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Xanathar's Guide to Everything (Dungeons & Dragons)

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Style: Physical Book


Features

  • Explore a wealth of new rules options for both players and Dungeon Masters in this supplement for the worlds greatest roleplaying game.

Description

D&D Game Manual with new rules and story options. (5th Edition)

Age Range Description: Adult, Teen


Brand Name: Dungeons & Dragons


Included Components: 1 Book


Unit Count: 1 Count


Item Type Name: Xanathar's Guide to Everything


Model Name: Guía de Xanathar para todo


Number of Packs: 1


Set Name: Xanathar's Guide to Everything


Edition: Illustrated


Global Trade Identification Number: 10


Manufacturer: Wizards of the Coast


Model Number: C22090000


Manufacturer Part Number: C22090001


Manufacturer recommended age: 15 years and up


Material Type: Plastic


Number of Items: 1


Language: English


Educational Objective: Facilitate and enhance role-playing and fantasy gaming experiences, promoting teamwork, critical thinking, and storytelling skills


Indoor Outdoor Usage: Indoor


Operation Mode: manual


Theme: Games


Color: Multicolor


Subject Character: Dungeons & Dragons


Product Style: Physical Book


Grenre: Action & Adventure, FICTION, Fantasy, GAMES & ACTIVITIES, Role Playing


Item Dimensions L x W: 12"L x 9"W


Package Quantity: 1


Item Weight: 1.6 pounds


Size: 11.11 inches


Item Dimensions: 8.53 x 0.57 x 11.11 inches


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Top Amazon Reviews


  • Was exactly as promised, no rips, no dents, in perfect condition!
Style: Physical Book
All six books, all three core, all three bad game supplements are on sale right now for about 20 bucks each on amazon this month, absolutely worth the price of admission! Now you could, like I, solely use apps like Fantasy Grounds (Steam client) and or free PDFs, But nothing replaces the feeling and ease of use of having physical copies of each guide in hand. Plus as a fun bonus they looks stunning in my bookshelf. Make you look even more professional as a DM in person. Lastly, all six together give you an extreme launching pad for designing, running and modifying premade or homemade campaigns! For 20 a pop, what is normally a $300 purchase turns into a $120 steal, never will you ever get a better deal on these books brand new. My only regret was getting the one book I did have before this sale but ce n'est pas grave. Now onto the book itself. I want to start by saying two things. One very unpopular thing, this is in my humble opinion a super mixed bag of a supplement book for which we only have the three and then of course all the many campaign idea books. It’s not a bad book but Volo has so much more in it, that I personally find more useful for modifying campaign creation complexity followed by Tome of Foes for the similar reasons, Xanathar’s Guide to Everything is not a bad book, I’m glad I bought it, I enjoy reading it, some things are useful in it, but it really does seem to be the most insulary of the three supplement books. Why? Because if the book never got made what would we be missing? Additional content for classes which is the big one. Nothing to sneeze at, but even there some of what it adds is awesome others puzzling. Many DMs I know avoid this book entirely. Too many other factors to now keep up with while running the campaign. There is a reason somethings stayed back in the 3.5 edition. I might not completely agree I think if your group is willing to do the extra work and you can (life responsibilities withstanding) you should too. It’s just not super needed, it truly is supplemental. It also goes on to further clarify or as some people see modify core rules. Which once again, depending on how you see it might be awesomely helpful for the DM or terriblely restrictive for the players. Now for what I think is awesome is the new spell list. Once again your opinion of them might be different then my own but I think that is literally what this books biggest selling point is, handsdown. In fact, it’s why Tome of Foes often gets put lower on the list for most people. Personally the halfling section of Tome of Foes makes that rating impossible for me, as it genuinely makes me belly laugh out loud reading that entire section lol Either way, as you can see, I still bought it, I still love aspects of it, I just strongly caution that if not on sale (which it was when I got it, at 20 dollars) and instead of Volo and or Tome of Foes, God forbid before Player’s Handbook (which is ALWAYS your first purchase here) you might be a litte disappointed as it’s also physically the smallest of all six books size wise but exactly the same price, irregaurdless. ... show more
Reviewed in the United States on December 3, 2018 by Albert Lamm

