Read on for a complete list of all of the Dungeons & Dragons 5th edition books and supplemental materials.
Core Rule books
There are the essentials that are needed to get started in the world of Dungeons & Dragons. You could arguably just grab the Player’s Handbook and have quite a lot of the information, but if you want to go more than a few sessions, all 3 are necessary to really create a long-term DnD game. Find a complete list of all the DnD 5e Books in our guide below including DnD Handbooks and DnD Sourcebooks.
Player’s Handbook (PHB)
The Player’s Handbook is the first stop for every player. It teaches the basic rules of the game, but more importantly, it has all the information on how to build your character. With this are all the spells, abilities, feats, and all the other cool stuff that your character will one day learn while they adventure through the world of DnD.
Out of the three core rulebooks, this is ESSENTIAL. You can’t play without it.
Dungeon Master’s Guide (DMG)
This book is only for the poor soul that takes on the role of DM. It’s chained to their arm by the other players and it never comes off. Just kidding.
The Dungeon Master’s guide is just what the title says. It’s a reference book with a ton of information on how the game is played. It includes extra rules, tips on how to run a game, templates, maps, and lore.
It’s incredibly useful if you’re the Dungeon Master, and it’s pretty useful for players to look through as well to help them get an idea of the rules.
Monster Manual (MM)
This is the most fun of the three core books. The Monster Manual includes all the iconic DnD monsters and creatures as well as stats and abilities. This is essential for the DM to create encounters for their players. There’s everything from kobolds, dragons, bandits, crab people, beholders, and, of course, the tarrasque.
It’s a must-have reference, otherwise, you just have to wing it and hope for the best.
The supplemental books expand upon the core books. They just add more of everything. More classes, more items, more monsters, and more spells. Each one has its own theme and flare.
Volo’s Guide to Monsters (VGtM)
Think of Volo’s guide as an extension to the Monster Manual. It adds a lot of new lore to iconic Dungeons & Dragons monsters. It adds new information, monster variants, and even helps build encounters by giving the DM access to maps of different monster lairs and dens.
Perhaps the most exciting thing about Volo’s guide is the extra races that it adds.
For regular character options, Volo adds:
- Aasimar – Celestials like angels or genies
- Firbolg – Cousins to giants
- Goliath – Strong tribal mountain people
- Kenku – Sentient Bird People
- Lizardfolk – Lizard People
- Tabaxi – Cat People
- Triton – Fish or Naga-like People
There’s also a section that adds playable monster races.
- Yuan-Ti Purebloods
Xanathar’s Guide to Everything (XGtE)
As the name might suggest Xanathar’s Guide to Everything adds a little bit of… everything.
The biggest reason to get Xanathar’s guide is for the subclasses. This supplemental book adds a ton of new subclasses and rules for each.
- Path of the Ancestral Guardian
- Path of the Storm Herald
- Pat of the Zealot
- College of Glamour
- College of Swords
- College of Whispers
- Forge Domain
- Grave Domain
- Circle of Dreams
- Circle of the Shephard
- Arcane Archer
- Way of the Drunken Master
- Way of the Kensei
- Way of the Sun Soul
- Oath of Conquest
- Oath of Redemption
- Gloom Stalker
- Horizon Walker
- Monster Slayer
- Divine Soul
- Shadow Magic
- Storm Sorcery
- The Celestial
- The Hexblade
- War Magic
DMs will also get a lot of useful new information by adding new tables, helpful systems to build encounters, new revamped trap rules, and guides to add non-combat downtime to your game.
Mordenkainen’s Tome of Foes (MToF)
This supplemental book is a big boost to DMs. The tome of foes adds a ton of lore, but this time for various races and enemies.
Mordenkainen’s Tome takes races seriously. It adds a lot of new player options for player characters by adding completely new races to choose from as well as adding subrace options for existing races. Tieflings in particular get a wide variety of options here with 8 new subrace options to choose from.
Classic DnD races aren’t forgotten either. The tome even dives deeper into gnomes, elves, and dwarves. In addition to all of this, there are a ton of new monsters arranged by challenge rating which is a huge boon for DMs when creating encounters, and in true DnD fashion, it includes a ton of new lore for all those fun new creatures.
Tasha’s Cauldron of Everything (TCoE)
Tasha’s Cauldron adds another big surge of information to your DnD world. This supplement focuses on new subclasses for players and new rules and tools for Dungeon Masters.
