Read Xanathar Guide to Everything Wizards RPG Team 9780786966110 Books

Read Xanathar Guide to Everything Wizards RPG Team 9780786966110 Books



Download As PDF : Xanathar Guide to Everything Wizards RPG Team 9780786966110 Books

Download PDF Xanathar Guide to Everything Wizards RPG Team 9780786966110 Books

Explore a wealth of new rules options for both players and Dungeon Masters in this supplement for the world’s greatest roleplaying game.
The beholder Xanathar—Waterdeep’s most infamous crime lord—is known to hoard information on friend and foe alike. The beholder catalogs lore about adventurers and ponders methods to thwart them. Its twisted mind imagines that it can eventually record everything!
 
Xanathar's Guide to Everything is the first major expansion for fifth edition Dungeons Dragons, offering new rules and story options
 


   • Over twenty-five new subclasses for the character classes in the Player’s Handbook, including the Cavalier for the fighter, the Circle of Dreams for the druid, the Horizon Walker for the ranger, and many more
   • Dozens of new spells, a collection of racial feats, and a system to give your character a randomized backstory
   • A variety of tools that provide Dungeon Masters fresh ways to use traps, magic items, downtime activities, and more—all designed to enhance a DD campaign and push it in new directions
 
Amid all this expansion material, Xanathar offers bizarre observations about whatever its eyestalks happen to glimpse. Pray they don’t come to rest on you.
 
Beauty and guile are in the eyes of the beholder!

Read Xanathar Guide to Everything Wizards RPG Team 9780786966110 Books


"Xanathar's Guide is to the Player's Handbook and Dungeon Master's Guide what Volo's Guide is to the Monster Manual; for everything in those two books, here's some more. Lots of intriguing new subclasses, some of which will doubtless make some of my players want to make new characters. (The Samurai class in particular is almost certain to appeal to my fighters.) For the players who are into role-playing more than game-playing, there's a pretty nice section devoted to helping players flesh out their character's background even further. For the DM, new tools, new treasures, and new spells.

Is Xanathar's Guide a must-have? Not in the sense the PH, DMG, and MM are. Nothing in here is essential to playing the game, and a player without Xanathar's Guide is in no way handicapped compared to one who does. Do I recommend it? Without a doubt. Having played with 5th edition for a few years now, I really feel this book helps refresh the game."

Product details

  • Hardcover 192 pages
  • Publisher Wizards of the Coast (November 21, 2017)
  • Language English
  • ISBN-10 0786966114

Read Xanathar Guide to Everything Wizards RPG Team 9780786966110 Books

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Xanathar Guide to Everything Wizards RPG Team 9780786966110 Books Reviews :


Xanathar Guide to Everything Wizards RPG Team 9780786966110 Books Reviews


  • Xanathar's Guide is to the Player's Handbook and Dungeon Master's Guide what Volo's Guide is to the Monster Manual; for everything in those two books, here's some more. Lots of intriguing new subclasses, some of which will doubtless make some of my players want to make new characters. (The Samurai class in particular is almost certain to appeal to my fighters.) For the players who are into role-playing more than game-playing, there's a pretty nice section devoted to helping players flesh out their character's background even further. For the DM, new tools, new treasures, and new spells.

    Is Xanathar's Guide a must-have? Not in the sense the PH, DMG, and MM are. Nothing in here is essential to playing the game, and a player without Xanathar's Guide is in no way handicapped compared to one who does. Do I recommend it? Without a doubt. Having played with 5th edition for a few years now, I really feel this book helps refresh the game.
  • If you are a DM, you will want this book because it has a lot of things that would be helpful to your should your table wish to use it. Players will want this book for structure and ideas.

    The Class background-like options and This is Your Life are both helpful for players that need structure to make backstories.
    Racial Feats can also be completely optional.
    The descriptions about tools and their possible uses helps DMs that need structure to what tools may or may not be able to do and what the conditions for success would be.

    There's also some clarifications of existing rules in text - these are not Errata, but clarifications.

    An entire section on building encounters is included - this will be very helpful to DMs.
    There's also an entire section on designing traps in a structured way, structure for buying and selling magical items, and a section of additional spells.

    You can easily survive and run your table without this book, but it's a very helpful and useful one. While I've seen what books like this might do to Shadowrun, WOTC have produced a book that doesn't find itself "patching the game" like a Catalyst book usually does.

    My personal advice is - due to the nature of additional class archetypes and other such things - I'd rule that this book qualifies for the "+1 book" rule in Adventurer's League fashion. If your players use this book, it should count as their "+1 book".
  • This is a solid book full of fun new character options and useful material for GMs that reinforces all of 5th edition's strong points.

    The new subclasses are well designed and flavorful, with some of the most interesting new abilities not being focused on combat. GMs may detect a little power creep here and there (is there a reason to choose College of Valor now that College of Swords exists?), but play will tell.

    The character life-path tables are fun, but their usefulness will depend on how much character background you want to leave to chance. As a tool for inspiration, however, they could be very useful.

    Likewise with the random encounter tables. Some GMs will get more use out of them than others, but they're a nice option to have. Unfortunately, they do not seem to include any of the monsters from Volo's Guide to Monsters. A strange oversight.

    Many of the new options originally appeared in Unearthed Arcana, and most do not seem to have been significantly altered. It's nice to see these things have an official release, but it still leaves the reader with the feeling of having seen these things before.

    The worst part of the book is the last several pages dedicated to tables of random names. I understand the thought process behind including it, but mostly it seems like a way to inflate the page count to justify the $50 recommended price tag. At $30, though, it's only a mild gripe. Minus one star for the filler.

    Unrelated to the book itself, 's packaged for this item was abysmal. It was sent in a box too large for it with nothing but a single sheet of air bubble wrap tossed on top of the book to "protect" it. Unsurprisingly, my copy arrived damaged. I guess has reached the point where they are so dominant that they no longer have to care about the quality of their work. 's completely inadequate packaging job did not affect my rating of the product itself.

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