2021 Player's online sale discount Handbook (Dungeons & Dragons) outlet online sale

2021 Player's online sale discount Handbook (Dungeons & Dragons) outlet online sale

2021 Player's online sale discount Handbook (Dungeons & Dragons) outlet online sale
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HardCover Copy! Shows signs of wear from consistent use. Pages may include limited notes or highlighting. May have remainder marks on outside edges. Please be advised that we are experiencing delays on delivery for items nationwide.
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From the Publisher

Player's Handbook

Welcome to the World of Dungeons & Dragons

The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery. Like games of make-believe, D&D is driven by imagination. It’s about picturing a crumbling castle in a darkening forest and imagining how a fantasy adventurer might react to the challenges that scene presents.

This book will be your guide to character creation and advance­ment, your reference for spells and equipment, and a constant com­panion at your table for looking up just how many beams of eldritch blast you can shoot this time.

Explore ancient ruins and deadly dungeons. Battle monsters while searching for legendary treasures. Gain experience and power as you trek across uncharted lands with your companions.

The world needs heroes. Will you answer the call?

Arm Yourself for Adventure

Learn How to Play

Dungeons & Dragons immerses you in a world of stories. The rules give structure to those stories, determining the consequences of an adventurers’ actions. Will your fireball finish off that vicious troll? Will you see the trap door before falling to your doom? Roll the dice and see.

The Player's Handbook is the essential D&D rulebook for both players and Dungeon Masters. Whether you're pulling off a thrilling heist or trying to charm a surly troll, this book will teach you everything you need to know for a lifetime of playing and running D&D games.

Bring Your Character to Life

Create a Character

The Player's Handbook will guide you through the process of creating a character. Choose from the most iconic D&D races and classes. Give your adventurer a personality and background. Equip them with armor, weapons, and all the adventuring gear they'll need to succeed. And dive into a game of magic and monsters, brave warriors and spectacular adventures.

As your character's experience and power grows, this book will also be your guide for leveling up, with handy reference charts and a variety of customization options.

Enter a World of Magic

Fill in Your Spellbook

Learn to resurrect your allies with the touch of your hand or punish enemies with blazing orbs of fire. The Player's Handbook will teach you the rules for spellcasting, the nature of magic in the D&D multiverse, and serve as your personal spellbook—who needs to go to wizard school?

Choose your spells from a huge A–Z directory, with full descriptions of over 350 of D&D's most beloved spells.

Playing Dungeons & Dragons

Become an Adventurer

Adventurers come in all shapes and sizes. Find one that’s fun for you.

An elvish cleric, driven from society for trespassing on tradition. A dwarven paladin, atoning for an ignominious past. The Player’s Handbook provides the skeleton for your characters. Flesh them out however you choose.

Join the Party

D&D brings people together and forges new friendships. Silly moments spawn inside jokes; moving battles leave treasured memories—whether in the heat of battle, embroiled in social intrigue, or solving clever puzzles, your party has your back.

Choose Your Own Path

The woods are growing dark. Behind a mass of ivy, you see the stones of a crumbling castle. What do you do?

In D&D, your options are limitless. Because the Dungeon Master, as narrator of your tale, can improvise in reaction to any choice you make, what happens next is entirely flexible. Do you dare go on?

Description

Create heroic characters for the world’s greatest roleplaying game.
 
The Player’s Handbook is the essential reference for every Dungeons & Dragons roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more. Use this book to create characters from among the most iconic D&D races and classes.
 
Publisher’s Weekly #1 Best Seller in Hardcover Nonfiction
Wall Street Journal #1 Best Seller in Hardcover Nonfiction
 
• In Dungeons & Dragons, you and your friends coauthor your own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination.
 
• The Player’s Handbook is the first of three D&D core rulebooks, along with the Monster Manual and the Dungeon Master’s Guide. The Player’s Handbook is the cornerstone. It’s the foundational text of D&D’s fifth edition—for beginners and for veterans alike.
 
• The Player’s Handbook walks you through how to create a Dungeons & Dragons character—the role you’ll play in the D&D world.
 
Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming.