  • Great add on!
Style: Physical Book
Xanathar’s Guide to Everything absolutely underrated. Many people pass it up in bookstores because of its dimensional similarities to an adventure module, and they may even pass it up online because they fear it’s a simple add-on. However, Xanathar’s Guide to Everything is a great addition to any Dungeon and Dragons fan’s collection, for its creative and in some cases, exclusive content. I mean, what else could you ask for, inside it’s 192 pages this book contains new classes, spells, and magic items, perfect for any player who is looking to spice up their character. The book also includes new in depth character backstory generator, one that has never before been inside a fifth edition handbook. This exculusive content easily surpases what most Dungeons and Dragons players expect, making the value of the book shoot up while the market price stays the same. Making the book a valuable purchase. Some negative reviews state that this book doesn’t have enough material for a Dungeon Master. This can be true, as the book seems to have more material for player's. However there are player tools inside the book that can be a great help to Dungeon Masters who need help creating Non-Player Characters (NPCs). The book also contains Dungeon Master-specific resources, such as a creative trap generator and magic weapons the Dungeon Masters can use to aid the allure of their dungeons. This shows that the book has a number of opportunities for the players and Dungeon Masters to take advantage of. So basically what I mean to say is that the resources provided by this simple add-on are not only a great help to players and Dungeon Masters alike, but can also be used for it’s exclusive resources, making it an excellent, and almost necessary choice for any Dungeons and Dragons player. ... show more
Reviewed in the United States on October 1, 2019 by Billy Name

  • One of many I bought
Style: Physical Book
Perfect gaming accessory
Reviewed in the United States on August 19, 2026 by Dave Bruce

  • More is more!
Style: Physical Book
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. ... show more
Reviewed in the United States on November 22, 2017 by Captain Pineapple

  • Great book that's not required! Says immediately "This is not a fourth core book" and they mean it!
Style: Physical Book
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". ... show more
Reviewed in the United States on January 2, 2018 by A.S.

  • Better than Expected, a Must-Have!
Style: Physical Book
I recently got back into gaming but wasn't pleased with what the 'traditional' tomes had in terms of backstory capability. I've always liked to know the full backstory of a character nefore I can play them and by Jove this book saved me! There are more options for classes and it dives right into your character and what makes them unique, right down to the details of their birth. this section really helped to flesh out characters so they really feel real. The DM section is riddled with handy tips and tables that further the storytelling, but it's also helpful for players too (hello rivals section!). I wouldnt say this book helps with world building so much as the storytelling aspect (something any writer will appreciate). The details outlined in this book, which sums up a lot of the "extra content" being released from WotC, is honestly a wonderful addition to my collection of reference books. Highly recommend this purchase to those wanting to delve more into their characters' stories. ... show more
Reviewed in the United States on November 10, 2019 by Kat

