I was quite shocked and surprised to find so many mixed reviews for this product. Some are rated down for what are clear packaging and shipping issues and have nothing to do with the product itself!
I’m an older gamer and a DM. I cut my teeth on the second edition, but spent most of my youth playing AD&D 2nd Edition. I’ve played every edition since, except for fourth, quite extensively. And I have a lot of experience with other game systems like Star Wars, DC Heroes, MERP, GURPS, Rifts, and so on.
Xanathar’s guide is functionally a compendium of all the “more” that’s been accumulating since the first major waves of books for 5th Edition D&D was released. My book came in great condition. The artwork and quality are excellent. Here are some of the most heavily featured sections of the book.
Chapter 1: Character Options
This section details the additional subclasses that have been steadily coming out via Unearthed Arcana. They have been cleaned up and balanced (though not all are perfect) for release in this single compendium. Many of the options include some revised takes on older class variations (like the Samurai and Swashbuckler), some new attempts at previously tried themes (A more evil-ish Paladin in the Oath of Conquest, or the Arcane Archer), and some completely new (to my knowledge) subclasses like the Horizon Walker, a ranger of the planes who moves through the multiverse.
At the end of the chapter are some new, optional racial feats. Most of these are most interesting when used on some of the “weirder” races like the Dragonborn. Many of the changes and options in this whole chapter put a greater emphasis on role-playing centered classes and class options. Our group is more into the role-playing than the roll-playing. So that’s a plus. Combat-focused gamers may find some of the new classes underwhelming.
Chapter 2: Dungeon Master’s Tools
As a DM, this section is fantastic. It leads with some rules clarification and additional options if the DM wants to make things more interesting. There are also some visual helps regarding area of affect and how they are presented on grid-systems. Also included here is a much needed thorough breakdown of “fair” encounter building with tables and suggestions for DM’s.
My favorite part of this section is the random encounter tables. They finally include tables for random encounters that are broken out by level and type of environment. And there is quite a collection. Pages and pages. And the tables all have really cool, interesting things your players could run into. Really, really fun and excited to try.
Following that is some really good, thorough help regarding traps and how to make them more interesting, some ideas for down time and after that there is a nice collection of new magic items. Nerd candy to read. Also included are some ways to make magic items and their creation more interesting.
Chapter 3: Spells
New spells. Always nice. And at the end, multiple pages of names for quick name generation.
If I had to say something negative, I’d say it’s a smaller book and it doesn’t anything super new like a completely new class or magic system. Another criticism is I wouldn’t recommend this to new players who are not going to DM. There’s a lot of “spoiler” information in here that may kill off the wow-factor of springing something new on a party that DM’s love to have.
This is a fantastic book. I would say if I had to recommend three books to fans of 5e. 1 and 2 would of course be the Players Handbook and then the Dungeon Master’s guide. This would be number 3. It’s more of everything. More character choice, more race choices, more rules choices, more tables, more spells and more variety. And especially to DM’s this will be incredibly useful. It’s a book that I’ll have out in front of me every time I run a game. A great addition.
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Xanathar's Guide to Everything (Dungeons & Dragons) Hardcover – Illustrated, November 21, 2017
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Print length192 pages
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LanguageEnglish
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PublisherWizards of the Coast
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Publication dateNovember 21, 2017
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Reading age14 years and up
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Dimensions8.53 x 0.57 x 11.11 inches
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ISBN-100786966114
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ISBN-13978-0786966110
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From the Publisher
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| Mordenkainen's Tome of Foes | Xanathar's Guide to Everything | Volo's Guide to Monsters | |
| Get this to: | Craft inspired adventures with new and expanded monster lore, introduce new monsters to your campaign, and open new character race options | Explore a wealth of new rules options and create a wider world for your players to explore | Immerse your players in monster lore for a deeper roleplaying experience |
| Audience: | Dungeon Masters, experienced players | Dungeon Masters, experienced players | Dungeon Masters, experienced players |
| Contents: | Over 150 monsters with stats and illustrations / More options for character creation with new races / Expanded monster lore for Dungeon Masters to add depth to a campaign | Dozens of new spells / Over 25 new subclasses / New Racial Feats / Random encounter tables for quick combat setup / Rules for Downtime Revisited / Tools like improved traps, magic items, and more for Dungeon Masters to add to their adventures | 7 new playable races plus 6 monstrous races / In-depth monster lore including new variants of existing monsters, encounter tables, lair details, history, and more / Dozens of monsters new to fifth edition D&D for players to conquer |
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Product details
- Publisher : Wizards of the Coast; Illustrated edition (November 21, 2017)
- Language : English
- Hardcover : 192 pages
- ISBN-10 : 0786966114
- ISBN-13 : 978-0786966110
- Reading age : 14 years and up
- Item Weight : 0.028 ounces
- Dimensions : 8.53 x 0.57 x 11.11 inches
- Best Sellers Rank: #304 in Books (See Top 100 in Books)
- Customer Reviews:
Customer reviews
4.9 out of 5 stars
4.9 out of 5
15,295 global ratings
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Reviewed in the United States on November 21, 2017
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Reviewed in the United States on November 21, 2017
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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.