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4.9 out of 54.9 out of 5
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Top reviews from the United States

Graymouser65
5.0 out of 5 starsVerified Purchase
Character as protagonist again!
Reviewed in the United States on August 22, 2014
I am going to try to not duplicate the information provided in most of the other 5 star reviews because I agree with the vast majority of them. I am an oldster, have played every edition of D&D there has been, most of them being released when I was of legal drinking age,... See more
I am going to try to not duplicate the information provided in most of the other 5 star reviews because I agree with the vast majority of them. I am an oldster, have played every edition of D&D there has been, most of them being released when I was of legal drinking age, and IMO this is the best edition ever. I have not been this excited about a version of D&D since 2nd edition was released. It appears to me to have taken all the best, from a game design point of view, and most popular aspects of earlier editions and put them in one book. Another way to think of it is that this edition is the most true to the game principles set forth in the earlier editions, especially AD&D 1st and 2nd editions, while at the same time carrying the more modern and popular principles from 3.5 and even the much maligned 4.0.

I have to admit that I completely steered clear of the earlier play test versions, and was more than a little skeptical of the approach taken in getting feedback from so many play testers. I was worried that we would end up with a "too many cooks spoil the stew" situation; a game that was a convoluted mish-mash of everyone''s "favorite rules" creating an incoherent and largely unplayable mess. I am pleasantly surprised to say that I was 100% wrong about the effectiveness of the play test process and the finished product. Contrary to the opinions in some of the lower star reviews, what I am holding in my hands and have read cover to cover is a very "tight," comprehensive, elegant, and fun set of rules.

Who is likely to like these rules? I think both the veteran player who cut his or her teeth on any version before 3.0, and a brand new player will like them. The mechanics most definitely have a "return to the basics that made the game great in the 70''s and 80''s" feel, while at the same time keeping a more elegant version of the more modern mechanics, like feats, attacks of opportunity, etc., that people generally love from 3.0 and later editions. For the most part, all of these things have been streamlined and made more elegant in application, but they are there.

I will end with my favorite thing about this book. A little background first to provide some context for my opinion. And let me say that this is just my opinion and some will disagree with me. For me, D&D started to trend downward in my enjoyment of the game at 2nd edition, and then it really did so at 3.0 and 3.5. For me, although I did not have the strong dislike for 4.0 that many people did, it just was not D&D to me anymore, I think primary because I had cut my teeth so much on 1st edition and the Basic and Expert sets in particular. D&D 5th edition has produced a steep positive trend for me for I think one general reason. When playing even 2nd edition, but very much so for 3.0, 3.5, and even 4.0, I found myself interacting with my character in the game more as a playing piece than a character in a story. Concerns about where to put skill points, and if a particular collection and order of choice for Feats began to dominate my thoughts and game choices. It was almost as if my character, and my decisions about playing the character, began to be dominated more by my interface with the rules in the book, rather than with my ideas about my character and my interaction with the game world. As my character advanced in level, I found that my focus on the book and what was written therein became more pronounced, not less as it did with earlier editions. As I reflected while playing these later editions, I found that I was not really playing a character, but instead was playing a set of rules. So far, the gift that 5th edition has given to me is a change in focus. My character has again become a protagonist in an adventure story, rather than a playing piece. I worry now more about the choices and decisions I make while interacting with the game world, and those choices making the character fun to play, rather than fretting over whether or not I have chosen the right Feats or if my modifier for a particular skill is as high as I want it to be. The way that races, and even classes, are discussed, the used of a character''s background and the ideals, personality characteristics, etc. that are randomly determined from the background choice, and the lack of mathematical modifiers except for the familiar ability modifier, and the soon to be ubiquitous global proficiency modifier, instead using the elegant advantage/disadvantage mechanic all have worked to focus my attention back on my character as protagonist. For that I want to thank the play testers and writers of 5th edition. For me this has been the most nostalgic aspect of the rules, not so much the mechanics per se.

Do I like all of the rules? Absolutely not. Frankly, I think that is impossible to attain and do not expect that from any set of rpg rules. To me that''s not fair to expect that of the writers. And frankly, I am not even looking for that in a set of rules anymore. As I start down the path of the twilight of my gaming career given my age, I want a set of rules that provides enough structure that a DM can make consistent rulings on the fly that fit in with the general mechanics used in the game, and that foster my appreciation as a player of the development of my character in a game world where playing the game is smooth and produces memories of an interesting character who is the protagonist in an interesting story line. Most importantly, I want a set of rules that stays out of the way of that process, and helps me to focus on the game aspects that will produce those kinds of memories.

