AD&D Resources


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I'll upload the resources I have once I am able to. Until then I can e-mail anything below, just note that it will likely be 1 or 2 at a time due to Gmail file size restrictions. Just drop me a PM with any (or all) that you want. I have another 25 or so that I didn't list as they are too large to e-mail. Note: Duncan may still need to approve a lot of this information prior to it being useable in our setting.

3.5 Accessory Update 40p
The purpose of this booklet is not to provide a comprehensive list of everything that has changed with the 3.5 revision. The changes are too large in number and varied in scope to be able to provide an all-inclusive inventory. Instead, what we want to do is to show you a broad picture of what has changed and to provide you with support for updating our most popular product. This booklet is for players and Dungeon Masters who value rules precision and need to know what’s changed so that they can continue to enjoy their 3rd Edition products.

Arms & Equipment Guide 161p
This book contains mundane, alchemical, and magic items for your DUNGEONS & DRAGONS® game. We have carefully scrutinized them for game balance and obedience to the rules. Nevertheless, we urge DMs and players to discuss these items before their first appearance, because each D&D campaign is unique. An adventure set in an extremely cold region might go awry if characters have access to new items that do fire damage, because many opponents are vulnerable to fire, for example.

Book of Challenges 137p
Welcome to the book that’s designed for those bad dice days. The Book of Challenges: Dungeon Rooms, Puzzles, and Traps is composed of dozens of the smartest and meanest encounters we could envision. This is the book of “Oh, man!” and “I can’t believe it!” and “You have to be kidding me!” Yes, the encounters are balanced by encounter level, and yes, they can all be solved with a little thought. Yes, we even provide hints you can give your players. But fundamentally, they’re all just a bit nasty. If a player announces that he’s going over a cliff in one of these encounters, he’s going over the cliff.

Complete Adventurer 204p
It is primarily a player resource focused on skills and other game elements that characters of any class can use. It looks at nearly every aspect of the D&D game with skills in mind, and it allows characters with the proper number of skill ranks access to new combat options, new spells, new equipment, and new classes. DMs can also use this book as a resource for creating or optimizing single creatures or even entire campaign worlds.

Complete Arcane 207p
Almost every session of a D&D game will at some point turn on the power of arcane magic. Even if no players in a campaign are playing arcane spellcasters (as rare as that would be in most games), the heroes will inevitably encounter villains or NPC allies who do command arcane power, not to mention the wealth of monsters in the game that wield arcane spells or spell-like abilities of their own. Regardless of their own involvement with magic, heroes ignore the power of the arcane at their peril.

Complete Champion 162p
In the medieval fantasy world of the DUNGEONS & DRAGONS game, religion can become simply a means to an end—a different sort of resource to exploit on the road to power. Paladins, clerics, and a few other divine classes become the faces of religion in the typical D&D campaign, but many players and DMs devote little thought toward how the divine really affects the world. This book is dedicated to changing that conception. It gives every character in the D&D world a tie to the divine and a chance to gain benefits (both roleplaying and mechanical) from worshiping a deity or an ideal—or even from simply following a cause. Your character doesn’t have to sacrifice at a temple or give up doing what he likes to do best—after all, the D&D game is about coming up with interesting ways to have fun. This book turns the myths and legends of the D&D game into usable features of the campaign world and shows you how to make them work best for your character.

Complete Divine 204p
Primarily a player resource, this book focuses on new options and expanded rules for D&D players who want to create or advance characters with a connection to the divine. Dungeon Masters can use this book as a resource for creating or optimizing their own creations.

Complete Mage 158p
This book is a resource for players, expanding greatly on their options for arcane magic, detailing the methods and techniques by which that magic functions, and even opening up the use of arcane effects by traditionally non-spellcasting characters. In addition, Dungeon Masters can use it to build more interesting NPCs and challenges, to design adventures around arcane themes, and to sprinkle the various viewpoints of arcane magic throughout an entire campaign setting.

Complete Scoundrel 158p
Another classic fantasy figure is the witty rogue who lives by his luck and always comes out on top: the scoundrel. Like earlier entries in this series, Complete Scoundrel is a resource for players and DMs who wish to add elements of this book’s theme to their game.