Each of the 12 standard classes gets 2-3 new subclasses to bolster the party. Well… relatively new. Some of the classes were published before in different campaign modules, but are officially printed here in Tasha’s Cauldron of Everything. All in all, there are 26 new subclasses for players to choose from.
Dungeon Masters will have fun with new tools like rules and guides for having a Group Patron that supports the entire group and adds another dimension to group dynamics and goals.
Tasha narrates this book similarly to Xanathar’s guide, and she adds a lot of new information when it comes to spells and magical items. She adds 21 new spells, 36 magical items, and rules for magical tattoos.
Fizban’s Treasury of Dragons (FToD)
Fizban the Archmage is our guide here, and he takes the Dragon portion of Dungeons and Dragons very seriously.
Unsurprisingly, Treasury of Dragons adds a ton of new information, all geared toward dragons.
Players will find they have more customizable options for Dragonborn characters, and subclasses for Monks and Rangers that give them draconic ancestry. There’s also more in-depth lore featuring the mighty dragons Bahamut and Tiamat as well as introducing brand new dragons into 5e. If you’re looking for a classic dragon experience in your DnD this is going to be incredibly useful to both the DM and the players.
Mordenkainen Presents: Monsters of the Multiverse (MPMM)
Although one of the newest books to come out, Monsters of the Multiverse has quickly become an essential book in the DnD 5e repertoire. It includes 250 new monsters and state blocks as well as reworking old ones with the added story, history, and backgrounds. In addition to this, it also adds dozens of new playable races to the game. This sourcebook alone adds a ton of available options for your players and it’s perfect for those who want to try something a little different from Orc, Elf, or Dwarf.
These books all bring the official world of Dungeons & Dragons to life. This is in the Forgotten Realms universe. These are fantastic resources for Dungeon Masters whether you’re brand new or have been playing since Gary Gygax’s first edition. These are pre-built campaigns that can be run as-is or customized to your group’s playing style.
The Sword Coast Adventurer’s Guide (SCAG)
This first book is a bit of a mixture of a campaign guide and a supplement guide. The Sword Coast Adventurer’s Guide was one of the first books published and a lot of the information has since been republished in other guides.
Sword Coast Adventurer’s Guide gives some extra information and variant classes but mostly think of it as an introduction to Faerun and the Sword Coast. This is where a lot of the big modules take place.
Guildmasters’ Guide to Ravnica (GGtR)
Ravnica exists on its own plane. It’s a sprawling interconnected cityscape that’s filled with guild halls, ruins, and slums.
There is an issue, though. Ravnica is not only on a different plane of existence it’s also a completely different franchise.
For those of you in the know, Ravnica is a part of the Magic: The Gathering world, and The Guildmaster’s Guides to Ravnica is one of two crossover sourcebooks that gives players rules to explore some of Magic: The Gathering’s interesting lore.
Acquisitions Incorporated (AI)
Penny Arcade’s webcomic has been around since 1998 and has been creating fun content ever since. Acquisitions Incorporated was originally their podcast showcasing DnD 4e, but has since adapted to the newest 5e.
This collaboration sourcebook gives players everything they’ll need to create their own pseudo-corporate adventuring company in the 5e DnD world.
Eberron: Rising from the Last War (RftLW)
Eberron is DnD’s grittier older brother that stays out late and smokes cigarettes. Eberron came from, Wizards of the Coast contest winner Keith Baker and has been a staple in the DnD world ever since.
This sourcebook brings in a ton of information adapted for 5e as players struggle with a post-apocalyptic setting.
Explorer’s Guide to Wildemount (EGtW)
This is a massive injection of fresh content from the ever-popular DnD troupe, Critical Role. They previously published a different book, the Tal’Dorei Campain Setting, but this is the first official module published in collaboration with Wizards of the Coast.
It has a ton of new monsters and character classes and comes with pre-built campaigns perfect for players to test out the new rules and content.
Mythic Odysseys of Theros (MOoT)
This sourcebook adds everything players and DMs will need to create their own adventures in the Theros setting.
This is another Magic the Gathering crossover, but this time it’s heavily influenced by ancient Greece. It’s a highly thematic setting and adds some variant races for players to create Centaurs, Tritons, and Satyrs. It’s the perfect supplement if you plan on running a Greek mythology-inspired campaign.