For me, D&D 5th edition, although not perfect, will accomplish this just fine.
1,609 people found this helpful
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R. McKinney
2.0 out of 5 starsVerified Purchase
Great game, horrible printing
Reviewed in the United States on March 12, 2018
While D&D 5e is a very good game, there are some serious issues with the printing/storage/construction of the books. Two friends and I all got this book, and all three of us had pages that were warped. It almost looked water damaged, but I don’t think that is the case.... See more
While D&D 5e is a very good game, there are some serious issues with the printing/storage/construction of the books. Two friends and I all got this book, and all three of us had pages that were warped. It almost looked water damaged, but I don’t think that is the case.

Looking through other reviews of not just the Player’s Handbook, but also the Dungeon Master’s Guide, and the Monster Manual, apparently this is a common issue with 5e books. Pages are warped, binding is off center, and in the case of the DM guide, a lot of people are getting copies that have the cover attached upside down.

I’d love to give this a higher rating, because I love 5e, but until they can fix whatever is causing all of these books to be garbage quality, I just can’t.
103 people found this helpful
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Renee
5.0 out of 5 starsVerified Purchase
Don''t hesitate, this game is amazing
Reviewed in the United States on August 22, 2017
I have never played DnD before picking up this book (along with the DM guide, the Monster Manual, and an adventure module), so I''m going to aim this review at brand new players. First, the book quality is top-notch. The hardcover and binding are not cheap and can... See more
I have never played DnD before picking up this book (along with the DM guide, the Monster Manual, and an adventure module), so I''m going to aim this review at brand new players.

First, the book quality is top-notch. The hardcover and binding are not cheap and can withstand a nice amount of passing around( which you will do alot). The artwork is also highly detailed throughout the entire book.

Second, as far as learning the game goes, it will require a few dedicated hours of reading, but shouldn''t be seen as a daunting task (if I learned to play this, then you definitely can as well). Regardless of that though, this book makes everything very easy to learn and thoroughly details everything you need to know, including amazing examples where necessary. My party and I were able to get at least all the basics down and begin playing within a few days of reading most of the rules (Check out the basic rules online first; you only need half to most of them, the rest of the rules will come with experience). Its very helpful to try it out with someone who has played before, but its not at all necessary.

Lastly, this game is as fun, challenging, complex, and immersive as you make it. You can literally do anything you can think of (within reason of the rules), it really just depends how good your character is at certain things.
The attitudes your players bring in to it will affect the game in all aspects, so its best to have people who are ready and willing to role play and really get into the thick of the game. My group and I were very excited about getting into DnD, and it surpassed all of our expectations. It is highly addictive, and requires every player to use their creativity, strategy, and imagination in different ways.
81 people found this helpful
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Bruce Stephens
5.0 out of 5 starsVerified Purchase
Wonderful game, awful book quality. **UPDATE: Replacement product received from Wizards of the Coast!**
Reviewed in the United States on September 6, 2015
I bought this book last September 2014. A bunch of the pages have come free from the binding. I have 2nd edition D&D books that I bought new in the 1990s that have held up to the test of time. I take care of my books so this is frankly unacceptable. Will be contacting... See more
I bought this book last September 2014. A bunch of the pages have come free from the binding. I have 2nd edition D&D books that I bought new in the 1990s that have held up to the test of time. I take care of my books so this is frankly unacceptable. Will be contacting Wizards of the Coast to express my extreme displeasure with the quality of this product. It is a real shame since the book has 5 star content, but is made at 1 star quality.

