List of Dungeons & Dragons rulebooks

This is a list of rulebooks for the Dungeons & Dragons fantasy role-playing game, sorted by the edition of the game that they appeared in. This list does not include books designed for use as premade adventures.

This literature-related list is incomplete; you can help by expanding it.

Contents

Original Dungeons & Dragons

Title Authors Date Pages ISBN
Original Dungeons & Dragons Gary Gygax, Dave Arneson 1974 unknown ISBN unknown

The original Dungeons & Dragons was published in 1974 as a boxed set containing three separate booklets:

  • Volume 1: Men & Magic
  • Volume 2: Monsters & Treasure
  • Volume 3: Underworld & Wilderness Adventures

This original version of Dungeons & Dragons only included a few of the elements considered core to modern Dungeons & Dragons and required the player to own several other games in order to make full use of the rules, however it is considered the first of what we now consider role-playing games and, along with its supplements, is responsible for the creation of the genre itself.

 
Greyhawk Gary Gygax, Robert J. Kuntz 1975 68 ISBN unknown

The first supplement for the Original Dungeons & Dragons game, Greyhawk focused primarily on rules and removed the game's dependence on the Chainmail rules. Despite the name, the Greyhawk supplement was not intended as a setting supplement, but rather featured rules used in Gary Gygax's Greyhawk campaign.[1]

It was published in 1975 by TSR, Inc..

 
Blackmoor Dave Arneson 1975 60 ISBN unknown

The second supplement for the Original Dungeons & Dragons game, Blackmoor added rules, monsters, treasure and is notable for containing the first published adventure for a role-playing game - "Temple of the Frog". Like Greyhawk, its focus was more on rules than setting material, despite the name.[2]

It was published in 1975 by TSR, Inc.

 
Eldritch Wizardry Gary Gygax, Brian Blume 1976 60 ISBN unknown

Eldritch Wizardry was the third supplement for the Original Dungeons & Dragons game and is most notable for introducing some of its most famous monsters, such as Demons and Mind Flayers.[3]

It was published in 1976 by TSR, Inc.

 
Gods, Demi-Gods & Heroes Robert Kuntz, James M. Ward 1976 72 ISBN unknown

Gods, Demi-Gods & Heroes was the fourth supplement for the Original Dungeons & Dragons game and adapted a variety of real-world and fictional pantheons for use in the Dungeons & Dragons game.[3]

It was published in 1976 by TSR, Inc.

 
Swords & Spells Gary Gygax 1976 45 ISBN unknown

The fifth and final supplement for the Original Dungeons & Dragons game focused on providing a new diceless set of rules for large battles between armies.[3] Gods, Demi-Gods & Heroes stated itself to be the "last supplement"[4] for Dungeons & Dragons in its introduction, and Swords & Spells did not have the official "Supplement V" designation on the cover.

It was publishing in 1976 by TSR, Inc.

 

Basic Dungeons & Dragons

Basic Dungeons & Dragons, known as the Basic Set was the successor to Original Dungeons & Dragons and was released whilst TSR, Inc. was working on the Advanced Dungeons & Dragons set. This set was the beginning of the split into two separate games, driven by disagreements on the direction the game should take. The Basic set retained the simplicity and flexibility that had made the original game such a best-seller whilst Gary Gygax took Advanced Dungeons & Dragons in a more structured and complicated direction.[5]

Initially it was expected that players would start using Basic edition and then 'graduate' to Advanced Dungeons & Dragons.[6] However, in 1981 the Basic Set underwent a completely new revision and not long after this the Expert Set was released for the first time. All references to a progression from the Basic Set to Advanced Dungeons & Dragons were removed from the games and supplements as TSR, Inc. made clear that the expected progression was from the Basic Set to the Expert Set. From this point the D&D Dichotomy became fixed and the Basic/Expert set pair were considered a completely separate game from Advanced Dungeons & Dragons.[7] This separation continued until the eventual reintegration of the two streams into a single game in 2000 with Dungeons & Dragons, third edition.

Advanced Dungeons & Dragons

Advanced Dungeons & Dragons, or AD&D, greatly expanded upon the rules and settings of the original D&D game when it was released in 1977. As such, this edition saw the publication of numerous books to assist players. The naming of the core books in this edition became the standard for all later editions.

