---
product_id: 3320116
title: "D&D 2014 Player's Handbook (Dungeons & Dragons Core Rulebook)"
price: "€ 105.23"
currency: EUR
in_stock: true
reviews_count: 13
url: https://www.desertcart.pt/products/3320116-d-and-d-2014-players-handbook-dungeons-and-dragons-core
store_origin: PT
region: Portugal
---

# Core rules for seamless gameplay 350+ spells & equipment Step-by-step character creation D&D 2014 Player's Handbook (Dungeons & Dragons Core Rulebook)

**Price:** € 105.23
**Availability:** ✅ In Stock

## Summary

> ⚔️ Dive into epic storytelling with the ultimate D&D Player’s Handbook!

## Quick Answers

- **What is this?** D&D 2014 Player's Handbook (Dungeons & Dragons Core Rulebook)
- **How much does it cost?** € 105.23 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.pt](https://www.desertcart.pt/products/3320116-d-and-d-2014-players-handbook-dungeons-and-dragons-core)

## Best For

- Customers looking for quality international products

## Why This Product

- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Key Features

- • **Master Your Adventure:** Comprehensive guide to character creation and leveling up, making every session uniquely yours.
- • **Become the Protagonist:** Focus on storytelling and character immersion over complex rule management.
- • **Streamlined Rules for All:** Elegant, easy-to-learn mechanics designed for both newcomers and veteran players.
- • **Unlock 350+ Spells & Gear:** Access an extensive arsenal of spells, equipment, and tools to customize your gameplay.
- • **Join a Legendary Community:** Part of the iconic D&D 5th Edition core set, connecting you with millions of players worldwide.

## Overview

The D&D 2014 Player's Handbook is the essential core rulebook for Dungeons & Dragons 5th Edition, featuring over 350 spells and equipment, step-by-step character creation, and streamlined rules that balance nostalgia with modern gameplay. Perfect for both new and veteran players, it transforms you into the protagonist of your own epic adventure.

## Description

"A fun, fast-paced game that’s approachable for new players and has hidden depths for old veterans."—Jonathan Bolding, Escapist MagazineAll you need to start playing Dungeons & Dragons is your imagination, some dice, and this book.The Player’s Handbook is the essential reference for every Dungeons & Dragons roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more. Use this book to create exciting characters from among the most iconic D&D races and classes.

