The 10 Best Dungeons & Dragons Books (Updated 2022)

The 10 Best Dungeons & Dragons Books (Updated 2022)
Summary List

  • 9.79/10

    1.
    Editors choice:
    Tasha’s Cauldron of Everything

  • 9.90/10

    2.
    Premium pick:
    Xanathar’s Guide to Everything

  • 9.00/10

    3.
    Best value:
    Explorer’s Guide to Wildemount

  • 9.50/10

    4.
    Icewind Dale: Rime of the Frostmaiden

  • 9.50/10

    5.
    Eberron: Rising from the Last War

  • 9.50/10

    6.
    Mordenkainen Presents: Multiverse of Monsters

  • 9.50/10

    7.
    Fizban’s Treasury of Dragons

  • 9.00/10

    8.
    Van Richten’s Guide to Ravenloft

  • 9.50/10

    9.
    Ghosts of Saltmarsh

  • 9.50/10

    10.
    Baldur’s Gate: Descent into Avernus

Dungeons & Dragons has seen an explosion of new players in recent years. Once confined to a subcultural niche, the visibility of the game has changed thanks in part to the surge in popularity of “geek media” properties such as Critical Role, and the relative accessibility of D&D’s 5th edition. With a flock of excited new players comes the age-old confusion of where exactly one should turn after getting comfortable with the starter books. The Dungeon Master’s Guide, Player’s Handbook, and Monster Manual all work in tandem to create a solid foundation, but the real meat of the game comes later as players branch out to find the best Dungeons & Dragons books to suit their campaigns and interests.

In the hunt for their next D&D book a newer player is bound to be given pause by the sheer abundance of choices available to them. Add to that a typical price of $50 per book and the choice is made that much more difficult. Sales may sometimes alleviate the pressure, but it is still worth knowing the quality and content of each book. Will it provide new monsters to battle and spells to cast? What about new classes to play or adventures in which to play them? Will those new additions contribute to the world of your personal game?

With so much for the eager player to consider here is guide to help decide which are the best Dungeons & Dragons books to expand your gaming experience.

Editors choice

1. Tasha’s Cauldron of Everything

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When it comes to choosing your next sourcebook after getting comfortable in Dungeons & Dragons 5E you really can’t go wrong with Tasha’s Cauldron of Everything. Brimming with new content designed to be easily integrated into the foundation set by the starter books, Tasha’s is a perfect supplement to expand or tweak your game without completely upending what you already have. While it may not provide anything earth-shattering for your D&D world, it makes up for that with new items and options in spades.

One of the bigger draws with Tasha’s is the addition of the Artificer, a class not found in the three starting books. Designed around the balance of magic and ingenuity, the Artificer plays as a sort of arcane inventor. They allow the player to focus spell casting through objects and machinery, build necessary tools, and even wield firearms (at the DM’s discretion). There are some who have picked up Tasha’s for the new class alone.

Outside flashier additions like Artificer, there is a fantastic variety of new spells, items, and tweaked rules and class options to tinker with. Feeling a rule or a facet of a class from the starter books is impeding play? Revised rules and alternative options are provided for classes such as Ranger, Druid, and many others. With the new content present in Tasha’s Cauldron of Everything classes and encounters that had grown stale or static in a campaign have the chance for a breath of new life.

Key Features

  • An expansive new set of options and rules to build from D&D’s starter books
  • A new class to play alongside new subvariants for previously released classes
  • Added character customization options for players to sink their teeth into
  • More items, magic and otherwise, for DMs and players to include in their games
Specifications

  • Number of Pages: 192
  • Genre: Roleplaying
  • Publisher: Wizards of the Coast
Pros

  • Supplements the base game by adding a broad variety of content
  • Rebalanced and new class options to spice up the player/NPC building experience
  • No specific theming makes it easy to integrate Tasha’s content into already running games
  • More spells, more items, more rules to work with
Cons

  • The wide approach to content can lead to some sections feeling more developed than others
  • Not the source book to buy if you are looking for specific themes/adventure additions

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The 10 Best Dungeons & Dragons Books (Updated 2022)

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Premium pick

2. Xanathar’s Guide to Everything

9.90 / 10

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Much like the similarly named Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything is a supplemental sourcebook meant to further flesh out the base game of Dungeons & Dragons with a broad selection of new options. Xanathar’s Guide takes the approach of DLC rather than an expansion, but manages to provide enough new content to feel relevant, if not required.

