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CREDITS
Monte Cook
DUNGEON MASTER’S GUIDE
D&D DESIGN TEAM
Monte Cook, Jonathan Tweet,
Skip Williams
ADDITIONAL DESIGN
Peter Adkison
,
Richard Baker, Andy
Collins, David Noonan
DESIGN
DUNGEON MASTER’S GUIDE REVISION
David Noonan, Rich Redman
D&D REVISION TEAM
Rich Baker, Andy Collins, David Noonan,
Rich Redman, Skip Williams
DEVELOPMENT AND EDITING
Gwendolyn F.M. Kestrel
PROOFREADERS
Bill McQuillan, Cal Moore,
Katsuyo Nagasawa
MANAGING EDITOR
Kim Mohan
CORE D&D CREATIVE DIRECTOR
Ed Stark
DIRECTOR OF RPG R&D
Bill Slavicsek
ART DIRECTOR
Dawn Murin
COVER ART
Henry Higginbotham
INTERIOR ARTISTS
Matt Cavotta, Ed Cox, Lars Grant-West,
Scott Fischer, John Foster, Jeremy
Jarvis, John and Laura Lakey, Todd
Lockwood, David Martin, Raven Mimura,
Wa yne Reynolds, Scott Roller,
Brian Snoddy, Arnie Swekel, Sam Wood
GRAPHIC DESIGNER
Dawn Murin
CARTOGRAPHER
Todd Gamble
GRAPHIC PRODUCTION SPECIALIST
Angelika Lokotz
PHOTOGRAPHER
Craig Cudnohufsky
VICE PRESIDENT OF PUBLISHING
Mary Kirchoff
CATEGORY MANAGER
Anthony Valterra
PROJECT MANAGER
Martin Durham
PRODUCTION MANAGER
Chas DeLong
OTHER WIZARDS OF THE COAST
R&D CONTRIBUTORS
Paul Barclay, Michele Carter, Jennifer
Clarke Wilkes, Bruce R. Cordell, Mike
Donais, David Eckelberry, Skaff Elias,
Andrew Finch, Jeff Grubb, Rob Heinsoo,
Gwendolyn F.M. Kestrel, Christopher
Perkins, Charles Ryan, Michael
Selinker, Jonathan Tweet, James Wyatt
SPECIAL THANKS
Mary Elizabeth Allen, Stephen Radney-
McFarland, Liz Schuh, Alex Weitz, Andy
Smith, Mat Smith, Jefferson Dunlap
Julia Martin, John Rateliff
EDITORIAL ASSITANCE
Duane Maxwell, Jeff Quick
MANAGING EDITOR
Kim Mohan
CORE D&D CREATIVE DIRECTOR
Ed Stark
DIRECTOR OF RPG R&D
Bill Slavicsek
VISUAL CREATIVE DIRECTOR
Jon Schindehette
ART DIRECTOR
Dawn Murin
D&D CONCEPTUAL ARTISTS
Todd Lockwood, Sam Wood
D&D LOGO DESIGN
Matt Adelsperger, Sherry Floyd
COVER ART
Henry Higginbotham
INTERIOR ARTISTS
Lars-Grant West, Scott Fischer, John
Foster, Todd Lockwood, David Martin,
Wa yne Reynolds, Arnie Swekel,
Kevin Walker, Sam Wood
GRAPHIC DESIGNERS
Sean Glenn, Sherry Floyd
TYPOGRAPHER
Victoria Ausland, Erin Dorries,
Angelika Lokotz, Nancy Walker
CARTOGRAPHER
Todd Gamble
PHOTOGRAPHER
Craig Cudnohufsky
BRAND MANAGER
Ryan Dancey
CATEGORY MANAGER
Keith Strohm
PROJECT MANAGERS
Larry Weiner, Josh Fischer
DIGI-TECH SPECIALIST
Joe Fernandez
PRODUCTION MANAGER
Chas DeLong
SPECIAL THANKS
Cindi Rice, Jim Lin, Richard Garfield,
Skaff Elias, Andrew Finch
DI
T
OR
S
DUNGEON MASTER’S GUIDE
E
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . 4
Miscellaneous Features . . . . . . . . . 63
Cave-Ins and Collapses . . . . . . . . . 66
Illumination. . . . . . . . . . . . . . . . . . . 67
Traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Elements of a Trap . . . . . . . . . . . . . 68
Sample Traps . . . . . . . . . . . . . . . . . . 70
Designing a Trap . . . . . . . . . . . . . . . 74
Dungeon Ecology . . . . . . . . . . . . . . . . . 76
Dungeon Animals. . . . . . . . . . . . . . 76
Wandering Monsters . . . . . . . . . . . 77
