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.
Dungeons & Dragons came into the public realm in 1974. The original D&D was limited in comparison to its modern day equivalent, and as such had only a few supplemental materials printed for it.
Basic Dungeons & Dragons or the Basic Set became the third edition of Dungeons & Dragons upon its release in 1977. The set was used primarily as an introduction to the game for new players, and as such was made to be as easily understandable as possible. The Basic Set collected together, organized, and cleaned up the presentation of the essential rules from the original 1974 Dungeons & Dragons boxed set, as well as the Greyhawk supplement, into a single booklet. The basic set was overhauled in a huge revision in 1981, and it is at this point that most players consider Basic to be an entirely separate edition than Advanced.
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.
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.
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.
|Arms and Equipment Guide||Eric Cagle, Jesse Decker, Jeff Quick, Rich Redman, James Wyatt||March 2003||160||ISBN 978-0-7869-2649-7|
|Book of Challenges||Daniel Kaufman, Gwendolyn F.M. Kestrel, Mike Selinker, Skip Williams||June 2002||128||ISBN 0-7869-2657-0|
|Book of Challenges presents a number of ready-made dungeon encounters that a Dungeon Master can insert into a scenario. The encounters range from straightforward traps (such as a domed room with a hinged floor that serves as the hidden lair for a beholder), to challenging logic puzzles, riddles and even roleplaying encounters where combat or skill mechanics take a secondary role to the players' own wits and intelligence. All are categorized by challenge rating and run from CR 1 to CR 22. The book also includes advice for DMs on constructing similar traps to the ones presented, including tutorials on basic logic puzzles.|
|Book of Exalted Deeds||James Wyatt, Darrin Drader, Christopher Perkins||October 2003||196||ISBN 0-7869-3136-1|
|The Book of Exalted Deeds contains rules for good occurrences, acts, and characters in the game, and thus is only useful for campaigns including good forces. It is one of two manuals for the game to carry a "For Mature Audiences Only" warning label on the cover (the other is Book of Vile Darkness, devoted to evil).|
|Book of Vile Darkness||Monte Cook||May 2007||224||ISBN 978-0786926503|
|Cityscape||Ari Marmell, C.A. Suleiman||November 2006||160||ISBN 0-7869-3939-7|
|Written specifically for Dungeon Masters, Cityscape details how to create and effectively run campaigns centered around cities (and less often, towns).|
|Complete Adventurer||Jesse Decker||January 2005||192||ISBN 0-7869-3651-7|
|Complete Adventurer focuses on the skill-based character classes of Dungeons & Dragons, replacing and expanding upon an earlier soft-cover rulebook Song and Silence. It also introduces three new character classes: ninja, scout and spellthief, and numerous prestige classes.|
|Complete Arcane||Richard Baker||November 2004||192||ISBN 0-7869-3435-2|
|Complete Arcane expands upon and replaces an earlier soft-cover rulebook entitled Tome and Blood. It presents additional rules and advice for the creation and use of character classes which specialize in arcane (as opposed to divinely-inspired) magic. It also contains three new character classes: warlock, warmage, and wu jen.|
|Complete Champion||Ed Stark, Chris Thomasson, Rhiannon Louve, Ari Marmell, Gary Astleford||May 2007||160||ISBN 978-0-7869-4034-9|
|Somewhat of a sequel to Complete Divine, Complete Champion is geared for characters who fight for a cause. It contains additional rules for divine spellcasters and quests.|
|Complete Divine||David Noonan||May 2004||192||ISBN 0-7869-3272-4|
|Complete Divine replaces and expands upon earlier rulebooks entitled Masters of the Wild and Defenders of the Faith. It presents additional base classes, prestige classes, and feats. In addition, it contains additional rules and character ideas based on belief and the afterlife, as well as a chapter on magic items based on the original D&D pantheon gods/goddesses.|
|Complete Mage||Skip Williams, Penny Williams, Ari Marmell, Kolja Raven Liquette||October 2006||160||ISBN 0-7869-3937-0|
|Complete Mage is effectively the sequel to Complete Arcane. The book provides feats, prestige classes, and other options for characters interested in magic. Unlike Complete Arcane, Complete Mage contains no new core classes, but it contains alternative class features for existing classes.|
|Complete Psionic||Bruce R. Cordell and Christopher Lindsay||April 2006||160||ISBN 0-7869-3911-7|
|Complete Psionic is the first 3.5 edition supplemental rulebook published by Wizards of the Coast which focuses on psionics since the Expanded Psionics Handbook. It presents additional material relating to psionics, including three new classes and a variant of the psion class, eight new prestige classes, a new psionic race and many feats and psionic powers.|
|Complete Scoundrel||Mike McArtor and F. Wesley Schneider||January 2007||160||ISBN 978-0-7869-4152-0|