UPDATE 9/30/15:
I thought that I would share my experience with obtaining a replacement book from the manufacturer after my initial review. I contacted Wizards via phone and email to report a defective product. The info to do so may be found here: [...]
After explaining my situation to the customer service rep, they promptly scheduled a pick up via FedEx of my defective book and when it was received, I was sent email notification that a replacement was in route. Fast forward to today, 9/30 and my replacement book has arrived and is in perfect condition. Time will only tell if this one holds up, but for now, I am optimistic. So for those out there that have had issues with the pages coming free of the binding, there is hope! Contact Wizards and explain the situation to them, they have been more than fair in my case. Just a word of advice, be persistent and patient and your replacement book will come.
338 people found this helpful
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Family Dad
1.0 out of 5 starsVerified Purchase
5E.. For people who want simple bad rules.
Reviewed in the United States on April 21, 2019
There is nothing I hate more then clunky rules in an RPG game. After the abomination that was 4E I was looking for a decent rule set that was slightly less expanded then 3.5E but had some sort of ability to customize your class and cover basics that the majority of... See more
There is nothing I hate more then clunky rules in an RPG game. After the abomination that was 4E I was looking for a decent rule set that was slightly less expanded then 3.5E but had some sort of ability to customize your class and cover basics that the majority of adventuring groups would try. This system is a complete failure on those parts. It is slightly more bearable then 4E. That is the best I can say. After a few short sessions with a group that has been playing for 20 years we are all left wondering if this is some sort of weird beta version.

Combat is clunky, skills are super-broad, spell variety is unorigional, and the rules as written in many situations has us wondering what the designers were thinking. What could have been a fun streamlined version became a remedial class of D&D.
26 people found this helpful
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Timothy Salsibury
1.0 out of 5 starsVerified Purchase
Wizards quality assurance team is lacking!
Reviewed in the United States on February 27, 2018
Wizards quality assurance team is lacking. Bought this book, immediately returned when I noticed in the middle of the book some of the pages were bent and still stuck together at the top corner. When I separated them you can see the page cuts were really off. Don''t buy!... See more
Wizards quality assurance team is lacking. Bought this book, immediately returned when I noticed in the middle of the book some of the pages were bent and still stuck together at the top corner. When I separated them you can see the page cuts were really off. Don''t buy! Just download!
31 people found this helpful
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Kvetchus
2.0 out of 5 starsVerified Purchase
Beautiful, but poorly made.
Reviewed in the United States on February 7, 2016
So - content-wise? It''s great - I agree with the 5-star reviews. But, here''s the thing: It''s poorly made. I have one, and so do 3 of my friends, a couple of them have more than one copy. Every single one of them are falling apart because the binding has come apart. We... See more
So - content-wise? It''s great - I agree with the 5-star reviews. But, here''s the thing: It''s poorly made. I have one, and so do 3 of my friends, a couple of them have more than one copy. Every single one of them are falling apart because the binding has come apart. We all treat our books with the utmost care too, they''re in perfect condition except the pages are all falling out. It''s really horrible. The 3 copies of the DMG we have in the group are doing the same thing and one of the MMs too. The books are beautifully written, the artwork is wonderful, but the books themselves terribly made. I''m thinking of removing all the pages and transferring them to a binder.
79 people found this helpful
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Kindle Customer
2.0 out of 5 starsVerified Purchase
Ran a few campaigns; gave it a fair shake
Reviewed in the United States on November 22, 2019
While I am certainly glad that the 5th edition of the venerable Dungeons & Dragons role-playing game has brought in a lot of newcomers (and welcomed back old hands), that is unfortunately where my praise ends. This edition of the game represents, in my opinion, the weakest... See more
While I am certainly glad that the 5th edition of the venerable Dungeons & Dragons role-playing game has brought in a lot of newcomers (and welcomed back old hands), that is unfortunately where my praise ends. This edition of the game represents, in my opinion, the weakest edition of the game released yet. Honestly, I would even prefer to play or run a game of 4th edition (which isn''t actually too bad of a system) than to play 5th again. There are many, many problems with this edition, at least from the perspective of a role-player (vs. roll-player).

This edition has to represent the most complicated and unfortunately least-accessible version of the game yet. While it''s still not rocket science, new players are inundated with unnecessary amounts of minutiae. There is a heavy focus on "min/maxing," the practice of fine-tuning during character creation to create as many mechanical and mathematical advantages as possible- not only does it allow this, but it encourages it through the offering-up of many feats and skills that apply all kinds of numerical bonuses. I understand some people like this, but I think the more that the game specifically says, "here is what you can do," there is an implied "and you cannot do anything else." To the point that any conflict, physical or otherwise, comes down to picking a skill/ability and rolling. That leaves little room for player-driven creativity and improvisational acts. 5th edition tries to address the "crunchiness" of 3.x editions by throwing more variety into a system that, in my experience, discourages creative role-play in favor of rote and paint-by-numbers ability/skill checks. There is no *dynamism* in the system...everything is just-so and expected - it got to a point where nothing was surprising me from session-to-session. Every single encounter came down to the players picking a skill or ability to use; diplomacy here, bluff there, hide here, intimidate them, etc., with little to no flavor or personality...try as I might as a DM, the world we were trying to portray and animate just felt lifeless and flat.

