---
product_id: 9335453
title: "D&D 2014 Dungeon Master's Guide (Dungeons & Dragons Core Rulebook)"
price: "$U4881"
currency: UYU
in_stock: true
reviews_count: 8
url: https://www.desertcart.uy/products/9335453-d-and-d-2014-dungeon-masters-guide-dungeons-and-dragons
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---

# Comprehensive Core Rulebook Balanced Combat Mechanics World-Building & Encounter Design D&D 2014 Dungeon Master's Guide (Dungeons & Dragons Core Rulebook)

**Price:** $U4881
**Availability:** ✅ In Stock

## Summary

> 🎲 Rule Your Realm, Inspire Your Party — The Ultimate DM’s Power Play!

## Quick Answers

- **What is this?** D&D 2014 Dungeon Master's Guide (Dungeons & Dragons Core Rulebook)
- **How much does it cost?** $U4881 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.uy](https://www.desertcart.uy/products/9335453-d-and-d-2014-dungeon-masters-guide-dungeons-and-dragons)

## Best For

- Customers looking for quality international products

## Why This Product

- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Key Features

- • **Dynamic Encounter Balancing:** Easily tailor combat difficulty from casual skirmishes to epic battles, ensuring every encounter feels meaningful and thrilling.
- • **Endless Creative Inspiration:** Access hundreds of classic magic items, unique monsters, and customizable spells to keep your campaigns fresh and exciting.
- • **Master the Art of Storytelling:** Unlock expert guidance to craft immersive worlds and unforgettable adventures that captivate your players every session.
- • **Exclusive Multiverse Exploration:** Dive deep into the D&D planes—from the Feywild to the Shadowfell—with insider lore that elevates your game’s narrative scope.
- • **Essential for Every Dungeon Master:** Join a community of 30,000+ satisfied DMs who rely on this definitive guide to lead with confidence and creativity.

## Overview

The D&D 2014 Dungeon Master's Guide is the definitive resource for running 5th edition Dungeons & Dragons campaigns. Packed with expert advice on world-building, encounter balancing, and magic item creation, it empowers Dungeon Masters to craft immersive, dynamic adventures. Featuring rich lore on the D&D multiverse and practical tools for both new and veteran DMs, this core rulebook is essential for anyone looking to lead unforgettable tabletop experiences.

## 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&D.”—Charlie Hall, PolygonWeave legendary stories in the world’s greatest roleplaying game.The Dungeon Master’s 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’ll find world-building advice, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and many other tools to help you be a great Dungeon Master.

Review: Guiding the Adventure—and the Heart—Through Every Journey! 🎲🕯️✝️ - This D&D Dungeon Master’s Guide is truly a treasure trove for anyone who feels called to lead a game—and a little soul—on extraordinary quests. From the moment I cracked open the hardcover, I was impressed by its depth and wisdom: world-building insights, advice for crafting memorable NPCs, guidelines for running balanced encounters, and rich moral frameworks that invite meaningful storytelling. 💡 What I love most: Creative Inspiration – Endless lore, story hooks, and troublemaking ideas that spark imagination and conversation. Clarity and Confidence – Whether you're a brand-new DM or a seasoned storyteller, this guide gives you the tools to run smooth, exciting sessions that draw players in. Heart and Purpose – Beyond rules and mechanics, there’s a deeper invitation to guide others through stories that reflect hope, courage, redemption, and fellowship. As I read through the Guide, I couldn’t help but see parallels to life—and leadership—in Christ. Just like a Dungeon Master shepherds their party through challenges, Jesus guides us, sustains us in trials, and empowers us to face the unknown with wisdom and love. The unfolding adventures we shape echo His call to walk with integrity and courage in every “campaign” of life. If you’re considering this essential book, know that it delivers not only practical tools but also timeless inspiration—encouraging you to weave stories that resonate with truth, friendship, and purposeful leadership. Highly recommended for every DM who wants to lead their party—and their hearts—with boldness and grace. 🙌🎯🙏
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+

## 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
- A Dungeon-Masters-only tour of each plane of the D&D multiverse—from the Feywild to the Shadowfell
- 1 of 3 D&D Core Rulebooks—the Player’s Handbook (rules for playing the game), the Dungeon Master’s Guide (how to run the game), and Monster Manual (creatures to encounter in your game)

## Technical Specifications

| Specification | Value |
|---------------|-------|
| Customer Reviews | 4.9 out of 5 stars 30,709 Reviews |