Advanced Dungeons & Dragons 2nd edition

In 1989, Advanced Dungeons & Dragons 2nd edition was published. By the end of its first decade, Advanced Dungeons & Dragons had expanded to several rulebooks, including three Monster Manuals, and two books governing character skills in wilderness and underground settings. Initially, the second edition would consolidate the game, with three essential books to govern Dungeon Masters and players alike. Periodically, TSR published optional rulebooks for character classes and races to enhance game play.

Dungeons & Dragons 3rd edition and v3.5

A major revision of the AD&D rules was released in 2000. As the Basic game had been discontinued some years earlier, and the more straightforward title was more marketable, the word "Advanced" was dropped and the new edition was called just Dungeons & Dragons, but was still officially referred to as 3rd edition (or 3E for short).

This edition was the first to be released by Wizards of the Coast after their acquisition of the company, as well as the first to allow third-party companies to make supplemental materials by use of the Open Game License.

In July 2003, a revised version of the 3rd edition D&D rules (termed version 3.5) was released that incorporated numerous rule changes, as well as expanding the Dungeon Master's Guide and Monster Manual.

Title Authors Date Pages ISBN
Arms and Equipment Guide Eric Cagle, Jesse Decker, Jeff Quick, Rich Redman, James Wyatt March 1, 2003 160 ISBN 978-0-7869-2649-7
Within these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency. 
Book of Challenges: Dungeon Rooms, Puzzles, and Traps Daniel Kaufman, Gwendolyn F. M. Kestrel, Mike Selinker, Skip Williams June 1, 2002 128 ISBN 978-0-7869-2657-2
Over fifty encounters designed to be dropped into any campaign. 
Book of Exalted Deeds James Wyatt, Darrin Drader, Christopher Perkins October 1, 2003 192 ISBN 978-0-7869-3136-1
As the Book of Vile Darkness was a resource book on the most evil elements of campaign play, the Book of Exalted Deeds focuses instead on the availability of good resources and features in the D&D spectrum. 
Book of Vile Darkness Monte Cook October 1, 2002 160 ISBN 978-0-7869-2650-3
Along with wicked spells, wondrous items, and artifacts, Book of Vile Darkness also provides descriptions and statistics for a host of abominable monsters, archdevils, and demon princes to pit against the noblest of heroes. 
Cityscape Ari Marmell, C.A. Suleiman November 7, 2006 160 ISBN 978-0-7869-3939-8
Cityscape features city-building rules, new options for city-based characters, city-based encounters, and rules for urban terrain. 
Complete Adventurer: A Guide to Skillful Characters of All Classes Jesse Decker January 13, 2005 192 ISBN 978-0-7869-3651-9
Complete Adventurer™ serves primarily as a player resource focused on adventuring skills for characters of any class. 
Complete Arcane Richard Baker November 18, 2004 192 ISBN 978-0-7869-3435-5
Complete Arcane provides Dungeons & Dragons© players with an in-depth look at how to access traditional arcane magic and use that power to a character's advantage. 
Complete Champion: A Player's Guide to Divine Heroes Ed Stark, Chris Thomasson, Rhiannon Louve, Ari Marmell, Gary Astleford June 5, 2007 160 ISBN 978-0-7869-4034-9
Complete Champion focuses on the divine champion and provides new rules options for characters who enjoy battling for a cause, defeating foes with divine magic, and going on quests that mean more than simply defeating the bad guy and grabbing the treasure. 
Complete Divine: A Player's Guide to Divine Magic for all Classes David Noonan May 1, 2004 192 ISBN 978-0-7869-3272-6
Complete Divine provides Dungeons & Dragons® players with an in-depth look at how to gain the favor of the gods and use that power to a character's advantage. 
Complete Mage: A Player's Guide to All Things Arcane Skip Williams, Penny Williams, Ari Marmell, Kolja Raven Liquette October 10, 2006 160 ISBN 978-0-7869-3937-4
In addition to providing the definitive treatise on arcane magic, [this supplement] expands the character options available to users of arcane magic, including bards, sorcerers, wizards, assassins, warlocks, and wu jen. 
Complete Psionic Bruce R. Cordell, Christopher Lindsay April 11, 2006 160 ISBN 978-0-7869-3911-4
This companion to Expanded Psionics Handbook builds on the existing psionics rules and presents exciting new options for psionic characters and psionic “dabblers.” 
Complete Scoundrel: A Player's Guide to Trickery and Ingenuity Mike McArtor and F. Wesley Schneider January 16, 2007 160 ISBN 978-0-7869-4152-0
Complete Warrior Andy Collins, David Noonan, Ed Stark December 1, 2003 160 ISBN 978-0-7869-2880-4