Review: Character as protagonist again! - I am going to try to not duplicate the information provided in most of the other 5 star reviews because I agree with the vast majority of them. I am an oldster, have played every edition of D&D there has been, most of them being released when I was of legal drinking age, and IMO this is the best edition ever. I have not been this excited about a version of D&D since 2nd edition was released. It appears to me to have taken all the best, from a game design point of view, and most popular aspects of earlier editions and put them in one book. Another way to think of it is that this edition is the most true to the game principles set forth in the earlier editions, especially AD&D 1st and 2nd editions, while at the same time carrying the more modern and popular principles from 3.5 and even the much maligned 4.0. I have to admit that I completely steered clear of the earlier play test versions, and was more than a little skeptical of the approach taken in getting feedback from so many play testers. I was worried that we would end up with a "too many cooks spoil the stew" situation; a game that was a convoluted mish-mash of everyone's "favorite rules" creating an incoherent and largely unplayable mess. I am pleasantly surprised to say that I was 100% wrong about the effectiveness of the play test process and the finished product. Contrary to the opinions in some of the lower star reviews, what I am holding in my hands and have read cover to cover is a very "tight," comprehensive, elegant, and fun set of rules. Who is likely to like these rules? I think both the veteran player who cut his or her teeth on any version before 3.0, and a brand new player will like them. The mechanics most definitely have a "return to the basics that made the game great in the 70's and 80's" feel, while at the same time keeping a more elegant version of the more modern mechanics, like feats, attacks of opportunity, etc., that people generally love from 3.0 and later editions. For the most part, all of these things have been streamlined and made more elegant in application, but they are there. I will end with my favorite thing about this book. A little background first to provide some context for my opinion. And let me say that this is just my opinion and some will disagree with me. For me, D&D started to trend downward in my enjoyment of the game at 2nd edition, and then it really did so at 3.0 and 3.5. For me, although I did not have the strong dislike for 4.0 that many people did, it just was not D&D to me anymore, I think primary because I had cut my teeth so much on 1st edition and the Basic and Expert sets in particular. D&D 5th edition has produced a steep positive trend for me for I think one general reason. When playing even 2nd edition, but very much so for 3.0, 3.5, and even 4.0, I found myself interacting with my character in the game more as a playing piece than a character in a story. Concerns about where to put skill points, and if a particular collection and order of choice for Feats began to dominate my thoughts and game choices. It was almost as if my character, and my decisions about playing the character, began to be dominated more by my interface with the rules in the book, rather than with my ideas about my character and my interaction with the game world. As my character advanced in level, I found that my focus on the book and what was written therein became more pronounced, not less as it did with earlier editions. As I reflected while playing these later editions, I found that I was not really playing a character, but instead was playing a set of rules. So far, the gift that 5th edition has given to me is a change in focus. My character has again become a protagonist in an adventure story, rather than a playing piece. I worry now more about the choices and decisions I make while interacting with the game world, and those choices making the character fun to play, rather than fretting over whether or not I have chosen the right Feats or if my modifier for a particular skill is as high as I want it to be. The way that races, and even classes, are discussed, the used of a character's background and the ideals, personality characteristics, etc. that are randomly determined from the background choice, and the lack of mathematical modifiers except for the familiar ability modifier, and the soon to be ubiquitous global proficiency modifier, instead using the elegant advantage/disadvantage mechanic all have worked to focus my attention back on my character as protagonist. For that I want to thank the play testers and writers of 5th edition. For me this has been the most nostalgic aspect of the rules, not so much the mechanics per se. Do I like all of the rules? Absolutely not. Frankly, I think that is impossible to attain and do not expect that from any set of rpg rules. To me that's not fair to expect that of the writers. And frankly, I am not even looking for that in a set of rules anymore. As I start down the path of the twilight of my gaming career given my age, I want a set of rules that provides enough structure that a DM can make consistent rulings on the fly that fit in with the general mechanics used in the game, and that foster my appreciation as a player of the development of my character in a game world where playing the game is smooth and produces memories of an interesting character who is the protagonist in an interesting story line. Most importantly, I want a set of rules that stays out of the way of that process, and helps me to focus on the game aspects that will produce those kinds of memories. For me, D&D 5th edition, although not perfect, will accomplish this just fine.
Review: The ideal tabletop RPG for any fantasy lover! - The Dungeons And Dragons Player’s Handbook is the core set of rules to play the critically acclaimed Dungeons and Dragons franchise: the fifth edition. I bought this book at the end of May, and I've enjoyed every minute of my purchase. If you're considering delving into the wonderful world of Dungeons and Dragons; I promise you will fall in love with it. Along with this promise, I'll guide you through some of the best aspects of this product. Play-ability: The sheer amount of entertainment you can get out of Dungeons and Dragons is something to awe at. You are able to customize every aspect of the game: from the world and people, to every character and adventure you go on. Only 2 people are required to play, and you can have groups as large as you want to join in on the fun. There are a plethora of character options, and near unlimited ways to implement them. With all of this, the play-ability of this game is near unlimited. Versatility: Dungeons and Dragons is meant to allow you to be in control of exactly how you want to play your game. Whether you're a seasoned Dungeons and Dragons player, or a brand new player eager to jump in, this book caters to everyone. With concepts written out in an easy to understand way; and pictures to help you visualize some of the more complex and abstract elements of the game, you will be able to have a grasp on every part of the game in no time. There are side notes included to help you with variants of the game, if you want to change anything. Enjoyment: I have been playing Dungeons and Dragons for just over 2 years, and have played 3rd, 3.5, 4, and 5th editions. Overall, 5th edition is the easiest to learn, and focuses the most on the player: You! After months of playing, I have been able to spend 10-15 hours a week devoted to the game and it has only gotten better and better. It is the best game of any type; including video games and board games, that I have ever played. It has been the highlight of every one of my weeks, and can be for you as well. Dungeons and Dragons is definitely a life changer. It promotes critical thinking, decision making, and above all: friendship. I would give it my highest recommendation, for anyone who is into fantasy or any similar subject. It is the best purchase I have made, and is one of the best values out there for entertainment. If you are at all hesitant, i urge you to make the jump into the world of Dungeons and Dragons; it’s one of the best decisions I've made.

