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Xanathar’s Guide To Everything

CONTENTS Introduction Using This Book The Core Rules 4 4 5 Ch. 1: Character Options ……………………… 7 8 Barbarian 9 Primal Paths Path of the Ancestral Guardian ………… 9 Path ofthe Storm Herald ………………… 10 Path of the Zealot 11 Bard Colleges 14 Bard l2 College of Glamour College of Swords 14 15 Divine Domains Sidebar: Serving a Pantheon; Philosophy, or Force ………………. Forge Domain 18 College of Whispers ………………….. Cleric Grave Domain Druid Druid Circles Circle of Dreams Circle of the Shepherd ………………. Learning Beast Shapes …………….. Fighter Martial Archetypes Arcane Archer Cavalier Samurai Monk Monastic Traditions ………………….. Way of the Drunken Master ……… Way of the Kensei Way of the Sun Soul ………………….. Paladin Sacred Oaths Oath of Conquest Oath of Redemption ………………….. Ranger Ranger Archetypes Gloom Stalker Horizon Walker Monster Slayer Rogue Roguish Archetypes ………………….. Inquisitive Mastermind Scout Swashbuckler Sorcerer Sorcerous Origins Divine Soul Shadow Magic Storm Sorcery Warlock Otherworldly Patrons ……………….. The Celestial The Hexblade Eldritch Invocations ………………….. Wizard Arcane Tradition 1War Magic 16 17 18 18 19 21 22 22 23 24 27 28 28 30 31 32 33 33 34 35 36 37 37 38 4O 41 4]. 42 43 44 45 45 46 47 47 48 50 50 50 51 53 54 54 55 56 58 59 59 61 61 64 Personal Decisions 69 Life Events Supplemental Tables…………………. ……. 72 73 Racial Feats This Is Your Life Origins Ch. 2: Dungeon Master’s Tools …… ……. 77 77 77 Falling 77 Rate of Falling Flying Creatures and Falling ……. ……. 77 77 Sleep 77 Waking Someone Sleeping in Armor …………………….. ……. 77 Going without a Long Rest ……….. ……. 78 Adamantine Weapons …………………… ……. 78 78 Tying Knots 78 Tool Proficiencies Tools and Skills Together …………. ……. 78 78 Tool Descriptions 85 Spellcasting Perceiving a Caster at Work ……… ……. 85 85 Identifying a Spell Invalid Spell Targets …………………. ……. 85 Areas of Effect on a Grid …………… ……. 86 ….. 88 Encounter Building 91 Quick Matchups Simultaneous Effects Random Encounters: A World of Possibilities Arctic Encounters Coastal Encounters …………………… ……. 93 Desert Encounters 97 Forest Encounters Grassland Encounters ………………. ….. 100 101 Hill Encounters 104 Mountain Encounters ……………….. 105 Swamp Encounters …………………… 106 Underdark Encounters ……………… Underwater Encounters …………….. 109 110 Urban Encounters Traps Revisited Simple Traps Sidebar: Making Traps Meaningful Designing Simple Traps ……………. Complex Traps Designing Complex Traps …………. Sidebar: Complex Traps and Legendary Monsters ………………. Downtime Revisited Rivals Downtime Activities ………………….. Buying a Magic Item ………………. Carousing Crafting an Item Crime Gambling Pit Fighting Relaxation Religious Service ……………………. Research Scribing a Spell Scroll …………… Selling a Magic Item ………………. Training Work 113 113 114 115 118 121 123 123 123 125 126 127 128 130 130 131 131 131 132 133 133 134 134 Awarding Magic Items …………………. …… 135 Sidebar: Behind the Design: Magic Item Distribution …………………… …… 135 Common Magic Items ………………. …… 136 Sidebar: Are Magic Items Necessary in a Campaign? ……. …… 136 Sidebar: Creating Additional 140 Common Items 140 Magic Item Tables Sidebar: Recharging without 144 a Dawn Ch. 3: Spells Spell Lists Spell Descriptions 147 147 150 App. A: Shared Campaigns ………… 172 App. B: Character Names …………… 175 175 175 176 176 178 179 179 Nonhuman Names Dragonborn Dwarf Elf Gnome Halfling Half-Ore Tiefling Human Names Arabic Celtic Chinese Egyptian English French German Greek Indian japanese Mesoamerican Niger—Congo Norse Polynesian Roman Slavic Spanish INTRODUCTION D ENEATH THE BUSTL-ING CITY OF WATERDEEP, a beholder crime lord keeps tabs on everyone and everything—or so the beholder thinks. Known as Xanathar, this bizarre being be- . lieves it can gather information on everything in the DUNGEONS 8t DRAGONS multiverse. The beholder desires to know it all! But no matter what the beholder learns and what treasures it acquires, its most prized possession in all the multi— verse remains its goldfish, Sylgar. The first major roles expansion to the fifth edition of D&D, Xanathar’s Guide to Everything provides a wealth of new options for the game. Xanathar might not be able to realize its dream to know everything, but this book does delve into every major part of the game: adventur- ers, their adventures, and the magic they wield. USING THIS BOOK Written for both players and Dungeon Masters, this book offers options to enhance campaigns in any world, whether you’re adventuring in the Forgotten Realms, another official D&D setting, or a world of your own creation. 