Random Dungeons. . . . . . . . . . . . . . . . 77
Dungeon Level . . . . . . . . . . . . . . . . 77
The Map and the Key. . . . . . . . . . . 77
Random Dungeon Encounters . . 78
A Sample Adventure . . . . . . . . . . . . . . 78
Statistics Blocks . . . . . . . . . . . . . . . . . . . 85
Wilderness Adventures . . . . . . . . . . . . 86
Getting Lost . . . . . . . . . . . . . . . . . . . 86
Forest Terrain . . . . . . . . . . . . . . . . . . 87
Marsh Terrain . . . . . . . . . . . . . . . . . 88
Hills Terrain . . . . . . . . . . . . . . . . . . . 89
Mountain Terrain . . . . . . . . . . . . . . 89
Desert Terrain . . . . . . . . . . . . . . . . . 91
Plains Terrain . . . . . . . . . . . . . . . . . . 91
Aquatic Terrain . . . . . . . . . . . . . . . . 92
Underwater Combat . . . . . . . . . 93
Weather. . . . . . . . . . . . . . . . . . . . . . . 93
Random Wilderness
Encounters. . . . . . . . . . . . . . . . . . 95
Urban Adventures. . . . . . . . . . . . . . . . . 98
Weapon and Spell Restrictions . . 99
Urban Features . . . . . . . . . . . . . . . . 99
Urban Encounters . . . . . . . . . . . . 101
Class/Race Restrictions . . . . . . . 171
New Races . . . . . . . . . . . . . . . . . . . 171
Monsters as Races . . . . . . . . . . 172
Classes . . . . . . . . . . . . . . . . . . . . . . . . . . 174
Modifying Character Classes . . . 174
Creating New Classes . . . . . . . . . 175
Prestige Classes . . . . . . . . . . . . . . . . . . 176
Arcane Archer . . . . . . . . . . . . . . . . 176
Arcane Trickster . . . . . . . . . . . . . . 177
Archmage . . . . . . . . . . . . . . . . . . . . 178
Assassin. . . . . . . . . . . . . . . . . . . . . . 180
Blackguard . . . . . . . . . . . . . . . . . . . 181
Dragon Disciple . . . . . . . . . . . . . . 183
Duelist . . . . . . . . . . . . . . . . . . . . . . . 185
Dwarven Defender. . . . . . . . . . . . 186
Eldritch Knight. . . . . . . . . . . . . . . 187
Hierophant. . . . . . . . . . . . . . . . . . . 188
Horizon Walker . . . . . . . . . . . . . . 189
Loremaster . . . . . . . . . . . . . . . . . . . 190
Mystic Theurge . . . . . . . . . . . . . . . 192
Red Wizard . . . . . . . . . . . . . . . . . . 193
Shadowdancer . . . . . . . . . . . . . . . . 194
Thaumaturgist . . . . . . . . . . . . . . . . 196
How PCs Improve . . . . . . . . . . . . . . . 197
Learning Skills and Feats . . . . . . 197
Learning New Spells . . . . . . . . . . 198
Gaining Class Benefits . . . . . . . . 198
General Downtime. . . . . . . . . . . . 198
Gaining Fixed Hit Points . . . . . . 198
Creating PCs above 1st Level . . . . . . 199
Special Cohorts . . . . . . . . . . . . . . . . . . 199
Familiars . . . . . . . . . . . . . . . . . . . . . . . . 200
Mounts . . . . . . . . . . . . . . . . . . . . . . . . . 204
Animal Companions . . . . . . . . . . . . . 205
Epic Characters . . . . . . . . . . . . . . . . . . 206
Chapter 1: Running the Game . . . . . . . 5
What Is a DM? . . . . . . . . . . . . . . . . . . . . . 5
Style of Play . . . . . . . . . . . . . . . . . . . . . . . 7