## Images

![D&D 2014 Dungeon Master's Guide (Dungeons & Dragons Core Rulebook) - 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

### ⭐⭐⭐⭐⭐ Guiding the Adventure—and the Heart—Through Every Journey! 🎲🕯️✝️
*by D***T on July 12, 2025*

This D&D Dungeon Master’s Guide is truly a treasure trove for anyone who feels called to lead a game—and a little soul—on extraordinary quests. From the moment I cracked open the hardcover, I was impressed by its depth and wisdom: world-building insights, advice for crafting memorable NPCs, guidelines for running balanced encounters, and rich moral frameworks that invite meaningful storytelling. 💡 What I love most: Creative Inspiration – Endless lore, story hooks, and troublemaking ideas that spark imagination and conversation. Clarity and Confidence – Whether you're a brand-new DM or a seasoned storyteller, this guide gives you the tools to run smooth, exciting sessions that draw players in. Heart and Purpose – Beyond rules and mechanics, there’s a deeper invitation to guide others through stories that reflect hope, courage, redemption, and fellowship. As I read through the Guide, I couldn’t help but see parallels to life—and leadership—in Christ. Just like a Dungeon Master shepherds their party through challenges, Jesus guides us, sustains us in trials, and empowers us to face the unknown with wisdom and love. The unfolding adventures we shape echo His call to walk with integrity and courage in every “campaign” of life. If you’re considering this essential book, know that it delivers not only practical tools but also timeless inspiration—encouraging you to weave stories that resonate with truth, friendship, and purposeful leadership. Highly recommended for every DM who wants to lead their party—and their hearts—with boldness and grace. 🙌🎯🙏

### ⭐⭐⭐⭐⭐ 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+

### ⭐⭐⭐⭐⭐ The Ultimate Guide for Every Dungeon Master!
*by K***N on July 18, 2024*

The Dungeons & Dragons Dungeon Master's Guide is a cornerstone of the D&D roleplaying game, earning a solid five stars for its depth, practicality, and inspiration. This core rulebook is an indispensable resource for any Dungeon Master (DM) looking to create engaging and memorable campaigns. Comprehensive Content: The Dungeon Master's Guide is packed with everything a DM needs to run a successful game. It covers a wide range of topics, from world-building and storytelling to rules for creating adventures, handling encounters, and managing campaigns. The guidance provided is thorough and insightful, making it an invaluable tool for both new and experienced DMs. Practical Advice: The book offers practical advice on a variety of topics, including how to handle player dynamics, create compelling narratives, and balance game mechanics. The tips and strategies provided are grounded in real gameplay experience, helping DMs navigate the challenges of running a game smoothly and effectively. Inspiring Ideas: One of the standout features of the Dungeon Master's Guide is its ability to spark creativity. The book is filled with ideas for plot hooks, adventure seeds, and unique encounters. It encourages DMs to think outside the box and craft personalized stories that captivate their players. Detailed Guidelines: The guide includes detailed guidelines for designing everything from dungeons and cities to magic items and NPCs. The sections on treasure and magic items are particularly useful, offering a wide array of options to enhance the gameplay experience. The tables and charts are well-organized, making it easy to reference important information quickly. Beautiful Artwork: The Dungeon Master's Guide is beautifully illustrated, with stunning artwork that brings the world of Dungeons & Dragons to life. The visuals add an extra layer of immersion, helping to set the tone and atmosphere for any campaign. User-Friendly Layout: The book is well-structured and easy to navigate, with clear headings, concise explanations, and helpful sidebars. The index and appendices are comprehensive, ensuring that DMs can find the information they need without hassle. Versatility: Whether you are running a high-fantasy epic, a dark and gritty adventure, or a whimsical quest, the Dungeon Master's Guide has something to offer. Its versatility allows DMs to tailor their games to suit their unique vision and the preferences of their players. Enduring Value: The Dungeon Master's Guide is a timeless resource that continues to be relevant across different editions of Dungeons & Dragons. Its enduring value lies in its ability to elevate the quality of gameplay and storytelling, making it a must-have for any serious DM. Conclusion: The Dungeons & Dragons Dungeon Master's Guide is the ultimate companion for any Dungeon Master. Its comprehensive content, practical advice, inspiring ideas, and beautiful artwork make it an essential resource for creating unforgettable adventures. This guide truly enhances the D&D experience, earning it a well-deserved five stars!

## 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 Uruguay*
*Store origin: UY*
*Last updated: 2026-03-21*