Complete Warrior 171p
This book is primarily a player resource focusing on new options and expanded rules for D&D players who want to create or advance martial characters. DMs can use this book as a resource for creating or optimizing their own creations.

Defenders of the Faith 109p
Among the eleven character classes available in the Player’s Handbook, the cleric and the paladin both begin their adventuring careers with an array of divine abilities to protect them against the dangers common to their chosen way of life. They survive by combining martial talent with divine granted abilities and spells, and this combination makes them the undisputed masters of life and death. Deities and demons are their stock in trade, and religious dedication, willpower, and leadership are their primary tools. Clerics and paladins cannot rely solely on martial prowess to achieve their goals: They must make their way in the world with care, forethought, and courage. With this in mind, this work examines these two character classes in depth. The information here should let you maximize their potential and your enjoyment when playing a cleric or a paladin.

Deities & Demigods 239p
Deities: spiritual beings embodying the loftiest (and basest) principles of morality, ethics, and every aspect of mortal existence. . . or just some really powerful monsters? The answer to that basic question, like so many other questions in the DUNGEONS & DRAGONS game, is up to you, and the answer you decide on will have a lot to do with how you use this book. There is no right answer beyond what’s right for your campaign, your players, and your game. If you’re really interested in whether Heironeous can defeat Thor in battle, we’ve given you a set of rules and statistics in this book that can help you answer that question. (Early playtest reports say: not bloody likely.) On the other hand, if you want help creating a vibrant, realistic pantheon for your campaign, a set of deities that helps shape the course of events in adventures of epic scope, deities who inspire the clerics, druids, paladins, and other characters in your game to the greatest heights of heroism and the lowest depths of villainy . . . well, we’ve given you the tools for that as well.

Dragon Magic 162p
In most D&D campaigns, dragons are detached from the rest of civilization. They live in distant places and show little regard or interest for the communities of humans and other tiny creatures that inhabit "their" world. Notable exceptions exist—the polymorphed silver dragon that befriends humans, the rampaging red dragon that preys on remote settlements. However, by and large, dragons in the D&D game keep mostly to themselves. Dragon Magic changes the way dragons are used in a D&D campaign by suggesting a stronger connection between them and the various humanoid races (humans, dwarves, elves, and such). This book presupposes a world in which the dragons are actively invested, one in which dragons openly share their magical secrets with humans and the other core races. At its core, Dragon Magic is all about what happens when "lesser" races form loose pacts or associations with dragons and learn the creatures' ancient secrets.

Drow of the Underdark 226p
Drow of the Underdark is the definitive resource for dark elves in the DUNGEONS & DRAGONS® role playing game. Within these pages, you will find exhaustive detail on their culture and society, rules and options for building drow characters, new equipment including a broad selection of drow-themed magic items, new monsters, and a fully detailed drow city just waiting to be explored. Just as Draconomicon presented extensive information on dragons and the Fiendish Codex supplements described demons and devils, Drow of the Underdark does the same with the drow, offering Dungeon Masters the tools to create memorable encounters with one of the game’s most popular adversaries. But it also gives players the knowledge and tools to effectively fight this menacing race.

Dungeon Masters Guide 328p
This book contains information that every Dungeon Master (DM) needs to set up adventures, narrate the action, run the monsters, and referee the DUNGEONS &DRAGONS game. This book, the Player’s Handbook, and the Monster Manual comprise the core rules for the D&D® game.

Dungeon Masters Guide II 286p
Being a DM is a big job. You’ve got all those rules to master, a cast of thousands to portray—heck, you’ve got a whole world to create. The size of the DM’s job is why you’re holding Dungeon Master’s Guide II. The 320 pages of the Dungeon Master’s Guide was sufficient to get a campaign world thriving, but it just scratched the surface of what’s possible. Truth-in-advertising time: Here’s 286 pages, and it’s just a second scratch on the surface of what’s possible. But what a scratch! Whether you run a game that’s one kick-in-the-door battle to the death after another, or one fraught with tense negotiations and political intrigue, there’s something in here that can help you out with the big job of being DM.

