D&D 5eReviews

Xanathar’s Guide to Everything (D&D 5e) – Review

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

Xanathar’s Guide to Everything is out now on D&D Beyond and at your FLGS (Friendly Neighborhood Gaming Stores). The book will be available everywhere else on November 21, 2017. For anyone who has been following the Unearthed Arcana articles, you’ll find lots of the content in this book, but revised and expanded (after playtests and feedback). This book also contains subclasses and spells that have already been published in other books such as Sword Coast Adventurer’s Guide and Princes of the Apocalypse. But never fear, there’s plenty of brand new content to enjoy too. The finished product comes together well, providing us with the first real expansion of D&D fifth edition ruleset.

I’ve had a chance to play test some of the rules and subclasses from this book over the last week. In this review I will outline what the book contains and provide my thoughts on who should purchase the book and who should maybe pass on this purchase.

A Quick Look at the Book…

Xanathar's Guide to Everything

  • Coming November 21, 2017 and the hardcover costs US$49.95 (C$65.95)
  • Pre-Release to FLAGS November 10, 2017
  • Available on D&D Beyond and Fantasy Grounds on November 10, 2017 and on Roll20 a little later.
  • Format: Hardcover (and Digital)
  • Lead Designers: Jeremy Crawford and Mike Mearls
  • The short introduction reminds us that the Dungeon Master is the final authority on the rules and provides Ten Rules to Remember.
  • Chapter 1 contains 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, the Inquisitive for the rogue, and many more. You’ll also find tools to flesh out your character’s backstory and racial feats.
  • Chapter 2 includes a variety Dungeon Master’s tools, providing fresh ways to use traps, magic items, downtime activities, and more—all designed to enhance a D&D campaign and push it in new directions.
  • Chapter 3 provides dozens of new spells (and reprint of Elemental Evil spells), a collection of racial feats, and a system to give your character a randomized backstory.
  • plus… throughout the book Xanathar provides fun and strange little notes on the content.

 

Hobby Store Exclusive

“Xanathar’s Guide to Everything also comes in a limited edition format, exclusive to core hobby stores, featuring an alternative-art cover, beautifully illustrated by Hydro74”

The decision to provide a limited edition cover to game stores is a really great way to push people towards their FLGS (Friendly Neighborhood Gaming Store) and away from Amazon, which is good for D&D’s organized play (Adventurers League) and the overall hobby.

Here is a shot of the exclusive cover to the right. I received a copy of the limited edition and it is very nice touch. The art looks excellent and the cover is less glossy than the regular edition. Do I like it better than the regular cover? Hmmmm.

 

CHAPTER 1: CHARACTER OPTIONS

In this chapter, you’ll find 31 subclasses (27 new, 4 reprints from Sword Coast Adventurer’s Guide) for the character classes in the Player’s Handbook (PHB), with many getting three brand new subclass options. You’ll also find some excellent optional tools to flesh out your character’s backstory in the form of random tables tied to your class and backstory. The chapter closes out with racial feats for all of the non-human races found in the PHB.

Barbarian

Barbarians can now add personal totems, tattoos and superstitions to their backstory. You’ll also find three brand new primal paths that include:

  • The Ancestral Guardian calls on ancestors for power when raging and cover themselves in tattoos to celebrate their ancestor’s deeds.
  • The Storm Herald represents barbarians who learn to channel their rage to harness powerful primal magic, emanating as a storm aura of desert, sea or tundra.
  • The Zealot channels rage into powerful displays of divine power and follows a god focused on combat, destruction and violence.

Bard

Bards are given inspiration for creating a defining work, finding the ultimate instrument, embarrassments and muses. Fans of the bard class will find three new colleges to play with:

  • The College of Glamour is for bards who train in the Feywild (or with someone from there), learning to use their magic to delight and captivate their audience.
  • The College of Swords is for blades, who are highly skilled warriors that show off their skills in combat and to entertain.
  • The College of Whispers are bards that use their knowledge and magic to uncover secrets that are used to extort and threaten their way into power.

Cleric

Clerics are provided with guidance on choosing a temple, keepsake, and secret to add more detail for their character. Clerics are blessed with two new domains to choose from:

  • The Forge Domain is for clerics who follow gods of the forge and are willing to craft and use heavy armor and powerful weapons to protect them.
  • The Grave Domain provides an option to create clerics who watch over the line between life and death and worship deities of the grave.

