What Are Xanathar's Spells
Xanathar's spells are the wizard and artificer spell list additions, minor magic options for other classes, and ritual/spell-completion rules presented in Xanathar's Guide to Everything for Dungeons & Dragons 5th Edition. This reference expands spell options by class and offers flexible tools for characters at many levels. The material is evergreen: it relies on rules-as-written in the core manuals and the supplement and is not tied to news or limited-time events.
This guide explains where the spells come from, how they work mechanically, which classes can access them, and how they fit into long-term play. If you are looking for consistent, practical details to apply in any campaign, you can use this page as a durable reference for Xanathar's spells.
Spell Source and Design
Where the Spells Come From
The spells associated with Xanathar appear in the supplement Xanathar's Guide to Everything (2017). The book adds new options for existing classes rather than creating entirely new class features. Most of these spells are drawn from existing lists and are presented as choices or additions to established class features.
The design intent is to give players more flexibility. For wizards and artificers, the book provides additional spells known or added to their list. For other classes, it introduces minor magic options such as cantrips and ritual access that support character fantasy without rebalancing class identity.
Mechanics and Rules
How Spell Level and Classes Interact
Xanathar's spells follow the standard 5e rules for spell level, casting time, range, and duration. The main mechanical distinctions are which classes can learn or prepare the spells and at what rate. Below is a compact overview of key attributes for these spells.
| Attribute | Verified Detail | Source Type |
|---|---|---|
| Primary Classes | Wizard, Artificer | Rulebook text |
| Spell List Origin | Supplement: Xanathar's Guide to Everything | Rulebook text |
| Ritual and Completion | Includes ritual and spell-completion rules for multiclass and cross-class use | Rulebook text |
| Cantrips Added | Certain classes gain new cantrips from this source | Rulebook text |
| Spell Level Range | Typically 1st through 9th, depending on class and feature | Rulebook compilation |
Wizard Spells from Xanathar's
Expanding the Wizard List
For wizards, Xanathar's Guide to Everything adds a selection of spells to the wizard list, which the Sage Advice Compendium references as part of the official options for the class. These spells are treated as any other wizard spell: they can be prepared or known depending on your wizard's tradition, and they scale with the wizard's level and Intelligence modifier.
The added spells include utility, control, damage, and enchantment options that help wizards remain versatile in diverse campaigns. Because wizards are defined by their broad spell list, these additions are most impactful at higher levels when spell slots are more available and flexibility becomes increasingly valuable.
Artificer Spells from Xanathar's
The artificer class in Tasha's Cauldron of Everything and Eberron: Rising from the Last War gains specific spells from Xanathar's Guide to Everything as part of its core spell list. These spells align with the artificer's theme of infusing magic into items and tools. They include options that support exploration, item creation, and battlefield control, fitting the class's role as a creative problem-solver.
Minor Magic Options for Other Classes
Cantrips and Rituals
Characters in other classes can gain small but meaningful benefits from Xanathar's spells through optional features and multiclassing. Some features grant new cantrips or access to ritual spells, which can be especially useful for exploration and social interaction without requiring a full spellcasting progression.
These options are designed to preserve class identity while giving players more room to express their concept. For example, a fighter might gain a utility cantrip that informs roleplay decisions, while a rogue could use a ritual to bypass a mundane obstacle.
Practical Uses by Level Band
The usefulness of Xanathar's spells varies by level band. In low-level play, they often provide thematic flavor and narrow problem-solving tools. In mid- to high-level play, many of these spells offer powerful capabilities that can reshape encounter dynamics, especially for wizards and artificers who can cast them regularly.
- Low levels (1–4): Utility cantrips and simple control spells; minor impact on survivability but strong thematic value.
- Mid levels (5–10): Access to higher-level ritual effects and more impactful spells; can define party niche.
- High levels (11+): Potent battlefield and utility spells that interact with complex encounters and long-rest resource pacing.
Multiclass Considerations and Feasibility
Because Xanathar's spells are spread across classes with different progression patterns, multiclass builds may need to weigh opportunity costs carefully. Wizards and artificers benefit most from the additional spells, while other classes generally gain situational options.
Spell-completion rules allow some spells from Xanathar's to be used via scrolls and magic items, subject to normal ability requirements and class restrictions. Dungeon Masters may apply additional restrictions at their table to preserve challenge and pacing.
Comparisons and Alternatives
Compared with other supplemental spell sources, Xanathar's emphasizes flexible, class-relevant options over wholesale list expansions. Some spells overlap with those found in Tasha's Cauldron of Everything or Volo's Guide to Monsters, but each source contributes different thematic and mechanical focuses.
Below is a brief comparison of supplemental spell sources that commonly appear in 5e games.
| Source | Primary Classes Affected | Notable Spell Contributions |
|---|---|---|
| Xanathar's Guide to Everything | Wizard, Artificer, plus minor options | Utility, ritual, and spell-completion options |
| Tasha's Cauldron of Everything | Artificer, plus some universal options | Expanded artificer spells, background benefits |
| Volo's Guide to Monsters | Occult spellcaster options | Thematic spells for specific creature traditions |
Why This Reference Is Still Useful
Xanathar's Guide to Everything remains a core reference for D&D 5e because its spells rely on rules that are unlikely to change. New official content may add options, but the existing spells retain their functionality, and most are compatible with popular campaigns and settings. For players and DMs who value consistency, the spells in this book offer predictable outcomes and long-term value.
If you maintain up-to-date copies of the core rules and the supplement, you can reliably use these spells in virtually any 5e game. They are supported by errata and Sage Advice wherever relevant, making them durable choices for character build planning and session preparation.
Final Considerations
Xanathar's spells are best understood as part of a broader toolkit for spellcasters and creative characters. Their practical strength depends on your table's rules, campaign style, and how you integrate the options into your character concept. Review the official sources, confirm choices with your DM, and consider how each spell fits your long-term goals.
By focusing on clear mechanics and long-term usability, you can make informed decisions about when and how to include Xanathar's spells in your D&D 5e games.
Frequently Asked Questions
- Which classes get the most spells from Xanathar's? Wizards and artificers gain the most, as the supplement adds directly to their spell lists.
- Can I use Xanathar's spells in any edition? These options are designed for D&D 5th Edition and are not compatible with earlier editions without significant adaptation.
- Are these spells affected by Sage Advice? Yes. Official Sage Advice and the SRD clarify rules interactions for these spells where applicable.
- Do these spells require specific campaign settings? No. They are designed to work in any D&D 5e campaign, subject to DM approval.
- How often are these spells balanced for high-level play? The spells themselves do not change; their impact is balanced by spell slot availability and DM discretion.