
  hands and clothing as an action, granting them advantage 
  on Wisdom (Animal Handling) checks for 1 hour.
  Shadow Rose Pollen. This aromatic flower is known to 
  calm the nerves and improve concentration. A creature 
  can consume the pollen as an action to gain advantage on 
  Dexterity (Stealth) checks for 1 hour.
  Slipstone Oil. This clear and slimy oil is difficult to procure 
  and contain. A creature can spend 1 minute applying 
  the oil to their person to gain advantage on saving 
  throws against effects that would leave them grappled 
  or restrained.
  Stinging Spores. These delicate spores can explode 
  into tiny airborne barbs when struck. A creature can 
  spend one minute applying them to a cloak or armor of 
  a creature. The next time the creature is hit by a melee 
  attack, the attacker takes 2d6 piercing damage.
  Natural Resistance
  7th-level Herbalist feature
  Your knowledge and use of various herbs has hardened 
  your body against ill effects. You are immune to poison. This 
  knowledge also leads you to make more potent concoctions. 
  Each dose of one of your concoctions restores 1d8 hit 
  points to its recipients, in addition to its standard effects.
  Elemental Balm
  11th-level Herbalist feature
  At 11th level, you have learned to use your magic to infuse 
  your creations with elemental energy. As an action, and 
  with your herbalism kit in hand, you can spend a spell slot 
  of 1st level or higher to apply a defensive balm to a creature 
  within 5 feet of you. The creature gains resistance to your 
  choice of one of the following damage types: acid, cold, fire, 
  lightning, poison or thunder. This resistance lasts for 1 hour. 
  A creature under this effect can choose to end the 
  resistance as an action, making a melee spell attack against 
  a creature within 5 feet of it, using your spell attack bonus. 
  This attack deals a number of d8s equal to the spell slot 
  used, of the relevant damage type.
  
  36
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Potent Mixture
  15th-level Herbalist feature
  You have learned to be able to quickly produce a number of 
  powerful mixtures from your gathered herbs and medicines. 
  Over the course of 10 minutes, you can create one of the 
  following mixtures. This creation loses its potency after 24 
  hours. Once you use this feature you can’t use it again until 
  you finish a long rest.
  Potent Mixtures
  Refreshing Herbs. This collection of fresh and potent 
  herbs can be ingested by a creature as a bonus action to 
  remove all levels of exhaustion.
  Prophetic Powder. These dried and crushed rare flowers 
  allow the user a supernatural glimpse of the immediate 
  future. A creature can consume the powder as a bonus 
  action. For the next minute, the creature has advantage 
  on attack rolls, saving throws and ability checks.
  Regenerative Potion. This murky bottle contains a pickled 
  troll eye. A creature can consume the potion as a bonus 
  action. For the next minute, the creature regains 1d8 hit 
  points at the start of each of its turns. This effect ceases 
  to function if the creature takes any fire or acid damage.
  Tincture of Life. This golden liquid has been carefully 
  distilled from a rare and deadly plant usually found in 
  the Feywild. A creature can use an action to feed the 
  mixture to a humanoid that has died within the last hour. 
  The dead creature returns to 1 hit point and immediately 
  suffers one level of exhaustion.
  stargazer
  stargazer
  Staring up at the night sky, one’s thoughts may drift to the 
  vast unknown of the cosmos; an infinitely expansive sea 
  of darkness speckled with inconceivably hot stars and 
  unforgivingly harsh planets. While the starry heavens might 
  seem absolutely foreign and unknowable, the Stargazer 
  finds comfort and guidance from them. They learn more 
  about their current location by looking at the constellations 
  than they would from seeing a map.
  Stargazer Magic
  3rd-level Stargazer feature
  You learn an additional spell when you reach certain levels 
  in this class, as shown in the Stargazer Spells table. The 
  spell counts as a ranger spell for you, but it doesn’t count 
  against the number of ranger spells you know.
  Stargazer Spells
  Ranger Level
  Spell
  3rd
  chromatic orb
  5th
  moonbeam
  9th
  hunger of hadar
  13th
  dimension door
  17th
  flame strike
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  37
  Astronavigation
  3rd-level Stargazer feature
  You gain proficiency with cartographer’s tools and 
  navigator’s tools. While you have a clear vision of any 
  cosmic bodies (such as stars, moons, or planets), you 
  always know your location in the Material Plane and what 
  time of year it is. This feature does not work if you are not 
  on the planet or plane of your origin, though you can spend 
  8 hours studying the night sky to reorient yourself on new 
  planets or planes in this way.
  Further, you have advantage on saving throws against 
  being blinded, and dim light does not impose disadvantage 
  on your Wisdom (Perception) checks.
  Zenith Strike
  3rd-level Stargazer feature
  You gain the power to imbue a weapon with cosmic light. As 
  a bonus action, you may raise a weapon directly overhead 
  to empower it. The weapon sheds bright light in a 10-foot 
  radius, and the next hit with an attack with this weapon on 
  your turn deals an additional 1d6 radiant damage. At 11th 
  level, the additional radiant damage increases to 2d6.
  Starburst
  7th-level Stargazer feature
  As a reaction, when you take damage, you can use your 
  reaction to emit a burst of blinding light with a 15-foot-
  radius sphere centered on you. Any creatures within 
  that sphere that can see the light must succeed on a 
  Constitution saving throw or become blinded until the end 
  of your next turn. You can choose a number of creatures 
  equal to your Wisdom modifier, and those creatures 
  automatically succeed on the saving throw.
  Once you use this feature, you can’t use it again until you 
  finish a short or long rest, or unless you expend a ranger 
  spell slot of 2nd-level or higher to do so again.
  Guiding Light
  11th-level Stargazer feature
  Whenever you hit a creature with a 19 or 20 on an attack 
  roll, you can choose to cause the creature to emanate 
  bright sunlight until the start of your next turn. An affected 
  creature sheds bright light in a 20-foot radius and dim light 
  for an additional 20 feet. Any creature or object within the 
  bright light can’t benefit from being invisible, and the next 
  attack made against the glowing creature has advantage 
  while it is illuminated. 
  Cosmic Retribution
  15th-level Stargazer feature
  When a hostile creature damages you, you may cast a 
  ranger spell as a reaction. The spell must normally have a 
  casting time of 1 action.
  
  38
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  rOgue
  rOgue
  At 3rd level, a rogue gains the Roguish Archetype feature. 
  The following options are available to a rogue, in addition to 
  those offered in the Player’s Handbook: the Improviser, the 
  Temple Raider, and the Witchblade.
  imprOviser
  imprOviser
  Improvisers strive to never be caught off guard and to be 
  able to think of solutions most wouldn’t consider. Able 
  to utilise their environment and mundane objects, these 
  genius rogues can fashion complex traps and helpful tools 
  at a moment’s notice. Many dabble in arcane magic to 
  further augment their attacks and contraptions and often 
  attempt to outsmart their enemies, preparing tactics far in 
  advance of any conflict.
  Improvised Trap
  3rd-level Improviser feature
  You gain proficiency with tinker’s tools if you don’t already 
  have it. You can use your action to make an Intelligence 
  check using your tinker’s tools to create an improvised 
  trap in an unoccupied space within 5 feet of you, using the 
  environment and supplies you have gathered. The trap 
  is hidden, but can be spotted on a successful Perception 
  check with a DC equal to your tinker’s tool check result. 
  You may only have one trap active at a time and can only lay 
  another by dismantling and using parts of the first.
  The trap lasts for one hour. If a creature enters the space 
  in that time it must make a Dexterity saving throw with a 
  DC equal to 8 + your proficiency bonus + your Intelligence 
  modifier. On a failed save the creature takes 2d6 acid, 
  poison, bludgeoning, piercing, or slashing damage (your 
  choice when you set the trap) and you can add your Sneak 
  Attack dice, which deal the same damage type as the trap. 
  Alternatively, you can sacrifice your Sneak Attack damage 
  to instead cause the target to be restrained until the end of 
  its next turn or to be knocked prone. 
  Beginning at 9th level, the damage of your traps counts 
  as magical for the purpose of overcoming resistance and 
  immunity to nonmagical attacks and damage.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  39
  Quick Contraption
  3rd-level Improviser feature
  You can spend 1 minute using your tinker’s tools to create 
  the right item for a task at hand. Using the materials 
  gathered from your surroundings, you can craft a 
  nonmagical piece of adventuring gear worth no more than 
  25 gp. The item lasts for one hour, after which it breaks 
  down into its constituent pieces.
  Escape Expert
  9th-level Improviser feature
  You have mastered the art of escaping from bonds. While 
  your tinker’s tools are on your person, you have advantage 
  on ability checks and saving throws made to escape 
  from effects that would have you grappled or restrained. 
  Additionally, you have advantage on checks made to hide or 
  hold on to your thieves’ tools or tinker’s tools. 
  Arcane Augmentation
  13th-level Improviser feature
  You have learned to augment your attacks and traps with 
  magical effects. Whenever you roll Sneak Attack damage 
  for a weapon attack or a trap, you can choose to deal acid, 
  cold, fire, lightning, poison, or thunder damage, instead of 
  the normal damage type.
  Flash Bomb
  17th-level Improviser feature
  You are able to improvise a powerful explosive that can be 
  thrown to disorient and subdue your enemies. As an action, 
  you throw the explosive to a point you choose within 30 
  feet of you. Each creature within 10 feet of it must make 
  a Constitution saving throw with a DC equal to 8 + your 
  proficiency bonus + your Intelligence modifier. On a failed 
  save, each creature takes radiant damage equal to your 
  Sneak Attack dice and is stunned and blinded for 1 minute. 
  On a successful save, a creature takes half damage and isn’t 
  stunned or blinded.
  Creatures that are stunned and blinded by this feature 
  can repeat the saving throw at the end of each of its turns, 
  ending the effect on a success. Once you use this feature, 
  you can’t do so again until you finish a long rest.
  
  40
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  temple raider
  temple raider
  Places of divine power, both ancient and modern, call 
  to the temple raiders. These rogues exploit glimmers of 
  divine magic to enter magically warded areas and recover 
  treasures, mystical and mundane.
  Temple raiders come from a mix of origins, which explain 
  their motivation in delving into places of power and the 
  sources of the divine spark that aids them in their quest. 
  Some are scholars, seeking and exploiting objects of 
  historical religious impower. Others are grifters, seeking 
  artifacts for personal gain and using stolen divine magic 
  to aid their efforts. Still others are sent on their mission 
  by the gods themselves, gifted with divine magic to disrupt 
  places of worship of other faiths, recover lost temples of 
  their own faith, or as a form of worship to gods of trickery 
  and thievery.
  Spellcasting
  3rd-level Temple Raider feature
  You gain access to a limited pool of divine magic that aids 
  you in your exploits.
  Cantrips. You learn three cantrips: resistance and two 
  other cantrips of your choice from the cleric spell list. You 
  learn another cleric cantrip of your choice at 10th level. 
  Spell Slots. The Temple Raider Spellcasting table shows 
  how many spell slots you have to cast your spells of 1st level 
  and higher. To cast one of these spells, you must expend a 
  slot of the spell’s level or higher. You regain all expended 
  spell slots when you finish a long rest. 
  Spells Known of 1st-Level and Higher. You know three 
  1st-level cleric spells of your choice. The Spells Known 
  column of the Temple Raider Spellcasting table shows 
  when you learn more cleric spells of 1st level or higher. 
  Each of these spells must be of a level for which you have 
  spell slots. For instance, when you reach 7th level in this 
  class, you can learn one new spell of 1st or 2nd level.
  Whenever you gain a level in this class, you can replace 
  one of the cleric spells you know with another spell of your 
  choice from the cleric spell list. The new spell must be of a 
  level for which you have spell slots.
  Temple Raider Spellcasting
  Rogue 
  Level
  Cantrips 
  Known
  Spells 
  Known
  - Spell Slots per Spell Level -
  1st
  2nd
  3rd
  4th
  3rd
  3
  3
  2
  -
  -
  -
  4th
  3
  4
  3
  -
  -
  -
  5th
  3
  4
  3
  -
  -
  -
  6th
  3
  4
  3
  -
  -
  -
  7th
  3
  5
  4
  2
  -
  -
  8th
  3
  6
  4
  2
  -
  -
  9th
  3
  6
  4
  2
  -
  -
  10th
  4
  7
  4
  3
  -
  -
  11th
  4
  8
  4
  3
  -
  -
  12th
  4
  8
  4
  3
  2
  -
  13th
  4
  9
  4
  3
  2
  -
  14th
  4
  10
  4
  3
  2
  -
  15th
  4
  10
  4
  3
  3
  -
  16th
  4
  11
  4
  3
  3
  -
  17th
  4
  11
  4
  3
  3
  -
  18th
  4
  11
  4
  3
  3
  -
  19th
  4
  12
  4
  3
  3
  1
  20th
  4
  13
  4
  3
  3
  1
  Spellcasting Ability. Wisdom is your spellcasting ability 
  for your cleric spells, since you gain your spells by divine 
  communion or tapping intuitively into ancient mysteries. 
  You use your Wisdom whenever a spell refers to your 
  spellcasting ability. In addition, you use your Wisdom 
  modifier when setting the saving throw DC for a cleric spell 
  you cast and when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
  Spell attack modifier = your proficiency bonus + your Wisdom modifier
  Ward of the 
  Ancient Ones
  3rd-level Temple Raider feature
  When you cast resistance, it has a 
  range of 30 feet, and you can cast it as a 
  reaction when you or another creature 
  you can see within 30 feet makes a 
  saving throw.
  Bonus 
  Proficiency
  3rd-level Temple Raider feature
  You gain proficiency in Arcana, History, 
  Investigation, or Religion (your choice).
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  41
  Channel Divinity
  9th-level Temple Raider feature
  You have learned to channel the power of gods in the same 
  way as their servants, calling on either the deity who sends 
  you on your missions or the gods you have stolen rituals 
  and items of power from. 
  You can channel these divine energies to fuel magical 
  effects. You may use this ability to Invoke Duplicity or 
  Pry into Darkness. When you use your Channel Divinity, 
  you choose which option to use. You may use this ability 
  twice and must then finish a short or long rest to use your 
  Channel Divinity again.
  Some Channel Divinity effects require saving throws. 
  When you use such an effect from this class, the DC equals 
  your spell save DC.
  Invoke Duplicity. You can use your Channel Divinity to 
  create an illusionary duplicate of yourself. 
  As an action, you create a perfect illusion of yourself that 
  lasts for 1 minute, or until you lose your concentration (as if 
  you were concentrating on a spell). The illusion appears in 
  an unoccupied space that you can see within 30 feet of you. 
  As a bonus action on your turn, you can move the illusion 
  up to 30 feet to a space you can see, but it must remain 
  within 120 feet of you.
  For the duration, you can cast spells as though you were 
  in the illusion’s space, but you must use your own senses. 
  Additionally, when both you and your illusion are within 
  5 feet of a creature that can see the illusion, you have 
  advantage on attack rolls against that creature, given how 
  distracting the illusion is to the target.
  Pry Into Darkness. You can use your Channel Divinity to 
  discover and protect yourself from mystical wards.
  As an action, you can present a holy symbol. You 
  magically discern the location and nature of all traps within 
  60 feet of you, and have advantage on checks made to 
  disable those traps for the next minute.
  Whispers of Mystery
  13th-level Temple Raider feature
  You learn to glean knowledge of ancient mysteries through 
  magical rites. You can cast either the contact other plane or 
  legend lore spell once without expending a spell slot. Once 
  you have cast either of these spells in this way, you can’t use 
  this feature again until you finish a long rest.
  Smile of a Stolen God
  17th-level Temple Raider feature
  You have gained enough influence by whatever means to 
  call on the powers of the multiverse in your moments of 
  direst need. 
  Imploring deific aid requires you to use your action. 
  Describe the assistance you seek and which deity or 
  similar power (such as an archfey, demon prince or elder 
  elemental) that you seek it from, then roll 1d4. On a 4, the 
  chosen power intervenes. The DM chooses the nature 
  of the intervention; the effect of any cleric spell or cleric 
  domain spell would be appropriate. Depending on the 
  power chosen and your relationship to it, the power may 
  perform the service willingly or be compelled, in which case 
  it may take offense at your presumption or demand some 
  form of payment for its aid. If the power intervenes, you 
  can’t use this feature again for 7 days. Otherwise, you can 
  use it again after you finish a long rest.
  
  42
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  WitChblade
  WitChblade
  The order of the witchblades teaches its members to brew 
  a wide variety of hellbroths, deadly poisons, corrosive acids, 
  and other such concoctions and decoctions. Armed with 
  coated blades and explosive vials of both chemical and 
  alchemical mixtures, they are prepared for any situation. No 
  matter how much wealth a noble accrues, or how big and 
  strong a monster grows, they are nothing compared to the 
  merciless touch of nature - and you are its vessel.
  These debilitating, mind-numbing effects are produced 
  by secret recipes, which are often only bequeathed 
  from parent to child, or mentor to mentee. This oral 
  tradition usually goes back to a particularly creative, and 
  conveniently amoral alchemist, a back-alley apothecary, a 
  trained physician, or even a disgruntled gardener.
  Whichever the case might be, you know your way around 
  both a dagger and a cauldron. In the hands of a witchblade 
  like you, a couple droplets can change the course of history.
  Bonus Proficiencies
  3rd-level Witchblade feature
  You gain proficiency with poisoner’s kits and blowguns, 
  and you have advantage on checks made to harvest poison 
  from a dead or incapacitated creature.
  Witchblade Compounds
  3rd-level Witchblade feature
  Witchblades rely on compounds, natural or otherwise, 
  which have detrimental effects on creatures that are 
  exposed to them. You know three recipes from the Minor 
  Compound Recipes list below. On your adventures, you 
  might find other recipes from the Minor Compound list. You 
  can learn a recipe found in this way by spending 8 hours 
  experimenting with it.
  Whenever you finish a short or long rest, you can brew 
  two vials of minor compounds of your choice from the 
  recipes you know. The compounds remain potent until the 
  end of your next short or long rest. 
  You can prepare one additional minor compound vial, 
  and learn one additional minor compound recipe when you 
  reach 9th, 13th, and 17th level in this class.
  You can administer your compounds in three ways:
  • Whenever you would use your Sneak Attack, you can 
  choose to instead subject the target to the effects of one 
  of your prepared compounds. This does not consume 
  the vial’s contents. If the compound has a duration, it lasts 
  until the end of your next turn.
  • As an action, you can throw one of your vials at a surface 
  you can see within 30 feet of you. The vial is destroyed, 
  and it spreads a cloud of colorful gas which dissipates 
  almost immediately. Any creature within 10 feet of the 
  point of impact is subjected to the compound. If the 
  compound has a duration, it lasts for 1 minute, and the 
  creature repeats the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  • As a bonus action, you pour the compound into up to 5 
  gallons of liquid or 5 pounds of food. Any creature which 
  consumes the tainted item is subjected to the compound 
  after 10 minutes. The vial is emptied and can’t be used 
  anymore. If the compound has a duration, it lasts for one 
  hour.
  When subjected to a compound, a creature must succeed 
  on a Constitution saving throw or else suffer its effects. The 
  DC for this saving throw is equal to 8 + your proficiency 
  bonus + your Intelligence modifier.
  Minor Compound Recipes
  Caustic Fang. On a failed save, the creature takes acid 
  damage equal to a roll of your Sneak Attack dice, and its 
  speed is halved for the duration. On a successful save, it 
  takes half as much damage and its speed isn’t halved.
  Croup. On a failed save, the creature becomes unable to 
  speak, use breath weapons if it has any, or perform the 
  verbal components of spells for the duration.
  Feebleness. On a failed save, for the duration, the creature 
  falls prone and can’t stand up, drops any item it is holding, 
  and lets go of any creature it is grappling.
  Frenzy. The creature gains a number of temporary hit 
  points equal to a roll of your Sneak Attack dice for the 
  duration. On a failed save, the creature suffers one level 
  of exhaustion.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  43
  Haplessness. On a failed save, for the duration, whenever 
  the creature makes an attack roll or ability check, it must 
  roll a d4 and subtract the number rolled from the attack 
  roll or saving throw.
  Holy Water. On a failed save, the creature takes an amount 
  of radiant damage equal to a roll of your Sneak Attack 
  dice. On a successful save, it takes half as much damage. 
  Either way, if the creature is reduced to 0 hit points before 
  the duration ends, it is immediately stabilized.
  Noxious Needle. On a failed save, the creature takes an 
  amount of necrotic damage equal to a roll of your Sneak 
  Attack dice and can’t regain hit points for the duration. On 
  a successful save, it takes half as much damage.
  Toxic Sting. On a failed save, the creature takes an amount 
  of poison damage equal to a roll of your Sneak Attack 
  dice and is poisoned for the duration. On a successful 
  save, it takes half as much damage.
  Truth Serum. On a failed save, the creature can’t knowingly 
  speak a lie for the duration.
  Brewmaster
  9th-level Witchblade feature
  You learn two recipes from the Major Compound Recipes 
  list below. On your adventures, you might find other recipes 
  from the list. You can learn a recipe found in this way by 
  spending 24 hours experimenting with it.
  Whenever you finish a long rest, you can brew one 
  vial of a major compound of your choice that you know. 
  The compound remains potent until the end of your 
  next long rest.
  You learn an additional major compound recipe when you 
  reach 13th and 17th level in this class, and you can prepare 
  one additional major compound vial when you reach 17th 
  level in this class.
  Major compounds can be administered in the same 
  ways as minor ones, but the duration of major compounds 
  is dictated by the recipe used rather than by the way it 
  was administered. Major compounds are more volatile, 
  and replacing your Sneak Attack with administering it 
  consumes the entire contents of the vial.
  Major Compounds Recipes
  Aboleth Mucus. On a failed save, the creature goes berserk 
  for one minute. On each of its turns while berserk, it 
  attacks the nearest creature it can see. If no creature is 
  near enough to move to and attack, the creature attacks 
  an object, with preference for an object smaller than 
  itself. It can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.
  Basilisk Blood. On a failed save, the creature is paralyzed 
  for 1 minute. It can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  Couatl’s Bite. On a failed save, the creature falls 
  unconscious for 1 hour. The creature wakes up if it 
  takes damage or if another creature uses an action to 
  shake it awake.
  Crawler Venom. On a failed save, the creature is blinded 
  and deafened for 1 minute. At the end of each of its turns, 
  the target can repeat the saving throw. On a success, the 
  effect ends.
  Creeping Agony. On a failed save, the creature is poisoned 
  for 1 minute. While poisoned in this way, it takes an 
  amount of poison damage equal to half your rogue level 
  at the start of each of its turns. The creature can repeat 
  the saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
  Draught of Devotion. On a failed save, the creature is 
  charmed by you for 1 hour. If you incorporate another 
  creature’s hair or fingernail into the compound when 
  brewing it, the creature is charmed by this other creature 
  instead. Whenever it takes damage, the creature can 
  repeat the saving throw, ending the effect on itself on a 
  success. The charmed creature regards the creature it is 
  charmed by as a friendly acquaintance. When the effect 
  ends, the creature doesn’t know it was charmed, although 
  it may be able to figure it out from context clues.
  Hag’s Mead. On a failed save, the creature deals only half 
  damage with weapon attacks for 1 minute.
  Revenant’s Tears. On a failed save, the creature drops 
  whatever it is holding and becomes frightened of you 
  for 1 minute. It can repeat the saving throw anytime it 
  ends its turn unable to see you, ending the effect on itself 
  on a success.
  Mind Wrack
  13th-level Witchblade feature
  You include psychoactive reagents to your compounds. 
  Whenever you prepare a vial, you can decide whether 
  creatures subjected to its contents must make a 
  Constitution or a Wisdom saving throw against the effects.
  Pernicious Strike
  17th-level Witchblade feature
  When you replace your Sneak Attack with administering a 
  compound, you can choose to deal half your Sneak Attack 
  damage in addition to administering the compound.
  
