The Sword Coast Adventurer’s Guide PDF is the electronic version of the first non-fiction book published by Wizards of the Coast for D & D (Dungeons & Dragons) since the 5th edition of the Core Rulebook. It is written as a high-level overview of the intricate realm history only for those who are familiar with the default setting. But it does not skip the detail. And the detail is there to improve understanding rather than focus on each location or period in the realm’s history. The first twenty pages are a decent survey of Forgotten Realms as a whole, focusing on the perspective of the scene as the book unfolds in a concentric ring of less detailed information.
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What can you expect in Sword Coast Adventurer’s Guide (SCAG) PDF/Ebook?
Released on 3 November 2015, The Sword Coast Adventurer’s Guide is in the D&D role-playing game 5E. Following on from the release of the video game Sword Coast Legends and for the nostalgic, there are many places you can visit that are much older than the game itself. Focusing on the northwestern part of Faerun, Sword Coast Adventurer’s Guide includes such well-known places as Baldurs Gate, Waterdeep, and Neverwinter for you to explore. If you want adventure in the Forgotten Realms, there’s nothing more exciting than the Sword Coast hometowns of Baldura, Waterdeep, and Neverwinter.
The Sword Coast Adventurer’s Guide pdf is 159 pages long. It is relatively short when you compare it with many other official supplements. But again, there’s the price cut to reflect that. Most of it is devoted to the scenery of the Coast of Swords and its surrounding lore. But it also has a few mechanical extras. This allows you to follow along with the leaders of the DMs, including meeting points for each region, adventure sites, NPC cartridges, new factions, magical items specific to each realm, and more.
There are 12 new backgrounds in this book, and one of them is the full traveler background. There are some interesting subclasses like Druids and Rangers who get a bit of background fluff. We will discuss these in the latter part of this article.
At the end of the book, there is also a section with tutorials and ideas for converting class options from other D&D campaigns such as the worlds Dragon Lance, Ebberon, Greyhawk, and Homemade Worlds.
The setting of the sword coast
The sword coast is the classic adventure setting, and there’s a good chance you’ve played it before. Maybe that’s why you are reading this in the first place! So do you recall Baulder’s Gate, Neverwinter, and Waterdeep? They are all located in or near the sword coast, and countless multi-edition adventures take place here.
Wild Frontiers and Great Coastal Towns
The sword coast itself is a wild frontier. The great coastal towns serve as a bulwark against the myriad dangers found inland. Pirates roam the northern waters. Giants roam the icy landscape, and Orc armies parade under strange banners as many large organizations and kingdoms vie for power or profit from the wilderness.
When you think of any type of traditional adventure, it fits here. The Coast of Swords is a place to make your way through goblin-infested woods, weave through giant Frost Viking fjords and survive the cloak and dagger dangers of some of D and D’s most iconic towns. With all you know about the flavor and the fluff surrounding the edge of the sword, they’re not exactly unique, and it’s designed that way. If your homebrew is set in a simple fantasy world that fits into that fantasy mold, the sword rib is a well-enriched fantasy setting that covers all of those bases.
It’s also basically the tuning book for “The Storm King’s Thunder” which came out around the same time. The events of Storm King’s Thunder take place entirely in Sword Coast. And if you are planning to go on this adventure you should seriously consider reading Sword Coast ahead of time.
Sword Coast Adventurer’s Guide pdf has brought together (or reconnected) A lot of traditions, books, video games, and adventure trails. Those which we’ve had over 30 years of conflicting, overlapping, and even scattered information. The Sword Coast Adventurer guide pdf consolidates all of these disparate, scattered sources into one handy sourcebook.
New Class Archetypes of the book
Sword Coast Adventurer’s Guide pdf has brought together (or reconnected) A lot of traditions, books, video games, and adventure trails. Those which we’ve had over 30 years of conflicting, overlapping, and even scattered information. The Sword Coast Adventurer guide pdf marked a bit of a reset button that consolidated all of these disparate sources into one handy sourcebook. was one of the first additions to the 5th edition of the Core Rulebook that really expanded the character creation options and filled a lot of niches that the player’s manual left out. In general, however, these archetypes have become so ingrained in 5th that they are all available online quite freely. And they are applicable to any campaign as they are not strictly related to the setting.
13 new class specializations feature barbarians, clerics, warriors, monks, paladins, thieves, wizards, Warlocks, and Sorcerers. Bards, Druids, and perhaps most disappointingly, the Ever Dull Rangers didn’t get anything new. It’s interesting to point out the light-channeling inner monk addicted to the positive energy that can set off Dragonballsque explosions.
New Backgrounds of SCAG
The best part of Sword Coast Adventurer’s Guide pdf is the 10 pages of backgrounds, many agree that those are by far the most interesting part of 5th Edition’s character building. They have been a much-loved addition to the stifling line of existing backgrounds. The backgrounds such as the city clock, the distant traveler, and the urban bounty hunter complete many previous gaps. A few wallpapers like Uthgardt Tribe Member and Noble Waterhavian are somewhat exclusive settings for this liking. But with a little work, they can adapt to other settings.
What’s GOOD about the Sword Coast Adventurer‘s Guide PDF
By now, you know that there are lots of goodies in this particular book. The Sword Coast Adventurer’s Guide PDF sort of combines 30 years of tradition and consolidates Faerûn for the 5th release of D and D. For example a lot of readers have found the Hall of Gods section of this book particularly useful for the adventures in the game.
And it really let us help clerics gain a more solid foundation in their gods rather than relying on missing online information that we can barely… It has added much-needed information about class archetypes and backgrounds and provides an iconic fantasy setting for our adventures.
Is there a room for improvment for Sword Coast Adventurer‘s Guide PDF?
As with every non-adventure book for the 5th edition so far, the highlight of SCAG is the art direction, graphic design, and layout. A large, high-quality map of the Sword Coast region is its centerpiece. A zoom-in on pieces of the map is displayed alongside descriptions of regions and cities throughout the book. The extracts are small enough not to take up too much space. But they are large enough to be useful in understanding the relative position of the place described. As always, Wizards of the Coast produces the most useful and usable indexes in table games. However, the table of contents does not include enough detail for the geo-log and there is no index of smaller map segments.
Conclusion & Summery
With the excellent artistic direction and overall quality of D & D 5E, this book remains a must for adventurous players. The cards in Sword Coast Adventurer’s Guide PDF are beautiful and well presented. The foundation for a number of campaigns is laid in this book. But it is a descent from the beginning, and only time will tell whether Wizards of the Coast (WotC) will continue these efforts.
If you are looking for countless adventure possibilities, you are in luck. There are a plethora of new character options that will fascinate and inspire every member of the Adventure Party. SCAG is for modern D & D players. For those who seek more detail and more options in their adventure into the past.
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