Druid

Druids are provided with a treasured item, a guiding aspect, and a mentor. Druids have two new circles to select:

  • The Circle of Dreams let’s players create druids with strong ties to the Feywild and its dreamlike qualities.
  • The Circle of the Shepard is for druids who commune with the spirits of nature, protecting beasts and fey creatures and opposing forces who threaten them.

Druids also get two and a half pages of beast shape options, split up by biome and challenge rating.

Fighter

Fighter backstories can be expanded with a heraldic sign, an instructor, and their own signature style. The fighter gets three new archetypes:

  • The Arcane Archer use elven methods to weave magic into attacks to produce supernatural effects using magic arrows and arcane shots.
  • The Cavalier excels equally at mounted combat and in the world of nobles. These shining knights earn prestige for righting wrongs and going on glorious adventures.
  • The Samurai draw on their nearly unbreakable fighting spirit to take down any enemies in their path who do not yield.

Monk

Monks can add to their backstory by detailing their monastery, monastic icon, and master. Monks discover two new monastic traditions and a reprint of the Sun Soul:

  • The Way of the Drunken Master teaches a monk to play the fool, using the unpredictable movement of a drunkard to disguise their skill, maddening opponents and bring laughter to everyone else.
  • The Way of the Kensei is for monks who relentlessly train, until their weapons become an extension of their body.
  • The Way of the Sun Soul (also in SCAG) is for monks who meditate and learn to channel their life energy into searing bolts of radiant light.

Paladin

Paladins can expand their character details with a personal goal, a symbol, a nemesis, and a temptation. The paladin gets two new Sacred Oaths:

  • The Oath of Conquest is for paladins who seek glory in battle and wish to crush chaos and their enemies, even becoming tyrants.
  • The Oath of Redemption sets a paladin on the path of a holy warrior, believing violence is a last resort and that anyone can be redeemed.

Ranger

Rangers are provided can generate their view of the world, homeland, and sworn enemy. Rangers are provided with three new archetypes:

  • The Gloom Stalker is at home in the darkest places, seeking to ambush threats in the shadows before they reach the broader world.
  • The Horizon Walker guard against threats from other planes looking to destroy that mortal realm, pursuing their foes across the planes.
  • The Monster Slayer is your chance to play Van Helsing, hunting down vampires, dragons, fey and fiends using supernatural techniques to overcome these dangerous foes.

Rogue

Rogues can flesh out their backstory with a guilty pleasure, an adversary, and a benefactor. The rogue acquires two new archetypes and steals two others from the Sword Coast Adventurer’s Guide (SCAG):

  • The Inquisitive is your chance to play Sherlock Holmes. Their sharp eye for detail and ability to read the true intent of creatures is useful in both investigations and combat.
  • The Mastermind (also in SCAG) uses words as weapons and is a master of tactics, intrigue, manipulation and deceit.
  • The Scout provides players with a chance to play a gritty wilderness survivalist and skirmisher, without having to be a ranger.
  • The Swashbuckler (also in SCAG) is an expert duelist, who relies equally on speed, elegance and charm.

Sorcerer

Sorcerers can determine their arcane origin, reaction, supernatural mark, and sign of sorcery. The sorcerer gains two brand new origins and a reprint of Storm Sorcery:

  • The Divine Soul is a blessed soul whose magic comes from a divine source, letting you a sorcerer who can draw from cleric spell lists.
  • Shadow Magic lets you play a creature of shadow who draws their innate magic from the Shadowfell.
  • Storm Sorcery (also in SCAG) lets you play a sorcerer whose magic comes from the power of elemental air, allowing control over wind and weather.

Warlock

A warlock is provided with ideas on how to detail their patron’s attitude, special terms of the pact, and a binding mark. The warlock made a deal with someone to gain two new otherworldy patrons:

  • The Celestial lets you play a warlock whose holy pact is with a powerful being from the Upper Planes
  • The Hexblade makes a pact with a mysterious entity from the Shadowfell, manifesting in a sentient magic weapon and letting you play a character powerful with both blade and spell.

The warlock also unlock two and half page of new eldritch invocations for a variety of pacts and levels.

Wizard

The wizard is provided with ways to add details about their spellbook, ambition, and eccentricities. The wizard adds one arcane tradition to the schools of magic found in the Player’s Handbook.

  • War Magic is an arcane college that specializes in training wizards for war, blending evocation and adjuration. Those wizards who study the war magic tradition will learn techniques to empower their spells and bolster their defense.