  44
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  sOrCerer
  sOrCerer
  At 1st level, a sorcerer gains the Sorcerous Origin feature. 
  The following options are available to a sorcerer, in addition 
  to those offered in the Player’s Handbook: Spellslinger and 
  a remastered version of Wild Magic.
  spellslinger
  spellslinger
  Some creatures are born with an innate connection to the 
  Weave and can use their own bodies as a spellcasting focus. 
  These sorcerers often find their abilities well suited to life 
  in the wild frontier or as clandestine agents for powerful 
  organizations.
  Any number of factors can bestow this gift upon a 
  creature. Known spellslingers often cite events such as the 
  following for their gifts: surviving a magical cataclysm, a 
  blessing of a powerful fey monarch, an ancestor’s bargain 
  with an otherworldly being, or sheer dumb luck.
  Natural Focus
  1st-level Spellslinger feature
  You are a natural spellcasting focus. You can ignore the 
  material components of your sorcerer spells, if those 
  material components lack a cost and aren’t consumed by 
  the spell. You must still have a free hand to perform the 
  somatic components of spells.
  Quickdraw
  1st-level Spellslinger feature
  When you roll initiative, you can use your reaction to cast a 
  cantrip that normally has a casting time of 1 action.
  Slings
  6th-level Spellslinger feature
  You have the unique ability to twist your magic in ways 
  no other sorcerer can. These are called Slings, and many 
  enhance or modify your spells in some way. You gain two of 
  the following Slings of your choice and an additional one at 
  14th level. When you gain Metamagic options at 10th and 
  17th levels, you can choose from either the Metamagic list 
  or Sling list.
  You can use only one Sling or Metamagic option on a 
  spell when you cast it, unless otherwise noted.
  Cautious Caster
  As a reaction when you make a saving throw, you can 
  expend 1 sorcery point to roll 1d4 and add the number 
  rolled to your result. 
  Cover Shooter
  When you make a ranged spell attack roll, you can expend 
  1 sorcery point to gain advantage on the roll. You must have 
  half or three-quarters cover from the target when you cast 
  the spell to use this Sling. 
  Distracting Spell
  When you cast a spell that targets one creature, you can 
  spend 1 sorcery point as a bonus action to distract the 
  target. The next attack roll made against the creature 
  before the start of your next turn is made with advantage.
  Extra Careful Spell
  When you cast a spell that forces other creatures to make 
  a saving throw, you can protect some of those creatures 
  from the spell’s entire force. To do so, you spend 2 sorcery 
  points and choose a number of those creatures up to your 
  Charisma modifier (minimum of one creature). A chosen 
  creature automatically succeeds on its saving throw, and 
  takes no damage if it would normally take half damage on a 
  successful save.
  If you know the Careful Spell Metamagic option when you 
  take this Sling, you can replace that option with a different 
  Metamagic option. You can’t replace it with a Sling.
  Piercing Spell
  When you cast a spell that targets one creature and uses 
  an attack roll, you can spend 1 to 5 sorcery points to deal 
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  45
  additional piercing damage. Your spell attack deals an 
  additional 1d8 piercing damage for each point expended. 
  You must choose to add this damage before making your 
  attack roll. If the spell requires you to make multiple attack 
  rolls, this benefit only applies to one of those attacks.
  Moving Spell
  When you hit a creature with a spell attack roll, you can 
  expend 1 sorcery point to force that creature to succeed on 
  a Strength saving throw or else be pushed up to 10 feet in a 
  horizontal direction of your choice.
  Quick Feet
  You can spend 1 sorcery point to take the Dash, Disengage, 
  or Dodge action as a bonus action.
  Shootout
  When a creature misses you with a ranged attack, you can 
  spend 2 sorcery points as a reaction to make a ranged spell 
  attack with a cantrip against the attacker. This cantrip must 
  normally have a casting time of 1 action.
  Switcharoo
  Immediately before or after you use an action to cast a spell 
  of 1st level or higher, you can use a bonus action to spend 
  2 sorcery points to magically trade places with a willing 
  creature within 30 feet that you can see.
  Fancy Feet
  14th-level Spellslinger feature
  You gain proficiency in Dexterity saving throws.
  Metamagician
  18th-level Spellslinger feature
  Whenever you finish a long rest, you can exchange one of 
  your Metamagic options or Slings for a different Metamagic 
  option or Sling of your choice.
  
  46
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Wild magiC remastered
  Wild magiC remastered
  This subclass rebalances and reenvisions the Wild Magic 
  Sorcerous Origin found in the Player’s Handbook.
  Why These Changes?
  A Note from the Designer
  The original Wild Magic sorcerer, found in the Player’s 
  Handbook, has an excellent narrative appeal. A creature of 
  pure, unfiltered magic, you can bend reality and probability 
  in your favor, with the risk of your natural magic going 
  wildly out of control. Veteran players generally agree it has 
  significantly weaker mechanics than its Player’s Handbook 
  counterpart, the Draconic Bloodline sorcerer.
  At 1st level, the Wild Magic sorcerer can grant itself 
  advantage on one ability check, attack roll, or saving 
  throw each day. At the DM’s discretion, it can use this 
  feature additional times at the cost of a spell going wildly 
  out of control. At the DM’s discretion, there is a 5% 
  chance the Wild Magic sorcerer’s spells go wildly out of 
  control anyways.
  At the same level, the Draconic Sorcerer is essentially 
  always under the effects of mage armor, a 1st-level spell, 
  and has about a 10% to 28% increase in hit points, 
  depending on the character’s level and Constitution score.
  The Draconic Sorcerer’s traits are much, much stronger.
  One of the most common complaints about the Wild 
  Magic sorcerer is that it has an excellent narrative, but 
  much weaker mechanics than its counterparts, and that its 
  relies heavily on having a highly skilled Dungeon Master. 
  That’s a lot of pressure for a DM! This remastered version 
  aims to ameliorate these problems in the following ways:
  • Rephrase the Wild Magic Surge feature as a Wild Magic 
  Trigger feature to reduce confusion about when you 
  should roll 1d20 or 1d100.
  • Restructure the Wild Magic Surge and Tides of Chaos 
  features so they don’t have to rely so heavily on the 
  Dungeon Master. Now you always have a 5% chance of 
  a spell going wildly out of control, not a 5% chance only 
  at the DM’s discretion. After you’ve used your Tides of 
  Chaos feature, this chance increases to 10%, but the DM 
  can still indicate your magic goes wildly out of control 
  anyways.
  • Increase the power of the Bend Luck feature to be more 
  comparable to the Divine Soul sorcerer’s Favoured By 
  The Gods feature and bards’ Bardic Inspiration feature.
  • Other minor balance adjustments to further pursue the 
  ‘risk vs. reward’ narrative and design philosophy.
  Wild Magic Trigger
  1st-level Wild Magic Remastered feature
  Your spellcasting can unleash surges of untamed magic. 
  Each time you cast a sorcerer spell of 1st level or higher, 
  roll a d20 immediately after. This is called a Wild Magic 
  Trigger roll. If you roll a 1 on the die, roll on the Wild Magic 
  Surge table (1d100) to create a magical effect. If the effect 
  is a spell, it is too wild to be affected by your Metamagic, 
  and if it normally requires concentration, it doesn’t 
  require concentration in this case; the spell lasts for its 
  full duration.
  You can find the Wild Magic Surge table in the original 
  Wild Magic Sorcerous Origin in the Player’s Handbook.
  Tides of Chaos
  1st-level Wild Magic Remastered feature
  You can manipulate the forces of chance and chaos to gain 
  advantage on one attack roll, ability check, or saving throw. 
  You then have disadvantage on your Wild Magic Trigger 
  rolls until you regain the use of this feature.
  Once you have used this feature, you must finish a long 
  rest or create a Wild Magic Surge effect before you can 
  use it again. 
  Any time before you regain the use of this feature, the 
  DM can have you roll on the Wild Magic Surge table 
  immediately after you cast a sorcerer spell of 1st level or 
  higher. You then regain the use of this feature.
  Bend Luck
  6th-level Wild Magic Remastered feature
  Starting at 6th level, you have the ability to twist fate using 
  your wild magic. When another creature you can see 
  makes an attack roll, an ability check, or a saving throw, 
  you can use your reaction and spend 2 sorcery points to 
  roll 1d8 and apply the number rolled as a bonus or penalty 
  (your choice) to the creature’s roll. You can do so after 
  the creature rolls but before you know whether the roll 
  succeeds or fails.
  At 14th level, the die for this feature increases to 1d12.
  Controlled Chaos
  14th-level Wild Magic Remastered feature
  At 14th level, you gain a modicum of control over the surges 
  of your wild magic. Whenever you roll on the Wild Magic 
  Surge table, you can roll twice and use either number 
  (your choice).
  Spell Bombardment
  18th-level Wild Magic Remastered feature
  As you master your sorcerous powers, the harmful energy 
  of your spells intensifies. When you roll damage for a spell 
  and roll the highest number possible on any of the dice, 
  choose one of those dice, roll it again and add that roll to 
  the damage. You can use the feature only once per turn.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  47
  WarlOCk
  WarlOCk
  At 1st level, a warlock gains the Otherworldly Patron 
  feature. The following options are available to a warlock, 
  in addition to those offered in the Player’s Handbook: the 
  Creeping Vine, the Inevitable, and a remastered version of 
  the Undying.
  the Creeping vine
  the Creeping vine
  Your patron is a magical plant, a powerful primal spirit, or 
  some other grand entity of nature and growth, such as a 
  powerful treant, an ancient green dragon, a totoro, or an 
  archdryad. This being might seek to expand itself and its 
  influence through seed or spore, or it might want to simply 
  perpetuate, accelerate, or otherwise enable the natural 
  cycles of life. In the Forgotten Realms, such beings include 
  the Great Oak of Kuldahar and Zuggtmoy, the Demon 
  Queen of Fungi. In the world of Ebberon, the daelkyr 
  Avassh might be your patron, and in the world of Ravnica, 
  the Selesnya Conclave might be the source of your powers.
  Expanded Spell List
  1st-level Creeping Vine feature
  The Creeping Vine lets you choose from an expanded list of 
  spells when you learn a warlock spell. The following spells 
  are added to the warlock spell list for you.
  Creeping Vine Expanded Spells
  Spell Level
  Spells
  1st
  entangle, ensnaring strike
  2nd
  pass without trace, spike growth
  3rd
  plant growth, stinking cloud
  4th
  Evard’s black tentacles, grasping vine
  5th
  tree stride, wrath of nature (see Appendix A)
  Biome
  1st-level Creeping Vine feature
  You gain one of the following features, based on a biome of 
  your choice.
  Arid. You retain scarce resources like a cactus retains 
  water. When you expend a Pact Magic spell slot on a spell 
  that targets only one creature, and that spell has no effect 
  on the target, you regain the spell slot.
  Boreal. Like a pine tree in the taiga, you can enter a state 
  of hibernation. As an action, you can turn yourself and your 
  equipment to solid wood. You are petrified in a special way. 
  You have all the traits of the petrified condition, except you 
  remain conscious of your surroundings, you can perceive 
  through your senses as normal, and your weight remains 
  the same. You float in water, you are inflammable, and you 
  do not need to eat, breathe, drink, or sleep. You can’t benefit 
  from short or long rests while in this form. You can exit this 
  state at any time (no action required), but no sooner than 1 
  hour after entering it. Once you have used this feature, you 
  can’t use it again until you finish a long rest.
  Jungle. You can entangle and ensnare your foes in 
  creepers and vines. You learn the thorn whip cantrip. It 
  counts as a warlock spell for you but doesn’t count against 
  the number of cantrips you can know. When you cast it, 
  you can make one melee weapon attack as a bonus action. 
  You can use this feature a number of times equal to your 
  Charisma modifier (minimum of once). You regain all 
  expended uses when you finish a short or long rest.
  Defensive Growth
  6th-level Creeping Vine feature
  As a reaction when a Huge or smaller creature makes a 
  melee attack against you, you can summon spectral vines to 
  entangle it immediately before it strikes you. The creature 
  must succeed on a Strength saving throw or become 
  restrained until the end of your next turn. Once you use 
  this feature, you can’t do so again until you finish a short 
  or long rest.
  
  48
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Flora Speaker
  10th-level Creeping Vine feature
  You can imbue limited sentience and animation to plants 
  within 5 feet of you, giving them the ability to communicate 
  with you. You can question plants about events in the area 
  within the past day, gaining information about creatures 
  that have passed, weather, and other circumstances.
  Natural Defense
  10th-level Creeping Vine feature
  You can adapt your form to become plant-like, making 
  you resilient against certain types of damage. Whenever 
  you finish a long rest, choose one of the following plant 
  types to emulate.
  Algae. You gain resistance to slashing damage.
  Leaf. You gain resistance to bludgeoning damage.
  Wood. You gain resistance to piercing damage.
  Force of Nature
  14th-level Creeping Vine feature
  As an action, you can cast the awaken or wall of thorns 
  spell once without expending a spell slot and without 
  material components. When you cast awaken in this way, 
  the awakened plant returns to mundanity after 8 hours.
  Once you use this feature, you can’t do so again until you 
  finish a long rest.
  the inevitable
  the inevitable
  You have forged a contract with an inevitable, an axiomatic 
  being from one of the planes of law set to uphold and 
  enforce order across the multiverse. Whether you sought 
  these powers purposely, misunderstood an agreement you 
  were making, or now serve as punishment for breaching a 
  contract, your patron’s powers allow you to impose law and 
  order, sidestepping fate and luck instead for the blessing of 
  definite results.
  Perhaps you forged a contract in the Halls of 
  Concordance. If so, your patron may be a quarut, marut, 
  or kolyarut of Mechanus. In the world of Ravnica, a high-
  ranking member of the Azorius Senate might act as 
  your patron, or your powers might come from the Guild 
  Pact itself.
  Your contract may require you to assist in establishing 
  order in various ways. You can choose a directive, allow 
  your DM to choose one, or determine one randomly, using 
  the Inevitable Directive table.
  Inevitable Directive
  1d6
  Directive
  1
  To hunt fugitives of the law and those who try to escape 
  punishment.
  2
  To write, deliver, or witness the signing of minor contracts.
  3
  To apprehend those who break interplanar contracts.
  4
  To enforce the laws of life and death, hunting those who would 
  deny the grave or otherwise disrupt the flow of souls into the 
  afterlife.
  5
  To maintain the laws of space and time, investigating permanent 
  portals between planes or temporal disruptions and disorder.
  6
  To support the divine order and help stop those who seek to 
  destroy or become gods.
  Your Contract
  To an inevitable, the spirit of an agreement is nothing, and the letter 
  of the law is everything. Work with your DM to determine the nature 
  of your contract, how it might be enforced, what directive best suits 
  your campaign, how closely you might be monitored, and what 
  the consequences might be for breaking it. Breaking your contract, 
  however, shouldn’t mean an immediate end for your character. 
  Instead, it should create interesting and meaningful complications.
  For example, if you serve a marut hunting someone who broke an 
  extraplanar contract, your patron may suddenly appear to drag you 
  back to the Halls for judgement should you be discovered aiding your 
  quarry or allowing it to escape justice. As punishment, you might 
  temporarily lose access to one or more of your warlock class features, 
  or be assigned a proctor to observe you more carefully, such as a 
  modron for a familiar.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  49
  Expanded Spell List
  The Inevitable lets you choose from an expanded list of 
  spells when you learn a warlock spell. The following spells 
  are added to the warlock spell list for you.
  Inevitable Expanded Spells
  Spell Level
  Spells
  1st
  longstrider, magic missile
  2nd
  knock, silence
  3rd
  haste, sending
  4th
  locate creature, resilient sphere
  5th
  geas, wall of force
  Mark of Justice
  1st-level Inevitable feature
  You can use divination magic to help you tail, investigate, or 
  interrogate leads and quarries. As a bonus action, you can 
  mark one creature you can see. You have advantage on any 
  Wisdom (Perception) or Intelligence (Investigation) check 
  you make to find that creature and on any Wisdom (Insight) 
  check you make against it. The mark lasts until you use this 
  feature again.
  You can use this feature a number of times equal to your 
  Charisma modifier (minimum of once), and you regain all 
  expended uses of it when you finish a long rest.
  Rule of Law
  1st-level Inevitable feature
  You learn the command spell. It counts as a warlock 
  spell for you, but doesn’t count against the number of 
  spells you know.
  You can cast command as a bonus action once without 
  expending a spell slot. You can’t do so again until you finish 
  a short or long rest.
  Law of Averages
  6th-level Inevitable feature
  You can impose law and order through the actions of those 
  around you. When an ally you can see within 30 feet of you 
  makes an ability check, attack roll, or saving throw, you can 
  use your reaction to cause it to forgo rolling the d20 and 
  treat the die as if it rolled 8 + your proficiency bonus.
  Once you use this feature, you can’t use it again until you 
  finish a short or long rest. 
  Protective Edict
  10th-level Inevitable feature
  You can declare your authority and punish those who deny 
  it. You can cast the sanctuary spell once without expending 
  a spell slot. Whenever a creature damages the target before 
  the spell ends, you can use your reaction to cause that 
  creature to take force damage equal to your warlock level. If 
  
  50
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  you are the target, dealing this damage doesn’t end the spell 
  for you. Once you cast sanctuary in this way, you can’t do so 
  again until you finish a short or long rest.
  Unerring Strike
  14th-level Inevitable feature
  As an action, you can deal 50 force damage to a creature 
  within 5 feet of you. Once you use this feature, you can’t use 
  it again until you finish a long rest.
  the undying remastered
  the undying remastered
  This subclass rebalances and reenvisions the Undying 
  Otherworldy Patron found in the Sword Coast 
  Adventurer’s Guide.
  Why These Changes?
  A Note from the Designer
  The original Undying warlock has a unique narrative: you 
  are hard to kill, and when you’re around your allies are hard 
  to kill. You are a master of death, undeath, and life. The 
  issue is that, compared to classes and subclasses with a 
  similar narrative, you aren’t very good at your job.
  For one example, you learn the spare the dying cantrip 
  at 1st level. The Grave cleric also learns this cantrip at 1st 
  level, but can cast it as a bonus action with a range of 30 
  feet. For you, it takes an action and has a range of touch. 
  This means the Grave cleric can contribute to the battle in 
  other ways, in addition to stabilizing dying allies.
  At higher levels, the original Undying warlock is also 
  significantly weaker than its Player’s Handbook or 
  Xanathar’s Guide to Everything counterparts. While the 
  other subclasses get immunity to common conditions 
  (e.g. the Archfey and the charmed condition) or resistance 
  to damage types (e.g. the Fiend, the Great Old One, 
  or the Celestial), Undying warlocks don’t need to eat, 
  drink, or sleep, and can hold their breath as long as they 
  are conscious. While that is certainly useful in some 
  circumstances, it is not as frequently useful as, say, the 
  Fiend’s ability to gain resistance to bludgeoning damage.
  As for the 14th-level feature, the Undying warlock can 
  regain a number of hit points equal to about 4 + its warlock 
  level. This is similar to casting cure wounds on yourself as a 
  4th-level spell. The Celestial warlock gets a similar ability at 
  10th level, but can simultaneously give about half as many 
  temporary hit points to nearby allies. At 14th level, the 
  Fiend warlock gets a feature that is the equivalent of a 6th 
  level damaging spell.
  This remastered version aims to bring the Undying 
  warlock up to snuff with other warlock subclasses or 
  subclasses with a similar narrative in the following ways:
  • Empowers your Undying Nature feature to be as useful as 
  most other 10th-level warlock subclass features.
  • Minor adjustments to the Among the Dead, Defy Death, 
  and Expanded Spell List features to better enable your 
  ability to keep your allies alive.
  • Replaces your Indestructible Life feature with a different 
  mechanic that better fits the narrative that you are very 
  hard to kill.
  Expanded Spell List
  The Undying lets you choose from an expanded list of spells 
  when you learn a warlock spell. The following spells are 
  added to the warlock spell list for you.
  Undying Expanded Spells
  Spell Level
  Spells
  1st
  false life, ray of sickness
  2nd
  blindness/deafness, silence
  3rd
  feign death, revivify
  4th
  aura of life, death ward
  5th
  legend lore, raise dead
  Among the Dead
  1st-level Undying Remastered feature
  You learn the spare the dying cantrip, which counts as 
  a warlock cantrip for you. It does not count against the 
  number of warlock cantrips you know. For you, it has a 
  range of 30 feet, and you can cast it as a bonus action.
  Additionally, undead have difficulty harming you. If an 
  undead targets you directly with an attack or a harmful 
  spell, that creature must make a Wisdom saving throw 
  against your spell save DC (an undead needn’t make the 
  save when it includes you in an area effect, such as the 
  explosion of fireball). On a failed save, the creature must 
  choose a new target or forfeit targeting someone instead of 
  you, potentially wasting the attack or spell. On a successful 
  save, the creature is immune to this effect for 24 hours. 
  An undead is also immune to this effect for 24 hours if you 
  target it with an attack or a harmful spell.
  Defy Death
  6th-level Undying Remastered feature
  You can restore vitality when you cheat death. When you 
  succeed on a death saving throw or stabilize a creature 
  with spare the dying, you can choose for yourself or the 
  stabilized creature to regain hit points equal to 1d8 + your 
  warlock level.
  Once you use this feature, you can’t use it again until you 
  finish a short or long rest.
  Undying Nature
  10th-level Undying Remastered feature
  You do not need to breathe, eat, drink, or sleep, although 
  you may still do so if you wish. Your body ages only 1 year 
  for every 10 years that pass, and you are immune to being 
  magically aged. You can reattach any of your severed body 
  parts at will, and you are immune to poison.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  51
  Indestructible Life
  14th-level Undying Remastered feature
  You partake of some of the true secrets of the Undying. If 
  you die, another creature can attempt a DC 10 Wisdom 
  (Medicine) check on your corpse within 24 hours. On 
  a success, you are revived with 1 hit point. If your head 
  or heart is missing, the check automatically fails. Any 
  other missing body parts slowly regrow over the course 
  of 7 days. If you are missing any vital body parts besides 
  your heart and head, such as your blood or lungs, the 
  magic of everlasting life sustains you while they regrow. 
  Once you have been revived in this way, you can’t be so 
  again for 7 days.
  
  52
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Wizard
  Wizard
  At 2nd level, a wizard gains the Arcane Tradition feature. 
  The following Numerology option is available to a wizard, in 
  addition to the options offered in the Player’s Handbook.
  numerOlOgy
  numerOlOgy
  To you, the world is a lattice of systems, a complex 
  constructuction of mathematical interactions. Numbers 
  have meaning and power, and the weave of magic that 
  permeates the multiverse is no different. 
  Some scholars believe that the world’s ley lines are 
  arranged in a mathematical pattern which, if understood, 
  can yield great magical power. In the World of Eberron, 
  the Draconic Prophecy is studied by mages, dragons, 
  and scholars of all kinds. In the intricate markings of the 
  Prophecy manifested across the world, could there be some 
  numeric pattern just waiting to be understood?
  The number of creatures nearby, the shape of the room, 
  or even the hour of the day might all be factors that shape 
  the searing flames of burning hands or guide the subtle 
  influence of charm person. Numerologists, sometimes 
  known as math magicians, use divination magic to 
  observe the physical world around them, estimating and 
  calculating potential interactions with the weave. The 
  numbers change with every passing moment, however, 
  forcing a numerologist to plan ahead and think as fast as a 
  lightning bolt.
  Mathematician
  2nd-level Numerology feature
  You gain proficiency in the Investigation skill and with one 
  gaming set of your choice.
  Additionally, you can accurately judge the distance 
  between any two points you can see, and you have 
  advantage on Intelligence (Investigation) checks you 
  make to perform mathematical calculations, numerical 
  estimations, and statistical predictions.
  Spell Arithmetic
  2nd-level Numerology feature
  You can use a bonus action to divine your surroundings 
  and calculate how to optimize your spells. Roll 5d6, your 
  arithmetic dice. Immediately after doing so, you can reroll 
  any number of the dice, though you must use any new rolls. 
  When you cast a spell during any of your subsequent turns, 
  you can combine and spend your arithmetic dice in any of 
  the following ways to augment the spell.
  You can apply multiple augmentations to the same casting 
  of a spell, though you can’t use an arithmetic die for more 
  than one at a time. Any unused dice are lost when you 
  augment a spell in this way, use this feature again, or finish 
  a long rest.
  You can use this feature a number of times equal to your 
  Intelligence modifier (minimum of once), and you regain all 
  expended uses of it whenever you finish a long rest.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  53
  Empowered Pair. If two arithmetic dice show the same 
  number (such as two 1s), you can spend those dice to reroll 
  a number of the spell’s damage dice equal to the number 
  shown on the arithmetic dice. You must use the new 
  damage die rolls.
  Fortunate Sum. If the value of two arithmetic dice add up 
  to 7 (such as 1 and 6, or 2 and 5), you can spend those dice 
  to increase your spell save DC and spell attack modifier by 
  1 for this casting of the spell.
  Rising Run. If four arithmetic dice show consecutive 
  numbers (such as 1–2–3–4), you can spend those dice to 
  cast the spell as though with a spell slot one level higher 
  than the one you expend.
  Astute Prediction
  6th-level Numerology feature
  You learn the augury spell. It counts as a wizard spell for 
  you, you always have it prepared, it doesn’t count against 
  the number of spells you can prepare each day, and you 
  don’t need to have it in your spellbook to cast it as a ritual.
  Geometrist
  6th-level Numerology feature
  You can reshape your spells by altering their formulas. 
  When you prepare a wizard spell that creates an area 
  of effect in the shape of a cone, cube, cylinder, line, or 
  sphere, you can expend a use of your Spell Arithmetic 
  to change one of those shapes into a different one, as 
  shown in the Shape Conversions table. You can apply the 
  changes whenever you cast the spell until you finish your 
  next long rest.
  When dividing measurements, round up to the nearest 
  5 feet. See chapter 10 of the Basic Rules or the Player’s 
  Handbook for the rules of areas of effect shapes.
  Shape Conversions
  Original Shape
  New Shape
  New Shape Measurements
  Cone
  Line
  Length = Cone Size x 3, Width = 5 feet
  Cube
  Size = Cone Size ÷ 2
  Sphere
  Radius = Cone Size ÷ 2
  Cube
  Line
  Length = Cube Size x 6, Width = 5 feet
  Cone
  Size = Cone Size x 2
  Sphere
  Radius = Cone Size x 2
  Cylinder or 
  Sphere
  Line
  Length = Radius x 6, Width = 5 feet
  Cone
  Size = Radius x 2
  Cube
  Size = Radius
  Original Shape
  New Shape
  New Shape Measurements
  Line
  Cone
  Size = Length ÷ 3
  Cube
  Size = Length ÷ 6
  Sphere
  Radius = Length ÷ 6
  If you create an area of effect centered on yourself, you can 
  exclude yourself from it. These conversions otherwise don’t 
  affect a spell’s range, For example, if you cast lightning bolt 
  as a sphere, the sphere still originates from you, and if you 
  cast the shatter spell as a line, the line still originates from a 
  point within range.
  Advanced Arithmetic
  10th-level Numerology feature
  You can reroll your arithmetic dice twice, rather than once, 
  whenever you use your Spell Arithmetic.
  Grand Alignment
  14th-level Numerology feature
  You gain the following additional combination options for 
  your Spell Arithmetic.
  Perfect Set. You can spend five arithmetic dice that all 
  show the same number (such as five 5s) to deal maximum 
  damage with the spell instead of rolling damage dice.
  Heightened Run. You can spend five arithmetic dice that 
  show consecutive numbers (such as 1–2–3–4–5) to choose 
  one of the spell’s targets and force it to make its first saving 
  throw against the spell with disadvantage.
  
