It's good to be the Dungeon Master! Not only do you get to tell fantastic stories about heroes, villains, monsters, and magic, but you also get to create the world in which these stories live. Whether you're running a D&D game already or you think it's something you want to try, this book is for you.
Inside you'll find world-building advice, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and many other tools to help you be a great Dungeon Master.
Master of Worlds
Build Your World
From city maps to magical systems, the Dungeon Master’s Guide will help you color in a rich, engaging world for your players to explore.
You'll also get a Dungeon Masters-only tour of the D&D multiverse, discovering what adventurers may encounter in each plane and effects they may experience there.
Tell a Good Story
Learn how to craft compelling plots and balanced combat encounters.
The Dungeon Master's Guide provides a multitude of suggestions for how to kick off your campaign with a thrilling introduction, complicate matters with moral quandaries, and end it all in an epic finale.
Whether it's fresh level 1 characters picking a bar fight or a level 20 party battling a dragon god—guidelines are also provided to help you craft level-appropriate encounters that are as easy or deadly as you want them to be.
Master of Adventures
Create Unforgettable Characters
Inventing non-player characters on the fly is a tricky task. In this book you’ll find tables for quickly creating distinctive characters—from memorable quirks to personal ideals and intriguing family secrets. You’ll also find tips on creating the perfect villain, with ideas for dark schemes, key weaknesses, and even special class options.
Discover Legendary Treasures
Some adventurers seek more than just glory. The Dungeon Master’s Guide is where you’ll discover D&D’s most coveted treasures. Sentient weapons and bags of holding lie amongst glittering jewels and magic rings.
Objects have backstories too! Consider lists of suggested origins, histories, and special properties that will make your items truly awe-inspiring finds.
Master of Rules
Master the Rules
As the game's referee, a Dungeon Master needs to not only know the rules but know how to make quick judgment calls when players do something unexpected—and they will!
This book provides DMs with rules and advice for running all three pillars of a Dungeons & Dragons game—exploration, social interaction, and combat.
Create Your Own
Get tips and blueprints for creating your own monsters, NPC stat blocks, spells, magic items, and character options. Optional rules are also included for DMs looking to add a few twists to their campaign, with rules for coping with horrors, using firearms, figuring out alien technology, and more.