---
product_id: 9335453
title: "D&D 2014 Dungeon Master's Guide (Dungeons & Dragons Core Rulebook)"
brand: "dungeons & dragons"
price: "₹ 9870"
currency: INR
in_stock: true
reviews_count: 13
category: "Dungeons & Dragons"
url: https://www.desertcart.in/products/9335453-d-and-d-2014-dungeon-masters-guide-dungeons-and-dragons
store_origin: IN
region: India
---

# Comprehensive 300+ pages of expert DM guidance Customizable encounter balancing system Hundreds of classic & new magic items D&D 2014 Dungeon Master's Guide (Dungeons & Dragons Core Rulebook)

**Brand:** dungeons & dragons
**Price:** ₹ 9870
**Availability:** ✅ In Stock

## Summary

> 🎲 Rule your realm, ignite epic adventures!

## Quick Answers

- **What is this?** D&D 2014 Dungeon Master's Guide (Dungeons & Dragons Core Rulebook) by dungeons & dragons
- **How much does it cost?** ₹ 9870 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.in](https://www.desertcart.in/products/9335453-d-and-d-2014-dungeon-masters-guide-dungeons-and-dragons)

## 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

- • **Epic Magic Arsenal:** Access a treasure trove of iconic and fresh magic items that elevate gameplay and player excitement.
- • **Tailor Your Combat:** Easily balance encounters from casual skirmishes to deadly battles with flexible rules designed for every playstyle.
- • **Level Up Your DM Skills:** Packed with practical advice and optional rules that transform DMing from a task into an inspired craft.
- • **Inclusive Campaign Design:** Blend official lore with your own homebrew creations for a truly unique D&D experience.
- • **Master the Art of Storytelling:** Unlock pro-level world-building & adventure crafting tips to captivate your players every session.

## Overview

The 2014 Dungeon Master's Guide is the definitive companion for Dungeons & Dragons 5th edition Dungeon Masters, offering over 300 pages of expert advice on world-building, encounter balancing, and magic item creation. This hardcover book combines classic and new content to help both novice and veteran DMs craft memorable campaigns, featuring detailed guidance on running games, designing adventures, and enriching player experiences with iconic treasures and flexible rules.

## 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: You've nailed it Wizards of the Coast. - Wizards of the Coast have finally nailed it. This book concludes the trilogy of hardbacks for the latest edition of Dungeons & Dragons. The short is that I am impressed - it's an excellent offering. The sum total of the Player's Handbook, Monster Manual and Dungeon Master's Guide provide a commendable edition. The layout of the DMG is very tidy and logical. I loved the 1st edition DMG but it was esoteric and disjointed, while the 2nd and 3rd edition DMGs were largely superfluous besides the xp tables and magic items. By contrast this Dungeon Master's Guide retains all the elements of each edition that made them great. It provides sound advice for crafting anything from a one-shot adventure, to an iconic campaign. The artwork and illustration is beautiful, and the content makes allowances for a variety of play-styles and personalities. Most of the knowledge can be acquired through practicing the art of Dungeon Mastering, however for the beginner (and even the veteran) there is plenty of inspired information, making the task truly pleasurable rather than a task. Despite having run a variety of editions, I still found myself impressed and inspired. For those who enjoy running minimalistic games, this may not be for you. There is a lot of information here, particularly a hefty section on magic items and designing encounters. It was an interesting choice to include fairly comprehensive planar information in one of the chapters (not necessarily a bad choice, merely interesting), as it saves those playing 5th edition from buying a mostly useless 'Manual of the Planes' equivalent. It's cool that they combine aspects from a range of settings, not restricting the Dungeons & Dragons experience to the high fantasy of Forgotten Realms. For those who home brew (which I preference far above any commercial setting) you are well catered for here. I personally found the 'fluff' to be the best part of the book. When I begin my next 5e campaign I will be removing xp entirely (per an optional rule) and simply awarding levels ad hoc. I find this system far preferable to keeping track of xp minutia and designing perpetually 'balanced' encounters. This may be excitement speaking rather than true objectivity, but I can strongly recommend this. I'm fairly critical, but it's ticked all of my major boxes. Thanks for finally listening to the community Wizards, you've created a winner.
Review: A Classic; DON'T buy this one first - 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.

## 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 | #74,841 in Books ( See Top 100 in Books ) #81 in Dungeons & Dragons Game #2,302 in Dragons & Mythical Creatures Fantasy (Books) #3,574 in Sword & Sorcery Fantasy (Books) |
| Brand Name | Dungeons & Dragons |
| Color | Multicolor |
| Container Type | Box |
| Customer Reviews | 4.9 out of 5 stars 30,768 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 |
| Grenre | Role Playing |
| Included Components | HC Book |
| Indoor Outdoor Usage | Indoor |
| Item Dimensions | 8.51 x 0.85 x 11.17 inches |
| Item Dimensions L x W | 11.18"L x 8.19"W |
| Item Type Name | Tabletop Game |
| Item Weight | 16 ounces |
| Language | English |
| Manufacturer | Wizards of the Coast |
| Manufacturer Maximum Age (MONTHS) | 1188 |
| Manufacturer Minimum Age (MONTHS) | 144 |
| Manufacturer Part Number | 786965622 |
| Material Type | Paper |
| Model Name | DMG |
| Model Number | A92190000 |
| Model Year | 2014 |
| Number of Batteries | 1 Lithium Ion batteries required. (included) |
| Number of Items | 1 |
| Number of Players | 2-5 |
| Operation Mode | Manual |
| Package Quantity | 1 |
| Power Source | Manual |
| Product Style | Physical Book |
| Size | 0.85 inches x 8.51 inches x 11.17 inches |
| Subject Character | Monster |
| Theme | Adventure, Fantasy, Magic |
| Unit Count | 1 Count |

