Previously, on /5eg/... We're just gonna discuss Xanathar anyway.
Grayson Gray
Just reading through the Traps Revisited section, complex traps look pretty fun
Aaron Green
XGE is out digital, where are the feats? The last thread only had a partial list.
Julian Myers
COLOSSUS SLAYER OR HORDE BREAKER?
Bentley Garcia
Bountiful Luck Prerequisite: Halfling
Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor!
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.
Dragon Fear Prerequisite: Dragonborn
When angered, you can radiate menace. You gain the following benefits:
Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Jack Murphy
Horde breaker. You have Hunter's Mark for killing tough enemies, but there are very few ways for a martial to deal with large groups of enemies
Joseph Cooper
Colossus slayer
Michael Hernandez
Dragon Hide Prerequisite: Dragonborn
You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:
Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
Drow High Magic Prerequisite: Elf (drow)
You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.
Dwarven Fortitude Prerequisite: Dwarf
You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20. Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).