I also think that making it extremely difficult for player characters to die was a big mistake. Again, this is personal taste of course, but as someone that appreciates the sort of triumphant feeling that comes with surviving and thriving in a harsh and potentially lethal environment, this edition of D&D consistently, at every level tier, feels SAFE. Parties are given many options to circumvent the consequence of death, and they are given these at pretty early levels, too. This is probably my main issue with 5th edition...that encounters with monsters and enemies that should be extremely tense and carry the risk of death and ruin, are left just feeling bereft of actual lethality and threat. This is maybe a good thing for new players, but ultimately - after awhile - the players realize that they can be tactically sloppy and disorganized and still come through most encounters relatively unscathed. That is, to me, entirely antithetical to what the D&D experience is and should be about. I''m not some kind of DM that enjoys wiping a party, or tries to play the game as an adversarial one; I''m just a DM that uses all of the tools and resources available to try and animate these worlds and settings with some degree of realism, or verisimilitude. Having dangerous and potentially lethal encounters- in which the party might need to hide or even flee- was a way to bring the campaign to life and immerse us in it more fully. When you can have a party roam through your hexes, relatively confident in the fact that most, if not all, encounters will be tailor-made to suit their level and will not post any great threat to them...that does something to a campaign over time, and it really detracts from the idea of a living, breathing world that is being cooperatively explored and detailed as play progresses.

As I mentioned, I am certainly thrilled at the prospect of more players coming into the hobby and I give credit to Wizards for that bit. But if you''re someone that is keen on trying D&D - or even if you''re currently playing in and thoroughly enjoying a 5E campaign - I would highly recommend checking out some of the older editions of the game or their simulacrums in the Old School Renaissance category. Both Advanced Dungeons & Dragons 1st and 2nd editions have solid mechanical foundations that give the group many tools for creating a rich and immersive role-playing experience that relies more on player/DM collaboration and cooperation than min/maxing and "munchkin" approaches. 2nd edition, especially, is a comparatively simple and intuitive system that is by its very nature the most modular and house-rules friendly version of the game; in the core books alone, the DM and players are given dozens of optional rules that can be experimented with and dropped in or out of a campaign. Throw in the Player''s Options series and you can customize your AD&D game to such an extent that I''ve yet to see equaled in any published tabletop role-playing game. Even the original D&D rules (BECMI and B/X) have enjoyed a resurgence in popularity. Thanks to the simulacrum games like For Gold & Glory, Legends & Labyrinths, Swords & Wizardry, etc., many sourcebooks and expansions for these older editions of D&D are being published and put out there into the community.

So whether you''re brand new to the hobby or someone that has been playing since 3.x, I encourage you to at least give vintage editions of D&D a careful examination, as I suspect that for at least some of you, you''ll find them to be mechanically accessible and rich with role-playing possibilities that enhance and encourage immersion. Many of these editions are available in print-on-demand from various online retailers, but you can also get the original books from here on Amazon for surprisingly cheap (at least for now). Approach it with an open mind and see what happens! Best of luck in your tabletop journeys!
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Top reviews from other countries