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.
173 people found this helpful
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5.0 out of 5 stars
Great book that's not required! Says immediately "This is not a fourth core book" and they mean it!
Reviewed in the United States on January 1, 2018Verified Purchase
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".
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".
72 people found this helpful
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R. J. Moore
1.0 out of 5 stars
Shoddy
Reviewed in the United Kingdom on September 19, 2018Verified Purchase
I would have put a lovely five stars for this, since the contents were great. But the condition of the book on TWO separate occasions has been appalling. The first copy came with a few pages stuck together and one page (see photo) was folded and torn down the middle. The second copy had such a mass of glue oozed over the bottom (see other photo) that I couldn't even open the book. I'm going to try one more time for an intact copy, but D&D seriously need to get their act together about these shoddy production values.
1.0 out of 5 stars
Shoddy
Reviewed in the United Kingdom on September 19, 2018
I would have put a lovely five stars for this, since the contents were great. But the condition of the book on TWO separate occasions has been appalling. The first copy came with a few pages stuck together and one page (see photo) was folded and torn down the middle. The second copy had such a mass of glue oozed over the bottom (see other photo) that I couldn't even open the book. I'm going to try one more time for an intact copy, but D&D seriously need to get their act together about these shoddy production values.
Reviewed in the United Kingdom on September 19, 2018
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32 people found this helpful
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Rotgut
4.0 out of 5 stars
Mixed Bag of Holding
Reviewed in the United Kingdom on April 20, 2020Verified Purchase
Expansion volume for 5th edition D&D is a source of a slightly uneven additions to the core game.
Like the Volo's Guide which it resembles, Xanathar's has sections for GMs (traps, rules, random encounters etc) and players (feats, spells, expanded archetypes) which is a slightly awkward design. Some elements of the Guide To Everything are not really useable for those who exclusively play rather than run games which makes it an uneconomic buy for some.
Some of the sections, especially almost 20 pages of lists of names , are pure page fillers and a waste of space. The random encounter lists aren't much better, the more detailed versions in the Saltmarsh source book are much more useful.
An obvious element to please GMs and players alike, new magic items , is rather ignored with a few light-hearted jokey items, like a cloak that billows heroically when worn, all that appear here. These are amusing ehough but actually paying for a rule book of this kind will probably mean the buyer is hoping for useable additions that will work when playing the game, not one off japes.
The best....and worst....of the sections covers archetypes, new character class options in all but name, The Players Handbook takes care to make all the various classes detailed there to be as equal in power as possible. The Xanathar's Guide ignore this consideration completely. Comparing the Ranger variants here with the Warlock "Celestial" Patron option, the former is infinitely stronger in play than the latter. This, for me, is a failure in judgement, a GM will have to carefully consider which of these new class options to allow. Having said that, some of the new archetypes, especially the Rogues, are a great addition and an invitation to roll up a character different to but no more powerful than those in the core books.
With less padding and more thought as to playability, this inventive, imaginative and well illustrated expansion book could have been indispensable for players of 5th edition, as it is it is a bit of a curate's (owlbear) egg.
Like the Volo's Guide which it resembles, Xanathar's has sections for GMs (traps, rules, random encounters etc) and players (feats, spells, expanded archetypes) which is a slightly awkward design. Some elements of the Guide To Everything are not really useable for those who exclusively play rather than run games which makes it an uneconomic buy for some.
