Xanathar owns 5 bookshelves with 7 shelves each. You can explore them on this page.
Click on the table cell with an item to receive more information on it.
Remember, each of these books takes time to read, so make sure you're accounting for how much time you'd spend learning anything you're discovering.
Bookshelf 1 | |||||||||||
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The first shelf has 12 books on it on various topics Books 5 & 7 detect as magical |
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1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
The second shelf contains 49 scrolls of Elvish poetry written in Elvish | |||||||||||
The third shelf contains 16 scrolls of historical records written in Sylvan. | |||||||||||
The fourth shelf contains 12 scrolls about Dwarvish armor making. | |||||||||||
The fifth shelf contains 22 scrolls about Dwarvish armor making. | |||||||||||
The sixth shelf contains 34 scrolls containing love letters written in Celestial. | |||||||||||
The seventh shelf contains 10 scrolls of Elvish poetry written in Elvish. |
Bookshelf 2 |
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The first shelf contains 15 scrolls containing love letters written in Primordial |
The second shelf contains 69 works containing Netherese Lore, and one small, magic item. |
The third shelf contains 86 scrolls containing diary pages written in Common. |
The fourth shelf contains 42 scrolls of historical Records written in Gnomish |
The fifth shelf contains 81 scrolls of Elvish poetry written in Elvish. One of the many scrolls detects as magical |
The sixth shelf contains 50 scrolls containing love letters written in Giant |
The seventh shelf contains 46 scrolls containing diary pages written in Orcish |
Bookshelf 3 | ||||||||||||||
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The first shelf contains 65 scrolls about Dwarvish armor making. | ||||||||||||||
The second shelf contains 90 scrolls about Dwarvish armor making | ||||||||||||||
The third shelf contains 20 scrolls of historical Records written in Giant | ||||||||||||||
The fourth shelf contains 82 scrolls containing diary pages written in Abyssal | ||||||||||||||
The fifth shelf contains 76 scrolls containing diary pages written in Undercommon | ||||||||||||||
The sixth shelf has 38 books on it on various topics Books 12 & 29 detect as magical |
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1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 |
31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | |||||||
The seventh shelf contains 99 scrolls that are simply columns upon columns of numbers |
Bookshelf 4 |
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The first shelf contains 12 scrolls about Dwarvish armor making |
The second shelf contains 34 scrolls containing Elvish poetry written in Elvish |
The third shelf contains 32 scrolls of historical Records written in Orc |
The fourth shelf contains 10 scrolls that are simply columns upon columns of numbers. |
The fifth shelf contains 55 scrolls that are simply columns upon columns of numbers. |
The sixth shelf contains 95 scrolls containing Elvish poetry written in Elvish |
The seventh shelf contains 81 scrolls that are simply columns upon columns of numbers. |
Bookshelf 5 |
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The first shelf contains 20 scrolls of historical records written in Giant. |
The second shelf contains 80 scrolls of historical records written in Primordial. |
The third shelf contains 78 scrolls about Dwarvish armor making. |
The fourth shelf contains 15 scrolls of historical Records written in Abyssal. |
The fifth shelf contains 98 scrolls containing love letters written in Abyssal |
The sixth shelf contains 77 scrolls containing love letters written in Common |
The seventh shelf contains 24 scrolls of historical records written in Elvish |
Bigby's Handbook of Creative Spell Use
This magic book contains 26 pages. Each page's contents are randomly determined. The DM has a complete list.
Once you turn a page, you can never flip back—paging through this book is a one-way trip. Once you are attuned to this book, as an action, you can cast the spell that is written on the page, requiring no material components or spell slots, even if you don’t have the spellcasting or pact magic feature, or if that spell is not on your class spell list. Once you cast that spell three times, you cannot cast it again until the next dawn. Each time you cast that spell, there’s a chance that the energy connected with its use will cause the page to magically turn (despite all precautions). The chance that a page turns is as follows:
When the last page is turned, the book disappears.
“A magic book must speak of magic, but it should also be a book.”
-- King Rendoran, Sorcerer-King of Lymen
The book’s binding is red leather from an unknown creature. It appears small, but no matter how many times its pages are turned, one page always remains. Each page is decorated with beautiful calligraphy. If you read the book for 1 hour, you can cast the legend lore spell. Once used, you cannot use this magic item again until the following week.
By using an action to read the scroll, you cause the arcane script on the page to vanish and become an inked map of the surrounding area. The map shows the area in a 1-mile radius centered on the point where you read the scroll and indicates both structures and topography. By touching the map, a small light appears at your location to indicate where you are. Using a series of natural gestures when touching the page, you can cause the map to change its scale or displayed portion of the area. The scroll isn't destroyed when you read it, but can't be used again to create a different map.
First published in the Year of the Dauntless Dwarves (1412 DR)
Author: Harvestmistress Kamila
Language: Common
Rarity: Common
Contents: This book covers the teachings of Chauntea in regards to farming and a philosophy or reverence towards nature, specifically plants.
Game Mechanics: If you have this book to hand and you spend 1 minute reading through it, you can identify any common Faerûnian plant. After a short rest, you gain advantage on the next Intelligence (Nature) check to determine the properties of that plant. If you have this book to hand, you add your proficiency bonus when you use any agricultural tool. If you are already proficient in that tool, then your proficiency bonus is doubled.
