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2014 Books
Source Books
Dungeon Master's Guide
Part 2 (Ch 3-7)
Chapter 7
Magic Items
Common Magic Items
Common Magic Armor & Apparel
Common Magic Items
Common Magic Weapons & Ammunition
Uncommon Magic Items
Uncommon Magic Armor & Apparel
Uncommon Magic Items Tables (Minor & Major)
Uncommon Magic Items
Uncommon Magic Weapons & Ammunition
Players Handbook
Appendix B - Gods of the Multiverse
D&D Pantheons
Forgotten Realms
Deities of Faerûn (Forgotten Realms)
D&D Pantheons
Deities of Dragonlance
Deities of Greyhawk
Fantasy-Historical Pantheons
Celtic Pantheon
Egyptian Pantheon
Fantasy-Historical Pantheons
Greek Pantheon
Norse Pantheon
Gods of the Multiverse
Introduction
Adventures
How to Play
Introduction
Using this Book
Worlds of Adventure
Part 1 (Ch 1-6)
Chapter 1
Chapter 1's Table of Contents
Come Together
Creating a Character
Describe Your Character
Determine Ability Scores
Leveling a Character
Chapter 2
Playable Races
Dragonborn
Dwarves
Elves
Gnomes
Halflings
Humans
Tabaxi
Tieflings
Chapter 2's Table of Contents
Playable Races
Chapter 3
Classes
Barbarian
Paths
Path of the Berserker
Path of the Totem Warrior
Barbarian
Bard
Colleges
College of Lore
College of Valor
Bard Spells
Bard
Cleric
Domains
Knowledge Domain
Life Domain
Light Domain
Nature Domain
Tempest Domain
Trickery Domain
War Domain
Cleric Spells
Cleric
Druid
Druid Circles
Circle of the Land
Circle of the Moon
Druid Spells
Druid
Fighter
Martial Archetypes
Battle Master
Champion
Eldritch Knight
Fighter
Monk
Monastic Traditions
Way of Shadow
Way of the Four Elements
Way of the Open Hand
Monk
Paladin
Sacred Oaths
Oath of Devotion
Oath of the Ancients
Oath of Vengeance
Paladin Spells
Paladin
Ranger
Ranger Archetypes
Beast Master
Hunter
Ranger Spells
Ranger
Rogue
Roguish Archetypes
Arcane Trickster
Assassin
Thief
Rogue
Sorcerer
Sorcerous Origins
Draconic Bloodline
Wild Magic
Sorcerer Spells
Sorcerer
Warlock
Otherworldly Patrons
The Archfey
The Fiend
The Great Old One
Eldritch Invocations
Warlock Spells
Warlock
Wizard
Arcane Traditions
School of Abjuration
School of Conjuration
School of Divination
School of Enchantment
School of Evocation
School of Illusion
School of Necromancy
School of Transmutation
Wizard Spells
Wizard
14-39-58)
Chapter 3's Table of Contents
Classes
Chapter 4
Backgrounds
Set of Backgrounds
Acolyte
Charlatan
Criminal
Entertainer
Folk Hero
Guild Artisan
Hermit
Noble
Outlander
Sage
Sailor
Soldier
Urchin
Backgrounds
Alignment
Chapter 4's Table of Contents
Inspiration
Languages and Dialects
Name, Sex, Height, & Weight
Personal Characteristics
Chapter 5
Common Items
Armor & Shields
Items
Trade Goods
Expenses
Expenses (Lifestyle)
Food, Drink, & Lodging
Services (Traveling & Hirelings)
Spellcasting Services
Vehicles & Mounts
Ground Vehicles,Mounts, & Siege Equipment
Barding (Animal Armor)
Ground Vehicles
Mounts and Other Animals
Waterborne Vessels
Keelboat
Rowboat
Waterborne Vehicles
Adventuring Gear
Chapter 5's Table of Contents
Choose Equipment
Selling Treasures
Tools
Trinkets
Weapons
Chapter 6
Chapter 6's Table of Contents
Class Features
Feats
Multiclassing
Part 2 (Ch 7-9)
Chapter 7
Ability Checks
Ability Checks
Contests
Passive Checks
Skills
Working Together & Group Checks
Ability Scores and Modifiers
Advantage & Disadvantage
Chapter 7's Table of Contents
Proficiency Bonus
Saving Throws
Using Each Ability
Chapter 8
Movement
Activity While Traveling
Movement
Special Types of Movement
Speed
Social Interaction
Role Playing & Ability Checks
Social Interaction
The Environment
Food & Water
Interacting with Objects
The Environment
Between Adventures
Chapter 8's Table of Contents
Resting
Time
Chapter 9
Movement and Position
Creature Size
Movement and Position
Actions in Combat
Cover
Damage & Healing
Making an Attack
Order of Combat
Part 3 (Ch 10)
Chapter 10
Schools of Magic
Abjuration
Abjuration spells
Conjuration
Conjuration spells
Divination
Divination spells
Enchantment
Enchantment spells
Evocation
Evocation spells
Illusion
Illusion spells
Necromancy
Necromancy spells
Transmutation