## Images

![D&D 2014 Dungeon Master's Guide (Dungeons & Dragons Core Rulebook) - Image 1](https://m.media-amazon.com/images/I/81cw5IcoM+L.jpg)
![D&D 2014 Dungeon Master's Guide (Dungeons & Dragons Core Rulebook) - Image 2](https://m.media-amazon.com/images/I/81vUsAZqKIL.jpg)
![D&D 2014 Dungeon Master's Guide (Dungeons & Dragons Core Rulebook) - Image 3](https://m.media-amazon.com/images/I/41AsGJ8uYYL.jpg)
![D&D 2014 Dungeon Master's Guide (Dungeons & Dragons Core Rulebook) - Image 4](https://m.media-amazon.com/images/I/81GFx22H36L.jpg)
![D&D 2014 Dungeon Master's Guide (Dungeons & Dragons Core Rulebook) - Image 5](https://m.media-amazon.com/images/I/812Q15+ZgBL.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

### ⭐⭐⭐⭐⭐ You've nailed it Wizards of the Coast.
*by C***N on December 17, 2014*

Wizards of the Coast have finally nailed it. This book concludes the trilogy of hardbacks for the latest edition of Dungeons & Dragons. The short is that I am impressed - it's an excellent offering. The sum total of the Player's Handbook, Monster Manual and Dungeon Master's Guide provide a commendable edition. The layout of the DMG is very tidy and logical. I loved the 1st edition DMG but it was esoteric and disjointed, while the 2nd and 3rd edition DMGs were largely superfluous besides the xp tables and magic items. By contrast this Dungeon Master's Guide retains all the elements of each edition that made them great. It provides sound advice for crafting anything from a one-shot adventure, to an iconic campaign. The artwork and illustration is beautiful, and the content makes allowances for a variety of play-styles and personalities. Most of the knowledge can be acquired through practicing the art of Dungeon Mastering, however for the beginner (and even the veteran) there is plenty of inspired information, making the task truly pleasurable rather than a task. Despite having run a variety of editions, I still found myself impressed and inspired. For those who enjoy running minimalistic games, this may not be for you. There is a lot of information here, particularly a hefty section on magic items and designing encounters. It was an interesting choice to include fairly comprehensive planar information in one of the chapters (not necessarily a bad choice, merely interesting), as it saves those playing 5th edition from buying a mostly useless 'Manual of the Planes' equivalent. It's cool that they combine aspects from a range of settings, not restricting the Dungeons & Dragons experience to the high fantasy of Forgotten Realms. For those who home brew (which I preference far above any commercial setting) you are well catered for here. I personally found the 'fluff' to be the best part of the book. When I begin my next 5e campaign I will be removing xp entirely (per an optional rule) and simply awarding levels ad hoc. I find this system far preferable to keeping track of xp minutia and designing perpetually 'balanced' encounters. This may be excitement speaking rather than true objectivity, but I can strongly recommend this. I'm fairly critical, but it's ticked all of my major boxes. Thanks for finally listening to the community Wizards, you've created a winner.

### ⭐⭐⭐⭐⭐ 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.

### ⭐⭐⭐⭐⭐ Really helped me out to get started DMing
*by R***N on April 22, 2015*

I am new to D&D and after our DM kept changing rules of engagement during combat and changing the physical layout of the world (always to the benefit of our enemies.) I finally buckled down and bought all the essential books. I found these books very informative and after reading them over I had a conversation with him about these glaring issues. He got butt hurt and ended up saying he never wanted to DM, but it was the only way he can ever play. So I read more and ordered a published adventure book to run my own campaign. In conjunction with the players handbook, Monster Manual and the adventure book I have everything I need to DM. I found that none of these books except the published adventures are optional if you are wanting to be as informed as possible as a new player/DM. Some glance over things that the others will go into greater detail. I was told by our old DM that this guide was only useful if you are making your own campaigns and boy do I disagree with that statement (and understand why he is inconsistent and trying to play vicariously through enemy mobs.) It really helped me to understand how to tailor fit the game to the players style, instead of trying to force them into a linear style game. The published adventures do not answer all questions or give you every detail you need and this book can really help to fill in the blanks and get your mind ready to create NPC's at the drop of a hat or alter a quest line because you cannot convince players to take your intended path. Our old DM would basically just force us with environmental factors or massive enemies appearing from thin air to get us to keep to his path. That is not fun for anyone involved. I am really glad that I made this purchase and recommend it to other newer DMs as well. I would warn that veteran DMs may find this to be a bit of common sense. But, who knows you may find some things to challenge your current way of thinking. All I know is I lean more towards this being more useful to the newer guys/gals like myself. Now as for the physical quality of the book! These books are gorgeous. The pages are nice and smooth and I find it easy to read in both high and low light situations. The illustrations seem to give you ideas of how to describe things and capture everyone's imagination. It would seem that they spared no expense for the quality of these books.

## 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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