  • My favorite add-on!
Style: Physical Book
Other than the Sword Coast Adventurer's Guide, this book is the smallest so far that you'll get among the sourcebooks. But don't let that turn you away from the value contained within! It adds a lot for players and dungeon masters both, and is in my opinion, the first and best choice following the core books (PHB, MM, DMG). This book adds many precious things, including additional archetypes to each of the core classes, with some real treasures among them. Racial feat options, which can really add flavor to a character! Plus, if you homebrew a first level feat like I do, racial feat options are an excellent choice. (you can just adopt a feat to include a race that isn't covered, like from volo's, or homebrew some) There is an expansion on DM tools here, with tons of added details on traps and encounters. They even add a lot common level magical items, which I find to be really useful in campaign beginnings, you can give players one to start the game with or have them find one early on, and they don't break the game at all. Most are items that just spice up the game, at early levels especially but higher levels too! There is much more beyond this, including a lot of helpful information and tips for creating unique player characters and npc's both! I gave this book 4 stars instead of 5 for only one reason, and it isn't about the content within. There are some pages with somewhat faded text and print issues. Everything is still fully legible, but there are a few pages that could be a lot better. This isn't a unique issue to XGE, it occurs in other books as well sometimes. I just expect better. I highly recommend this book, as well as all the other sourcebooks, honestly. They're fantastic, and 5e is great for bringing new players to D&D. If anyone is just buying the source books for the first time and doesn't know where to start, this is my advice on what to buy in order of priority, and whether you plan to be a player only or plan to DM, the order is the same: Player's Handbook - Monster Manual - Dungeon Master's Guide - Xanathar's Guide to Everything - Volo's Guide to Monsters - Mordenkainen's Tome of Foes - The Sword Coast Adventurer's Guide I highly recommend the PHB before anything else, as it contains the most comprehensive and necessary information and rules. A person can technically DM with that alone, but adding the Monster Manual adds a lot more monsters to use in the game, which is helpful in running a campaign, and the DMG further expands the DM's toolset with tons of information and useful resources, like a plethora of magic items players will eventually love to have their hands on. Beyond that, it's just a matter of what you value most in your games. I would say to move The Sword Coast Adventurer's Guide up your list to before or after Xanathar's if you intend to be running campaigns in the sword coast, then it is exceptionally helpful, even including a map! Best of luck to you and happy travels, may you always walk among friends and keep a belly full of mead. ... show more
Reviewed in the United States on January 23, 2020 by Soul Sojourner

  • Excellent addition for both players and dungeon masters
Style: Physical Book
This is a supplement for the core books of Dungeons and Dragons fifth edition. It is framed as the personal investigations of "the Xanathar". This is the title of Waterdeep's crime lord, who is typically a beholder. At least this one is. Many pages have little footnotes from this beholder that give his perspective of whatever is on the page in question. Being an insane and paranoid aberration, the Xanthar has a different perspective than the reader, providing both comic relief and additional flavor. This book provides great stuff for both dungeon masters and players. It's like a fusion of the player's handbook and the dungeon master's guide. Seriously, there are three chapters and there is something for everyone here. The first is new class archetypes, additional character flavor options and racial feats. The second provides options for tool proficiencies, random generators for encounters, guidance on traps, and downtime options, among many other things. The third chapter is a list of new spells, and both sides can take advantage of that. I liked reading about the additional archetypes, both for their mechanical traits and their roleplaying possibilities. For instance, the Divine Soul Sorcerer has a feature where they can learn cleric spells in place of sorcerer ones, and so I would like to play such a one with the acolyte background and start a running gag of "I'm not a cleric, I'm a priest". On the other hand, the Arcane Archer Fighter feels intensely limited. It can only use its magic arrows twice per short rest. Even the Battle Master gets more uses than that. Granted, a player can decide to use the magic arrows after the attack succeeds and they will eventually gain a feature so they never start initiative without one use but it feels limited because the number of magic arrows never grows. Nor do the effects last as long as the similarly limited Wild Shape used by the druids. Then again, it also gains stuff outside of magic arrows, like the ability to make their ammo "magical" for the purpose of overcoming damage resistance, while the Battle Master is entirely bound to its limited maneuvers. I've referred to this book frequently since I purchased it because of its DM advice. At the time I first read this book I had a party that included a character that liked to fly and one who liked to craft things, and this helps to manage both in the campaign. The downtime options are also appreciated for when they want to take a break from adventuring. I've used the random generator in a previous session, and it provided the seed for a springboard encounter. The good artwork continues here. The new archetypes get profile pictures, and all of them together makes for an interesting contrast. Furthermore, the section on traps has delightful illustrations of them at work, such as an adventurer clinging to top of a pit trap. Trickster Eric Novels gives "Xanthar's Guide to Everything" an A+ ... show more
Reviewed in the United States on February 2, 2020 by BW

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