  54
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Chapter 2: neW spells
  Chapter 2: neW spells
  Many of the character classes in the Player’s Handbook 
  harness magic in the form of spells. This chapter provides 
  new spells for those classes, as well as for spellcasting 
  monsters. The Dungeon Master decides which of these 
  spells are available in a campaign and how they can be 
  learned. For example, a DM might decide that some of the 
  spells are freely available, that others are unobtainable, 
  and that a handful can be found only after a special quest, 
  perhaps discovered in a long-lost tome of magic. Wizard 
  spells, in particular, can be introduced to a campaign in 
  spellbooks found as treasure.
  When a DM adds spells to a campaign, clerics, druids, 
  and paladins require special consideration. When 
  characters of those classes prepare their spells, they have 
  access to the entire spell list for their class. Given that 
  fact, the DM should be cautious about making all of these 
  new spells available to a player who is overwhelmed when 
  presented with many options. For such a player, consider 
  adding only story-appropriate spells to the spell list of that 
  player’s character.
  Class spell lists
  Class spell lists
  The following spell lists show which spells from the 
  following pages can be cast by characters of each class.
  Artificer Spells
  Cantrips (0 Level)
  Buckshot
  Dismantle
  Zap
  3rd Level
  Dancing Decoy
  Detect Portal
  Elminster’s Evoked Delivery
  Telegrab
  4th Level
  Dartak’s Retribution
  Nystul’s False Trail
  Bard Spells
  Cantrips (0 Level)
  Dismantle
  2nd Level
  Illusory Wall
  Tenser’s Climbing Wall
  Wall of Mist
  3rd Level
  Dancing Decoy
  Detect Portal
  Elminster’s Evoked Delivery
  Telegrab
  4th Level
  Nystul’s False Trail
  5th Level
  Conjunction of the Natural
  Conjunction of the Other Side
  6th Level
  Conjunction of Fey
  Conjunction of Shadow
  9th Level
  Conjunction of Mundanity
  Cleric Spells
  1st Level
  Folk Rite
  3rd Level
  Wall of Bones
  4th Level
  Behold
  5th Level
  Conjunction of the Other Side
  8th Level
  Conjunction of Dawn
  9th Level
  Conjunction of Mundanity
  Druid Spells
  Cantrips (0 Level)
  Buckshot
  Waterspout
  Zap
  1st Level
  Folk Rite
  2nd Level
  Wall of Mist
  4th Level
  Conjunction of Air
  Conjunction of Earth
  Conjunction of Flame
  Conjunction of Water
  Conjure Greater Animals
  Dartak’s Retribution
  5th Level
  Conjunction of the Natural
  6th Level
  Conjunction of Fey
  9th Level
  Conjunction of Mundanity
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  55
  Paladin Spells
  3rd Level
  Conjunction of Chaos
  Conjunction of Order
  Conjunction of the Nexus
  Detect Portal
  4th Level
  Behold
  5th Level
  Conjunction of the Natural
  Conjunction of the Other Side
  Ranger Spells
  2nd Level
  Wall of Mist
  3rd Level
  Detect Portal
  4th Level
  Conjure Greater Animals
  Nystul’s False Trail
  5th Level
  Conjunction of the Natural
  Sorcerer Spells
  Cantrips (0 Level)
  Buckshot
  Dismantle
  Waterspout
  Zap
  2nd Level
  Illusory Wall
  3rd Level
  Conjunction of Chaos
  Conjunction of Order
  Conjunction of the Nexus
  Elminster’s Evoked Delivery
  Telegrab
  Wall of Bones
  4th Level
  Dartak’s Retribution
  5th Level
  Conjunction of the Natural
  6th Level
  Conjunction of Shadow
  9th Level
  Conjunction of Mundanity
  Warlock Spells
  Cantrips (0 Level)
  Dismantle
  1st Level
  Folk Rite
  2nd Level
  Illusory Wall
  Tenser’s Climbing Wall
  3rd Level
  Conjunction of Chaos
  Conjunction of Order
  Conjunction of the Nexus
  Dancing Decoy
  Telegrab
  Wall of Bones
  4th Level
  Behold
  Conjunction of Air
  Conjunction of Earth
  Conjunction of Flame
  Conjunction of Water
  5th Level
  Conjunction of the Natural
  Conjunction of the Other Side
  6th Level
  Conjunction of Fey
  Conjunction of Shadow
  8th Level
  Conjunction of Dawn
  Wizard Spells
  Cantrips (0 Level)
  Buckshot
  Dismantle
  Zap
  2nd Level
  Illusory Wall
  Tenser’s Climbing Wall
  Wall of Mist
  3rd Level
  Conjunction of Chaos
  Conjunction of Order
  Conjunction of the Nexus
  Dancing Decoy
  Detect Portal
  Elminster’s Evoked Delivery
  Telegrab
  Wall of Bones
  4th Level
  Behold
  Conjunction of Air
  Conjunction of Earth
  Conjunction of Flame
  Conjunction of Water
  Dartak’s Retribution
  Nystul’s False Trail
  9th Level
  Conjunction of Mundanity
  
  56
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  spell desCriptiOns
  spell desCriptiOns
  The spells are presented in alphabetical order.
  Behold
  4th-level conjuration
  Casting time: 1 action
  Range: Self (40-foot cone)
  Components: V, S, M (a dove’s feather)
  Duration: Instantaneous
  Classes: cleric, paladin, warlock, wizard
  You test the confidence of a group of creatures before 
  the gods by conjuring a vision of the upper planes. Each 
  creature in a 40-foot cone in a direction you choose must 
  make a Charisma saving throw. On a failed save, a creature 
  takes 5d6 radiant damage and is stunned until the end of 
  its next turn by the incomprehensible glories that it sees. 
  On a successful save, it takes half as much damage and 
  isn’t stunned.
  At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the size of the cone increases by 
  10 feet for each slot level above 4th.
  Buckshot
  Transmutation cantrip
  Casting time: 1 action
  Range: Self (15-foot cone)
  Components: V, S, M (a single ball bearing, worth 
  at least 1 cp)
  Duration: Instantaneous
  Classes: artificer, druid, sorcerer, wizard
  You quickly replicate a ball bearing at a high velocity in a 
  15-foot cone. Each creature within the cone must succeed 
  on a Constitution saving throw or take 1d6 piercing 
  damage. This damage ignores swarms’ resistance to 
  piercing damage. The replicated ball bearings disappear 
  immediately after the spell.
  This spell’s damage increases by 1d6 when you reach 5th 
  level (2d6), 11th level (3d6), and 17th level (4d6).
  Conjunction of Air
  4th-level conjuration
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (an item originally from a plane of air, 
  worth at least 10 gp)
  Duration: Concentration, up to 1 minute
  Classes: druid, warlock, wizard
  You begin to merge your current plane of existence with 
  a plane of elemental air in a 30-foot-radius, 60-foot-tall 
  cylinder centered on a point that you can see within range. 
  For the duration of the spell, all creatures gain a flying 
  speed of 30 feet while inside the cylinder. A creature that is 
  still in flight when the spell ends floats safely to the ground, 
  as if by the feather fall spell.
  When you cast the spell, and as your action each round 
  for the duration, you can cause one of the following effects:
  • The cylinder fills with magical silence. No sound can be 
  created within or pass through the cylinder. Any creature 
  or object entirely inside the cylinder is immune to thunder 
  damage, and creatures are deafened while entirely inside 
  it. Performing verbal components of spells is impossible 
  within the cylinder. This silence lasts until the spell ends, 
  you dispel it as a bonus action, or you fill the cylinder with 
  magical amplification.
  • The cylinder fills with magical amplification. Creatures 
  within the cylinder make saving throws against effects 
  that deal thunder damage with disadvantage, and 
  nonmagical objects and structures become vulnerable to 
  thunder damage while inside. Spells that can normally 
  only target creatures can also target nonmagical objects 
  and structures within the cylinder. This amplification lasts 
  until the spell ends, you dispel it as a bonus action, or 
  until you fill the cylinder with magical silence.
  • You compress the air in the cylinder. Each creature in the 
  cylinder must make a Constitution saving throw. On a 
  failed save, it takes 3d6 thunder damage and is knocked 
  prone. On a successful save, it takes half as much damage 
  and isn’t knocked prone.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  57
  Conjunction of Chaos
  3rd-level conjuration
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (an item originally from a plane of 
  chaos, worth at least 10 gp)
  Duration: Concentration, up to 1 minute
  Classes: paladin, sorcerer, warlock, wizard
  You begin to merge your current plane of existence with a 
  plane of chaos and entropy in a 30-foot-radius, 60-foot-tall 
  cylinder centered on a point that you can see within range. 
  That area is under the following effects for the duration 
  of the spell:
  • Whenever a spell originates in the cylinder, there is a 25 
  percent chance that a random effect from the Wild Magic 
  Surge table replaces the spell’s intended effect, and a 25 
  percent chance that one occurs immediately after the 
  spell is cast as well. The Wild Magic Surge table can be 
  found in chapter 3 of the Player’s Handbook, under the 
  description of the Wild Magic Sorcerous Origin.
  • Each time a creature moves 5 feet within the cylinder, 
  there is a 50 percent chance that it moves in a random 
  direction instead of the intended one.
  Conjunction of Dawn
  8th-level conjuration
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (an item originally from a plane of 
  light or rebirth, worth at least 10 gp)
  Duration: Concentration, up to 1 minute
  Classes: cleric, warlock
  You begin to merge your current plane of existence with 
  a plane of light and rebirth in a 30-foot-radius, 60-foot-tall 
  cylinder centered on a point that you can see within range. 
  That area is under the following effects for the duration 
  of the spell:
  • Creatures in the area have disadvantage on saving 
  throws against being blinded and effects that deal radiant 
  damage. Celestials are immune to this effect.
  • Spells cast within the cylinder that restore hit points 
  function as if they were cast using a spell slot one level 
  higher than the spell slot used.
  • If any of this spell’s area overlaps with an area of 
  darkness created by a spell of 7th level or lower, the spell 
  that created the darkness is dispelled.
  When you cast the spell, and as your action each round for 
  the duration, you can target a creature in the area with one 
  of the following effects:
  • If the creature has died within the last 10 minutes, it is 
  restored to life with 1 hit point.
  • You end one disease affecting the creature.
  • The creature’s exhaustion level reduces by 1.
  • You end one of the following conditions affecting the 
  creature: blinded, deafened, paralyzed, poisoned, or 
  petrified.
  Conjunction of Earth
  4th-level conjuration
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (an item originally from a plane of 
  earth, worth at least 10 gp)
  Duration: Concentration, up to 1 minute
  Classes: druid, warlock, wizard
  You begin to merge your current plane of existence with 
  a plane of elemental earth in a 30-foot-radius, 60-foot-tall 
  cylinder centered on a point that you can see within range. 
  When you cast the spell, and as your action each round for 
  the duration, you can cause one of the following:
  • The surface of stone, dirt, and any other earthen area 
  within the cylinder liquifies and becomes sticky, turning 
  into difficult terrain. A creature that starts its turn on 
  such a surface must succeed on a Strength saving throw, 
  or become stuck to the surface and be grappled until the 
  start of its next turn or until the spell ends. A creature 
  grappled in this way has disadvantage on Dexterity saving 
  throws.
  • Stone, dirt, and other earthen surfaces within the 
  area buck wildly. Each creature on such a surface 
  must succeed on a Dexterity saving throw or take 4d6 
  bludgeoning damage and be moved 10 feet in a random 
  horizontal direction within the cylinder.
  This spell has no effect on structures.
  Conjunction of Fey
  6th-level conjuration
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (an item originally from a plane of fey 
  or dreams, worth at least 10 gp)
  Duration: Concentration, up to 1 minute
  Classes: bard, druid, warlock
  You begin to merge your current plane of existence with 
  a plane of fey and dreams in a 30-foot-radius, 60-foot-tall 
  cylinder centered on a point that you can see within range. 
  For the duration, all nonmagical plants and beasts in the 
  area are given intelligence and movement, as if by an 
  awaken spell. They lose this benefit when the spell ends or 
  if they leave the cylinder.
  When you cast the spell, and as your action each round 
  for the duration, you can cause one of the following effects:
  • Each creature within the cylinder must succeed on 
  a Wisdom saving throw or become charmed by or 
  frightened of you (your choice when you take the action) 
  for the duration of the spell. A creature can repeat this 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. Fey automatically succeed on 
  this saving throw.
  • Each creature within the cylinder must succeed a 
  Constitution saving throw or fall unconscious for the 
  duration of the spell. Attempts to wake creatures sleeping 
  in the cylinder automatically fail. A creature who is 
  unconscious can repeat this saving throw at the end of 
  
  58
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  each of its turns, ending the effect on itself on a success. A 
  creature that succeeds on this saving throw is immune to 
  magical sleep for 24 hours. Fey are immune to this effect.
  • You summon a swarm of sprites (see Appendix A) in 
  an unoccupied space of your choice within the cylinder. 
  These sprites are hostile to all creatures in the area that 
  are not Fey, and disappear when the spell ends or if they 
  leave the cylinder.
  Conjunction of Flame
  4th-level conjuration
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (an item originally from a plane of 
  fire, worth at least 10 gp)
  Duration: Concentration, up to 1 minute
  Classes: druid, warlock, wizard
  You begin to merge your current plane of existence with 
  a plane of elemental fire in a 30-foot-radius, 60-foot-tall 
  cylinder centered on a point that you can see within range. 
  For the duration of the spell, all creatures within the area 
  make saving throws against effects that deal fire damage 
  with disadvantage.
  When you cast the spell, and as your action each round 
  for the duration, you can cause one of the following effects:
  • You magically conjure 1d4 magma mephits, smoke 
  mephits, or steam mephits (your choice) in unoccupied 
  spaces of your choice within the cylinder. They are 
  hostile to all creatures that are not elementals and act 
  on their own initiative count. These mephits lack the 
  Summon Mephits action. A mephit summoned in this way 
  disappears when the spell ends or if it leaves the cylinder.
  • You mentally command all mephits summoned by this 
  spell to immediately die, triggering their Death Burst 
  traits.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  59
  • You ignite all flammable objects within the cylinder. 
  Creatures are also at risk of catching on fire and must 
  succeed on a Dexterity saving throw or else catch fire. A 
  creature that is on fire or is wearing or holding something 
  that is on fire takes 1d8 fire damage at the start of each 
  of its turns, and can take this damage no more than once 
  each turn. A creature can use its action to drop prone and 
  extinguish the flames on it. Flames ignited in this way go 
  out when the spell ends or if they leave the cylinder.
  Conjunction of Mundanity
  9th-level conjuration
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (an item originally from the material 
  plane, worth at least 10 gp)
  Duration: Concentration, up to 1 minute
  Classes: bard, cleric, druid, sorcerer, wizard
  You begin to merge your current plane of existence with one 
  of the many material planes in a 30-foot-radius, 60-foot-tall 
  cylinder centered on a point that you can see within range.
  Whenever a spell that deals damage begins at, ends 
  inside, passes through, or overlaps with the cylinder, you 
  can use your reaction to attempt to neutralize the spell by 
  making an ability check using your spellcasting ability. The 
  DC for this check is equal to 10 + the level of the spell slot 
  used to cast the spell (DC 10 for cantrips). If you succeed, 
  the spell ends immediately and has no further effect.
  As an action on your turn, you can attempt to banish an 
  otherworldly creature in the area. A creature of your choice 
  within the cylinder must succeed on a Charisma saving 
  throw, or else be teleported to its native plane. Humanoids 
  and creatures native to your current plane of existence 
  automatically succeed on this saving throw.
  Conjunction of Order
  3rd-level conjuration
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (an item originally from a plane of 
  order and law, worth at least 10 gp)
  Duration: Concentration, up to 1 minute
  Classes: paladin, sorcerer, warlock, wizard
  You begin to merge your current plane of existence with 
  a plane of order and law in a 30-foot-radius, 60-foot-tall 
  cylinder centered on a point that you can see within range. 
  That area is under the following effects for the duration 
  of the spell:
  • No attack rolls, ability checks, or saving throws in the 
  area can be made with advantage or disadvantage.
  • Any rolls that would normally use 1d20 use 2d10 instead.
  • A creature that moves within the cylinder on its turn can 
  only move in one direction that turn and must move its 
  full speed until it leaves the cylinder. If it can’t move its full 
  speed in that direction (for example, if it would be blocked 
  by a wall), it can’t move in that direction at all.
  Conjunction of Shadow
  6th-level conjuration
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (an item originally from a plane of 
  shadow or lethargy, worth at least 10 gp)
  Duration: Concentration, up to 1 minute
  Classes: bard, sorcerer, warlock
  You begin to merge your current plane of existence with a 
  plane of shadow and lethargy in a 30-foot-radius, 60-foot-tall 
  cylinder centered on a point that you can see within range. 
  That area is under the following effects for the duration 
  of the spell:
  • Creatures in the cylinder’s area are immune to the 
  frightened and charmed conditions. If a creature is 
  frightened or charmed when it is in the area of the spell, 
  the effect causing that condition ends for the creature.
  • All saving throws made in the cylinder against effects 
  that deal necrotic damage are made with advantage or 
  disadvantage (your choice when you cast the spell).
  • When a humanoid creature dies in the cylinder, it 
  immediately becomes a zombie under your mental 
  control. All zombies created in this manner share your 
  initiative count, but act immediately after you. These 
  zombies return to mundane corpses when the spell ends 
  or if they leave the cylinder.
  
  60
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  When you cast the spell, and as your action each round for 
  the duration, you can cause one of the following effects:
  • The cylinder fills with magical darkness until you dispel 
  it as a bonus action or until the spell ends. If this effect 
  overlaps with an area of light created by a spell of 5th 
  level or lower, the spell that created the light is dispelled.
  • Each creature in the cylinder must succeed on a Wisdom 
  saving throw or be stricken with extreme lethargy. A 
  creature that fails this saving throw wastes its next turn 
  doing nothing. Undead and constructs are immune to this 
  effect.
  Conjunction of the Natural
  5th-level conjuration
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (an item originally from a plane of 
  flora and fauna, worth at least 10 gp)
  Duration: Concentration, up to 1 minute
  Classes: bard, druid, paladin, ranger, sorcerer, warlock
  You begin to merge your current plane of existence with 
  a plane of flora and fauna in a 30-foot-radius, 60-foot-tall 
  cylinder centered on a point that you can see within range. 
  That area is under the following effects for the duration 
  of the spell:
  • All creatures in the area are under the effects of a speak 
  with animals spell and can communicate with plants, as if 
  by the speak with plants spell.
  • The effects of the awaken spell are suppressed within the 
  cylinder.
  • Each beast or plant creature gains 10 temporary hit 
  points at the start of each of its turns while it is within the 
  cylinder.
  • All nonmagical terrain in the cylinder either becomes 
  difficult terrain or normal terrain for the duration of the 
  spell (your choice when you cast the spell). The ground 
  may turn rough and rocky, dense foliage may temporarily 
  thin out, or some other 
  natural effect of your 
  choosing occurs.
  Conjunction of 
  the Nexus
  3rd-level conjuration
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (an 
  item originally from a plane 
  of connection and travel, 
  worth at least 10 gp)
  Duration: Concentration, 
  up to 1 minute
  Classes: paladin, sorcerer, 
  warlock, wizard
  You begin to merge your current plane of existence with a 
  plane of connection and travel in a 30-foot-radius, 60-foot-
  tall cylinder centered at a point within range. The area is 
  under the following effects for the duration of the spell:
  • Each creature in the cylinder can use its bonus action to 
  teleport to an unoccupied space that it can see within the 
  cylinder.
  • All creatures within the area have disadvantage on saving 
  throws against being teleported against their will (such as 
  by the banishment or plane shift spells).
  Conjunction of the Other Side
  5th-level conjuration
  Casting time: 1 action
  Range: 60 feet 
  Components: V, S, M (an item originally from a plane of 
  judgment or afterlife, worth at least 10 gp)
  Duration: Concentration, up to 1 minute
  Classes: bard, cleric, paladin, warlock
  You begin to merge your current plane of existence with a 
  plane of judgment and afterlife in a 30-foot-radius, 60-foot-
  tall cylinder centered on a point that you can see within 
  range. That area is under the following effects for the 
  duration of the spell:
  • Each corpse in the area is under the effects of a speak 
  with dead spell for the duration, without a limit of the 
  number of questions it can be asked.
  • All creatures in the area make death saving throws with 
  either advantage or disadvantage (your choice when you 
  cast the spell).
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  61
  When you cast the spell, and as your action each round 
  for the duration, you can summon spirits from beyond 
  the grave. A random incorporeal undead appears in an 
  unoccupied space of your choice within the area. It is 
  indifferent to all other creatures, but will defend itself if 
  attacked. The creatures disappear if they leave the cylinder 
  or when the spell ends. To determine what type of undead 
  appears, roll 1d12 and consult the following table.
  Other Side Summons
  1d12
  Undead Creature
  1-3
  shadow
  4-6
  specter
  7-8
  poltergeist
  9-10
  will-o’-wisp
  11
  banshee
  12
  ghost
  Conjunction of Water
  4th-level conjuration
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (an item originally from a plane of 
  water, worth at least 10 gp)
  Duration: Concentration, up to 1 minute
  Classes: druid, warlock, wizard
  You begin to merge your current plane of existence with 
  a plane of elemental water in a 30-foot-radius, 60-foot-
  tall cylinder centered on a point that you can see within 
  range. It is perpetually raining within this cylinder, and all 
  nonmagical fires are extinguished. A creature that is wet 
  within this cylinder has disadvantage on saving throws 
  against cold or lightning damage. This water disappears 
  when the spell ends or if it leaves the cylinder.
  When you cast the spell, and as your action each round 
  for the duration, you can cause one of the following effects:
  • You magically conjure 1d4 ice mephits, mud mephits, 
  or steam mephits (your choice) in unoccupied spaces 
  of your choice within the cylinder. They are hostile to all 
  creatures that are not elementals and act on their own 
  initiative count. These mephits lack the Summon Mephits 
  action. A mephit summoned in this way disappears when 
  the spell ends or if it leaves the cylinder.
  • You mentally command all mephits summoned by this 
  spell to immediately die, triggering their Death Burst 
  traits.
  • You fill the cylinder with magical fog, as if by the fog cloud 
  spell. This fog dissipates when the spell ends or when you 
  dispel it as a bonus action, and can’t be blown away by a 
  strong wind.
  • You cause the water on all surfaces in the cylinder 
  to freeze. These surfaces count as difficult terrain, 
  and any creature that makes a Strength (Athletics) 
  check, Dexterity (Acrobatics) check, or that takes the 
  Dash action on an icy surface must make a Dexterity 
  saving throw. On a failed save the creature falls prone 
  immediately after completing the check or action and 
  takes 1d8 bludgeoning damage. On a successful save, 
  nothing happens.
  Conjure Greater Animals
  4th-level conjuration
  Casting time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  Classes: druid, ranger
  You summon a fey spirit that takes the form of a beast or 
  swarm of beasts and appears in an unoccupied space that 
  you can see within range. You choose the type of beast 
  or swarm of beasts, which must be of challenge rating 
  rating 5 or lower, such as a giant shark or swarm of 
  poisonous snakes.
  The beast is also considered fey, and it disappears when it 
  drops to 0 hit points or when the spell ends. The summoned 
  creature is friendly to you and your companions. It rolls its 
  own initiative and has its own turns, but obeys any verbal 
  commands that you issue to it (no action required by you). 
  If you don’t issue any commands to it, it defends itself from 
  hostile creatures, but otherwise takes no actions.
  The DM has the creature’s statistics.
  At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the challenge rating increases by 
  1 for each slot level above 4th.
  
