The post Best Dungeons and Dragons books 2022 appeared first on Game News.
]]>That’s why we’ve put together some recommendations of what you should priotize here – this is a list of the best Dungeons and Dragons books for fans, by fans. You’ll get the most out of these suggestions regardless of whether you’re a newcomer inspired by the likes of Stranger Things or a longtime adventurer hoping to expand their collection, and they’ll allow you to dive into one of the best tabletop RPGs without getting lost.
Because the best Dungeons and Dragons books can be expensive, we’ve been sure to include the lowest prices as well. Our bargain-hunting software is always rooting out discounts, so keep your eyes peeled for price cuts as you browse the best D&D books. You’ll be able to see any current discounts by clicking on the button under each entry.
As for how we chose these recommendations, our team only includes products we’ve used extensively ourselves. We run and play D&D games in our spare time, and in our experience, these have been the most useful Dungeons and Dragons books to have on the shelf.

The best Dungeons and Dragons book overall
For: EveryoneFeatures: Core rules and character creation
+Everything beginners need+Extensive character creation options+A one-stop shop for all things D&D
-Traits can be limiting
Of all the D&D books out there right now, this is arguably the most important. As a detailed guide on gameplay, rules, how to create a character, and more, it’s a one-stop-shop for everything you need in order to begin your tabletop adventure. That’s true no matter how experienced a player you are, too; along with entry-level advice, the Player’s Handbook is crammed with advanced mechanics for combat and spellcasting. In essence, this is the Dungeons and Dragons bible. It’s beyond useful for players of every stripe, and it’s always handy to have a copy close by.
Even though it doesn’t include every playable species or class in the game, the Player’s Handbook also has more than enough to give you countless hours of gameplay. With nine races to choose from (including the classic elves, dwarves, and halflings), numerous backgrounds you can use, and rules for almost every class, it’s the place to start when making an adventurer for your next campaign.
This is one the best Dungeons and Dragons books for Dungeon Masters as well. Besides featuring info on everything from gods of the multiverse to equipment stats, it provides a few ideas for what the party can do on the side. Do they have a job? Hobbies? The Player’s Handbook gives you plenty to chew on, and we can’t recommend it enough.

The best Dungeons and Dragons book for DMs
For: Creating adventuresFeatures: Campaign and world-building tools
+Inspiring tips+Extensive creation tools+Pages of advice on world-building
-Left wanting more
If you’ve ever thought about creating adventures for your group, the Dungeon Master’s Guide is essential reading. Besides arming you with all the tools you need for overseeing a game, it covers everything from making an awesome quest to forging a world of your own.
It’s not overwhelming, either. Regardless of what you want to do (be it crafting loot-filled ruins or getting tips on how to use miniatures in-game), the book’s advice is straightforward and easy to understand. Because there are so many helpful prompts, it’s practical as well.
The section on creating non-playable characters is particularly handy. It provides a wealth of traits, mannerisms, and quirks to choose from that can result in memorable individuals that are easier to roleplay. In addition, the fact that you can end up with countless permutations based on its suggestions is useful for time-strapped DMs.

The best Dungeons and Dragons book for new characters
For: Players and DMsFeatures: 33 new playable races, 250+ monsters
+New races to play+Intriguing lore+Loads of unique monsters
-We’ve seen a lot of it before
Tired of the same old character types? Monsters of the Multiverse should go straight onto your wishlist. It allows you to play something beyond traditional fantasy staples and offers 33 new races (ranging from fairies to owl-people) that can be used for your next hero. This makes it one of the best Dungeons and Dragons books by default; it lets your imagination run wild.
Crucially, all of the above will fit into any world. Although most started life elsewhere, they’ve been updated for this book with setting-neutral info. When combined with all-new lore and hand-written, pithy notes from existing characters, it’s a fascinating dive into D&D’s wilder side.
In addition, it features a sprawling 282-page bestiary filled with unusual and powerful monsters. Whole chapters are dedicated to beasts we often see as cannon-fodder, and you’re given a broader, less black-and-white view that makes them more well-rounded than they have been in the past. This isn’t about pigeon-holing cultures into categories of ‘good’ or ‘evil’; it takes a more measured, thoughtful approach.