|Complete Scoundrel provides feats, prestige classes, and other options for characters interested in playing trickster characters. It has introduced the idea of skill tricks, which are feat-like character moves that cost skill points to learn and may only be used once per encounter.|
|Complete Warrior||Andy Collins, David Noonan, Ed Stark||November 2003||160||ISBN 0-7869-2880-8|
|Complete Warrior replaces and expands upon the earlier rulebook Sword and Fist. It presents additional rules and advice for the creation and use of character classes which specialize in melee and ranged combat, including three new classes (the hexblade, samurai, and swashbuckler).|
|Defenders of the Faith||Rich Redman, James Wyatt||May 2001||96||ISBN 0-7869-1840-3|
|Defenders of the Faith provides supplemental information for characters belonging to the Cleric and Paladin base classes. This book introduced Divine Feats, which are still used in version 3.5. This book also contained tips for creating and playing characters of the aforementioned class, as well as several prestige classes, most of which have been reintroduced in the 3.5 supplemental sourcebook Complete Divine.|
|Deities and Demigods||Rich Redman, Skip Williams, James Wyatt||April 2002||224||ISBN 0-7869-2654-6|
|Draconomicon||Andy Collins, Skip Williams, James Wyatt||November 2003||228||ISBN 0-7869-2884-0|
|Dragon Magic||Owen K.C. Stephens, Rodney Thompson||September 2006||160||ISBN 0-7869-3936-2|
|With Dragon Magic, the player can use dragon magic and learn new fighting styles from the powerful beasts.|
|Drow of the Underdark||Robert J. Schwalb, Anthony Pryor, Greg Vaughan||May 2007||224||ISBN 978-0-7869-4151-3|
|Dungeon Master's Guide||Monte Cook||July 2003||320||ISBN 978-0-7869-2889-7|
|Dungeon Master's Guide II||Jesse Decker, David Noonan, Chris Thomasson, James Jacobs, Robin D. Laws||June 2005||288||ISBN 978-0-7869-3687-8|
|Dungeon Survival Guide||Bill Slavicsek, Christopher Perkins||October 2007||64||ISBN 0-7869-4730-6|
|Dungeonscape||Jason Bulmahn and Rich Burlew||February 2007||160||ISBN 978-0-7869-4118-6|
|Dungeonscape focuses on the finer points of the dungeon, the medium for adventure and danger in the Dungeons & Dragons game. Dungeon masters may use this supplement to include new traps, monsters, descriptions, and rules for older dungeon-related errata. Players may use the information in this book to shape their characters for the dungeon, including new feats, skills, prestige classes, and equipment.|
|Elder Evils||Robert J. Schwalb||December 2007||160||ISBN 978-0-7869-4733-1|
|Elder Evils includes new content for epic level characters, in the form of extremely powerful, alien monstrosities intent on destroying the world (and designed as a way of providing Dungeon Masters a means of ending a current campaign). The book presents nine "elder evils".|
|Enemies and Allies||Jeff Grubb, David Noonan, Skip Williams, Bruce R. Cordell||October 2001||64||ISBN 0-7869-1852-7|
|Epic Level Handbook||Andy Collins, Bruce R. Cordell, Thomas M. Reid||July 2002||320||ISBN 0-7869-2658-9|
|The Epic Level Handbook contains rules for characters to attain levels above 20, the limit in the core rulebooks. It provides epic-level progression information for all the core classes in the Player's Handbook, as well as epic-level prestige classes, magical items, and artifacts designed to be used by epic-level characters, and monsters that provide epic-level challenges. It also provides information on "Epic Spells", spells that must be researched and developed, and may only be cast by one particular spellcaster.|
|Exemplars of Evil||Robert J. Schwalb, Eytan Bernstein, Creighton Broadhurst, Steve Kenson, Kolja Raven Liquette, Allen Rausch||September 2007||160||ISBN 0-7869-4361-0|
|Expanded Psionics Handbook||ISBN|
|Fiendish Codex I: Hordes of the Abyss||James Jacobs, Erik Mona, Ed Stark||June 2006||160||ISBN 0-7869-3919-2|
|Fiendish Codex I: Hordes of the Abyss covers various topics related to demons, including demon lords and the Abyss.|
|Fiendish Codex II: Tyrants of the Nine Hells||Robin D. Laws and Robert J. Schwalb||December 2006||160||ISBN 0-7869-3940-0|
|Fiendish Codex I II: Tyrants of the Nine Hells describes the origins of devils, the rise of the most powerful devil, Asmodeus, and the mystery of how he came to the Nine Hells of Baator in the first place. It also describes in detail each layer of the Hells, such as their physical features, social structure, rulers, and even the personalities of those who rule over each layer respectively.|
|Frostburn||Wolfgang Baur, James Jacobs, George Strayton||September 2004||224||ISBN 0-7869-2896-4|
|Frostburn provides rules for adventuring in a cold environment as well as an environment known as frostfell, which is a sort of arctic environment with extreme (sometimes even magical) cold. This book follows two other books, Sandstorm and Stormwrack, which also deal with specific environments. The book contains information about cold and how it affect characters in the game, as well as various monsters, races, weapons, and spells that can be found in a Frostfell environment.|
|Hero Builder's Guidebook||Ryan Dancey, David Noonan, John Rateliff||December 2000||64||ISBN 0-7869-1647-8|