A major draw for players in Xanathar’s Guide will be the increased character options it provides. New subclasses, new racial features, and a heap of new toys to play with in the form of spells and items are bound to attract the D&D players who have gotten comfortable with the game’s starting material. The two Everything supplements give more freedom to the players to fine-tune their adventurers and create the heroes or scoundrels they specifically want.

As for DMs the character options can also help with NPC creation, but the real points of interest for running the game are the newly tweaked rule options, clarifications, and provided tables for quick references during play. Having more in the toolkit is essential for DMs, especially the further into a campaign they get, but having easy-to-reference tables provided in the book pushes Xanathar’s Guide past the finish line. On-the-fly decisions and unexpected improvisation are constants in Dungeons & Dragons, so quick help guides are a great boon to the beleaguered DM.

Key Features

  • Further expand play with new rules and tools for both DMs and PCs
  • Revisited rules from the base game allow more options and flexibility
  • Examples, tables, and charts designed to give DMs fast access to necessary tools
  • More spells, feats, subclasses, and more
Specifications

  • Number of Pages: 192
  • Genre: Roleplaying
  • Publisher: Wizards of the Coast
Pros

  • Tons of subclass options to shake up the base game’s class choices
  • New items, spells, activities, and rule options for players and DMs alike
  • Some clarifications provided for previously obtuse rules
  • Quick references for DMs to work from on the fly
Cons

  • The typical $50 price for D&D books might sting if you’re looking for more than just supplemental options
  • Much like in Tasha’s the broad approach to content can lead to some uneven feeling quality and balancing

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Best value

3. Explorer’s Guide to Wildemount

9.00 / 10

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Critical Role‘s immense success and influence can not be understated, especially when talking about the explosive growth in Dungeons & Dragons‘ player base over the past few years. Few internet properties, especially those focused on tabletop roleplaying games, can claim even a fraction of the success that Matthew Mercer and his crew at CR have managed to accrue since starting as a humble webshow on Geek & Sundry. In Explorer’s Guide to Wildemount that success comes back around to its source, with Matthew Mercer contributing his homebrewed content that built the show to published D&D supplements.

Explorer’s Guide to Wildemount is dense with details, giving readers access to lore and locales from across the continent that contained Critical Role‘s second campaign. Not only is there an excitable amount of lore to read and play off of, but there is plenty to do mechanically as well. NPCs and items abound, as with most D&D books, but new class and character options tailored specifically to the setting give even more choice to players eager to craft the perfect hero. Once the characters are set, Wildemount provides a great set of plot hooks and starter adventures to get the party established in its world.

With all that being said it should be noted that Wildemount does not provide any singular, guided adventure through its setting. It has smaller adventuring content to get players in and rolling, but focuses mostly on worldbuilding. The story itself is, by and large, up to the DM. The other major caveat is, that while the setting and content available are top-notch, if you lack investment in Critical Role then you may want to wait on this book and snag another supplement first. If Wildemount is on your radar, however, then don’t dely and grab a copy! You won’t regret it.

Key Features

  • Brings the world of Critical Role into your personal campaign
  • New subclasses, spells, monsters, items, and other options for players and DMs alike
  • Contains starter adventures and character backgrounds to help establish a campaign in its setting
  • Fleshed out new settings to adapt or play in as is
Specifications

  • Number of Pages: 304
  • Genre: Roleplaying
  • Publisher: Wizards of the Coast
Pros

  • Great variety of environments and scenarios
  • Plenty of new items and monsters to spice up gameplay
  • New character options make this an interesting read for more than just the DM
  • Well-written adventures and engaging potential hooks are presented throughout
  • Overflowing with great details and interesting lore
Cons

  • Focused on worldbuilding, so don’t go in expecting a premade adventure/campaign out of the box

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4. Icewind Dale: Rime of the Frostmaiden

