The Player's Handbook PH or PHB , published June , describes races , classes , and other basic rules for creating and playing as player characters in the 4th edition ruleset. In August , a new Player's Handbook updated the rules to create player characters with the 5th edition ruleset. The Dungeon Master's Guide DMG , published June , gives tips on creating campaigns , running encounters , controlling non-player characters , and other rules of interest to dungeon masters using the 4th edition ruleset. The Monster Manual MM , published June , is a collection of attributes for generic monsters for use in encounters. In September , a new Monster Manual updated the rules to create and use monsters with the 5th edition ruleset.

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Schwalb 2. Cordell, RobertJ. This material is protected under the copyright laws oflhe United States of America. Any reproduction or unauthorized use of the mClterlal or artwork contained herein is prohibited without the express written permission of Wizards of the Coast LlC. Any similarity to actual people. Printed in the U. It introduces the psionic power source, used by four ofthe classes in these pages, along with a new approach to power acquisition and management that allows certain psionic characters unprecedented flexibility with their powers.

Chapter 1 introduces four additional races. Wilden are a newborn race ofplantlike fey arisen to combat the threat of the Far Realm. Six new classes make up most of Chapter 2. The users of the psionic power source are the psion, the battlemind, the monk, and the ardent. The seeker a "The Far Realm is a disease, and we are its cure.

A powerful being, said to be neither god nor primordial but kin to both, guarded the Living Gate so that none could open it or peer into the madness beyond. An often-forgotten legend describes how three gods came to the Living Gate. Pelor, who shined light into all shadows, first found the gate, though he later wished he had not. And a third, nameless god, who feared no danger and doubted all authority, distracted the guardian so that all three gods could catch a glimpse through the Living Gate.

The three gods left, changed by the knowledge they had gained and linked by a terrible secret, and swore never to seek the gate again or share what they had seen. Chapter 3 includes a variety ofnew options for characters ofevery class. First are skill powers, a new category ofutility powers that characters ofany class can gain to make better use of their skills. New feats provide additional opportunities for characters to specialize in certain types ofweapons, maneuvers, or powers.

Finally, the chapter includes new equipment, notably superior implements. The best way to stay on top ofupdates to the game's rules is by visiting the Wizards ofthe Coast website.

Player's Handbook 3 concludes with a glossary of game terms that are used in this book. Through many long ages the Living Gate rested peacefully. Even as the Dawn War sundered the fabric of the Astral Sea and its dominions, the gate's guardian kept it shut.

In any event, the Living Gate awoke from its eons of sleep. The alien creatures and defiling energy ofthe Far Realm erupted into reality, and its terrors emerged across the Astral Sea and spilled into the world.

Many astral realms were consumed, forCing the gods to turn their attention away from the Dawn War and defend their homes. Finally, loun and Pelor shattered the Living Gate, sealing the passage to the Far Realm and protecting the fabric of reality, although at the cost of Pelor's verdant dominion. Through rigorous discipline and self-control. Perhaps loun herselflearned the mysteries ofthe psionic way when she peered through the Living Gate, and foreseeing a future incursion ofFar Realm mons rosities into the world, she taught her mortal followers the use ofpsionics so that they might have a defense prepared.

In more recent years, the presence of the Far Realm has had an increasing influence on the world. Whatever the cause, the heightened presence ofFar Realm energy has provoked a stronger response from the psionic forces ofthe world, making psionic magic more common, stronger, and easier to control.

Ardents and battleminds, though, seem to acquire psionic powers at the whim of the universe, channeling their power with little effort and carrying it on the tides of their emotions. Psionic characters aren't necessarily driven by a knowledge oftheir purpose in the defense of the world or their place in loun's visions of the futme. Most ofthem begin their careers with the same sorts of motivations that drive other adventurers: a thirst for revenge, a desire to protect their villages, a hunger for gold or glory, or simple wanderlust.

However, the various psionic philosophies all agree on one thing: by simply practicing psioniC magic, you are increasing the world's ability to defend itself against the Far Realm.

Z The key philosophies that dominate discussion and debate about pslonlcs Include the following. Fists of Zuoken: Zuoken was a human monk who achieved perfect harmony of body, mind, and spirit through knowledge, meditation, and decisive action.

The Fists of Zuoken believe that psionic powers are to be nurtured in all who possess them. Adherents ofthe Fists of Zuoken are generally good. Guiding Hand: The philosophy of the Guiding Hand teaches that psionic power is a gift from the cosmos lintended to help protect the universe from destruction.

The natural extension ofthis philosophy Is that those who are blessed with psionic power have a responsibility to protect the weak and innocent from marauding monsters and other dangers. Most followers of the Guiding Hand are good or lawful good.

School of Unmatched Excellence: The masters of this school teach that those who wield psionic power are a superior class of beings. Afew students ofthe School of Unmatched Excellence are una'ligned, re'latively benign individuals who seek to benevolently gUide lesser mortals, but most are evil.

Most followers of this philosophy are unaligned. This chapter introduces four new and more unusual races. Heroic adventurers of these races are rare; ifyou choose to play one, your character is exceptional and perhaps marked for a special destiny. The githzerai and the minotaur appear in the Monster Manual, but here they're fleshed out and presented for use as player characters. The other two races-the shardmind and the wilden-are new to the game. This chapter's races follow the same format as the ones in the Player's Handbook.

Githzerai are disciplined ascetics living amid the tumult ofthe Elemental Chaos. They are not a numerous people even on their home plane.

They are sworn foes of their kindred race. These twin hatreds fuel most githzerai adventurers. Minotaurs are hulking. Some minotaurs give in to their innate savagery, following the path ofthe demon lord Baphomet. Minotaur characters, though, along with the best elements ofminotaur civilization, rein in the beast and rise above their violent impulses.

Shardminds are crystalline creatures formed of physical and psychic fragments ofan ancient entity called the Living Gate. With logic and diScipline, they harness magical power with the goal ofrebuilding the Living Gate. Wilden are plantlike fey creatures, newly arisen in the Feywild to combat the spread ofthe Far Realm's influence. They can take on different aspects ofnature's essence.

Shifting Fortunes: When you use your second wind. Iron Mind: You have the iron mind power.


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