The Complete Warrior provides you with an in-depth look at combat and provides detailed information on how to prepare a character for confrontation. 
Defenders of the Faith: A Guidebook to Clerics and Paladins Rich Redman, James Wyatt May 1, 2001 96 ISBN 978-0-7869-1840-9
This book spotlights the champions of deities in the D&D game: clerics and paladins. 
Deities and Demigods Rich Redman, Skip Williams, James Wyatt February 1, 2002 224 ISBN 978-0-7869-2654-1
This supplement for the D&D game provides everything you need to create and call upon the most powerful beings in your campaign. 
Draconomicon Andy Collins, Skip Williams, James Wyatt November 1, 2003 288 ISBN 978-0-7869-2884-2
This title takes a comprehensive look at the dragons of the D&D world from a variety of perspectives. 
Dragon Magic Owen K.C. Stephens, Rodney Thompson September 12, 2006 160 ISBN 978-0-7869-3936-7
Intended for both players and Dungeon Masters, Dragon Magic offers players new feats, spells, and magical items tied to dragons, while it gives DMs information on how to run a challenging new setting or enrich a current campaign. 
Drow of the Underdark Robert J. Schwalb, Anthony Pryor, Greg A. Vaughan May 8, 2007 224 ISBN 978-0-7869-4151-3
This supplement is intended for players who want to play drow characters and Dungeon Masters who want to run D&D adventures and campaigns featuring drow. 
Dungeon Master's Guide: Core Rulebook II Monte Cook July 1, 2003 320 ISBN 978-0-7869-2889-7
The revised Dungeon Master's Guide is an essential rulebook for Dungeon Masters of the D&D game. 
Dungeon Master's Guide II Jesse Decker, David Noonan, Chris Thomasson, James Jacobs, Robin D. Laws June 23, 2005 288 ISBN 978-0-7869-3687-8
A follow-up to the Dungeon Master's Guide, designed to aid Dungeon Masters and reduce game preparation time. 
Dungeon Survival Guide Bill Slavicsek, Christopher Perkins October 23, 2007 64 ISBN 978-0-7869-4730-0
Aimed at the novice dungeoneer, this book provides tips and tricks for surviving deadly dungeons of all sorts, enticing would-be dungeon explorers with stories of fabulous treasures guarded by fierce monsters and terrible traps! 
Dungeonscape: An Essential Guide to Dungeon Adventuring Jason Bulmahn, Rich Burlew February 13, 2007 160 ISBN 978-0-7869-4118-6
Elder Evils Robert J. Schwalb December 18, 2007 160 ISBN 978-0-7869-4733-1
Elder Evils provides DMs with 160 pages of truly wicked threats to challenge high-level heroes. 
Enemies and Allies Jeff Grubb, David Noonan, Skip Williams, Bruce R. Cordell October 1, 2001 64 ISBN 978-0-7869-1852-2
This invaluable resource manual contains information, statistics, and tables that any Dungeon Master can use to quickly and easily flesh out a campaign. 
Epic Level Handbook Andy Collins, Bruce R. Cordell, Thomas M. Reid July 1, 2002 320 ISBN 978-0-7869-2658-9
This supplement for the D&D game provides everything you need to transcend the first twenty levels of experience and advance characters to virtually unlimited levels of play. 
Exemplars of Evil: Deadly Foes to Vex Your Heroes Robert J. Schwalb, Eytan Bernstein, Creighton Broadhurst, Steve Kenson, Kolja Raven Liquette, Allen Rausch September 18, 2007 160 ISBN 978-0-7869-4361-6
The Exemplars of Evil supplement shows Dungeon Masters how to construct memorable campaign villains and presents nine ready-to-play villains of various levels that can be easily incorporated into any D&D campaign. 
Expanded Psionics Handbook Bruce R. Cordell April 1, 2004 224 ISBN 978-0-7869-3301-3
With updated and increased content, including a newly balanced psionics power system, the Expanded Psionics Handbook easily integrates psionic characters, powers, and monsters into any Dungeons & Dragons campaign. 
Fiend Folio Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matt Sernett, Chris Thomasson, James Wyatt April 1, 2003 224 ISBN 978-0-7869-2780-7
This accessory for the D&D game captures over 150 monsters, including some of the most diabolical beings imaginable. 
Fiendish Codex I: Hordes of the Abyss James Jacobs, Erik Mona June 13, 2006 160 ISBN 978-0-7869-3919-0
This supplement for the D&D® game presents the definitive treatise on demons and their unspeakable home plane. 
Fiendish Codex II: Tyrants of the Nine Hells Robin D. Laws, Robert J. Schwalb December 12, 2006 160 ISBN 978-0-7869-3940-4
Fiendish Codex II: Tyrants of the Nine Hells is a supplement designed to be the definitive resource for information about devils and the Nine Hells of the D&D world. 
Frostburn: Mastering the Perils of Ice and Snow Wolfgang Baur, James Jacobs, George Strayton September 23, 2004 224 ISBN 978-0-7869-2896-5