This is Your Life

This section provides players with over 12 pages of ideas and random tables to expand their characters origin, background, class training, and life events. This backstory tool combined with the tables provided for each class, should be really helpful for players looking to create fully fleshed out characters. I had a chance to do a really dive into this section, you can read the full article here.

Racial Feats

There are 15 new racial feats. Each of the non-human races from the Player’s Handbook can select from two to four racial feats (some shared). Humans have been given to one feat called Prodigy (which I actually missed in my first read through of the book). The feats really enhance what makes a race unique, with halflings becoming luckier, dwarves getting tougher, dragonborn being even more draconic, tieflings more infernal, and so on.

CHAPTER 2: DUNGEON MASTER’S TOOLS

Chapter 2 provides a variety of tools that provide Dungeon Masters fresh ways to use traps, magic items, downtime activities, and more—all designed to enhance a D&D campaign and push it in new directions.

This chapter starts out with additional rules to handle falling, sleep, adamantine weapons, tying knots and tool proficiencies. The tool proficiencies expands on the tools section in the PHB, providing greater detail for each tool and lots direction on running skill checks for players using each tool. These are great little expansions to the rules. I tried out the tying knots rules in my last session, with my player rolling to see how good a knot he tied, which set the DC I would roll against if the captive goblins tried to escape.

The chapter then moves into spellcasting, looking at perceiving a caster at work, identifying spells, determining invalid spell targets, and providing greater detail for areas of effect on grids (using both words and images).

Encounter Building is a step by step guide on how to assess the power level of your PC, choose the correct encounter size and challenge rating, and then select monsters and add flavor to flesh out their personality and relationships. A quick match-up table is provided for each character level too.

Random Encounters has 21 pages of tables to create random encounters for any environment your players might find themselves traveling through. This section is very useful for any Dungeon Master (DM) who has struggled with how to handle the players wandering around the wilderness. Like the dungeon generator in the DMG, you could run a session just with these tables.

Traps Revisited provides DMs with tools to design and place simple and complex traps to challenge players at even higher levels. Example traps are provides with 9 simple traps and 3 complex traps. This is an excellent expansion of the so-so traps section of the Dungeon Masters Guide.

Downtime Revisited gives DMs over 11 pages of activities for players during downtime including creating rivals, buying magic items, carousing, crafting, crime, gambling, pit fighting, relaxing, religious services, researching, scribing spells, selling a magic item. This section is a gem and has already been bookmarked for the next visit into town.

Awarding Magic Items provides DMs with some handy ideas for how to distribute magic items by rarity, by tier, and by level. Magic items are also broken down into minor and major items, based on their power. One of the best parts of the book can be found here in the form of nearly fifty common magic items. These common magic items provide DMs with the ability to give out fun magic items that will do little to increase a player’s power. You’ll find cloaks that simply billow dramatically, clothes that mend themselves, and a hat that summons rats. The section closes out with almost a half dozen pages of tables listing magic items by rarity (split into minor and major).

CHAPTER 3: SPELLS

Chapter 3 is the shortest of the three chapters, but it contains dozens of new spells (and reprinted/revised Elemental Evil spells) for every spellcasting class. There are 95 spells printed in this book and 56 of those spells are brand new. I think it is really handy to have almost all of the non PHB spells in one place, especially if you participate in Adventurer’s League and have to obey the PHB + 1 rule. Overall, the new spells are amazing and a great addition to the original spells. The bard, cleric, paladin and ranger are a little shortchanged, but the druid, sorcerer, warlock and wizard get a ton of new spells to choose from.You’ll find a good balance and variety of lower level and higher level spells.

If you are looking for Green flame blade and Booming blade, those spells from the Sword Coast Adventurer’s Guide were left out (along with the Bladesinger tradition). A few of the spells that stood out for me were Tiny servant (animates a tiny object such as a beer stein),  Ceremony (great for cleric roleplaying of weddings, funerals), and Find greater steed (say hello to my pegasus, dire wolf, saber-tooth tiger or other awesome mount). Necromancers will be very happy, with new spells for most levels filling in gaps.

APPENDICES & OTHER STUFF

Overall, the appendices was the most disappointing part of the book.

In Appendix A, you’ll find a few pages on running a shared campaign. This really could have been a free PDF on the Adventurer’s League website, but maybe it was necessary to pull in new DMs to organized play.

In Appendix B, we are provided with 17 pages of random names for PCs, most of which are for humans from civilizations in our world. No last names are provided and this content feels like filler. I feel like we lost out on what could have been 17 more pages of character options, dungeon master tools and spells.