9.50 / 10

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If there is one thing that Icewind Dale: Rime of the Frostmaiden provides, it’s atmosphere. The included adventure takes place in a frozen valley, dotted with towns and encampments that Icewind takes great care in bringing to life through its content and questing. The setting is a sandbox, open to player exploration, but brimming with enough personality and things to do to avoid fostering disinterest. That being said, that open design can also lead to moments of unintentional meandering if the DM isn’t careful, so it is imperative to make sure that plot and quest hooks have decent visibility for the party. The variety of possible routes the adventure could take in Icewind Dale lead to multiple endings, and along the way are a great variety of mechanics and monsters for players to encounter as they trudge through the tundra.

One potential downfall with Icewind Dale comes in the form of its extremely uneven balancing. Multiple players and DMs have brought up moments of bizarre difficulty spikes and disappointing instances of potential challenges bottoming out. This is likely thanks in part to the adventure’s use of the Milestone XP system for leveling player characters. While the Milestone system is brilliant for campaigns with fairly structured, semi-linear narratives, here it seems to run into some friction with the more sandbox-style of the design. Newer DMs who don’t have a natural feel for dolling out levels based on milestones may end up accidentally allowing their players into areas tuned far too high or low for their stats and abilities. This issue can be solved with some tweaking and homebrewing, and the setting is well worth the price of admission, but if the potential DM is still getting a feel for the game, this module might be best visited later on.

Key Features

  • Adventure designed for characters up to level 10
  • New locales and narratives for DMs and players alike
  • A selection of new spells, items (magic and otherwise), treasures, and more
  • Provides rules for adventures set in colder climates
Specifications

  • Number of Pages: 319
  • Genre: Roleplaying
  • Publisher: Wizards of the Coast
Pros

  • Great atmosphere and well-realized world make Icewind Dale a joy to explore
  • New mechanics and content for parties with a taste for darker, more tense adventures
  • More open design can lead to fun, sandbox-style gameplay
Cons

  • Balancing issues with encounters
  • Some of the sandbox design elements can make things aimless if the DM is not careful

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5. Eberron: Rising from the Last War

9.50 / 10

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Eberron: Rising from the Last War is a book brimming with possibilities. Expanding Dungeons & Dragons 5E past the realms of medieval and high fantasy into the worlds of steampunk, noir, and science-fantasy, Eberron is one of the most robust options available for players seeking to branch out from the base game.

Magitech constructs, rocketing airships, and strange science-fantasy cityscapes are just a taste of what awaits eager players in Eberron. There are new races to explore and monsters to tackle, alongside the first official release of the Artificer class in the 5th Edition. There is a caveat to Eberron’s version of the Artificer, and that is that Tasha’s Cauldron of Everything contains the most updated form of the class, along with subclass options. If you’re looking to pick up Rising from the Last War with the Artificer in mind, that will be a particularly important consideration.

The world and options provided for D&D groups in Eberron: Rising from the Last War are rich in themselves, but also provide the tools necessary to expand a homebrewed campaign world into the realm of science-fantasy. For those looking to explore past the realm of fantasy, maybe looking to cook up something steampunk or JRPG inspired in a home game (Final Fantasy‘s airships, anyone?), Eberron is a brilliant option.

Key Features

  • Expands the world of D&D with new lands and adventures
  • Brings noir, steampunk, and magitech to D&D
  • New races, subraces, monsters, and more
  • Provides a campaign in new lands for players and DMs to explore
Specifications

  • Number of Pages: 320
  • Genre: Roleplaying
  • Publisher: Wizards of the Coast
Pros

  • Modular design to the world provides a great variety of places to explore
  • Great selection of settings, items, plot hooks, and more for DMs to play with
  • Interesting new options for building characters
  • Expands the possibilities of D&D through new themes and genres
Cons

  • Some players have found the book’s organization to be messy
  • Balancing issues, particularly among some of the new subclass options

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6. Mordenkainen Presents: Multiverse of Monsters

9.50 / 10

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Mordenkainen Presents: Monsters of the Multiverse is a bit of a unique case among the other Dungeons & Dragons books listed in this guide. While most others provide original content or updated and official releases for previously released test content, Monsters of the Multiverse mostly treads old ground. Collecting a variety of monsters and playable races from Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes, Multiverse provides a fabulous option for those who have yet to add the previous monster books to their collection, but is a harder sell for those who have.