Example of Play . . . . . . . . . . . . . . . . . . . . 8
Running a Game Session . . . . . . . . . . 10
Chapter 2: Using the Rules . . . . . . . . . 19
More Movement Rules . . . . . . . . . . . . 19
Movement and the Grid . . . . . . . . 19
Moving in Three Dimensions . . . 20
Evasion and Pursuit . . . . . . . . . . . . 20
Moving around in Squares . . . . . . 20
Bonus Types . . . . . . . . . . . . . . . . . . . . . . 21
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Line of Sight . . . . . . . . . . . . . . . . . . 21
Starting an Encounter . . . . . . . . . . 22
New Combatants . . . . . . . . . . . . . . 23
Keeping Things Moving . . . . . . . . 24
Combat Actions. . . . . . . . . . . . . . . . 25
Attack Rolls . . . . . . . . . . . . . . . . . . . 26
Damage . . . . . . . . . . . . . . . . . . . . . . . 26
Effect of Weapon Size . . . . . . . . . . 28
Splash Weapons . . . . . . . . . . . . . . . 28
Area Spells . . . . . . . . . . . . . . . . . . . . 28
Big and Little Creatures
in Combat . . . . . . . . . . . . . . . . . . 29
Skill and Ability Checks . . . . . . . . . . . 30
Saving Throws . . . . . . . . . . . . . . . . . . . . 33
Adjudicating Magic . . . . . . . . . . . . . . . 34
Describing Spell Effects . . . . . . . . 34
Handling Divinations . . . . . . . . . . 34
Creating New Spells. . . . . . . . . . . . 35
Rewards . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Experience Awards. . . . . . . . . . . . . 36
Story Awards . . . . . . . . . . . . . . . . . . 40
Character Death . . . . . . . . . . . . . . . . . . 41
Making a New Character . . . . . . . 42
Chapter 4: Nonplayer Characters . . 103
Everyone in the World . . . . . . . . . . . 103
NPC Classes . . . . . . . . . . . . . . . . . . . . . 107
Adept . . . . . . . . . . . . . . . . . . . . . . . . 107
Aristocrat . . . . . . . . . . . . . . . . . . . . 108
Commoner . . . . . . . . . . . . . . . . . . . 108
Expert . . . . . . . . . . . . . . . . . . . . . . . 109
Warrior . . . . . . . . . . . . . . . . . . . . . . 109
NPC Statistics . . . . . . . . . . . . . . . . . . . 110
NPC Attitudes . . . . . . . . . . . . . . . . . . . 128
Fleshing out NPCs . . . . . . . . . . . . . . . 128
Chapter 7: Magic Items. . . . . . . . . . . . 211
Handling Magic Items . . . . . . . . . . . 212
Magic Item Descriptions . . . . . . . . . 215
Armor . . . . . . . . . . . . . . . . . . . . . . . 216
Weapons . . . . . . . . . . . . . . . . . . . . . 221
Potions and Oils . . . . . . . . . . . . . . 229
Rings . . . . . . . . . . . . . . . . . . . . . . . . 229
Rods . . . . . . . . . . . . . . . . . . . . . . . . . 233
Scrolls . . . . . . . . . . . . . . . . . . . . . . . 237
Staffs . . . . . . . . . . . . . . . . . . . . . . . . 243
Wands . . . . . . . . . . . . . . . . . . . . . . . 245
Wondrous Items . . . . . . . . . . . . . . 246
Intelligent Items . . . . . . . . . . . . . . . . . 268
Cursed Items . . . . . . . . . . . . . . . . . . . . 272
Artifacts. . . . . . . . . . . . . . . . . . . . . . . . . 277
Creating Magic Items . . . . . . . . . . . . 282
Masterwork Items . . . . . . . . . . . . 283
