

📖 More than a guide — your ultimate D&D power-up!
Xanathar's Guide to Everything is a 5th Edition Dungeons & Dragons supplement packed with over 300 pages of new subclasses, spells, and Dungeon Master tools. Designed to enhance roleplaying depth and game management, it offers balanced character options, detailed encounter-building tables, and creative resources that have made it a must-have for serious players and DMs alike.





| ASIN | 0786966114 |
| Age Range Description | Adult, Teen |
| Best Sellers Rank | #23,103 in Toys & Games ( See Top 100 in Toys & Games ) #16 in Game Pieces |
| Brand Name | Dungeons & Dragons |
| Color | Multicolor |
| Customer Reviews | 4.9 4.9 out of 5 stars (24,949) |
| Educational Objective | Facilitate and enhance role-playing and fantasy gaming experiences, promoting teamwork, critical thinking, and storytelling skills |
| Global Trade Identification Number | 09780786966110 |
| Grenre | Action & Adventure, FICTION, Fantasy, GAMES & ACTIVITIES, Role Playing |
| Included Components | 1 Book |
| Is Assembly Required | No |
| Item Dimensions | 8.53 x 0.57 x 11.11 inches |
| Item Dimensions L x W | 12"L x 9"W |
| Item Type Name | Xanathar's Guide to Everything |
| Item Weight | 1.6 Pounds |
| Language | English |
| Manufacturer | Wizards of the Coast |
| Manufacturer Maximum Age (MONTHS) | 1200 |
| Manufacturer Minimum Age (MONTHS) | 180 |
| Manufacturer Part Number | C22090001 |
| Material Type | Plastic |
| Model Name | Guía de Xanathar para todo |
| Model Number | C22090000 |
| Number of Items | 1 |
| Package Quantity | 1 |
| Product Style | Physical Book |
| Set Name | Xanathar's Guide to Everything |
| Size | 11.11 inches |
| Subject Character | Dungeons & Dragons |
| Theme | Games |
| Unit Count | 1.0 Count |
C**E
More is more!
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.
A**.
Great book that's not required! Says immediately "This is not a fourth core book" and they mean it!
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".
B**E
Great add on!
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.
L**Y
Arrived in perfect condition and has everything expected in the pages.
It's a Dungeons & Dragons 5E supplement. It's a thin hardcover book that contains all the information and accompanying images, which are beautiful, necessary in its pages. The cover does a good job of protecting the pages, and the pages themselves are fairly durable from my use. I do not dog-ear pages in books I own, so I cannot say how well they hold up to that, but if you happen to do that with books, I'm judging you anyway. The print of the text and charts is clear and legible, and is roughly the same size as other, similar supplementary materials printed and published.
K**様
良い状態できちんと届きました
A**Y
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.
L**S
Si estás leyendo esto ya sabes lo que estás mirando. Si no sabes qué libro estás mirando y estás leyendo esto, este no es el lugar para ver reviews o recomendaciones sobre el libro. Mira en otras páginas y cuando sepas sobre el contenido y lo que trae, si te conviene lo compras. Yo personalmente soy de hacer un poco el pirata buscando el pdf por ahí y después de echar un vistazo en profundidad decido si vale la pena el gasto. Este en concreto lo vale en mi opinión porque trae cosas bastante importantes que quieres tener a mano. Si has tenido o visto cualquier libro de tapa dura de esta empresa (los de D&D) ya te haces una idea de lo que es y de su calidad.
M**O
Questo libro contiene numerosi opzioni aggiuntive per giocatori e dungeon master. La prima parte aggiunge alcune opzioni per le classi di personaggi, quindi chi fosse in cerca di qualcosa di nuovo dopo aver giocato molti personaggi troverà materiale nuovo su cui costruire un personaggio nuovo. Per il dungeon master troviamo molte idee come una guida per costruire trappole, alcune chiarificazioni sulle regole e tabelle di incontri (che posso essere più o meno interessanti a seconda di come viene gestito il gioco). Sono presentati anche molti nuovi incantesimi, cosa molto gradita. Il libro è consigliato una volta che avete già usato fino in fondo il materiale messo a disposizione dal manuale del giocatore e dalla guida del dungeon master.