Van Richten’s Guide to Ravenloft (VRGtR)
If you’re creating a horror-themed campaign, this sourcebook is a must. Ravenloft is known for its creatures that go bump in the night.
It includes new rules to create some truly horrific monsters and has some new thematically appropriate subclasses. Perhaps the biggest takeaway is the incredibly popular Hexblade Warlock subclass that is introduced here.
If you’re looking for a dark, horror-themed setting, then this is a must-have.
Strixhaven: A Curriculum of Chaos (SaCoC)
Welcome to Strichave, the magical university where owls don’t deliver your mail, they’re your classmates.
Strixhaven is another crossover setting from Magic the Gathering that gives players and DMs information on the University of Strixhaven. Included are several new adventure modules that will get your students from freshman spellcasters to full graduates of the university. It also includes new race options that add Owlin, an owl-based race that’ll fit right at home in the university.
Create your own school, explore Strixhaven, or even try and recreate your own Hogwarts. That’s the beauty of DnD. You can create whatever you want.
DnD Adventures Books
This next set of books are Adventure modules. They’re pre-built campaigns that will help dungeon masters run a campaign within the DnD world from start to finish. Some will be designed to take a level 1 player all the way up to max level, and others will be brutally difficult for a full party of level 20 characters.
They are full of characters, backstories, maps, and anything else a budding DM will need to run their first campaign…or their 100th.
Lost Mine of Phandelver (LMoP)
This is the classic DnD starter campaign. It came with the original starter set that included everything a new player needed to jump right into the game.
Players will be introduced to the DnD world as they start as caravan guards at level 1 and grow into the heroic adventurers they were always destined to be.
This is a starter campaign that takes characters from levels 1-5.
Hoard of the Dragon Queen (HotDQ)
Part of the Tyranny of Dragons campaign, Hoard of the Dragon Queen is another excellent place to start for new players. It sets up an epic campaign focusing on dragons and Tiamat the Evil Dragon queen in particular.
Players start out saving a simple farming town from bandit attacks and will quickly find themselves drawn into a world of dragon cultists, political intrigue, and dragons.
This campaign is meant for players at level 1 and brings them to level 7. The story continues with Rise of Tiamat.
Princes of the Apocalypse (PotA)
Princes of the Apocalypse is one of the older 5e modules but sets the tone for many of the future supplements. Unlike its predecessors, it’s a more open sandbox-type of world that the players can explore on their own.
In the northern end of Faerûn, 4 different elemental cults are gathering power to unleash a devastating elemental blow to the world.
It offers a fun story starting from level 3 that includes a few tutorial missions to introduce the world and power up the players to start the module. It also includes quite a few new monsters of varying challenge ratings that can add quite a bit to any campaign, not just the Princes of the Apocalypse module.
The Rise of Tiamat (RoT)
The Rise of Tiamat is the sequel to Horde of the Dragon Queen. This continues directly where Horde of the Dragon Queen leaves our intrepid adventurers and does a fantastic job of putting the final touches on the campaign.
It’s not as free-form as some of the other modules and is a bit of a railroad throughout the two modules, but that makes it excellent for newer players who aren’t quite sure what to expect from a 5e game.
They also do an incredible job of ending the whole thing with the party’s actions having direct consequences on the outcome of the story.
Out of the Abyss (OotA)
Out of the Abyss is another module that was one of the first to come out for the 5e system. It improved upon both the Tyranny of Dragons and Princes of the Apocalypse settings.
Players are immediately captured by Drow Elves and taken to the Underdark where they escape and find out that Demons have grown in number and in power in the Underdark. The players will be pulled into the campaign and attempt to thin the demonic plague underground.
The fun part about Out of the Abyss is the setting. The Underdark makes for a compelling and dark setting for players, but the main critique of Out of the Abyss is the number of NPCs introduced.
The story is heavily dependent upon a huge cast of characters that pop in and out of the setting, and it can be a bit overwhelming. It sometimes seems the main characters are not the player characters, but the numerous NPCs that appear in the setting.
Curse of Strahd (CoS)
Curse of Strahd is an absolute classic when it comes to DnD modules. If you haven’t played it yet, then now is a good time. It was rewritten and revamped for 5e by the original authors of the classic campaign, and was once again re-released with all new editions and errata in 2020.
The story behind the original scenario came about when the original author was looking to create a Vampire-themed campaign. Vampires in earlier editions were simply an entry in the Monster Manual and he felt that did a disservice to the mythical creature and he invented Strahd, THE VAMPIRE of the DnD world.