Special Materials. . . . . . . . . . . . . . 283
Chapter 3: Adventures . . . . . . . . . . . . . 43
Motivation . . . . . . . . . . . . . . . . . . . . . . . 43
Structure . . . . . . . . . . . . . . . . . . . . . . . . . 44
Site-Based Adventures . . . . . . . . . . . . . 46
Event-Based Adventures . . . . . . . . . . . 47
The End (?) . . . . . . . . . . . . . . . . . . . . . . . 48
Encounters . . . . . . . . . . . . . . . . . . . . . . . 48
Tailored or Status Quo . . . . . . . . . . 48
Challenge Ratings and
Encounter Levels . . . . . . . . . . . . 48
Difficulty . . . . . . . . . . . . . . . . . . . . . 49
Tougher Monsters . . . . . . . . . . . . . 50
Location . . . . . . . . . . . . . . . . . . . . . . 50
Rewards and Behavior . . . . . . . . . . 50
Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Bringing Adventures Together. . . . . . 56
Between Adventures . . . . . . . . . . . . . . 57
The Dungeon . . . . . . . . . . . . . . . . . . . . . 57
Dungeon Terrain . . . . . . . . . . . . . . . . . . 59
Walls . . . . . . . . . . . . . . . . . . . . . . . . . 59
Doors . . . . . . . . . . . . . . . . . . . . . . . . . 60
Rooms . . . . . . . . . . . . . . . . . . . . . . . . 62
Corridors . . . . . . . . . . . . . . . . . . . . . 63
Chapter 5: Campaigns . . . . . . . . . . . . . 129
Establishing a Campaign. . . . . . . . . . 129
Maintaining a Campaign . . . . . . . . . 130
Characters and the World
around Them . . . . . . . . . . . . . . . . . . 131
War and Other Calamities . . . . . . . . 133
Other Campaign Issues . . . . . . . . . . . 134
World-Building . . . . . . . . . . . . . . . . . . 135
Building a Different World. . . . . . . . 144
Adventuring on Other Planes . . . . . 147
Plane Descriptions . . . . . . . . . . . . . . . 151
Creating a Cosmology . . . . . . . . . . . . 167
Chapter 8: Glossary . . . . . . . . . . . . . . . 289
Special Abilities. . . . . . . . . . . . . . . . . . 289
Condition Summary . . . . . . . . . . . . . 300
The Environment . . . . . . . . . . . . . . . . 302
Chapter 6: Characters 169
Ability Scores. . . . . . . . . . . . . . . . . . . . 169
Races . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Subraces . . . . . . . . . . . . . . . . . . . . . 170
Modifying a Common Race . . . . 171
Changes through Addition
and Subtraction . . . . . . . . . . . . 171
Visual Aids . . . . . . . . . . . . . . . . . . . . . . . 305
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . 317
List of Sidebars . . . . . . . . . . . . . . . . . . 319
List of Numbered Tables . . . . . . . . . . 320
3
Introduction
This is the D
UNGEONS
& D
RAGONS
®Roleplaying Game, the game
that defines the genre and has set the standard for fantasy role-
playing for more than 30 years.
Specifically, this is the
Dungeon Master ’s Guide.
This book con-
tains information that every Dungeon Master (DM) needs to set
up adventures, narrate the action, run the monsters, and referee
the D
UNGEONS
&D
RAGONS
game. This book, the
Player ’s Handbook,
and the
Monster Manual
comprise the core rules for the D&D®
game.
