D&D: Xanathar's Guide to New Spells (2024)

D&D: Xanathar's Guide to New Spells (1)

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Xanathar’s Guide gathers 95 different spells–here are some of our favorites.

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, a host of rules for Dungeon Masters, new feats, and more. We’ve really been impressed with the book so far, but today I want to talk about spells in particular.

Surprising no one, the book adds a ton of interesting (and effective) combat spells. But the book catches you off guard with its noncombat spells. I mean they’ve always had their place in D&D, who can argue with the classic Zone of Truth or the limitless possibilities of Mage Hand, Unseen Servant, or Mordenkainen’s Magnificent Mansion–but I wasn’t expecting to find as many aspirational spells in this book. That’s one of the things that Xanathar’s Guide to Everything does well: it creates this sense of goals to shoot for. It makes you want to hit the higher levels so you can start casting things like Mighty Fortress or Create Homunculus and get up to all kinds of Wizard Business, or Wiz-Biz for short.

It also adds some interesting cantrips, which is hard to do. I mean, as far as 5th Edition goes it’s Eldritch Blast or Fire Bolt, and then pick your flavor of damage that comes with an effect, but there are a few that can really change up the actions you’ve got at your disposal without using up a spell slot.

So with that in mind, we’ve selected a few spells that can create some defining moments in your campaign, as well as a few that can help you get up to some delightful hijinks.

Toll the Dead

I know we said about combat spells above–but this one is pretty good and bears mention. With a 60 foot range and a Wisdom save (which is not many creature’s best) it does 1d8 or 1d12 if a creature is injured. It’s still not ideal–most cantrips feel better when you’re making the attack roll, because it feels like the attack succeeds rather than the creature you target failing. It feels more active that way, but, you can’t argue with a spell that deals necrotic damage and does a potential 4d12.

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Ceremony

This one originally appeared in Unearthed Arcana, and it’s back now and improved. Basically you conduct a special ceremony for one of several reasons and give the target undergoing it a benefit. I love this one because it grounds the character in the reality of the game. It speaks to life outside of adventuring and imbues them with purpose that lends itself to building community. People might forget the time you channeled divinity and turned those skelebros, but they will remember the time your cleric or paladin performed a Funeral Rite and kept the necromancer from raising an army of the village’s dead. Or the time you married a couple of the party members (to each other) and they were able to take on the final boss because of it. This spell is just a great nugget of flavor.

Druid Grove

This one is amazing. A 6th-level Abjuration Spell that lets you invoke the spirits of nature and create a grove of trees that is specially warded and protected. You can create mystic fog that provides cover and makes movement through the fog cost double, not difficult terrain, so there’s no avoiding it. You can create grasping undergrowth that works like an entangle spell. And animate up to four trees in the area, turning them into awakened trees–and all of this while also letting your party members ignore the effects, so you basically create some home turf to fight on. This spell works in combat and out of it–it helps the Druid feel like they’ve really got a place in the world.

Dragon’s Breath

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Another combat spell, but this one is amazing. A 2nd level spell that grants a target you touch (including yourself) the ability to use their action to exhale a 15-foot cone of acid, cold, fire, lightning, or poison (your choice) and then they can do that each turn until you stop concentrating on the spell. Have a summoned minion? Familiar? Some other party member who really needs to do some AoE damage? Help them out and make it harder for your enemies to end the spell by dealing damage to the person breathing it.

Soul Cage

Necromancers get a lot of cool spells in this book. Soul Cage is one of the more powerful ones. It lets you trap the soul of a humanoid when they die, containing it within an arcane cage of your own design. While you have a soul trapped, you can use it to power some effects such as stealing life from the soul, which lets you use a bonus action to heal yourself. Querying the soul, which compels the trapped soul to truthfully answer a question that you ask of it. You can borrow its experience, giving yourself advantage on the next attack roll, ability check, or saving throw you make. Or you can see through the soul’s life, creating an invisible sensor much like a scrying spell. This one isn’t the most useful in a combat–though it can be good, but it adds insult to injury as you trap the soul of your DM’s favorite villain and use it for your own nefarious ends.

Steel Wind Strike

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One last combat spell to round out the list. I am including this one because it’s emblematic of another kind of spell that you see in the Guide–there are a ton of new spells for melee casters. And Steel Wind Strike is a fantastic one. It’s a 5th-level spell that lets you make a melee attack against up to five creatures you can see within 30ft., targets take 6d10 damage and you can also teleport to an unoccupied space within one of the targets.

Temple of the Gods

The Cleric’s version of the Druid Grove, this one is a little more powerful. You conjure a temple to your deity out of nothing. You can decide how it looks, and the temple itself is a fairly simple layout…open space with an idol or altar at the end surrounded by walls, a roof, and a door (windows at your discretion). But inside that space, you can ward off Celestials, Elementals, Fey, Fiends, and/or Undead (you decide, and can pick muliple creatures). They can’t enter unless they make a save, and even if they do, they are at sever penalties. Within the temple you and your party are protected from divination spells and creatures teleporting in. And if you cast the spell every day for a year, the temple becomes permanent.