## Features

- The essential rulebook for Dungeons & Dragons (5th edition)
- Contains all the rules you need to know to play D&D
- Step-by-step guide to creating and leveling up characters
- Go-to player reference for over 350 spells, equipment, and more
- 1 of 3 D&D Core Rulebooks—the Player’s Handbook (rules for playing the game), the Dungeon Master’s Guide (how to run the game), and Monster Manual (creatures to encounter in your game)

## Technical Specifications

| Specification | Value |
|---------------|-------|
| Best Sellers Rank | #84,393 in Books ( See Top 100 in Books ) #70 in Dungeons & Dragons Game #104 in Puzzle & Game Reference (Books) #8,463 in Reference (Books) |
| Customer Reviews | 4.9 out of 5 stars 54,577 Reviews |

## Images

![D&D 2014 Player's Handbook (Dungeons & Dragons Core Rulebook) - Image 1](https://m.media-amazon.com/images/I/815nYWB7adL.jpg)

## Available Options

This product comes in different **Edition** options.

## Questions & Answers

**Q: Weird question...how much female immodesty is in the pictures of the book? Love D&D and my son wants to get into it**
A: I looked at every picture and only saw two pictures that might seem a little risque. One was a druid on page 67, and the other one was on page 138. But I didn't find them offensive. Mostly the women are in armour of some sort. It really depends on how old your son is.

**Q: Does this book includes the following text toward the bottom of its credits page:  "This printing includes corrections to the first printing"**
A: Yes.  The copy they sent me appears to be from the 7th printing.

**Q: Does this edition contain the warlock character?**
A: Sorry for the late response. Yes this book contains a warlock. This book breaks everything down an makes things simple. It also has great artwork inside