  62
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Dancing Decoy
  3rd-level enchantment
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (a tiny clockwork puppet worth at 
  least 50 gp)
  Duration: Concentration, up to 1 minute
  Classes: artificer, bard, warlock, wizard
  You toss a clockwork puppet to an unoccupied space 
  that you can see within range. When you cast this spell, 
  you can designate any number of creatures you can see 
  to be unaffected by it, seeing the object for what it really 
  is. To others, the decoy projects the illusion of a medium 
  humanoid of your choice that performs a taunting dance or 
  an intimidating gesture goading them to fight it. As a bonus 
  action on your turn, you can mentally command the puppet 
  and the illusion to move up to 20 feet.
  Creatures that start their turn within 10 feet of the puppet 
  must make an Intelligence saving throw. On a failed save, 
  the creature is compelled to move toward the decoy and 
  make a melee weapon attack against it, believing it to be the 
  primary threat. Attacks against the illusion harmlessly flow 
  through the illusion and do not usually damage the puppet, 
  though exceptions can occur. On a successful save, a 
  creature realizes that the projected humanoid is an illusion 
  and becomes immune to the effects of this spell for 24 
  hours. Creatures that are immune to the charmed condition 
  automatically succeed on this save. The effect on a creature 
  also ends if it takes any damage.
  Dartak’s Retribution
  4th-level evocation
  Casting time: 1 reaction, which you take when you would 
  take fire or lightning damage
  Range: 30 feet (90-foot line)
  Components: V, S
  Duration: Instantaneous
  Classes: artificer, druid, sorcerer, wizard
  This spell draws in and encapsulates combustive energy, 
  protecting you from and wreathing you in fire or lightning 
  from a single source. You grant resistance to the triggering 
  damage to yourself and any creatures you choose within 
  30 feet of you. You can also choose to immediately channel 
  that fire or lightning away from you in a 5-foot wide, 90-
  foot long line. If you do, each creature within the line 
  must make a Dexterity saving throw, taking 6d6 of the 
  respective damage type on a failed save, or half as much on 
  a successful one.
  At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the damage increases by 1d6 for 
  each slot level above 4th
  Detect Portal
  3rd-level divination
  Casting time: 1 minute
  Range: Self
  Components: V, S, M (a tuning fork)
  Duration: Instantaneous
  Classes: artificer, bard, paladin, ranger, wizard
  You detect the nearest portal within 1 mile of you and learn 
  the following information about it:
  • Its location
  • Its destination (both the plane it leads to and the exact 
  location on that plane)
  • If it requires certain circumstances or items to use, you 
  learn what those circumstances or items are.
  • If it requires a password to use, you learn that it requires 
  a password but do not learn the password.
  • Whether it is temporary, such as portals cast by the gate 
  spell, or permanent
  This spell does not detect non-portal teleportation magic, 
  such as teleportation circles.
  Dismantle
  Transmutation cantrip
  Casting time: 1 action
  Range: Touch
  Components: V, S, M (a miniature hammer)
  Duration: Instantaneous
  Classes: artificer, bard, sorcerer, warlock, wizard
  This spell breaks or tears a nonmagical object worth 
  up to 10 gp. The break or tear can be up to 1 foot in 
  any dimension.
  Make a melee spell attack roll to cast this spell on a 
  construct. On a hit, this spell deals 2d6 force damage. This 
  spell’s damage increases by 1d6 when you reach 5th level 
  (3d6), 11th level (4d6), and 17th level (5d6).
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  63
  Elminster’s Evoked Delivery
  3rd-level evocation
  Casting time: 1 action
  Range: Unlimited
  Components: S, M (a small bit of sealing wax, which the 
  spell consumes)
  Duration: Instantaneous
  Classes: artificer, bard, sorcerer, wizard
  You instantaneously shunt an object through the fabric 
  of space to a willing creature with which you are 
  familiar. The object can be no larger than 1 foot on a 
  side and weigh no more than 10 pounds. When you cast 
  the spell, the recipient is magically informed what the 
  object is. If the creature is willing, the object appears in 
  an unoccupied space within 5 feet of the creature. The 
  creature chooses which space it appears in. If the creature 
  is on another plane of existence, is incapacitated, is proofed 
  against magical detection or location, or is unwilling to 
  receive the object, the spell fails.
  When you cast this spell using a spell slot of 
  4th level or higher, the maximum dimensions 
  increase by both 1 foot on each side and 10 pounds for each 
  slot level above 3rd. 
  Folk Rite
  1st-level transmutation
  Casting time: 1 hour
  Range: Varies
  Components: V, S, M (25gp in herbs, incense and other 
  materials, consumed by the spell)
  Duration: Instantaneous
  Classes: cleric, druid, warlock
  You perform a ritual of folk magic designed to bring the 
  blessings of gods or spirits on those who take part.
  Blessing of the Exorcism. One individual you touch who 
  is charmed or possessed may immediately make a saving 
  throw against that effect (as the original saving throw), 
  ending the effect on a success. Once a creature receives this 
  blessing, it can’t do so again for 7 days.
  Blessing of the Faithful. You perform a worship service 
  with a number of creatures up to your caster level, all of 
  whom must be within 30 feet of you for the duration of the 
  spell. Those creatures gain advantage on their next saving 
  throw against being charmed or frightened for the next 24 
  hours. Once a creature receives this blessing, it can’t do so 
  again for 7 days.
  Blessing of the Feast. You partake in a feast with a 
  number of creatures up to your caster level, all of whom 
  must be within 30 feet for the duration of the spell. Those 
  creatures can each roll 1d4 and add the number rolled an 
  ability check, attack roll, or saving throw it makes within 
  the next 24 hours. If those creatures have spent at least 
  24 hours fasting (abstaining from eating, drinking or 
  other specific behaviours as defined by your faith) before 
  taking part in this ceremony, they can apply this blessing 
  to one of each of those rolls within the next 24 hours. 
  Once a creature receives this blessing, it can’t do so again 
  for 30 days.
  Blessing of the Hearth. You ward a single structure, or 
  part of a larger structure, which fits within a 50 foot cube 
  that you are in when you cast this spell. Creatures that 
  complete an entire long rest within the affected area at 
  any point in the next 7 days are blessed while within the 
  area. Whenever such a creature makes an ability check or 
  saving throw while in the affected area, it can roll 1d4 and 
  add the number rolled to the result. This blessing ends 
  on a creature the next time it takes a long rest outside of 
  the affected area. Once a structure or part of a structure 
  has been blessed in this way, it can’t be blessed in this way 
  again for 1 year.
  Blessing of Industry. You bless a vehicle, musical 
  instrument, or set of artisan’s tools, that you can see, 
  selected when you cast the spell. Once each day for the 
  following 7 days, a creature using the equipment can roll 
  1d4 and add the number rolled to a single check using 
  that object. Once a creature has an object belonging to 
  them blessed in this way, they may not have another object 
  of the same type blessed for another year. For example, 
  an individual may have a brewers kit blessed, then a 
  boat blessed, but may not have their brewers kit blessed 
  again for a year.
  Blessing of the Pilgrim. You touch a creature, giving it 
  protection for an upcoming voyage. For the next 7 days, 
  that creature can roll 1d4 each time it makes a saving 
  throw against exhaustion or inclement weather and add the 
  number rolled to the result, provided that they are traveling 
  to a single destination during that time. If they change 
  destinations or reach their destination during that time, this 
  effect ends. Once a creature receives this blessing, it can’t 
  do so again for 30 days.
  Blessing of the Sick. You bless one creature you touch 
  that is afflicted with a disease or poison. The creature 
  immediately makes a saving throw against the effect with 
  advantage. Once a creature receives this blessing, it can’t do 
  so again for a day.
  
  64
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Illusory Wall
  2nd-level illusion
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (a mirror)
  Duration: Concentration, up to 10 minutes
  Classes: bard, sorcerer, warlock, wizard
  You create an illusion of a vertical surface that is up to 
  60 feet long, 10 feet high, and 1 foot thick. The wall can 
  include gaps and openings such as windows, peepholes, 
  and doorways, but they are considered to be holes in the 
  illusion as well. You can use a bonus action to move some 
  or all of the gaps and openings, create new ones, or close 
  the existing ones, but remember that the illusion can only 
  be 1 foot across at its thickest point.
  Physical interaction with the wall reveals it to be an 
  illusion, and a creature that uses its action to examine the 
  wall can determine that it is an illusion with a successful 
  Intelligence (Investigation) check against your spell save 
  DC. If a creature discerns the illusion for what it is, the 
  creature can see through the wall. Otherwise, the opaque 
  sections block line of sight.
  Nystul’s False Trail
  4th-level illusion
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a lump of sulphur, psychedelic 
  fungus, or tarnished silver worth at least 15gp, which the 
  spell consumes)
  Duration: 24 hours
  Classes: artificer, bard, ranger, wizard
  You choose a creature, an object, or a place within range 
  and create an illusion no larger than a 100 ft cube. If an 
  arcane eye, clairvoyance, scrying spell, or similar magic 
  would perceive the target, it instead perceives the illusion 
  that you created when you cast this spell. This illusion can 
  only be perceived by that type of magic, and does not affect 
  creatures perceiving the target through nonmagical means. 
  The illusion can include visuals, sounds, smells, tastes, and 
  other stimuli, but it can’t deal damage or impose conditions.
  For example, you could cast this spell on an area that 
  includes the hallway of a gang’s hideout, allowing you to 
  walk through that hallway without notifying the warlock 
  guards who are scrying on it.
  Suspicious creatures can attempt a Wisdom (Perception) 
  check against your spell save DC. On a success, they 
  realize it’s an illusion, but can’t perceive past the illusion. 
  If the spell is cast on a creature or object, it follows that 
  creature or object. 
  Casting this spell on the same area every day for 30 days 
  makes this effect permanent.
  At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the illusion can be 100 ft larger 
  for each spell level above 4th.
  Telegrab
  3rd-level conjuration
  Casting time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  Classes: artificer, bard, sorcerer, warlock, wizard
  You magically teleport a nonmagical object that you can 
  see within range into your hands. You must be able to carry 
  the object, and you must have your hands free. The object 
  can’t weigh more than a number of pounds equal to ten 
  times your Strength score. If it is being carried or worn by a 
  creature, the creature must succeed on a Charisma saving 
  throw, or else the object is teleported into your hands.
  Tenser’s Climbing Wall
  2nd-level conjuration
  Casting time: 1 action
  Range: 120 feet
  Components: V, S, M (a 10-foot knotted rope)
  Duration: Concentration, up to 1 hour
  Classes: bard, warlock, wizard
  A series of opaque handholds appear within range on any 
  surface, including a moving or dangerous surface such 
  as a waterfall or fire, and lasts for the duration. You can 
  make a series of handholds up to 120 feet long. A creature 
  using the handholds gains +10 to checks made to climb 
  the surface.
  Wall of Bones
  3rd-level necromancy
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (finger bones from a dozen 
  distinct hands)
  Duration: Concentration, up to 1 minute
  Classes: cleric, sorcerer, warlock, wizard
  You create a wall of grasping skeletal arms. The wall 
  appears within range on a solid surface and lasts for the 
  duration. You choose to make the wall up to 30 feet long, 
  10 feet high, and 5 feet thick or a circle that has a 20-foot 
  diameter and is up to 20 feet high and 5 feet thick. The wall 
  blocks line of sight. A creature that is within 5 feet of the 
  wall when the wall is created, or that ends its turn within 5 
  feet of the wall, must succeed on a Strength saving throw 
  or else take 2d4 slashing damage and be restrained by the 
  grasping arms. A restrained creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  a success, or taking 2d4 slashing damage on a failure. 
  Each 5-foot square section has AC 5, 15 hit points, and 
  vulnerability to bludgeoning damage. Reducing a section 
  to 0 hit points destroys that section of the wall and frees a 
  creature restrained by it.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  65
  Wall of Mist
  2nd-level conjuration
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (a vial of water)
  Duration: Concentration, up to 1 minute
  Classes: bard, druid, ranger, wizard
  You create a wall of dense fog. You can make the wall up 
  to 60 feet long, 10 feet high, and 5 feet thick. The wall is 
  opaque, and its area is heavily obscured. It lasts for the 
  duration or until a wind of moderate or greater speed (at 
  least 10 miles per hour) disperses it.
  Waterspout
  Transmutation cantrip
  Casting time: 1 action
  Range: 10 feet
  Components: S, M (a container of at least 1 gallon of water, 
  worth at least 1 sp)
  Duration: Instantaneous
  Classes: druid, sorcerer
  A blast of water leaps from its vessel to strike a foe and pull 
  them off their feet. The target must succeed on a Strength 
  saving throw or else take 1d6 bludgeoning damage and be 
  knocked prone.
  This spell’s damage increases by 1d6 when you reach 5th 
  level (2d6), 11th level (3d6), and 17th level (4d6).
  Zap
  Evocation cantrip
  Casting time: 1 action
  Range: Self (20-foot line)
  Components: V, S
  Duration: Instantaneous
  Classes: artificer, druid, sorcerer, wizard
  A stroke of electricity forming a line 30 feet long and 5 
  feet wide blasts out from you in a direction you choose. 
  Each creature in the line must succeed on a Dexterity 
  saving throw or take 1d6 lightning damage. The electricity 
  ignites flammable objects in the area that aren’t being 
  worn or carried.
  This spell’s damage increases by 1d6 when you reach 5th 
  level (2d6), 11th level (3d6), and 17th level (4d6).
  
  66
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Chapter 3: magiC items
  Chapter 3: magiC items
  Magic items are gleaned from the hoards of conquered 
  monsters or discovered in long-lost vaults. Such items grant 
  capabilities a character could rarely have otherwise, or they 
  complement their owner’s capabilities in wondrous ways.
  According to the Dungeon Master’s discretion, party 
  members may encounter some of the following magic items 
  in their adventures.
  Magic items are presented in alphabetical order. A magic 
  item’s description gives the item’s name, its category, its 
  rarity, and its magical properties.
  Adderstone
  Wondrous item, rare (requires attunement)
  This special stone has a hole naturally bored through the 
  center. While attuned to this stone, you are immune to the 
  charmed condition and fey have difficulty attacking you. 
  When a fey creature attacks you, that creature must make a 
  DC 15 Wisdom saving throw. On a failed save, the creature 
  must choose a different target, or the attack automatically 
  misses. On a successful save, the creature is immune to this 
  effect for 24 hours.
  Alarmotape
  Wondrous item, uncommon (requires attunement)
  This 5-foot roll of sticky tape is imbued with a variation 
  of the alarm spell. It functions as normal tape, unless you 
  speak the command word when removing a portion. If a 
  creature besides you cuts this portion of tape or removes 
  it from its place, a blaring alarm produces the sound 
  of an emergency claxon for 10 seconds, clearly audible 
  within 600 feet.
  Only one portion of tape can be enchanted in this way at 
  a time. If you attempt to activate another portion of tape 
  with another piece already activated, the older portion 
  deactivates.
  If you lose attunement with this tape, any activated 
  portions immediately deactivate. Reattuning to the tape 
  does not reactivate such a portion.
  Amulet of the Night Moth
  Wondrous item, rare (requires attunement)
  This amulet is made of a blue crystal, and seems to have 
  a large grey moth entombed within. As a bonus action 
  while wearing this amulet in moonlight or in the Feywild, 
  you can manifest ethereal moth wings from your back, 
  gaining a flying speed of 30 feet. The wings persist for 
  1 hour, but become useless while you are in bright light. 
  Once you manifest the wings, you can’t do so again until 
  the next dusk.
  Anklet of Potential
  Wondrous item (anklet), uncommon (requires attunement)
  This ankle bracelet gives its wearer a second chance by 
  turning hesitation into haste. While you wear this item, you 
  can reroll initiative but must take the second roll.
  Armor of the Naive
  Armor (any kind), very rare (requires attunement)
  While wearing this armor, you can subtract your Wisdom 
  modifier from your Armor Class.
  Armor of the Spineless
  Armor (any kind), very rare (requires attunement)
  While wearing this armor, you can subtract your Charisma 
  modifier from your Armor Class.
  Armor of the Witless
  Armor (any kind), very rare (requires attunement)
  While wearing this armor, you can subtract your 
  Intelligence modifier from your Armor Class.
  Aundra’s Magic Bracers
  Wondrous item, rare (requires attunement)
  These bracers have 5 charges. While you are attuned to 
  these bracers, you can expend 1 charge after you cast a 
  spell to reroll any roll of 1 on the spell’s damage dice - but 
  you may not use this effect more than once per turn. You 
  can also use your reaction when you are hit by a spell attack 
  roll to expend 1 charge, giving you a +1 bonus to AC against 
  it and possibly preventing the effects of that spell. The 
  bracers regain 1d4+1 charges daily at dawn.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  67
  Blink Boots
  Wondrous item, uncommon
  Crafted from blink dog hide, these boots confer a 
  semblance of their abilities. While wearing the boots, you 
  can cast the misty step spell once. You can’t do so again 
  until the next dawn.
  Bloodseeker Weapons
  Weapon (any), rare (requires attunement)
  This weapon is adorned with small black spikes that seem 
  to soak up any blood that splashes across them. This acts 
  as a +1 weapon and provides you with 1d8 temporary hit 
  points whenever you reduce a Dragon, Giant, Humanoid, or 
  Monstrosity to 0 hit points.
  Bonekeeper
  Weapon (dagger), rare (requires attunement)
  This dagger seems to bend, reaching toward those you have 
  killed. This acts as a +1 dagger that deals necrotic damage 
  rather than piercing damage. Once each day, when you kill 
  a Small or Medium humanoid with this dagger, you can 
  use your reaction to turn them into a zombie as if by the 
  animate dead spell.
  Camp Cable
  Wondrous item, Uncommon
  Used to create instant camps, this 100-foot rope is made 
  of tightly woven, thin vines. Once each day, when the camp 
  cable is laid out on the ground and the command word is 
  spoken, the cable erupts into a wall of thorns spell for 8 
  hours or until the command word is spoken again. If it takes 
  more than 30 points of fire damage the magic is broken and 
  the wall disappears. The camp cable can only be used once.
  Cloak of Vines
  Wondrous item, very rare (requires attunement)
  Made of living vines, this cloak normally acts as a garment 
  but comes alive and acts on its owner’s will when needed. 
  While wearing the cloak, you have a climbing speed of 30 
  feet and resistance to poison damage.
  As a reaction when you are knocked prone, you can 
  immediately stand up as the vines grant you support.
  As an action you can command the vines of the cloak to 
  flail out at hostile creatures within 5 feet of you. Each target 
  must succeed on a DC 15 Dexterity saving throw or take 
  1d6 piercing damage and 1d6 poison damage.
  Coinslot Necklace
  Wondrous item, uncommon, cursed (requires attunement)
  This necklace has a narrow rectangular loop as a pendant, 
  sized to fit a common coin. On inspection, it holds 
  enchantments related to gambling and money. While 
  attuned to the necklace, you have advantage on ability 
  checks with gaming sets with which you are proficient.
  Curse. When you attune to the necklace, it fuses to your 
  body, with the slot becoming a small, seemingly bottomless 
  hole on your chest. It can only be removed with a remove 
  curse spell or similar magic. While attuned, you must 
  succeed on a DC 10 Wisdom saving throw after you use 
  an action to attack, cast a spell, or make an ability check 
  or else be paralyzed until the end of your next turn. The 
  wearer or another creature within 5 feet of you may use 
  an action or bonus action to insert a coin into the slot. 
  After a coin has been inserted, you automatically succeed 
  on one saving throw against the necklace for each gold 
  piece in value inserted into the necklace. 1 hour after a 
  coin is inserted, the benefit from it is wasted. The necklace 
  mercifully does not give change.
  Cold Iron Armor
  Armor (any medium or heavy), uncommon
  This armor is forged of cold iron, a magical material that 
  protects the wearer against fey magic. While wearing it, 
  you have advantage on saving throws against the spells and 
  other magical effects of fey creatures, as well as on saving 
  throws to resist the memory loss caused by the feywild.
  Cold Iron Weapons
  Weapon (any), rare
  This weapon is made out of cold iron, which is toxic to fey 
  creatures. When you hit a fey creature with this weapon, 
  it deals an extra 1d6 force damage. The fey also has 
  disadvantage on saving throws to avoid being banished 
  or otherwise returned to the feywild until the end of 
  your next turn.
  
