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Player's Handbook

Dungeon Master's Guide

Monster Manual

In an effort to win back the disgruntled players that disliked the fourth edition game, the only proved yet again that no one there knows how to write a new edition of a RPG. This new game is only loosely based on the D&D rules of first through third edition. Every race and class was carefully pigeon-holed into a limited range of ability checks. The traditional concept of saving throws was replaced by ability checks with a proficiency modifier. There is no practical difference between an ability, skill or saving throw check. They're all just ability checks. with no progression beyond the static proficiency bonus table.

Races: BASIC: Dwarf, Elf, Halfling, Human
Classes: BASIC: Cleric, Fighter, Rogue, Wizard
Alignments: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil
Level Range: 1 to 20

Players Handbook: This book covers everything needed for character creation including races, classes, skills, feats, equipment, and spells. It also covers all the rules that a player needs to know such as combat procedures.

Races Classes Class Styles
Dwarf Barbarian
Elf Bard
Gnome Cleric
Half-Elf Druid
Half-Orc Fighter
Halfling Monk
Human Paladin

Dungeon Masters Guide: The DMG covers the basics that a Dungeon Master needs to adjudicate a campaign as well as customizing their own.

Monster Manual: This book presents the most iconic monsters known to the D&D product line.

Basic Rules

Starter Set