The best Dungeons and Dragons book for DIY adventures
For: Creating encountersFeatures: Rules for almost every monster
+Hundreds of entries+Fantastic artwork+Lots of backstory and lore
-Almost TOO much choice
The Monster Manual is a must-have if you’re running your own game; it helps Dungeon Masters call upon a host of nasty creatures to use in battle. Featuring classic foes like goblins and more unusual entries such as the many-eyed beholder, it’s full of surprises with which to challenge your players. Basically? This is the ultimate collection of baddies.
It’s one of the biggest Dungeons and Dragons books, too. There are over 350 pages to enjoy with lavish illustrations throughout, making it one of the most comprehensive fantasy bestiaries out there. Even if you don’t play D&D, it’s an inspiring read from start to finish thanks to the extensive worldbuilding inside.
However, it’s more than a curiosity for DMs. For them, it’s borderline-essential. With stats, abilities, and flavor text for hundreds of creatures, there’s something within the Monster Manual to suit every campaign you can think of. You’ll find useful context on where these enemies can be encountered too, not to mention why. That helps DMs weave monsters into the story naturally, making for a more immersive experience overall.

The best Dungeons and Dragons book for advanced players
For: Advanced players and DMsFeatures: New subclasses, DM tools, and inclusive traits
+Inventive new subclasses+Playful, whimsical tone+Very accommodating
-Origins section is too short
Few D&D books make bigger promises than Tasha’s Cauldron of Everything. In fact, it sets out to fundamentally change the game. And you know what? It works. Although there are the usual spells and magical items you’d expect, this one adds the Artificer class (tech whizzes that let you play as a medieval Iron Man) to shake things up. New subclasses have been thrown in for good measure, too. These are almost universally excellent, ranging from psionic warriors that battle with the power of their mind to fungi-based Druid circles that feel as if they’ve been pulled from The Last of Us.
What’s more, tweaked character traits are a revelation (even if they could do with more depth). Allowing players to escape rules that potentially force them toward one playstyle or another, it upends the table and lets you live your best fictional life. Want to be an academic orc who’d rather hit the books than smack someone with their axe? Now’s your chance.
In much the same vein, DMs are given more ideas, tools, and quest hooks than they’ll know what to do with. Tasha’s Cauldron winds up being the best D&D update in years as a result.

The best Dungeons and Dragons book for advanced DMs
For: Advanced DMs and playersFeatures: New backgrounds, subclasses, and DM tools
+Excellent subclasses+Fun character backstories+Numerous DM tools
-Some overpowered options
The title isn’t an exaggeration; this supplement provides players and Dungeon Masters alike with new rules for almost every part of the game. No matter whether you’re looking for fresh spells, unusual subclasses, or traps in which to catch unsuspecting adventurers, Xanathar’s Guide has you covered.
However, we’d argue that DMs will get the most out of this Dungeons and Dragons book. There are dozens of encounter tables here to make exploration more exciting (and easier, for that matter) along with extensive rules on traps. Even downtime rivalries and pastimes are included, so the advice here should give your games additional spice.
Tying this esoteric knowledge together are asides from Xanathar (a beholder crime lord whose most prized possession is a goldfish), and these add flavor to proceedings. Wry notes are scattered throughout, leaving us with a memorable read.

The best Dungeons and Dragons book for oneshot games
For: Short, one-off sessionsFeatures: 17 oneshot adventures
+One-off adventures+Fresh perspectives+Memorable storylines
-Some adventures are better than others
Although prewritten adventures make up some of the best Dungeons and Dragons books, they’re a massive time commitment. Candlekeep Mysteries bucks that trend. Offering a series of one-off stories that can be plugged into any campaign, world, or setting, these quests can be completed in a single sitting. That makes them a great fit for groups that can’t meet regularly enough for weekly or monthly sessions.
More importantly, those adventures are great. Despite being united by some sort of mystery driving the plot (hence the name), there’s a tremendous amount of variety on offer. Traditional tales of derring-do, horror, satirical comedy, and more can be found within the pages of this D&D book, so there’s bound to be something to suit your party.
There’s a refreshing variety of perspectives on offer throughout, too. Candlekeep Mysteries isn’t limited to classic European fantasy, either; adventurers will visit places inspired by mythologies and cultures from around the world. Because so many of the stories told there are sure to stay with you for a long time, it’s well worth a look.

