Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Dungeons & Dragons (handbook)
Wizards of the Coast

Dungeons & Dragons (handbook)

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Dungeons & Dragons immerses you in a world of adventure. 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?

PLAYER'S HANDBOOK
- Everything a player needs to 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 exciting characters from among the most iconic D&D races and classes.

MONSTER MANUAL
- A menagerie of deadly monsters for the world’s greatest roleplaying game.
- The Monster Manual presents a horde of classic Dungeons & Dragons creatures, including dragons, giants, mind flayers, and beholders—a monstrous feast for Dungeon Masters ready to challenge their players and populate their adventures.
- The monsters contained herein are culled from the D&D game’s illustrious history, with easy-to-use game statistics and thrilling stories to feed your imagination.

DUNGEON MASTER'S GUIDE
- Everything a Dungeon Master needs to weave legendary stories for the world’s greatest roleplaying game.
- The Dungeon Master’s Guide provides the inspiration and the guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy.
- Inside you’ll find world-building tools, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and much more!

DUNGEON MASTER'S SCREEN: DUNGEON KIT
Delve into dungeons with this kit for the world’s greatest roleplaying game.
- This kit equips the Dungeon Master with a screen and other tools that are perfect for running D&D adventures through dungeons, whether ruined or thriving.
- The Dungeon Master’s screen features a painting of a fantastic vista that plunges into the deep reaches of a mountain. Useful rules references cover the screen’s interior, with an emphasis on dungeon-delving.
- DM screen specially designed for dungeon delving, with tables for encountering monsters and exploring ruins and dungeons
- Features 36 punch out dungeon geomorph cards with pathway connection points, perfect for planning a dungeon during game preparation or for coming up with a map in the middle of play
- Customizable double sided dry-erase sheet offers unlimited versatility for tactical game play. Numbered grid for sketching maps on one side, and summary of the main actions a character can take in combat on the other
- 18 illustrated punch out condition cards, including mold and slime cards for dungeon encounters
- 9 punch out numbered and illustrated initiative cards to easily track the turn order for players, monsters, and nonplayer characters

VOLO'S GUIDE TO MONSTERS
- Explore the breadth of D&D’s monsters in this immersive 224-page volume filled with beautiful illustrations and in-depth lore. Volo’s Guide to Monsters provides something exciting for players and Dungeon Masters everywhere!
- The esteemed loremaster Volothamp Geddarm is back and he’s written a fantastical dissertation, covering some of the most iconic monsters in the Forgotten Realms. Unfortunately, the Sage of Shadowdale himself, Elminster, doesn’t believe Volo gets some of the important details quite right. Don’t miss out as Volo and Elminster square off (academically speaking of course) to illuminate the uninitiated on creatures both common and obscure. Uncover the machinations of the mysterious Kraken Society, what is the origin of the bizarre froghemoth, or how to avoid participating in the ghastly reproductive cycle of the grotesque vargouille.
- Dungeon Masters and players will get some much-needed guidance as you plan your next venture, traipsing about some dusty old ruin in search of treasure, lore, and let’s not forget ... dangerous creatures whose horns, claws, fangs, heads, or even hides might comfortably adorn the walls of your trophy room. If you survive.

MYTHIC ODYSSEYS OF THEROS
- The world’s most popular roleplaying game meets the world’s most popular trading card game in this campaign sourcebook, detailing the Magic: The Gathering world of Theros for use in Dungeons & Dragons.
- Legends walk the lands of Theros, a realm shaped by deities and the deeds of heroes. From the temples of omen-speaking oracles to the five realms of the Underworld, the champions of the gods vie for immortal favor and a place among the world’s living myths.
- Choose a supernatural gift that sets you on the path of destiny, align yourself with one of Theros’s fifteen gods, then carve a tale of odysseys and ordeals across the domains of mortals, gods, and the dead.
- What legends will you challenge—mighty heroes, inevitable prophecies, or titans imprisoned by the gods? Where will destiny and immortal schemes lead you? And what tales will you leave behind, celebrated in the pantheon of myths and writ among the eternal stars?

