






Buy anything from 5,000+ international stores. One checkout price. No surprise fees. Join 2M+ shoppers on Desertcart.
Desertcart purchases this item on your behalf and handles shipping, customs, and support to Brazil.
🎲 Rule your realm with the ultimate Dungeon Master's arsenal!
The D&D 2014 Dungeon Master's Guide is a 300+ page hardcover manual designed for Dungeon Masters aged 12 and up. It offers expert advice on world-building, encounter balancing, and hundreds of magic items to enrich gameplay. While not a beginner's rulebook, it is an indispensable resource for experienced DMs seeking to craft immersive, customizable adventures in the 5th edition of Dungeons & Dragons.









| ASIN | 0786965622 |
| Age Range Description | Age Range:12 Years & Up |
| Best Sellers Rank | #45 in Dungeons & Dragons Game #931 in Dragons & Mythical Creatures Fantasy (Books) #1,103 in Sword & Sorcery Fantasy (Books) |
| Brand Name | Dungeons & Dragons |
| Color | Multicolor |
| Customer Reviews | 4.9 out of 5 stars 30,780 Reviews |
| Educational Objective | Develop storytelling abilities and problem-solving skills through creating and managing engaging game sessions for the Dungeons & Dragons role-playing game. |
| Global Trade Identification Number | 09780786965625 |
| Included Components | HC Book |
| Is Assembly Required | No |
| Item Dimensions | 8.51 x 0.85 x 11.17 inches |
| Item Type Name | Tabletop Game |
| Item Weight | 1.11 Kilograms |
| Manufacturer | Wizards of the Coast |
| Manufacturer Maximum Age (MONTHS) | 1188 |
| Manufacturer Minimum Age (MONTHS) | 144 |
| Manufacturer Part Number | 786965622 |
| Material Type | Paper |
| Model Number | A92190000 |
| Number of Batteries | 1 Lithium Ion batteries required. (included) |
| Number of Players | 2-5 |
| Operation Mode | Manual |
| Power Source | Manual |
| Size | 0.85 inches x 8.51 inches x 11.17 inches |
| Subject Character | Monster |
| Theme | Adventure, Fantasy, Magic |
B**W
Everything a newbie DM could ever want to know about being a DM
Previously, I wrote a review for the 3.5 edition of the Dungeon Master's Guide for Dungeons and Dragons, and I useful I found it for writing novels. All of that applies to the 5th edition too, but more so. I much prefer this edition as a writing aid. Oh yes, I also find it useful for running a Dungeons and Dragons campaign. This book is split into three main sections, each describing the responsibility of the Dungeon Master in the game. They are "Master of Worlds", "Master of Adventures" and "Master of Rules". The first is for creating the campaign world, the second is for creating the adventure, and the third is a list of rules to help the DM run the scenario, tweak situations to fit the campaign, and a section with advice on homebrewing elements. As a Dungeon Master, I find this book extremely helpful. I have several areas of it bookmarked for easier and quicker reference. One of them is the area for building encounters and managing random encounters. This helped break my previous conception of random encounters, which I picked up from video games. In video games, there is no point to a random encounter other to beatdown on the monsters for some droppable resource (Experience points, money, some form of loot). Then you move on. Not so in a Dungeons and Dragons session, where some groups play for 2-3 hours a week or even less. That can become tedious (as it sometimes happens in video games as well). This area of the book taught me how to make a random encounter more meaningful. There is a "Sylvan Forest" encounter table in here that I merged with another table in the Monster Manual to create the one for the area that my party is currently adventuring in. These "random" encounters provided the seed necessary to create events that are relevant to the here and now of the session. I also bookmarked the area that explains how to create maps for dungeons, settlements and wilderness, as well as adjudicating and describing what your players do in each. Because each area is different, different methods are used for each one. For instance, a dungeon is likely to be traversed room-by-room, as the player-characters check for traps and treasure. The wilderness, by contrast, is more likely to be a more general environment that does not involve the player-characters checking behind each tree or the top of each hill. Unless, of course, they are in a particular section of wilderness that doubles as a dungeon. Also, my players have done a lot of foraging recently so it is useful to have a table that enables me to quickly determine if they find something and how much they find. A third bookmark, of which I currently have seven in total, is a rule variant for