  68
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Diadem of Mental Fortitude
  Wondrous item, common (requires attunement)
  The diadem has six gems, each representing a 
  charge the diadem can have. It recovers 1d4+1 
  charges each morning. The wearer can expend a 
  charge to reroll a failed Intelligence, Wisdom, or 
  Charisma save. If the reroll fails, a gem breaks and the 
  diadem’s maximum amount of charges decreases by 1.
  Disappearing Ink
  Potion, uncommon
  This small bottle of ink looks and functions like normal, 
  mundane ink until several hours after it is used to write. 
  After 8 hours, anything written with the ink begins to slowly 
  disappear. After 24 hours, the writing ceases to exist.
  Elemental Longbow
  Weapon (longbow) very rare (requires attunement)
  This longbow is decorated with gems all up and down each 
  side. You can use a bonus action to speak the longbow’s 
  command word and pick either acid, cold, fire, lightning, 
  or thunder damage. For the rest of your turn, attacks 
  with this longbow deal an additional 2d6 of the specified 
  damage on a hit.
  Enidda’s Tea Set
  Wondrous item, uncommon, (requires attunement)
  This is a finely crafted child’s toy tea set in a wooden case. 
  To activate the tea set’s magical properties, you must 
  perform a 10 minute ritual in which you host an imaginary 
  tea party. This requires having a solid, relatively flat surface 
  in which to set up all parts of the tea set (a tablecloth, five 
  saucers, five cups, and a teapot). At the end of the ritual, you 
  conjure four invisible servants, as if by the unseen servant 
  spell. They disappear after 1 hour or until you dismiss any 
  number of them as a bonus action.
  Feather Tonic
  Potion, uncommon
  This thin, light blue liquid has a sparrow’s feather 
  suspended in the center. A creature that drinks this potion 
  weighs one tenth their normal weight and is under the 
  effects of the feather fall and jump spells for 1 hour.
  Feywild Rose
  Wondrous item, common
  This rose has been plucked from a field in the feywild, 
  forever youthful and vibrant. Regardless of location, the 
  rose opens at sunrise and closes at sunset.
  Figurine of Wondrous Power 
  (coprolite monkeys)
  Wondrous item, rare
  A figurine of wondrous power is a statuette of a beast small 
  enough to fit in a pocket. If you use an action to speak 
  the command word and throw the figurine to a point on 
  the ground within 60 feet of you, the figurine becomes 
  a living creature. If the space where the creature would 
  appear is occupied by other creatures or objects, or if there 
  isn’t enough space for the creature, the figurine doesn’t 
  become a creature.
  The creature is friendly to you and your companions. 
  It understands your languages and obeys your spoken 
  commands. If you issue no commands, the creature defends 
  itself but takes no other actions.
  The creature exists for a duration specific to each 
  figurine. At the end of the duration, the creature reverts to 
  its figurine form. It reverts to a figurine early if it drops to 
  0 hit points or if you use an action to speak the command 
  word again while touching it. When the creature becomes 
  a figurine again, its property can’t be used again until a 
  certain amount of time has passed, as specified in the 
  figurine’s description.
  Coprolite Monkeys. These statuettes of chimpanzee-like 
  apes in brownish stone are always created in sets of three. 
  Each can become an ape for up to 10 minutes. Once it 
  becomes an ape in this way, that statue can’t be used again 
  until 7 days have passed.
  As an action, each ape has 
  the ability to grapple a creature, 
  climbing onto the creature’s 
  back. While grappling a 
  creature in this way, the ape 
  can’t take other actions and the 
  creature is affected by a special 
  condition, depending on the 
  statue as described below. The 
  effect lasts until the creature 
  escapes the grapple or the ape 
  turns back into a statue.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  69
  One statue depicts an ape covering its eyes. Creatures 
  grappled by this ape are blinded.
  One statue depicts an ape covering its ears. Creatures 
  grappled by this ape are deafened.
  One statue depicts an ape covering its mouth. Creatures 
  grappled by this ape can’t speak, make sounds verbally, or 
  perform the verbal components of spells.
  Firequench Cloak
  Wondrous item, rare
  When a creature wearing this cloak takes fire damage, 
  it can use its reaction to gain immunity to fire damage 
  until the start of its next turn. It then has resistance to fire 
  damage for 1 minute after that. The cloak then becomes a 
  mundane, ordinary cloak.
  Higher rarity versions of this cloak may regain this power 
  after a period of time.
  Fleshhook
  Weapon (lance), rare
  This monstrous lance is fitted with magical barbs of metal 
  at its end that move to sink into unsuspecting flesh. It is a 
  cruel but effective weapon. You have a +1 bonus to attack 
  and damage rolls made with this magic weapon.
  Snare. On a critical hit, the target is automatically 
  grappled. It can use its action to attempt a DC 15 Strength 
  saving throw, taking 2d6 piercing damage on a failed save, 
  or half as much damage and ending the condition on a 
  successful save.
  Gelatinous Shot
  Potion, uncommon
  This sealed glass jar is filled with jiggling slime that sheds 
  dim light for a radius of 5 feet.
  As an action, you can throw this glass jar at a point up 
  to 60 feet away. The jar bursts on impact and a gelatinous 
  cube appears, centered on that space. Each creature in a 
  space occupied by the Gelatinous Cube must make a DC 15 
  Dexterity saving throw. 
  On a failed save, a creature takes 10 (3d6) acid damage 
  and is engulfed by the gelatinous cube. The gelatinous 
  cube stat block has more information on what happens to 
  engulfed creatures.
  On a successful save, the target can choose to be pushed 
  into an unoccupied space adjacent to the cube. If there are 
  no unoccupied spaces adjacent to the cube or if the creature 
  chooses not to be pushed, it suffers the consequences of a 
  failed saving throw.
  Gilded Lily
  Weapon (rapier), very rare (requires attunement)
  Prized by elven duelists, this golden rapier was forged in the 
  feywild and imbued with the realm’s chaotic qualities. This 
  weapon has the Light property, and you gain a +2 bonus to 
  attack and damage rolls made with this magic weapon. 
  The rapier has 5 charges, regaining 1d4 + 1 expended 
  charges each day at dawn. When you roll a 1 on the d20 for 
  an attack roll using the rapier, you expend a charge to reroll 
  the die. You must use the new roll.
  Immediately after you take damage while wielding 
  the rapier, you can spend 1 charge as a reaction to turn 
  invisible until the start of your next turn and teleport to an 
  unoccupied space you can see within 15 feet of you.
  You can also spend 1 charge to cast charm 
  person (DC 15).
  Grimoire of Hindsight
  Wondrous item, rare (requires attunement by a wizard)
  This tome is covered in arcane sigils and lifelike depictions 
  of eyes. It can be used both as a spellbook and an arcane 
  focus, and you gain a +1 bonus to spell attack rolls while 
  you hold it.
  As an action, you may replace one spell you have 
  prepared with a different spell of the same level from this 
  book. Once you have done so, you may not do so again until 
  the next dawn.
  Harp Bow
  Weapon (shortbow), common
  This shortbow has many strings, allowing it to also be 
  used as a harp. Arrows loosed from it whistle musically 
  through the air.
  Hlam’s Welded Gauntlets
  Weapon (spiked gauntlets), uncommon
  These gauntlets are solid metal gloves with the fingers 
  welded into the shape of a fist. You have no use of your 
  fingers while you wear these and can’t wield weapons, 
  grab items, perform the somatic components of spells, 
  or perform similar actions.  These gauntlets are simple 
  weapons that deal 1d4 bludgeoning damage. They count as 
  monk weapons and have the Light and Finesse properties. 
  When these gauntlets are crafted, a type of creature 
  may be specified. When you hit a creature of that type 
  with these gauntlets, that creature takes an additional 1d4 
  bludgeoning damage.
  
  70
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Iron Crown
  Wondrous item, uncommon, cursed (requires attunement 
  by a humanoid)
  This twisted iron crown looks like a wreath of flames. While 
  attuned, you can cast the crown of madness spell once 
  (DC 13). You can’t cast it in this way again until you finish a 
  short rest. 
  Curse. This item is cursed and once you attune to it, 
  the curse passes into you. The crown fuses with the bone 
  of your skull and becomes impossible to remove without 
  a remove curse spell or similar magic. Any fiend within 
  120 feet that sees you can use its action to cast crown of 
  madness (DC 13) on you. Once a fiend has used this power 
  on you, it can’t do so again for 24 hours. On a successful 
  save, you are immune to the crown of madness spell 
  for 24 hours.
  Lock of Medusa
  Weapon (shortsword), rare (requires attunement)
  This blade is fashioned from a lock of a medusa’s hair. You 
  have a +1 bonus to attack and damage rolls made with this 
  magic weapon.
  Bite. On a critical hit, the target takes an extra 2d6 poison 
  damage. Once per day when you reduce a creature to 0 
  HP, you can choose to petrify them. This condition lasts for 
  24 hours or until you dispel it as an action by touching the 
  blade’s hilt to the target.
  Lute of the Reveling Satyr
  Wondrous item, uncommon (requires attunement by a 
  creature proficient with lutes)
  Satyrs are always looking for the next interesting thing, 
  often picking up and discarding instruments as they go. 
  The song of this lute can prompt spontaneous celebration 
  in even the most dour creatures. The lute has 3 charges, 
  regaining 1 expended charge each day at dawn.
  As an action while holding it, you can spend 1 charge 
  and play an enchanting tune. Each creature of your choice 
  within 15 feet of you must make a DC 13 Wisdom saving 
  throw. On a failed save, a target begins to dance in place for 
  1 minute. A dancing creature has disadvantage on attack 
  rolls and Dexterity saving throws, and its speed is 0. At 
  the end of each of its turns, a dancing creature can repeat 
  the saving throw, ending the effect on itself on a success. 
  Creatures that can’t be charmed are immune to this effect.
  Manual of Exotic Golems
  Wondrous item, very rare
  This tome contains information and incantations necessary 
  to make a particular type of exotic golem. To decipher 
  and use the manual, you must be a spellcaster with at 
  least two 5th-level spell slots. A creature that can’t use a 
  manual of exotic golems and attempts to read it takes 8d6 
  psychic damage.
  1d20
  Manual Type
  Time
  Cost
  1-10
  Manual of Snow Golems
  10 days
  5,000 gp
  11-16
  Manual of Fiendish Flesh Golems
  75 days
  120,000 gp
  17-18
  Manual of Adamantine Golems
  180 days
  200,000 gp
  19-20
  Manual of Crystal Golems
  90 days
  100,000 gp
  To create a golem, you must spend the time shown on the 
  table, working without interruption with the manual at hand 
  and resting no more than 8 hours per day. You must also 
  pay the specified cost to purchase supplies.
  Once you finish creating the golem, the book is 
  consumed in eldritch flames. The golem becomes animate 
  when the ashes of the manual are sprinkled on it. It is 
  under your control, and it understands and obeys your 
  spoken commands.
  Mimaxe
  Weapon (battleaxe), rare (requires attunement)
  The mimaxe is a living weapon, the result of a mimic’s 
  unlucky encounter with a magical goblin blacksmith. You 
  have a +1 bonus to attack and damage rolls made with this 
  magic battleaxe.
  Hungry. The mimaxe has 3 charges and recovers 
  spent charges by consuming corpses. It takes 1 minute 
  to consume a corpse. A Small corpse restores 1 charge, 
  a Medium corpse 2, and a Large corpse 3. The mimaxe 
  does not benefit from eating Tiny corpses and can’t eat 
  Huge or Gargantuan corpses. It can’t have more than 3 
  charges at once, and a full mimaxe refuses to consume any 
  additional corpses.
  The process of consuming a corpse is loud, obvious, and 
  messy. Once consumed, the corpse is completely destroyed 
  and any magic equipment on it is spat out into the nearest 
  unoccupied space. The mimaxe does not change weight, 
  regardless of what it has consumed.
  If the mimaxe goes 24 consecutive hours without eating a 
  corpse, it loses 1 charge.
  Roar. If you make an Intimidation check while wielding 
  the mimaxe, you may spend one charge to gain advantage 
  on the check.
  Teeth. Whenever you hit a creature with this weapon, you 
  may spend 1 charge to deal an additional 1d8 acid damage.
  False Appearance. While the mimaxe remains 
  motionless, it is indistinguishable from an 
  ordinary battleaxe.
  Sentience. The mimaxe is a sentient chaotic neutral 
  weapon with an Intelligence of 5, a Wisdom of 14, and 
  a Charisma of 8. It has darkvision out to a range of 60 
  feet and hearing out to a range of 120 feet. The weapon 
  communicates verbally with its wielder and can speak, 
  read, and understand Common.
  Personality. The mimaxe is constantly hungry and 
  desires to eat and be used in battle. It obeys its wielder as 
  long as it’s kept well-fed, but will act out and become unruly 
  if hungry or left to its own devices. After 24 hours with 0 
  charges, the Mimaxe will attempt to break attunement and 
  look for the nearest source of food, which may be its owner.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  71
  Missile-Proof Glass
  Wondrous item, uncommon
  This 1-foot square glass panel has resistance to nonmagical 
  bludgeoning, piercing, and slashing damage from weapons 
  that aren’t adamantine, and is immune to the effects of the 
  magic missile spell. This is commonly used for windows in 
  banks, government offices, strongholds, castles, and other 
  prominent locations.
  Mithral Weapons
  Weapon (any), uncommon
  Mithral is a light, flexible metal. If a weapon normally has 
  the Heavy property, the mithral version doesn’t. If a weapon 
  normally has the Finesse property, the mithral version also 
  has the Light property.
  One Hour Energy
  Potion, rare
  A creature can drink this bright orange, bitter-tasting potion 
  as an action to immediately gain the benefits of a short rest. 
  Once a creature has benefitted in this way, it can’t gain this 
  benefit from this potion again until it finishes a long rest.
  One-Way Lantern
  Wondrous item (any lantern), uncommon 
  (requires attunement)
  Light emitted from this lantern can only be seen by the 
  attuned creature. Many thieves and clandestine agents are 
  eager to get their hands on such an item.
  Pick-Eating Lock
  Wondrous item, uncommon
  This enchanted lock appears no different than its mundane 
  equivalent. It requires a DC 15 Dexterity (Thieves’ Tools) 
  check to pick open. Each time a creature attempts to 
  pick the lock and fails, the lock suddenly absorbs the 
  lockpick and incorporates the material into its mechanism, 
  effectively making the set of thieves’ tools unusable. The 
  DC to pick this lock then increases by 1, but can’t increase 
  above 25 in this way.
  Pick-eating locks encountered in adventuring 
  environments often have higher DCs as a result of previous 
  adventurers’ failed attempts.
  Portable Hall
  Wondrous item, very rare
  This fine white cloth, soft as silk, is folded up to the 
  dimensions of a handkerchief. It unfolds into a rectangle 
  that is 5 feet wide and 8 feet tall.
  You can use an action to unfold a portable hall and place 
  it on or against a solid surface, whereupon a passage 
  forms until a creature uses its action to remove the cloth. 
  This passage is 5 feet wide, 8 feet tall, and up to 20 feet 
  long. The passage creates no instability in a structure 
  surrounding it. If there is not an empty space for the 
  passage to connect to within 20 feet, effectively creating a 
  doorway or hallway, a passage is not created.
  When the passage disappears, any creatures or objects 
  still within are safely ejected to an unoccupied space 
  nearest to the cloth.
  Portaorb
  Wondrous item, very rare
  This small, fragile glass ball is imbued with a teleport spell. 
  When broken, it takes up to 9 willing creatures within 10 
  feet of it to a predetermined location (determined when 
  creating the orb). These creatures are aware they have the 
  option to teleport, but do not know the location or plane 
  of existence they’re being teleported to. It has no effect on 
  unwilling creatures. If 10 or more creatures within 10 feet 
  of the orb willingly want to teleport with it, each one has a 
  50 percent chance of actually going.
  Ring of Fate
  Ring, rare (requires attunement)
  This ring allows a mortal to fight against death, if only for 
  a short time. If the wearer dies, they may choose to instead 
  regain 1 hit point and be cured of any poison and disease 
  as well as the stunned, paralyzed, blinded, and deafened 
  conditions. Once used, this ring then shatters beyond repair.
  Ring of Sudden Impact
  Ring, rare
  A creature wearing the ring can use its reaction, when 
  it would take bludgeoning damage, to gain immunity to 
  bludgeoning damage until the start of its next turn. This 
  immunity includes the triggering damage. Once this feature 
  has been used, it can’t be used again for 7 days.
  Shellstone Ring
  Ring, uncommon (requires attunement)
  This ring is adorned with a small crystal that shines with a 
  rainbow wave and is attuned to a specific elemental damage 
  type (acid, cold, fire, lightning, or thunder). If you take 
  damage of this type, you can reduce the damage by 1d4.
  Shovel of Digging
  Wondrous item, uncommon (requires attunement)
  You gain a burrowing speed of 10 feet while wielding this 
  shovel. This speed can’t be used to burrow through solid 
  rock, ice, metal, wood, or similar substances.
  
  72
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Snapdragon Gloves
  Wondrous item, uncommon (requires attunement)
  While wearing these fingerless black leather gloves, you can 
  cast control flames (see Appendix A) and produce flame (+5 
  to hit) at will.
  Tasha’s Cauldron
  Wondrous item, artifact (requires attunement by an artificer, 
  druid, warlock, or wizard )
  Tasha’s Cauldron is a massive bronze cauldron 3 feet high 
  and nearly 4 feet across. The inner rim of the cauldron is 
  carved with runes of power and control. Any liquid placed 
  in the cauldron will start to steam after a minute and boil 
  after 10 minutes whether or not the fire under the cauldron 
  is lit. The cauldron has two thick bronze rings that serve as 
  handles but the caudron is too heavy to be moved easily.
  The cauldron was originally a gift from Tasha’s adopted 
  mother, Baba Yaga. Baba Yaga was a witch of tremendous 
  power who demanded the respect of both demon lords and 
  angelic princes. Baba Yaga gave the cauldron to Tasha when 
  Tasha announced her desire to explore the multiverse, to 
  help her in her travels. However, the cauldron was so heavy 
  Tasha was forced to leave it in Baba Yaga’s chicken legged 
  hut. Baba Yaga assured Tasha she would come if Tasha ever 
  needed to use her cauldron, allowing the ancient witch to 
  check up on her daughter. 
  Tasha bristled at the thought of leaving such a powerful 
  item with her mother, but it was too heavy to move. Tasha 
  called on her adopted mother as sparingly as possible until 
  she was able to create a permanent lair in the Lost Caverns 
  of Tsojcanth. The cauldron served her well for the years she 
  ruled a vast empire from the caverns, but it was lost when 
  Tasha was forced to flee when armies of allied nations 
  brought her empire to ruin.
  Random Properties. Tasha’s Caudron has the following 
  random properties:
  • 2 minor beneficial properties
  • 1 major beneficial property
  • 2 minor detrimental properties
  • 1 major detrimental property
  Arcane Focus. You may use it as a spellcasting focus as 
  long as you are within 20 feet of it. Three times each day, 
  when you use it to cast a spell, the cauldron can produce 
  the material components for the spell, worth up to 100 gold 
  pieces. These material components disappear after the 
  spell is cast, whether or not they are consumed by the spell. 
  Uses for this ability recharges at dawn.
  Potion Brewer. You can perform an 8-hour ritual to 
  create one dose of any of the potions listed in Chapter 
  9 of the Dungeon Master’s Guide. The cost of creating 
  potions through this ritual is halved. You can have three 
  potions brewed this way at once.If you brew a fourth potion 
  using the cauldron, then the oldest potion turns to water 
  permanently.
  Poison Master. You can perform an 8-hour ritual to 
  create one dose of any of the poisons listed in Chapter 8 
  of the Dungeon Master’s Guide (pg 257-258). The cost of 
  creating poisons through this ritual is halved. You can have 
  one dose of poison brewed this way at once. If you brew 
  a second dose of any poison using the cauldron, the older 
  poison turns to water permanently.
  During the ritual you can choose a command word. The 
  poison looks, tastes, and acts like water until you speak 
  the command word within 100 feet of it. The poison does 
  not convert to its true form if it has been administered to a 
  creature or consumed by a creature, or if you or the poison 
  are within a silence spell or antimagic field.
  Cauldron’s Legion. Once each day you can perform a 
  1-hour ritual to summon a demon of your choice. This ritual 
  requires rare ingredients, worth 500 gp for every level of 
  Challenge Rating the demon has (minimum of 250 gp). 
  These ingredients are then consumed by the ritual. At the 
  end of the ritual, you make an Intelligence (Arcana) check, 
  with a DC equal to 5 + the CR of the summoned demon. 
  On a failed check, nothing happens. On a successful check, 
  the demon appears floating in the space above the cauldron 
  and must make a Wisdom saving throw against your 
  spell save DC. 
  On a failed save, it is charmed by you and under the 
  effects of a geas spell for 1 year. You can order it to 
  complete one task for you, which it is magically compelled 
  to do. After completing this task, the demon returns 
  to the Abyss. 
  On a successful save, the demon is restrained and 
  grappled by magic bonds above the cauldron for up to 1 
  minute. It can use its action to attempt a Strength saving 
  throw to break free of these bonds. The DC for this 
  saving throw is equal to your spell save DC.  It can return 
  to the Abyss at will, or magically returns to the Abyss 
  after 1 minute.
  Only one demon can be summoned or under your control 
  through this ritual at a time. If you try to use this ability on 
  a second demon, the effect immediately ends on the first 
  demon. The first demon will know of this and will be free to 
  plot its revenge.
  Pierce the Veil. Three times each day you can perform a 
  10 minute ritual to cast the scrying spell using the cauldron. 
  The cauldron can target creatures or areas not on the same 
  plane of existence as you, and ignores the effects of any 
  spell of 8th level or lower that prevents scrying, such as 
  the nondetection spell. If the targeted creature or area is 
  under the effects of a 9th-level spell or other magical effect 
  that prevents scrying, you must make a DC 19 Intelligence 
  (Arcana) check. If you succeed, your scrying spell ignores 
  the protective magic. If you fail, the scrying spell fails 
  and is wasted.
  Destroying Tasha’s Cauldron. Destroying Tasha’s 
  Cauldron is one of the most difficult prospects in the 
  multiverse. Tasha must be slain, and her body placed into 
  the cauldron. You must then perform a special 8-hour ritual 
  that drains the magic of the cauldron, resurrecting Tasha. 
  She will be furious at the destruction of her cauldron and 
  will teleport away to plot her revenge. Baba Yaga will also 
  know the cauldron was destroyed and will come to check 
  on her adopted daughter.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  73
  Tenser’s Folding Disk
  Wondrous item, uncommon (requires attunement)
  This fine grey cloth, soft as silk, is folded up to the 
  dimensions of a handkerchief. It unfolds into a circular 
  sheet 3 feet in diameter.
  You can use an action to unfold the Tenser’s folding disk, 
  activating the Tenser’s floating disk spell imbued within. 
  The fabric circle then functions as the plane of force 
  created by such a spell, and lasts until you use your action 
  to fold the disk or attunement is broken.
  Tome of Animal Understanding
  Wondrous item, rare
  This volume, titled “The Languages of Beasts,” allows 
  you to learn how to communicate your general ideas with 
  animals. If you spend 48 hours over a period of 6 days 
  or fewer studying the book’s contents and practicing the 
  nuances it contains, you can speak with any beast as if you 
  were under the effects of a speak with animals spell.
  Trick Cards
  Wondrous item, common (requires attunement)
  When you or another creature draws a card from this 
  deck of standard playing cards, you can control which 
  card is drawn.
  Unseelie Dagger
  Weapon (dagger), rare
  This black dagger confers some of its unseelie darkness on 
  its targets. Once each turn when you hit a creature with this 
  weapon, you can choose to curse the creature until the end 
  of its next turn. The cursed creature has darkvision with a 
  radius of 60 feet, and has disadvantage on attack rolls and 
  Wisdom (Perception) checks that rely on sight whenever it, 
  its target, or the thing it’s trying to perceive is in sunlight.
  Vajra’s Antiwand
  Wand, very rare
  This wand radiates antimagic and can’t be used as a 
  spellcasting focus. Originally created for law enforcement 
  officers of Waterdeep that were frustrated with magical 
  criminals, copies have been leaked to the public. Owning 
  such an item is illegal for private citizens in some 
  municipalities.
  This wand has 3 charges and regains 1d4 - 1 expended 
  charges each dawn. A creature holding the wand can 
  say a command word to cast counterspell, dispel magic, 
  or nondetection for 1 charge, or antimagic field  with a 
  duration of 1 minute for 3 charges.
  Wereboar Necklace
  Wondrous item, rare, cursed (requires attunement 
  by a humanoid)
  This necklace is made from teeth taken from a living 
  wereboar and strung onto silver wire in a cruel ritual. While 
  attuned to this item, you can use your action to polymorph 
  into a giant boar, as if by the polymorph spell. The necklace 
  does not meld into the boar form, but changes size and 
  remains around the boar’s neck. Once used, you can’t use 
  this ability again until you finish a short or long rest.
  Curse. The necklace is cursed and becoming attuned to 
  it extends that curse to you. As long as you remain cursed 
  in this way, the necklace tightens around your neck and 
  can’t be removed except by a remove curse spell or similar 
  magic. While cursed, you are vulnerable to bludgeoning, 
  piercing and slashing damage from silvered weapons. 
  Whenever you take bludgeoning, piercing, or slashing 
  damage from any source, you must succeed on a DC10 
  Constitution saving throw or else take an additional 1d4 
  slashing damage as the necklace digs into your skin. If you 
  fail this saving throw by 5 or more, you contract lycanthropy 
  and become a wereboar.
  Xanastone Ring
  Ring, uncommon (requires attunement)
  This ring is adorned with a small crystal that glows with a 
  rainbow light and is attuned to a specific elemental damage 
  type (acid, cold, fire, lightning, or thunder). The ring has 5 
  charges, and all expended charges are regained each day at 
  dawn. When you hit with a weapon attack, you can expend 
  1 charge to add 1d4 of the ring’s elemental type to the 
  damage roll.
  