First published in the Year of the Banner (1368 DR)
Author: Gormstadd the Rerisen
Language: Common
Rarity: Uncommon
Contents: The book details the history of the Mad God Cyric and many rites of Cyric’s church. While originally written by one of Cyric's first followers, Gormstadd the Rerisen from Voonlar, it contains various chapters written by anonymous disciples of Cyric that update the work to the present day.
Game Mechanics: If you have this book to hand and check it during a short rest, you gain advantage on the next Intelligence (Religion) check you make to recall lore about Cyric and Cyric’s church.
First published in the Year of the Malachite Shadows (1460 DR)
Author: Varies
Language: Common
Rarity: Common
Contents: The book contains a collection of funny jokes and punch lines, mainly from the Sword Coast.
Game Mechanics: After 1 minute spent reading this book, you can add your proficiency bonus to any Charisma (Performance) check you make in the next 10 minutes to amuse humanoid creatures. If you are already proficient, then your proficiency bonus is doubled.
First published in the Year of the Toppled Tree (1220 DR)
Author: Anonymous
Language: Common
Rarity: Rare
Contents: The book details many warlock patrons, describing their appearance, motivations, and known powers.
Game Mechanics: If you have this book to hand and check it during a short rest, you gain advantage on the next Intelligence (Arcana) check you make to recall lore regarding a known patron.
First published in the Year of the Elven Swords Returned (1465 DR)
Author: Hellia
Language: Common
Rarity: Rare
Contents: The book contains the tricks and secrets of the author: Hellia, the Lady Magician, a famous wayfarer illusionist.
Game Mechanics: If you spend one week of downtime reading this book, you learn the prestidigitation cantrip. When you attempt simple tricks with cards and similar objects, you can add your proficiency bonus to any Charisma (Performance) check. If you are already proficient, then your proficiency bonus is doubled.
First published in the Year of the Gauntlet (1369 DR)
Author: Drizzt Do’Urden
Language: Undercommon
Rarity: Rare
Contents: The book was written by the famous drow adventurer for Lady Alustriel of the Silver Marches. It describes the Underdark and its denizens.
Game Mechanics: If you have this book to hand and check it during a short rest, you gain advantage on the next Intelligence (History) or Intelligence (Nature) check you make to recall lore about the Underdark or the creatures that typically live there.
First published in the Year of the Warrior Princess (1489 DR)
Author: Maiken of Suzail
Language: Common
Rarity: Uncommon
Contents: The book recounts the history of Cormyr from the reign of King Faerlthann, the First King (26 DR), to the death of King Foril I (1486 DR).
Game Mechanics: If you have this book to hand and check it during a short rest, you gain advantage on the next Intelligence (History) check about important people or historical facts relating to the Kingdom of Cormyr.
First published in the Year of the Ageless One (1479 DR)
Author: Firth, “The Lonewalker”
Language: Common
Rarity: Uncommon
Contents: The book is written by the famous wayfarer Firth the Lonewalker. It describes little-known trails in the wilderness of the Sword Coast.
Game Mechanics: If you have this book to hand and check it during a short rest, you gain advantage on the next Wisdom (Survival) check you make when you try to avoid becoming lost in wilderness areas along the Sword Coast.
First published in the Year of the Smiling Flame (1145 DR)
Author: Nicor, the Firebringer
Language: Ignan
Rarity: Rare
Contents: The author was a tiefling fascinated by fire, who spent much time traveling in the Elemental Plane of Fire. The book contains a summary of Nicor’s time in that plane, with descriptions of creatures that lived there, and the formula to create flasks of alchemist’s fire.
Game Mechanics: If you read this book, when you finish a long rest, you can make a DC 15 Intelligence (Arcana) check. On a success, you gain the knowledge to create alchemist's fire. You need alchemist's supplies and 25 gp of ingredients. After a week of work, you can create 1d3+1 flasks of alchemist’s fire. On a failed check, you can’t make a new check until a week has passed. If you have this book to hand and check it during a short rest, you gain advantage on the next Intelligence (Arcana) or (Nature) check about creatures who hail from the Elemental Plane of Fire.
First published in the Year of the Plotting Priests (1458 DR)
Author: Laira Saifan
Language: Common
Rarity: Uncommon
Contents: The book details the tales of the author, a sailor, from her younger days to her retirement. It’s full of descriptions of islands and coasts, tide times of many coastal areas, fauna and flora of the sea, and many folk tales related to oceans.
Game Mechanics: If you have this book to hand and check it during a short rest, you gain advantage on the next Intelligence (Nature) check you make to recall lore about sea areas or sea creatures.
First published in the Year of the Second Circle (1470 DR)
Author: Rezena Mystan
Language: Draconic
Rarity: Uncommon
Contents: The book describes the dragonborn race from the myth of its origins to the present day. Chapters illustrate the history, personality, culture, religion, art, and abilities of the dragonborn race.
Game Mechanics: If you spend one week of downtime reading this book, you gain advantage on any future Charisma check you make while dealing with dragonborn creatures .
First entry in the Year of the Portentous Waters (1152 DR)
Authors: Various members of the Harpell Family
Language: Various, and many entries are coded
Rarity: Very rare
Contents: This hand-written volume details various hidden libraries around Faerun and their contents.
Game Mechanics: By studying the book for at least a hour per day over 3 days, you learn about a hidden library in a specific area of Faerun or hidden collections in a known library.
These pages are an account of a human allowed to visit the fabled island of Evermeet.
A book discussing how known spells can be combined for new and interesting effects.