The Plane Walker’s Handbook PDF

the planewalkers handbook pdf

The Plane Walker’s Handbook is a 160-page sourcebook for Advanced Dungeons & Dragons 2nd edition published in 1996. Written by Monte Cook, with illustrations by Tony Di Terlizzi, Kev Walk, and John Avon. Handbook on Planewalking: The Art of Traveling Between the Planes of Existence. Read this blog on the planewalkers handbook pdf to learn more about The Plane Walker’s Handbook. 

the planewalkers handbook pdf


AD&D published TTRPG as “Advanced Dungeons & Dragons” in 1979 by TSR, Inc. This is an improved and advanced edition of Dungeons & Dragons, which was first issued in 1974. AD&D was once the world’s most popular TTRPG for several decades, and its play endures up to this day.

Players imagine themselves in a make-believe fantasy world and assume characters on quests. Character creation, like all other areas of play in AD&D, is a complicated process involving a labyrinthine array of rules.

The basic rules of AD&D are contained in three core rulebooks: The Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. This information is included in the Player’s Handbook, which deals with character creation. Details about the creation and running of adventures can be found in the Dungeon Master’s Guide. The Monster Manual provides information about all possible creatures that players may meet during their battles.

Beyond these core books, there are numerous additional rule books for players to refer to and gather more information about the game world; characters options; etc. The best thing about this game is that it is suitable for everyone no matter his age or level of skills. It’s an amazing outlet for your imagination and creativity, and it’s loads of fun too!

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Features of Advanced Dungeons and Dragons:

 Character Creation

You can create characters in AD&D by selecting their race, class, and alignment. The character’s appearance is dictated by the race of birth. Class defines a character’s fighting and magical abilities. This is what provides a moral compass for the characters.

There are four main races in AD&D: humans, elves, dwarves, and halflings. The best-placed for any class is the human race which is the most widespread. Elves are elongated and clever beings usually gifted with magic. These are usually characterized as being tough and having a liking towards fighting and blacksmithing which makes them formidable creatures. Typically, halflings are of small size, quick with their hands and good at theft and cunning.

There are six main classes in AD&D: Fighter, Cleric, Mage, Thief, Ranger, and Druid. Fighters have combat skills. Clerics are priests able to use divine magic. Wizards refer to this type of magic as ‘arcane’. Skill for robbery was also with them from childhood (thieves are experts). Tracking is a skill of rangers in the wild. These are animal-loving shamans, who can change their form. Besides the six primary classes, there are also many others areitional rule books. The classes included bards, barbarians, paladins, monks, and assassins.


Alignment measures the moral character of a character. There are nine alignments in AD&D: Lawful Good – Neutral Good – Chaotic Good – Lawful Neutral – Neutral – Chaotic Neutral – Lawful Evil – Neutral Evil – Chaotic Evil.

Good characters who maintain and protect the law are usually described as lawful good. A neutral good character is a good person who does not always abide by the laws. Chaotic good characters are good-intentioned lawbreakers because of their values that dictate what is right or wrong.

Lawful neutral characters follow the law but are neither good nor evil. A neutral character is neither good nor evil and does not necessarily obey the law. Such chaotic neutral characters tend to refuse to do bad or good, preferring to take actions based on self-interest.

These are evil people who tend to protect the law. People can only ruin their lives as much as they want the law to. These characters are evil in chaos, and at all times they think that breaking the law will be in their favor.

The alignment of a character is meaningful because that affects how others respond to her or him. For instance, a lawful good character would generally gain the trust of others also of the lawful good character. Most of the other characters will not trust a chaotic evil character.


This game is purely based on turns. For instance, in every turn, players move, attack, cast a spell, or talk to some other character. DM is in charge of NPC control as well as describing the world to players.

AD&D’s Biggest Part Is Combat! Combat begins when two characters or groups of characters start an assault on one another. Resolution of combat occurs through the tossing of dice. DM roll of dice decides each attack.