|Heroes of Battle||ISBN|
|Heroes of Horror||ISBN|
|Lords of Madness||ISBN|
|Magic Item Compendium||Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. Stephens, John Snead||March 2007||224||ISBN 978-0-7869-4345-6|
|Magic Item Compendium contains over 1,000 magic items for Dungeons & Dragons, many new, others taken from various 3rd edition books like Arms and Equipment Guide, Magic of Faerûn, and Complete Divine. The book eschews the old classification of magic items in favor of four broad categories: armor (covered in Chapter 1), weapons (Chapter 2), clothing (Chapter 3), and tools (Chapter 4). Clothing is any item other than armor that can be worn (i.e. takes up a body slot); rings would fall in this category. Tools are items that don't take up a slot; potions, scrolls, staves, and wands are all considered tools. Chapter 5 covers item sets, which are collections of items that have their own powers, but can create stronger effects the more items in the set the owner has. Chapter 6 is about using magic items and also covers the placement and creation of items. There are two appendices; a list of all the items in this book and the Dungeon Masters Guide by price and new random treasure tables.|
|Magic of Incarnum||ISBN|
|Manual of the Planes||ISBN|
|Masters of the Wild||ISBN|
|Monster Manual II||ISBN|
|Monster Manual III||ISBN|
|Monster Manual IV||ISBN|
|Monster Manual V||ISBN|
|Player's Handbook II||ISBN|
|Races of Destiny||ISBN|
|Races of Stone||ISBN|
|Races of the Dragon||ISBN|
|Races of the Wild||ISBN|
|Rules Compendium||Chris Sims||October 2007||160||ISBN 0-7869-4725-X|
|Song and Silence||ISBN|
|Stronghold Builder's Guidebook||ISBN|
|Sword and Fist||ISBN|
|Tome and Blood||ISBN|
|Tome of Battle||ISBN|
|Tome of Magic||ISBN|
|Weapons of Legacy||ISBN|
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.
|Publisher||Wizards of the Coast|
|Media type||print (hardback)|
Complete Adventurer is a supplemental hard-cover rulebook for the Dungeons & Dragons game system published by Wizards of the Coast. It focuses on the skill based character classes of D&D, replacing and expanding upon an earlier soft-cover rulebook entitled Song and Silence. It also provides a catchall for anything that doesn't fit into Complete Arcane, Complete Divine, Complete Warrior, or Complete Psionic. It presents additional base classes, prestige classes, and feats.
Complete Adventurer introduces three new character classes to D&D 3.5. These classes are strongly related to the rogue class, and are highly skill based. The classes added are Ninja, Scout and Spellthief.
The ninja class represents the standard image of a stealthy fighterTemplate:Fact. A ninja can come unseen, attack quickly but furiously, then leave unseen. The ninja excels at quick, powerful attacks but lacks the combat stamina of other classes such as monks and fighters.
A scout is a bit like a rogue of the wilderness. The scout is an expert at tracking, scouting enemy positions, and finding their way through familiar and unfamiliar landscapes. A scout has a mix of rogue and ranger traits, as well as some unique to them.
The spellthief is probably the most unusual class introduced in the book. They have the ability to make a rogue's sneak attack, but instead of inflicting damage, can steal a spell from their opponent. That is, the victim can no longer cast their memorized spell for that day, while the spellthief can cast it - just as it was memorized. At higher levels the spellthief can even steal spell-like abilities from monsters.
Complete Adventurer introduces a number of prestige classes which are primarily suited for rogues, bards, and the new classes introduced in the book. In addition there are a few other prestige classes which don't seem to fit the theme, but appear here because they did not fit in any of the other books in the Complete series.
The prestige classes include the Animal Lord, Beastmaster, Exemplar, Ollam, Dungeon Delver, Daggerspell Mage, Daggerspell Shaper, Nightsong Enforcer, Nightsong Infiltraitor, Fochlucan lyrist, maester (a magic item crafter), tempest, wild plains outrider, bloodhound and vigilante.
The book details a number of new uses for skills, since its focus is on skill based characters. The book details new ways to use skills, as well as how to extend skills, use skills untrained that you normally couldn't, or make a skill roll harder for more reward.
Complete Adventurer also details a large number of new feats. Many of these feats are appropriate for bards and rogues. There are also a number of feats which were created to support Spellthieves, Scouts, and Ninjas. Finally, there are a few miscellaneous feats, which round out the book.
Complete Adventurer also adds a large number tools equipment. This focuses on special types of items which would be particularly interesting to the skill based character classes such as alchemial items which focus on increasing skills for a few rounds.
The final section of the book looks at organizations, a subject that has not appeared much in any 3rd or 3.5 book. Organizations are covered in much greater detail in Player's Handbook II.