  74
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Chapter 4: dungeOn master tOOls
  Chapter 4: dungeOn master tOOls
  alternative rules fOr 
  alternative rules fOr 
  WOrking tOgether
  WOrking tOgether
  Normally any character can take the Help action to give 
  someone advantage on an ability check, if the helper is 
  capable of doing the same task. This can lead to instances 
  where a character constantly gets advantage on any check it 
  makes, or where a character has a useful skill or novel idea 
  but is unable to directly help.
  If these situations bother you, consider allowing any 
  character to help with an ability check if they present a 
  legitimate way of helping complete the task. Under this 
  optional rule, with the DM’s approval anyone can try to 
  help another character making an ability check by making 
  a relevant ability check of their own. The DC of this help 
  check will vary depending on how useful their approach 
  is determined to be. If multiple characters succeed, 
  consider giving a +2 bonus to the character being helped 
  for each successful help attempt after the first in addition 
  to advantage.
  Example
  The party finds a wounded animal and the Druid states 
  their intention is to stabilize the poor creature. The DM 
  determines this would be a Wisdom (Medicine) check, then 
  asks if anyone in the party would like to help. The Bard says 
  they would like to comfort the scared animal as the Druid 
  tries to close its wounds. The DM decides this would be 
  useful, determines it to be of average difficulty, and asks 
  the Bard to roll a DC 15 Wisdom (Animal Handling) check. 
  The Bard rolls 11 + 6 for a total of 17, so the Druid has 
  advantage on their Wisdom (Medicine) check as the Bard 
  soothes the beast.
  Rules Tip: Advantage Doesn’t Stack
  In cases where there are multiple instances of advantage or 
  disadvantage, only one is used. For example, consider a barbarian 
  attacking a creature tangled in a net. A barbarian’s Reckless Attack 
  feature can let it make melee attack rolls with advantage. Being 
  caught in a net inflicts the restrained condition, and attack rolls 
  against restrained creatures have advantage. If both effects are in 
  place, the barbarian does not get double advantage on its attack 
  roll. It rolls twice (not three times) and uses the highest result, even 
  though multiple effects are granting it advantage on the attack roll.
  variant flaWs
  variant flaWs
  Strengths and weaknesses are one of the many ways every 
  person is unique. If you would like for your character’s 
  flaws to affect its ability checks, consider taking one of the 
  following Mechanical Flaws in addition to or instead of the 
  flaws you would normally take for your character. You can 
  choose from the following table or roll for a random result.
  Variant Flaws
  1d20
  Flaw
  1
  Smells Like Meat. You have disadvantage on Wisdom (Animal 
  Handling) checks.
  2
  Left-Brained. You have disadvantage on Intelligence 
  (Arcana) checks.
  3
  Bad Poker Face. You have disadvantage on Charisma 
  (Deception) checks.
  4
  Forgetful. You have disadvantage on Intelligence 
  (History) checks.
  5
  Gullible. You have disadvantage on Wisdom (Insight) checks.
  6
  Adorable. You have disadvantage on Charisma 
  (Intimidation) checks.
  7
  Queasy. You have disadvantage on Wisdom (Medicine) checks.
  8
  Black Thumb. You have disadvantage on Intelligence 
  (Nature) checks.
  9
  Nearsighted. You have disadvantage on Wisdom (Perception) 
  checks that rely on sight made to perceive things farther than 10 
  feet away from you. This does not affect your attack rolls.
  10
  Farsighted. You have disadvantage on Wisdom (Perception) 
  checks that rely on sight made to perceive things 10 feet or 
  closer to you. This does not affect your attack rolls.
  11
  Stage-Frightened. You have disadvantage on Charisma 
  (Performance) checks.
  12
  Shifty-Eyed. You have disadvantage on Charisma 
  (Persuasion) checks.
  13
  Aggressive. Any time you make a Charisma (Persuasion) check, 
  there is a 50% chance you make a Charisma (Intimidation) 
  check instead.
  14
  Skeptic. You have disadvantage on Intelligence 
  (Religion) checks.
  15
  Clumsy. You have disadvantage on Dexterity (Sleight of 
  Hand) checks.
  16
  City Slicker. You have disadvantage on Wisdom 
  (Survival) checks.
  17
  Country Bumpkin. You have disadvantage on checks made to 
  navigate urban areas, use public facilities in cities, or interact 
  with bureaucracies.
  18
  Acrophobic. You have disadvantage on ability checks made to 
  climb things.
  19
  Skittish. You have disadvantage on ability checks made against 
  being frightened or intimidated.
  20
  Unlucky. When you roll a 20 on the d20 for an ability check, you 
  must reroll the die and use the new result.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  75
  dOWntime Crime revisited
  dOWntime Crime revisited
  The following are a selection of criminal activities that 
  adventurers who walk in the grey areas of morality might 
  choose to engage in. This by no means suggests that 
  players must engage in these activities. These activities 
  revolve around increasing monetary wealth in illegal 
  and immoral ways. But they do bring in gold. They are 
  not senseless crimes. Crime for the sake of crime brings 
  unnecessary infamy and makes earning ill gotten gains 
  increasingly difficult.
  Clever criminals don’t want infamy. They want money.
  Environmental 
  Implications
  Depending on where someone is in the world will impact 
  what they are able to do and possible impacts from 
  the activities.
  Wilderness. You’re out in the wild. There’s usually no 
  one around. Good. What you want to do requires time 
  and space. This is great for alchemical endeavors or 
  crafting, however there are certain activities that just won’t 
  work out here.
  Small Village. There is trade and commerce here that is 
  just asking to have its profits skimmed. The added bonus 
  is that it’s unlikely to have guards, maybe a poorly trained 
  militia at best. But who is in this milita? Old people with 
  farming tools. Ultimately, word will get out and someone 
  will come to clean up the mess you’re making.
  Town. More people means more gold. A town gives you 
  access to more opportunities. There is often a town guard, 
  but you can always try to pay them off. You are more likely 
  to find lords and nobles nearby who can act as patrons 
  or victims. Towns are usually connected to a larger city 
  in some way, so be prepared for interference should your 
  activities get noticed.
  City. Every city is ripe fruit with a rotten core. In a city 
  you can blend in and disappear, or you can be the center 
  of attention, it is your choice. That’s what a city has to 
  offer: options. You can be involved in any sort of crime 
  in a city, but you will have to deal with other gangs and 
  law enforcement. Both of these either want you out or 
  want your money.
  Infamy
  The best criminals are those that are not seen. Those 
  whose names are secret and faces are hidden.The problem 
  is that they do not remain that way. Accidents happen, 
  treachery is always around the corner, and the watch is 
  always watching. When things go wrong your name gets out 
  there. Every fumble leads to a little notoriety, every misstep 
  adds to the pressure. Eventually, the watch will be after you.
  This table outlines the levels of infamy and the impact 
  they may have on the character.
  Infamy Levels
  Level
  Infamy
  1
  Suspicious. You’ve got that look about you. They don’t know 
  what you’ve done, but you’ve probably done something.
  2
  Associate. You’re known to the local law enforcers. They keep 
  an eye on you when they get the chance.
  3
  Active Investigation. There is now an active investigation into 
  some of your criminal activities. You have Disadvantage to all 
  Downtime Crime Activities except Laying Low rolls.  
  4
  Identified Suspect. They have your name and know your face. 
  If you are seen by law enforcement, they will approach you. If 
  you run, they will chase you.
  5
  Wanted. Law enforcement is actively looking for you. If you 
  spend more than 24 hours in the same location, they will know 
  your current location, and agents or officers will soon arrive 
  there to detain you.
  6
  Hunted. You are actively pursued by law enforcement in and 
  outside of the location of your crimes. Other settlements have 
  heard of you.
  Reducing Infamy
  There are a number of ways to reduce the infamy you have 
  acquired. The Dungeon Master will help to decide what will 
  work and how effective the approach will be. These are just 
  some suggestions; players are encouraged to be creative 
  when reducing infamy.
  Bribes. There are dirty guards everywhere and they want 
  your gold too. Depending on the crime, some gold might be 
  enough to reduce your heat. Some crimes are too serious to 
  be covered up with gold after the fact.
  Bribe Costs
  Infamy Level
  Cost
  Suspicious
  5 gp
  Associate
  50 gp
  Active Investigation
  250 gp
  Identified Suspect
  500 gp
  Wanted
  You can’t pay your way out of this level.
  Hunted
  You can’t pay your way out of this level.
  Doing Time. Doing time will reduce your infamy, but 
  you won’t be doing anything else. Time served will vary 
  depending on crimes committed and your social standing 
  with the local law enforcement. An appropriate length of 
  
  76
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  time should be discussed and negotiated with the DM. 
  Players may also like to roleplay a trial.
  While inside there are many things that may happen to 
  you. While behind bars, time does not stand still, and events 
  that occur on the inside might have lasting consequences. 
  Some of these events might be beneficial, but others 
  are detrimental to you, impacting you negatively either 
  immediately or in the future. Being locked in a dungeon 
  or jail is a testing time and everyone who goes in comes 
  out changed. They have experiences and meet people that 
  impact them. At the end of the character’s sentence they 
  can roll on the Doing Time Outcome table. 
  Doing Time Outcome
  1d8
  Outcome
  1
  You got into more trouble. Your sentence has been extended.
  2
  You made enemies on the inside. When you come out, their 
  people will be after you.
  3
  You sustained a serious injury and now have the scar to prove it.
  4
  You were moved to a jail in a different region.
  5
  The jailer took pity on you. Your time was unremarkable.
  6
  Your cellmate was a highly renowned tutor before they turned to 
  crime. You gain proficiency in one new tool or language.
  7
  You befriend an old crimelord on the inside. They gave you a map 
  that supposedly leads to their buried stash. They’re never getting 
  out.
  8
  You shared a cell with an underling for a very powerful crimelord, 
  and they owe you a favor.
  Laying Low. Sometimes you just have to get out of 
  town. You can leave town and start fresh somewhere else 
  to let everything settle down. Once your face is forgotten 
  and your name is now longer on everyone’s lips you can 
  return. However, depending on what you do that might take 
  a long time.
  It takes 30 days of laying low and a successful skill check 
  to reduce one level of infamy. The player can use any skill 
  they like but it should connect narratively with what they are 
  attempting to do. The character must add all appropriate 
  modifiers and then roll on the Laying Low table.
  Laying Low
  Infamy Level
  DC
  Suspicious
  5
  Associate
  10
  Active Investigation
  15
  Identified Suspect
  20
  Wanted
  25
  Hunted
  30
  Complications.  On a failed Laying Low check, you do 
  not reduce your Infamy level and instead must roll on the 
  Laying Low Complications table. Use these complications 
  to help build a narrative that explains why the character 
  has not been successful in their attempt to lay low. They 
  also open up opportunities to create a rival using Downtime 
  Revisited in Xanathar’s Guide to Everything. 
  Laying Low Complications
  1d6
  Complication
  1
  Your hideout is raided and can no longer be used.
  2
  You had to flee quickly and lost an item valuable to you.
  3
  An associate of yours was caught. They could talk or they might 
  blame you.
  4
  The guard let you go... for a price. See the Bribery section above.
  5
  Your infamy has drawn a crimelord’s attention, and they don’t 
  like you. Perhaps they are a new rival.
  6
  You are apprehended and must serve time appropriate to your 
  crimes and infamy level.
  Criminal Activity
  Extortion/Protection Racket
  Protection rackets: the bread and butter of organized crime. 
  The streets are dangerous, and you are there to help. You 
  offer your services as protector ensuring that nothing 
  will happen to their establishment. If they don’t want to 
  pay that’s fine, unfortunate, but fine. They will just have 
  to deal with their problems themselves. And there will be 
  problems. Because you’ll be making them.
  It’s the perfect set up. You get paid to offer protection from 
  yourself. Surely, nothing could go wrong.
  Resolution. The character identifies the shop, store, 
  or business they want to extort. They will then have to 
  approach the owner and offer their ‘services’. The player 
  must choose an appropriate skill at the DM’s discretion, 
  such as Intimidation, and make an ability check. The 
  difficulty depends on how much money they are attempting 
  to extort from the shop owner. They set the amount they 
  wish to extort and then roll on the Extortion table. The 
  amounts on the table are a guideline and can be adjusted 
  depending on location. 
  Extortion
  Gold per month
  DC
  5 gp
  10
  10 gp
  13
  25 gp
  16
  100 gp
  19
  250 gp
  22
  500 gp
  25
  Complications. If the character fails the check, they 
  do not get a lower amount. They have failed to extort 
  the shop owner and will not be collecting any protection 
  money. The character must roll on the Protection Racket 
  Complications table.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  77
  Protection Racket Complications
  1d6
  Complication
  1
  The store owner is the fence of another criminal organization, 
  they tell you who they work for. This may be a new rival.
  2
  The shop owner is connected. They tell you to leave, which crew 
  they are with, and that you’ve made an enemy.
  3
  The shop owner is related to law enforcement, gain 2 levels of 
  infamy.
  4
  The shop owner starts to yell and draws attention from law 
  enforcement. Gain 1 level of infamy.
  5
  Another customer walks into the store, realises what’s going on, 
  and calls the guard. Gain 1 level of infamy.
  6
  A customer walks into the store and asks what’s going on. It’s 
  one of your companions
  Counterfeiting
  Everyone is looking for a bargain, and the counterfeiter is 
  happy to supply one, with a lower quality product to boot. 
  A low quality version or cheap replica of almost anything 
  can be made, but it takes skill to make it look like it’s 
  the real deal.
  Craftspersons of every sort have tools available to 
  produce counterfeit products. Below are some examples 
  that characters could experiment with.
  Alchemist’s Supplies. Alchemists have the ability to 
  create low quality potions, poisons, and herbal remedies. 
  While probably harmless, the unwitting adventurer might 
  not realize their health potion is a fake until it’s too late.
  Calligrapher’s Supplies. Calligraphy is the art of creating 
  beautifully detailed lettering. A calligrapher might create 
  fake documents or spell scrolls.
  Cartographer’s Supplies. Creating maps to nowhere. 
  The counterfeit map is a fantastic way to send your 
  problems away. Hopefully, they don’t realize it’s a fake 
  before they head off.
  Cobbler’s Tools. Sure, these boots are made of the finest 
  leather and come with lifetime guarantee. Unfortunately, no 
  one clarified whose lifetime.
  Forgery Kit. Reproduce almost any official document. 
  Create convincing seals, copy signatures, and duplicate 
  letters of authenticity.
  Glassblower’s Tools. Create reproductions of famous 
  pieces of art and magic items.
  Herbalism Kit. A skilled herbalist can create a vast array 
  of nonfunctional remedies with a small amount of material.
  Jeweler’s Tools. With their selection of specialized tools a 
  jeweler can make cheap metal look like the crown jewels.
  Leatherworker’s Tools. The leather worker can turn 
  scraps into shoes, armor, and even ‘magic’ pendants.
  Painter’s Supplies. The artist has the ability to reproduce 
  famous pieces of art. The best part is that most people have 
  never seen the real thing.
  Smith’s Tools. A skilled smithy can produce a sound-
  looking weapon or piece of armor from very cheap metals. 
  Said metal may bend or crack at the merest mention of 
  combat, but at least they look good.
  Tinker’s Tools. Create cheap watches, machines that 
  break down quickly, and faulty devices.
  Weaver’s Tools. Create items of clothing that certainly 
  look like they have magic properties.
  Woodcarver’s tools. Replicate ancient magic idols, 
  sculptures, and tokens.
  Resolution. The character decides what item they want 
  to reproduce and then selects the appropriate kit or tool 
  set. Creating a counterfeit item costs ¼ the price of the 
  item outlined in the PHB or DMG. Items not listed should 
  be negotiated with the DM. For some items this may still 
  be quite expensive, but they have the opportunity to make 
  triple their money back. The character adds all appropriate 
  modifiers and rolls on the Counterfeit Creation table.
  Counterfeit Creation
  Total
  Outcome
  1-9
  Failure. The item is not created.
  10-14
  Success. The item is easily detectable as a fake. Take a -5 
  penalty to the selling roll. A complication arises.
  15-19
  Success. The item can be identified as fake on close inspection. 
  A complication arises.
  20+
  Success. The item is only noticeable as fake when it doesn’t 
  work as intended, usually far away from you. Take a +5 bonus 
  to the selling roll.
  Once the item has been created it can be sold. This might 
  be to a specific buyer or to a shop owner or they may 
  hold onto the item for some other reason. Regardless, 
  when the time comes to sell the item the character adds 
  any modifiers gained during the creation and rolls on the 
  Selling Counterfeit Item table. It is important to keep note 
  on who it is sold to as a complication may arise.
  Selling Counterfeit Items
  Total
  Outcome
  1-9
  50% of market price
  10-19
  100% of market price
  20+
  150% of market price
  Complications. Depending on how successful the 
  character has been with their crafting they may need to run 
  into some complications. The character must roll on the 
  Counterfeit Item Complications table.
  
  78
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Counterfeit Item Complications
  1d6
  Complication
  1
  You have sold to someone closely connected to law enforcement. 
  Gain 2 levels of infamy.
  2
  A counterfeit item has been traced back to you. Gain 1 level of 
  infamy.
  3
  An item you created has led to the death of an innocent person. 
  Gain 1 level of infamy.
  4
  A local artisan has noticed counterfeits of their goods. You have 
  disadvantage on your next sale.
  5
  Your item made its way to the dinner party of a noble, where it 
  was identified as a fake. You may have gained a new rival.
  6
  You’ve been asked to speak at a convention of artisans as a result 
  of your ‘fine’ work. You are unsure if this is legitimate or a ruse to 
  catch you.
  Street Level Dealing
  Illicit substances are sold out on the roads and cobblestone 
  paths. This is a dangerous activity and is often looked down 
  on by other criminals, and especially everyday society.
  Resolution. The character must pick an appropriate 
  place to attempt this activity. Shady parts of town are 
  ideal and outside the fort is probably a bad idea. However, 
  depending on who they are selling to and what they are 
  selling, this might change. This is a dangerous activity. 
  There is a very high chance they will be caught, eventually. 
  It takes 1 day and 1 successful skill check to sell 1 unit of 
  the substance. The character can choose which skill they 
  want to use, such as Charisma (Persuasion) or Dexterity 
  (Sleight of Hand), but should fit the narrative of the activity. 
  The player then rolls on the Street Level 
  Dealing table.
  Street Level Dealing
  Roll
  Outcome
  1-9
  No Sales. A complication arises.
  10-14
  Sale. A complication arises.
  15-19
  Sale. No set back.
  20+
  Sale. Business is booming. You sell two units.
   
  Complication. As is bound to happen with an activity 
  such as this, complications arise. The character rolls on the 
  Street Dealing Complications table.
  Street Dealing Complications
  1d6
  Complication
  1
  The guards are after you! Gain 2 levels of infamy.
  2
  A rival attempts to rob you. Lose 25% of the gold you have and 
  gain 1 level of infamy.
  3
  You’re set upon by a group of thugs. You have to run away; you 
  lose 50% of your product.
  4
  You can no longer use this location, it’s too hot. Gain 1 level of 
  infamy.
  5
  You have your pockets picked. Lose two units of substance.
  6
  A rival approaches you and threatens to snitch to the authorities.
  Underworld Alchemy
  There are some elements to the underworld more 
  disturbing than others. However, this does not mean that 
  those without morals will not engage in them. There are 
  substances and concoctions that produce an intoxicating 
  effect on the humanoids who ingest them. 
  An alchemist can produce 
  these substances.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  79
  Illicit Substances
  There are many substances that can cause intoxicating 
  effects on people. However, some are considered to be less 
  favorable because of the impact they have on the individual. 
  Below are three example substances that characters might 
  create, including names, effects and ingredients required. 
  These substances affect the mind only and do not give any 
  statistical advantage.
  Lumen. Also known as celly, angels delight, and pearl, 
  lumen gives the user a feeling of euphoria that lasts for a 
  number of hours. However, the user requires days of sleep 
  afterwards. Ingredients: angel’s feather, purple bottle brush, 
  and unicorn horn (a flower).
  Gains. Also known as flex, giant, rumble, and loud, 
  gains users feel much stronger than they are. They lose 
  many inhibitions and increase in their confidence. The 
  days following their bodies are weak and often unable to 
  complete simple physical tasks. Ingredients: ground hyena 
  claws, snout myrtle, and crow root.
  Flayer. Also known as open, brained, gabber, jibber, 
  and beholders eyes, flayer opens the mind of the user. Its 
  mind works faster, though not necessarily smarter. Flayer 
  is favored by  scholars and mages. The user will have 
  clouded thoughts for days after use. Ingredients: desert pea, 
  spacethorn, and yellow rod.
  Each of these substances have different costs to produce, 
  difficulty to create, and sale values. Its difficulty impacts the 
  roll the character makes on the Underworld Alchemy table.
  Illicit Substances
  Name
  Cost per dose
  Difficulty
  Average Sale 
  Price
  Lumen
  10 gp
  Easy, +5
  30 gp
  Gain
  30 gp
  Average, +0
  90 gp
  Flayer
  40 gp
  Hard, -5
  120 gp
  Resolution. In order to create the chosen substance, the 
  character must spend the appropriate amount on required 
  ingredients and use an alchemy kit. The character can use 
  cook’s utensils but will suffer -5 penalty to their rolls. The 
  character applies any bonuses or penalties and rolls on the 
  Underworld Alchemy table.
  Underworld Alchemy
  Total
  Result
  1-9
  Failure. Ingredients destroyed; a complication arises.
  10-14
  Failure. Ingredients destroyed; no complication.
  15-19
  You create 8 units.
  20+
  You create 16 units.
  These substances can’t be sold to everyday shopkeepers. 
  They’re outlawed by most governments and attempting 
  to sell them to the wrong person will attract 1 level of 
  infamy. Characters have two options available to sell these 
  substances; in bulk to a criminal organization or selling 
  on the street.
  Bulk Sale. A bulk sale must be made directly to another 
  criminal; either a crime lord or their underling, such as a 
  fence. A bulk sale must be 8 or more units and is at 50% 
  less than the standard unit sale price.
  Street Dealing. The character can choose to sell 
  the substances themselves using the Street Level 
  Dealing section.
  Complications. Any alchemical endeavor is fraught with 
  possible negative outcomes, and these are no different. 
  The character can roll on the Underworld Alchemy 
  Complications table below when appropriate.
  Underworld Alchemy Complication
  1d6
  Complication
  1
  You burn down the establishment you were working in. Gain 2 
  levels of infamy.
  2
  Your workspace explodes! The equipment is destroyed. Gain 1 
  level of infamy.
  3
  There is a raid on the building. You must spend 50 gp on setting 
  up a new location to continue.
  4
  A rival knows what you are up to and tips off the city watch. Gain 
  1 level of infamy.
  5
  A rival sold you counterfeit ingredients. You now have a 
  substance but don’t know what it is.
  6
  Someone close to you knows what you are doing and is 
  extremely disappointed in you.
  
  80
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  preludes: expanded 
  preludes: expanded 
  baCkgrOunds
  baCkgrOunds
  Preludes is an alternative to the traditional backgrounds 
  described in the Player’s Handbook. Using the Preludes 
  system, a player and dungeon master work together to 
  determine a character’s backstory and background features.
  There are two core mechanics to the Preludes system: 
  lifepath tables and scenes. 
  A lifepath table represents a particular time in your 
  character’s life, and is filled with possible events from which 
  your character could have learned things. Each event on 
  a lifepath table corresponds with a tool proficiency, a skill 
  proficiency, a language proficiency, or a background feature. 
  Scenes are a detailed exploration of a specific event in your 
  character’s life. A scene might be associated with a specific 
  event from a lifepath table, or might have occurred between 
  those events.
  Example lifepath tables and scenes are provided later 
  in this section, and you can find a Prelude example 
  in Appendix B.
  Before starting a Prelude, determine if there’s any life 
  experiences or specific outcomes the player wants for their 
  character. This provides an excellent starting point for 
  character creation. In the example found in Appendix B, 
  the player knows they want their character Rodrigo to be a 
  Wild Magic sorcerer from Waterdeep, but doesn’t have any 
  preferences for other details.
  To use Preludes to create your full background, you’ll 
  need to use the lifepath tables to generate one or more 
  elements of your background. You can choose events or 
  roll randomly on each table. A mechanically complete 
  background gives you one background feature, two skill 
  proficiencies, and two tool or language proficiencies. If 
  using the tables generates more elements than you can 
  actually use, it is up to you which mechanical elements to 
  keep and which to discard. You are welcome to keep the 
  narrative elements of the discarded ones.
  Not all mechanical elements need to be generated 
  through the lifepath tables. At any point, you are welcome to 
  simply choose some that seem right to you. In the words of 
  Jeremy Crawford, the Sage of Seattle, “Follow your bliss.”
  Running Scenes
  As mentioned above, a scene can be associated with 
  a specific lifepath event or with something else. Most 
  preludes begin with an introduction about the character’s 
  circumstances of birth, and lead into a scene about their 
  childhood. You can keep this process going chronologically 
  or in any other manner you see fit.
  You can use scenes to lead a character to the beginning of 
  a campaign. How did their backstory lead them to Icewind 
  Dale, or Waterdeep, or Baldur’s Gate? How do they know 
  Sergeant Germaine Vilroy? Scenes are a perfect way to 
  explore these questions.
  Scenes can also be used to connect different party 
  members to each other. One character’s scenes may affect 
  the scenes of another character, and some scenes may be 
  run with two or more characters simultaneously. These 
  crossovers can generate fascinating stories and meaningful 
  relationships.
  Traits of a Scene
  Most scenes typically:
  • Help the player connect with the character
  • Present a moral dilemma or test a character’s beliefs
  • Let the player decide how their character will respond to 
  an event
  End scenes with questions about the character’s actions or 
  reflections. Whenever possible, adapt scenes based on the 
  player’s decisions.
  Writing New Scenes
  Here are some ideas for interesting, new scenes not 
  described below:
  • The character experiences a family bonding moment or 
  the love of their parents as a child (e.g. the family has a 
  sleepover in the living room, complete with a gentle fire, 
  smores, hot chocolate, and a bedtime story).
  • The character is taught something in their childhood that 
  excites them (e.g. a mother teaches her child to fight with 
  a wooden sword and shield).
  • As a young adult, the character faces a situation that 
  defies their beliefs.
  • As a young adult, the character experiences forbidden 
  love (e.g. falling for a person from a rival noble family).
  • As a professional, the character faces a situation where 
  they can help someone in need, but only by breaching 
  their professional ethics.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  81
  Example Lifepath Tables
  This section provides example lifepath tables that 
  include the Player’s Handbook’s skill, tool, and language 
  proficiencies, and background features. You can use these 
  tables or make your own.
  Upbringing
  1d6
  Event
  1
  You are an orphan. Forced to fend for yourself, you gain 
  proficiency in the Survival skill.
  2
  Your family is extremely wealthy. You gain the Position of 
  Privilege background feature.
  3
  Your family is multilingual, and you grew up speaking multiple 
  languages. You speak one standard langauge of your choice 
  from chapter 4 of the Player’s Handbook.
  4
  Your family made a pact with demons or a deal with a devil, 
  many generations ago. You speak your choice of Abyssal or 
  Infernal.
  5
  You inherited the service of loyal retainers who have served 
  your family for generations. You gain the Retainers background 
  feature.
  6
  Your family has worked and lived on the sea for generations. 
  Although you may know nothing about sailing, you gain the 
  Ship’s Passage background fature. Veteran seafarers respect your 
  family name, if not yourself.
  Childhood
  1d6
  Event
  1
  You grew up in an area containing an enclave of a minority 
  group. Roll 1d8 (or choose a result) to find out which group; you 
  speak that group’s language.
  1: Humans (Common)
  2: Dwarves (Dwarvish)
  3: Elves (Elvish)
  4: Halflings (Halfling)
  5: Gnomes (Gnomish)
  6: Goblins (Goblin)
  7: Orcs (Orc)
  8: Dragonborn (Draconic)
  2
  You have a childhood friend who never seemed to be able to 
  take the right path. You gain the Criminal Contact background 
  feature.
  3
  You have a literal guardian angel. Or at least, you did when you 
  were a child. You haven’t seen them for a long time. You speak 
  the Celestial language.
  4
  You were left to run wild in the streets. You gain the City Streets 
  background feature.
  5
  You had free time to play games as a child. You gain proficiency 
  in a gaming set of your choice.
  6
  You enjoyed making music as a child. If you didn’t have a 
  real musical instrument, you improvised your own. You gain 
  proficiency with a musical instrument of your choice.
  Adolescence
  1d8
  Event
  1
  You were apprenticed early. You gain proficiency in one type of 
  artisan’s tools of your choice.
  2
  You were the leader of the children you grew up with. You gain 
  proficiency in the Persuasion skill.
  3
  You got lost in the wilderness a lot. But you always found your 
  way back home. You gain the Wanderer background feature.
  4
  You had to do the cooking. You gain proficiency in cook’s 
  utensils.
  5
  You were a lookout. Were you waiting for your friends to 
  welcome them or watching for your enemies? You gain 
  proficiency in the Perception skill.
  6
  You carved small wooden items. Was it just for fun, or did you 
  need to do carving for some reason? You gain proficiency in 
  woodcarver’s tools.
  7
  You were very active, running and climbing everywhere. You gain 
  proficiency in the Athletics skill.
  8
  You spent much of your adolescence lying and deflecting blame. 
  You gain proficiency in the Deception skill.
  Formal Education
  1d8
  Event
  1
  You attended a school for young wizards. You gain proficiency in 
  the Arcana skill.
  2
  You took lessons at the local temple. You gain proficiency in the 
  Religion skill.
  3
  Circumstances forced you to learn how to examine evidence, 
  rather than listen to the people around you, to learn what is true. 
  You gain proficiency in the Investigation skill.
  4
  A druid, hermit, herbalist, or other such mentor taught you and 
  other children the details of the wild. You gain proficiency in the 
  Nature skill.
  5
  You were taught the basics of tumbling, rope-walking, and other 
  such tricks by an acrobat or circus. You gain proficiency in the 
  Acrobatics skill.
  6
  You were taught lessons in the history of the world. They may or 
  may not have been totally accurate. You gain proficiency in the 
  History skill.
  7
  You didn’t pay attention to your lessons. You were too 
  busy bullying the other children. You gain proficiency in the 
  Intimidation skill.
  8
  You had a cruel teacher whose whims ruled their classroom, 
  rather than facts. You didn’t learn whatever they were supposed 
  to teach you, but you learned how to read them to avoid 
  punishment. You gain proficiency in the Insight skill.
  
