Sword Coast Adventurer’s Guide
Explore the Sword Coast in this campaign sourcebook for the world’s greatest roleplaying game.
View Cover Art
Contents
Preface
Ch. 1: Welcome to the Realms
- The Sword Coast and the North
- Toril and Its Lands
- Time in the Realms
- A Brief History
- Magic in the Realms
- Religion in the Realms
- The Gods of Faerûn
Ch. 2: The Sword Coast and the North
Ch. 3: Races of the Realms
Ch. 4: Classes
- Barbarians | Bards | Clerics
- Druids | Fighters | Monks
- Paladins | Rangers | Rogues
- Sorcerers | Warlocks | Wizards
Ch. 5: Backgrounds
- City Watch
- Clan Crafter
- Cloistered Scholar
- Courtier
- Faction Agent
- Far Traveler
- Inheritor
- Knight of the Order
- Mercenary Veteran
- Urban Bounty Hunter
- Uthgardt Tribe Member
- Waterdavhian Noble
Appendix: Class Options in Other Worlds
Credits
Disclaimer: Wizards of the Coast cannot be held responsible for any actions undertaken by entities native to or currently inhabiting the Forgotten Realms, including necromancer lords of distant magocracies, resident mages of any or all Dales but especially Shadowdale, drow rangers wielding one or more scimitars and accompanied by one or more panthers, mad wizards inhabiting sprawling dungeons accessible via a well in the middle of a tavern, beholders who head up criminal cartels, and anyone with the word Many-Arrows in their name. In the event of a catastrophic encounter with any or all such entities, blame your Dungeon Master. If that doesn’t work, blame Ed Greenwood, but don’t tell him we told you that. He knows more archmages than we do.