




Dungeons
The definitive
guide to dungeons and catacombs for players and DMs alike.
Dungeons are an integral part of fantasy gaming, but there's far more to
them than just stone corridors and random monsters. This book contains a
plethora of tips, tricks and rules to help make your dungeons the stuff
of legend. It includes essays on design and construction, overviews of different
dungeon types, player advice for surviving underground perils, and a host
of new rules, spells, monsters, and magic items.
Written by Nancy Berman, Noah Dudley, Peter Flanagan, Mike Mearls, Jim Pinto, John Seavey, Eric Steiger, Serge Stelmack, Greg Stolze, Ree Soesbee, Steve Wright
Evil
It's good to be bad! This 128-page D20 System sourcebook has everything you need to run and develop evil alligned characters and campaigns, plus rules for new prestige classes, spells, clerical domains, and demon summoning.
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Magic
The mysteries of magic are infinite. Magic details the lesser known forms of magic: Witchcraft, Thaumaturgy, Dwarven stone mages, Elementalism, Chi Masters, and more. With details on creating your own spells and magic items and rules for new spell casters, this book picks up where the Player's Handbook left off. Magic is the perfect addition to any campaign.
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Good
As the armies of evil rise, only a handful of heroes dare to oppose them. New paladins and clerics rise to fight against the darkness that would turn men from the path of good. With new classes, holy artifacts, magic, prestige classes, and details for running holy and good campaigns as well as rules for creating temples, this d20 sourcebook opposes everything Evil!
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The Toolbox
The Toolbox is a compilation of d20 System charts for everything you could imagine for fantasy gaming. Encounter charts, terrain types, spells, races, names, taverns, weather, moon phases, picked pockets, special weapons, political infrastructure, dungeon dressings, and over 300 other tables are all included in this jam-packed tome.
Dragons
The king of all fantasy beasts makes his triumphant appearance in this mammoth, 196-page addition to the D20 System core line, incorporating rules for dragon hunters, dragon riders, aerial combat, new dragons, and thoroughly re-defining the ten major dragons that started it all.
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Undead
Within the pages of this 128-page tome for the D20 System, you'll find more prestige classes, extensive details on mummification and becoming a lich, and new magic, plus learn first-hand the difference between constructs and zombies.
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War
This book gives GMs d20 rules for mass combat, the causes and effects of war, more prestige classes, and rules and notes on the effects of magic on mass combat, bringing to life the very thing that topples nations and makes history. With campaign advice and artifacts that men have destroyed royalty to find, this book has everything a growing campaign needs.
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Monsters
Where reality ends, fantasy begins, and at the heart of fantasy lies monsters. Details about monster culture, psychology, and adventuring provide GMs and PCs with enough information to run an entire party of trolls, ogres, ettins, orcs, goblins, and more in their d20 fantasy campaign. Rules for mixed races, new feats, and skills only monsters know, plus new prestige classes, rules for PC monster races, and new magic await!
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Gods
This d20 sourcebook features 16 new pantheons of gods for monster races such as Dark Elves, Hobgoblins, Lizardfolk, Minotaurs, Ogres, Orcs, Trolls, and more. New holy symbols, temple maps, prestige classes, domains, spells, and holy relics fill this massive tome.
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Mercenaries
The ultimate 304-page man-for-hire guide, Mercenaries is full of the best d20 System has to offer: New classes, races, equipment, spells, monsters, mounts, rules for creating mercenary companies, tracking, and the work that men do for a few coins. Also contains a complete collection of tables and charts from AEG and official 3rd Edition rules including spells, equipment and domains.
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