It’s a classic and has been getting so much attention for a reason. Thematically, it’s fantastic and it’s an all-around amazing experience. We highly recommend you give it a try.
Storm King’s Thunder (SKT)
In the Storm King’s Thunder module, the great Storm King Hekaton is missing. The power vacuum left behind is starting to show devastating results. The various tribes of giants, no longer in check by the Storm King are rampaging throughout the world.
One of the most interesting things about this module is the way it starts. Instead of being heroes of legend, a mercenary team, or the other usual party starting points, Storm King’s Thunder starts players off little more than NPCs. They’re civilians that wander into the world and need to react to stay alive. There’s also a massive sandbox feel that makes Storm King’s Thunder very open-ended and easily customizable to any playing style.
Tales from the Yawning Portal (TftYP)
Tales from the Yawning portal has good value for money. It’s an anthology of several previous modules put together.
- The Sunless Citadel
- The Forge of Fury
- The Hidden Shrine of Tamoachan
- White Plume Mountain
- Dead in Thay
- Against the Giants
- Tomb of Horrors
Tomb of Annihilation (ToA)
The Wasting disease known as the Deathcurse slowly kills and prevents any afflicted from ever being revived. It’s a terrible way to die, and it’s slowly spreading.
Tomb of Annihilation is a reimagining of the Tomb of Horrors and is essentially an updated interpretation of the classic that’s been rewritten for 5e. The original Tomb of Horrors was from the mind that brought us all DnD in the first place, Gary Gygax.
It’s a difficult dungeon run with a time limit that takes new characters from levels 1-15 and can be brutally difficult for the unprepared.
Waterdeep: Dragon Heist (WDH)
Welcome to Waterdeep one of the most famous cities in the DnD world. Waterdeep is a huge area to explore and offers an incredible heist setting.
It’s one of the better modules for newer players. It offers a lot of different areas to explore and is a great place to start any epic campaign. Waterdeep as a setting offers near limitless possibilities while still keeping the party together.
Waterdeep: Dragon Heist offers a ton of different adventures that are very easy to mix and match to the party’s needs.
Waterdeep: Dungeon of the Mad Mage (WDotMM)
Dungeon of the Mad Mage is the first module intended for higher-level players. The premise is simple and straightforward, there’s a crazy mage that turned a mountain into their personal dungeon filled with trapped adventurers and other nasty creatures. The party is going to go in run through the dungeon and grab the loot.
It’s pretty straightforward, but that doesn’t mean that it’s going to be easy. It’s great for Min/Max players. It’s going to be difficult to complete the dungeon, but if you like tricky situations and power leveling your character to max out stats and abilities this is going to be a great choice for a campaign.
Stranger Things: The Hunt for Thessalhydra (STHfT)
This comes with the Stranger Things starter set. You won’t be able to find The Hunt for Thessalhydra by itself unless you buy it second-hand.
The Starter set comes with pre-generated characters and a campaign based on the one Will from Stranger Things ran during the Netflix Original show.
If you’re a fan of the show and wanted to get into DnD after watching it, then this is definitely one of the best places to start. It’s a nice way to get new players into the game especially if their original interest in the game is from Stranger Things.
Ghosts of Saltmarsh (GoS)
This is another anthology of modules from previous DnD editions. They’ve all been updated and added to for 5e and include some beloved classics.
- The Sinister Secret of Saltmarsh
- Danger at Dunwater
- Salvage Operation
- Isle of the Abbey
- The Final Enemy
- Tammeraut’s Fate
- The Styes
Journeys Through the Radiant Citadel (JTRC)
Journeys Through the Radiant Citadel is an excellent resource for any DM. It focuses on the new location, The Radient Citadel. Since it is located within the Ethereal plane in between the multiverse it can easily fit into any campaign or with any group of adventurers. It’s filled with 13 stand-alone adventures for levels 1 – 14, so no matter what level you are, you’ll be able to experience some of the wonder and excitement of this new setting.
Keys from the Golden Vault (KGV)
I’m a huge fan of heists in both movies and games. I don’t care what the Rick & Morty episode says, Heists are cool.
That being said Keys from the Golden Vault is one of the last sourcebooks to come out for DnD 5e and I’m jazzed to play it. Keys from the Golden Vault includes 13 short adventures that can be played individually or put together to create a larger narrative.