The major appeal of Multiverse is its nature as a compilation. It provides an easily accessible, concise collection of content that had previously been scattered between various other books. Instead of fretfully bouncing between sourcebooks, this release aims for ease-of-use. In addition to its core goal of compiling disparate content, Multiverse also updates that previously released content with rebalances to stats and abilities, new lore, and new artwork. These updates are meant to bring D&D 5E’s content together, making things more easily integrated with one another, but have met some resistance from players who enjoyed the previous iterations of the collected creatures.

At the end of the day, if you don’t own Volo’s Guide or Mordenkainen’s Tome, then this is a fantastic addition to your growing tabletop library. If you already own them though? It might be best to buy another sourcebook first, then revisit the Multiverse later.

Key Features

  • A compiled selection of monsters and fiends, collected from previously released 5E supplements
  • Collects over 30 playable races, many of which were previously scattered in other releases, for easy reference
  • Updated lore, stat blocks, and more
Specifications

  • Number of Pages: 288
  • Genre: Roleplaying
  • Publisher: Wizards of the Coast
Pros

  • Compiles a huge amount of content that had previously been scattered across separate works
  • Updates to lore and stats provide a bit more uniformity to D&D’s narrative and its creatures
  • Many new options for players and DMs alike
  • Rebalanced monsters can make the DMs job far easier when designing combat scenarios
  • Despite collecting mostly older content it also comes with a great selection of new D&D artwork
Cons

  • If you already own the supplements this book compiles then it may not be worth it
  • Some players have disagreed with the updates made to previously released content

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7. Fizban’s Treasury of Dragons

9.50 / 10

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So, you enjoy D&D, but you found the dragon content in base Dungeons & Dragons to be surprisingly lacking. Maybe your DM didn’t think to include dragons as much as you were hoping, or maybe you just crave more draconic content in general. Fizban’s Treasury of Dragons is the D&D supplement to ease that pining for wyrms to slay and to satisfy your need for scaled compatriots to battle alongside.

This supplement is all dragons, all the time. Draconic options are provided for players to create new adventurers, and dragon lore is expanded upon for DMs seeking to inject the classic creatures into their next session. One of the outstanding portions of Fizban’s is, of course, the dragon bestiary. This expansive tome-within-a-tome explores a grand variety of slithering beasts and majestic wyrms, providing stats and lore and a treasure trove of inspiration for campaign crafting. New maps and rules sets round out the experience for good measure.

New player options are a bit limited in comparison to other supplements, making this one definitely a DM-leaning affair. The hyper specific focus on dragons and nothing else makes this one of those books that is brilliant to have on hand, but hard to recommend as the very first piece of content to snag after getting comfortable with the base game experience. Fizban’s provides a glut of content, content which may be wonderfully pertinent depending on your campaign, but its breadth is narrow, so keep that in mind before grabbing it instead of something else.

Key Features

  • Introduces draconic options for players to build their characters with
  • Contains a dragon bestiary
  • Includes maps and other tools for DMs to craft new adventures with
  • Expanded lore on dragons and their history, including the story of Bahamut and Tiamat
Specifications

  • Number of Pages: 224
  • Genre: Roleplaying
  • Publisher: Wizards of the Coast
Pros

  • Provides content and inspiration for DMs looking to create draconic encounters and campaigns
  • The inclusion of specific tools such as maps and rulesets make the DM’s job that much easier
  • New magic items to include in any adventure
  • The bestiary and related sections are not only helpful tools for gameplay, but are genuinely interesting to read
Cons

  • The specificity of the content makes it one of the less essential books
  • New options for players are limited, making this supplement a bit more DM-centric

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8. Van Richten’s Guide to Ravenloft

9.00 / 10

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Van Richten’s Guide to Ravenloft is one of those D&D source books that just oozes atmosphere. It lacks any sort of coherent adventure to follow or singular module to work from, instead focusing on the joy of creation. Van Richten’s Guide is a how-to guide overflowing with macabre personality, and it doubles as the toolkit used to follow that guide. It includes fantastic options for players seeking to create a character on the spookier side of things, but truly shines in the content it provides for DMs. Monsters, locales, potential plot hooks, and open conversations on how to DM heavy topics without overstepping boundaries or overplaying your hand are some of the many aspects of Van Richten’s Guide that make is such a fantastic addition to anyone’s D&D collection.