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 book as the companion to those volumes. It builds on their foundation, exploring pathways first laid in those publications. Nothing herein is required for a D8£D cam- paign—this is not a fourth core rulebook—but we hope it will provide you new ways to enjoy the game. Chapter 1 offers character options that expand on those offered in the Player’s Handbook. Chapter 2 is a toolkit for the DM that provides new resources for run— ning the game and designing adventures, all of it building on the Monster Manual and the Dungeon Master’s Guide. Chapter 3 presents new spells for player charac— ters and spellcasting monsters to unleash. Appendix A provides guidance on running a shared campaign, similar to the activities staged by the D&D Adventurers League, and appendix B contains a host of tables that allow you to quickly generate names for the characters in your D&D stories. As you peruse the many options herein, you’ll come across observations from Xanathar itself. Like the beholder’s roving mind, your reading will take you to places in the game familiar and new. May you enjoy thejourney! 4L .‘ UNEARTHED ARCANA Much ofthe material in this book originally appeared in Unearthed Arcana, a series ofonline articles we publish to explore rules that might ofificially become part of the game. Some Unearthed Arcana offerings don’t end up resonating with fans and are set aside for the time being. The Unearthed Arcana material that inspired the options in the following chapters was well received and, thanks to feedback from thousands ofyou, has been refined into the official forms presented here. o. loo]: t, Swlscir? M Mil/tabs Wal Walt. W‘q A. It‘d/“1 fritn Plthlct GL1 \Alrl. ”WM ltt‘l‘ wt til/Will (:1 “MIL” QUE! [- ulrsqO Odd“: Cflh ‘u Jib-”K :3 lMlQ‘ Alytlzlmn. h at]: UM lotslhwhS Q 1′ THE CORE RULES This book relies on the rules in the three core rules ADVANTAGE AND DISADVANTAGE Even if more than one factor gives you advantage or disadvantage on a roll, you have it only once, and if you books. The game especially makes frequent use of the rules in chapters 7—10 of the Player’s Handbook: have advantage and disadvantage on the same roll, they cancel each other. prone. You don’t need to know the rules by heart, but it’s helpful to know where to find them when you need them. If you’re a BM, you should also know where to look things up in the Dungeon Master’s Guide, especially the Different game effects can affect a target at the same time. For example, two different benefits can give you a bonus to your Armor Class. But when two or more effects have the same proper name, only one of them (the most powerful one if their benefits aren’t identical) applies while the durations of the effects overlap. For ex— “Using Ability Scores,” “Adventuring,” “Combat,” and “Spellcasting.” That book’s appendix A is also crucial; it contains definitions of conditions, like invisible and rules on how magic items work (see chapter ‘7 of that book). The introduction of the Monster Manual is your guide on how to use a monster’s stat block. THE DM ADJUDICATES THE RULES One rule overrides all others: the DM is the final authority on how the rules work in play. Rules are part of what makes DEED a game, rather thanjust improvised storytelling. The game’s rules are meant to help organize, and even inspire, the action of a DEED campaign. The rules are a tool, and we want our tools to be as effective as possible. No matter how good those tools might be, they need a group of players to bring them to life and a BM to guide their use. The DM is key. Many unexpected events can occur in a DEED campaign, and no set of rules could reasonably account for every contingency. If the rules tried to do so, the game would become a slog. An alternative would be for the rules to severely limit what characters can do, which would be contrary to the open—endedness of D8tD. Here’s the path the game takes: it lays a foundation of rules that a BM can build on, and it embraces the DM’s role as the bridge between the things the rules address and the things they don’t. TEN RULES To REMEMBER A few rules in the core rulebooks sometimes trip up a new player or DM. Here are ten of those rules. Keep— ing them in mind will help you interpret the options in this book. EXCEPTIONS SUPERSEDE GENERAL RULES General rules govern each part of the game. For exam— ple, the combat rules tell you that melee weapon attacks use Strength and ranged weapon attacks use Dexterity. That’s a general rule, and a general rule is in effect as long as something in the game