

🎲 Rule your realm, craft your legend, and never miss a quest!
The Dungeons & Dragons Dungeon Master's Guide is the essential 5th edition core rulebook for Dungeon Masters, offering comprehensive tools to create, balance, and narrate immersive fantasy adventures. Featuring detailed advice on worldbuilding, magic items, and encounter design, it empowers you to lead your players through the vast D&D multiverse with ease and creativity.









| ASIN | 0786965622 |
| Assembly Required | No |
| Batteries | 1 Lithium Ion batteries required. (included) |
| Batteries Included | Yes |
| Batteries Required | No |
| Best Sellers Rank | #316,749 in Toys & Games ( See Top 100 in Toys & Games ) #10,950 in Games & Quizzes (Books) #12,710 in Board Games |
| Colour | dark and purple |
| Customer Reviews | 4.8 4.8 out of 5 stars (30,168) |
| Date First Available | 18 May 2014 |
| Educational Objective(s) | Imagination Development, Role Play |
| Generic Name | Tabletop Game |
| Included Components | Dice |
| Item Dimensions LxWxH | 21.6 x 2.2 x 28.4 Centimeters |
| Item Weight | 1 kg 110 g |
| Item model number | A92190000 |
| Language | English |
| Manufacturer | Wizards of the Coast |
| Material Type(s) | Paper |
| Model Number | A92190000 |
| Number of Game Players | 4 |
| Number of Puzzle Pieces | 1 |
| Product Dimensions | 21.62 x 2.16 x 28.37 cm; 1.11 kg |
| tech_spec_battery_description_toys | Rechargeable lithium-ion battery |
R**T
The quality of the book and pages is superb with great artwork and guidelines for world-building
What can I say about this book? If you're a D&D fan, this is an invaluable resource for dungeon masters. The quality of the book and pages is superb with great artwork and guidelines for world-building, rewarding loot, randomising dungeons and a whole lot more. A must buy for 5th edition DMs.
G**A
An amazing guide to making D&D adventures
The first product I got was torn but amazon replaced it asap. Speaking for the book, it's quality is quite superb. Overall, it's a fun read, even if you don't plan on running a D&D game anytime soon.
L**M
nicely packed. satisfied with the book
no damage. nicely packed. satisfied with the book.
O**.
Not sealed in plastic shrink wrap but it is New and unused. almost 30% cheaper than buying it locally. so i can't complain. Perfectly Good for what it is.
P**S
Esse livro aborda uma gama tão grande de quesitos que mestres geralmente tem de levar em consideração, e consegue fazê-lo de uma forma que todos conseguem entender seu conteúdo (exemplo: você não precisa ser um geógrafo para entender a explicação que o livro dá sobre demografia e geografia. Basta apenas ler). Não é necessário para mestrar, afinal de contas, a única coisa que vc realmente precisa para jogar RPG é imaginação, mas com certeza é um excelente produto pra você conseguir deixar suas aventuras muito mais ricas, críveis e épicas.
A**E
Beautiful book, has the nicest cover and feel by a mile out of the 3. Has some interesting lore in it. Honestly, if you want to be a DM, really your main point is to learn the Player's Handbook off by heart. The book's split into 3 parts, Part 1, Part 2 and Part 3. Here's a rundown of what you get. Honestly, chapters 1-6 are nice for a bit of inspiration, but 6 onwards is really what you're buying this for. As a DM though you'll probably spend way more time in the PHB. I glance at this like once in a blue moon, it's not the type of thing you need on hand if you print yourself all the most useful bits and bobs for your DM screen. Part 1 (Master of Worlds): Chapter 1, which is about world building. Tbh this is very generic advice and it's mostly naturally intuitive anyway, but even if it wasn't you'd probably be best with like, a Kobold guide to Worldbuilding. Chapter 2 is about their setting's planes of existence, which is fairly useful if you want to use a generic setting and you think your campaign will last long enough to get into alternate planes. Part 1 I find pretty superfluous. Part 2 (Master of Adventures): Chapter 3: 10% of the chapter is super important - shows the rules for creating encounters. Useful because the online ones don't seem to actually work very well. 90% of this chapter however is "roll on this d20 table to invent a plot". Like, really, do people do that? Either you're going to invent your own worlds on the fly or you're going to use an adventure module. I mean, you can read this for ideas, but who is going to roll a d12 to find out what the climax of their adventure is? Chapter 4: Roll to make an NPC, same as chapter 3 (at least this is more likely if you quickly had to put something together). More importantly, contains Oathbreaker Paladin and Death Domain for the cleric. These are cool things to spring on a player who falls to the darkside. Also optional rule for Loyalty is in here, you may find useful. Chapter 5: Roll to make a world. Only really useful thing here are sample traps. (Again, read it for inspiration but not really useful). Chapter 6: Shows downtime rules. Useful if you break up your campaign that much? I tend to leave mine on cliffhangers and pick back up straight where we left off though. Nice after a campaign finishes and you want to give your PCs cool new bonuses though. CHAPTER 7: Finally things get good. This chapter is 99 pages on its own. Contains the rules for treasure drops, and then an absolute TONNE of magic items. Worth the buy just for that. Unless you can grab a copy of Forged In Magic: REFORGED perhaps. Part 3 (Master of Rules): Okay here's the entire point of the book. Chapter 8 contains all combat rules, ability checks, inspiration, travel, object use, improvising damage, using battle grids, adds flanking, chases, diseases, sieges, poisons, madness, potion crafting, ways to award xp, how to deal with absent players. Chapter 9 contains ways to modernise it with weapons and use alien technology, some combat options, and otherwise is a homebrew chapter that shows how to make monsters, spells, magic items, backgrounds. Appendices: A: Roll to make dungeons. B: Lists of monsters from the Monster Manual based on environment! Like Arctic, coast etc - super useful. Wish Tome of Beasts had this. Also based on CR. C: Some generic maps. I mean, it's beautiful, the writing is quality and I guess most of it is generically useful to all DMs but it feels like the first half is more for people who don't like to come up with their own material. It's the least useful of the 3 books though. You could probs live without it given that encounter and loot generators exist online and they're the main use, as long as you're comfortable with combat. (Which, tbh is mostly in the PHB anyway).
A**D
The only thing to improve this great guide are tabs.
N**S
Produkten är en bok, vad kan jag säga?
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