HOW TO USE THIS BOOK
No one expects you to read this book cover to cover. It’s not a
novel. Instead, we arranged this book into topics that you can refer
to when you need them. Plus, an extended glossary at the back of
the book provides quick reference to DM-related topics.
Based on those portions of the game that you control, you’ll find
chapters that deal with running the game, adjudicating play, writ-
ing adventures, building a campaign, awarding experience, and
finding or creating the right magic items to stock your dungeons.
Refer to the table of contents and the index to locate the specific
topic you need at any given time.
THE DUNGEON MASTER
We ’ve distilled our knowledge of the D&D® game into the mate-
rial that follows. Whether you need to know how to design an
adventure, a campaign, or an entire game world, the material in
this book can, and will, help you.
Yo u’re a member of a select group. Truly, not everyone has the cre-
ativity and the dedication to be a DM. Dungeon Mastering (DMing)
can be challenging, but it’s not a chore. You’re the lucky one out of
your entire circle of friends who play the game. The real fun is in
your hands. As you flip through the
Monster Manual
or look at pub-
lished adventures on a store shelf, you get to decide what the player
characters (PCs) take on next. You get to build a whole world, as well
as design and play all its nonplayer characters (NPCs).
It’s good to be the DM.
The DM defines the game. A good DM results in a good game.
Since you control the pacing, and the types of adventures and
encounters, the whole tenor of the game is in your hands. It’s fun,
but it’s a big responsibility. If you’re the sort of person who likes to
provide the fun for your friends, or to come up with new ideas,
then you’re an ideal candidate for DM.
Once your group has a Dungeon Master, however, that doesn’t
mean that you can’t switch around. Some DMs like to take a turn
at being a player, and many players eventually want to try their
hand at DMing.
PLAYING ON THE BATTLE GRID
The D&D game assumes the use of miniature figures, and the
rules are written from that perspective. This book contains a battle
grid and other tools to help you visualize the action.
The poster-sized sheet in the back of the book has a 1-inch grid
on one side, and a collection of rooms that can be used to repre-
sent areas in a dungeon on the other side.
The last 12 pages of this book (just ahead of the index) present a
variety of visual aids that you can use to set up and play out
encounters and adventures on the grid:
—Six pages of diagrams that show the squares contained
within areas of different sizes and shapes, and graphic depictions
of space and reach for creatures of varying sizes.
—Six pages of illustrations that represent various dungeon
features, sized to fit the 1-inch grid, that you can photocopy, cut
out, and place on the grid—enabling players to actually see
what lies before their characters as they make their way through
the dungeon.
FINAL NOTE
The power of creating worlds, controlling deities and dragons, and
leading entire nations is in your hands. You are the master of the
game—the rules, the setting, the action, and ultimately, the fun.
This is a great deal of power, and you must use it wisely. This book
shows you how.
pqqrs
WHY A REVISION?
The new D
UNGEONS
& D
RAGONS
game debuted in 2000. In the three years
since the d20 Game System energized the roleplaying game industry,
we’ve gathered tons of data on how the game is being played. We
consider D&D to be a living game that constantly evolves as it is
played. Using the gathered feedback, we’ve retooled the game from the
ground up and incorporated everyone’s suggestions to improve the
game and this product.
If this is your first experience with D&D, we welcome you to a wonder-
ful world of adventure and imagination. If you played the prior version of
this book, rest assured that this revision is a testament to our dedication
to continuous product improvement and innovation. We’ve updated
errata, clarified rules, polished the presentation, and made the game
better than it was. This is an upgrade of the d20 System, not a new edition
of the game. This revision is compatible with existing products, and these
products can be used with the revision with only minor adjustments.