  82
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Early Occupation
  1d8
  Event
  1
  Apprenticeship wasn’t for you. Instead, you picked pockets. You 
  gain proficiency in the Sleight of Hand skill.
  2
  You were apprenticed to a blacksmith. You gain proficiency with 
  smith’s tools.
  3
  You were apprenticed to a juggler, singer, bard, or other 
  performer. You gain proficiency in the Performance skill.
  4
  You spent time in the fields, hauling rocks, or otherwise doing 
  manual labor. You gain proficiency in the Athletics skill.
  5
  You worked in a stable. You gain proficiency in the Animal 
  Handling skill.
  6
  You were apprenticed to the local midwife, wise woman, doctor, 
  or other healer. You gain proficiency in the Medicine skill.
  7
  You were taken under the wing of a local thief, gang of thieves, 
  or other collection of skullduggers. You gain proficiency in the 
  Stealth skill.
  8
  You were trained in the art of etiquette and public speaking 
  in preparation for your adult life. You gain proficiency in the 
  Persuasion skill.
  Professional Work
  1d6
  Lifepath Table
  1
  Consult the Work - The Arcane table
  2
  Consult the Work - The Divine table
  3
  Consult the Work - Skulduggery table
  4
  Consult the Work - Trade and Culture table
  5
  Consult the Work - War table
  6
  Consult the Work - The Wilds table
  Work - The Arcane
  1d6
  Event
  1
  Your magical research has unlocked the secrets of alchemy. You 
  gain proficiency with your choice of the herbalism kit, alchemist’s 
  supplies, or brewer’s supplies.
  2
  One way or another, you found yourself in possession of a 
  fundamental truth about the multiverse. You gain the Discovery 
  background feature.
  3
  You found yourself in an arcane profession without a firm 
  grounding in the basics, and spent some time catching up. You 
  gain proficiency in the Arcana skill.
  4
  You experimented with, or were taught, traditions of magical 
  music and musical magic. You gain proficiency with your choice 
  of one musical instrument or the Performance skill.
  5
  You have spent what seems like lifetimes surrounded by tomes 
  of knowledge. You gain the Researcher background feature.
  6
  You have experimented with, or been taught, or otherwise 
  learned, traditions of artifice telling you that using objects you 
  created yourself smooths the magic. You gain proficiency in a set 
  of artisan’s tools of your choice.
  Work - The Divine
  1d6
  Event
  1
  You have sworn oaths to a temple or other religious 
  organization. You gain the Shelter of the Faithful background 
  feature.
  2
  You served as an officer in a temple’s military force. You gain the 
  Military Rank background feature.
  3
  You learned not only the doctrine of your religion, but the 
  doctrine of other religions and the history of your and other 
  religions in the world. You gain proficiency in your choice of the 
  Religion skill or the History skill.
  4
  You preached fire and brimstone to scare people into converting 
  to your religious organization. You gain proficiency in the 
  Intimidation skill.
  5
  You served as a healer. Did you heal the rich who could pay, the 
  influential who could convince you, or anyone who needed it? 
  You gain proficiency in the Medicine skill.
  6
  You came from common folk and made sure that you could 
  stay somewhere to help them, even at the cost of advancement 
  within your organization. You gain the Rustic Hospitality 
  background feature.
  Work - Skulduggery
  1d6
  Event
  1
  You have spent time creating a second identity for yourself. You 
  gain the False Identity background feature.
  2
  You used your skills to uncover information. Did you serve a 
  kingdom or organization, or just sell it? You gain the Criminal 
  Contact background feature.
  3
  You know everything there is to know about poisons. Do you use 
  them yourself, or defend against them? You gain proficiency with 
  the poisoner’s kit.
  4
  You were a pickpocket or con man. Did you rob from the rich 
  and give to the poor, or just rob from the poor and keep it? You 
  gain proficiency in your choice of the Sleight of Hand skill or the 
  Deception skill.
  5
  You’ve had experience escaping from ropes, holds, and other 
  restraints. You certainly weren’t doing anything illegal. You gain 
  proficiency in the Acrobatics skill.
  6
  You consider keys a nice convenience, but not required if you 
  want a lock open. You gain proficiency with thieves’ tools.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  83
  Work - Trade and Culture
  1d6
  Event
  1
  You became a recognized artisan in your craft. If you do not 
  already have proficiency in any artisan’s tools, gain proficiency in 
  one type of artisan’s tools. If you do, gain the Guild Membership 
  background feature.
  2
  You are a famous and recognized entertainer. You gain the By 
  Popular Demand background feature.
  3
  You are a silver-tongued negotiator. Are you famous for this? 
  You gain proficiency in your choice of the Persuasion skill or the 
  Insight skill.
  4
  You traveled widely. As the saying goes, you’ve been everywhere. 
  You gain your choice of proficiency in navigator’s tools or the 
  Wanderer background feature.
  5
  You have many contacts with sailors. Did you serve on a 
  ship yourself or just hire them? You gain the Ship’s Passage 
  background feature.
  6
  No irregularity in records or undeclared cargo can evade your 
  eye. You gain proficiency in the Investigation skill.
  Work - War
  1d6
  Event
  1
  You served as a quartermaster in a military force. You gain 
  proficiency with land vehicles.
  2
  You were personally a scourge of the high seas or of the land, or 
  you served with a unit or force with that reputation. You gain the 
  Bad Reputation background feature.
  3
  You were a scout. Did you always find enough, or did something 
  important slip by that you’ll always regret? You gain proficiency 
  in your choice of the Perception skill or the Stealth skill.
  4
  You were a navigator, pathfinder, or otherwise in charge of 
  directions for your unit. You gain proficiency in navigator’s tools.
  5
  You marched all day and fought all night. You gain proficiency in 
  the Athletics skill.
  6
  You were an officer in a military organization. You gain the 
  Military Rank background feature.
  Work - The Wilds
  1d6
  Event
  1
  You have spent a great deal of time in the wilderness, and their 
  secrets are known to you. You gain your choice of the Wanderer 
  background feature or proficiency in the Survival skill.
  2
  You have made a study of the wild and the things in them. You 
  gain proficiency in the Nature skill.
  3
  You have spent much time in isolation and some form of 
  enlightenment has come to you. You gain the Discovery 
  background feature.
  4
  You cook for yourself, usually using things that you grew, 
  gathered, or hunted yourself. You gain proficiency in cook’s 
  utensils.
  5
  You need to keep your eyes open to survive in the wild. Do you 
  bear any marks from times when you didn’t? You gain proficiency 
  in the Perception skill.
  6
  You have a rapport with animals. Do you use it to make friends 
  with animals, or just to keep them away from you? You gain 
  proficiency in the Animal Handling skill.
  Any Age
  1d6
  Event
  1
  You saved a small village, or a poor neighborhood, or other 
  group of common folk, from a monster attack or other danger. 
  You gain the Rustic Hospitality background feature.
  2
  There are horrible rumors about you and the things you have 
  done. Are they true? You gain the Bad Reputation background 
  feature.
  3
  You were shipwrecked on a deserted island, trapped in an 
  avalanche, left on a mountain, or otherwise alone in the 
  wilderness by accident. You gain proficiency in the Survival skill.
  4
  You were forced to take the metaphorical wheel when the driver 
  of a vehicle you were in was suddenly incapacitated. You gain 
  proficiency in your choice of land vehicles or water vehicles.
  5
  You were captured and left to die in a prison. You taught yourself 
  how to pick the lock to escape. You gain proficiency in thieves’ 
  tools.
  6
  You somehow ended up in a competition for the sake of your 
  soul. Did you win? You gain proficiency in your choice of a 
  gaming set or a musical instrument.
  Example Scenes
  This section provides example scenes, many of which 
  coordinate with lifepath table events.
  Orphanage
  Growing in an orphanage was often difficult. There were 
  definitely happy moments, but they were not plenty. During 
  an especially cold winter night, you wake up at the sounds 
  of one of your friends, Jackes, a 7 year-old boy, shivering. 
  Action Question: What do you do?
  Example responses:
  • Give your blanket to Jackes: Jackes stops shivering and on 
  the next morning, thanks you. You spent the night feeling 
  very cold and you do not wake up well. You surely got sick. 
  • Ignore Jackes: Jackes gets sick.  The orphanage has no 
  condition to give the proper treatment and after a week, 
  Jackes dies from severe pneumonia.
  • Go lie down with Jackes to warm yourselves: You both 
  spend the night warmer and you create a strong bond of 
  friendship with Jackes, lighting up your sorrowful days at 
  the orphanage.
  Reflective Question: How do you feel about that?
  
  84
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  School
  As a child from a noble family, you have the privilege to go 
  to a renowned school. You were going out from it, heading 
  back home after a long morning of study. You spot a scene 
  ahead of you, where some of your colleagues are harassing 
  another one, a small halfling girl. They call her ‘big foot’ 
  because her feet are bigger than usual, as expected for 
  halflings. The girl is crying and shouts, “Stop, please!”.
  Action Question: What do you do?
  Example responses:
  • Try to talk the bullies down: They realize who you are and 
  stop harassing the girl. The girl later thanks you for your 
  efforts.
  • Ignore the girl: You notice the girl all alone in the 
  following days at school, weeping in the corners.
  • Face the bullies: You get badly beaten, but the bullies stop 
  harassing the girl. 
  Reflective Question: How do you feel about that?
  Elven Community
  Your place is near a small elven community, and you often 
  interacted with them. On a sunny summer afternoon, an 
  elf named Thyllya invited you to know her garden. You 
  walked through a nice trail in the forest until you got to a 
  cozy cabin surrounded by a beautiful and colorful garden 
  filled with flowers and bushes. She takes you by the hand 
  and starts to explain and describe each plant, flower and 
  tree. While walking towards a bright, red rose, you both 
  notice a fallen bird, a small sparrow. Thyllya takes it gently, 
  talks to it in Elven and she says: “This little one is wounded. 
  Let’s let it, shall we?”. She pronounces weird words while 
  softly touching the bird’s body. A faint glow possesses the 
  bird, which slowly rises, looks at both of you and rises 
  into the sky. 
  Reflective Question: What kind of emotions or feelings did 
  this scene trigger to you?
  Hard Lessons
  You’ve been struggling to learn the art and your master has 
  noticed it. At some point, they seem to snap after a mistake 
  you made, yelling: “Again? Can’t you do things right? It’s 
  not so hard!”.
  They push you aside and show you how it’s done. Once 
  they’re finished, they say: “See? It’s easy? Now try again.”
  Reflective Question: What do you think of the situation 
  that just happened?
  The Wrong Peek
  Climbing things was one of your favorite hobbies, be it 
  walls, trees or even rooftops. You would climb up there and 
  watch your surroundings, satisfying your curiosity while you 
  relaxed a bit. One day, you saw a maid slipping a bracelet 
  from her employer into her underclothes. 
  Action Question: What do you do?
  Example responses:
  • Leave this behind: You decide to climb down and return 
  home.
  • Tip her boss: You knock at the door and inform the family 
  about what happened.
  • Blackmail the maid: You wait for the maid to get out and 
  threaten to tell her boss about what happened unless she 
  gives you some money.
  Reflective Question: How do you feel about the result?
  The Puppy
  Exploring the woods close to your home town was 
  a thrilling experience, one that allowed you to learn 
  something different with every trip. It was not uncommon 
  for you to get lost, but would use the wilderness’ hints 
  to find your way back. In one of your trips, you heard 
  something, like an animal’s cry. You stumbled upon a very 
  small wolf puppy crying over the lacerated body of its 
  mother. A bear must have done this. You take the puppy 
  back with you, but your parents forbid you to keep it, 
  allowing you to care for it only for that night. On the day 
  that followed, you had to return it to the woods.
  Reflective Question: What emotion was the strongest at 
  that moment?
  The Lecture
  It was a nice summer day, when you got called outside by 
  the Academy Supervisor, along with your classmates. They 
  announced a surprise lecture to be provided by a special 
  guest, an old friend of the Academy Director. The wizard 
  talks for an hour about all schools of magic, explains their 
  specifics, their pros and cons, providing a holistic view on 
  them and making small demonstrations of each school. At 
  the end of the lecture, the wizard informs that they would 
  provide a demonstration of a powerful transmutation spell. 
  The wizard takes a jade circlet from their pouch, makes 
  some gestures with it and places it on their head while they 
  utter power words. Their body starts to transform, golden 
  scales start to grow, the body increases in size while golden 
  wings sprout out of their back and in a few moments, the 
  wizard turned into a large, magnificent gold dragon, to the 
  awe of the students. It said goodbye and flew away.
  Reflective Question: What did you think of the lecture? 
  What kind of feelings did you experience with the 
  transformation?
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  85
  Initiation
  The local Guild that took you as a member has been 
  preparing you through a mentor who taught you the basic 
  ropes of the rogue arts, like pick pocketing, picking locks, 
  being silent and unseen, and so on. After a year training, 
  your mentor sends you on a small mission, consisting of 
  stealing the gold purse of any guard. The mentor would 
  watch your performance from afar, assessing your skills. 
  You have no weapons on yourself as a guarantee in case 
  things go wrong; there’s no chance for you to kill a guard. 
  As your first assignment, you’re nervous and mess up the 
  execution, being noticed by the guard.
  Action Question: What do you do?
  Example Responses:
  • Surrender peacefully: You are arrested and spend a few 
  months in prison, where you learn valuable information 
  and skills from other criminals.
  • Run away: You dart away as fast as possible, putting some 
  obstacles between you and the guards, pushing people 
  out of your way, making sharp turns and you manage to 
  lose the guards.
  • Run away and hide: You run away and turn a corner, then 
  another and finally another one and you hide into a big 
  crate which was lying around with other crates, avoiding 
  the confusion.
  Your mentor explained that things sometimes go south and 
  that it’s important to handle unexpected circumstances. He 
  puts good words towards the Guild leader. 
  Reflective Question: How did you feel during this mission? 
  What are your feelings towards the mentor?
  Saving the Smallfolk
  In one of your travels, you notice a family of merchant 
  gnomes being assaulted by two bandits. They didn’t 
  notice you. 
  Action Question: What do you do? 
  Example Responses:
  • Help: you manage to quickly plan a strategy and surprise 
  them, managing to save the merchants. They thank you 
  profusely, ask for your name and later on, you find out that 
  the event was spread in a nearby village, where you heard 
  the story of your deed. 
  • Ignore: you leave them and hear screams, looking behind 
  you, you see the bandits killing the father in front of his 
  children. 
  Reflective Question: How do you feel with that?
  The Rich Guy
  You started to follow the footsteps of your parents and 
  you’re being groomed into the family business. In one of 
  your first business trips by yourself to a close by city, you 
  decide to spend the night in a cozy and comfortable inn. 
  To your surprise, the innkeeper informs you that you don’t 
  need to pay for anything. He notices your ring and your 
  family signet and tells you that it’s on the house.
  Action Question: What is your reaction to that? 
  Better Steer Clear
  You were always problematic and often caused trouble, 
  having done your fair share of unspeakable things, things 
  which often haunt you. You have hard times keeping it 
  together and someday, you snapped out during a gambling 
  game, breaking a chair and a table. When you were done, 
  you darted away from the place, but you remember the 
  look on people’s faces to this day. Nothing happened to you, 
  though. You got away without any issues. 
  Reflective Question: What is your take on the situation? 
  Vyngatorian
  You went to bed after a long day of work, wondering 
  about your calling. You hadn’t found it yet. You often ask 
  yourself what is your purpose? You suddenly wake up, 
  finding yourself in a wasteland filled with bodies, corpses 
  killed in battle. Ahead of you is a huge pile of bodies and a 
  shiny, elaborate sword sticks from one of them. Once you 
  get closer, you hear a voice echo: “Come closer, don’t be 
  afraid. I am Vyngatorian, essence of Tyr. The God of Justice 
  was suffering from vengeful thoughts which he was having 
  trouble to dismiss. He then split his soul through a powerful 
  ritual and removed all these thoughts of revenge were 
  tossed into a shard of his soul. And I was born. I eventually 
  found my way into this glorious weapon and I now carry on 
  my duty: to exact revenge on the unworthy! Tell me, will you 
  help me with this fabulous task?”
  Action Question: What do you do?
  Example Responses:
  • Accept: you take the sword in your hands and wake up, 
  feeling a rush inside of you, something you were looking 
  for your whole life [Hexblade Patron].
  • Refuse: you wake up, scared and breathless, realizing that 
  it was only a bad dream. A truly realistic nightmare.
  Reflective Question: What emotions are 
  strongest right now?
  The Assignment
  You joined the City Watch a year ago and went under 
  extensive training. You dedicated your soul to be a good 
  guard but still, your superior wouldn’t remove from your 
  cleaning duties at the HQ. You worked even harder when 
  someday, she called you into her office and said: “So, I 
  know you’ve been frustrated with your current assignment 
  and I must tell you, I’m very glad about the way you handled 
  the situation. This is exactly what we need here. Dedicated, 
  hard-working people. Starting tomorrow, I’ll assign you to 
  a more experienced colleague and you’ll go on rounds duty 
  with him on the streets. I trust you will do quite well.”
  Reflective Question: How do you feel about this?
  
  86
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  The Mentor
  You recently found a mentor that took you as an apprentice 
  to teach you the art you’re interested in learning. However, 
  the first days were spent playing a card game, with your 
  mentor asking you a lot of questions to get to know you 
  better. When you questioned them about this, they said 
  that in order to succeed, it’s imperative that you know 
  yourself well. 
  Reflective Questions: What is your purpose? How would 
  you like to put your skills to use? What makes you happy?
  The Adventuring Party
  You were at a tavern with some friends and the place was 
  very crowded. There was a nice band playing a nice song. 
  At some point, a confusion started and it quickly turned 
  into a fight. However, a group of people put an end to the 
  confusion in a very short time. After a few seconds, most 
  of the brigands were put to sleep and others grabbed 
  and restrained. When you asked who these people were, 
  you learned that they were a somewhat renown group of 
  adventurers. They go out on special assignments, fixing 
  other people’s issues as long as they got paid handsomely. 
  Reflective Question: What do you think about that?
  Report or Ignore?
  Your work at the Guild has been going well, and you’re 
  getting more and more experienced. During your last job, 
  you needed to infiltrate a house and steal a small painting. 
  Getting into the house wasn’t difficult, but when you got 
  to the bedroom, the place where the painting was located, 
  you found the dead body of a woman on the bed, her 
  throat cut open.
  Action Question: What do you do next?
  • Report the body to the authorities: On the next morning, 
  you find a kid on the streets and give them a silver so they 
  can tell the authorities about the dead body.
  • Grab the painting and get the hell out: This body is not 
  your responsibility. You do what you were hired to do and 
  leave.
  Reflective Questions: How do you feel about that?
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  87
  appendix a: Creatures and spells 
  appendix a: Creatures and spells 
  referenCed
  referenCed
  Creatures referenCed
  Creatures referenCed
  Some parts of this book refer to creatures not found in 
  the Monster Manual. Stat blocks for those creatures are 
  reprinted here for your convenience.
  Swarm of Sprites
  Medium swarm of Tiny fey, neutral good
  Armor Class 15 (leather armor)
  Hit Points 36 (8d8)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  18 (+4)
  10 (+0)
  14 (+2)
  15 (+2)
  10 (+0)
  Damage Resistances bludgeoning, piercing, and slashing
  Condition Immunities charmed, frightened, grappled, paralyzed, 
  petrified, prone, restrained, stunned
  Skills Perception +4, Stealth +8
  Senses passive Perception 14, darkvision 60 ft.
  Languages Common, Elvish, Sylvan
  Challenge 3 (700 XP)
  Swarm Heart Sight. The swarm automatically knows the current 
  emotional state of any creature it touches. If a target fails a DC 
  10 Charisma saving throw, the sprite also knows the creature’s 
  alignment. Celestials, fiends, and undead automatically fail the 
  saving throw.
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening large 
  enough for a Tiny sprite. The swarm can’t regain hit points or gain 
  temporary hit points.
  Actions
  Multiattack. The swarm makes three weapon attacks.
  Vanguard. Melee Weapon Attack: +6 to hit, reach 0 ft., one target 
  in the swarm’s space. Hit: 10 (4d4) slashing damage, or 5 (2d4) 
  slashing damage if the swarm has half of its hit points or fewer.
  Volley. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one 
  target. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing 
  damage if the swarm has half of its hit points or fewer. On a hit, 
  the target creature must succeed on a DC 15 Constitution saving 
  throw or become poisoned for 1 minute. If it fails its saving throw 
  by 5 or more, the poisoned creature falls unonscious for the same 
  duration, or until it takes damage or another creature takes an 
  action to shake it awake.
  Lift. The swarm attempts to grab a creature or object within 
  its space. The target must succeed on a DC 15 Dexterity saving 
  throw, or else be grappled and restrained by the swarm. This does 
  not make the swarm grappled. The swarm can magically lift any 
  Medium creature or object that weighs 500 pounds or less.
  Plummet. The swarm drops any number of creatures it is holding. 
  It takes coordination for dozens of creatures to drop something 
  simultaneously; the swarm cannot willingly drop a creature or 
  object except by taking this action.
  
