The Player's Handbook, frequently shortened to PHB, is a book released by Wizards of the Coast to assist players in character creation and playing the game.
Disclaimer: Wizards of the Coast is not responsible for the consequences of splitting up the party, sticking appendages in the mouth of a leering green devil face, accepting a dinner invitation from bugbears, storming the feast hall of a hill giant steading, angering a dragon of any variety, or saying yes when the DM asks, "Are you really sure?".
Everything a player needs to create heroic characters for the world's greatest roleplaying game.
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. Use this book to create exciting characters from among the most iconic D&D races and classes.
Dungeons & Dragons immerses you in a world of adventure. 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?
Table of Contents
- Worlds of Adventure
- Using This Book
- How to Play
- Part 1
- Chapter 1: Step-by-Step Characters
- Beyond 1st Level
- Chapter 2: Races
- Chapter 3: Classes
- Chapter 4: Personality and Background
- Character Details
- Chapter 5: Equipment
- Chapter 6: Customization Options
- Chapter 1: Step-by-Step Characters
- Part 2
- Chapter 7: Using Ability Scores
- Ability Scores and Modifiers
- Advantage and Disadvantage
- Proficiency Bonus
- Ability Checks
- Using Each Ability
- Saving Throws
- Chapter 8: Adventuring
- The Environment
- Social Interaction
- Between Adventures
- Chapter 9: Combat
- Chapter 7: Using Ability Scores
- Part 3
- Appendix A: Conditions
- Appendix B: Gods of the Multiverse
- Appendix C: The Planes of Existence
- The Material Plane
- Beyond the Material
- Appendix D: Creature Statistics
- Appendix E: Inspirational Reading
- Character Sheet
The errata corrects and clarifies text. The changes appear in the next printings of the book.
- Dwarven Combat Training: Dwarves are proficient with the light hammer, not the throwing hammer.
- Drow Magic: Here "once per day" means you must finish a long rest to cast the spell again with the trait.
- Infernal Legacy: Here "once per day" means you must finish a long rest to cast the spell again with the trait.
- Song of Rest: A creature regains the extra hit points only if it spends one or more Hit Dice at the end of the short rest.
- Feinting Attack: The advantage is lost if not used on the turn you gain it.
- Deflect Missiles: The range of the monk's ranged attack is 20/60 feet.
- Eternal Mountain Defense: A monk must be 17th level, not 11th, to learn this discipline.
- Water Whip: This discipline requires an action, not a bonus action.
- Divine Smite: You can expend any spell slot, not just a paladin spell slot.
- Ranger's Companion: If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.
- Bestial Fury: When you command the beast to take the Attack action, the beast can attack twice or take the Multiattack action if it has that action.
- Flexible Casting: The created spell slots vanish at the end of a long rest.
- Twinned Spell: To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
- Elemental Affinity: The damage bonus applies to one damage roll of a spell, not multiple rolls.
- Wild Magic Surge: If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
- Quick Build: Ray of Sickness should be Charm Person.
- Pact of the Chain: When you let your familiar attack, it does so with its reaction.
- Pact of the Tome: Any cantrip you cast with this feature is considered a warlock cantrip for you.
- Eldritch Invocations: A level prerequisite in an invocation refers to warlock level, not character level.
- Book of Ancient Secrets: The rituals needn't be from the same spell list.
- Your Spellbook: The spells copied into a spellbook must be of a spell level the wizard can prepare.
- Spellbook: A spellbook doesn't contain cantrips.
- Empowered Evocation: The damage bonus applies to one damage roll of a spell, not multiple rolls.
- Overchannel: The feature doesn't benefit cantrips.
- Ammunition: Loading a one-handed weapon requires a free hand.
- Reach: This property also determines your reach for opportunity attacks with a reach weapon.
- Two-Handed: This property is relevant only when you attack with the weapon, not when you simply hold it.
- Weapons: Unarmed strike doesn't belong on the Weapons table.
- Class Features: You gain the starting equipment of your first class only.
- Athlete: The third benefit should instead say climbing doesn't cost you extra movement.
- Grappler: Ignore the third benefit; it refers to a nonexistent rule.
- Magic Initiate: The feat's limit on casting the 1st-level spell applies only to the casting given by the feat.
- Martial Adept: The superiority die is added to any others you have, no matter when you gain them.
- Polearm Master: The bonus attack uses the same ability modifier as the main attack.
- Sentinel: Ignore "within 5 feet of you" in the second benefit.
- Tavern Brawler: The feat doesn't give you proficiency with unarmed strikes, since you're already proficient.
- Weapon Master: The chosen weapons must be simple or martial.
Using Ability Scores
- Hiding: The DM decides when circumstances are appropriate for hiding. Also, the question isn't whether a creature can see you when you're hiding. The question is whether it can see you clearly.
- Suffocating: If you run out of breath, you can't regain hit points or be stabilized until you can breathe again.
- Vision and Light: A heavily obscured area doesn't blind you, but you are effectively blinded when you try to see something obscured by it.
- Long Rest: You regain at least 1 Hit Die when you finish a long rest.
- Ready: You have until the start of your next turn to use a readied action.
- Melee Attacks: The rule on unarmed strikes should read as follows: "Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes."
- Paladin Spells: The spell is Destructive Wave, not Destructive Smite.
- Wizard Spells: Trap the Soul shouldn't appear on the spell list.
- Mass Cure Wounds: This spell's school is evocation, not conjuration.
- Mass Heal: This spell's school is evocation, not conjuration.
- Phantasmal Killer: The frightened target makes a save at the end of its turns, not the start.
- Polymorph: This spell can't affect a target that has 0 hit points.
- Revivify: This spell's school is necromancy, not conjuration.
- True Polymorph: This spell can't affect a target that has 0 hit points.
- Weird: The frightened target makes a save at the end of its turns, not the start.
- If in doubt, the Monster Manual version of a creature's stat block is authoritative.