Some of the sections, especially almost 20 pages of lists of names , are pure page fillers and a waste of space. The random encounter lists aren't much better, the more detailed versions in the Saltmarsh source book are much more useful.
An obvious element to please GMs and players alike, new magic items , is rather ignored with a few light-hearted jokey items, like a cloak that billows heroically when worn, all that appear here. These are amusing ehough but actually paying for a rule book of this kind will probably mean the buyer is hoping for useable additions that will work when playing the game, not one off japes.
The best....and worst....of the sections covers archetypes, new character class options in all but name, The Players Handbook takes care to make all the various classes detailed there to be as equal in power as possible. The Xanathar's Guide ignore this consideration completely. Comparing the Ranger variants here with the Warlock "Celestial" Patron option, the former is infinitely stronger in play than the latter. This, for me, is a failure in judgement, a GM will have to carefully consider which of these new class options to allow. Having said that, some of the new archetypes, especially the Rogues, are a great addition and an invitation to roll up a character different to but no more powerful than those in the core books.
With less padding and more thought as to playability, this inventive, imaginative and well illustrated expansion book could have been indispensable for players of 5th edition, as it is it is a bit of a curate's (owlbear) egg.
11 people found this helpful
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Pritchard
5.0 out of 5 stars
Fantastic expansion!
Reviewed in the United Kingdom on August 20, 2018Verified Purchase
For players- this offers a *huge* number of new character options. At least one subclass for every class (2 or 3 in most cases), and some optional guidelines to help flesh out your character's background. Plus, a bunch of new spells. For DMs- a load of new and expanded upon guides for everything from traps, to random encounters, to knot-tying. Plus, a heap of generic name generators. If you're looking to expand your options with the system, this is the go-to book.
12 people found this helpful
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Ashley
5.0 out of 5 stars
Brilliant Expansion Book
Reviewed in the United Kingdom on March 10, 2020Verified Purchase
I brought this book as I wanted some more options for my classes and this book delivered just that. The new spells for classes has also allowed me and friends to play our characters more to what we envisioned when making them. The first 60 pages is just new subclasses and after that is material for helping you create your characters in more detail such as why your paladin became a paladin or where you character grew up etc.
As a DM this book also offers some good variant rules and some easy tables to help create a balanced encounter for your party. The tables are a helpful tool that I honestly have used quite a lot in the short time I have had the book. The section on traps will also help you fill out dungeons to help them more alive in the world your party is exploring. There are also resources to help you with magic items (buying and selling) as well as other downtime activities for your party such as gambling.
TLDR: Good book for both DM and players with lots of class options and things to make your DMing easier.
As a DM this book also offers some good variant rules and some easy tables to help create a balanced encounter for your party. The tables are a helpful tool that I honestly have used quite a lot in the short time I have had the book. The section on traps will also help you fill out dungeons to help them more alive in the world your party is exploring. There are also resources to help you with magic items (buying and selling) as well as other downtime activities for your party such as gambling.
TLDR: Good book for both DM and players with lots of class options and things to make your DMing easier.
3 people found this helpful
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Irena
3.0 out of 5 stars
Lovely but yet another defective book
Reviewed in the United Kingdom on November 15, 2018Verified Purchase
A good book for DMs with material that might inspire adventures, classes, and loot. I have been happily reading it until I realised that the last 30 pages were missing and were a repeat of an earlier section of the book. Amazon has kindly arranged for a quick replacement however I am worried about whether it will be more of the same. Seeing other people complaining about the same issue here does not fill me with confidence, as obviously the “defective batch” is still being distributed.
3.0 out of 5 stars
Lovely but yet another defective book
Reviewed in the United Kingdom on November 15, 2018
A good book for DMs with material that might inspire adventures, classes, and loot. I have been happily reading it until I realised that the last 30 pages were missing and were a repeat of an earlier section of the book. Amazon has kindly arranged for a quick replacement however I am worried about whether it will be more of the same. Seeing other people complaining about the same issue here does not fill me with confidence, as obviously the “defective batch” is still being distributed.
Reviewed in the United Kingdom on November 15, 2018
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5 people found this helpful
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