Xanathars Guide To Everything
The beholder Xanathar, Waterdeep's most infamous crime lord, is known to hoard information on friend and foe alike. He catalogs lore about adventurers and ponders methods to thwart them. His twisted mind imagines that he can eventually record everything!
Xanathars Guide To Everything
Content-wise, I am happy with pretty much everything included in this book. The only reason to omit some of the sub-classes is if they don't fit in the aesthetics of my campaign, not because of obvious imbalances. In fact, my statistically irrelevant playtesting not withstanding, I dare say that the designers purposefully held the reigns tight. They wanted the new options to be diverse when it comes to fluff (e.g. Ranger Monster Slayer, Fighter Samurai), when it comes to crunch however they clearly didn't want them to be too shiny and supplant the originals. I wholeheartedly support this approach. I am equally happy about the spells. I understand however that depending on your preferences (if you are a player), you might not find as much material as you would have expected.
The weak points: I don't have anything bad to say about the volume design-wise. Seeing how it doesn't limit its scope to something in particular, one can complain about literally anything, as in 'why was A or B or C not included?'. I am satisfied that everything that is included continues to follow the logic behind D&D 5e and does not deviate.
Conclusion: I am happy about almost everything in Xanathar's Guide to Everything. More than that however, I am very happy about when this volume got published, the logic behind it, and its approach to both rules and fluff. If you are playing D&D, you do not want to miss out.
Oh my, do I love getting additions to the Dungeons & Dragons compendium, especially when they can expand how I can play the game. This month, Wizards of the Coast added a brand new rulebook to the 5th Edition collection with Xanathar's Guide To Everything, first releasing the guide to hobby stores on November 10th (which included the special cover you see below that we were ever so happy to receive for review) and everywhere else on November 21st. Today we're going to pour over the resources you now have at your disposal and whether or not they truly benefit the game.
Much like Sword Coast Adventurer's Guide and Volo's Guide To Monsters, Xanathar's Guide is a resource guidebook and not a dead-set list of rules you have to follow. As always, when building a character from scratch or creating a new campaign, you adhere to the Player's Handbook and Dungeon Master's Guide (respectfully) to get you started. What Xanathar's Guide does is offer new options once you get all the basics done and you want to explore new options. Unlike previous books, this has three main sections: Character Options, Dungeon Master's Tool, and Spells. The first two take up the majority of the book while the last take up maybe an eighth. Regardless of space though, everything in here is brand new to play with.
Both Tasha's and Xanathar's contain a wealth of new subclasses, spells, and mechanics. Despite these commonalities, each guide lends itself to accomplishing certain goals. While each book contains new items, only Tasha's includes new magic items. Xanathar's, on the other hand, has 30 new subclasses, whereas Tasha's provides access to the Artificer class and just under 30 new subclasses. Xanathar's gives DMs many more options for expanding and customizing random encounters emphasizing deep combat, while Tasha's includes new locales and puzzle options, emphasizing exploration.
Tasha's greatest toy, however, might be the optional rules for customizable backgrounds and racial traits. Players looking to kill everything in their path generally prioritize stats in character creation, but experienced players know that a finely tuned background can make all the difference in quality roleplaying.
The beholder Xanathar. Waterdeep's most inifamous crime lord, is known to hoard information on friend and foe alike. He catalogs lore about adventurers and ponders methods to thwart them. His twisted mind imagines that he can eventually record everything!
Beauty is in the eye of the beholder, but evil is in its heart! Xanathar - Waterdeep's most infamous crime lord, and a beholder to boot - catalogs lore about adventurers and ponders methods to thwart them. Its twisted mind imagines that it can eventually record everything! You'd be shocked to discover just how much he knows about you! Yes, you, adventurers! Assembled here in Xanathar's Guide to Everything is new information on adventurers of every stripe. In addition, you'll find valuable advice for those of nefarious intent who must deal with such meddling do-gooders, including Xanathar's personal thoughts on how to dispatch anyone foolish enough to interfere with his business dealings. Alongside observations on 'heroes' themselves, the beholder fills the pages of this tome with his personal thoughts on tricks, traps, and even treasures and how they can be put to villainous use. Xanathar's Guide to Everything introduces complete rules for more than twenty new subclasses for Fifth Edition Dungeons & Dragons, including the cavalier, the inquisitive, the horizon walker, and many more. Also included are dozens of new feats and spells, as well as a system to give player characters a unique, randomized backstory.
Some of the content featured in this guide was previously made available in Unearthed Arcana (5e), Elemental Evil Player's Companion, and other works published by Wizards of the Coast, but much of it has been refined since it was first introduced.
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Next up is a section for the Dungeon Masters as it deals with the mechanics and logistics of the game. There are many pieces touched upon here, but the ones that stand out are ones that effect the overall play of the game. Exploring the concept of rest or sleep and how it impacts the skills of the character is an excellent refinement. So, too, is the breakdown of random encounters based on terrain and locale. A deep dive into traps serves to create more accountability for actions during game play. But perhaps the most important factor is the one that focuses on the more mundane: how and why player characters interact with non-player characters; speaking to both the hazards and the benefits of everything from buying magic items to creating scrolls for the arcane crowd. The added bonus to that is the breakdown of what and where magical items might be encountered in a realistic, metaphorically speaking, fashion. 041b061a72