The best Dungeons and Dragons book for horror fans
For: Horror fansFeatures: New horror settings and worldbuilding tools
+Over 30 horror settings to play in+Inspiring tips on worldbuilding+Intriguing quest ideas
-Lacks fun in-character notes
This D&D book is unsettling, but that’s the point. A whistle-stop tour of horror tropes both old and new, it’s crammed with tips on how to inject the genre into your games. Based around the horror-tinged realms of Ravenloft (prison-worlds created to contain evil Dark Lords in their own personal hell), it provides a baked-in excuse to explore any kind of fear-inducing cliche you can think of.
Like Candlekeep Mysteries, it’s got creativity to spare as well. In spite of a brisk pace that rattles through over 30 realms in total, the worldbuilding of Van Richten’s Guide is second to none. You get a real sense of each domain even though they’re only given three to four pages each, and all of them contain numerous quest hooks to fuel your campaigns. Some of these are compelling enough to maintain full-length adventures in their own right, so there’s plenty of value for your money here.
The same can be said about the book’s suggestions for creating your own horror worlds and characters. Namely, it’s insightful while also being laser-focused on what makes the genre tick (if you enjoy creating your own homebrew settings, it’s hard not to come away inspired). Sure, the genre isn’t for everyone. But the tips in Van Richten’s Guide are. This is comfortably one of the best Dungeons and Dragons books as a result.
For some models to go with your Dungeons and Dragons books, check out the best WizKids miniatures. You can also get some advice on how to create your first character in D&D or the best D&D class for beginners via our guides.
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]]>The post How to create your first character in D&D appeared first on Game News.
]]>And seriously, we can’t recommend doing so enough. Dungeons and Dragons books have shot up in popularity recently thanks to the additional publicity this long-running tabletop game has had in the media, such as its mentions throughout Stranger Things and in livestreamed campaigns such as Critical Role. This means that the iconic RPG is now even more accessible than ever, with free online resources that can help you jump into playing your first session without having to spend any money on things like the Dungeons and Dragons Starter Set or Player’s Handbook.
So, where should you start? The fifth edition of D&D is the most recently released version, so this is the one we’ll run through the character creation process for (keep in mind that the steps in this guide may vary if you want to play older editions). And, given that this is 2022, you have the option of creating your first character either traditionally with a printed sheet and a pencil, or digitally via services like DnD Beyond (opens in new tab). Whichever you pick, the method to ‘rolling’ your first character will be largely the same. Just remember to have a quick chat with your Dungeon Master first as some rules can vary depending on who’s running the campaign.
Oh, and one more thing. If you find creating your own character to be too complex, or you simply want to get stuck in, D&D publisher Wizards of the Coast has created a selection of pre-made characters for you to download (opens in new tab) on the same page as the official blank character sheets.

If you’re happy to create a character from scratch, you have some reading to do before you fill out your sheet. There are two things to swot up on first: class and race.
Your class (which we cover in our guide to the best D&D class for beginners) is essentially your profession, and it’ll outline the kind of role you’ll have within the party as a result. Meanwhile, your race will determine how your character looks, as well as giving you exclusive skills and features such as ability score increases, age and life expectancy changes, size differences, increased speeds, and unique languages.
There are nine different races and twelve different classes to choose from in the base game’s Player’s Handbook, but additional offerings are included throughout various expansions such as Tasha’s Cauldron of Everything and Volo’s Guide to Monsters. In terms of species, these range from traditional elves and halflings to more exotic choices like the raven-esque kenku.
Let’s roll

There are seven different dice used in D&D, with the most common being a D6 (a six-sided dice) and a D20 (a 20-sided dice). You’ll also have a D4, D8, D10, D12, and a D100 to play with, but there’s no need to panic if you don’t have physical ones to hand. You can use Wizard’s official digital dice roller (opens in new tab), or if you’re on DND Beyond, then the service has a digital dice roller built into the website.
Even though a lot will hinge on what you like the look of, be aware that your choice can have an impact on gameplay too – it’s possible to pick race and class options that are optimized to work together. For example, a Wizard uses the Intelligence ability to cast spells, while gnomes get to add two extra points to their Intelligence modifier, making them well suited for each other. However, you’re truly free to create whatever combination you like. Want a gnome Fighter? Go for it.
It’s also worth noting that Tasha’s Cauldron introduces rules that allow you to put ability bonuses wherever you like; instead of having to stick with an elf’s increased dexterity or an orc’s boosted strength, you could change their stats entirely. With that in mind, you could run with an academic orc professor or a surly elven barbarian who just wants to smack stuff with their axe. In short, don’t feel beholden to the increases listed in the Player’s Handbook – there are alternatives.
In the meantime, we’ve laid out races and how they work in D&D’s basic rules below.
There’s no need to limit yourself to the species above, of course – they’re just the easiest to get hold of by virtue of being free. If you’re willing to invest, you can choose from over 40 different races.
When it comes to classes, you can pick between combat-heavy martial options, spellcasters, or a mix of the two. We’ve listed the core options below (you can also choose to be an Artificer, but that requires the separate purchase of Tasha’s Cauldron of Everything).
Because different roles within the party come with their own learning curves, it might be worth selecting a D&D class that’s good for new players (again, check out our beginner D&D class guide for more). A Fighter or Barbarian is a great place to start.
While it may look scary thanks to a wealth of boxes and modifiers, it’s pretty straightforward
No matter what you choose, always roll your first character from level 1 where possible to give yourself time to learn skills as you level up, rather than jumping straight into a higher level and getting overwhelmed right away.
Your background can also be selected from a predetermined list to give you additional skills. There are thirteen in the Players Handbook, with more options available through other official sourcebooks and homebrew alternatives (ideas created by players). These not only help to flesh out the personality of your character but provide some useful skills that you would have picked up along the way – such as soldiers gaining proficiencies in Athletics and Intimidation.

