How do you want to do this?
Explorer’s Guide to Wildemount provides everything you need in this Dungeons & Dragons roleplaying adventure book to play Dungeons & Dragons on the continent of Wildemount —a land of war, betrayal, and swashbuckling adventure.
Wildemount provides endless potential for adventure in a land of brewing conflict and incredible magic. Rising tensions boil over into all-out war between the politically dubious Dwendalian Empire and the light-worshiping wastefolk of Xhorhas. Four starting adventures set in different regions are full of terrifying discoveries and dangerous secrets. These adventures have been designed to take your players from level one to three.
Largely written and helmed by Matthew Mercer, the Dungeon Master of Critical Role and creator of the world of Exandria, this 304-page book features work by talented designers, writers, and artists from the D&D and Critical Role communities.
What You'll find inside
Explore every corner of Wildemount and discover mysteries revealed for the first time by Critical Role Dungeon Master, Matthew Mercer.
There are four introductory adventures—each set in a different region of Wildemount.
New Classes, Items and More
Uncover a trove of new options usable in any D&D game, featuring subclasses, spells, magic items, more than 20 monsters, and more, rooted in the adventures of Critical Role.
Featuring the Vestiges of Divergence, the possibility manipulating magic of dunamancy and introducing three brand new subclasses: Echo Knight, Chronurgist, and Graviturgist.
Build your Adventure
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.
Background information also includes the calamitous history of Wildemount, a breakdown of the Wildemount pantheon, idols, and demigods, the major and minor factions, and a gazetteer replete with locations both familiar and curious.