

Buy anything from 5,000+ international stores. One checkout price. No surprise fees. Join 2M+ shoppers on Desertcart.
Desertcart purchases this item on your behalf and handles shipping, customs, and support to Cyprus.
🎲 Roll into legendary adventures with the ultimate D&D blueprint!
The D&D Player’s Handbook (2014) is the definitive core rulebook for the 5th edition of Dungeons & Dragons, featuring over 350 spells, streamlined combat and roleplaying rules, and comprehensive character creation tools. Praised for its elegant mechanics and stunning artwork, it’s the essential guide for both newcomers and veteran players eager to craft immersive, collaborative fantasy adventures.









| Best Sellers Rank | 3,096 in Books ( See Top 100 in Books ) 2 in Role-Playing & War Games 80 in Magic & Fantasy Graphic Novels |
| Customer Reviews | 4.8 out of 5 stars 53,473 Reviews |
F**B
Wizards hit the mark with the fifth edition...
What a return to form! After the ghastly 4th edition, Wizards of the Coast have conjured a superb rules set that harks back to the glories of the classic game whilst employing modern, cutting-edge mechanics. The advantage system is elegant and economical. The overall rules-light approach, steering away from battle grids and overly-tactical play, returns the game to the role players (as opposed to the roll-players), where it rightfully belongs. There is even a playful vibe throughout that reminds this reviewer of Gary Gygax’s original. This version, with its outstanding artwork and layout, succinct explanations and rightful prioritisation of imagination and storytelling, is truly a worthy successor to its 1970s trailblazer. It is supported by a fantastic range of adventures and campaign setting supplements. And the publishers have commendably steered clear from the temptation to complicate the game with too many rules additions, as Paizo did with Pathfinder. Overall, this is a peerless product, particularly recommended for teenagers as a way to develop imaginative faculties and collaboration skills. Then again, you’re never too old...
A**R
Great visuals and lots of game information
🐉 This book makes a great impression and has that new-book smell that I find slightly exciting in an anticipatory way. The book is very colourful, with full-page images throughout, but not to the detriment of the information enclosed. This book was a gift for my daughter, who plays D&D, and she was delighted to receive the book and immediately sent pictures of it to her fellow D&D players. She spent a great deal of time pouring through the book, so it seemed to captivate her attention. It’s not a cheap book, and I worried about the possible advent of another version of the ruleset. My rationale is that I could prevaricate forever, as there always seem to be threats of rule changes with such games, so I took the plunge. Recommended. ✔️
P**0
Amazing book and game
Anyone who is unsure about buying this book or is brand new to the game, look for the D&D core rules online. Many of the rules are free and you can start playing D&D today from an officially published source - without spending a penny. It's a good way to try the game before you invest in any books. That being said this book is a wonderful introduction into playing the game. The rules are in a clear format and it contains everything you need to create your first character. The artwork is excellent and it is a joy to read through the information on the different races and classes of D&D. It also contains some basic monster stats and pointers on where is best to get more inspiration for your games. If you are a player and looking for some more character options, i reccomend 'Xanthar's Guide to Everything' for additional class options and spells. 'Volo's Guide to Monsters' has some of the special races like goblins and bugbears. D&D Beyond is a site online that details where everything comes from, so if you want a particular race option or item then you can see where the material comes from. If you are a DM and want to get into the game more then you will probably need the Monster Manual, and the Dungeon Masters Guide. As a supplement to this there is also Mordenkainen's tome of foes, which has even more exotic monsters. All in all the player's handbook is the 'corest' of the core books, and you could absolutely run your first adventure from this single source.
D**.
D&D is Back
D&D is back. I am sure i am gonna get some hate, but i disliked fourth edition with a fiery passion. I used to refer to it as "World of Warcraft Dungeons and Dragons Edition". Wizards of the Coast have restored my faith in D&D. D&D is finally back to its roleplaying roots. It feels like all the good bits of various Editions rolled into one (and it probably is). As the above statement indicates, Fifth Edition (5E) is a lot less mechanical than it used to be, and has returned to roleplaying as its focus. Character sheets are simple now. All with just enough information. And no unneeded junk cluttering up the sheet. A lot of the sheet is taken up by skills, and boxes to note racial and class bonuses/abilities. As well as the obvious section for Ability Scores (Strength, Dexterity, Constitution, etc...) And one or two other little bits. The book is now a lot less cluttered with mechanics and rules for every eventuality. In fact it is obvious to me that its general jist is that you should not let rules slow the game down (in fact there is a small section in the book that says something along those lines.) The main part of the book is given over to character creation. The different races, classes, and so on. And other parts of the book give insight into the multi-verse of D&D. A whole section is given over to magic. Not just spells, but also information on how spells work narratively. Rather than mechanically. And there is even a nice reasonably sized section explaining how there can be so many different worlds (games) without there being crossover or strict rules as to playing in particular settings; the multiverse. Its a a lot more interesting than i remember fourth edition being. Third Edition seems an age ago to me now, so i cannot comment on that much. The Artwork is very nice. And there is a lot of it. I have not had this long, but i am already a fan of 5E. And i can say its good to be back playing D&D. Dont have a group to play with? Well right now neither do I. I still play a few RPG's though. Solo. I am guessing advertisment is not allowed on reviews, so i will just say "Mythic" Have fun!
