D&D 5E Xanathar's Spoilers Wiki.

mellored

Legend
A place to collect all the Xanathar's spoilers. Add them as you find them.

Eldrich invocations

(source http://www.enworld.org/forum/attachment.php?attachmentid=90656&d=1509886561)

Aspect of the moon (tome): ... can't be forced to sleep... to gain the benifits of a long rest, you...8 hours of light activity such as reading ... or keeping watch.

(Cloak of?) Flies: ... aura of buzzing flies. Advantage on charisma (intimidate) ... (creatures?) start its turn in the (take damage?) equal to your charisma modifier ... can't use it again (short/long?) rest.

Grasp of Hadar (eldritch blast): ....(pull?) in a straight line 10 feet closer to you.

Improved Pact Weapon (blade pact): pact weapon .. spellcasting focus for any of your warlock spells.
Your pact weapon get's +1 to hit and damage unless it's a magical weapon that already has those bonuses.
Finally, the weapon you conjure can be a shortbow, longbow, or heavy crossbow.

Lance of Lethargy (eldritch blast): Once on each of your turns, when you hit a creature with eldritch blast, you can reduce that creatures speed by 10 until the end of your next turn.

Maddening Hex (5th level, hex as a spell, or a warlock feature that curses): As a bonus action you cause a phsycic disturbance around the target cursed by your hex spell or by a warlock feature such as hexblade's curse or sign of ill omen. When you do you deal phsycic damage to the target and each creature you choose within 5' of it. The psychic damage is equal to your Charisma modifier (min 1). To use this invocation the cursed target must be within 30 feet of you.

Relentless Hex (7th level, hex as a spell, or a warlock feature that curses): Your curse creates a temporary magical bond between you and your target. As a bonus action, you can tele0(port?)....

Tomb of Levistus: ??? can't use it again until a short or long rest.

Tricksters Escape (7th level): You can cast freedom of movement once on yourself without spending a spell slot. You regain this ability to do when you finish a long rest.


Collage of Glamour
(source https://youtu.be/t0ECe3YyYN4?t=395)??? of Insperation
Enthralling performance
Mantle of Majesty
Unbreakable Majesty

Collage of Swords

Fighting style: Dualing, TWF

Blade Flourishes: When you take the attack action... you can only use one blade flourish per turn.
Defensive Flourish: You can expend one of your bardic inspiration to deal extra damage and gain a bonus to AC equal to the roll.
Slashing Flourish: expend bardic inspiration to deal damage to deal damage to all creatures you choose within 5'
Mobiles Floursih: ???

Divine soul
(sourcehttp://www.enworld.org/forum/showthread.php?596635-Xanathar-s-Guide-Shows-Up-In-The-Wild!&p=7269603&viewfull=1#post7269603)
Divine Magic ... Can take spells from the cleric spell list and get a clerical 'domain' spell in addition to normal known spells.
Favored by the Gods ... Special aid if you miss an attack or save.
Empowered Healing ... Can use a sorcery point to reroll healing spell dice.
Otherworldly Wings ... Manifest wings.
Unearthly Recovery ... Heal back up to half your HP.

Forge Domain
(source https://youtu.be/t0ECe3YyYN4?t=472)
Spells:
1: identify, searing smite
2: heat metal, magic weapon
3: elemental weapon, protection from energy
4: fabricate, wall of fire
5: animate objects, creation

Bonus proficiency: Heavy armor, smith's tools

Blessing of the forge: at the end of a long rest, you can touch a nonmagical armor or weapon and give it +1 until the end of your next long rest.

Channel Divinity: Artisan's Blessing
Hour long ritual to craft metal equipment (weapons, armor, etc). You need to pay for it with metal (coins), upto 100gp. It can also duplicate items (keys) if you have the item.

Soul of the forge: At 6th level, you get resist fire, and +1 AC while in heavy armor.

Divine strike: +1d6 fire damage

Saint of Forge and Fire: At 17th level, you get immunity to fire damage, and resist to non-magical bludgeoning, piercing, and slashing.


Arcane Archer
(source https://youtu.be/t0ECe3YyYN4)

arcane shot: ???
magic arrow: your arrows are magical for the purposes of resistance and immunity.
curving shot: at 7th level... when you miss..., you can use a bonus action to make an attack against another target within 60'
ever-ready shot: at 15th level .. when you roll initiative and have no arcane shot, you regain one use of it.

Banishing arrow: a creature hit by the arrow must make a Charisma save or be banished until the end of it's next turn. At 18th level in this class, the target also takes 2d6 force damage

beguiling arrow: the creature takes 2d6 psycic damage and chose an ally within 30' of the target. The creature must make a wisdom saving throw or be charmed by your ally until your ally attacks the creature, or until the start of your next turn. The psycic damgage increases to 4d6 at level 18 in this class.

bursting arrow: ???

grasping arrow: the creature hit by the arrow takes 2d6 poison damage. It's speed is reduced by 10', and it takes 2d6 slashing damage if it moves. It takes a strength (athletics) check to remove the brambles, or they dissapear after 1 minute. Increase both poision and slashing damage to 4d6 at level 18.

piercing arrow: you do not make an attack roll for this attack...

Spells (if someone wants to read them)
(source https://youtu.be/t0ECe3YyYN4?t=1529
https://youtu.be/t0ECe3YyYN4?t=1591)


Lots of tables for character creation (parents, birth place, siblings, wierd events, etc...)
(source https://youtu.be/t0ECe3YyYN4?t=1022)

Learning Beast Shapes Table
(source https://youtu.be/t0ECe3YyYN4?t=521)
 
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