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 Hottest D&D Classics, Character Options, Print
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A Guide to Transylvania (2e)

A Guide to Transylvania (2e)


A Guide to Transylvania is an indispensable accessory for any Masque of the Red Death campaign - or for a campaign for any game system set in the 1890s. This 96-page book contains everything needed to explore the exotic, fear-filled country that is home to Dracula. Highlights of this volume: A survey of Transylvania's history and geography; an overview of the beliefs, practices, crafts, and...   [click here for more]
Wizards of the Coast  $14.99

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CGR1 The Complete Spacefarers Handbook (2e)

CGR1 The Complete Spacefarers Handbook (2e)


Out of the depths of wildspace come astonishing new ideas for SPELLJAMMER campaigns. Now you can create player characters from the nonhuman races of the giff, dracons, scro, grommams, and more. Equip you characters with kits like the Corsair, War Mage, and Aperusa. Then add some new space-oriented proficiencies and equipment, enlist your character in a spacefaring organization, and head off into the...   [click here for more]
Wizards of the Coast  $11.00

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CGR2 The Complete Gladiator's Handbook (2e)

CGR2 The Complete Gladiator's Handbook (2e)


From the dusty arenas of Athas comes The Complete Gladiator's Handbook, ready to arm the fiercest Dark Sun campaign antagonist. Numerous new kits, details of the Tyr region's arenas, quick summaries of combat rules, a martial arts system, and suggestions on how to run arena games are within these pages. So gird your weapons-your opponents await! Product History CGR2: The Complete...   [click here for more]
Wizards of the Coast  $12.00

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Champions of Darkness (3e)

Champions of Darkness (3e)


Tortured by Darkness Whether lured by the Dark Powers or born to a life of darkness, those who devote themselves to the masters of the Land of Mists undergo their own agonizing struggles. Nemeses of good, yet puppets of evil, these beleaguered men and women may rise to greatness or find their way back to the light. In any other world, they would be called anti-heroes. Here, they are...   [click here for more]
Wizards of the Coast  $14.30

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Cult of the Dragon (2e)

Cult of the Dragon (2e)


No longer can the members of one of the most infamous clandestine organizations in all the Realms lurk in their confortable shadows. No more can these men, women, dragons, dracoliches, and... others... scheme to subjugate all that is good and true while the rest of Faer?n waits unaware. For centuries has the evil secret society founded by the mad mage and Chosen of Mystra, Sammaster, labored secretly-well,...   [click here for more]
Wizards of the Coast  $8.99

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Dark Sun Campaign Setting (4e)

Dark Sun Campaign Setting (4e)


Explore a savage, wondrous world. Aimed at players and Dungeon Masters, this game supplement explores the heroes and wonders of Athas—a savage desert world abandoned by the gods and ruled by terrible sorcerer-kings. Use it to build Dark Sun heroes and thrilling D&D adventures set in the Seven Cities of the Tyr Region, the Ivory Triangle, the Sea of Silt, and monster-infested...   [click here for more]
Wizards of the Coast  $20.00

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DMGR8: Sages & Specialists (2e)

DMGR8: Sages & Specialists (2e)


In the dangerous, fast-paced world of adventuring, knowledge means survival. In a age of legends, even the greatest heroes need technical advisors. Inside Sages & Specialists you'll find ten new NPC specialist classes--from apothecary to seer, from engineer to scribe--each with his own special talents and insights. In addition, this book contains a host of new rules that directly affect the lives...   [click here for more]
Wizards of the Coast  $8.99

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Dragon Kings (2e)

Dragon Kings (2e)


Explore the 10th level of magic Only the most powerful characters are destined to rule Athas. Warriors with vast armies of followers campaign for glory; rogues become masters of illusory magic to further their deadly schemes; spellcasters who can also master psionics open whole new tomes of magic available only to them - the most powerful spells ever! And not only do they gain greater...   [click here for more]
Wizards of the Coast  $16.00

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Dragonlance Adventures (1e)

Dragonlance Adventures (1e)