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That’s another aspirational spell, right? The temple could be a structure your cleric creates once they’re high level–it could be the center of a town your characters build. A place of worship (where ceremonies are performed) and so on. I like the potential for stories that these spells tend to create. I’d love to go through all of them, but that’d take forever. For now, take these seven spells as an example of some of the things you can find within Xanathar’s Guide.

In the meantime, get ready for more magical mayhem and misadventures.

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D&D: Xanathar's Guide to New Spells (11)

Author: J.R. Zambrano

Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [emailprotected]

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  • D&D: Xanathar's Guide to New Spells (2024)

    FAQs

    How many new spells are in Xanathar's Guide to Everything? ›

    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, a host of rules for Dungeon Masters, new feats, and more.

    What is added in Xanathar's Guide to Everything? ›

    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.

    How many subclasses are in Xanathar's Guide to Everything? ›

    Includes 31 new subclasses, 2 or 3 for each of the twelve character classes. A variety of character background ideas such as origins and life events.

    What is a counterspell in Xanathar's guide to everything? ›

    Counterspell is a spell you cast as a reaction to stop another spell: Xanathar's Guide to Everything (XGE) introduced an optional rule for identifying a spell. It also costs a reaction: This creates a tension between identifying a spell and deciding to counter it.

    Is Xanathar's guide to everything worth it? ›

    Xanathar's Guide to Everything is an essential book for any Dungeon Master or player looking to get the most out of their next Dungeons & Dragons campaign. Not only does it expand on the base game content, but it provides a wide variety of rules to help a DM run their next campaign.

    How many new spells do you get per level? ›

    You'll also get two new wizard spells to add every time you gain a level, regardless. You can't just pick any spells though. You'll have to pick the wizard spells available for your level. In addition, wizards get arcane recovery - which allows them to recover spell slots quicker.

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

    Both Tasha's and Xanathar's contain a wealth of new subclasses, spells, and mechanics. Despite these commonalities, each guide lends itself to accomplishing certain goals. While each book contains new items, only Tasha's includes new magic items.

    What magic items does Xanathar have? ›

    Create a Page
    Item NameTypeSource
    Staff of FlowersStaffXGE
    Talking DollWondrous ItemXGE
    Tankard of SobrietyWondrous ItemXGE
    Unbreakable ArrowWeaponXGE
    44 more rows

    What is Xanathar's fish? ›

    With an unquenchable thirst for knowledge, a taste for gold, and a general disdain for most living things, it is surprising to learn that Xanathar's most prized possession is its goldfish, Sylgar.

    Is Fizban's Treasury of Dragons official? ›

    Fizban's Treasury of Dragons is sourcebook that focuses on dragons in the 5th edition of the Dungeons & Dragons fantasy role-playing game and was published October 26, 2021.

    Does Xanathar have a stat block? ›

    This Xanathar is just a beholder stat block with a few magic rings that they wear on their eye stalks. Xanathar wears a ring of invisibility, a ring of mind shielding and a ring of resistance (force). The most important one, by far, is the ring of invisibility.

    What is the Xanathar's fall rule? ›

    Xanathar's suggests an optional rule for flying creatures which makes it easier for them to survive a fall. Using this, you'd subtract a creature's current flying speed from the distance it fell, and then calculate the damage of the remaining falling distance.

    What happens if you counterspell a counterspell? ›

    As counterspell is a spell, it can be affected by another counterspell. This means that the spell that the first counterspell was countering will work, as the second counterspell stopped the first counterspell before it could activate.

    Can someone else counterspell a counterspell? ›

    Can you counterspell a counterspell? Yes. This can be chained, so long as the casters involved haven't already used their reactions. You could potentially have a dozen spellcasters counterspelling each other in an epic battle to fight over an original spell being casted.

    How many times can you counterspell counterspell? ›

    In theory it can be counterspelled by the original caster, if they have not previously used their reaction. And that Counterspell can be counterspelled by another casting of Counterspell as long as it is cast by different caster. This can happen ad infinitum until you run out of casters.

    How many new spells are in Tasha's Cauldron of Everything? ›

    Whether those spells come from the Basic Rules or any other source like the 21 new spells in Tasha's Cauldron of Everything remains the purview of each individual spellcaster.

    How many Paladin prepared spells are there? ›

    With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

    What does Tasha's cauldron of everything add? ›

    SPELLS, ARTIFACTS & MAGIC TATTOOS. Discover more spells, as well as magic tattoos, artifacts, and other magic items for your campaign. EXPANDED RULES OPTIONS. Try out rules for sidekicks, supernatural environments, natural hazards, and parleying with monsters, and gain guidance on running a session zero.

    How many cards are in Xanathar's Guide to Everything? ›

    This amazing new deck of 95 cards is designed to be utilized in conjunction with the upcoming Xanthan's Guide to Everything from Wizards of the Coast, and it's certain to be an invaluable resource for any Dungeons & Dragons 5E spell caster.

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