Blastface
5.0 out of 5 starsVerified Purchase
... never played DnD jumping in on 5e has been excellent, I really like this book
Reviewed in the United Kingdom on March 20, 2017
As someone who has never played DnD jumping in on 5e has been excellent, I really like this book, it is informative, well organised and the artwork is frankly gorgeous. This give you all you need to make a character and if you are just playing DnD and not DMing this is all...See more
As someone who has never played DnD jumping in on 5e has been excellent, I really like this book, it is informative, well organised and the artwork is frankly gorgeous. This give you all you need to make a character and if you are just playing DnD and not DMing this is all you need to create an awesome hero, providing you have a little imagination.
26 people found this helpful
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Texnik
5.0 out of 5 starsVerified Purchase
The D&D fifth edition player''s manual
Reviewed in the United Kingdom on January 7, 2018
If you want to play D&D, you will want this book nearby. It says nothing about how to run a D&D session though. There are other books for that. Buy some index flags too while you''re at it because you''ll likely need to check some tables during the game. If you don''t know how...See more
If you want to play D&D, you will want this book nearby. It says nothing about how to run a D&D session though. There are other books for that. Buy some index flags too while you''re at it because you''ll likely need to check some tables during the game. If you don''t know how D&D works, know that you cannot play it effectively without at least one person in the group understanding the game well. This is mainly a reference book, but it has quite a bit of lore on the races, classes and deities.
17 people found this helpful
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Grim_Tidings
5.0 out of 5 starsVerified Purchase
5th edition essential
Reviewed in the United Kingdom on July 1, 2017
Essential book for playing 5th edition DnD. Ideally, as a player, you will only need this book (and your dice) the other books are really for the GM/DM to have. This is the most important of all the books, despite it being the same base principles, it has all the current...See more
Essential book for playing 5th edition DnD. Ideally, as a player, you will only need this book (and your dice) the other books are really for the GM/DM to have. This is the most important of all the books, despite it being the same base principles, it has all the current rules and base game mechanisms you will need to play.
14 people found this helpful
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Neil Lennon
4.0 out of 5 starsVerified Purchase
D&D Player''s Handbook Mark V
Reviewed in the United Kingdom on March 22, 2016
With the arrival of 5th Edition Dungeons & Dragons there are few left who would still defend the dreaded 4th Edition rules. Instead Wizards of the Coast seem to be trying to pretend that it never happened, and the resulting Player''s Handbook seems more like a return to 3rd...See more
With the arrival of 5th Edition Dungeons & Dragons there are few left who would still defend the dreaded 4th Edition rules. Instead Wizards of the Coast seem to be trying to pretend that it never happened, and the resulting Player''s Handbook seems more like a return to 3rd Edition than an entirely new rule set. There are some significant changes though, it seems that many of the existing rules have been simplified while new rules have been added. A universal "Proficiency Bonus" based on level (and regardless of class) is used for just about everything including attack rolls, saving throws and skill checks. Skills have also been reduced in number and simplified to either proficient or not proficient. There are likewise few Feats to choose from now and are used as an optional alternative rather than in addition to other special abilities. Character classes have been greatly reduced in power from some earlier editions. For most classes it is not until 3rd level that they get some of the traditional powers of the class. This reduction in power should help new players learn the game more easily and speed up gameplay for all groups. More thought has gone into character background in this edition than ever before. Players can choose from a number of different backgrounds, each with a simple choice of options to describe their characters personality traits and goals. A larger variety of starting equipment also helps to make more colourful interesting characters. Not everything is good news though. For a start I found the artwork in this edition to be very drab and uninspiring ( I suppose its a matter of taste). Also some rules have been simplified that don''t need to be simplified such as weapon statistics. Weapon speeds and critical hit ranges were never a real chore before, and reducing weapons to just one statistic for damage makes it hard to tell the difference between them. In a similar way simplifying many of the character creation rules does lead to less choice and its hard to differentiate one Rogue from another, or one Paladin from another, except by their choice of race. Overall though this set of rules is definitely a welcome return to the old style of Dungeons & Dragons. Wizards of the Coast have understood this time round what it is players love about the game. This is a well polished and well presented set of rules which is easily accessible to players old and new. Hopefully there will be many more editions to come!
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Allanna
5.0 out of 5 starsVerified Purchase
A joy for old and new players!
Reviewed in the United Kingdom on October 25, 2017
5e is a stellar addition to D&D. It plays much looser than earlier editions, with more power in the DM''s hands for on-the-fly decision making about how rules are applied and how to enforce them. Where you''d find systems like Pathfinder that have page after page of...See more
5e is a stellar addition to D&D. It plays much looser than earlier editions, with more power in the DM''s hands for on-the-fly decision making about how rules are applied and how to enforce them. Where you''d find systems like Pathfinder that have page after page of situation-specific rules (often complete with tables and appropriate modifiers) 5e has lost most of that bulk and bloat. Provided your DM has a solid grasp of the situation and how it relates to the rules that are there, you shouldn''t find yourself checking the rule book in the middle of play very often at all. This streamlined version is much more approachable for new players, which is fantastic, while still holding onto the depth that makes Dungeons and Dragons so enduring. Fortunately - if a looser system, with more subjectivity, just isn''t for you - 5e is incredibly malleable. Homebrewing, tweaking, and making additions to the game is easier than ever. If there''s a rule you love from older systems, it shouldn''t take much work to adapt it to fit 5e''s structure. I can''t recommend trying out 5e enough, especially if you''re new to RPGs. There''s never been a better time to get started!
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Player's Handbook