L**Y
Definitely better than 4e
Great production quality on the book (what the pictures don't tell you is that there's a tactile non-slip surface on the back cover!), but you want to hear about the contents. Here it is: As someone who's read the 3rd (and a half) and 4th Edition Player's Handbooks, I can say that I like this one best. Most of my experience is with 4th Edition (don't hold that against me) and this is a vast improvement on that for the following reasons: 1. It's less about numbers The Character Sheets have expanded to three pages instead of two, but one page is dedicated to spells (which your character might not even have) and another is dedicated to story-driven stuff like your character's personality, appearance, allegiances etc. Only one page dedicates any real space to stats, and even that one is relatively minimal. This is great, because... 2. Teaching a newbie how to make a character is easy I'll be honest: even I didn't fully understand what some of those stat boxes in the 4e character sheet were for for a long time. This book makes the whole process a lot more understandable, and thus less intimidating to newcomers. It's also just quicker for an expert to draw up a character. The character creation process is even more inviting to newbies because... 3. The new Background mechanic really emphasizes roleplaying When coming up with a character concept, you don't just pick a race and class and fart out a backstory. In this edition, "backgrounds" are part of the game mechanics, and a player chooses what philosophy they follow, what people are important to them, and what the character's major flaw is (for example, a visible "tell" when they lie, or being a sucker for a sob story). These points all get formatted in a way that you can pick them or roll a die and get them randomly. But the important part is that they matter - when you play to character, especially when you make decisions that are in keeping with your flaw, you get rewarded with "Inspiration" which can boost your rolls. You can also get a "trinket" which is a piece of junk (you can choose from a list or roll) your character carries for unknown sentimental reasons. This is absolute gold in terms of what a DM can do with that. Sure, you could add those details on your own initiative in 4e but newbies never think to do it. It gives a lot of depth and gets players to think about their characters more. 4. Magic Equipment is gone It's still in the game but it's in the Dungeon Master's Guide where it should be, instead of tantalizing 1st-level players with all this gear they don't have. Magic Equipment is a lot rarer and therefore more significant. The space saved by removing this means... 5. There are more races and classes Gnome, Half-Orc, Barbarian, Bard, Druid, Monk, Sorcerer... these races and classes were missing from Player's Handbook 1 in 4th Edition and I wasn't inclined to buy PHB2 just to get them, both for monetary reasons and because too many core books would be a lot to juggle during a game. They're included in the basic package in 5th Edition. 6. Class options are simpler Some of my players were overwhelmed by the amount of "Exploits" they had available to them. That level of complexity should be reserved for Wizards and the like; but a Fighter should be able to just swing a sword and let their imagination dictate whether they attempt some fancy trick with it, not have an Exploit tell them. Additionally, a lot of the bigger options/paths get left until you're a couple of levels in, allowing a player to get a feel for a character before committing too fully to choices that they might not even understand at 1st level. 7. Multiclassing is back the way it used to be Other people will point out that there are advantages and disadvantages to this, but I really prefer the old system from before 4e, and it's back. There are a lot of other little points I could spend all day talking about but the short version is: 5e is good, it emphasizes fun, and in terms of content it's better value for money than 4e's PHB1.
C**E
Good for its purpose, but you may want to hold off.
NECESSARY DISCLAIMER With a revised/updated players handbook releasing some time in 2024, unless you see yourself getting a lot of use out of this book in the next year, you may want to wait. Very very useful rulebook for both players and DMs, the only core book I'd say is a nigh on necessity alongside the basic rules, the other core books have very useful stuff too, but they're things that you can kinda freestyle your own homebrew stuff using the basic rules as examples, but the players handbook adds a ton of player options that are core to the game, with 8 more classes than those rules and at least 2 subclasses for each class (basic rules only has the "default" subclass for fighter, rogue, wizard and cleric) as well as by being a physical book, is a great resource to reference for the fundamental rules of combat, exploration, spellcasting and other important features. It can be overwhelming to read especially with all the flavour text surrounding and built in amongst the actual rules that it can be hard to read what something actually does, but this is a problem with basically every wotc dnd procut except monster stat blocks for the most part.
J**V
Better than the most recent 5th edition rehash
A very flexible rule system if you use options to fit your style of play. This means you can lean back towards 1st and 2nd edition for certain aspects if you choose. This version of the 5th edition is FAR superior to the most recent update which has terrible artwork including scenes with Modern street food like Tacos. Also the removal of alignment is a huge mistake as it is essential to story telling.
G**S
Surprisingly well played WOTC!
