Download E-books Dungeon Master's Guide (D&D Core Rulebook) PDF

By Wizards RPG Team

Everything a Dungeon grasp must weave mythical tales for the world’s maximum roleplaying game
The Dungeon Master’s consultant presents the muse and the tips you must spark your mind's eye and create worlds of event on your gamers to discover and enjoy.
Inside you’ll locate world-building instruments, suggestions and methods for growing memorable dungeons and adventures, non-compulsory online game ideas, thousands of vintage D&D magic goods, and masses more!

   • The 3rd of 3 middle rulebooks, this e-book includes instruments a Dungeon grasp must supply fascinating tales and video game play.
   • An very good source for brand new and latest Dungeons Masters to interact in either experience and international construction, with ideas, directions, and sage recommendation from the game’s specialists.
   • Created as a part of a huge public playtest related to greater than 170,000 lovers of the sport.

Show description

Read or Download Dungeon Master's Guide (D&D Core Rulebook) PDF

Similar Dungeons Dragons books

The Dream Spheres (Forgotten Realms: Songs and Swords, Book 5)

Welcome to WaterdeepHere, every little thing possible is on the market. Even goals can be bought if one is keen to pay the fee. while the sale of dream spheres threatens the lifetime of his newfound part sister, Danilo Thann joins forces with Arilyn Moonblade to discover the resource of this lethal alternate. Their seek leads them into the darkish center of Waterdeep, and to non-public secrets and techniques which could spoil them either.

Under Fallen Stars (Forgotten Realms: The Threat from the Sea, Book 2)

The ocean battle rages up and down the Sword Coast, leaving the busy harbor of Baldur's Gate in flames. Following his mad quest, the evil Iakhovas has came upon a gateway into the safe waters of the ocean of Fallen Stars, and now no coast is secure from his marauding armies of the deep.

Gazetteer (Dungeons & Dragons)

Welcome to the realm of the D&D online game! The Dungeons & Dragons international is a spot the place robust creatures contest with traditional women and men in a refined battle pitting sturdy agasint evil, legislation opposed to chaos. it's a global of magic, a global of poser, an international of amazing event -- all a backdrop in your personal adventures.

The Jewel of Turmish (Forgotten Realms: The Cities, Book 3)

Alaghôn -- The Jewel of Turmish

Preserving the stability of nature is a life-style for Haarn Brightoak, it doesn't matter what the price, yet even his commitment to the customs of the druid is positioned to the try out whilst a long-dead evil returns to the realm of the residing. As this vile creature gathers its undead military, Haarn needs to come to a decision if he'll compromise his lifestyle to protect the town that hasn't ever welcomed him.

The 3rd identify within the swashbuckling The towns sequence, this novel explores the Vilhon succeed in, a space of the Forgotten nation-states international that in the past had little info written approximately it.

The Jewel of Turmish is the 1st Forgotten nation-states novel from renowned writer Mel Odom on account that his trilogy of titles within the possibility from the ocean series.

Uploader unencumber Notes:
Retail EPUB, contains TOC/chapters

Additional info for Dungeon Master's Guide (D&D Core Rulebook)

Show sample text content

The canopy can be smashed open (determine the cover's facts utilizing the information in bankruptcy 8). a personality within the pit may also try to disable the spring mechanism from the interior with a DC 15 Dexterity money utilizing thieves' instruments, only if the mechanism may be reached and the nature can see. now and again, a mechanism (usually hidden in the back of a mystery door within reach) opens the pit. Spiked Pit. This pit capture is a straightforward, hidden, or locking pit capture with sharpened wood or iron spikes on the backside. A creature falling into the pit takes eleven (2d10) piercing harm from the spikes, as well as any falling harm. Even nastier types have poison smeared at the spikes. if so, somebody taking piercing harm from the spikes also needs to make a DC thirteen structure saving throw, taking an 22 (4d10) poison harm on a failed keep, or part as a lot harm on a profitable one. POISON DARTS Mechanical seize while a creature steps on a hidden strain plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded within the surrounding partitions. a space may perhaps contain a number of strain plates, each rigged to its personal set of darts. The tiny holes within the partitions are obscured by way of airborne dirt and dust and cobwebs, or cleverly hidden amid bas-reliefs, work of art, or frescoes that beautify the partitions. The DC tq spot them is 15. With a winning DC 15 Intelligence (Investigation) money, a personality can deduce the presence of the strain plate from adaptations within the mortar and stone used to create it, in comparison to the encircling floo r. Wedging an iron spike or different item lower than the strain plate prevents the seize from activating. Stuffing the holes with fabric or wax prevents the darts contained inside of from launching. The capture prompts whilst greater than 20 kilos of weight is put on the strain plate, freeing 4 darts. every one dart makes a ranged assault with a +8 bonus opposed to a random aim inside 10 ft of the strain plate (vision is inappropriate to this assault roll). (If there aren't any goals within the zone, the darts do not hit something. ) A ta rget that's hit takes 2 (1d4) piercing harm and needs to ucceed on a DC 15 structure saving throw, taking eleven (2d10) poison harm on a failed store, or part as a lot harm on a winning one. PO ISON NEEDLE J1echanical seize A poisoned needle is hidden inside of a treasure chest's lock, or in anything else creature may possibly open. beginning the chest with no the correct key motives the needle to spring out, supplying a dose of poison. whilst the seize is prompted, the needle extends three mches immediately out from the lock. A creature inside variety takes 1 piercing harm and eleven (2d10) poison am age, and needs to be successful on a DC 15 structure -aving throw or be poisoned for 1 hour. A winning DC 20 Intelligence (Investigation) payment permits a personality to infer the trap's presence from al£erations made to the lock to house the needle. __,_ uccessful DC 15 Dexterity payment utilizing thieves' instruments disarms the catch, elimination the needle from the lock.

Rated 4.39 of 5 – based on 35 votes