**Q: Is this hardcover or paperback?**
A: Hardcover

## Customer Reviews

### ⭐⭐⭐⭐⭐ Character as protagonist again!
*by G***5 on August 22, 2014*

I am going to try to not duplicate the information provided in most of the other 5 star reviews because I agree with the vast majority of them. I am an oldster, have played every edition of D&D there has been, most of them being released when I was of legal drinking age, and IMO this is the best edition ever. I have not been this excited about a version of D&D since 2nd edition was released. It appears to me to have taken all the best, from a game design point of view, and most popular aspects of earlier editions and put them in one book. Another way to think of it is that this edition is the most true to the game principles set forth in the earlier editions, especially AD&D 1st and 2nd editions, while at the same time carrying the more modern and popular principles from 3.5 and even the much maligned 4.0. I have to admit that I completely steered clear of the earlier play test versions, and was more than a little skeptical of the approach taken in getting feedback from so many play testers. I was worried that we would end up with a "too many cooks spoil the stew" situation; a game that was a convoluted mish-mash of everyone's "favorite rules" creating an incoherent and largely unplayable mess. I am pleasantly surprised to say that I was 100% wrong about the effectiveness of the play test process and the finished product. Contrary to the opinions in some of the lower star reviews, what I am holding in my hands and have read cover to cover is a very "tight," comprehensive, elegant, and fun set of rules. Who is likely to like these rules? I think both the veteran player who cut his or her teeth on any version before 3.0, and a brand new player will like them. The mechanics most definitely have a "return to the basics that made the game great in the 70's and 80's" feel, while at the same time keeping a more elegant version of the more modern mechanics, like feats, attacks of opportunity, etc., that people generally love from 3.0 and later editions. For the most part, all of these things have been streamlined and made more elegant in application, but they are there. I will end with my favorite thing about this book. A little background first to provide some context for my opinion. And let me say that this is just my opinion and some will disagree with me. For me, D&D started to trend downward in my enjoyment of the game at 2nd edition, and then it really did so at 3.0 and 3.5. For me, although I did not have the strong dislike for 4.0 that many people did, it just was not D&D to me anymore, I think primary because I had cut my teeth so much on 1st edition and the Basic and Expert sets in particular. D&D 5th edition has produced a steep positive trend for me for I think one general reason. When playing even 2nd edition, but very much so for 3.0, 3.5, and even 4.0, I found myself interacting with my character in the game more as a playing piece than a character in a story. Concerns about where to put skill points, and if a particular collection and order of choice for Feats began to dominate my thoughts and game choices. It was almost as if my character, and my decisions about playing the character, began to be dominated more by my interface with the rules in the book, rather than with my ideas about my character and my interaction with the game world. As my character advanced in level, I found that my focus on the book and what was written therein became more pronounced, not less as it did with earlier editions. As I reflected while playing these later editions, I found that I was not really playing a character, but instead was playing a set of rules. So far, the gift that 5th edition has given to me is a change in focus. My character has again become a protagonist in an adventure story, rather than a playing piece. I worry now more about the choices and decisions I make while interacting with the game world, and those choices making the character fun to play, rather than fretting over whether or not I have chosen the right Feats or if my modifier for a particular skill is as high as I want it to be. The way that races, and even classes, are discussed, the used of a character's background and the ideals, personality characteristics, etc. that are randomly determined from the background choice, and the lack of mathematical modifiers except for the familiar ability modifier, and the soon to be ubiquitous global proficiency modifier, instead using the elegant advantage/disadvantage mechanic all have worked to focus my attention back on my character as protagonist. For that I want to thank the play testers and writers of 5th edition. For me this has been the most nostalgic aspect of the rules, not so much the mechanics per se. Do I like all of the rules? Absolutely not. Frankly, I think that is impossible to attain and do not expect that from any set of rpg rules. To me that's not fair to expect that of the writers. And frankly, I am not even looking for that in a set of rules anymore. As I start down the path of the twilight of my gaming career given my age, I want a set of rules that provides enough structure that a DM can make consistent rulings on the fly that fit in with the general mechanics used in the game, and that foster my appreciation as a player of the development of my character in a game world where playing the game is smooth and produces memories of an interesting character who is the protagonist in an interesting story line. Most importantly, I want a set of rules that stays out of the way of that process, and helps me to focus on the game aspects that will produce those kinds of memories. For me, D&D 5th edition, although not perfect, will accomplish this just fine.