At last, the complete Krynn source book that contains all the information necessary for limitless campaigning in the world of the DragonLance saga! Provides all-new information on the character classes, races, artifacts, and powers that are unique to the fascinating world of Krynn. Product History Dragonlance Adventures (1987), by Tracy Hickman and Margaret Weis, is the...   [click here for more]
Wizards of the Coast  $19.99

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Drow of the Underdark (3.5)

Drow of the Underdark (3.5)


Elegant, Dark, and Deadly. Deep below the surface realm of the Underdark, the drow conspire to subjugate the world in the name of their dread spider goddess. No other race can match their malice and cruelty. No other race holds a candle to their ruthless depravity and thirst for power. Their cities are dark and twisted cradles of treachery and corruption, their myriad schemes a tangled web that snares...   [click here for more]
Wizards of the Coast  $39.99

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EBERRON: Secrets of Sarlona (3.5)

EBERRON: Secrets of Sarlona (3.5)


Secrets of Sarlona explores the continent of Sarlona for the first time, giving players and Dungeon Masters their first real glimpse inside the empire of Riedra, home of the Inspired and the kalashtar. It also explores the mysteries of Adar, a nation isolated from the rest of the world, and never-before-seen locations. Secrets of Sarlona also presents new options (feats, prestige classes,...   [click here for more]
Wizards of the Coast  $16.00

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FOR2 The Drow of the Underdark (2e)

FOR2 The Drow of the Underdark (2e)


They are the favorite foes of many a party of adventurers. In these pages, the drow come to life, their culture and powers detailed fully for the first time. This guide presents new rules galore; new spells, new magical items, insight into the mysteries of Lolth, Monstrous Compendium entries for related monsters of the Underdark-and much, much more.   Learn all about the drow herein, from the words...   [click here for more]
Wizards of the Coast  $12.00

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FOR4 The Code of the Harpers (2e)

FOR4 The Code of the Harpers (2e)


From the storm-lashed rocks west of fabled Evermeet to the Plains of Purple Dust, all the folk of Faerun have heard of the Harpers. Noble fools, some call them. Crazy, misguided meddlers, others say. Still others disagree. "The one true hope of the Realms," said one princess. "A shining light in the darkness of our lives," agreed a sage. "Pray that it never goes out."...   [click here for more]
Wizards of the Coast  $12.00

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FOR5 Elves of Evermeet (2e)

FOR5 Elves of Evermeet (2e)


For many years, Evermeet has remained a mystery, known only as the elves' place of refuge. So far, details about the island itself, its geography, and society have been sketchy. It is known that Evermeet is protected by illusory magic, that ships lose their way or vanish mysteriously if they approach the isle, and that the elven navy is the finest in the Realms. Some sources have revealed, or...   [click here for more]
Wizards of the Coast  $14.00

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FOR6 The Seven Sisters (2e)

FOR6 The Seven Sisters (2e)


Beautiful, powerful, mysterious, and deadly, the silver-haired Seven Sisters are legendary throughout the Forgotten Realms. One rules the city of bards, Siverymoon. Another is Elminster's beloved and the infamous Witch-Queen of Aglarond. The third is the Lady Mage of Waterdeep, peer and consort of Khelben "Blackstaff" Arunsun, and the fourth is a Harper and one of the famous Knights of Myth Drannor....   [click here for more]
Wizards of the Coast  $12.00

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FOR7 Giantcraft (2e)

FOR7 Giantcraft (2e)


As Kiruna reached the mouth of the cavern, she realized the heat was emanating from two towering braziers, one on either side of the entrance. Deep gouges - now she could see they were runes, of ancient origin - ringed their bases and rims, their lines and curves carved by instruments far larger than any she could wield. Her eyes adjusted slowly to the darkness within the stone giants' home....   [click here for more]
Wizards of the Coast  $11.00

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Forgotten Realms Player's Guide (4e)

Forgotten Realms Player's Guide (4e)


The complete guide for building Forgotten Realms characters! Welcome to Faerûn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons. The Forgotten Realms Player’s Guide presents this...   [click here for more]
Wizards of the Coast  $25.00

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FR15 Gold & Glory (2e)