chases. In Dungeons and Dragons 5th Edition, all creatures have a set movement speed, which makes chases deterministic and therefore less interesting. This area lists certain rules that can be used to add randomness to this otherwise pre-determined scenario, basically obstacles that both the pursuer and the quarry can run into, which can slow them down. There are also rules for determining when the chase begins, ends, or turns around and makes the hunter the hunted. Oh, I wish I had read this book cover-to-cover when I first started DMing. I thought I knew the rules well enough as a player and that I would do fine by imitating what our group's original DM did, but I didn't do fine. Not in the least. I have several embarrassing sessions under my belt, and this book could have prevented several of them. Particularly the Chase section; especially the Chase section. On another note, there is gorgeous art in this book. This review is mainly about the usefulness of the book for a Dungeon Master (and therefore also a novelist) but I have to mention the gorgeous art. You can see landscapes of everything from mountains and meadows to the Shadowfell or the Elemental Plane of Fire. You get portraits of an adventuring party consulting/drawing a map or in combat with a dragon. Most of the magic items listed in the treasure also get their own images along with their listing. Trickster Eric Novels gives "The Dungeon Master's Guide for D&D 5E" an A+
S**P
Good quality (with a nice new book smell)
Great quality book. Came in perfect condition. Can't wait to buy more of the books!
S**N
A Classic; DON'T buy this one first
It's a common mistake for newbies to lean into the Dungeon Master's Guide in an effort to learn the game. I think it's weird that Wizards decided to market this as "All you need to run a Dungeons & Dragons game", because the DM's Guide doesn't actually tell you how to play D&D. It contains none of the essential rules. If you're approaching D&D for the first time, you should buy The Player's Handbook. Every single player and DM needs to know about Ch. 7 Using Abilities, Ch. 8 Adventuring, Ch. 9 Combat and Ch. 10 Spellcasting - this is the heart of the game. Once you're comfortable with the basics, you need to start customizing your game with "house rules", optional rules that work well for your group and playstyle. Your game will naturally flow between epic storytelling and gritty tick-tock action. Your players will do inspiring things worthy of reward. You'll sometimes need to ignore the dice, or follow the "Rule of Fun". The Dungeon Master's guide has solid, time-tested advice on all of that and more. Unfortunately all the good stuff is crammed in to Part 3; the DM's guide hasn't changed that much since the original bound AD&D version, including the awkward arrangement of chapters and information. Ch. 3 "Creating Adventures" and Ch. 5 "Adventure Environments" are important reads, and Chapter 8. "Running The Game" is what you think you're getting when you buy this - practical, detailed advice on running a D&D game. I really like Chapter 6 "Between Adventures", which helps you fill in the gaps with careers, philandering, politics and real-estate. All of Part 1 may as well be supplemental. It helps as background material for the official adventure modules, and can help ground your homegrown campaign in some official lore, but it's by no means essential, and you could get bored and discouraged if you tried to learn D&D by slogging through the differences between Arcadia vs Archeron vs Avernus. Save it for later. Chapter 7: Treasure. Ah, treasure. This is the other reason to get this book: it's the best all-in-one official sourcebook for D&D treasure. The stuff of legends. Some of this stuff - Boots of Elvenkind, Bag of Holding, Belt of Giant Strength - has been in the game 30+ years. There's newer treasure as well, and it all feels appropriately quirky and powerful. Old-school DMs have a reputation of granting treasure sparingly, and Chapter 7 has suitably stingy (but useful) random treasure tables, and additional random tables to give each magic item special characteristics - who made it and why, how is it activated, does it have a name? I like to hand-write the magic item's name, characteristics, background and quirky details on a 3x5 index card and hand it to players when they identify it - it makes getting one a little more special. All in all, the Dungeon Master's Guide is an absolute classic, but not an essential classic. You could play for a year before needing to crack it open, and I recommend buying The Player's Handbook and Monster Manual first. But once you've gained some experience as a DM, it provides tons of useful knowledge.