Enemies and Allies 65p
Enemies and Allies intentionally avoids long NPC histories and intricately detailed descriptions. We have not put them in a
specific place or given them particular agendas either. We don’t want to cramp your style. These characters are yours to do with as you will. Alter them as little or as much as you like.

Epic Level Handbook 320p
The rules in the DUNGEONS & DRAGONS® core rulebooks are not enough for you. Your game promises more than what the rules can contain. Your plots run deeper and your imagination burns stronger. Twenty levels of power are too few, character options are too limited, and the monsters are too weak. Until now. Welcome to the next level of power. Put plainly, an epic haracter is one who has achieved 21st character level. Though the Player’s Handbook describes character progression up to 20th level, legend and literature are replete with heroes and villains who have gone beyond normal limits. Now your character gets to join them and assume a role in legend.

Fiend Folio 241p
Welcome to the Fiend Folio! This book contains more than 250 creatures for use in DUNGEONS & DRAGONS® adventures. This introduction explains how to read a monster’s write-up, including summaries of the most common attacks and abilities.

Fiendish Codex II - Tyrants of the Nine Hells 186p
Since the earliest days of D&D, devils have loomed as the mightiest opponents adventurers can face. The Fiendish Codex II: Tyrants of the Nine Hells™ supplement provides a travel guide for those foolish, brave, or unfortunate enough to enter the
Nine Hells. This book contains options for both DMs and players, expanding the scope of D&D while offering new options for characters and adventures. For DMs, Fiendish Codex II gives details on a variety of new devils along with feats and other options to modify existing ones. With the background material given in this book, you can make devils even more frightening and threatening than ever before. Fiendish Codex II serves as a complete guide to devils. It aims to make it possible for such enemies to become the centerpiece of a campaign. As DM, you can thrust devils into a starring role as villains or use them as just another monster that the PCs face. In either case, Fiendish Codex II has options you can use to customize devils. In particular, this book presents new devils at a variety of CRs to make them viable opponents for any adventuring group.

Hero Builders Guidebook 72p
The Hero Builder’s Guidebook is designed to help you answer some of the many questions you may have about your character. It will assist you in developing a rich history, a context for your storytelling more sophisticated than “I’m a fighter” or “I’m a wizard.” This book will also walk you through the character creation process, step by step. It provides advice for setting your starting ability scores and more.

Heroes of Horror 158p
This is a player resource that gives players the tools they need to build characters with dark secrets in their past, paralyzing phobias, or an irresistible urge to explore the forbidden side of magic. DMs can use this book as a toolbox to build a horror encounter, adventure, or campaign for the D&D game.

Libris Mortis - The Book of Undead 207p
Within these covers the DM can find new horrors to include in his game, ideas for how to incorporate the undead in his campaign world, tips and tricks for running undead encounters, and a range of sample undead and undead encounters to drop right into his game. If you’ve been looking for new ways to use familiar undead creatures, for new takes on familiar themes of death and unlife, or just a new scare to throw at your all-too-complacent players, this book is what you need. But the book doesn’t leave players out in the cold. Also included are optimal tactics for battling the undead, new tools for the fight—including equipment, magic items, spells, feats, and prestige classes—and even some guidelines for playing an undead creature as a player character.

Lords of Madness - The Book of Aberrations 235p
While this book might seem to be intended primarily for Dungeon Masters, the monsters discussed in this tome are so powerful, iconic, and prevalent in the D&D universe that any player wishing to know more about his character’s adversaries
should be interested in the information contained herein. Naturally, Dungeon Masters will find dozens of new monsters, monster feats, monster spells, and tremendous amounts of hidden lore about these same creatures. Everything you need to highlight an iconic aberration race in your campaign (or to survive such an event, if you are a player) can be found in this

Magic of Incarnum 222p
This book presents a new system that is similar to magic but different, a novel way of looking at characters who deal with the supernatural. The heart of this system is the substance called incarnum. Characters of all classes can experience incarnum through feats, spells, psionic powers and presitge classes, while incarnum-wielding standard classes allow players to take full advantage of incarnum's amazing properties.

