Tome of Magic: Pact, Shadow, and Truename Magic


Matt Sernett - 2006
    These magic subsystems function alongside the existing D&D ® magic system and offer new game mechanics, character options, and adventure possibilities. Within this tome you'll find three new standard classes -- one for each new kind of magic -- as well as new spells, feats, prestige classes, monsters, and magic items tied thematically to each.Pact MagicPowerful entities known as vestiges exist beyond the boundaries of life, death, and undeath. The binder uses pact magic -- a combination of symbols and secret rituals -- to summon these entities, strike bargains with them, and gain their formidable and sometimes bizarre supernatural powers.Shadow MagicThe Plane of Shadow is a dark, twisted reflection of the real world. The shadowcaster, by understanding the fundamental properties of the plane and unlocking its magical mysteries, learns to harness and channel its umbral gloom, shaping the darkness to serve her whim.Truename MagicEvery creature has a truename -- the word of its creation. The truenamer knows the primal language of the universe -- the language of Truespeech -- and learns the truenames of creatures and objects to gain control over them, transform them, or destroy them.

Defenders of the Faith: A Guidebook to Clerics and Paladins


Rich Redman - 2001
    It's packed with ways to customize cleric and paladin characters, including: New feats, prestige classes, weapons, and equipment. More uses for turning checks, and new magic items and spells designed specially for clerics and paladins. Information about special organizations such as the Laughing Knives and the Stargazers. Detailed maps of temples that players and Dungeon Masters can use as bases of operation or as enemy structures that must be brought down. Indispensable to both players and Dungeon Masters, this book adds excitement to any campaign.

Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (Dungeons & Dragons Accessory)


Mike Selinker - 2001
    Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers contains strategies for creating specific types of characters, as well as advice for Dungeon Masters and players on how these types of characters could impact a campaign world. This volume contains details of skills, feats, and equipment for players who want to play a specific type of character beyond the information available in the Player's Handbook.

Martial Power: A 4th Edition D&D Supplement


Rob Heinsoo - 2008
    This book provides new archetypal builds for the fighter, ranger, rogue, and warlord classes, including new character powers, feats, paragon paths, and epic destinies.Martial Power is the first of a line of player-friendly supplements offering hundreds of new options for D&D characters.

Rules Compendium


Chris Sims - 2007
    The definitive reference guide of Dungeons & Dragons(R) core rules.Tired of hauling all of your D&D rules supplements to the gaming table? Having trouble finding the rule you need? The Rules Compendium supplement takes all of the game's most important rules and presents them in a single comprehensive, easy-to-reference volume for players and Dungeon Masters.In addition to presenting the rules of the game, the Rules Compendium incorporates official errata as well as behind-the-scenes designer and developer commentary explaining how the rules system has evolved and why certain rules work the way they do.

Dungeons & Dragons Core Rulebook Gift Set


Jonathan Tweet - 2003
    In the 30-year history of the Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself. With these three books in one case, the entire world of Dungeons & Dragons is yours to explore and share with others.

Dungeon Master's Guide


Mike Mearls - 2014
     - An excellent resource for new and existing Dungeons Masters to engage in both adventure and world creation, with rules, guidelines, and sage advice from the game's experts. - Created as part of a massive public playtest involving more than 170,000 fans of the game.

Stronghold Builder's Guidebook


Matt Forbeck - 2002
    This book is stocked with everything needed to design any fortified structure imaginable, including: Over 150 new magic items . More than two dozen magical augmentations for stronghold walls. Rules for magic portals, mobile strongholds, and trap creation. Five complete strongholds, including maps, ready for immediate use. Players and Dungeon Masters who want to create customized strongholds will find all the construction materials they need within these pages. To use this accessory, a player or Dungeon Master also needs the "Player's Handbook."

Player's Option: Skills & Powers


Dale Donovan - 1995
    Player's Option Rulebooks present an alternative approach to AD&D characters. Custom-craft your next PC, selecting the profession, skills, and abilities you want! Characters can even have additional ability scores such as Stamina, Muscle, Balance, and others. New proficiencies, talents, and updated psionics round out the Player's Option character. Be ready for anything with Skills & Powers!

The Complete Druid's Handbook


David L. Pulver - 1994
    This 128-page accessory expands the living world of the druid in the AD&D 2nd Edition game, bringing new homes, character kits, personalities, spells, magical items, herbal lore, and a hundred details on druidic society, sacred groves, and high-level aspirations. This book has it all—don't leave the woods without it!

Planes of Chaos


Wolfgang Baur - 1994
    Take the plunge into the infinite depths of the Abyss; the wild passions of Arborea; the immeasureable randomness of Limbo; the howling madness of Pandemonium; and the glorious battlefields of Ysgard.Inside this tome, you'll find the following:The Book of Chaos, a 128-page guide for the Dungeon Master to the places, creatures, and special conditions of the five Chaos Planes;The Travelogue, a 48-page player's guide to these planes, profusely illustrated with full color maps and illustrations;Chaos Adventures, a 32-page adventure book containing 3 adventure outlines for each plane—that's 15 adventures in all!Monstrous Supplement, a 32-page booklet detailing 15 new monsters, including new tanar'ri, the inhabitants of Yggdrasil, and the ever-changing creatures of Limbo; andFive fully detailed maps of the realms of Chaos.

Cityscape (Dungeons & Dragons Supplement, v 3.5)


Ari Marmell - 2006
    The game material is completely compatible with the D&D core rulebooks and includes timesaving tools and tips for any urban campaign. The material in this supplement is appropriate for both D&D players and Dungeon Masters and includes content that appeals to both

The Complete Bard's Handbook


Blake Mobley - 1992
    The Complete Bard's Handbook gives you everything you need to create a bard the world will never forget!

The Complete Psionics Handbook


Steve Winter - 1991
    The psionicist is a completely new character class for AD&D games, both for player characters and NPCs. Explore inner space! Now you can really put mind over matter with The Complete Psionics Handbook.

Sword and Fist: A Guidebook to Fighters and Monks (Dungeons & Dragons Accessory)


Jason Carl - 2001
    Contains prestige classes, feats, combat tactics, weapons, and a discussion of the role of fighters and monks in the campaign world.