doesn’t explicitly say otherwise. The game also includes elements—class features, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee weapon at— tacks using your Charisma, you can do so, even though that statement disagrees with the general rule. Rou N D DOWN Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. COMBINING DIFFERENT EFFECTS ample, if bless is cast on you when you’re still under the effect of an earlier bless, you gain the benefit of only one casting. Similarly, if you’re in the radius of more than one Aura of Protection, you benefit only from the one that grants the highest bonus. REACTION TIMING Certain game features let you take a special action, called a reaction, in response to some event. Making opportunity attacks and casting the shield spell are two typical uses of reactions. If you’re unsure when a reaction occurs in relation to its trigger, here’s the rule: the reaction happens after its trigger completes, unless the description of the reaction explicitly says otherwise. Once you take a reaction, you can’t take another one until the start of your next turn. RESISTANCE AND VULNERABILITY Here’s the order that you apply modifiers to damage: (1) any relevant damage immunity, (2) any addition or subtraction to the damage, (3) one relevant damage resistance, and (4) one relevant damage vulnerability. Even if multiple sources give you resistance to a type of damage you’re taking, you can apply resistance to it only once. The same is true of vulnerability. PROFICIENCY BONUS If your proficiency bonus applies to a roll, you can add the bonus only once to the roll, even if multiple things in the game say your bonus applies. Moreover, if more than one thing tells you to double or halve your bonus, you double it only once or halve it only once before applying it. Whether multiplied, divided, or left at its normal value, the bonus can be used only once per roll. BONUS ACTION SPELLS If you want to cast a spell that has a casting time of 1 bonus action, remember that you can’t cast any other spells before or after it on the same turn, except for can- trips with a casting time of 1 action. CONCENTRATION As soon as you start casting a spell or using a special ability that requires concentration, your concentration on another effect ends instantly. TEM PORARY I-IIT POINTS Temporary hit points aren’t cumulative. If you have tem— porary hit points and receive more of them, you don’t add them together, unless a game feature says you can. Instead, you decide which temporary hit points to keep. _ _ .. _ _ = 4;; -—-“—.Iflfrfr’==1r“mw_m‘-fl 1_. . . . . . _. . . . _ _. . . . _ ._ _ CHAPTERI CHARACTER OPTIONS ._ ‘1‘; .|_r …..,.__ _ .-_ . . 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 lst, 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 __.fi=——._—-—-—– tential villainy of your characters are at the Following the subclasses, the section called “This Is ._ The heroics, folly, righteousness, and po- each of the subclasses in this book. In addition, the section for druids presents details on how the Wild Shape feature works, and the warlock receives a collection of new choices for the class’s Eldritch Invocations feature. 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 deter— mine a result if desired. Your Life” presents a series of tables for adding detail to your character’s backstory. The chapter concludes with a selection of feats for the ” are the characters created by the players. “‘ HE MAIN FIGURES IN ANY DBZD CAMPAIGN .,.. – – – r: races in the Player’s Handbook, offering ways to delve deeper into a character’s racial identity. SUBCLASSES Class Barbarian Barbarian Barbarian Path ofthe Storm Herald Path ofthe Zealot Level Available 3rd 3rd 3rd College ofGlamour College of Swords 3rd 3rd Bard College ofWhispers Forge Domain Crave Domain lst lst Druid Druid Fighter Fighter Circle of Dreams Circle ofthe Shepherd Arcane Archer Cavalier Fighter Samurai 3rd 2nd 2nd 3rd 3rd 3rd Monk Way ofthe Drunken Master 3rd Monk Way ofthe Kensei 3rd Monk Way ofthe Sun Soul Paladin Paladin Oath ofConquest Oath of Redemption 3rd 3rd Ranger Ranger Ranger Rogue Gloom Stalker Horizon Walker Monster Slayer Inquisitive 3rd 3rd 3rd 3rd Rogue ‘ Path ofthe Ancestral Guardian Bard Bard Cleric Cleric – Subclass Mastermind Rogue Rogue Scout Swashbuckler Sorcerer Divine Soul Sorcerer Shadow Magic Sorcerer Storm Sorcery The Celestial Warlock Warlock Wizard The Hexblade War Magic Description Calls on the spirits of honored ancestors to protect others Filled with a rage that channels the primal magic ofthe storm Fueled by a religious zeal