Frostburn contains rules on how to adapt to hazardous cold-weather conditions, such as navigating terrain with snow and ice and surviving in bitter cold or harsh weather. 
Ghostwalk Monte Cook and Sean K. Reynolds June 1, 2003 224 ISBN 978-0-7869-2834-7
Campaign setting about the afterlife. 
Hero Builder's Guidebook Ryan Dancey, David Noonan, John Rateliff December 1, 2000 64 ISBN 978-0-7869-1647-4
Both players and Dungeon Masters benefit from the detailed character backgrounds in this book. 
Heroes of Battle David Noonan, Will McDermott, Stephen Schubert May 19, 2005 160 ISBN 978-0-7869-3686-1
Heroes of Battle™ provides everything one needs to know to play a battle-oriented D&D campaign. 
Heroes of Horror James Wyatt, Ari Marmell, C.A. Suleiman October 20, 2005 160 ISBN 978-0-7869-3699-1
Heroes of Horror provides everything players and Dungeon Masters need to play and run a horror-oriented campaign or integrate elements of creepiness & tension into their existing campaigns. 
Libris Mortis: The Book of the Undead Andy Collins, Bruce R. Cordell October 14, 2004 192 ISBN 978-0-7869-3433-1
This title takes a comprehensive look at undead creatures and characters in the D&D world. 
Lords of Madness: The Book of Aberrations Richard Baker, James Jacobs, Steve Winter April 14, 2005 224 ISBN 978-0-7869-3657-1
Lords of Madness: The Book of Aberrations takes a comprehensive look at the most bizarre monsters of the D&D world, and the heroes who fight them. 
Magic Item Compendium Andy Collins, Mike Mearls, Stephen Schubert, Eytan Bernstein, Frank Brunner, John Snead, Owen K. C. Stephens March 13, 2007 224 ISBN 978-0-7869-4345-6
Magic of Incarnum James Wyatt, Frank Brunner, Stephen Schubert September 22, 2005 224 ISBN 978-0-7869-3701-1
With this book, the players characters can meld incarnum—the power of souls living, dead, and unborn—into magical items and even their own bodies, granting them special attacks, defenses, and other abilities (much as magic items and spells do). 
Manual of the Planes Jeff Grubb, Bruce R. Cordell, David Noonan September 1, 2001 224 ISBN 978-0-7869-1850-8
This supplement for the D&D game provides everything you need to know before you visit other planes of existence. 
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers Mike Selinker, David Eckelberry February 1, 2002 96 ISBN 978-0-7869-2653-4
Miniatures Handbook Jonathan Tweet, Mike Donais, Skaff Elias, Bruce R. Cordell October 1, 2003 192 ISBN 978-0-7869-3281-8
The Miniatures Handbook gives you expanded rules for regular Dungeons & Dragons game play as well as guidelines for skirmishes and mass combats. 
Monster Manual: Core Rulebook III Monte Cook July 1, 2003 320 ISBN 978-0-7869-2893-4
From aboleths to zombies, the revised Monster Manual holds a diverse cast of enemies and allies essential for any Dungeons & Dragons campaign. 
Monster Manual II Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter September 1, 2002 224 ISBN 978-0-7869-2873-6
This supplement for the D&D game unleashes a horde of monsters to confront characters at all levels of play, including several with Challenge Ratings of 21 or higher. 
Monster Manual III
Monster Manual IV
Monster Manual V
Oriental Adventures James Wyatt October 2001 256 ISBN 0-7869-2015-7
Legend of the Five Rings campaign setting. 
Planar Handbook Bruce R. Cordell and Gwendolyn F.M. Kestrel July 2004 192 ISBN 0-7869-3429-8
Player's Handbook Monte Cook, Jonathan Tweet, Skip Williams August 2000 304 ISBN 0-7869-1550-1
Player's Handbook II David Noonan May 2006 224 ISBN 0-7869-3918-4
Psionics Handbook
Races of Destiny
Races of Stone
Races of the Dragon Gwendolyn F.M. Kestrel, Jennifer Clarke Wilkes, Kolja Raven Liquette January 2006 160 ISBN 0-7869-3913-3
Races of the Wild
Rules Compendium Chris Sims October 2007 160 ISBN 0-7869-4725-X
Sandstorm Bruce R. Cordell, Jennifer Clarke Wilkes, J.D. Wiker March 2005 224 ISBN 0-7869-3655-X
Savage Species
Song and Silence
Silver Marches Ed Greenwood, Jason Carl
General supplement for the Silver Marches region in the Forgotten Realms campaign setting. 
Spell Compendium Matthew Sernett, Jeff Grubb, Mike McArtor December 2005 288 ISBN 0-7869-3702-5
Contains spells (in some cases updated) from various previous sources (including the Complete-series, Dragon magazine, Draconomicon, Manual of the Planes and publications from the Wizards of the Coast-website, as well as new spells. 
Stormwrack Richard Baker, Joseph D. Carriker, Jr., Jennifer Clarke Wilkes August 2005 224 ISBN 0-7869-3689-4
Stronghold Builder's Guidebook
Sword and Fist
Tome and Blood
Tome of Battle
Tome of Magic Matthew Sernett, Ari Marmell, David Noonan, Robert J. Schwalb March 2006 288 ISBN 0-7869-3909-5
Unearthed Arcana
Weapons of Legacy