C**N
You've nailed it Wizards of the Coast.
Wizards of the Coast have finally nailed it. This book concludes the trilogy of hardbacks for the latest edition of Dungeons & Dragons. The short is that I am impressed - it's an excellent offering. The sum total of the Player's Handbook, Monster Manual and Dungeon Master's Guide provide a commendable edition. The layout of the DMG is very tidy and logical. I loved the 1st edition DMG but it was esoteric and disjointed, while the 2nd and 3rd edition DMGs were largely superfluous besides the xp tables and magic items. By contrast this Dungeon Master's Guide retains all the elements of each edition that made them great. It provides sound advice for crafting anything from a one-shot adventure, to an iconic campaign. The artwork and illustration is beautiful, and the content makes allowances for a variety of play-styles and personalities. Most of the knowledge can be acquired through practicing the art of Dungeon Mastering, however for the beginner (and even the veteran) there is plenty of inspired information, making the task truly pleasurable rather than a task. Despite having run a variety of editions, I still found myself impressed and inspired. For those who enjoy running minimalistic games, this may not be for you. There is a lot of information here, particularly a hefty section on magic items and designing encounters. It was an interesting choice to include fairly comprehensive planar information in one of the chapters (not necessarily a bad choice, merely interesting), as it saves those playing 5th edition from buying a mostly useless 'Manual of the Planes' equivalent. It's cool that they combine aspects from a range of settings, not restricting the Dungeons & Dragons experience to the high fantasy of Forgotten Realms. For those who home brew (which I preference far above any commercial setting) you are well catered for here. I personally found the 'fluff' to be the best part of the book. When I begin my next 5e campaign I will be removing xp entirely (per an optional rule) and simply awarding levels ad hoc. I find this system far preferable to keeping track of xp minutia and designing perpetually 'balanced' encounters. This may be excitement speaking rather than true objectivity, but I can strongly recommend this. I'm fairly critical, but it's ticked all of my major boxes. Thanks for finally listening to the community Wizards, you've created a winner.
K**N
The Ultimate Guide for Every Dungeon Master!
The Dungeons & Dragons Dungeon Master's Guide is a cornerstone of the D&D roleplaying game, earning a solid five stars for its depth, practicality, and inspiration. This core rulebook is an indispensable resource for any Dungeon Master (DM) looking to create engaging and memorable campaigns. Comprehensive Content: The Dungeon Master's Guide is packed with everything a DM needs to run a successful game. It covers a wide range of topics, from world-building and storytelling to rules for creating adventures, handling encounters, and managing campaigns. The guidance provided is thorough and insightful, making it an invaluable tool for both new and experienced DMs. Practical Advice: The book offers practical advice on a variety of topics, including how to handle player dynamics, create compelling narratives, and balance game mechanics. The tips and strategies provided are grounded in real gameplay experience, helping DMs navigate the challenges of running a game smoothly and effectively. Inspiring Ideas: One of the standout features of the Dungeon Master's Guide is its ability to spark creativity. The book is filled with ideas for plot hooks, adventure seeds, and unique encounters. It encourages DMs to think outside the box and craft personalized stories that captivate their players. Detailed Guidelines: The guide includes detailed guidelines for designing everything from dungeons and cities to magic items and NPCs. The sections on treasure and magic items are particularly useful, offering a wide array of options to enhance the gameplay experience. The tables and charts are well-organized, making it easy to reference important information quickly. Beautiful Artwork: The Dungeon Master's Guide is beautifully illustrated, with stunning artwork that brings the world of Dungeons & Dragons to life. The visuals add an extra layer of immersion, helping to set the tone and atmosphere for any campaign. User-Friendly Layout: The book is well-structured and easy to navigate, with clear headings, concise explanations, and helpful sidebars. The index and appendices are comprehensive, ensuring that DMs can find the information they need without hassle. Versatility: Whether you are running a high-fantasy epic, a dark and gritty adventure, or a whimsical quest, the Dungeon Master's Guide has something to offer. Its versatility allows DMs to tailor their games to suit their unique vision and the preferences of their players. Enduring Value: The Dungeon Master's Guide is a timeless resource that continues to be relevant across different editions of Dungeons & Dragons. Its enduring value lies in its ability to elevate the quality of gameplay and storytelling, making it a must-have for any serious DM. Conclusion: The Dungeons & Dragons Dungeon Master's Guide is the ultimate companion for any Dungeon Master. Its comprehensive content, practical advice, inspiring ideas, and beautiful artwork make it an essential resource for creating unforgettable adventures. This guide truly enhances the D&D experience, earning it a well-deserved five stars!