that visits destruction on foes Wields the beguiling, glorious magic ofthe Feywild Entertains and slays with daring feats ofweapon prowess Plants fear and doubt in the minds ofothers Clad in heavy armor, serves a god ofthe forge or creation Opposes the blight of undeath Mends wounds, guards the weary, and strides through dreams Summons nature spirits to bolster friends and harry foes Imbues arrows with spectacular magical effects Defends allies and knocks down enemies, often on horseback Combines resilience with courtly elegance and mighty strikes Confounds foes through a martial arts tradition inspired by the swaying ofa drunkard 3rd Channels ki through a set of mastered weapons Transforms ki into bursts offire and searing bolts oflight Strikes terror in enemies and crushes the forces of chaos Offers redemption to the worthy and destruction to those who refuse mercy or righteousness Unafraid ofthe dark, relentlessly stalks and ambushes foes Finds portals to other worlds and channels planar magic Hunts down creatures ofthe night and wielders ofgrim magic 3rd Roots out secrets, akin to a masterful detective A mastertactician, manipulates others 3rd 3rd Delivers deadly strikes with speed and panache lst lst lst lst lst 2nd Combines stealth with a knack for survival Harnesses magic bestowed by a god or other divine source Wields the grim magic ofthe Shadowfell Crackles with the power ofthe storm » Forges a pact with a being from celestial realms Serves a shadowy entity that bestows dread curses Mixes evocation and abjuration magic to dominate the battlefield r. .ii.-“\i”l’l-‘.i{ l i 4. ll.”\.i7-‘..‘-.i’_’ i’i’il mar! toss l . f —, .- “- qrl llw~ Halley ahSrn‘l Rht‘fil l alch’lc {til em, strength Magic: lolfiqtsfl l’w qlwqfis fihsffi. llw calmed; cahall’kicm. Shawls lzo Heme. lune llf’x (a 1‘ PERSONAL TOTEMS d6 l 2 Totem A tuft offur from a solitary wolfthat you befriended during a hunt Three eagle feathers given to you by a wise shaman, who told you they would play a role in determining your fate 3 BARBARIAN 4 I HAVE VVITNESSED THE INDOMITABLE PERFORlyiANCE OF 5 barbarians an thefieid of battle, and it makes me wonder whatforce lies at the heart of their rage. represent your ancestors 6 —Seret, archwizard The anger felt by a normal person resembles the rage of a barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The barbarian’s driving force comes from a place that transcends mere emotion, mak- ing its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian becomes able to perform supernatural feats of strength and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, until the last enemy falls. It can be tempting to play a barbarian character that is a straightforward application of the classic archetype—a brute, and usually a dimwitted one at that, who rushes in where others fear to tread. But not all the barbarians in the world are cut from that cloth, so you can certainly put your own spin on things. Either way, d6 l your character—-objects that hold a special link to your character‘s past or future. Think about how a totem might affect your character’s actions. t’llgkli’i’llli l I tillfi. l‘-3.\.(.1Tl.~’.l-‘i l’:)i‘l’l{__.i.”-..~l mal that appeared one day in your belt pouch Tattoo The wings ofan eagle are spread wide across your upper back. 2 5 lies ahead. A personal totem of this sort might be associated with a barbarian’s spirit animal, or might actually be the to tem object for the animal, but such a connection is not essential. One who has a bear totem spirit, for instance, could still carry an eagle’s feather as a personal totem. Consider creating one or more personal totems for An egg-sized stone in the shape ofyour spirit ani- TATTOOS PERSONAL TOTEMS ant moment in the character’s life—perhaps a remembrance from the barbarian’s past or a harbinger of what tied together with colored wool The members of many barbarian clans decorate their bodies with tattoos, each of which represents a significant moment in the life of the bearer or the bearer’s ancestors, or which symbolizes a feeling or an attitude. As with personal totems, a barbarian’s tattoos might or might not be related to an animal spirit. Each tattoo a barbarian displays contributes to that individuals identity. If your character wears tattoos, what do they look like, and what do they represent? 3 of personal effects or other unnecessary gear. The few possessions they do carry often include small items that have special significance. A personal totem is significant because it has a mystical origin

 
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