DnD Player Handbook 5e PDF

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Written By Wosilat

All about books and pdfs

Do you want to play DnD 5e and do not want to spend money on the book? Do you want to enjoy the game without spending your time reading the manual? Or maybe you are playing DnD with friends who do not speak English. Here is what you need: D&D Player Handbook 5e PDF.

The 5th edition Dungeon & Dragons Player’s Handbook contains everything you need to set out on a epic adventure as one of the oldest and most iconic roleplaying games of all time!

This book is a supplement to the fifth edition Player’s Handbook. It contains 11 subclasses, 6 races and 3 backgrounds, a massive list of weapons, equipment and items you can use in your games. This book also includes special content for fans who also play on Roll20 and Fantasy Grounds virtual tabletop services

The Dungeon Master’s Basic Rules is a PDF that covers the basic rules of how to play the 5th edition of Dungeons & Dragons. It contains the race, class and level progression, powers, equipment and spells of a character, but does not contain all the rules from later supplements.

DnD Player Handbook 5e Overview

The Dungeons & Dragons Player’s Handbook is the essential reference for every D&D tabletop gamer. 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. The 5th edition Player’s Handbook has been designed to work with the free basic rules provided in the D&D starter set.

The Dungeons & Dragons Player’s Handbook is the essential reference for every D&D tabletop gamer. 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. The 5th edition Player’s Handbook has been designed to work with the free basic rules provided in the D&D starter set.

DnD Player Handbook 5e PDF

Introduction

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.

Introduction

This guide is a player’s handbook for the Dungeons & Dragons fifth edition roleplaying game. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment and magic items, spells. It also includes useful information on playing D&D as a group.

This book assumes that you know how to play D&D 5e (that is, you have access to the core rulebooks) but not necessarily anything else about it – if you’ve never played before then this book should give you everything that you need to get started in your first adventure!

Classes

Classes are a simple way to define the abilities of your character. By choosing a race and class, you’ll be able to customize them to fit into any party. Classes also serve as a way to define your character’s role in the party and give them an interesting story. There are twelve classes in D&D, so you can choose from many options when making your character.

Backgrounds

A background is a snapshot of your character’s life before they started adventuring. It provides you with essential details about your character’s history, specialties, and personality. Backgrounds are broken down into three categories:

  • Personality Trait
  • Ideal
  • Bond

Your choice of background provides you with tools to help flesh out your character. The end result should be an interesting person who has some skills useful for the game, but also has flaws that will make them more relatable and fun to play.

Character Names

In order to create a character name that is appropriate for your character, it’s important to keep in mind several things. First, choose a name that is meaningful to you. Second, make sure the name is easy to pronounce. This will help when other players are trying to describe actions and spells against your character in combat! Thirdly, keep in mind that some names may not be appropriate for an adventurer such as yourself (for example: “Polly”). Fourthly—and this one might seem obvious—make sure your character’s name doesn’t sound too similar to any other player’s characters’ names already present on the table!

Character Advancement

Character advancement is a system of rules that allows your character to improve over time. You gain XP by completing adventures, quests, and goals set forth by your Dungeon Master. Your DM can grant XP in many different ways, but each method of earning it will award a certain amount of experience points.

The goal of the game is to become stronger than other characters through gaining levels and increasing your abilities through training or study. As you grow stronger and more experienced in combat, so too does your character’s identity change from a simple adventurer into someone with true power—someone who could be king or queen!

Rules of the Game

A turn is divided into 10-minute increments. During a single turn, you can take a variety of actions.

Actions:

  • Attack
  • Cast a spell
  • Use an item, such as a potion or scroll (or similar) to cast a spell, even if that item doesn’t normally require an action to use it

Combat

Combat begins with initiative. When a combat encounter starts, each creature involved in the fight rolls its initiative. The DM determines the order of turns by rolling for individual creatures and announcing their order.

Rolling Initiative: To determine initiative at the start of a battle, roll 1d20 for each side (or group) of combatants and add the modifier noted in Table: Initiative Modifiers (PHB p. 180).

Determining Order: Each round’s turn order is set at the beginning of combat and re-rolled each round if someone leaves or enters combat or if something else happens that affects who goes when (such as casting haste). A creature can never act on a turn unless it has been specifically designated to go before or after another creature within your party or enemies’ party based on its position on either side’s declared order list—a player must declare which side their character will be on before determining his or her place in that team’s overall initiative count to determine starting order between opposing groups of allies/enemies within range who have not yet taken an action this round; thus it is important for everyone within range who wishes to act during this round’s turn sequence to remain mindful about where he/she stands relative to everyone else so as not block off access from behind him/herself as well as from above him/herself (if there are multiple levels within range) when making decisions about how close together they should stand while still maintaining access routes around him/herself which allow enough distance between himself/herself and others nearby so others may pass through without getting stuck whenever necessary without hindering movement too much; players should always make sure not hinder those behind them

Spells

You gain a number of spell slots as indicated in the Spells Known column of the Player’s Handbook. The spells you can learn are divided into several categories:

  • Cantrips—Druids, bards, and sorcerers know a number of cantrips equal to their Charisma modifier (minimum 1). These cantrips don’t require concentration or components to cast.
  • Spells—Clerics, druids, paladins, rangers and warlocks all know specific spells based on their class choices. Each spell is associated with one school of magic: abjuration (protection), conjuration (calling creatures forth), divination (foretelling future events), enchantment/charm, evocation ((violent) magic that causes damage), illusion (deception) necromancy (life energy manipulation) and transmutation(changes). Your list of spells known includes all spells from your classes list plus those cross-class which you have gained through feats or other means

Magic Items

Magic items are a huge part of D&D. They’re found in treasure chests, on monsters, or through completing quests. Magic items have a rarity (common, uncommon, rare, very rare, legendary). Each class and race can use certain types of magic items but not others. If a magic item has charges then it will stop working after those charges are used up.

Here is the DnD Player HandBook PDF uploaded for players that have broken or lost their copy.

Here is the DnD Player HandBook PDF uploaded for players that have broken or lost their copy.

I’ve had tons of requests from players asking if I could post a copy of the Player Handbook in PDF so they could print it out, but also be able to access it digitally as well. While I’m not sure what’s going on behind closed doors at WotC and why there are no digital copies available online, here is a link to download a free version of the 5e PHB in PDF format: [link]

If you want to get a printed version (which would make more sense anyway), check out [this link].

Conclusion

So now that you know where to get it, and what’s in the book, what are you waiting for? Go download it and start playing Dungeons & Dragons!

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