M**T
Great job with the 5th edition DMG
Excellent update to the rules. I started with the blue box Basic set in the late 1970s, and quickly transitioned to 1st edition AD&D... lost touch for many years after 2nd edition was published while I was in college. A group of old friends decided to put a game together with the Pathfinder rules last summer, and just a month or two ago we discovered 5th edition. Taking this book on its own terms: great artwork, great build/print quality, great organization of materials. Occasionally the thing they do with art to make the pages look aged/made of parchment/torn is distracting... I would go with less of that. The overall artwork though is a lot more professional throughout compared to the 'hit or miss" artwork of the 1st edition rulebooks when the game was just getting off the ground. Taking the book in context of 5th edition, as an old 1st edition player who has played a lot of Baldur's Gate/NWN/Planescape Torment, and investigated just a bit about the subsequent iterations of the tabletop game, and has been immersed in 3.5/Pathfinder rules for about a year: The simplicity/streamlining of the game mechanics is very nice. I like the Advantage/Disadvantage mechanic replacing a whole host of circumstancial bonuses and penalties, and the reduction of most game die rolls to d20 plus proficiency bonus and/or ability score bonus. Additionally, the enormous streamlining of how to handle actions and movements from the 3.5 rules is a huge benefit. Honestly, we've just been ignoring most of those rules anyway and leaving up to DM's discretion. From a strictly DMG perspective, I really love the chapters on building a campaign and the discussion of different types of players and suggestions about what to include to keep diverse player types interested in the game. This is a body of knowledge that just didn't exist 40 years ago when the game was just getting started, and will be hugely important to young DMs and valuable even for older players like me who didn't DM much in the past. I admit that I have just skimmed some sections at this point, but as far as this book specifically goes, I most appreciate the large amount of space devoted to helping a DM build a campaign world at large, medium and small scales and create adventures for it.
A**O
Almost Perfect Dungeon Master's Guide
I started playing D&D in my early teens with the 3rd edition, and though I really enjoyed the game, most of the people I played with complained it was far too complicated. So, even though I greatly simplified rules I could never keep a gaming group together. This is no longer an issue with 5th edition. Pros: The 5th edition rules have been simplified in a way that doesn’t take away from the enjoyment of the game. This dungeon master guide contains a large section introducing new players to roleplaying. Some tools for creating NPCs, traps, hazards, and worlds. One of the largest sections is loaded with detailed magic items to reward your players with. It also contains a large section on the rules, explained in an easy to understand manner. And lots of neat rule variants you can implement if you like. • Quality Hardcover Book. • Some good artwork. • Easiest to learn D&D rules yet! • Variant rules. • World building tips. • Lots of fun options for challenging and rewarding players! • Great Amazon Pricing! Cons: This edition of the dungeon master guide came close to being five-star material, but a couple of things held it back. My biggest gripe is the “bikini chainmail” artwork. While I highly doubt that drawing females in realistic armor would hurt sales, since this is a RPG rulebook not an erotic magazine, I know for a fact that a lot of people, particularly those with religious upbringing or women, will not play fantasy RPGs because of this degrading way of showcasing the feminine form. The second thing that detracted from the quality of the book was that throughout the book it seemed they were trying to sell their novels. • Some degrading artwork. • Advertisements.
D**R
Perfect!
Enjoying time.
Trustpilot
2 months ago
2 weeks ago