### ⭐⭐⭐⭐⭐ The ideal tabletop RPG for any fantasy lover!
*by A***M on September 24, 2015*

The Dungeons And Dragons Player’s Handbook is the core set of rules to play the critically acclaimed Dungeons and Dragons franchise: the fifth edition. I bought this book at the end of May, and I've enjoyed every minute of my purchase. If you're considering delving into the wonderful world of Dungeons and Dragons; I promise you will fall in love with it. Along with this promise, I'll guide you through some of the best aspects of this product. Play-ability: The sheer amount of entertainment you can get out of Dungeons and Dragons is something to awe at. You are able to customize every aspect of the game: from the world and people, to every character and adventure you go on. Only 2 people are required to play, and you can have groups as large as you want to join in on the fun. There are a plethora of character options, and near unlimited ways to implement them. With all of this, the play-ability of this game is near unlimited. Versatility: Dungeons and Dragons is meant to allow you to be in control of exactly how you want to play your game. Whether you're a seasoned Dungeons and Dragons player, or a brand new player eager to jump in, this book caters to everyone. With concepts written out in an easy to understand way; and pictures to help you visualize some of the more complex and abstract elements of the game, you will be able to have a grasp on every part of the game in no time. There are side notes included to help you with variants of the game, if you want to change anything. Enjoyment: I have been playing Dungeons and Dragons for just over 2 years, and have played 3rd, 3.5, 4, and 5th editions. Overall, 5th edition is the easiest to learn, and focuses the most on the player: You! After months of playing, I have been able to spend 10-15 hours a week devoted to the game and it has only gotten better and better. It is the best game of any type; including video games and board games, that I have ever played. It has been the highlight of every one of my weeks, and can be for you as well. Dungeons and Dragons is definitely a life changer. It promotes critical thinking, decision making, and above all: friendship. I would give it my highest recommendation, for anyone who is into fantasy or any similar subject. It is the best purchase I have made, and is one of the best values out there for entertainment. If you are at all hesitant, i urge you to make the jump into the world of Dungeons and Dragons; it’s one of the best decisions I've made.

### ⭐⭐⭐⭐⭐ D&D for 25 years, and this is my favorite so far.
*by K***R on August 21, 2014*

Background for this review - I have been playing RPGs since I was 12 (so 25 years) and started with the 1983 Red Box. I have played every edition of D&D since, including the OGL offshoot Pathfinder. I was also one of the people that liked both 4th Edition and Pathfinder for different reasons. Pathfinder was more gritty realistic fantasy (the 40K of d20 games really) while 4th edition was the high action fantasy game (the Exalted of d20, really). That said, I think this may be my favorite version of D&D to date. There is a lot of reasons for that. Let me sum up some highlights then go into details. First 5 minute impression on 5th Ed D&D - OMFGAMAZEBALLS they fixed barbarian rage so that you don't have to recalculate half your sheet! Bard and Druid are nice and playable. Ranger has options other than two weapon fighting that are viable. Warlock is good but not stupid powerful. Chaos sorcerer still needs a full page chart though... ehhh. I don't have to play it. More reading... *ZOOM!* What's this? Listing all the major D&D setting pantheons in the back of the book, and including real world mythical ones for historical or homebrew settings? Actually listing the most common critters you can summon or turn into in the PHB rather than forcing a player to buy the MM? Madness! The equipment list that doesn't force you into certain weapons just because they are clearly better, so you can have the ones you want to IMAGINE using! Craziness! Backgrounds giving you part of your starting skills... "Prestige" or "paragon" classes being part of the core classes that you select at level 3... Paladins having an Oath rather than just having to be Lawful Good... Feats are optional and not required... you give up an attribute boost to take a feat, and there are only about 30, that take the entire 'chains' of feats from v3.5/4e and bundle them into one feat... so even on games with them if you don't want them you don't have to take them and lose nothing in the balance. Multiclassing requires attribute minimums, and you don't get all the toys of the new class (which actually makes taking the same class from 1 to 20 worth it as you'll have marginally more raw power than someone that split focus). Now, specifics. BOOK LAYOUT -- It's well organized, attractive, and has a good index. The art is gorgeous, more epic looking than the video game look of 4e. The book is in 3 clear sections, Character Creation - Rules - Spells and easy to read. My only beef with layouts is that I would have included a line in each spell as to what classes can get it at what levels, and in the mian lists I would have tagged the ritual spells with (R). Still, that's minor and fans are already working on free lists like this. CONTENT -- As mentioned above, the rules are clean, and character creation is much quicker than before. I have made 1st level characters after reading the book once in 15 minutes, and a test 17th level in 40 minutes. So, yeah, this is the start of a great edition.

## Frequently Bought Together

- D&D 2014 Player's Handbook (Dungeons & Dragons Core Rulebook)
- D&D 2014 Dungeon Master's Guide (Dungeons & Dragons Core Rulebook)
- D&D 2014 Monster Manual (Dungeons & Dragons Core Rulebook)

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*Last updated: 2026-09-04*