The DND New DM Reading List highlights critical sections from the Player’s Handbook essential for new Dungeon Masters. It emphasizes understanding core gameplay, ability scores, adventuring rules, combat mechanics, and spellcasting. This guide serves as a practical resource for novice DMs looking to enhance their game mastery. Key chapters include Using Ability Scores, Adventuring, Combat, and Spellcasting, providing a solid foundation for running engaging sessions. Ideal for new DMs seeking to familiarize themselves with the most important aspects of Dungeons & Dragons gameplay.

Key Points

  • Highlights essential sections from the Player’s Handbook for new DMs
  • Covers core gameplay, ability scores, adventuring, combat, and spellcasting
  • Includes bookmarks for quick reference on ability checks and combat actions
  • Provides insights into spells and their creative uses during gameplay
Changan
3 pages
Language:English
Type:Guide
Changan
3 pages
Language:English
Type:Guide
420
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Reading the Core Rulebooks
It is not necessary for a new DM to read the rules cover-to-cover.
The rules are both more important and less important than you think. The rules make D&D
a game, and not just improvised storytelling. They create a grounded reality and help
define what can and cannot happen, and help you adjudicate the player’s actions in a fair and
consistent manner. The rules are a tool, and you are the master of them.
Here’s what is most important for a new DM to read:
Player’s Handbook
The most important sections of the PHB for a Dungeon Master are:
Introduction (Page 5 to 8) 4 pages
Explains the core gameplay of D&D.
Chapter 7: Using Ability Scores (Page 171 to 179) 8 pages
Essential for understanding how to call for ability checks.
Bookmark “Using Each Ability” pp 175
Chapter 8: Adventuring (181 to 186) 6 pages
Covers general rules for exploration and roleplaying
Chapter 9: Combat (189 to 198) 10 pages
Bookmark “Actions in Combat” pp 192
Chapter 10: Spellcasting (Page 201 to 205) 5 pages
Thoroughly read the sections on Casting Time and Concentration on pp 202.
Appendix A: Conditions (Page 290)
Read chapters on races, classes, backgrounds, equipment, and spells at your leisure. It’s a
great way to get ideas and inspiration for NPCs. Try creating a character on your own!
It’s a good idea to carefully read over the specific classes, feats, and spells your players
have chosen. You don’t have to memorize them, but reading them over helps you be
prepared to improvise when your players find a creative way to use their powers.
One of the biggest unexpected surprises new DMs encounter are spells. There’s hundreds
of spells, and some of the biggest surprises new DMs encounter are when players use
spells creatively. Read the spells your players have known/ prepared!
Dungeon Master’s Guide
The DMG has a lot of advice when you are ready to create your own campaign world,
adventures, NPCs, and more. However, if you’re a first-time DM running a pre-written
module, you might not need to read this yet. Read these sections only:
Introduction (Page 4 to 5)
Know Your Players (Page 6)
Chapter 8: Running the Game (Page 233 to 261)
This chapter discusses the core rules from the DMs point of view.
Conversation DCs on Page 245
Object AC and Hit Points: Page 246
Bookmark page 249 “Improvising Damage” and “Damage Severity by Level”
Page 252 to 261 has optional rules on chases, poisons, diseases, & madness
Creating Combat Encounters (Page 81 to 85)
These rules are not good. Use the rules in Xanathar’s instead.
Chapter 7: Rules for Magic Items (Page 135 to 141)
Covers magic item rarity and attunement
Chapter 1 Highlights:
Core Assumptions (Page 9)
Play Style (Page 34 - 35)
Tiers of Play (Page 36 - 37)
Flavours of Fantasy (Page 38 to 41)
The other chapters are great to read once you set out to do them. Chapter 1 and 2 are
great to read when you are building your own world, creating adventures, NPCs,
worlds, ect. Read these chapters when you are ready to do these things and you’ll
find useful guidelines.
Supplementing the DMG
Xanathar’s Guide and Tasha’s Cauldron have important expansions:
Encounter Building: XGTE 88 to 91.
Disregard the DMG encounter building rules, these are easier to use.
Awarding Magic Items: XGTE Page 135
Traps: XGTE 113
Running a Session Zero [Tasha’s 139 - 142]
Monster Manual
Read entries in the Monster Manual for inspiration.
If you ever hit ‘writer’s block” as a DM, flip through the monster manual for a
monster you’ve never used before, and build an adventure around it!
Introduction [Page 4 to 11]
Outlines the general rules for how monsters work.
Explains how to read a Monster’s Stat Block.
Special Traits such as Innate Spellcasting are described on page 10.
Recharge Abilities, Legendary Actions, and Lair Actions explained on page 11.
Appendix B. Nonplayer Characters [Page 342]
Bookmark this page in case you need a quick NPC stat block!
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FAQs

What are the key sections for new DMs in the Player’s Handbook?
For new Dungeon Masters (DMs), the most important sections of the Player’s Handbook (PHB) include the Introduction, which explains core gameplay, and Chapter 7 on Using Ability Scores, essential for calling ability checks. Additionally, Chapter 8 covers general rules for adventuring, while Chapter 9 focuses on combat mechanics. Chapter 10 discusses spellcasting, emphasizing Casting Time and Concentration. Appendix A on Conditions is also crucial for understanding gameplay.
Why is it important for DMs to read spells in the Player’s Handbook?
Reading the spells in the Player’s Handbook is vital for DMs because players often use spells creatively, which can lead to unexpected situations during gameplay. Familiarity with the spells that players have prepared allows DMs to be better prepared for improvisation and to adjudicate actions fairly. Understanding the mechanics of spells helps DMs manage encounters and respond effectively to player actions.
Which chapters of the Dungeon Master’s Guide should new DMs focus on?
New DMs should focus on specific sections of the Dungeon Master’s Guide (DMG) such as the Introduction, which provides foundational insights, and Chapter 8, which discusses running the game from the DM's perspective. Key topics in this chapter include Conversation DCs and Object AC. Additionally, Chapter 7 on Rules for Magic Items is important for understanding item rarity and attunement. DMs are also encouraged to read about optional rules on chases, poisons, diseases, and madness.
How can the Monster Manual help DMs with writer's block?
The Monster Manual can serve as a valuable resource for DMs experiencing writer's block. By flipping through the manual, DMs can find inspiration from monsters they have never used before, allowing them to build new adventures around these creatures. The introduction of the Monster Manual outlines general rules for how monsters work and explains how to read a monster's stat block, which can further assist DMs in creating engaging encounters.
What does Appendix B in the Monster Manual provide for DMs?
Appendix B of the Monster Manual provides quick stat blocks for Nonplayer Characters (NPCs), which can be extremely useful for DMs during gameplay. This section allows DMs to access NPC stats on the fly, facilitating smoother encounters and interactions without needing to prepare extensively beforehand. Bookmarking this page is recommended for easy reference during sessions.