XANATHAR

Beauty is in the eye of the beholder, but evil is in its heart!

Assembled here for the first time is new information on adventurers of every stripe. In addition, you’ll find and valuable advice for those of nefarious intent who must deal with such meddling do-gooders, including the Xanathar’s personal thoughts on how to dispatch anyone foolish enough to interfere with his business dealings. Alongside observations on “heroes” themselves, the beholder fills the pages of this tome with his personal thoughts on tricks, traps, and even treasures and how they can be put to villainous use.

The title of the book makes it clear that this content is being provided to us by the beholder Xanathar. Throughout the book, Xanathar provides fun and strange little notes on the content. A few readers may find this humor a distraction, but I think it hits the mark. I’m happy the team continues the tradition started with their crazy disclaimers and continued in Volo’s Guide. Just to share a few notes from Xanathar:

  • Hexblade. What a cool name! So is your sword evil or cursed or something?“…
  • I always liked druids because they are made from natural ingredients. And I believe that everyone should have such a healthy diet.
  • To the horizon walker “You can’t walk to the horizon, because it keeps on getting further away. Boom! Did I just blow your mind? I did, didn’t I?

CONCLUSION

After reading the book, I think this is an excellent expansion of both the Player’s Handbook and Dungeon Master’s Guide. I think it does way more things right, than wrong, but there are a few misses. It doesn’t try to do too much in its 200 pages, but nearly everything provided is a solid add to fifth edition.

  • Of the 27 new classes, most are fun, exciting, or interesting to play. I found more than enough subclasses that I want to play and I enjoyed playing both the Scout and Arcane Archer in short sessions. The team did an overall good job on revising and adding to the Unearthed Arcana versions of the subclasses, finding a way to make sure each of them fit into the game.
  • I really, really like all the backstory tools that were provided. I had a chance to go end to end and generate every aspect of a character, you can read it here.
  • The Dungeon Master’s Tools are solid and there are some real standouts such as the common magic items.
  • We get 56 new spells! Tell me something wrong with that?
  • The appendices are a let down and I would rather see any other content than what was provided.

Xanathar’s Guide to Everything shows us that the team behind D&D is listening and learning as they go. While not perfect, this is a solid book and a worthy companion to the PHB and DMG.

Who Might Want to Avoid It?

  • Anyone looking for Mass Combat rules
  • Anyone looking for campaign setting details
  • Anyone looking for artificers or psychic powered classes
  • Newer DMs and players who aren’t 100% familiar (or bored) with the subclasses and spells found in the PHB

Who Should Buy It?

  • Players and DMs looking for new spells for their heroes and big guys
  • Experienced DMs looking for new ideas and materials for running their game
  • Groups looking for new player options
  • Players who want tools and ideas to fully flesh out their PCs
  • DMs who like random tables

Let us know if the comments below what you think of this book or what content you are most excited about.

Need More Xanathar?
– Read our Preview of Xanathar’s Guide to Everything –

 

Disclaimer: I received a free review copy of the book from the publisher’s PR agency.

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  • Manos Ti

    I got it today. Haven’t had the time to really delve into it and also we did get the preview of the Table of Contents, so I pretty much new what to expect.

    What did not happen in XGtE is the revamped Ranger. Maybe they are saving it for a bit later on or they were not fully enthused with they had come up until now. Still if I remember correctly, that UA with the Revised Ranger did get good reviews, at least from the comments I had the chance to read.

    From the little I realized after flipping through it, I haven’t really a lot to add to your (awesome) review Shawn. The book in general is great value, the layout is of high quality (I also got the limited edition by the way), the art is superb. Did anyone notice the few Dragonborn depicted? They are by far the less of all of the races.

    Generally, the book gives out the impression of adding a little bit of something to all aspects of the game. No really big changes, no major new rules. It has a lot of new content for sure, lots of nice ideas to sharpen up details and this is it.

    So, a good book, a nice addition to 5e. I predict many people wanting to start over a new adventure in order to try out elements from this book. Maybe because I am one of them.

    • Glad you liked the review and happy to hear you have the book.

      DMs: Watch out for players’s charging their PCs into a deadly battle, hoping for a glorious death and the chance roll up a new character form Xanathar’s.

    • Manos Ti

      Well, this is only if it is allowed in the campaign. I’m not allowing it in mine for now, this is due to change in the next one (hopefully next season).