  88
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  spells referenCed
  spells referenCed
  Some parts of this book refer to spells from the Elemental 
  Evil Player’s Companion or Xanathar’s Guide to Everything. 
  Those spells are reprinted here for your convenience.
  Bones of the Earth
  6th-level transmutation
  Casting time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  Classes: druid
  You cause up to six pillars of stone to burst from places on 
  the ground that you can see within range. Each pillar is a 
  cylinder that has a diameter of 5 feet and a height of up to 
  30 feet. The ground where a pillar appears must be wide 
  enough for its diameter, and you can target the ground 
  under a creature if that creature is Medium or smaller. Each 
  pillar has AC 5 and 30 hit points. When reduced to 0 hit 
  points, a pillar crumbles into rubble, which creates an area 
  of difficult terrain with a 10-foot radius that lasts until the 
  rubble is cleared. Each 5-foot-diameter portion of the area 
  requires at least 1 minute to clear by hand.
  If a pillar is created under a creature, that creature must 
  succeed on a Dexterity saving throw or be lifted by the 
  pillar. A creature can choose to fail the save.
  If a pillar is prevented from reaching its full height 
  because of a ceiling or other obstacle, a creature on the 
  pillar takes 6d6 bludgeoning damage and is restrained, 
  pinched between the pillar and the obstacle. The restrained 
  creature can use an action to make a Strength or Dexterity 
  check (the creature’s choice) against the spell’s save DC. 
  On a success, the creature is no longer restrained and must 
  either move off the pillar or fall off it.
  At Higher Levels. When you cast this spell using a spell 
  slot of 7th level or higher, you can create two additional 
  pillars for each slot level above 6th.
  Control Flames
  Transmutation cantrip
  Casting time: 1 action
  Range: 60 feet
  Components: S
  Duration: Instantaneous
  Classes: druid, sorcerer, wizard
  You choose nonmagical flame that you can see within range 
  and that fits within a 5-foot cube. You affect it in one of the 
  following ways:
  • You instantaneously expand the flame 5 feet in one 
  direction, provided that wood or other fuel is present in 
  the new location.
  • You instantaneously extinguish the flames within the 
  cube.
  • You double or halve the area of bright light and dim light 
  cast by the flame, change its color, or both. The change 
  lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a 
  creature, an inanimate object, or a location—to appear 
  within the flames and animate as you like. The shapes 
  last for 1 hour.
  If you cast this spell multiple times, you can have up to 
  three of its non-instantaneous effects active at a time, and 
  you can dismiss such an effect as an action.
  Ice Knife
  1st-level conjuration
  Casting time: 1 action
  Range: 60 feet
  Components: S, M (a drop of water or a piece of ice)
  Duration: Instantaneous
  Classes: druid, sorcerer, wizard
  You create a shard of ice and fling it at one creature within 
  range. Make a ranged spell attack against the target. On a 
  hit, the target takes 1d10 piercing damage. Hit or miss, the 
  shard then explodes. The target and each creature within 5 
  feet of it must succeed on a Dexterity saving throw or take 
  2d6 cold damage.
  At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the cold damage increases by 
  1d6 for each slot level above 1st.
  Gust
  Transmutation cantrip
  Casting time: 1 action
  Range: 30 ft.
  Components: V, S
  Duration: Instantaneous
  Classes: druid, sorcerer, wizard
  You seize the air and compel it to create one of the following 
  effects at a point you can see within range:
  • One Medium or smaller creature that you choose must 
  succeed on a Strength saving throw or be pushed up to 5 
  feet away from you.
  • You create a small blast of air capable of moving one 
  object that is neither held nor carried and that weighs no 
  more than 5 pounds. The object is pushed up to 10 feet 
  away from you. It isn’t pushed with enough force to cause 
  damage.
  • You create a harmless sensory effect using air, such as 
  causing leaves to rustle, wind to slam shutters shut, or 
  your clothing to ripple in a breeze.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  89
  Investiture of Flame
  6th-level transmutation
  Casting time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Classes: druid, sorcerer, warlock, wizard
  Flames race across your body, shedding bright light in a 
  30-foot radius and dim light for an additional 30 feet for the 
  spell’s duration. The flames don’t harm you. Until the spell 
  ends, you gain the following benefits:
  • You are immune to fire damage and have resistance to 
  cold damage.
  • Any creature that moves within 5 feet of you for the first 
  time on a turn or ends its turn there takes 1d10 fire 
  damage.
  • You can use your action to create a line of fire 15 feet long 
  and 5 feet wide extending from you in a direction you 
  choose. Each creature in the line must make a Dexterity 
  saving throw. A creature takes 4d8 fire damage on a failed 
  save, or half as much damage on a successful one.
  Investiture of Ice
  6th-level transmutation
  Casting time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Classes: druid, sorcerer, warlock, wizard
  Until the spell ends, ice rimes your body, and you gain the 
  following benefits:
  • You are immune to cold damage and have resistance to 
  fire damage.
  • You can move across difficult terrain created by ice or 
  snow without spending extra movement.
  • The ground in a 10-foot radius around you is icy and is 
  difficult terrain for creatures other than you. The radius 
  moves with you.
  • You can use your action to create a 15-foot cone of 
  freezing wind extending from your outstretched hand in 
  a direction you choose. Each creature in the cone must 
  make a Constitution saving throw. A creature takes 4d6 
  cold damage on a failed save, or half as much damage on 
  a successful one. A creature that fails its save against this 
  effect has its speed halved until the start of your next turn.
  Investiture of Stone
  6th-level transmutation
  Casting time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Classes: druid, sorcerer, warlock, wizard
  Until the spell ends, bits of rock spread across your body, 
  and you gain the following benefits:
  • You have resistance to bludgeoning, piercing, and slashing 
  damage from nonmagical attacks.
  • You can use your action to create a small earthquake on 
  the ground in a 15-foot radius centered on you. Other 
  creatures on that ground must succeed on a Dexterity 
  saving throw or be knocked prone.
  • You can move across difficult terrain made of earth or 
  stone without spending extra movement. You can move 
  through solid earth or stone as if it was air and without 
  destabilizing it, but you can’t end your movement there. 
  If you do so, you are ejected to the nearest unoccupied 
  space, this spell ends, and you are stunned until the end 
  of your next turn.
  Investiture of Wind
  6th-level transmutation
  Casting time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Classes: druid, sorcerer, warlock, wizard
  Until the spell ends, wind whirls around you, and you gain 
  the following benefits:
  • Ranged weapon attacks made against you have 
  disadvantage on the attack roll.
  • You gain a flying speed of 60 feet. If you are still flying 
  when the spell ends, you fall, unless you can somehow 
  prevent it.
  • You can use your action to create a 15-foot cube of 
  swirling wind centered on a point you can see within 
  60 feet of you. Each creature in that area must make 
  a Constitution saving throw. A creature takes 2d10 
  bludgeoning damage on a failed save, or half as much 
  damage on a successful one. If a Large or smaller 
  creature fails the save, that creature is also pushed up to 
  10 feet away from the center of the cube.
  
  90
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Magic Stone
  Transmutation cantrip
  Casting time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 minute
  Classes: artificer, druid, warlock
  You touch one to three pebbles and imbue them with magic. 
  You or someone else can make a ranged spell attack with 
  one of the pebbles by throwing it or hurling it with a sling. 
  If thrown, it has a range of 60 feet. If someone else attacks 
  with the pebble, that attacker adds your spellcasting ability 
  modifier, not the attacker’s, to the attack roll. On a hit, 
  the target takes bludgeoning damage equal to 1d6 + your 
  spellcasting ability modifier. Hit or miss, the spell then ends 
  on the stone.
  If you cast this spell again, the spell ends early on any 
  pebbles still affected by it.
  Mold Earth
  Transmutation cantrip
  Casting time: 1 action
  Range: 30 feet
  Components: S
  Duration: Instantaneous
  Classes: druid, sorcerer, wizard
  You choose a portion of dirt or stone that you can see within 
  range and that fits within a 5-foot cube. You manipulate it in 
  one of the following ways:
  • If you target an area of loose earth, you can 
  instantaneously excavate it, move it along the ground, and 
  deposit it up to 5 feet away. This movement doesn’t have 
  enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt 
  or stone, spelling out words, creating images, or shaping 
  patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause 
  it to become difficult terrain. Alternatively, you can cause 
  the ground to become normal terrain if it is already 
  difficult terrain. This change lasts for 1 hour.
  If you cast this spell multiple times, you can have no more 
  than two of its non-instantaneous effects active at a time, 
  and you can dismiss such an effect as an action.
  Shape Water
  Transmutation cantrip
  Casting time: 1 action
  Range: 30 feet
  Components: S
  Duration: Instantaneous
  Classes: druid, sorcerer, wizard
  You choose an area of water that you can see within range 
  and that fits within a 5-foot cube. You manipulate it in one of 
  the following ways:
  • You instantaneously move or otherwise change the flow of 
  the water as you direct, up to 5 feet in any direction. This 
  movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and 
  animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must 
  be changed in the same way throughout. This change 
  lasts for 1 hour.
  • You freeze the water, provided that there are no creatures 
  in it. The water unfreezes in 1 hour.
  If you cast this spell multiple times, you can have no more 
  than two of its non-instantaneous effects active at a time, 
  and you can dismiss such an effect as an action.
  Thunderclap
  Evocation cantrip
  Casting time: 1 action
  Range: 5 feet
  Components: S
  Duration: Instantaneous
  Classes: artificer, bard, druid, sorcerer, warlock, wizard
  You create a burst of thunderous sound that can be heard 
  up to 100 feet away. Each creature within range, other than 
  you, must succeed on a Constitution saving throw or take 
  1d6 thunder damage.
  The spell’s damage increases by 1d6 when you reach 5th 
  level (2d6), 11th level (3d6), and 17th level (4d6).
  Thunder Step
  3rd-level conjuration
  Casting time: 1 action
  Range: 90 feet
  Components: V
  Duration: Instantaneous
  Classes: sorcerer, warlock, wizard
  You teleport yourself to an unoccupied space you can 
  see within range. Immediately after you disappear, a 
  thunderous boom sounds, and each creature within 10 
  feet of the space you left must make a Constitution saving 
  throw, taking 3d10 thunder damage on a failed save, or half 
  as much damage on a successful one. The thunder can be 
  heard from up to 300 feet away.
  You can bring along objects as long as their weight 
  doesn’t exceed what you can carry. You can also teleport 
  one willing creature of your size or smaller who is carrying 
  gear up to its carrying capacity. The creature must be within 
  5 feet of you when you cast this spell, and there must be an 
  unoccupied space within 5 feet of your destination space 
  for the creature to appear in; otherwise, the creature is 
  left behind.
  At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, the damage increases by 1d10 for 
  each slot level above 3rd.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  91
  Wrath of Nature
  5th-level evocation
  Casting time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: druid, ranger 
  You call out to the spirits of nature to rouse them against 
  your enemies. Choose a point you can see within range. 
  The spirits cause trees, rocks, and grasses in a 60-foot 
  cube centered on that point to become animated until 
  the spell ends.
  Grasses and Undergrowth. Any area of ground in the 
  cube that is covered by grass or undergrowth is difficult 
  terrain for your enemies.
  Trees. At the start of each of your turns, each of your 
  enemies within 10 feet of any tree in the cube must succeed 
  on a Dexterity saving throw or take 4d6 slashing damage 
  from whipping branches.
  Roots and Vines. At the end of each of your turns, one 
  creature of your choice that is on the ground in the cube 
  must succeed on a Strength saving throw or become 
  restrained until the spell ends. A restrained creature can 
  use an action to make a Strength (Athletics) check against 
  your spell save DC, ending the effect on itself on a success.
  Rocks. As a bonus action on your turn, you can cause a 
  loose rock in the cube to launch at a creature you can see 
  in the cube. Make a ranged spell attack against the target. 
  On a hit, the target takes 3d8 nonmagical bludgeoning 
  damage, and it must succeed on a Strength saving throw 
  or fall prone.
  
  92
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  appendix b: real prelude example
  appendix b: real prelude example
  The following is a real example of a Prelude conducted 
  between a Dungeon Master and player.
  Before the Prelude, the player had only decided he 
  wanted his character to be Rodrigo, a human Wild Magic 
  sorcerer from Waterdeep.
  Scene 1
  DM. Rodrigo was born in the wealthy family Margaster 
  from the City of Splendors. His father was a businessman, 
  owning a logistic company which delivered goods all across 
  the Sword Coast with caravans. Rodrigo grew up with a lot 
  of love from his mother, but his father was seldom around, 
  being very busy with the company.
  When you were about 6, your father had promised to have 
  dinner at home as he wasn’t having much of those lately. 
  You got pretty excited because even though your father 
  wasn’t around much, when he was, he tried to make his 
  time with you count. 
  Your mother Cecilia prepared a nice meal: roasted 
  chicken with roasted potatoes and a delicious sauce, along 
  with some vegetables. You sat at the table waiting for your 
  father. You waited. And waited a bit more, until your mother 
  told you to eat.
  You went to bed and your father hadn’t come home yet.
  How do you feel about this situation?
  Player. We’ll assume this was a consistent pattern with 
  Rodrigo’s father. If it was a one time thing, he’d recover. 
  If it was a consistent thing, he would feel apathy towards 
  his dad. Cause he learned he can’t rely on his dad to be 
  in his life.
  DM. This wasn’t the first time it happened, no.
  Scene 2
  DM. As a child from a noble family, you have the privilege 
  to go to a well renowned school. You were leaving school 
  one day, heading back home after a long morning of 
  study. You spot a scene ahead of you, where some of your 
  colleagues were harassing a small halfling girl. They 
  call her ‘big foot’ because her feet are bigger than usual, 
  as expected for halflings. The girl is crying and shouts, 
  “Stop, please!”.
  What do you do?
  Player. Rodrigo would go up to the group and point at 
  each of them in turn, describing some feature of theirs. 
  “Cross-eyed, neck hair, needs to bathe more, crooked nose, 
  and finally,” he points at himself, “know it all. C’mon, big 
  foot, let’s go.” He then takes the halfling girl’s hand and 
  walks her away from the group.
  DM. The bullies didn’t seem to expect this and were 
  speechless while you took the girl away. On the next day, 
  they began to beat you up, but the girl, named Nirtya, called 
  someone to help and took care of you. You both became 
  close friends. 
  Scene 3
  DM. Your parents have been teaching you a very different 
  language, which they told you had been in the family for 
  generations. It was hard to learn and they were never very 
  clear when you asked which language it was. Once you 
  were about ten years old, they told you what it really was: 
  the language of fiends. They explained that your ancestors 
  had to rely on something very extreme to get out of a life 
  threatening situation, and that the family has honored the 
  powerful fiends ever since. 
  This brings one of your memories back, when you heard 
  your father coming back from outside in the middle of the 
  night, his hands bloody. Your mother had told you that he 
  hurt himself at work, but you were too young to understand 
  back then. You also recall those dinners your father missed. 
  What thoughts crossed your mind with this situation? 
  Player. What? That’s terrifying! Fear. Rodrigo feels fear. 
  What has his father been doing? Who or what was the 
  source of that blood? Is he destined to inherit some sort of 
  fiendish pact against his will?
  DM. Here you can choose between learning the Infernal 
  or Abyssal language.
  Player. Let’s go with Infernal.
  Scene 4
  DM. Your friendship with Nirtya grew and you spent a lot 
  of time together. At some point you shared your concern 
  about your family situation and she was very supportive, 
  which only strengthened your bond.
  After a few years, it was clear that Nirthya has great 
  aptitude with physical things like climbing, jumping and 
  so on, which wasn’t the case for you. She often teases you 
  about this. You still feel, deep inside, like you haven’t found 
  your calling yet.
  How do you feel towards Nirthya?
  Player. Rodrigo feels a little insecure about his inferior 
  physical prowess. He wonders about what his calling is, and 
  keeps an eye out for signs of what it could be. He probably 
  notices that he’s awfully charismatic or strong willed or 
  something. Hence, charisma, sorcerer, etc.
  DM. Indeed! Etiquette and manners are very important 
  to your family, and so is knowing how to speak properly, 
  how to maintain an according posture, and so on. Your 
  parents have been teaching you some aspects of all this 
  since you were small, and lately the focus has been in 
  public speaking.
  
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  93
  Your family is holding a charity event this weekend and 
  your parents hired a teacher to make sure that you would 
  be ready to make the introduction speech. Every night, your 
  father asks you to present the speech to him and always 
  finds something that is lacking or that is not correct, and 
  asks you to fix this for the next night. He wasn’t around 
  much when you were a child but he managed to spend 
  more time with the family in the recent years. Even at 
  home, he still seems distant.
  What do you think about this charity event and the speech 
  you have to give? Did the feelings towards your father 
  change recently?
  Player. Rodrigo’s feelings toward his father are the same. 
  He has learned what to expect from his dad, and his dad 
  has not consistently gone against those expectations.
  DM. By this time, you have gained proficiency in the 
  Persuasion skill.
  Scene 5
  DM. You’ve started to follow the footsteps of your parents 
  and you’re being groomed into the family business. In one 
  of your first business trips by yourself to a nearby city, you 
  decide to spend the night in a cozy and comfortable inn. 
  To your surprise, the innkeeper informs you that you don’t 
  need to pay for anything. He notices your ring and your 
  family signet and tells you that it’s on the house.
  What is your reaction to that? What do you think about 
  following your father’s footsteps?
  Player. Rodrigo is probably not surprised. I’m sure he is 
  used to this type of treatment and even expects it by this 
  point. He was probably emotionally prepared to pay for his 
  room, but will not decline such a generous offer.
  Rodrigo doesn’t see himself as following in his father’s 
  footsteps. He sees himself as being raised with his father’s 
  resources, even though he expects to continue in the 
  family business.
  DM. Here you gain the Kept in Style feature from the 
  Waterdavian Noble background, from the Sword Coast 
  Adventurer’s Guide.
  Scene 6
  DM. On your way back, during the night at your campsite, 
  you saw a light among the bushes. It was a shiny stone 
  stuck in the ground. You tried to grab it, and everything 
  went black. You woke up the next day with a mild headache. 
  The stone wasn’t there anymore and your fire had gone out.
  Once back in Waterdeep, Nirthya meets with you to 
  hear everything about your trip. You went to your favorite 
  spot outside the city, by some trees and rocks, and told 
  her your story. When you were telling her about the stone 
  episode, you felt something inside you. A burning power 
  that grew rapidly and which you couldn’t control. A burst 
  of flame came out from your hands and hit Nirthya in 
  the face, burning her gravely and almost killing her. You 
  took quick action and took her to be treated. Thankfully, 
  everything was fine. 
  Nirthya got scared of you and you didn’t speak to you for 
  several weeks. Eventually, she agreed to meet with you 
  again. That’s when you saw it: the burn mark she would 
  carry on her face for the rest of her life.
  How did this make you feel? What would Rodrigo like to 
  do about this burning power situation that occurred?
  Player. Rodrigo is so sorry, and Nirthya probably 
  understands it was a complete accident. Rodrigo is scared 
  of this power and wants to avoid using it, but is aware that if 
  he doesn’t learn how, accidents like that might happen again 
  in the future. He probably uses his family’s connections 
  to begin searching for a qualified teacher somewhere 
  in Waterdeep.
  Scene 7
  DM. Your family easily finds a master of the Arcane Arts 
  to teach you about magic and its secrets. Her name is 
  Omoro Halmer. 
  You’ve been struggling to learn the Art and your master 
  has noticed. At some point, she seems to snap after a 
  mistake you made, yelling, “Again? Can’t you do things right? 
  It’s not that hard!”.
  She pushes you aside and shows you how it’s done. Once 
  she’s finished, she says, “See? It’s easy. Now try again.”
  At this point, you also realize that Omoro relies heavily 
  on books for her magic. Even though you’ve been studying 
  the theory, you notice that you don’t seem to need to read 
  anything to cast your spells. 
  What do you think of the situation that just happened? 
  What are your feelings towards the situation and also 
  towards Omoro?
  Player. Rodrigo thinks Omoro is a jerk and tells her so. 
  “Again? Can’t you be a nice teacher? It’s not that hard!” 
  Rodrigo pushes Omoro aside and attempts the magic 
  again. Immediately after succeeding, he and Omoro both 
  turn into sheep.
  Rodrigo begins to suspect Omoro is making him even 
  worse of a mage and that Omoro’s intellectual approach 
  is just a bunch of baloney. He begins to study what sort of 
  approaches to magic there are besides academic wizardry.
  Scene 8
  DM. You soon find out that there are many other ways 
  to learn magic. Without Omoro’s presence, and with you 
  selecting your own topics, you actually end up liking your 
  studies. You learn about sorcerers, who manifest inherent 
  magical ability due to ancestral lineage or freak arcane 
  phenomenon. You read about bards, who study magic just 
  like wizards, but take a very different approach about it. You 
  read something slightly disturbing: warlocks, who make 
  pacts with powerful entities in exchange for power.
  You recall those dinners your father missed.
  What is your next step?
  
  94
  TASHA‘S CRUCIBLE OF EVERYTHING ELSE
  Player. Rodrigo is awfully curious about this warlock 
  business. He wonders if that’s at all related to what his 
  father does. He decides to do a little clandestine research, 
  asking his mother more about that dad-sometimes-is-
  covered-in-blood thing. However, that’s curiosity. He thinks 
  that his magic powers come from elsewhere, potentially 
  related to that weird black stone he once touched. Did that 
  do something to him to give him magic powers? Is his dad 
  some sort of animal-sacrificing warlock, and he has innate 
  magical ability because of a magical heritage?
  DM. Here you gain proficiency in the Arcana skill.
  Scene 9
  DM. Your mother explains that your ancestors cut a deal 
  with a devil and that ever since then, the men in the family 
  need to broker souls on the devil’s behalf, risking everything 
  if they don’t get a soul every decade. 
  You find someone to help you with your magic, Waterdeep 
  is a big city and you hear about a renowned sorcerer who 
  agrees to show you the ropes. She’s called Ixyzzyth, a 
  female golden dragonborn.
  The first thing Ixyzzyth does is to spend a lot of time 
  getting to know you while you both played a card game 
  you’d never heard of before. You spent your days focusing 
  solely on that game. Ixyzzyth made it clear that in order to 
  be a good sorcerer, you need to know yourself well.
  What is your purpose? How would you like to put your 
  powers to use? What makes you happy?
  Player. My purpose is to get my family out of that deal 
  with that darned devil without losing our success. I’ll figure 
  out how to use my magic to make that happen.
  Scene 10
  DM. With Ixyzzyth’s help, you manage to start 
  understanding who you are. It slowly gets easier to control 
  your energy and power. 
  Nirthya has been training a lot and she became quite 
  skilled at her arts. You know that she does some shady stuff 
  but as far as you know, she’s never hurt anybody.
  One day, she appears at your place in the middle of the 
  night and explains that she found a dead body - throat cut - 
  in the bedroom of a house she was stealing a painting from. 
  She doesn’t know what to do. She feels like she should 
  warn the authorities, but she doesn’t want to be connected 
  with the crime. 
  What advice do you provide to her?
  Player. Rodrigo has connections, but he doesn’t have to 
  use those for this. He simply decides to write a note to the 
  City Watch, leave the envelope in the crack of the front door 
  of a station, knock, and run away. They’d get the message 
  anonymously, and neither Nirthya or Rodrigo would 
  be connected.
  Scene 11
  DM. Nirthya is very thankful for your help. Your magical 
  prowess had improved greatly and you now know when 
  to cast spells, not just how. Your father has remained the 
  same: around more often, but still distant. Your mother has 
  also started to become more distant. 
  Later that month, you were at a tavern with Nirthya and 
  the place was very crowded. There was a nice band playing 
  a nice song. At some point, a confusion quickly turned into 
  a fight. A diverse group of people put an end to the fight 
  in no time. After a few seconds, the brigands who weren’t 
  unconscious were in headlocks or handcuffs. 
  You asked around about who these heroes were. You 
  learned they were a somewhat well-known group of 
  adventurers. They go out on special assignments to fix 
  other people’s issues, as long as they got paid handsomely.
  What do you think about that?
  Player. Rodrigo is curious to find out more. What are they 
  doing in Waterdeep? Or rather, it’s Waterdeep. Everyone 
  passes through there eventually, and no one needs a reason 
  to be there. He means to ask instead whether they are doing 
  anything particularly interesting in Waterdeep. Rodrigo 
  exchanges a look with Nirthya, and they share a thought - 
  what if they started doing some sort of adventures? If these 
  adventurers are after some prize or doing some sort of job, 
  perhaps they could beat them to the catch?
  End of Prelude
  DM. You’ve learned the Infernal language, you’re 
  proficient with playing cards, you are proficient in 
  Persuasion and Arcana, and you have the Kept in Style 
  background feature. Being from a rich family, you begin 
  your adventures with 15gp.
  Rodrigo’s parents are alive. He now wants to find a way 
  to free his parents from their deal with a devil, and he 
  has a halfling rogue friend, who may be the character of a 
  fellow player.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/DM's Guild/Tasha's Crucible of Everything Else Volume 1/2327454-Tashas_Crucible_of_Everything_Else_v1.1.1.pdf