Transmutation spells
What is a Spell
Appendix A - Conditions
Miscellaneous Rules & Glossary
Tasha's Cauldron of Everything
Chapter 1 - Character Options
Barbarian
Paths
Path of the Beast
Path of Wild Magic
Bard
Bard Colleges
College of Creation
College of Eloquence
Cleric
Divine Domains
Order Domain
Peace Domain
Twilight Domain
Druid
Druid Circles
Circle of Spores
Circle of Stars
Circle of Wildfire
Fighter
Martial Archetypes
Psi Warrior
Rune Knight
Monk
Monastic Traditions
Way of Mercy
Way of the Astral Self
Paladin
Sacred Oaths
Oath of Glory
Oath of the Watchers
Ranger
Ranger Archetypes
Fey Wanderer
Swarmkeeper
Rogue
Roguish Archetypes
Phantom
Soulknife
Sorcerer
Sorcerous Origins
Aberrant Mind
Clockwork Soul
Warlock
Otherworldly Patrons
The Fathomless
The Genie
Wizard
Arcane Traditions
Bladesinging
Order of Scribes
Feats Expanded
Chapter 3 - Magical Miscellany
Magic Tattoos
Xanthar's Guide to Everything
Chapter 1 - Character Options
Barbarian
Paths
Path of the Ancestral Guardian
Path of the Storm Herald
Path of the Zealot
Barbarian
Bard
Colleges
College of Glamour
College of Swords
College of Whispers
Bard
Cleric
Divine Domains
Forge Domain
Grave Domain
Cleric
Druid
Druid Circles
Circle of Dreams
Circle of the Shepherd
Beast Shapes
Fighter
Martial Archetypes
Arcane Archer
Cavalier
Samurai
Monk
Monastic Traditions
Way of the Drunken Master
Way of the Kensei
Way of the Sun Soul
Paladin
Sacred Oath
Oath of Conquest
Oath of Redemption
Ranger
Ranger Archetypes
Gloom Stalker
Horizon Walker
Monster Slayer
Ranger
Rogue
Roguish Archetypes
Inquisitive
Mastermind
Scout
Swashbuckler
Sorcerer
Sorcerous Origins
Divine Soul
Shadow Magic
Storm Sorcery
Warlock
Otherworldly Patrons
The Celestial
The Hexblade
Eldritch Invocations
Wizard
Arcane Tradition
War Magic
Chapter 2 - Dungeon Master's Tools
Tool Proficiencies
Corvalon (Joshua's World)
Corvalon Lore
Group Inventory
Group Notes
Gaia (Kurt's World)
Inventory
Armor
Bastion Storage
Magical Items
Money
Portable Hole Storage
Wagon
Weapons
Notes
2025 Playing Notes
2026 Playing Notes
Things we need to get the next time we are in town
Gwenaël
DM Notes
Resting Rules
Things to bring up to players
Jazmoore (Michael's World)
A Guide to the Kimsareina Peninsula
Kimsareina Peninsula
Introduction
Cleric Spells
Cleric
#PHB2014
Cantrips
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level
Guidance
Bane
Aid
Animate Dead
Banishment
Commune
(R)
Blade Barrier
Conjure Celestial
Antimagic Field
Astral Projection
Light
Bless
Augury
(R)
Beacon of Hope
Control Water
Contagion
Create Undead
Divine Word
Control Weather
Gate
Mending
Command
Blindness/Deafness
Bestow Curse
Death Ward
Dispel Evil and Good
Find the Path
Etherealness
Earthquake
Mass Heal
Resistance
Create or Destroy Water
Calm Emotions
Clairvoyance
Divination
(R)
Flame Strike
Forbiddance
(R)
Fire Storm
Holy Aura
True Resurrection
Sacred Flame
Cure Wounds
Continual Flame
Create Food and Water
Freedom of Movement
Geas
Harm
Plane Shift
Spare the Dying
Detect Evil and Good
Enhance Ability
Daylight
Guardian of Faith
Greater Restoration
Heal
Regenerate
Thaumaturgy
Detect Magic
(R)
Find Traps
Dispel Magic
Locate Creature
Hallow
Heroes's Feast
Resurrection
Toll the Dead (XGtE)
Detect Poison and Disease
(R)
Gentle Repose
(R)
Feign Death
(R)
Stone Shape
Insect Plague
Planar Ally
Symbol
Word of Radiance (XGtE)
Guiding Bolt
Hold Person
Glyph of Warding
Legend Lore
True Seeing
Temple of the Gods (XGtE)
Healing Word
Lesser Restoration
Magic Circle
Mass Cure Wounds
Word of Recall
Inflict Wounds
Locate Object
Mass Healing Word
Planar Binding
Protection from Evil and Good
Prayer of Healing
Meld into Stone
(R)
Raise Dead
Purify Food and Drink
(R)
Protection from Poison
Protection from Energy
Scrying
Sanctuary
Silence
(R)
Remove Curse
Dawn (XGtE)
Shield of Faith
Spiritual Weapon
Revivify
Holy Weapon (XGtE)
Ceremony (XGtE)
(R)
Warding Bond
Sending
Summon Celestial (TCoE)
Zone of Truth
Speak with Dead
Spirit Guardians
Tongues
Water Walk
(R)
Life Transference (XGtE)
Spirit Shroud (TCoE)
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