Most AD&D campaigns involve adventuring. Adventuring means when someone embarks on a journey to explore a dungeon, battle with monsters, and acquire treasure. Moreover, adventurers have quests they do for NPCs and/or organizations.

What is Plane Walker’s Handbook?

Planewalkers Handbook was published as a sourcebook of 160 pages by TSR, Inc. in 1996 within the framework of Advanced Dungeons & Dragons Second Edition. By Monte Cook & Tony DiTerlizzi, Kev Walker, and John Avon. This handbook describes these planes as well as plane walking, i.e., how to get from one plane to another. Refer this planewalkers handbook pdf to get idea about what is in the Plane Walker’s Handbook.


The planewalkers handbook pdf covers discussion about exploring the planes of existence, which entails background information on the nature of the multiverse, various plane types, and the mode of traveling in between them. The chapter also explains “planewalking”, the various groups of planewalkers, and their problems.

The second chapter of this Handbook deals with Outer Planes – the most powerful and dangerous planes in the Multiverse. This handbook explains the Outer Planes one by one, providing information on their inhabitants, geographic features, as well as their special type of magic.

This section of the handbook addresses the INNER PLANES – the planes most closely related to the MATERIAL PLANE. Each Inner Plane, including their populations, topography, and individual magic are mentioned in detail.

Fourthly, the handbook has a chapter devoted to the prime material plane, which is the common space or field for all typical D&D campaigns. The next part of this chapter deals with various kinds of worlds inhabited by various beings in the Prime Material Plane.

Guide to Planar Travel: Chapter Five of the Handbook. Information available includes; preparation for a planar journey; movement between planes and escaping the dangers of travel by plane.

In the sixth chapter, the handbook includes planar adventures. These adventures aim to train players for movement along the planes and in the world of planes.

Besides this, there are also several appendices in the Planewalker’s Handbook which contain supplementary material about planes and the journey by plane. These appendices include:
  • A planar glossary: Types of Planes, Plane Walking Terms List.
  • A planar index: A listing of all the entities mentioned in the book.
  • A planar encounter table: The Ultimate Table of Random Encounters on Any Plane.
  • A planar treasure table: Treasures of random things you might stumble upon in any plane.

This book is a must-have for any Dungeons & Dragons player or DM who wishes to explore the planes of existence and plane walking in detail. The book is a well-composed and inspiring piece presenting good ideas for an adventure in Planar.

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Here is a more detailed look at some of the topics the Planewalkers Handbook PDF covers:


The Art of Traveling Between the Plains Of Existence. The activity is hazardous as well as difficult but quite rewarding as well. A planewalker person is capable of passing from one plane to another because of gods, mighty artifacts, and so on.

There are two main types of planewalkers: natural planewalkers and mortal planewalkers. Creatures that belong to a group of natural plane walkers include celestials, fiends, and elementals. These are creatures who were born in the Material Plane but have acquired capabilities of traveling into other planes.

The Planes of Existence

The multiverse consists of multiple layers of reality. As for each aircraft, it remains an extraordinary world in which there are different laws of nature and special dwellers. Their are three main catagories of planes: the Outer Planes, the Inner Planes, and the Prime Material plane.

Some of the most lethal and powerful planes in the multiverse are Outer Planes. The gods, the devils, and the demons reside in them. Outer planets have many different types of animal species including devils, demonic animals, and arch-daemons of the four elements.

These planes represent the ones nearest to the material plane. They are the embodiment of the four primal elements: air, earth, fire, and water. Some other beings live in the Inner Planes too, like elementals, jinnis, and giants.

Players typically play most D&D campaigns on the Prime Material Plane. This realm situates men, elves, dwarfs, and other mortal dwellers. Apart from the giants mentioned earlier, other creatures also have their homes in this plane. These include monsters, animals, and plants among others.

Planar Travel:

Planar travel is the move from a particular plane to another plane. It’s difficult but can be worthwhile too. There are two main ways to travel between planes: via magical doorways or planar spells.

Hope the above information fulfills your interests with the planewalkers handbook pdf!!


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