SWORD COAST ADVENTURER'S GUIDE
- WELCOME TO THE SWORD COAST—a region of Faerûn that comprises shining paragons of civilization and culture, perilous locales fraught with dread and evil, and encompassing them all, a wilderness that offers every explorer vast opportunity and simultaneously promises great danger.
- While the Sword Coast Adventurer’s Guide is a valuable resource for Dungeon Masters, it was crafted with players and their characters foremost in mind. There is a plethora of new character options to intrigue and inspire every member of the adventuring party.
- For use with the fifth edition Player’s Handbook, Monster Manual, and Dungeon Master’s Guide, the Sword Coast Adventurer’s Guide provides the setting, story, and character options needed to participate in a game anywhere along the Sword Coast of the Forgotten Realms.

TASHA'S CAULDRON OF EVERYTHING
- A magical mixture of rules options for the world's greatest roleplaying game.
- The wizard Tasha, whose great works include the spell Tasha’s hideous laughter, has gathered bits and bobs of precious lore during her illustrious career as an adventurer. Her enemies wouldn’t want these treasured secrets scattered across the multiverse, so in defiance, she has collected and codified these tidbits for the enrichment of all.
- EXPANDED SUBCLASSES. Try out subclass options for every Dungeons & Dragons class, including the artificer, which appears in the book.
- MORE CHARACTER OPTIONS. Delve into a collection of new class features and new feats, and customize your character’s origin using straightforward rules for modifying a character’s racial traits.
- INTRODUCING GROUP PATRONS. Whether you're part of the same criminal syndicate or working for an ancient dragon, each group patron option comes with its own perks and types of assignments.
- SPELLS, ARTIFACTS & MAGIC TATTOOS. Discover more spells, as well as magic tattoos, artifacts, and other magic items for your campaign.
- EXPANDED RULES OPTIONS. Try out rules for sidekicks, supernatural environments, natural hazards, and parleying with monsters, and gain guidance on running a session zero.
- A PLETHORA OF PUZZLES. Ready to be dropped into any D&D adventure, puzzles of varied difficulty await your adventurers, complete with traps and guidance on using the puzzles in a campaign.
- Full of expanded content for players and Dungeon Masters alike, this book is a great addition to the Player's Handbook and the Dungeon Master’s Guide. Baked in you'll find more rule options for all the character classes in the Player's Handbook, including more subclass options. Thrown in for good measure is the artificer class, a master of magical invention. And this witch's brew wouldn't be complete without a dash of added artifacts, spellbook options, spells for both player characters and monsters, magical tattoos, group patrons, and other tasty goodies.

VAN RICHTEN'S GUIDE TO RAVENLOFT
- Explore the horrors of Ravenloft in this campaign sourcebook for the world’s greatest roleplaying game.
- Terror stalks the nightmare realms of Ravenloft. No one knows this better than monster scholar Rudolph Van Richten. To arm a new generation against the creatures of the night, Van Richten has compiled his correspondence and case files into this tome of eerie tales and chilling truths.
- Travel (perhaps even by choice) to Ravenloft's expanded Domains of Dread—each domain with its own unique flavor of horror, thrilling story hooks, and grisly cast of characters
- Craft your own D&D horror settings, add tension with optional rules, and get advice for running a game that's ghastly in all the right ways
- Create characters with lineages tied to vampires, undead, and hags, horror-themed subclasses, the Investigator background, and "Dark Gifts" that may be a double-edged sword
- Unleash nightmarish monsters from an expanded bestiary, and browse a collection of mysterious trinkets
- Explore Ravenloft in the included Dungeons & Dragons adventure—play as a stand-alone adventure or drop it into your current game for a bit of sinister fun
- A PLETHORA OF PUZZLES. Ready to be dropped into any D&D adventure, puzzles of varied difficulty await your adventurers, complete with traps and guidance on using the puzzles in a campaign.
- Full of expanded content for players and Dungeon Masters alike, this book is a great addition to the Player's Handbook and the Dungeon Master’s Guide. Baked in you'll find more rule options for all the character classes in the Player's Handbook, including more subclass options. Thrown in for good measure is the artificer class, a master of magical invention. And this witch's brew wouldn't be complete without a dash of added artifacts, spellbook options, spells for both player characters and monsters, magical tattoos, group patrons, and other tasty goodies.