Dungeons & Dragons 4th edition

Unlike third edition of Dungeons & Dragons, which had the core rulebooks released in monthly installments, the 4th editions of the Player's Handbook, Monster Manual, and Dungeon Master's Guide were all released in June 2008.

References

  1. ^ Pulsipher, Lewis (February/March 1981). "An Introduction to Dungeons & Dragons". White Dwarf (London, England: Games Workshop) (23): pp. 8–9 
  2. ^ Review of Dungeons & Dragons Supplement II: Blackmoor, Scott Casper (2006), retrieved March 2008
  3. ^ a b c "Original D&D Supplements". The Acaeum. http://www.acaeum.com/ddindexes/setpages/supplements.html. Retrieved 2009-01-17. 
  4. ^ Kuntz & Ward. Gods, Demi-Gods, & Heroes, Foreword. TSR Rules, 1976.
  5. ^ "Acaeum: Basic Set". Acaeum. Archived from the original on 2010-08-19. http://www.webcitation.org/query?url=http%3A%2F%2Fwww.acaeum.com%2Fddindexes%2Fsetpages%2Fbasic.html&date=2010-08-19. Retrieved 2010-08-19. 
  6. ^ Gygax & Arneson (1977) p. 6. states "...experience levels that high are not discussed in this book and the reader is referred to the more complete rules in ADVANCED DUNGEONS & DRAGONS"
  7. ^ "Acaeum: Expert Set". Acaeum. Archived from the original on 2010-08-19. http://www.webcitation.org/query?url=http%3A%2F%2Fwww.acaeum.com%2Fddindexes%2Fsetpages%2Fexpert.html&date=2010-08-19. Retrieved 2010-08-19. 
  8. ^ a b c "The History of TSR". Wizards of the Coast. Archived from the original on 2008-10-04. http://www.webcitation.org/query?url=http%3A%2F%2Fwww.wizards.com%2Fdnd%2FDnDArchives_History.asp&date=2008-10-04. Retrieved 2005-08-20.