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Dungeons & Dragons Core Rulebook: Player's Handbook Hardcover – Illustrated, 19 Aug. 2014
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- BUILD YOUR CHARACTER: This rule book gives you all you need to build your D&D characters, outlines the rules for roleplaying and combat as well as giving a directory of over 350 spells with descriptions and illustrations.
- CREATE INFINITE CHARACTERS: Whether you’re creating an elvish cleric, driven from society for trespassing on tradition, a dwarven paladin, atoning for an dubious past, the Player’s Handbook provides the skeleton for your characters.
- ESSENTIAL TOOLS: The Player’s Handbook is one of the three main Dungeons & Dragons books, along with the Monster Manual and the Dungeon Master’s Guide. The Player’s Handbook is the cornerstone. It’s the foundational text of D&D’s Fifth edition—for beginners and for veterans alike.
- UNLEASH YOUR IMAGINATION: Dungeons & Dragons is a cooperative storytelling game that harnesses your imagination and invites you to explore a fantastic world of adventure, where heroes battle monsters, find treasures, and overcome quests.
- Print length320 pages
- LanguageEnglish
- PublisherDungeons & Dragons
- Publication date19 Aug. 2014
- Reading age18 years and up
- Dimensions21.34 x 2.03 x 27.69 cm
- ISBN-100786965606
- ISBN-13978-0786965601
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From the Publisher
Player's Handbook

Welcome to the World of Dungeons & Dragons
The Dungeons & Dragons roleplaying game is about collaborative storytelling in worlds of swords and sorcery. Like games of make-believe, D&D is driven by imagination. It’s about picturing a crumbling castle in a darkening forest and imagining how a fantasy adventurer might react to the challenges that scene presents.
This book will be your guide to character creation and advancement, your reference for spells and equipment, and a constant companion at your table for looking up just how many beams of eldritch blast you can shoot this time.
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?
Arm Yourself for Adventure

Learn How to Play
Dungeons & Dragons immerses you in a world of stories. The rules give structure to those stories, determining the consequences of an adventurers’ actions. Will your fireball finish off that vicious troll? Will you see the trap door before falling to your doom? Roll the dice and see.
The Player's Handbook is the essential D&D rulebook for both players and Dungeon Masters. Whether you're pulling off a thrilling heist or trying to charm a surly troll, this book will teach you everything you need to know for a lifetime of playing and running D&D games.
Bring Your Character to Life

Create a Character
The Player's Handbook will guide you through the process of creating a character. Choose from the most iconic D&D races and classes. Give your adventurer a personality and background. Equip them with armor, weapons, and all the adventuring gear they'll need to succeed. And dive into a game of magic and monsters, brave warriors and spectacular adventures.
As your character's experience and power grows, this book will also be your guide for leveling up, with handy reference charts and a variety of customization options.
Enter a World of Magic

Fill in Your Spellbook
Learn to resurrect your allies with the touch of your hand or punish enemies with blazing orbs of fire. The Player's Handbook will teach you the rules for spellcasting, the nature of magic in the D&D multiverse, and serve as your personal spellbook—who needs to go to wizard school?
Choose your spells from a huge A–Z directory, with full descriptions of over 350 of D&D's most beloved spells.
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Player's Handbook | Starter Set | Essentials Kit | Core Rulebook Gift Set | Dark Alliance Video Game | |
Perfect For: | New or experienced players and Dungeon Masters | New players & Dungeon Masters | New players & Dungeon Masters | New or experienced players and Dungeon Masters | Video game enthusiasts |
Includes: | Walk-through to build new characters, Rules for role-playing and combat, Directory of 350+ spells with descriptions and illustrations | Adventure book with everything the Dungeon Master needs to get started, Rulebook for playing characters level 1–5, 5 pre-generated characters, with character sheets and 6 dice | Adventure Book and Rulebook, 6 Blank Character Sheets, 1 Dungeon Master Screen, 11 Dice, 1 Double Sided Map, 81 Magic Item Cards and Sidekicks, 50% off the Player's Handbook Digital Version and Access to extra online content | All three core rulebooks (Player’s Handbook, Dungeon Master’s Guide, Monster Manual) plus a Dungeon Master’s Screen, all collected in a stylish slipcase. | Dark Alliance video game, Day One Edition - contains the beholder weapon set |
Available on: | PS4, PS5, Xbox Series X, Xbox One | ||||
Number of players: | 3-5 | 4-6 | 2-6 | 3-5 | 1-4 |
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Product details
- Publisher : Dungeons & Dragons; First edition (19 Aug. 2014)
- Language : English
- Hardcover : 320 pages
- ISBN-10 : 0786965606
- ISBN-13 : 978-0786965601
- Reading age : 18 years and up
- Dimensions : 21.34 x 2.03 x 27.69 cm
- Best Sellers Rank: 400 in Books (See Top 100 in Books)
- Customer reviews:
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Reviewed in the United Kingdom on 13 April 2022
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Also, the pages have not been allowed to dry properly before being cut, stacked and bound. I worked in print for years and when you look down a book’s page edges and they’re all super-wavy, it’s because the printer has a lot of work on and pushes the book through too quickly without letting the ink dry fully and without controlling the temperature or the environment. As you can see from the edge shot, it looks like the pages have had a perm.
This would also explain why some of the other reviewers are reporting pages stuck together.
I had some more of these dnd books on order because they’re well priced here, but I think I’d rather see the thing before I buy it tbh so am cancelling those orders too.
From a book and publisher this expensive, it really should be a lot better quality than this.