    • Coactus

      Wow, I’ve never restricted official books, and I’ve always let players reroll or adjust their character builds when they want to, as long as it’s not just an arbitrary change or a change due to metagame knowledge. I’d rather my players have the most fun possible with play, rather than require them to stick with something they’re no longer enamored with.

    • Manos Ti

      Well, it is whatever works in your table. For now, I’ve only let PHB+SCAG in the table, but this was because at the time the adventure started (Sep’16) these were the only available source books and thus we agreed that these were to be the only options. To be honest, we had also Princes of Apocalypse Player’s Guide and the Eberron races but none of the players was interested in those.

      If everything goes well, we’ll be starting a new campaign sometime in 2018 and then, provided I’m DMing that, I’ll follow the PHB+1 rule. The “+1” will be the WotC published material plus some third party content. Of course, this will be done on par with the setting of the new adventure.

    • Dave(s) 4 Goombella

      The designers said on Twitter that the Revised Ranger will get another UA release before it’s finalized and made official. (Ditto for the Mystic and Artificer).

    • Coactus

      I hope so. Artificer and Mystic are D&DWiki Homebrew-caliber hot garbage in their most recent iterations. Not in terms of power, but in terms of design.

    • Dave(s) 4 Goombella

      I get what you mean. The Mystic requires the creation of an entirely new system for 5e; it’s an ambitious project, one that’s going to look pretty messy when it comes out of the oven. I thought the basic design of the latest Mystic worked well up to level 9 or 10, but it still has a long way to go.

      I like the basic design of the Artificer, but I think they were too stingy with the lists or spells and craftable magic items. The class ends up being very limited in what it can do. In combat, they feel like a caster that can only do cantrips (alchemist) or a Rogue without cunning action (gunsmith).

    • Manos Ti

      We had a chance to playtest both the Mystic and the Artificer with my group in an one-off adventure, level 4 if I’m not mistaken. The Mystic (v.02) was awful. Very underpowered compared to the other casters. The Artificer (Gunsmith) was not that bad. Actually, it was rather fun and the class can really bond well with the Goblin Race.

  • Marandahir

    It is great! And gorgeous artwork too. Just picked up my hobbystore exclusive covered copy from my FLGS.

    • So you prefer the limited edition cover. How about everyone else?

    • Benjamin Nichols

      I like the alternate covers a lot, I hope to see many more to be honest. 🙂

    • I’m also super happy about how WotC is using early release and limited covers to support local gaming stores over Amazon.

    • Manos Ti

      Ditto on the matching thing. I have the limited edition Volo’s and Xanathar’s and having them on the book self with all the rest, they really stand out. I was tempted to have the regular VGtM and XGtE, this might indeed happen, not now at least.

    • Marandahir

      I understand where you’re coming from. I was tempted to purchase both versions, for that very reason. But I know I can always get the standard covers for VGM and XGE later…

    • Wyvern

      I have mixed feelings. I like the art deco look (and it makes a nice contrast in both style and color to the Gothic look of the limited-edition Volo’s cover), but it’s not really clear what it’s trying to depict. If I hadn’t seen the regular cover, I would have no idea why there are fish on it. (But really, what’s up with the fish? I mean, of all the things they could have chosen for Xanathar to be looking at, why a goldfish?)

    • Coactus

      Xanathar has a pet goldfish that he is obsessed with. It’s died several times, and his minions basically have to scramble to replace it with a new one before he realizes that it’s dead, or Xanathar tends to go into a murderous rage of disintegration. He’s pretty much insane, after all.

    • I didn’t mention in the review, but the artwork is good and more consistent than the PHB for sure.

    • crimfan

      The PHB has a lot of recycled art from prior editions, some decidedly bleh. Agree this one is better.

  • crimfan

    I think I give it a B+. It’s not a bad book (see SCAG, which had really limited content). I agree with you about the names. While I think there’s something useful bout the name tables I do think they’re kind of a waste compared to what could have been in there: The rest of the SCAG content, for instance, or more content.

    • Dave(s) 4 Goombella

      I suspect that if the Mass Combat rules had been better-received, they probably would have made it into Xanathar’s at the expense of the name tables, or at least a few pages of them.

    • crimfan

      Yeah those… weren’t good.

  • Dave(s) 4 Goombella

    I really like the book. I love how each class description is prefaced with a few suggestions to add flavor to your character.

  • Wyvern

    Horizon Walker’s response to Xanathar: “That’s what *you* think…”

    Random encounter tables: Why oh why weren’t these in the DMG or Monster Manual?

