D&D 5E Player’s Handbook PDF

Download D&D 5E Player's Handbook PDF Free

Everything a player needs to create heroic characters for the world’s greatest roleplaying game.

Download D&D 5E Player’s Handbook PDF Color for Free Online. This D&D 5th Edition PDF is divided into three parts.

Part 1 is about making a character, providing the rules & supervision you need to make the character you will play in the game. It contains information on the several classes, races, equipment, backgrounds and additional customization options that you can choose from. Many of the rules in part 1 depend on material in parts 2 & 3. If you come across a game theory in part 1 that you do not understand, consult the Player’s Handbook 5E index.

Part 2 covers the rules of how to play the game, further than the basics described in this starter. That part details the kinds of die rolls you make to determine success or failure at the tasks your character attempts, and defines the 3 broad categories of game: exploration, communication & battle.

Part 3 is all about magic. It details the nature of magic in the worlds of D&D, the rules for spellcasting, & the huge variation of spells offered to magic using characters (and monsters) in the game.

Download Other 5th Edition Dungeons & Dragons Core Rulebooks Free

The play of the Dungeons & Dragons game reveals according to this simple pattern in 5E Player’s Handbook PDF.

  1. The DM defines the environment. The Dungeon Master tells the players where their adventurers are & what is around them, presenting the basic opportunity of options that present themselves (how many doors lead out of a room, what is on a table, who is in the pub, and so on).
  2. The players define what they want to do. Sometimes one player communicates for the whole party, saying, e.g “We will take the east door,”. Other times, many adventurers do many things: one adventurer might hunt a treasure chest while a 2nd examines a mysterious symbol engraved on a wall and 3rd keeps watch for monsters. The players do not need to take turns, but the Dungeon Master listens to every player & chooses how to resolve those actions. Occasionally, resolving a task is easy.
  3. The DM relates the results of the adventurers actions. Describing the results often clues to another decision point, which brings the stream of the game right back to step one.

This design holds whether the adventurers are cautiously discovering a ruin, talking to a devious prince, or locked in mortal battle against a mighty dragon. In certain situations, mostly combat, the action is more organized & the players do take turns selecting and resolving actions. But most of the time, play is fluid & flexible, adapting to the circumstances of the adventure.

Download Color Copy Of 5th Edition Player’s Handbook For Free



Also Download Player’s Handbook Errata V.1.0

Contents

Introduction 5

Worlds of Adventure 5

Using This Book 6

How to Play 6

Adventures 7

CHAPTER 1: STEP-By-STEP CHARACTERS 11

Beyond 1st Level 15

CHAPTER 2: RACES 17

Choosing a Race 17

Owarf 18

D&D 5E PHB PDF

Elf 21

Hal fiing 26

Human 29

Oragonborn 32

Gnome 35

Half-Elf 38

Half-Orc 40

Tiefling .42

CHAPTER 3: CLASSES 45

D&D 5E Player’s Guide PDF

Barbarian 46

Bard 51

Cleric 56

Druid 64

Fighter 70

Monk 76

Paladin 82

Ranger 89

Rogue 94

D&D Player’s Handbook PDF

Sorcerer 99

Warlock 105

Wizard 112

Player’s Handbook PDF Google Drive

CHAPTER 4: PERSONALITY AND BACKGROUND 121

Character Details 121

Inspiration 125

Backgrounds 125

CHAPTER 5: EQUIPMENT 143

Starting Equipment… 143

Wealth 143

Armor and Shields 144

Weapons 146

Adventuring Gear 148

Tools 154

Mounts and Vehicles 155

Trade Goods 157

Expenses 157

Trinkets 159

CHAPTER 6: CUSTOMIZATION OPTIONS 163

MuIticlassing 163

Feats 165

Part 2

CHAPTER 7: USING ABILITY SCORES 173

Ability Scores and Modifiers 173

Advantage and Disadvantage 173

Proficiency Bonus 173

Ability Checks 174

D&D 5E PHB

Using Each Ability 175

Saving Throws 179

CHAPTER 8: ADVENTURING 181

Time 181

Movement 181

The Environment 183

Social Interaction 185

Resting 186

Between Adventures 186

CHAPTER 9: COMBAT 189

The Order of Combat 189

Movement and Position 190

Actions in Combat 192

Making an Attack 193

Cover 196

5th Edition Player’s Handbook

Damage and Healing 196

Mounted Combat 198

Underwater Combat 198

Part 3

CHAPTER 10: SPELLCASTING 201

What Is a Spell? 201

Casting a Spell 202

CHAPTER 11: SPELLS 207

Spell Lists 207

Spell Descriptions 211

APPENDIX A: CONDITIONS 290

APPENDIX B:

GODS OF THE MULTIVERSE 293

APPENDIX C:

THE PLANES OF EXISTENCE 300

The Material Plane 300

Beyond the Material 301

APPENDIX D:

CREATURE STATISTICS 304

APPENDIX E:

INSPIRATIONAL READING 312

INDEX 313

Player’s Handbook CHARACTER SHEET PDF 317

3 Comments

Add a Comment
  1. “the world’s greatest roleplaying game”? i beg to differ. GURPS is much better. there is a lot more variety in GURPS than anything else i have ever seen. I’m not saying d&d is bad, i think its great. It’s just that “the world’s greatest” is an opinion that i don’t agree with.

Leave a Reply

Your email address will not be published. Required fields are marked *

RPG PDFs © 2017