By Mr. P. D. Clarke on 14 April 2022
Also, the pages have not been allowed to dry properly before being cut, stacked and bound. I worked in print for years and when you look down a book’s page edges and they’re all super-wavy, it’s because the printer has a lot of work on and pushes the book through too quickly without letting the ink dry fully and without controlling the temperature or the environment. As you can see from the edge shot, it looks like the pages have had a perm.
This would also explain why some of the other reviewers are reporting pages stuck together.
I had some more of these dnd books on order because they’re well priced here, but I think I’d rather see the thing before I buy it tbh so am cancelling those orders too.
From a book and publisher this expensive, it really should be a lot better quality than this.



If you don't know how D&D works, know that you cannot play it effectively without at least one person in the group understanding the game well.
This is mainly a reference book, but it has quite a bit of lore on the races, classes and deities.
It was also very satisfying for the players, at first.
The Players Handbook 5e is very much like Basic DnD. Simplicity and accessibility are the key, with just enough personalisation to make it 'a bit' interesting. From the Point of View of a new player, 13 year old, it's pretty good.
It doesn't feel like a fully-fledged system.
It feels low magic/low fantasy.
It feels horribly restraining for us elders.
The art has some really bad pieces included.
There are some significant changes though, it seems that many of the existing rules have been simplified while new rules have been added. A universal "Proficiency Bonus" based on level (and regardless of class) is used for just about everything including attack rolls, saving throws and skill checks. Skills have also been reduced in number and simplified to either proficient or not proficient. There are likewise few Feats to choose from now and are used as an optional alternative rather than in addition to other special abilities.
Character classes have been greatly reduced in power from some earlier editions. For most classes it is not until 3rd level that they get some of the traditional powers of the class. This reduction in power should help new players learn the game more easily and speed up gameplay for all groups.
More thought has gone into character background in this edition than ever before. Players can choose from a number of different backgrounds, each with a simple choice of options to describe their characters personality traits and goals. A larger variety of starting equipment also helps to make more colourful interesting characters.
Not everything is good news though. For a start I found the artwork in this edition to be very drab and uninspiring ( I suppose its a matter of taste). Also some rules have been simplified that don't need to be simplified such as weapon statistics. Weapon speeds and critical hit ranges were never a real chore before, and reducing weapons to just one statistic for damage makes it hard to tell the difference between them. In a similar way simplifying many of the character creation rules does lead to less choice and its hard to differentiate one Rogue from another, or one Paladin from another, except by their choice of race.
Overall though this set of rules is definitely a welcome return to the old style of Dungeons & Dragons. Wizards of the Coast have understood this time round what it is players love about the game. This is a well polished and well presented set of rules which is easily accessible to players old and new. Hopefully there will be many more editions to come!
It plays much looser than earlier editions, with more power in the DM's hands for on-the-fly decision making about how rules are applied and how to enforce them. Where you'd find systems like Pathfinder that have page after page of situation-specific rules (often complete with tables and appropriate modifiers) 5e has lost most of that bulk and bloat. Provided your DM has a solid grasp of the situation and how it relates to the rules that are there, you shouldn't find yourself checking the rule book in the middle of play very often at all.
This streamlined version is much more approachable for new players, which is fantastic, while still holding onto the depth that makes Dungeons and Dragons so enduring.
Fortunately - if a looser system, with more subjectivity, just isn't for you - 5e is incredibly malleable. Homebrewing, tweaking, and making additions to the game is easier than ever. If there's a rule you love from older systems, it shouldn't take much work to adapt it to fit 5e's structure.
I can't recommend trying out 5e enough, especially if you're new to RPGs. There's never been a better time to get started!