Summary

It’s hard to overstate how influentialDungeons & Dragonsis. For many, the game is synonymous with the genre of tabletop RPGs as a whole. However, despite this ubiquity, getting intoD&Dcan 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.

That said, not allDungeons & Dragonsbooks 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 DMsrunning 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.

Leylas Kryn and King Dwendal in the cover art for DND Explorers Guide to Wildemount

10Explorer’s Guide To Wildemount

Tips From The Master

Many fans owe their love ofDungeons & DragonstoCritical 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 ofCritical Roleflavor to whatever world they’re running.

A pair of Dhampir from Dungeons & Dragons book Van Richten’s Guide to Ravenloft

9Van Richten’s Guide To Ravenloft

Learning How To Haunt

Wizards of the Coast has published a variety of books designed to facilitateD&Dgames in specific settings, but few are as broadly useful asVan Richten’s Guide to Ravenloft. This sinister bookdetails 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 inDungeons & Dragons.

Van Richten’s Guidefeatures 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 Guideis a perfect companion for horror-oriented DMs.

Acererak the Lich on the cover of Dungeons & Dragon’s Dungeon Master’s Guide

8Dungeon Master’s Guide

Only The Essentials

TheDungeon Master’s Guideis 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.

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.

A group of giants from Dungeons And Dragons Bigby Presents Glory of the Giants

7Bigby Presents: Glory of the Giants

A Colossal Compendium

Giants are a foundational part ofDungeons & Dragons' printed lore, and they loom large in any setting they’re introduced to.Bigby Presents: Glory of the Giantsfeatures a deep exploration of giants' canonical lore in a variety of printed settings. There are also guidelines for how to add giants to anyD&Dcampaign, 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 Giantsalso includes Giant Enclaves, mystical strongholds built by the giants and fully mapped for use in-game.

A group of Gem Dragonborn from Dungeons and Dragons' Fizban’s Treasury of Dragons

6Fizban’s Treasury of Dragons

Representing The Icons

It goes without saying that dragons are a fundamental part ofD&D. DMs who want to do them justice should pick up a copy ofFizban’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 Dragonsalso features tips and guidelines for creating a dragon NPC and roleplaying it at the table, as well as a long list of stat blocks fordozens 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.

Warrior fighting a skeleton in Dungeons and Dragons Player Handbook

5The Player’s Handbook

Knowing The Ropes

While it’s geared more toward the other side of the DM screen, thePlayer’s Handbookis extremely valuable for DMs too. This book not only lists the vastmajority 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 thePlayer’s Handbookis 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.

Xanathar the Beholder in the cover art for Dungeons and Dragons: Xanathar’s Guide to Everything

4Xanathar’s Guide To Everything

D&D’s New Game Plus

While the original three source books are all that is strictly necessary for an adventure,Xanathar’s Guide to Everythingis 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 theDungeon Master’s Guideand introduces new features to boot.

DMs who invest inXanathar’s Guidewill 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 thePlayer’s Handbook.

Mordenkainen on the cover of Dungeons and Dragons book Monsters of the Multiverse

3Mordenkainen Presents: Monsters of the Multiverse

A Crowded Compendium

Monsters of the Multiverseis a direct beneficiary ofD&D’s many years of development. This tome compiles player ancestries and stat blocks from several previous 5E books, primarilyVolo’s Guide to MonstersandMordenkainen’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.

Dungeons & Dragons characters fight on top of a carriage in art from Tasha’s Cauldron of Everything

2Tasha’s Cauldron of Everything

Pushing The Boundaries

DMs who really want to expand their options should pick upTasha’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 Cauldronalso features the Artificer, a playable class that was introduced inEberron: 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.

Dungeons and Dragons characters fight a beholder on the cover of the Monster Manual

1Monster Manual

All The Classics

If there’s one book that should be on every DM’s shelf, it’s the originalMonster 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 likethe iconic Red Dragonand the formidable Tarrasque.

TheMonster Manualalso 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 toD&D’s fifth edition since theMonster Manualcame out, but this book is still the bedrock of any good campaign.