Do Xanathar’S Spells Work Well?

Catapult is not a bad spell, but it does have a purpose in an uncomplicated single-target ranged damage spell. Instead of favoring damage spells over control or utility, there might not be any good spells of that type in the first place. The spell itself is not an area effect of fire, acid, cold, or lightning that does damage. It is one creature that can make an aoe breath and does not target. Utility Spells offer creative solutions for non-combat scenarios, such as exploration, stealth, and information gathering. Combat-Focused Spells range from offensive spells to non-combat scenarios.

The third and final chapter, Spells, contains new spells for every spell-casting class in the game. Some classes like the Wizard get new spells. Both Tasha’s and Xanathar’s contain a wealth of new subclasses, spells, and mechanics. Each guide lends itself to accomplishing certain goals.

Xanathar’s Guide to Everything introduces more than 50 new spells and collects the spells introduced in the Elemental Evil companion into one single tome. It also features 27 new subclasses and a host of rules. Xanathar’s Guide to Everything offers a wealth of new rules options for both players and Dungeon Masters in the world’s greatest roleplaying game.

There are various winners and losers regarding spell variety, with some spells seeming underwhelming in the face of others across other classes or within the game. Tiny Servant is an amazing spell that is useful and tons of fun, and it has been given as a free spell to the artificer in the campaign. Overall, Xanathar’s Guide to Everything is really good, although there are some areas for improvement.


📹 Xanathar’s Guide to Everything: Spells

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Is Xanathar’s guide to everything balanced?

The original fifth edition handbook was deficient in the number of spells included. However, the latest additions to the druid, sorcerer, and wizard spell lists have augmented the available variety for combat play. Xanathar underscores the significance of maintaining vigilance, and while not all elements are perfectly balanced, the sourcebook can facilitate the development of a campaign and is recommended for both players and Dungeon Masters.

What are the abbreviations for Xanathar’s Guide to Everything?

The Xanathar’s Guide to Everything (XGtE) is encountering technical difficulties due to JavaScript being disabled or blocked by an extension or the browser not supporting cookies.

Does Xanathar’s guide have feats?

Xanathar’s Guide to Everything 🛒 features a system of race-specific feats, the selection of which is contingent upon the player character’s race. Additional feats can be found in other books, such as Tasha’s Cauldron of Everything and certain adventure modules.

How many spells are in Xanathar’s Guide to Everything?

The set of 95 laminated cards, Xanathar’s Guide to Everything™ and the Spellbook Cards, provides a comprehensive array of novel spells for spellcasters, encompassing a diverse range of techniques, including the introduction of cantrips such as Infestation and Psychic Scream. Each card is marked with symbols indicating which classes are eligible to cast the spell, thus enhancing the spells previously released in the Elemental Evil storyline.

How many endless spells can I take?
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How many endless spells can I take?

Endless Spells are now a part of the Hero Phase, moving and banging at the end. Wizards can control the spell they cast as long as they remain within 30 inches. They are dispelled at the start of the Hero phase, allowing spells already on the table to be banished before they can move and pop again. The dispell range is 30 inches, and the Casting Value must be beat to get rid of them. The Core Rules allow one Endless Spell per Wizard, but the Battlepack imposes a hard cap of three per army.

Using Endless Spells as movement blockers was a legit strategy in 2nd Ed, but a refreshed roster of Spells that are fit for purpose is welcome. The new spells switch off Inspiring Presence and add D3 to Battleshock rolls.

What is Xanathar’s goal?

Xanathar, a crime lord under Waterdeep’s Lords, was confident in his power and inconspicuousness, aiming to maintain his position. He loved luxury and pleasures, including well-prepared foods, scented oils, and spiced tobaccos and herbs from the south. He enjoyed a large appetite and planned his crimes in a glass tank of scented water. Xanathar was served by his “four councilors”, who met with him regularly and dealt with others in the organizations. No one else knew of Xanathar’s existence or beholder status.

Who is the leader of Xanathar's guild?
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Who is the leader of Xanathar’s guild?

