Xanathar's Guide To Orders And Organizations
Continuing our series of reviews for Xanathar's Guide to Everything, I cover the new spells introduced in the supplement. Xanathar's is divided into three parts. Up front, there are more than 30 new subclasses for players to choose from. They include some vital and popular builds from previous editions of the game, like the Cavalier and the Samurai. But they also include some brand new versions of classic character classes that will liven any newly-formed party. I guess I like it. The fact that a lot of the content in Xanathar's was released as playtest material long ago left few surprises. Using all of those spells from Elemental Evil kind of took the air out of my tires, too.
A guide to everything indeed. This book includes many sub-classes for each class, as well as additional backstory elements for them. It includes a few new racially restricted feats, and a wealth of DM tools, including some new magic items, new ways to use tool proficiencies, and some very handy charts. In his Guide to Everything, the Xanathar described new avenues of power for adventurers of all types. In his follow-up text, the know-it-all beholder brings you a listing of Orders and Organizations that are connected to the new archetype options presented in Xanathar's Guide.
You can now access all of the information, rules and lore from Xanathar's Guide to Everything in the in-app compendium, as well as on the Roll20 web compendium You will also have access to the character creation options from Xanathar's Guide to Everything in the Charactermancer. Xanathar's Guide to Everything is an expansion for the fifth-edition adventure of D&D, Tomb of Annihilation. The expansion is a compilation of new features based on the feedback creators received after releasing various playtests on the web. They included the best features and added to areas players thought could use more depth.
Overall, Xanathar's Guide To Everything is pretty awesome and nearly a necessity. I say nearly because if the book didn't exist, you could still play the game without missing a step, same as Sword Coast and Volo's, and that's an important thing that needs to be pointed out because we recognize that collecting all these books can be a pretty penny. That being said, this is a must-own for those who need to spice things up and are looking for something out of the ordinary for a character they've played a dozen times over. I love playing Paladins and Rogues myself with the occasional Warlock, but I've created so many combinations over the years that its easy to get into a rut. This book will change that and create new combos for you to explore that you never thought could be possible in D&D.
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