FR15 Gold & Glory (2e)


The jingle of gold and the chance to earn glory in the battlefield motivate many people to answer a call to arms. These men and women are mercenaries, willing to fight someone else's battle for the chance to earn a few coins or lasting fame. Gold & Glory describes the mercenary companies of the Forgotten Realms Campaign Setting. The famous and the infamous are detailed within:...   [click here for more]
Wizards of the Coast  $8.50

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FRQ1 Haunted Halls of Eveningstar (2e)

FRQ1 Haunted Halls of Eveningstar (2e)


Welcome to the picturesque village of Eveningstar, nestled at the foot of the Stonelands where the River Starwater winds down a gorge and snakes into the King\'s Forest. Here, the Knights of Myth Drannor began their famous adventures. Here, the Ladies of the Brazen Blade, The Company of the Singing Sword, The Steel Shield Band, and many other came, clutching royal charters from King Azoun with the...   [click here for more]
Wizards of the Coast  $13.99

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GAZ10 The Orcs of Thar (Basic)

GAZ10 The Orcs of Thar (Basic)


Orcs? A Gazetteer about Orcs? Absolutely. And hobgoblins, kobolds, bugbears, gnolls, trolls, goblins, and more! If you think the only good orc is a dead orc, you're in for a surprise. Orcs (and the other humanoids) are more than just anonymous hordes to be slaughtered for easy experience points - they are creatures with personality, culture, likes and dislikes, and a point of view. Find out all about...   [click here for more]
Wizards of the Coast  $19.99 $17.99

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GAZ14: The Atruaghin Clans (Basic)

GAZ14: The Atruaghin Clans (Basic)


From the ashes of an ancient culture of proud warriors rises a race of people unlike any other in the Known World. Long ago, the power of Blackmoor all but destroyed the mighty Azcans. Some of them, the bravest of the brave, sought refuge under the shadow of a great plateau. For decades, they struggled to preserve their lives and their culture. Now, centuries later, their secrets are revealed. From...   [click here for more]
Wizards of the Coast  $8.50

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GAZ5 The Elves of Alfheim (Basic)

GAZ5 The Elves of Alfheim (Basic)


This is the first Gazetteer to outline a non-human culture: that of the elves. Herein DMs and players alike will find information on elven society, politics, economics, and culture. Fascinating, first-hand details on the fabulous tree-cities are at last available to adventurers. The pageant of elven life hinted at in previous TSR products such as CM7 "The Tree of Life" is now revealed in its entirety....   [click here for more]
Wizards of the Coast  $9.99 $8.99

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GAZ7 The Northern Reaches (Basic)

GAZ7 The Northern Reaches (Basic)


NOTE: The print version of this title does not include spine information. Welcome to the Land of Vikings. Discover the berserk Jaris of Soderfjord, the Vikings of Vestland, and the fearsome Drakkars of Ostland. The Norther Reaches is a unique complement to your Gazetteer collection, providing detailed background on these three nations, their people, and many adventures, including Separate players'...   [click here for more]
Wizards of the Coast  $11.50

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Guide to Hell (2e)

Guide to Hell (2e)


Diabolical threats lurk everywhere in the world of the AD&D game. Heroes who fight evil on the Prime Material Plane may contend with forces whose power rises from the depths of Hell. Adventurers who travel to Hell meet devildom on its own terms and risk not only their lives, but also their everlasting souls.  Guide to Hell is a comprehensive look at the nature of devils, ways for heroes...   [click here for more]
Wizards of the Coast  $11.50

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Martial Power (4e)

Martial Power (4e)


 Martial Power™ is the first of a line of player-friendly supplements offering hundreds of new options for D&D® characters. This tome focuses on the martial heroes: characters who rely on their combat talents and keen wits for survival. This book provides new archetypal builds for the fighter, ranger, rogue, and warlord classes, including new character powers, feats, paragon...   [click here for more]
Wizards of the Coast  $16.00

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Monster Manual II (1e)

Monster Manual II (1e)