Of course, while it provides a wonderful array of tools and ideas, what it does not provide is any sort of concrete adventuring module. This book is more of a Halloween-drenched sibling to the starting books, rather than something along the lines of Eberron. Those looking for a more structured adventure into the world of Ravenloft should pursue the Curse of Strahd book instead. There has also been some pushback to the more self-aware approach in Van Richten’s Guide. Content that has been brought forward from older books has been revised to cull hateful or insensitive writing, which has rubbed some of the more stubborn members of the player base the wrong way.

Ultimately, Van Richten’s Guide to Ravenloft is better for the changes and is one of the most interesting, thematically strong tools a DM can have in their library.

Key Features

  • A variety of tools to help craft tense, horror-themed settings for D&D adventures
  • Optional rules for further expanded DM flexibility
  • New options for players to craft characters with gothic and horror-themed backgrounds
  • Bestiary of even more ghoulish monsters than other D&D books provide
  • A selection of different settings and styles of horror to help craft the perfect nightmare adventure
Specifications

  • Number of Pages: 256
  • Genre: Roleplaying
  • Publisher: Wizards of the Coast
Pros

  • Strong theming and atmosphere
  • Great variety of content even under the same thematic umbrella
  • Provides plenty of tools and frameworks for creating horror settings
  • Takes the time approach important conversations about narrating and player interaction at the table
Cons

  • Some of the included content can feel disparate or underdeveloped
  • More a guide to creation than a guide to adventuring in any one zone, which could disappoint buyers expecting otherwise

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9. Ghosts of Saltmarsh

9.50 / 10

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Looking for rules to help create a swashbuckling pirate adventure? Or maybe just interested in revisiting a classic adventure from a classic D&D edition? If the answer to either of those questions is “Yes!” then the Ghosts of Saltmarsh supplement is the book to add to your tabletop library.

Ghosts provides a wonderful selection of adventures, including classics reworked to function with 5th Edition’s rules, that can be played on their own or integrated with other campaigns. Tied together by nautical themes, the adventures here are fun and varied while still fitting with one another fairly well. With some of the older adventures there are design hiccups that have unfortunately traveled forward in time with them, but for the most part the conversions are watertight.

For DMs the included rules sets for marine adventures are one of the strongest aspects of Ghosts. Everything from stat blocks for naval vessels to combat and navigation on the open ocean is covered, giving DMs the tools they need to craft oceanic escapades of their own. Whether crossing a vast sea in a preexisting campaign or designing a new game from scratch aiming to tap into the romance and horror of the high seas, Ghosts of Saltmarsh contains some essential content for D&D groups hoping to flesh out their worlds.

Key Features

  • Nautical themed adventures and locales
  • Provides new rules pertaining to ships, sea travel, and more
  • Tuned to allow play from level 1 all the way to level 12
  • Collects classic D&D adventures from previous editions and brings them forward
Specifications

  • Number of Pages: 256
  • Genre: Roleplaying
  • Publisher: Wizards of the Coast
Pros

  • New nautical rules for DMs
  • Updated versions of older material allow classic adventures within the 5E ruleset
  • Multiple adventuring scenarios allows short campaigns or blending Saltmarsh content into preexisting games
  • Decent variety among the adventures keeps the book from being too one note
Cons

  • Not much for players, making this another DM-focused affair
  • Some of the converted content retains their original blemishes

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10. Baldur’s Gate: Descent into Avernus

9.50 / 10

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For fantasy tabletop and video game players alike, Baldur’s Gate stands as one of the most recognizable, iconic settings available to explore in Dungeons and Dragons. Baldur’s Gate: Descent into Avernus gives DMs and players not only that beloved fantasy cityscape itself, but also the hellfires of Avernus to explore and (hopefully) survive. Included in Descent is a full campaign running through these strange locales, complete with well-realized NPCs, monsters, items, and lore for the eager DM to utilize and the eager player to interact with. As the city teeters on the brink of literally being swallowed by hell, players will chug through the early levels in Baldur’s Gate, before dropping into Avernus itself and taking part in an absurd war of demonic trickery and Mad Maxian war machines.