Players will receive quests from the mysterious Golden Vault organization and sneak and scheme their way to riches. Or as a DM you can lift the heists straight out of the book and add them into your own adventures with a few tweaks.
I’m really impressed with this scenario book and I couldn’t wait to get it to the table.
This is another starter kit that helps completely new players jump into the game. It includes edited-down rules that only cover the essentials and comes with several pre-generated campaigns to get players rolling dice quickly.
It’s a nice starter set and comes with everything you’d need to start playing right away, but it’ll eventually run thin if you want to expand the world to everything DnD has to offer. Overall though, it’s perfect for beginners and makes a nice gift for someone who has always shown interest but never had the chance to play.
Baldur’s Gate: Descent into Avernus (BGDiA)
Descent into Avernus is one of the larger modules put out. It starts players off in the famed city of Baldur’s Gate. From there, players will eventually go through a story of redemption where they’ll journey into the nine layers of hell itself to find their redemption.
It’s a very story-heavy module that offers great value for money. It has plenty of twists and turns and is perfect for a group that wants to sit down for a long epic campaign.
Dungeons & Dragons vs Rick and Morty
This one’s a little ridiculous. If you’re a fan of Rick & Morty you probably already have an idea of the shenanigans that you’re in for here.
Similar to the Stranger Things starter set, Rick and Morty created their own themed starter with quick-start rules, pre-generated characters, and the starter campaign The Lost Dungeon Of Rickedness: Big Rick Energy.
If you’ve watched the show you know exactly how this type of campaign is going to go. It’ll be overpowered murder hobos all over the place, but it’ll be a lot of fun.
Icewind Dale: Rime of the Frostmaiden (IDRotF)
Rime of the Frostmaiden comes after the Icewind Dale trilogy, so if you’re familiar with the video games and other settings that Icewind Dale has been adapted to you’ll feel right at home.
The focus in Rime of the Frostmaiden is in the Ten-Towns area. It feels as if John Carpenter took a hand in writing this because it often feels like characters are in the classic horror movie The Thing. There are multiple starting points, and multiple endings included.
Rime of the Frostmaiden is probably better for intermediate-experienced DMs as there’s so much that could potentially happen. If you’re unsure it’s still fun to read as a DM and see all the branching paths and how they could potentially meet up.
Candlekeep Mysteries (CM)
If you or your players are looking for more of a grab bag, Candlekeep Mysteries is another anthology of all-new modules. It has various levels and mini-adventures that will keep you busy for quite some time. You can also mix and match, throwing your own players into the scenario that best fits the party level.
- The Joy of Extradimensional Spaces (level 1) by Michael Polkinghorn
- Mazfroth’s Mighty Digressions (level 2) by Alison Huang
- Book of the Raven (level 3) by Christopher Perkins
- A Deep and Creeping Darkness (level 4) by Sarah Madsen
- Shemshime’s Bedtime Rhyme (level 4) by Ari Levitch
- The Price of Beauty (level 5) by Mark Hulmes
- Book of Cylinders (level 6) by Graeme Barber
- Sarah of Yellowcrest Manor (level 7) by Derek Ruiz
- Lore of Lurue (level 8) by Kelly Lynne D’Angelo
- Kandlekeep Dekonstruktion (level 9) by Amy Vorpahl
- Zikran’s Zephyrean Tome (level 10) by Taymoor Rehman
- The Curious Tale of Wisteria Vale (level 11) by Kienna Shaw
- The Book of Inner Alchemy (level 12) by Daniel Kwan
- The Canopic Being (level 13) by Jennifer Kretchmer
- The Scrivener’s Tale (level 14) by Brandes Stoddard
- Alkazaar’s Appendix (level 15) by Adam Lee
- Xanthoria (level 16) by Toni Winslow-Brill
The Wild Beyond The Witchlight (TWBtW)
This is an interesting module. It takes place in the Feywilds, but that could mean anything really, so any campaign no matter what the setting can throw this fairy carnival into the mix. Another interesting tidbit is that there’s a non-combat way to solve your problems in every single scenario.
I know combat is a huge part of DnD, but it’s honestly usually the oddball ways players complete their objectives that are the most memorable. It’s an interesting book and definitely worth a look if you’re looking to shake up your game with something a little different.
Critical Role: Call of the Netherdeep (CRCotN)
Critical Role has slingshotted DnD in the public eye. Our favorite band of voice actors has helped create this new module. This is the second official collaboration between the team at Critical Role and Wizards of the Coast.