What’s new in the revised
Dungeon Master’s Guide
? The entire book has
been polished and refined, all in response to your feedback and to reflect
the way the game is actually being played. We’ve revised the encounter
tables and magic item creation rules. We’ve expanded the movement
rules, increased the number of prestige classes, added dozens of new
magic items and magic item special abilities, and provided plenty of tools
to help promote the three-dimensional experience.
Take a look, play the game. We think you’ll like how everything turned
out.
pqqrs
pqqrs
4
THE PURPOSE OF SIDEBARS
You’ll see blocks of text that look like this one frequently throughout
this book. The information in these sidebars is not part of the rules per
se, but you’ll find them useful and interesting in their own right. Most
sidebars in this book serve either to introduce rules variants or to give
you a glimpse “behind the curtain” into how some aspect of the D&D
game was created.
Variant:
To give you an idea of some of the ways in which you can
alter the D&D rules for your own campaign, some sidebars suggest
variants that you can adopt or modify to suit your game.
The basic rules presented in this book—that is, everything not iden-
tified as a variant—apply to the baseline D&D campaign. If you are
playing in an RPGA
®
Network event, that event uses the basic rules in
this book. Establishing a standard set of rules makes a worldwide
gaming network possible.
Behind the Curtain:
Some sidebars provide a further explanation of
why the rules are the way they are—a look “behind the curtain” into
how the game’s designers make decisions about the rules. If you’re the
sort of DM who likes to tinker with the rules of the D&D game, these
sidebars offer some advice and inspiration as you customize the game
for yourself and your players.
pqqrs
n your role as Dungeon Master, you’re the focus of the game. If the
game’s fun, it will be to your credit. If it’s a failure, you’ll get the
blame, whether it’s deserved or not. Don’t worry, though—run-
ning a D&D® game is not as hard as it may seem at first. (But don’t
tell the players that!)
Using Purchased Adventures
Many published adventures are available for you to pur-
chase if you don’t want to write one of your own, or if you
just want a change of pace. In a published adventure, you’ll
get a pregenerated scenario with all the maps, NPCs, mon-
sters, and treasures you need, and an adventure plot
designed to make the most of them. Sometimes, when
you use a published adventure, you’ll see that it presents
challenges you would have never thought of on your
own.
Remember, however, that you’re the one who has to
run the adventure: Anything you want to change, you
can. In fact, you will often find you need to make at least
small changes to fit the adventure into your ongoing
campaign and to get your players into the action. You
can have a great deal of fun replacing the villain of an
adventure with one the players have already heard of
in your campaign, or changing the background of the
adventure so that it involves your players’ characters
in ways that the module’s designer never could have
possibly imagined.
WHAT IS A DM?
Dungeon Mastering involves writing, teaching, acting, referee-
ing, arbitrating, and facilitating. Described below are the different
duties of the DM. You’ll find that you like some more than others.
As in any hobby, focus on what you enjoy the most, but remember
that all the other duties are also important.
PROVIDING ADVENTURES
Yo ur primary role in the game is to present adventures in which
the other players can roleplay their characters. To accomplish
this, you need to spend time outside the game sessions them-
selves, preparing. This is true whether you write your own adven-
tures or use prepared adventures that you have purchased.
Writing Adventures
Creating adventures takes a great deal of time. Many DMs find
that they spend more time getting ready for the game than they
do at the table actually playing. These same DMs often find this
creation time to be the most fun and rewarding part of being a
Dungeon Master. Making up interesting characters, settings,
plots, and challenges to present before your friends can be a great
creative outlet.
Writing good adventures is so important that it receives its
own chapter in this book. See Chapter 3: Writing an Adventure.
TEACHING THE GAME
Sometimes it’s going to be your responsibility to
teach newcomers to the game how to play. This isn’t
a burden, but a wonderful opportunity. Teaching
other people how to play provides you with new play-
ers and allows you to set them on the path to becoming
top-notch roleplayers. It’s easier to learn to play with
someone who already knows the game. Those who
are taught by a good teacher who runs a fun game
5
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