Four introductory adventures-one for each unique region of Wildemount.
New magic items, including weapons that become more powerful to match their wielders.
Player options that include new subclasses, new spells, and a tool to help players deeply integrate their characters into the setting.
Descriptions of the major factions of Wildemount.
This book’s contents include the following:
Explore every corner of Wildemount and discover mysteries revealed for the first time by Critical Role Dungeon Master, Matthew Mercer.
Start a campaign in any of Wildemount’s regions using a variety of introductory adventures, dozens of regional plot seeds, and the heroic chronicle system-a way to create character backstories rooted in Wildemount.
Uncover a trove of new options usable in any D&D game, featuring subclasses, spells, magic items, monsters, and more, rooted in the adventures of Critical Role-such as Vestiges of Divergence and the possibility manipulating magic of dunamancy.
Rising tensions boil over into all-out war between the politically dubious Dwendalian Empire and the light-worshiping wastefolk of Xhorhas, supplying a vibrant backdrop for any D&D campaign to explore. Explorer’s Guide to Wildemount provides everything you need to play Dungeons & Dragons on the continent of Wildemount (set within the world of Exandria)-a land of war, betrayal, and swashbuckling adventure.Ĭomprised of four regions, Wildemount provides endless potential for adventure in a land of brewing conflict and incredible magic.