It includes a bunch of new thematic adventures in Exandria and even includes an underwater adventure, which I personally think is an underused setting.
Dungeons & Dragons: Young Adventurer’s Guide
Although not an official sourcebook, the Young Adventurer’s Guide series is an officially licensed product published by Penguin Random House. They’re designed with the younger crowd in mind and are very handy guides that walk young players through creating their own campaigns using specific features of DnD. Each book talks about a specific aspect of Dnd like, monsters, spells, weapons, and dragons. Included are easy-to-understand rules, adventure hooks, and a simplified guide for young players completely new to the game.
So far there are 6 books in the series:
Beasts & Behemoths
Dragons & Treasures
No creature is more fascinating and terrifying to an adventurer than a dragon! This illustrated guide takes a deeper look at the abilities, personalities, and treasure collections of every major dragon type in Dungeons & Dragons.
Ever wanted to learn more about dragons? Well, now you can! Dragons & Treasures: A Young Adventurer’s Guide takes young players on an in-depth tour of all things dragon. Readers will learn about dragons’ unique characteristics, their fabled treasures, and the wondrous artifacts that they horde in their lairs.
As a beginner book, Dragons & Treasures walks readers through many of the aspects of DnD that might be intimidating for first-time players. It gives helpful advice, storytelling tips, and encouragement all along the way. So, if you want to incorporate more dragon lore into your starter adventure, this is definitely the best place to start.
Dungeons & Tombs
Monsters & Creatures
Warriors & Weapons
Wizards & Spells
Extra Life Charity Content
Extra Life is a charity organization that holds events to raise money for the Children’s Miracle Network. It started as a bunch of gamers banding together for a good cause and has only grown since. They’re an incredible organization that does a world of good for people in need, and they always have fun ways to bring charity and gaming together.
They’ve put out several different mini-modules for their event. I highly suggest jumping onto their site and signing up for their newsletter. They’re always up to something, it’s always fun, and it’s always for a good cause.
The Lost Kenku
This mini-quest has the party trying to find a lost Kenku wandering in the woods.
One Grung Above
If you want to play a Grung, a humanoid frog person, this supplement gives players a full set of rules including stats.
The Tortle Package
The information here has been republished in The Explorer’s Guide to Wildemount. If you want to add the Tortle race to your campaign you’ll need either one of these supplements. It includes all the rules and stats and how to incorporate them into your campaign.
Volo’s Waterdeep Enchiridion
This supplement adds a ton of information on the city of Waterdeep. It’s an interesting read, but essential if you want to delve a little deeper into the city.
Lost Laboratory of Kwalish
This is a reprint of the Advanced DnD campaign, Expedition to the Barrier Peaks (1980). It’s a pretty interesting blast from the past. It’s a little all over the place thematic-wise, but the 80s were a wild time.
Adventure with Muk
This is an adorable module. It’s filled with cartoony graphics and customized character sheets. It’s also a coloring book. Yes, every single page is meant to be colored in and played with. It’s fun for the whole family.
Infernal Machine Rebuild
This one is really cool, and a must for fans of the Artificer class. In this campaign, players are on the lookout for parts of Lum the Mad’s fabled machine.
Mordenkainen’s Fiendish Folio
If you’ve been playing since the Advanced DnD rules you may find that this looks familiar. It’s a reprint of the DnD Fiendish Folio updated for 5e.
Have you ever wanted to be a fish person? Locathah Rising is a mini-campaign for level 9 players and includes the rules for creating your very own Locathah player character.
Domains of Delight
Similar to Shadowfell’s Domains of Dread, the Feywild has its own Domains of Delight. This mini supplement comes with the rules to create your own Feywild Domain with their own Archfey.
Minsc & Boo’s Journal of Villainy
Fans of the classic Baldur’s Gate video game will undoubtedly recognize Minsc and Boo. Their journal adds notes of new monsters and NPCs that DMs can use to add to their own adventures.
Before starting GameCows with his wife Kendra, he used to teach English Language Arts in the US. He combined his love of gaming with education to create fun game-based learning lessons until he eventually decided to run GameCows with Kendra full-time. He’s known for pouring over rulebooks in his spare time, being the rule master during game night, and as the perma DM in his DnD group. Bryan loves board games, writing, traveling, and above all his wife and partner in crime, Kendra.