The Xanathar’s Guild is a group of thieves and cutthroats operating in the bowels of Waterdeep. It is led by an elder beholder called The Xanathar, who is reclusive and guarded by undead beholders. Eleven Masters control one of the Guild’s businesses: assassination, blackmail, book-keeping, enforcement, extortion, information gathering, magical defenses, mercenaries, slavery, smuggling, and thievery. Most of the Guild’s work involves slavery or thievery.

Members of the Guild are well trained and skilled in stealth, tactics, and discretion. They have excellent arms and armor, and those who need to use portals as part of their work are usually multiclass spellcasters or at least trained in rudimentary spellcasting.

The elite troops that work for the slavers (known as the Hands of the Eye) are all at least 4th level. Avaereene is the First of the Hand and Master of Magic, a beautiful and cruel woman who has worked with the Xanathar for years and speaks for the beholder in most affairs. Colstan Rhuul is the Second of the Hand and Master of Assassins, a patient and calculating man who personally leads an elite team of assassins as well as running the Guild’s entire assassination business. Ahmaergo is the third of the Hand and Master of Slavers, known as “the horned dwarf” for his magic spell-turning platemail.

Waterdeep attracts its fair share of rogues who stalk the shadows and ruffians who prey on the weak. The only recognized thieves’ guild, the Shadow Thieves, has been exiled for nearly a century, and the Lords have long sought to confine the city’s inevitable illegal pursuits to the Port of Shadow. As a result, most Waterdhavian rogues are independent agents or members of organizations based outside the city. Since the Year of the Wave (1364 DR), those who practice bardcraft have been regaining their former prominence in the City of Splendors.

The Xanathar, also known as the Eye, is Waterdeep’s most powerful and successful beholder. It eliminated every rival eye tyrant in the City of Splendors and the dungeons below, leaving it the unquestioned master of its kind in the City of Splendors. The Xanathar Thieves’ Guild maintains scattered “safe houses” throughout the sewers of Waterdeep, small rooms hidden behind secret doors among the warrens of passages.

The Guild Fringe is a group of characters who serve the Xanathar Thieves’ Guild, a paranoid and ancient beholder of the Graypeaks Hive. They are known for their expertise in the best markets for valuable merchandise, such as magic items and art objects. The guild claims 10 of their profits for large or high-profile crimes, and they must demonstrate ruthlessness and obedience in a test of loyalty.

Avaereene, a LE female Tethyrian wizard, is a skilled mage and slaver who serves the Eye by picking up potential slaves in the seamier wards of Waterdeep by night. She leads the Eye’s snatch-and-grab kidnapping agents, known as the Hand, and commands great loyalty from her forces. Avaereene also rents rooms in North Ward above the Bent Nail, where she keeps a workbook of spells beneath the floor.

The Eye, an ancient, wrinkled, and extremely paranoid beholder of the Graypeaks Hive, has extended its control over all beholders of Undermountain, forcing those who refused to bow to its rule to flee into the Underdark or the surface. Its sole remaining rival, Misker the Pirate Tyrant, is now in hiding in the abandoned Trobriand’s Graveyard.

Randulaith of Mirabar, a NE male Illuskan human wizard, guards the Eye’s lair in Undermountain but is a frequent habitué of Skullport and Dock Ward. He is quiet, elegant, and makes friends easily among beings of all races and alignments, making him a valued spy of the Eye. Randulaith has long aspired to join the Lords of Waterdeep and is engaged to be married to the widow Brianne Byndraeth. During his courtship, he has caught the eye of Caladorn Cassalanter and Sammereza Sulphontis, both of whom see Randulaith as a possible future Lord, although they have not discovered their secret roles or interest.

Colstan Rhuul is a one-time adherent of Bane, who briefly adopted Cyric as his god before returning to the Black Lord. He is a patient and calculating schemer who avoids personal danger whenever possible, preferring to work at a distance through hired knives and behind-the-scenes manipulation. Colstan is Avaereene’s second-in-command in the Hand and is based in the Eye’s lair in Undermountain. The Banite’s favorite tactic is to send hireswords to start a brawl or similar incident with adventurers newly arrived in Waterdeep, while he waits in the wings to steal unguarded belongings in their rooms or attack an isolated spellcaster.