At its core, Dungeons and Dragons is a game of maths and chance. Don’t let that intimidate you though, as the most you’ll be doing is adding or subtracting from the results of a dice roll.
A good example of this would be your character sheet. While it may look scary thanks to a wealth of boxes and modifiers, it’s pretty straightforward to fill out. To start with, you’ll need to create six core abilities: Strength, Wisdom, Charisma, Dexterity, Intelligence, and Constitution. These Ability scores, or stats, are what determine your character’s strengths and weaknesses.
The most common methods to decide those values are:
If you’ve done all that, you should have six numbers between 1-20 to allocate into your character sheet.
You’re free to roll your Ability scores first and create a character that will best suit the results
While it’s best to know at this stage what class and race you want to play so you can put scores where they’d be of most use, you can vary the order of the steps outlined above. Similarly, you’re free to roll your Ability scores first and create a character that will best suit the results.
For example, if I wanted to create a Wizard, I should put my highest number into Intelligence as that will be the most used ability score for casting spells, the main action a Wizard will take. Similarly, I may want to pick a race that can increase that rolled score (such as the +2 that gnomes get). From here, I can work out what my ‘modifiers’ will be.
Modifiers are what you’ll be adding or subtracting from your D20 rolls to dictate how well you perform a certain action. Running with the same example, if your Wizard character has an Intelligence score of 14, then they have a +2 modifier to add.
Basically, modifiers work in 2s; a score of 12 or 13 is +1, a score of 14 or 15 is +2, and so on. Unfortunately, this also means that scores of less than 10, such as a Strength score of 8, will give you a modifier of -1.
This means if the DM asks you to roll a D20 against a certain skill, you can add or subtract these modifiers from your results. The higher the modifier, the more likely you are to succeed in your chosen action.