I was dubious at first but the new rules won me over. There's been a gradual dumbing down of rules systems over the years in all RPGs which is both a good and a bad thing imo. I had assumed this was just another attempt to do that in order to garner more mass appeal and many new concepts introduced here will at first leave you scratching your head wondering what planet they were on when they wrote it (e.g. advantage/disadvantage) until you think/walk through them and see the clever simplicity and efficacy of these additions in practice. All things considered, it is quite rules light compared to say D&D 3.5 or Pathfinder but the genius of it is how it plays: and that's beautifully! Having transitioned my group immediately before from the clunky warhammer fantasy roleplay second edition, this is a sheer joy to run and is clearly the finest iteration of the D&D rules system to date. After the mid-life crisis nervous breakdown that was 4th edition, WOTC have emerged from the asylum fully recovered with their heads held high magically teleporting the king to the opposite end of the board to outdo Paizo's confident 'check mate' presenting a product that can truly stand toe-to-toe with Pathfinder. Well done folks.
L**E
Pour un cadeau, très apprécié
Ce beau livre Donjons et dragons, je l'ai acheté pour ma fille adulte. Il est solide, bien fait avec une couverture rigide et les illustrations sont superbes. Ce livre est en anglais, parfait pour ma fille. Elle a choisi celui-là car il est pour les débutants et elle le connaissait déjà. Pour la qualité-prix nous lui donnons 5 étoiles !
T**E
Educational
As pictured, great quality product, writing is superb
M**I
Price and deliverance
Price and deliverance
J**S
Un manual comprensivo para el jugador con excelente arte.
Aunque es cierto que se puede jugar D&D completamente a gratis con las reglas básicas y de DM que están en línea, sin duda este manual es el paso siguiente para los jugadores que quieren experimentar con todas las clases, razas y hechizos disponibles en el universo de D&D. El manual es de excelente calidad y soy de la firme opinión de que nada se compara con tener una copia física a tener una versión electrónica como ahora es disponible en algunos sitios como dndbeyond.com y roll20.net. VENTAJAS: - Si sólo te interesa ser jugador, no necesitas nada más que este producto para tener la experiencia completa de D&D. - Es una referencia muy completa y comprensiva: bien estructurada, con lógica y un excelente índice. - El arte y las ilustraciones son de una calidad excelente. DESVENTAJAS: - Si quieres ser DM necesitas los otros dos libros, ya que en éste sólo viene el equipamiento básico y nada de información de monstruos. Las reglas básicas de DM en internet contienen una buena cantidad de monstruos (sin ilustraciones) pero nada de información de equipamiento mágico/especial.
S**O
Ultima edizione papabile
Se la Dungeon Master’s Guide è la bussola per creare mondi, il Player’s Handbook (PHB) di Dungeons & Dragons 5ª Edizione (2014) è il cuore pulsante del gioco, il libro che trasforma un lettore in un eroe. È il manuale fondamentale, quello che ogni giocatore – dal novizio al veterano – deve avere sotto mano. La versione del 2014 ha segnato l'inizio di un'epoca d'oro per il gioco di ruolo, grazie a un design che privilegia la narrazione senza sacrificare la profondità. Ecco perché rimane un capolavoro del genere: 1. Creazione del Personaggio: Un Viaggio nell'Identità Il PHB ti offre tutti gli strumenti per dare vita al tuo alter ego fantastico. Le Classi Iconiche: Dalle furie del Barbaro ai complessi incantesimi del Mago, le 12 classi base sono bilanciate e ricche di personalità. Ogni classe offre sottoclassi (Archetipi) che permettono di personalizzare il proprio stile di gioco in modo unico. Razze e Background: Il sistema dei Background è una delle intuizioni migliori di questa edizione: non solo definisce cosa sa fare il tuo personaggio, ma chi era prima di diventare un avventuriero, offrendo agganci narrativi immediati per il DM. 2. Regolamento Fluido: Il Sistema del Vantaggio Il manuale introduce (o perfeziona) la meccanica del Vantaggio/Svantaggio, che ha rivoluzionato il gioco: Semplicità ed Eleganza: Invece di sommare decine di piccoli modificatori numerici, basta lanciare due dadi da 20 e prendere il migliore (o il peggiore). Questo rende il combattimento veloce, intuitivo e incredibilmente dinamico. Focus sulla Narrazione: Le regole sono scritte per essere al servizio della storia, permettendo ai giocatori di descrivere azioni eroiche senza essere frenati da burocrazie eccessive. 3. La Magia a Portata di Mano Quasi metà del libro è dedicata agli incantesimi, ed è una sezione meravigliosa: Catalogo Completo: Centinaia di incantesimi descritti con chiarezza, dai semplici trucchetti (Cantrips) che puoi lanciare all'infinito, fino ai desideri che possono riscrivere la realtà. Organizzazione: Le liste divise per classe e i capitoli sulle regole della magia rendono la gestione dei lanciatori di incantesimi fluida anche per chi è alle prime armi. 4. Un'Opera d'Arte da Sfogliare Non si può parlare del PHB 2014 senza menzionare l'estetica: Illustrazioni Immersive: Ogni pagina è arricchita da disegni che catturano l'essenza delle razze, delle armature e dei mostri, trasportandoti immediatamente in un mondo di alta fantasia. Layout Intuitivo: Le tabelle di progressione dei livelli, le liste dell'equipaggiamento e le appendici sugli stati (come "Ammaliato" o "Trattenuto") sono facili da consultare anche nel calore della battaglia.
Trustpilot
2 months ago
2 days ago