Summary
- Getting into Dungeons & Dragons can be tough for new Dungeon Masters, but essential books can elevate the game experience.
- Explorer's Guide to Wildemount, Van Richten's Guide to Ravenloft, and Fizban's Treasury of Dragons are must-have books for DMs.
- The Dungeon Master's Guide, Player's Handbook, and Xanathar's Guide to Everything are vital resources for beginner DMs and players.
It's hard to overstate how influential Dungeons & Dragons is. For many, the game is synonymous with the genre of tabletop RPGs as a whole. However, despite this ubiquity, getting into D&D can also be a somewhat daunting proposition, especially for a new dungeon master. Running an adventure carries a lot of responsibility, and it can be tough to figure out where to start. This isn't helped by the massive library of books Wizards of the Coast has put out over the years.
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That said, not all Dungeons & Dragons books are created equal. While a basic adventure can be played with just a few fundamental books, there are some installments that can really elevate the game. This is especially true for DMs running longer campaigns, who might need more content to fill out the various arcs of their epic storyline. Here are some of the best books for DMs looking to get a game going themselves.
10 Explorer's Guide To Wildemount
Tips From The Master
- 15 spells
- 48 magic items
- 28 stat blocks
Many fans owe their love of Dungeons & Dragons to Critical Role, an iconic and long-running actual-play series starring acclaimed voice actors and DMed by the illustrious Matthew Mercer. Explorer's Guide to Wildemount, written by the man himself, fleshes out the lore of Mercer's setting and provides DMs with everything they need to follow in his footsteps.
It also includes new backgrounds, player ancestries, and class options, as well as a dedicated system for helping new players flesh out a backstory from scratch. A bestiary of 28 new stat blocks and a variety of magic items let DMs introduce a splash of Critical Role flavor to whatever world they're running.
9 Van Richten's Guide To Ravenloft
Learning How To Haunt
- 36 stat blocks
- 39 Domains of Dread
Wizards of the Coast has published a variety of books designed to facilitate D&D games in specific settings, but few are as broadly useful as Van Richten's Guide to Ravenloft. This sinister book details the Domains of Dread, making it essential for DMs running a Ravenloft campaign. However, it also includes indispensable info for running any sort of horror game in Dungeons & Dragons.
Van Richten's Guide features an in-depth exploration of various horror genres and how to make sure players remain comfortable and entertained while exploring darker topics. With a menagerie of creepy and menacing creatures, rules for devastating long-term curses, and even a pre-made adventure in a haunted house, Van Richten's Guide is a perfect companion for horror-oriented DMs.
8 Dungeon Master's Guide
Only The Essentials
- 275 magic items
The Dungeon Master's Guide is an integral resource for beginner DMs looking to learn the ropes. It covers all the basics, like worldbuilding, designing NPCs, mapping a dungeon, and even running chase scenes.
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It also provides important tips for things like handing out XP, running downtime activities, and even creating custom content. The guide is a perfect first stop, but DMs and players alike will likely find themselves coming back to it again and again, if only for the treasure trove of magic items hidden within its pages.
7 Bigby Presents: Glory of the Giants
A Colossal Compendium
- 27 magic items
- 71 stat blocks
- 8 feats
Giants are a foundational part of Dungeons & Dragons' printed lore, and they loom large in any setting they're introduced to. Bigby Presents: Glory of the Giants features a deep exploration of giants' canonical lore in a variety of printed settings. There are also guidelines for how to add giants to any D&D campaign, regardless of setting.
The book features several new stat blocks, magic items, and even character creation options to help integrate the lore of these massive beings. Glory of the Giants also includes Giant Enclaves, mystical strongholds built by the giants and fully mapped for use in-game.
6 Fizban's Treasury of Dragons
Representing The Icons
- 7 spells
- 16 magic items
- 70 stat blocks
It goes without saying that dragons are a fundamental part of D&D. DMs who want to do them justice should pick up a copy of Fizban's Treasury of Dragons, which is fully dedicated to the latter half of the game's title. This book includes a detailed look at the significance of dragons and how to reflect that in a campaign.
Fizban's Treasury of Dragons also features tips and guidelines for creating a dragon NPC and roleplaying it at the table, as well as a long list of stat blocks for dozens of draconic creatures. This includes aspects of Tiamat and Bahamut, legendary creatures who are sure to leave a massive impact on any campaign that features them.
5 The Player's Handbook
Knowing The Ropes
- 361 spells
- 42 feats
While it's geared more toward the other side of the DM screen, the Player's Handbook is extremely valuable for DMs too. This book not only lists the vast majority of the game's spells, but it also covers the basic rules of gameplay, from combat to travel. This makes it a phenomenal reference if a player wants to try something the DM isn't immediately prepared to adjudicate.
Intimate knowledge of the Player's Handbook is vital for DMs, especially if there are newer players at the table who aren't as familiar with the rules. The handbook's inclusion of item prices also makes it necessary for DMs who are planning a trip to a local merchant or trader.
4 Xanathar's Guide To Everything
D&D's New Game Plus
- 95 spells
- 15 feats
While the original three source books are all that is strictly necessary for an adventure, Xanathar's Guide to Everything is one of the first places DMs should look when they want to bring their campaign to the next level. This vital sourcebook expands on many of the rules in the Dungeon Master's Guide and introduces new features to boot.
DMs who invest in Xanathar's Guide will benefit from rules on things like rival NPCs, guidelines for tool proficiencies, and almost a hundred new spells to be wielded by players and NPCs alike. Players will benefit further from the new subclasses introduced for every class from the Player's Handbook.
3 Mordenkainen Presents: Monsters of the Multiverse
A Crowded Compendium
- 260 stat blocks
- 32 character ancestries
Monsters of the Multiverse is a direct beneficiary of D&D's many years of development. This tome compiles player ancestries and stat blocks from several previous 5E books, primarily Volo's Guide to Monsters and Mordenkainen's Tome of Foes. These stat blocks have been updated, streamlined, and packaged together in one dense volume.
Lore and worldbuilding is kept to something of a minimum in this book. While there is brief descriptive text outlining a creature's typical role in the world, the focus is primarily on raw mechanics. DMs who just want more creatures to fill their dungeons should absolutely add this to their shelves.
2 Tasha's Cauldron of Everything
Pushing The Boundaries
- 21 spells
- 47 magic items
- 15 feats
DMs who really want to expand their options should pick up Tasha's Cauldron of Everything. This supplemental book includes rulings for things like natural disasters, supernatural regions, and magical events. It also introduces sidekicks, which are simplified character classes that let DMs easily add a companion to the party who can grow and level up alongside them.
Tasha's Cauldron also features the Artificer, a playable class that was introduced in Eberron: Rising from the Last War. This mechanically-minded class is now broadly accessible in any campaign that allows it. Of course, there's a long list of spells and magic items for players and DMs as well.
1 Monster Manual
All The Classics
- 411 stat blocks
If there's one book that should be on every DM's shelf, it's the original Monster Manual. With over 400 individual stat blocks, this book contains just about everything a DM needs to populate their campaign. The manual includes common monsters like skeletons, as well as more exotic picks like the iconic Red Dragon and the formidable Tarrasque.
The Monster Manual also features humanoid NPC stat blocks, letting a dungeon master quickly fill a tavern or city square as the backdrop for their party's mischief. Hundreds of stat blocks have been added to D&D's fifth edition since the Monster Manual came out, but this book is still the bedrock of any good campaign.
- Franchise
- Dungeons & Dragons
- Original Release Date
- 1974
- Publisher
- Wizards of the Coast
- Designer
- E. Gary Gygax, Dave Arneson