H**K
Die Kurzzusammenfassung der Rezension befindet sich am Ende! Ich habe mir als Dungeons and Dragons Dungeon Master dieses Buch als Ergänzung und Inspiration gekauft. Aufgrund der drei Rezensionen, die nur 2,5 Sterne ergaben war ich vorsichtig, da ich mich oft davon leiten lasse. Allerdings wurde ich nicht enttäuscht. Positiv: ---------------------------------------------------------------- - Wunderschönes Cover und Farbgebung passend zu den anderen Büchern - Artworks im Buch untermalen Erklärungen und Regeln, so dass eine tolle Atmosphäre gegeben ist - Inspirationen für Hintergründe, Motivation der NPCs/PCs, Quirks u.ä. - Durch die Tabellen ist, wie bei den anderen offiziellen Büchern auch, die Möglichkeit gegeben nicht nur PCs damit zu erstellen, sondern auch NPCs - Sinnvolle neue Subclasses, die für manche Charaktere eine komplett neue Ausrichtung bieten (Barbar als Beschützer durch die Hilfe seiner Urahnen --- Barbar, der Elemente beherrscht --- ein geschmeidiger Monk, der leichtfüßig über das Schlachtfeld tanzt mithilfe von Path of the Drunken Master - Erinnerung an generelle Regeln, die oft vergessen werden (z.B. Spell als Bonus Action, dann nur noch Cantrip möglich). Ich kannte sie alle, da ich oft das Problem hatte und im Internet nachschauen musste. Dieses Buch erspart den Schritt. - Schöne neue Rassen-Feats (Dragonborn sprüht statt Gift, Feuer, etc. ein Gebrüll aus, welches Fear auslösen kann und Attribute werden permanent einmalig erhöht) - Rassen-Feats auch für "untypische Rassen" wie Orks, Fey, Infernal, die aber auf reguläre Rassen wie Halb-Ork, Elfen, etc. umgemünzt werden können. - Schöne Effekte für das ausführen von Berufen mit dem entsprechenden Werkzeug(Cook's Utensils, Disguise Kit, Forgery Kit, etc.) für Köche, Schreiner, Fälscher, usw. Dabei verleihen sie gleich mehrere verschiedene "Fähigkeiten" je nach genutztem Skill. ----------------- Ein Auszug der Cobbler's Tool: --- Investigation (Footwear holds surprising number of secrets. You can learn where someone has recently visited by examining the wear and dirt that has accumulated on the shoes. [...] ---Arcana, History: Your knowledge of shows aids you in identifying the magical properties of enchanted boots or the history of such. ---Maintain Shoes: ... Und noch einige mehr (insgesamt 5 Stück allein für den Schuhmacher) ----------------- - Neue Challenge Rating / Kampf-Schierigkeit (oder auch Umgehung) fügt sich gut ein - Bereits fertige Encounter, die so auch im Internet verfügbar sind. Trotzdem eher positiv als negativ. Bedingt durch die vorgegebenen Eckdaten wie die Region, Gruppenlevel, Monsteranzahl fügt sich der Encounter passend in das jeweilige Gebiet ein. - Schöne magische Items, die auch oft einen sehr speziellen oder marginalen Effekt haben, was aber meiner Meinung nach die Gruppendynamik beim Lösen eines Problems fördert und man nicht Gefahr läuft einen Chrakter zu schnell zu "overpowern". - "Neue" Zaubersprüche Neutral: ---------------------------------------------------------------- - Ich habe mit Englisch absolut keine Probleme, schaue und lese vieles lieber auf Englisch, aber für manche könnte dies eine Herausforderung/KO-Kriterium darstellen - Die Namen sind meiner Meinung nach eine schöne Ergänzung, da sie sich sogar danach richten, ob es keltische, ägyptische oder französische Namen sein sollen (sodass ein schönes Klangbild entsteht in der jeweiligen Sprache). Anderen war es zu viel, für mich passt es. Irgendwie hätte ich mir gewünscht, dass ich Häkchen oder Anmerkungen in das Buch setzen kann. Viele dieser Namen kann man einfach online generieren oder mit Software auf dem PC ohne Internet. Es erfordert aber immer ein Medium (Telefon, Tablet, PC), das Internet hat. Natürlich kann auch die Fantasie zum Tragen kommen. - Winzige grammatikalische Fehler (an zwei Stellen), die aber absolut nicht stören. - Die Idee Würfel oder Formen für Zauberspruch Bereiche zu nutzen (zum Teil mithilfe von Würfeln) hatte ich auch ohne dieses Buch :-) - Primär für Dungeon Master geschrieben Negativ: ---------------------------------------------------------------- - Für den Preis hätte ich etwas mehr erwartet. Mit 200 Seiten ist es für mich knapp an der unteren Grenze. Bei meinem Einkaufspreis von 42€ kommt man auf über 20€-Cent pro Seite. Um einen Vergleich anzustellen, da in vielen anderen Rezensionen eben dieser Punkt aufkam: Player's Hanbook für aktuell 34€ mit 320 Seiten hat einen Schnitt von 10€-Cent/Seite. Insgesamt hat dieses Xanathar's Guide also rund 120 Seiten weniger und kostet aktuell(!) 6€ mehr. - Leider meiner nach zu wenige (der wirklich gelungenen) Zeichnungen - Kein Appendix zur Wortsuche (Lediglich Inhaltsverzeichnis) Kurzzusammenfassung ---------------------------------------------------------------- Ein Buch, das für Enthusiasten und Liebhaber geeignet ist, die gerne mehr "Arbeitsmaterial" und "Arbeitshilfen" hätten. Für neue Spieler und Anfänger gibt es wichtige Regeln nochmals erklärt und Inspirationen für die Charaktererstellung sind gegeben. Meiner Meinung richtet sich das Buch aber primär an Dungeon Master. Ich würde daher dazu raten erst das Player's Handbook sowie Dungeon Master's Guide zu holen, wenn man in die Welt eintauchen möchte. EDIT: Schreibfehler behoben
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