    So what do the knot-tying rules have to offer that goes beyond “Roll an opposed Dex check against the creature you’re tying up (gain advantage if you have the Sailor background)”?

    • You aren’t rolling an opposed Dex check at the time. Think of the rope rules like creating a trap. You are setting how hard it is for a creature to escape later.

      I don’t want to state these optional rules. It is a very short section. I will tell you that the DC is the total of an Intelligence (Sleight of Hand ) check vs. a later Dexterity (Acrobatics) roll.

  • Dave(s) 4 Goombella

    I really love how the benefits of the Unearthed Arcana tool-based feats were repurposed as suggestions for ways to use that tool proficiency. That whole section doesn’t even expand the rules, per se, it just gives players and DMs a whole bunch of new ideas that fit within the existing rules framework. Sometimes that’s all a D&D sourcebook needs to do: help to open the imaginations of players and DMs in a constructive way.

  • Coactus

    I’m glad that Mystic and Artificer weren’t in there. Both classes are lightyears away from being remotely polished. Mystic suffers from colossal scope and balance issues, and Artificer is easily one of the most boring and ill-conceived classes that the 5E team has put out. Not Artificer itself, but the two archetypes are hideously disjointed and incredibly boring, and the core of Artificer is fine, but it too suffers from being incredibly weak and mundane.

    Mystic needs a nearly top-down rework. The class is broken, not in its raw power, but in its unmitigated versatility.

    Hopefully we’ll see both of these revised this coming year, with Mystic tightened up and given more of an identity (Ideally split into two classes altogether), and with Artificer having its archetypes thrown out, and the Alchemist features worked into the core of the class, and the construct pet having an archetype built around it. There’s more than enough thematic design space to hugely differentiate something like that from a Beast Mastery Ranger. But as for Gunsmith, good god, that’s the worst archetype I’ve ever seen. It may as well say ” At level 1 when you choose this archetype, you get a staff of flame, but you can only spend 1 charge per two levels of this class in a single round.” That’s literally what the stupid gun is. It’s just a staff that mimics a few spells, poorly.

    Following that, I would love to see a book that introduces the Artificer, Mystic, and another psionic class, and have a suite of spells that actually compliment the Artificer class, instead of the hyper-niche list of spells they were given in UA. Between the slower spell progression and the nature of the spells it got, it made their spellcasting seem almost like a ribbon feature. If you consider the other two 1/2 caster classes, Paladin and Ranger, they both got unique spells that specifically augment their abilities. Destructive Force and Magic Quiver are fantastic capstone spells. Artificer had jack.

    I would’t be at all surprised to see Darksun and Eberron books come out. Either actual settings, or just adventures set in them. Packing these classes into those respective books would have massive selling points for them.

    I agree about the indices. I also would have actually just liked to see more magic items instead of just the common ones, though the common items are an example of why Chris Perkins is a mad genius, and is what MAKES the book for me. However, when I consider that one member of my group specializes in using Polarms, and there is next to nothing for him in terms of interesting or flavorful polearms in the DMG, it makes me wish there had been more.

    Finally, the biggest personal highlight of the book for me is the expansive rules on Tools and Downtime. These are two specific areas of the game that were WOEFULLY undeveloped in the core rulebooks. Valuable downtime is a fantastic way to break up the pace of a long-term campaign and help the players feel like their characters really live in that world, and it’s a veritable wealth of adventure hooks and side-trek ideas.

    But I truly fell in love with the tools section. So many options for lateral thinking and immersive play. They make those proficiencies feel like something to really think about, and that’s amazing and unlike anything we’ve had in any previous edition.

    • I’d like to see an expanded settings book this spring or fall. Give Dark Sun, Eberron or even Planescape their own chapter – similar to SCAG. Part gazetteer, part character options. Even better, throw a SCAG sized book at all of them.

      I could see any of those three also getting the setting and an adventure book like Ravenloft and the Underdark.

      There has been some talking and job postings about old settings, so I think it might finally be time in 2018.

      Dragonlance is my first love, but I don’t see it getting much love with it being so similar to the Forgotten Realms and Tyranny covered dragons.

      It would be interesting to see a Spelljammer or something fantasy sci-fi to go up against Star Wars and Starfinder. Perhaps D&D is content to dominate with fantasy.

    • Love those common items. They fill in such a gap for low level treasure.

    • Dave(s) 4 Goombella

      The common magic items are mostly novelties, but they could offer some neat roleplay opportunities.

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