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                    Становление корпоративизма в современной России. Угрозы и возможности
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Xanathar's Guide To Everything Comes To Roll 20
OK, so the book itself says you can play Dungeons & Dragons with theВ Player's Handbook,В Dungeon Master's Guide andВ Monster Manual. Dungeon Master's Tools is the second chapter. It includes articles on a diverse array of subjects like falling, sleeping, adamantine weapons, encounter building or magical items. The most extensive are by far the ones relating to random encounters, traps, and downtime. The first includes countless tables referencing what an adventuring party can encounter in a variety of locales. The Traps sub-chapter is a substantially more elaborate approach on the subject than the one from the Dungeon Master's Guide It includes not only sample simple and complex traps, but also design notes towards creating your own. Downtime on the other hand expands on what can happen in-between adventures. The characters may have rivals working on the background, or purchase magic items which themselves might cause further complications. Those carousing will find two dozen more options and complications, as will those who wish to gamble, craft items, and many more.
There are 15 new feats in Xanathar's Guide to Everything, all of them racial feats that play on some aspect of the character's race, or transform them to be more in tune with some aspect of their race's lineage. For example, there are two Dragonborn feats, one which lets the character cause fear with its breath weapon and one that causes the character to grow tougher scales and claws. My personal favorite is the tiefling's Infernal Constitution, which increases provides resistance to cold and poison.
For all DMs, players, or purveyors of fantasy lore, Xanathar's Guide to Everything and Mordenkainen's Tome of Foes are essential additions to the collection. If you only own two books beyond the essentials (Player's Handbook, Monster Manual, Dungeon Master's Guide), these are the two you need. They can completely transform your play experience and breath new life to stagnant or boring campaigns. If you only want one of them, I suggest players pick up a copy of Xanathar's, and DMs buy Mordenkainen's. But feel free to read more reviews to decide, as each book opens possibilities for everyone at the table.
See. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet. Tundra. You gain resistance to cold damage, and you don't suffer 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 fails if a creature is in the cube.
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