Magic Item Compendium 297p
Magic Item Compendium ushers in a brave new world of magic items—a world with clearly defi ned effects and activation times, with interesting items at every price point, and with exciting, aggressively priced options for every class and character level. Combining hundreds of revised and repriced items from previous sources with a wagonload of brand-new, never-before-seen-oreven-imagined magic items, this book is your D&D character’s key to the candy store.

Manual of the Planes 225p
Manual of the Planes is more than just a listing of the homes of devils, demons, celestials and elementals. It provides the tools that you can use to create your own universes and cosmologies.

Masters of the Wild 109p
This book’s primary goal is to help you customize your barbarian, druid, or ranger player character. With the material presented here, you can personalize your character and broaden his or her capabilities.

Miniatures Handbook 193p
This supplement for the D&D game provides expanded rules and guidelines for running dynamic combats and creating daunting combatants. Included are new base classes and prestige classes, over 30 new feats, more than 65 new spells, new magic items, weapon special abilities and three dozen new monsters.

Monster Manual I 334p
This book contains entries for hundreds of creatures, both hostile and benign, for use in DUNGEONS & DRAGONS adventures.

Monster Manual II 240p
This book contains entries for more than 250 creatures, both hostile and benign, for use in DUNGEONS&DRAGONS® adventures.

Monster Manual III 242p
Welcome to Monster Manual III. This book contains new creatures for use in DUNGEONS & DRAGONS® adventures.

Monster Manual IV 226p
This supplement for the DUNGEONS & DRAGONS® roleplaying game offers a fully illustrated horde of new monsters. In addition to an easy-to-use statistics format, this supplement features maps of monster lairs, sample encounters, and tactics sections to help DM's run more complex creatures.

Monster Manual V 226p
This supplement for the DUNGEONS & DRAGONS® roleplaying game presents more than a hundred monstrous foes to challenge even the toughest player characters. In addition to the scores of new monsters, this tome features sample encounters, easty-to-follow tactics, and guidance for integrating these new creatures into any campaign setting.

Planar Handbook 199p
The Planar Handbook was written and compiled with players, and player characters, in mind. The Planar Handbook offers a vast array of options for exploring and adventuring on the planes. Like a hero of myth, your character can descend into the land of the dead, traverse Olympian mounts, or battle devils in Hell itself.

Players Handbook 330p
This Player’s Handbook has all the rules players need to create characters, select equipment, and engage in combat with a variety of supernatural and mythical foes.

Players Handbook II 222p
Player’s Handbook II is all about expanding your choices, sometimes in ways you might expect (new classes, new feats) and other times in ways you might find surprising, such as a set of rules for re-engineering your character.

Races of Destiny 201p
Races of Destiny contains information for both players and DMs. Players will find new feats, spells, and prestige classes for their characters—and a new race that may be inspiration for the next character they create. DMs will find a wealth of building blocks for adventures that take characters to human cities or the remote fortresses of the illumians—and along the way they’ll meet half-elf diplomats, half-orc mercenaries, and other characters both fascinating and dangerous.

Races of Stone 211p
Races of Stone is primarily a player resource focusing on new options and expanded rules for D&D players whose characters are gnomes or dwarves, as well as players interested in a new race: the musclebound goliaths. DMs can use this book as a resource for adventures that take place in dwarf cities, gnome burrows, or across the mountains that the goliaths call home.

Races of the Dragon 166p
Races of the Dragon is primarily a player resource focusing on new options and expanded rules for D&D players who want to play draconic races. It features two new races, the dragonborn and the spellscale, as well as detailing familiar dragonkind creatures such as kobolds, half-dragons, and creatures with the draconic template. Much of the book is devoted to new options for players and their characters—prestige classes, feats, racial substitution levels, spells, psionic powers, and equipment.

Races of the Wild 166p
Races of the Wild is primarily a player resource focusing on new options and expanded rules for D&D players whose characters are elves or halflings, as well as players interested in new races such as the winged raptorans. Dungeon Masters can use this book as a resource for adventures that take place in elf tree-cities, among halfling caravans, or in the cliff-side dwellings of the raptorans.