THE WILD BEYOND THE WITCHLIGHT
A wickedly whimsical adventure for the world’s greatest roleplaying game. Once every eight years, the fantastic Witchlight Carnival touches down on your world, bringing joy to one settlement after the next. Its owners, Mister Witch and Mister Light, know how to put on a good show. But there’s more to this magical extravaganza than meets the eye!
- The carnival is a gateway to a fantastic Feywild domain unlike anything found on the Material Plane. Time has not been kind to this realm, however, and dark days lie ahead unless someone can thwart the dastardly schemes of the Hourglass Coven.
- The Wild Beyond the Witchlight takes adventurers from the Witchlight Carnival to Prismeer, a Feywild domain of delight, and is designed for characters of levels 1–8. This book comes with a poster map that shows the carnival on one side and Prismeer on the other.
- Explore the Plane of Faerie in the first official D&D adventure set primarily in the Feywild.
- The adventure begins on a campaign world of the DM’s choice. The Witchlight Carnival, which serves as the means by which the characters enter the Feywild, can be dropped easily into any campaign setting.
- Adds two new character backgrounds: the Feylost (for characters who grew up in the Feywild) and the Witchlight Hand (for characters who work at the Witchlight Carnival).
Introduces two races—play as a fairy or as a harengon, a race of humanoid rabbits.
All encounters in the adventure include a non-combat option, allowing players to think and roleplay their way through the adventure if they wish.
- Classic 1980s Dungeons & Dragons characters return, including Warduke, Strongheart, and Kelek.

MONSTERS OF THE MULTIVERSE
A bestiary of wondrous friends and foes for the world's greatest roleplaying game. Sparkling with the musings of the wizard Mordenkainen, this tome features a host of creatures for use in the Dungeons & Dragons roleplaying game. Compiling and updating monsters that originally appeared in previous D&D fifth edition releases, these creatures represent some of the most benevolent and malevolent forces that D&D heroes might face. The book also gathers together fantastical people from many different worlds. Each of these peoples represents a race option when you create your D&D character, expanding on the choices in the Player's Handbook.
• Includes more than 250 monsters—updates to the monsters include making spellcasters easier for Dungeon Masters to run, giving many monsters more damage and resilience, and improving the organization of the stat blocks themselves
• Includes more than 30 playable races—brings the game's setting- agnostic races into one book, complementing the races in the Player's Handbook
• A multiverse of lore—includes updates to monster lore that refocuses their stories on the D&D multiverse, rather than on any particular world

SPELLJAMMER: ADVENTURES IN SPACE
A thrilling space-based campaign for the world’s greatest roleplaying game. Home of the stars and gateway to the heavens, the Astral Plane teems with excitement and possibility. With the help of magic, spelljammers can cross the oceans of Wildspace, ply the silvery void known as the Astral Sea, and hop between worlds of the D&D multiverse.
This collection contains everything a Dungeon Master needs to run a campaign set in the starlit realms of Wildspace and the Astral Sea, as well as new options for players who want to create characters at home in this fantastic setting.

  • Collection includes adventure book, setting book, book of monsters, poster map, and DM screen
  • Light of Xaryxis—a 64-page hardcover adventure set in the Astral Plane for characters of levels 5–8
  • The Astral Adventurer’s Guide—64-page hardcover book presenting the Astral Plane as a campaign setting, including space-based character options, spells, magic items, spacefaring rules, ships, and more
  • Boo’s Astral Menagerie—a 64-page hardcover book with game statistics and descriptions for over 60 creatures found in Wildspace and the Astral Sea
  • Double-sided poster map of the Rock of Bral—an asteroid-city that can serve as both an adventure location and a campaign hub
  • DM Screen—four-paneled Dungeon Master’s screen designed for rollicking space adventures

 


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