Xanathar’s Guide to Everything by Dungeons & Dragons
The most notorious crime lord in Waterdeep, the beholder Xanathar, is known to collect data on both allies and adversaries. The beholder collects tales of explorers and muses over ways to prevent them. Its deranged mind thinks it will someday be able to record everything!
Dungeons & Dragons, Xanathar’s Guide to Everything, adds additional rules and narrative options:
The Player’s Handbook contains around twenty-five new subclasses for the character classes, such as the Cavalier for the fighter, the Circle of Dreams for the druid, the Horizon Walker for the ranger, and many others.
Numerous new spells, a set of racial achievements, and a system for giving your character a randomly generated backstory are also included.
A variety of tools are designed to improve and advance a D&D game in new directions, giving dungeon masters new methods to use traps, magic items, downtime activities, and more.
Xanathar delivers odd commentary on anything its eyestalks manage to see amid all this expanded material. Pray that they won’t settle on you.
Xanathar's Guide to Everything by Dungeons & Dragons
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Many of the subjects discussed in Unearthed Arcana are covered in Xanathar’s Guide to Everything. It offers new subclasses for each class, new spells, new feats for races, detailed tables to fill out a character’s or non-player character’s history, and quirks and histories for classes to the player. It offers new choices for traps, downtime, encounters, and much more for dungeon masters. The increase in tool proficiencies, which now provides examples and DCs for many jobs you can accomplish with each tool, made me extremely delighted. It also has a huge list of PC and NPC names. I liked the observations Xanathar made throughout the entire book.
New class archetypes, more character customization possibilities, and racial feats are the first. The second offers, among many other things, options for tool proficiencies, encounter randomizers, advice on traps, and downtime. Both sides can benefit from the list of new spells in the third chapter.
The Arcane Archer Fighter, on the other hand, feels incredibly constrained. It can only make two magic arrow uses during each brief rest. More uses are obtained even from the Battle Master. Although a player can choose to utilize their magic arrows after an attack succeeds and they eventually acquire a feature that prevents them from ever starting an initiative without having used one, it still seems constrained because the quantity of magic arrows never increases.