Sandstorm 235p
Dryness, ash, dust, heat, and sand: These are the elements that make up a waste environment. The presence of any one of these elements might be sufficient to qualify an area as a waste environment. The presence of two or three elements is usually a sign of a fairly inhospitable place, while a locale that features all five elements is an environment that can test the strongest will. The scale of what can be classified as a waste environment extends from the very small, such as a single dry spot in an otherwise temperate location (even a single chamber in a dungeon), to the enormous—a region, continent, world, or perhaps an entire plane of existence. The conditions, hazards, and effects of these zones vary in type and severity, depending upon the specific cause and location of the given waste. The possibilities are endless.

Song and Silence 111p
Song and Silence provides a variety of tools for customizing your bard or rogue character. New prestige classes, new feats, new equipment, and new organizations let you personalize your characters and enhance their roles in adventuring groups.
All this information pertains equally to PCs and NPCs, so both players and DMs can make full use of it.

Spell Compendium 286p
Pockets full of bat guano, incomprehensible speech, and twisted hands making bizarre gestures—it sounds crazy, but in the Dungeons & Dragons game, these are the earmarks of power, for they are the signs of spellcasting. Spells and spellcasters form a cornerstone of fantasy, and Spell Compendium builds on that cornerstone by presenting over a thousand spells in one place. This introduction describes the features of this book and how to use them. After reading it, open this book to any page; you’ll find something magical on every one.

Stormwrack 222p
Stormwrack examines the perils and wonders of maelstrom adventures—that is, adventuring on or in the water, from ocean-spanning voyages to quests across the seas of the Outer Planes. A DUNGEONS & DRAGONS® game can embrace anything from exploring the dark depths of an underground lake or rafting down a jungle river to magical journeys into the lightless deeps of the ocean. Stormwrack is not just a book about sailing ships and seafaring campaigns but also about the hazards and challenges of all sorts of watery environments.

Sword and Fist 112p
This book’s primary goal is to help you customize your fighter or monk player character. The Players Handbook provides all the information you need to create a new 1st-level fighter or monk character, while Sword and Fist contains information that allows you to personalize that character, broaden his range of capabilities, and enhance the role he plays in your adventuring party.

Tome and Blood 125p
This book’s primary goal is to help you customize your wizard or sorcerer player character, personalizing her, broadening her range of capabilities, and enhancing the role she plays in an adventuring party. The information in this book is a guide for players and DMs. In addition to completely new material, it offers guidance and advice on topics of perennial interest to
spellcasting characters.

Ultimate Equipment Guide I 48p
Just by visiting the local village’s hardware store, an adventurer can purchase a variety of devastating weapons, healing herbs, devices to break through locks, items that permit survival in harsh conditions, or technologies that can mimic magical
effects – and wizards have the cheek to call these things mundane! More Ultimate Equipment brings over 230 new items to your games.

Ultimate Equipment Guide II 258p
This book is actually set in a marketplace, with specific stalls (one per chapter, to be precise) and storeowners, each of which has a particular stock and a certain policy on selling it. While it does follow the approach and essential characteristics of the Ultimate Equipment Guide, it has an opposite attitude in a certain sense. The Ultimate Equipment Guide aimed at being an authoritative compilation of items and equipment for any fantasy setting; to this end, it strove to include almost all of the weapons, armor and miscellaneous equipment we could have seen in a medieval setting.

Unearthed Arcana 226p
Unearthed Arcana exposes you to more variant rules and alternative methods of gaming than anyone can hope to use in a single campaign. On top of those, a bunch of House Rule sidebars written by various members of the Wizards of the Coast R&D department describe personal variants they’ve used in their home campaigns. In fact, there’s probably more in here than you could reasonably use in a dozen campaigns, and some of it you probably won’t ever get around to actually introducing to your game.

Weapons of Legacy 222p
Weapons of Legacy describes magic items that are more than what they seem, granting great power to those who can discover their nature. The first chapters present the basic rules for items of legacy, as well as information for adding them to your campaign. They also detail a variety of options available to characters who wield legacy items, from feats to spells to a new prestige class. The book then offers forty-nine fully detailed items of legacy, including swords, staffs, and wondrous items. Full histories of each item are included, along with rituals to unlock their mysterious powers and adventure seeds to introduce them to a campaign.
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