Player’s Handbook (2014)
Everything a player needs to create heroic characters for the world’s greatest roleplaying game.
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Contents
Preface
Introduction
Ch. 1: Step-By-Step Characters
Ch. 2: Races
- Choosing a Race
- Dwarf | Elf | Halfling | Human | Dragonborn | Gnome | Half-Elf | Half-Orc | Tiefling
Ch. 3: Classes
- Classes Summary
Barbarian | Bard | Cleric | Druid | Fighter | Monk | Paladin | Ranger | Rogue | Sorcerer | Warlock | Wizard
Ch. 4: Personality and Background
Ch. 5: Equipment
- Starting Equipment
- Wealth
- Armor and Shields
- Weapons
- Adventuring Gear
- Tools
- Mounts and Vehicles
- Trade Goods
- Expenses
- Trinkets
Ch. 6: Customization Options
Ch. 7: Using Ability Scores
- Ability Scores and Modifiers
- Advantage and Disadvantage
- Proficiency Bonus
- Ability Checks
- Using Each Ability
- Saving Throws
Ch. 8: Adventuring
Ch. 9: Combat
- The Order of Combat
- Movement and Position
- Actions in Combat
- Making an Attack
- Cover
- Damage and Healing
- Mounted Combat
- Underwater Combat
Ch. 10: Spellcasting
Ch. 11: Spells
- Spell Lists
- Bard | Cleric | Druid | Paladin | Ranger | Sorcerer | Warlock | Wizard
Spell Descriptions (A-B)
Spell Descriptions (C)
Spell Descriptions (D-F)
Spell Descriptions (G-K)
Spell Descriptions (L-O)
Spell Descriptions (P-R)
Spell Descriptions (S)
Spell Descriptions (T-Z)
Appendix A: Conditions
Appendix B: Gods of the Multiverse
Appendix C: The Planes of Existence
Appendix D: Creature Statistics
Appendix E: Inspirational Reading
Credits
Disclaimer: Wizards of the Coast is not responsible for the consequences of splitting up the party, sticking appendages in the mouth of a leering green devil face, accepting a dinner invitation from bugbears, storming the feast hall of a hill giant steading, angering a dragon of any variety, or saying yes when the DM asks, “Are you really sure?”