You’ll likely notice there’s still a lot to fill in, but you’re on the home stretch now and things get easier from here. On the long line of ‘Skills’ that lists things like History (INT), the last three letters refer back to the main six stats you’ve already rolled. For most of these, you can simply add your existing modifiers to each skill. For example, if you have 14 Intelligence, then you have a +2, so all the skills that use Intelligence will also have a +2.
The only exception is is if you have proficiency with that skill. Proficiencies are dictated by your character’s background and class and basically mean that they’re especially skilled in certain areas, so take care to read all the information available when building your character. The bonus starts at +2 for a level 1 character and caps out at +6, so if our example Wizard has proficiency in Arcana, they will have the +2 from their Intelligence and an additional +2 from their proficiency bonus. If the Dungeon Master asks the Wizard to roll an Arcana check, they can now add +4 to the result of their D20 roll.
Saving throws that help you avoid danger are worked out in much the same way. For regular saving throws, you just need to add your established ability modifiers (so a +2 Intelligence will result in a +2 to any saving throw using Intelligence).
Because your class will dictate which saving throws you’ll be proficient in, you should have two saving throws where you’ll also add your proficiency bonus. In the case of our Gnome Wizard, this is Intelligence and Wisdom.
A higher bonus could result in you being first in line to lay some pain down on an enemy
As for Initiative (which decides when you act in combat), you can work out if you have any bonus to your score by using your Dexterity modifier. It’s worth checking to make sure that your class and race don’t add any additional bonuses, too. That’s because a higher bonus could result in you being first in line to lay some pain down on an enemy.
Hit points are our next blank to fill in. Every class has a different ‘Hit Dice’ that varies from a D4 up to a D12. From first level, you’ll take the highest possible score and add the bonus from your constitution modifier – again, using our Wizard as an example, this means their D4 automatically gives us a 4 + 2 from Constitution, making for a total of 6 hit points. When working out additional hit points per level, you’ll either roll the dice assigned to your class and add the result, plus your Constitution modifier again, to the total, or take the fixed average mentioned in the class description.
Next, you’ll want to work out your Armor Class. The easiest way to do this is to remember that when unarmored, your character’s AC is 10 + their dexterity modifier. This also introduces equipment, as your AC will change if your character can wear armor or carry a shield – remember to check what armor types your character can wear in its class details, and discuss items like shields with your DM. In the case of our Wizard, this means their AC is 12 because they’re unable to wear any armor that would give them an additional boost.
There’s plenty more to go through, such as equipment and spells that will be specific to your character’s race and class, but if you’ve followed all the above steps, then you’ll have yourself a playable character that’s ready to join a campaign.
It’s worth doing plenty of research before jumping into your first session, though most inexperienced players find they can create a character sheet in around 20-30 minutes. Ideally, ask your DM or a more experienced player to help you to avoid any confusion, but if you’re an entire group of people who have yet to experience playing D&D before, just make sure you consult the Player’s Handbook and Dungeon Masters Guide – they really do have the answer to almost any question you have.
To see what else is out there, don’t miss the best tabletop RPGs. It’s also worth checking in on the best WizKids miniatures for beginners if you want to represent your character on the tabletop with models. Want something a bit different for game night, on the other hand? Check out the best board games.
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]]>Minis bring any D&D session to life, but the new Critical Role miniatures (the first batch in an official partnership with WizKids) go one better. Besides being pre-painted and ready to play right off the bat, the range features some properly colossal models to ruin your party’s day. Is that a foot-tall Udaak? Yes. Yes, it is.
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The current range includes groups and monsters from across the world of Wildemount (the Critical Role podcast’s setting), and many of the figures are inspired by artwork seen throughout the Explorer’s Guide to Wildemount sourcebook. We’ve listed the full set below, but you can choose from the continent’s three factions (there are separate packs for the Dwendalian Empire, Kryn Dynasty, and Clovis Concord), two monster bundles, or the premium Udaak figure.
I managed to go hands-on with each set, and the monsters in particular are standouts. Intricate and well-painted with a clear love for their inspiring source material. Especially the Udaak – as you’d expect from a premium figure costing $79.99, it’s hugely detailed and has an impressive presence on the table. Which isn’t any wonder, considering the fact that it’s the size of a small cat.
Monsters of Wildemount (1) | $59.99 at Amazon (opens in new tab)
Memorable creatures to battle are the lifeblood of D&D, so these Critical Role miniatures are the crown jewels of the collection. You’re getting an array of unusual monsters here, including the incredibly creepy Core Spawn Seer and Aeorian Nullifier.
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Monsters of Wildemount (2) | $59.99 at Amazon (opens in new tab)
The second monster pack is as good as the first, if not better – it features Critical Role miniatures of the Swavain Basilisk and the Nergaliid, the latter of which is fantastic. They bring a lot of menace to the table.
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Udaak | $79.99 at Amazon (opens in new tab)
OK, now we’re talking. The headline act of the Critical Role miniatures range, the Udaak is an impressive premium figure that’s genuinely massive – I was taken aback by its size. It’s well worth investing in if you want a show-stopping boss fight.
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Dwendalian Empire | $49.99 at Amazon (opens in new tab)
With figures ranging from noble aristocrats to Dragonborn warriors, this set brings you eight Critical Role miniatures that span military and civilian life. Even jolly Firbolg trader Pumat Sol is available within this pack.
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Kryn Dynasty & Xhorhas | $49.99 at Amazon (opens in new tab)
Featuring another set of figures for your table, this particular pack of Critical Role miniatures offers a slice of Kryn society via nobles and a Graviturgy Wizard, not to mention the Echo Knight with their transparent doppelganger that helps them out in combat.
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Clovis Concord & Menagerie Coast | $49.99 at Amazon (opens in new tab)
With more Critical Role miniatures inspired by inhabitants of the Menagerie Coast included within the box, this pack is perfect for adventures taking place along the shoreline. You also get minis for the Hollow One and Blood Hunter subclasses, which is pretty cool.
Want some D&D recommendations? Don’t forget to check out the best Dungeons and Dragons books, not to mention the best tabletop RPGs.
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