The Banite then takes what magic he can, and calls in the Hand to capture the remaining adventurers. Colstan prides himself on knowing the faces of all important (not always prominent) Waterdhavians and has made a hobby of uncovering the identities of the Lords of Waterdeep. After several setbacks in his efforts to discover who is and is not a Lord, Colstan has identified the widow Brianne Byndraeth as a probable member of that group.

The Xanathar, an elder orb beholder once known as the Eye, is the major advocate and support of these operations. It collects information from the Realms above and below, working through trusted third parties to make its plans. The Xanathar remains cloaked in secrecy, hidden behind a multitude of aliases and powerful magical defenses. It works every day with freelance thieves and mercenaries, operating through third and fourth parties to prevent the agents from revealing its whereabouts if caught.

Xanathar makes his home in an opulent chamber hidden behind a secret door leading from the sewers of Waterdeep. Its main chamber has yet to be located by the forces of law, and few know of its existence in the city, including the Lords. New chambers and access points continue to be added to the sewers stronghold where it lives, allowing the Xanathar to reach its other holdings in Skullport, Undermountain, and other places.

Xanathar’s greatest defense is its secrecy, as it believes that the Lords would destroy the cellars stone by stone to find out where its lair is. Its libraries keep extensive track of the abilities and weaknesses of the mages of Waterdeep. In addition to nondetection defenses in lair, Xanathar makes sure that its operation cannot be considered a true “Thieves’ Guild”, so it may chuckle over the Lords, secure in their knowledge that no such organization exists, while Xanathar grows rich on their lack of knowledge.

Is it common knowledge that Xanathar is a beholder?
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Is it common knowledge that Xanathar is a beholder?

Before the reign of Zushaxx, all Xanathars kept their true nature a secret, often leaving their underground lairs and swapping between multiple lairs. At least one Xanathar, Izulktur, retired due to the demands of secrecy. Zushaxx, the reigning Xanathar of the late 15th century DR, treated the nature of the title as an open secret, with many mid-level guild members aware of the Xanathar’s beholder nature. Lower ranking members believed the Xanathar was a member of a long-living humanoid race or a dragon in humanoid form.

By 1491 DR, some knowledge of the title’s true nature had filtered out to seasoned street girls of Waterdeep. Most Waterdhavians were aware of guilds controlling criminal activity in the city and occasionally heard rumors of a monstrous demonic or draconic crime lord ruling in secrecy. However, commoners dismissed these rumors, believing that the Lords of Waterdeep would never stand for such creatures in the city.

What is the difference between Xanathars guide and Tasha's?
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What is the difference between Xanathars guide and Tasha’s?

Tasha’s and Xanathar’s guides offer a variety of new subclasses, spells, and mechanics, but each guide has its own unique features. Tasha’s includes new magic items, while Xanathar’s has 30 new subclasses and access to the Artificer class. Tasha’s focuses on exploration and offers new locales and puzzle options. Tasha’s is the newer book, offering rules for customizing racial traits and character backgrounds.

Xanathar’s introduces the Hexblade subclass to Warlocks, similar to Dante from Devil May Cry. Hexblades gain powerful options at their first level, including Hex Warrior, Hex Warrior, and Charisma as a damage modifier. The Hexblade’s signature ability grants players the ability to curse targets, damage bonuses, expanded critical range, and health recovery. The Hexblade is also a tempting multiclass option, benefiting almost any class that scales off of Charisma.

Are feats or ability scores better?

A half-feat is a special ability that allows a player character (PC) to increase one of three attributes—Intelligence, Charisma, or Wisdom—by one point. In addition, it permits the PC to cast two spells, such as Fey Touched, which increases the PC’s Intelligence, Charisma, or Wisdom.

What does Xanathar's guide to everything add?
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What does Xanathar’s guide to everything add?

The update introduces 31 new subclasses for twelve character classes, including various character background ideas, racial feats, and revisits and expands on traps and downtime activities rules. It also provides in-depth coverage of tool proficiencies and spellcasting, expands the DMG with new magic items, and includes a variety of other DM tools like random encounters and simultaneous effects. It also includes nonhuman and real-world inspired human names.


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Do Xanathar'S Spells Work Well?
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