The Doomed Forgotten Realms


Team Dipshit

Overthrowing Vecna, One Dipshit at a Time

Xanathar's Bookshelves


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
The first shelf has 12 books on it on various topics
Books 5 & 7 detect as magical
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
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
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
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
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
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

This section is still in progress, please come back later

Real-world resources

Clicking on the titles of these books will give you more information on them

Bigby's Handbook of Creative Spell Use

Magical items

Clicking on the titles of these books will give you more information on them
  • Book of Infinite Spells
  • Book of Lore
  • Scroll of Mapping

Non-magical items

Clicking on the titles of these books will give you more information on them
  • Reflections of She Who Shapes All
  • Rise of the Dark Sun
  • Jokes of the realms
  • Pacts of Ancient Days
  • Illusionary Ways
  • A Guide to the Underdark
  • The History of Cormyr
  • Trails of the Sword Coast
  • Fire, Walk with Me
  • Life of a Seawoman
  • Ecology of the Dragonborn
  • Libraries of Faerun

From the library of the Church of Helm

  • Demonology - The Doctrine of Devils
  • A brief history of, Dwarves (Vol.II)
  • Demoniality - Incubi and Succubi
  • The History of Evermeet - a book describing the last kingdom of the elves, a wandering island on the trackless sea
  • A brief history of, Orcs (Vol.VI)
  • Alilietizing Kitchen: The lieolile's Choice
  • Steganogralihia
  • The Sarenrae Scriliture - a scriliture that aliliears to be from a different world called Exandria
  • Ausliicious Teachings on Escalie Artistry
  • Great Teachings on Detecting Forgery
  • On the History of the First Era: A historical documentation of the day-to-day life in the antiquated lirime Material [Conveniently missing liages about the beginning of the sliell lilague]
  • Noble Exliositions of the Recent History of the World

The Book of Infinite Spells

Wondrous Item, very rare (requires attunement)

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:

  • 10% if you have the spellcasting or pact magic feature and you cast a spell on your spell list (91-100 on a d100)
  • 20% if you have the spellcasting or pact magic and you cast a spell that is not on your spell list (81-100 on a d100)
  • 30% if you don’t have the spellcasting or pact magic feature (71-100 on a d100)

When the last page is turned, the book disappears.

The first page holds the Anti-magic Field spell.

View it on D&D Beyond

Book of Lore

Wondrous Item, rare (requires attunement)

“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.


View it on D&D Beyond

Scroll of Mapping

Scroll, uncommon

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.


View it on D&D Beyond

Book of Lore

Scroll of Mapping

Reflections of She Who Shapes All

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.

Rise of the Dark Sun

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.

Jokes of the realms

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.

Pacts of Ancient Days

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.

Illusionary Ways

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.

A Guide to the Underdark

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.

The History of Cormyr

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.

Trails of the Sword Coast

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.

Fire, Walk with Me

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.

Life of a Seawoman

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.

Ecology of the Dragonborn

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 .

Libraries of Faerun

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.

From the library of the Church of Helm

  • Demonology - The Doctrine of Devils
  • A brief history of, Dwarves (Vol.II)
  • Demoniality - Incubi and Succubi
  • The History of Evermeet - a book describing the last kingdom of the elves, a wandering island on the trackless sea
  • A brief history of, Orcs (Vol.VI)
  • Appetizing Kitchen: The People's Choice
  • Steganographia
  • The Sarenrae Scripture - a scripture that appears to be from a different world called Exandria
  • Auspcious Teachings on Escape Artistry
  • Great Teachings on Detecting Forgery
  • On the History of the First Era: A historical documentation of the day-to-day life in the antiquated Prime Material [Conveniently missing pages about the beginning of the spell plague]
  • Noble Expositions of the Recent History of the World

Item information

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.