If there is something to stay your hand before picking up Baldur’s Gate: Descent into Avernus it is likely to be the sometimes rough pacing, a problem that shows up particularly when trying to get the party through those the early levels so that they can get into the core of the experience. That pacing, while not a deal breaker, can lead to some lackluster feeling plot hooks as the game attempts to convince the player characters to risk their lives and engage with the grander narrative. With the right tweaking on a party-by-party basis by clever DMs that pacing issue won’t be too much of a hurdle to pass.

If a trip into hell and the challenge of pacing doesn’t scare you, then Baldur’s Gate: Descent into Avernus might just be the next grand endeavor for you and your band of intrepid adventures.

Key Features

  • Module contains a full campaign that runs from level 1 to level 13
  • A strongly realized, 5th Edition take on the Baldur’s Gate setting
  • New items, NPCs, and more for players to sink their teeth into
  • Adds vehicular content in the form of the “Infernal War Machines”
  • New rules for DMs including rulings on demonic hierarchies and contracts
Specifications

  • Number of Pages: 256
  • Genre: Roleplaying
  • Publisher: Wizards of the Coast
Pros

  • Dripping with atmosphere and a strong sense of place
  • Interesting characters and scenarios to draw players in
  • Fabulous amount of detail brings mechanics and narratives together
  • Absolutely brilliant art helps visualize the game world
  • More new tools for DMs looking to expand their arsenal
Cons

  • Pacing, especially during early levels, can feel off
  • Some of the plot hooks used to string adventurers along can be flimsy at times

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When hunting for your next Dungeons & Dragons book the options available can, at times, can be more than a little staggering. When the books typically sit at around $50 a pop (even well after release) that decision is made so much more difficult. That hesitation is only increased when you stop and realize just how widely spread out the game’s content is. With so many books it can be hard to know which ones house the exact things you’re looking for. The most comforting fact is that, no matter which supplemental work you decide to grab, you will always be able to make use of it. Almost all of D&D‘s available library provides additional rules, clarifications, options for DMs & players alike, and tons of content that can inspire ideas for homebrewed creations.

How to Be Prepared

The most solid practice for when you’re selecting the best Dungeons & Dragons book for your game is to know what you need ahead of time. If your purchase is to add content to an existing campaign it is important to keep in mind the settings, themes, and tones that have already been established therein. Picking up Van Richten’s Guide to Ravenloft when your campaign is a sun-soaked, swashbuckling, pirate sea adventure might not be the greatest fit. If your campaign is focused on pulpy sci-fi or JRPG inspired questing then maybe Eberron might just be the sourcebook you’re looking for, and not something like Icewind Dale. You may still be able to pull content and inspiration from a supplement that doesn’t integrate perfectly into your game, but it would be a far more limiting experience. Each book listed in this guide is a solid choice on its own, but keeping in mind your specific needs or aspirations is the key to selecting the D&D book that is right for you and your campaign.

The Best Dungeons & Dragons Book for You

At the end of the day the best Dungeons & Dragons books are the ones that speak to and feed our tastes and inspirations. The books that spark that desire to create, whether that comes in the form of a world-spanning adventure as a DM or a character to embody as a player, are the books that embody the core experience of D&D. I could ramble all day about how the airships of Eberron play on my love of Final Fantasy, or how Ravenloft fills my little goth heart with glee, but if those aren’t to your taste? Then they’re not the best for you. The selection provided here was chosen with both player feedback and a desire for variety in mind. Because even if what’s “best” in D&D is subjective to each player and each game, the only way to find the best Dungeons & Dragons book for you is to have the options at your fingertips.