An alphabetical listing of monsters found in ADVANCED DUNGEONS & DRAGONS adventures, including attacks, damage, special abilities, descriptions, and random encounter tables. A must for the serious AD&D game player. This manual contains all the new members, from Abishai to Zygom, including new creatures like the Deadly Pudding, Devas, and Valley Elves. And you'll also have the advantage of the...   [click here for more]
Wizards of the Coast  $23.99

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OD&D Supplement III: Eldritch Wizardry (0e)

OD&D Supplement III: Eldritch Wizardry (0e)


The book you now hold in your hand represents new dimensions to an already fascinating game system. This is the third supplement to DUNGEONS & DRAGONS, and was produced as a result of an ever increasing demand for new material. This book also represents a new trend in the fine art of Dungeon Mastering. As originally conceived, D & D was limited in scope only by the imagination and devotion...   [click here for more]
Wizards of the Coast  $14.99

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PC3 Creature Crucible: The Sea People (Basic)

PC3 Creature Crucible: The Sea People (Basic)


. . . And you thought you knew everything about the good, old D&D game world! The Sea of Dread is home to not one, but several aquatic nations. There, underneath the surface, lie mysterious caverns, submerged cities never explored by surface folk, shipwrecked remnants of historic naval battles, and countless frightening guardians of the deep. Discover the power of the Kna, meet the kind...   [click here for more]
Wizards of the Coast  $22.99

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Player's Option: Heroes of the Feywild (4e)

Player's Option: Heroes of the Feywild (4e)


Ready to explore your character's wild side? Player’s Option: Heroes of the Feywild enables players to weave elements of the Feywild into their existing and future characters, in much the same way that Player’s Option: Heroes of Shadow gave players reasons to explore their characters’ dark connections to the Shadowfell. This book contains exciting new character builds and...   [click here for more]
Wizards of the Coast  $24.99

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Prayers from the Faithful (2e)

Prayers from the Faithful (2e)


Ever wonder why priesthoods in the Realms continue to flourish, despite the secular power of rich merchants and the land-shattering spells of the archmages? The answer lies in the mighty spells heretofore kept concealed by the robed clergy of the cloisters. These sacred spells are now revealed in these pages, drawn from legendary holy books presently "lost" on Faerun. To read Prayers From the Faithful...   [click here for more]
Wizards of the Coast  $14.00

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Spell Compendium (3.5)

Spell Compendium (3.5)


Unlock the Lore of a Thousand Spellcasters The essential spellcaster's companion, Spell Compendium gather over 1,000 of the best spell from previously published Dungeons&Dragons game supplements and campaign settings, Dragon magazine articles, and articles posted on the Wizards of the Coast website. The spells contained herein complement those presented in the Player's Handbook...   [click here for more]
Wizards of the Coast  $19.99

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The Planewalker's Handbook (2e)

The Planewalker's Handbook (2e)


The secret of survival ain't who you are, berk - it's what you know! -Planewalker adage Feeling overwhelmed by the infinite possibilities of the multiverse? Wondering how to roleplay a tiefling, what spells to memorize, and how to manipulate portals? Here's the dark of it: The Planewalker's Handbook is the essential manual for survival on the planes - a Players Handbook...   [click here for more]
Wizards of the Coast  $22.99 $16.99

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The Will and the Way (2e)

The Will and the Way (2e)


In the deserts and cities of Athas, the most dangerous weapon is the mind. With a thought, deadly mindbenders can shatter stone, bend steel, or break opponents. Thousands of Athasians possess wild psionic talents, but only a select few can master the Way and call themselves psionicists. The Will and the Way provides more details on psionics and psionicist characters. It introduces new character kits...   [click here for more]
Wizards of the Coast  $8.99

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Wizards Presents: Races and Classes (4.0)

Wizards Presents: Races and Classes (4.0)


The Making of D&D 4th Edition. This lavishly illustrated 96-page book gives roleplaying game fans a unique, behind-the-curtain glimpse into the making of the Dungeons & Dragons roleplaying game. The book contains essays and asides from the game's premier designers, developers, and editors. Through words and illustrations, it explores some of the D&D game's most iconic races...   [click here for more]
Wizards of the Coast  $16.99

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