---
product_id: 9335453
title: "DUNGEON MASTER’S GUIDE"
brand: "dungeons & dragons"
price: "S/.400"
currency: PEN
in_stock: true
reviews_count: 8
category: "Dungeons & Dragons"
url: https://www.desertcart.pe/products/9335453-dungeon-master-s-guide
store_origin: PE
region: Peru
---

# Comprehensive 300+ pages of expert DM guidance Customizable encounter balancing for any challenge Hundreds of classic & new magic items cataloged DUNGEON MASTER’S GUIDE

**Brand:** dungeons & dragons
**Price:** S/.400
**Availability:** ✅ In Stock

## Summary

> 🎲 Rule your realm with the ultimate Dungeon Master's arsenal!

## Quick Answers

- **What is this?** DUNGEON MASTER’S GUIDE by dungeons & dragons
- **How much does it cost?** S/.400 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.pe](https://www.desertcart.pe/products/9335453-dungeon-master-s-guide)

## Best For

- dungeons & dragons enthusiasts

## Why This Product

- Trusted dungeons & dragons brand quality
- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Key Features

- • **Beyond the Basics:** Dive into advanced rules and house-rule inspiration to personalize your campaign.
- • **Epic Treasure Trove:** Access a legendary collection of magic items that elevate gameplay and player excitement.
- • **Tailor Every Encounter:** Easily balance combat difficulty to keep your players on the edge of their seats.
- • **Trusted Classic Resource:** Join thousands of DMs who rely on this essential guide to elevate their game.
- • **Master the Art of Storytelling:** Unlock pro tips to craft immersive worlds and unforgettable adventures.

## Overview

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.

## Description

The DMG is a dungeon master's best friend. It's the one book to rule them all, the most comprehensive and powerful set of resources needed to run a game of D and D. Charlie Hall, Polygon Weave legendary stories in the world's greatest roleplaying game.The Dungeon Masters Guide provides the inspiration and guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy.Inside you will find world-building advice, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D and D magic items, and many other tools to help you be a great Dungeon Master.

Review: 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+
Review: Good quality (with a nice new book smell) - Great quality book. Came in perfect condition. Can't wait to buy more of the books!

## Features

- Learn how to run a thrilling game of Dungeons & Dragons (5th edition)
- Magic items—a treasure trove of items for your players to discover
- Advice for creating your own world, monsters, spells, and magic items
- Guide to balancing encounters—make combat as easy or deadly as you want it to be

## Technical Specifications

| Specification | Value |
|---------------|-------|
| 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 |

## Images

![DUNGEON MASTER’S GUIDE - Image 1](https://m.media-amazon.com/images/I/81cw5IcoM+L.jpg)

## Available Options

This product comes in different **Edition** options.

## Questions & Answers

**Q: Is the book version e5?**
A: Yes. 5th edition Dungeon Master's Guide

**Q: Does this book come with a code for a digital version also?**
A: The ISBN in question (0786965622) contains the guide only.

**Q: Is this the first printing of 5e?**
A: 1 of 3 D&D Rule Books.
1. Players Handbook
2. The Dungeon Masters Guide
3.Monster Manual

## Customer Reviews

### ⭐⭐⭐⭐⭐ Everything a newbie DM could ever want to know about being a DM
*by B***W on August 16, 2020*

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+

### ⭐⭐⭐⭐⭐ Good quality (with a nice new book smell)
*by S***P on March 10, 2026*

Great quality book. Came in perfect condition. Can't wait to buy more of the books!

### ⭐⭐⭐⭐⭐ A Classic; DON'T buy this one first
*by S***N on January 5, 2019*

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.

## Frequently Bought Together

- D&D 2014 Dungeon Master's Guide (Dungeons & Dragons Core Rulebook)
- D&D 2014 Monster Manual (Dungeons & Dragons Core Rulebook)
- D&D 2014 Player's Handbook (Dungeons & Dragons Core Rulebook)

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*Product available on Desertcart Peru*
*Store origin: PE*
*Last updated: 2026-04-30*