Welcome to the World of Dungeons & Dragons

The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery. Like games of make-believe, D&D is driven by imagination. It’s about picturing a crumbling castle in a darkening forest and imagining how a fantasy adventurer might react to the challenges that scene presents.

This book will be your guide to character creation and advance­ment, your reference for spells and equipment, and a constant com­panion at your table for looking up just how many beams of eldritch blast you can shoot this time.

Explore ancient ruins and deadly dungeons. Battle monsters while searching for legendary treasures. Gain experience and power as you trek across uncharted lands with your companions.

The world needs heroes. Will you answer the call?

Arm Yourself for Adventure

Learn How to Play

Dungeons & Dragons immerses you in a world of stories. The rules give structure to those stories, determining the consequences of an adventurers’ actions. Will your fireball finish off that vicious troll? Will you see the trap door before falling to your doom? Roll the dice and see.

The Player's Handbook is the essential D&D rulebook for both players and Dungeon Masters. Whether you're pulling off a thrilling heist or trying to charm a surly troll, this book will teach you everything you need to know for a lifetime of playing and running D&D games.

Bring Your Character to Life

Create a Character

The Player's Handbook will guide you through the process of creating a character. Choose from the most iconic D&D races and classes. Give your adventurer a personality and background. Equip them with armor, weapons, and all the adventuring gear they'll need to succeed. And dive into a game of magic and monsters, brave warriors and spectacular adventures.

As your character's experience and power grows, this book will also be your guide for leveling up, with handy reference charts and a variety of customization options.

Enter a World of Magic

Fill in Your Spellbook

Learn to resurrect your allies with the touch of your hand or punish enemies with blazing orbs of fire. The Player's Handbook will teach you the rules for spellcasting, the nature of magic in the D&D multiverse, and serve as your personal spellbook—who needs to go to wizard school?

Choose your spells from a huge A–Z directory, with full descriptions of over 350 of D&D's most beloved spells.

Playing Dungeons & Dragons

Become an Adventurer

Adventurers come in all shapes and sizes. Find one that’s fun for you.

An elvish cleric, driven from society for trespassing on tradition. A dwarven paladin, atoning for an ignominious past. The Player’s Handbook provides the skeleton for your characters. Flesh them out however you choose.

Join the Party

D&D brings people together and forges new friendships. Silly moments spawn inside jokes; moving battles leave treasured memories—whether in the heat of battle, embroiled in social intrigue, or solving clever puzzles, your party has your back.

Choose Your Own Path

The woods are growing dark. Behind a mass of ivy, you see the stones of a crumbling castle. What do you do?

In D&D, your options are limitless. Because the Dungeon Master, as narrator of your tale, can improvise in reaction to any choice you make, what happens next is entirely flexible. Do you dare go on?

Description

Create heroic characters for the world’s greatest roleplaying game.
 
The Player’s Handbook is the essential reference for every Dungeons & Dragons roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more. Use this book to create characters from among the most iconic D&D races and classes.
 
Publisher’s Weekly #1 Best Seller in Hardcover Nonfiction
Wall Street Journal #1 Best Seller in Hardcover Nonfiction
 
• In Dungeons & Dragons, you and your friends coauthor your own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination.
 
• The Player’s Handbook is the first of three D&D core rulebooks, along with the Monster Manual and the Dungeon Master’s Guide. The Player’s Handbook is the cornerstone. It’s the foundational text of D&D’s fifth edition—for beginners and for veterans alike.
 
• The Player’s Handbook walks you through how to create a Dungeons & Dragons character—the role you’ll play in the D&D world.
 
Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming.

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