The Warriors & Wizards Compendium (Dungeons & Dragons)
ByPublisher Description
Create your next Dungeons & Dragons character with this comprehensive illustrated guide to classes and backgrounds, gear and magic, and embarking on new adventures.
Learn everything you need to know about creating characters and starting to adventure in Dungeons & Dragons with this helpful collection of information from the Young Adventurer's Guide series. Inside this handy tome, you’ll gain inspiration for choosing your new character's class and background, as well as guidance for selecting the weapons, gear, and magic spells they'll use. The Warriors & Wizards Compendium includes profiles of ten playable species, including three new types (Aasimar, Goliath, and Orc) that were recently introduced to the game.
With beautiful illustrations and helpful advice on how to use characters to tell your own stories, The Warriors & Wizards Compendium provides the perfect guide for young fans and new players traveling through the worlds of D&D.
Learn everything you need to know about creating characters and starting to adventure in Dungeons & Dragons with this helpful collection of information from the Young Adventurer's Guide series. Inside this handy tome, you’ll gain inspiration for choosing your new character's class and background, as well as guidance for selecting the weapons, gear, and magic spells they'll use. The Warriors & Wizards Compendium includes profiles of ten playable species, including three new types (Aasimar, Goliath, and Orc) that were recently introduced to the game.
With beautiful illustrations and helpful advice on how to use characters to tell your own stories, The Warriors & Wizards Compendium provides the perfect guide for young fans and new players traveling through the worlds of D&D.
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About Jim Zub
Dungeons & Dragons launched the great tradition of roleplaying games in 1974 with an unprecedented mix of adventure and strategy, dice-rolling, and storytelling. Wizards of the Coast continues to honor that tradition, bringing to market a diverse range of D&D game and entertainment experiences and influencing numerous writers, directors, and game designers by tapping into an innate human need to gather with friends and tell an exciting story together.
Other books by Jim Zub
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