Up until mid-2005, sequels to D&D sourcebooks were reserved for the Monster Manual. Whether this was a deliberate trend or the idea hadn’t occurred to Wizards of the Coast, the potential to reestablish the core rules and publish...
Presented below are new first level Sorcerer and Wizard spells for each of the schools of magic. These spells have longer durations than most spells of their level, allowing a first level Sorcerer or Wizard to contribute to...
Seven years of sourcebooks, FAQs and erratas has altered Dungeons & Dragons’ game mechanics dramatically. The Rules Compendium collects the game’s most important rules into what we hope is the definitive D&D rulebooks.
The last of the original Complete series, Complete Adventurer is the guide to classes that emphasize skills. After so many other Complete books of varying success, will Complete Adventurer prove to be another must-have sourcebook or another series sinker?
The second sequel to the Monster Manual, core home of all things monstrous, Monster Manual III has a lot of stigma around it. Nicknamed the Eberron Monster Manual, this vanilla sourcebook contains many monsters specific to the Eberron...
I thought I should do something special for the twentieth book I review. I decided to dust off a classic book that helped define how I DM. Technically 3rd edition, it’s reasonably 3.5 compatible, and a book...
A base class for the mysterious vigilantes and n e’er-do-well that keep to the shadows, focusing on a single target and doing everything they can to go undetected.
Psionics. That strange “other” core game mechanic. Completely unmentioned in the PH and DMG, occasionally referenced in the Monster Manual, and yet such a significant part of the game that it merited a handbook on it’s own shortly after...
The Races Of series started with a bang. Races of Stone proved that Dungeons & Dragons had room for sourcebooks that were more focused on fleshing out information than new rules and options. The third installment, Races of the...