---
product_id: 50407772
title: "Xanathar's Guide to Everything (Dungeons & Dragons)"
brand: "dungeons & dragons"
price: "£50.42"
currency: GBP
in_stock: true
reviews_count: 13
category: "Dungeons & Dragons"
url: https://www.desertcart.co.uk/products/50407772-xanathars-guide-to-everything-dungeons-and-dragons
store_origin: GB
region: United Kingdom
---

# Extensive DM tools & encounter tables 300+ pages of expanded rules & lore 20+ new subclasses & character options Xanathar's Guide to Everything (Dungeons & Dragons)

**Brand:** dungeons & dragons
**Price:** £50.42
**Availability:** ✅ In Stock

## Summary

> 📖 More than a guide — your ultimate D&D power-up!

## Quick Answers

- **What is this?** Xanathar's Guide to Everything (Dungeons & Dragons) by dungeons & dragons
- **How much does it cost?** £50.42 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.co.uk](https://www.desertcart.co.uk/products/50407772-xanathars-guide-to-everything-dungeons-and-dragons)

## Best For

- dungeons & dragons enthusiasts

## Why This Product

- Trusted dungeons & dragons brand quality
- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Key Features

- • **Expand Your Spellbook:** Discover a curated collection of new spells and quick name generators to spark creativity on the fly.
- • **Join the Elite 5e Community:** With nearly 25,000 glowing reviews, owning this book signals your commitment to mastering the world’s greatest RPG.
- • **Elevate Storytelling & Strategy:** Perfect for managers who crave structure and creativity, this guide balances roleplay depth with tactical gameplay.
- • **Master the Dungeon with Pro Tools:** Access comprehensive DM resources including fair encounter building, random tables, and trap design to keep your sessions thrilling.
- • **Unlock Endless Roleplay Possibilities:** Dive into 20+ fresh subclasses and unique racial feats that elevate your character beyond the ordinary.

## Overview

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.

## Description

D&D Game Manual with new rules and story options. (5th Edition)

Review: 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.
Review: 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".

## Features

- Explore a wealth of new rules options for both players and Dungeon Masters in this supplement for the world’s greatest roleplaying game.

## Technical Specifications

| Specification | Value |
|---------------|-------|
| ASIN | 0786966114 |
| Age Range Description | Adult, Teen |
| Best Sellers Rank | #14,779 in Toys & Games ( See Top 100 in Toys & Games ) #9 in Game Pieces |
| Brand Name | Dungeons & Dragons |
| Color | Multicolor |
| Customer Reviews | 4.9 out of 5 stars 24,929 Reviews |
| 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 |
| Indoor Outdoor Usage | Indoor |
| 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 |
| Operation Mode | manual |
| 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 |

## Images

![Xanathar's Guide to Everything (Dungeons & Dragons) - Image 1](https://m.media-amazon.com/images/I/81OAm2sy2GL.jpg)

## Available Options

This product comes in different **Style** options.

## Customer Reviews

### ⭐⭐⭐⭐⭐ More is more!
*by C***E on November 22, 2017*

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.

### ⭐⭐⭐⭐⭐ Great book that's not required! Says immediately "This is not a fourth core book" and they mean it!
*by A***. on January 2, 2018*

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".

### ⭐⭐⭐⭐⭐ Great add on!
*by B***E on October 1, 2019*

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.

## Frequently Bought Together

- Wizards of the Coast Xanathar's Guide to Everything
- Dungeons & Dragons Tasha's Cauldron of Everything (D&D Rules Expansion)
- Dungeons & Dragons Mordenkainen Presents: Monsters of The Multiverse Book

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*Store origin: GB*
*Last updated: 2026-05-24*