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Felipeped * LebrstLip Xanathar's Guide To Everything At Game Goblins
Continuing our series of reviews for Xanathar's Guide to Everything, I cover the new spells introduced in the supplement. Design your adventure for one of t he four tie rs, as set forth in chapter 1 of the Player's Handbook: tier 1 includes levels 1- 4 , tier 2 is levels 5- 10, tier 3 is levels 11-16, a nd tier 4 includes levels 17- 20. Within each tie r, it's a good idea to use a s pecific level as a starting point. Assume a pa rty of five 3rd-level ch aracters for tie r 1, five 8th-level cha racters fo r tier 2, five 13th-level characters for tier 3, and five 18th-level characters for tier 4. Use that assumption when creating combat e ncounte rs, whether you use the e ncounter-building rules in the Dungeon Master's Guide or are making an estimate. For each battle, provide guidelines to help DMs adjust the difficulty up or down to match stronger or wea ker parties. As a rule of thumb, account for a pa rty two levels higher and for a party two levels lower, and don't worry about balancing the adventure for parties outside the adventure's tier.
Consider what might ha ppe n in an encounte r a rea if the characte rs were to ne ver enter it. Do the guards serve in s hifts ? What other characters or monsters might visit? Do c reatures gathe r there to eat or gossip? Are the re any natural phenomena-such as strong winds, earth tremors, or rain squa lls-that sometimes take place in the a rea? Random events ca n add a fun element of th e unexpected to a n e ncounter. Just when you think a fight's outcome is evide nt, an unforeseen event can make things more compelling. A number of the tables in the Dungeon Master's Guide can s uggest random events. The tables used for e ncounter location, weird locales, and wilderness weather in chapter 5 of that book are a good s ta rting point for outdoor e ncounte rs. The tables in a ppendix A can be useful for indoor and outdoor e ncounte rs-esp ecially the tables for obstacles, traps, and tricks. Finally, consult the ra n dom e ncounte r tables in the n ext section of t his book for inspiration.
At 6th level, the storm g ra nts you benefits even when your aura isn't active. The bene fits are based on the enviro nment you chose for your Storm Aura. Deser t. You gain resistance to fire da mage, a nd you don't s uffer the effects of extrem e heat, as descr ibed in the Dungeon Master's Guide. Moreover, as an action, you can touch a fla mmable object that isn't being worn or carried by a nyone else a nd set it on fire. Sea. You gain resistance to lightning damage, and you can breathe underwater. You a lso gain a swimming s peed of 30 feet. Tundra. You gain resistance to cold da mage, a nd you don't s uffe r the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fai ls if a creature is in the cube.
Fifth edition indicates a more conservative approach. Wizards of the Coast publishes three books per year, but two of those are adventure modules with the third being a supplemental rulebook with customization options. Enter Xantathar's Guide to Everything, 2017's officially published supplement rulebook and first major expansion to the Player's Handbook. Xanathar's Guide adds 31 new subclasses (three of which are simply pulled directly from Sword Coast Adventurer's Guide) split fairly evenly across the nine primary classes. Those searching for a thorough analysis of each subclass and the potential balance to the system may want to stop reading now—this isn't that. What I will say is that I really appreciate how much flavor and versatility each addition offers. Every class still feels distinct in how they might interact with the system's mechanics; Xanathar's Guide simply helps to blur the lines a bit and gives a great selection of something I value most at the table: player choice.
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