Dungeons & Dragons is a roleplaying game in which players cooperate to create an adventure with limitless possibilities. One player acts as the Dungeon Master, and is responsible for facilitating the game. All other players act as characters of their own creation, working together to explore the world described by the Dungeon Master.
Gaslight Books offers all the Dungeons & Dragons books you need for you and your friends to build your own adventure with the world’s greatest roleplaying game! Check out our book selection below, or find additional materials on our online store.
Just getting started with Dungeons & Dragons? Find the core rulebooks here.
Want to add more variety to your games? Find supplemental books here.
Looking for a new adventure? Find adventure modules here.
These books include all the basics you need to play and get started with creating characters, worlds, and adventures. The Starter Set is not required to play, but it is a great option for players who want to try the game without needing any other books.
The Dungeons & Dragons Starter Set is your gateway to action-packed stories of the imagination. This box contains the essential rules of the game plus everything you need to play heroic characters on perilous adventures in worlds of fantasy. Explore subterranean labyrinths! Plunder hoards of treasure! Battle legendary monsters!
The Player’s Handbook is the essential reference for every Dungeons & Dragons roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more. Use this book to create characters from among the most iconic D&D races and classes.
Dungeon Master’s Guide
All you need to run a Dungeons & Dragons game is your imagination, some dice, and this book. The Dungeon Master’s Guide teaches you how to how to run D&D adventures for your players– how to invent monsters for them to fight, mysteries for them to solve, and fantasy worlds for them to explore.
The Monster Manual teaches you how to how to fill your Dungeons & Dragons games with monsters–how to populate the game with pesky goblins and mighty dragons for players to battle or beguile, outwit or outrun.
Inside the Monster Manual you’ll find more than 150 classic D&D creatures, with vivid illustrations and rich descriptions to help breathe life into your zombies and liches.
These books add more options and variety to your characters and adventures, including new character class options, spells, monsters, settings, and much more.
Xanathar’s Guide to Everything
The beholder Xanathar–Waterdeep’s most infamous crime lord–is known to hoard information on friend and foe alike. The beholder catalogs lore about adventurers and ponders methods to thwart them. Its twisted mind imagines that it can eventually record everything!
Xanathar’s Guide to Everything is the first major expansion for fifth edition Dungeons & Dragons, offering new rules and story options.
Tasha’s Cauldron of Everything
The wizard Tasha, whose great works include the spell Tasha’s hideous laughter, has gathered bits and bobs of precious lore during her illustrious career as an adventurer. Her enemies wouldn’t want these treasured secrets scattered across the multiverse, so in defiance, she has collected and codified these tidbits for the enrichment of all.
Full of expanded content for players and Dungeon Masters alike, this book is a great addition to the Player’s Handbook.
Volo’s Guide to Monsters
This is NOT just another Monster Manual! Volo’s Guide to Monsters provides something exciting for players and Dungeon Masters everywhere. Included are a deep dive into the lore behind some of D&D’s most popular and iconic monsters, dozens of monsters new to the fifth edition to include in your epic adventures, and new playable races to allow you to build characters to fit nearly any type of story in your D&D game.
Mordenkainen’s Tome of Foes
This tome is built on the writings of the renowned wizard from the world of Greyhawk, gathered over a lifetime of research and scholarship. In his travels to other realms and other planes of existence, he has made many friends, and has risked his life an equal number of times, to amass the knowledge contained herein. In addition to Mordenkainen’s musings on the endless wars of the multiverse, the book contains game statistics for dozens of monsters: new demons and devils, several varieties of elves and duergar, and a vast array of other creatures from throughout the planes of existence.
Van Richten’s Guide to Ravenloft
Terror stalks the nightmare realms of Ravenloft. No one knows this better than monster scholar Rudolph Van Richten. To arm a new generation against the creatures of the night, Van Richten has compiled his correspondence and case files into this tome of eerie tales and chilling truths.
Guildmasters’ Guide to Ravnica
In Guildmasters’ Guide to Ravnica, the world’s most popular roleplaying game meets the world’s most popular trading card game. Released to coincide with the Magic set Guilds of Ravnica, it’s the perfect blend of story from the creators of Magic: The Gathering, wrapped around the rules, monsters, and magic of fifth edition Dungeons & Dragons.
These books contain everything you need to guide a group of players through a ready-made epic adventure.
Curse of Strahd
Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.
Storm King’s Thunder
Giants have emerged from their strongholds to threaten civilization as never before. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants?
The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.
Candlekeep attracts scholars like a flame attracts moths. Historians, sages, and others who crave knowledge flock to this library fortress to peruse its vast collection of books, scribbled into which are the answers to the mysteries that bedevil them. Many of these books contain their own mysteries ̶–each one a doorway to adventure. Dare you cross that threshold?
Candlekeep Mysteries is a collection of seventeen short, stand-alone D&D adventures designed for characters of levels 1-16.
Tomb of Annihilation
The talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who’s ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied. When they finally succumb, they can’t be raised-and neither can anyone else, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world.
The cause is a necromantic artifact called the Soulmonger, which is located somewhere in Chult, a mysterious peninsula far to the south, ringed with mountains and choked with rain forests.
Ghosts of Saltmarsh
Ghosts of Saltmarsh brings classic adventures into fifth edition Dungeons & Dragons. This adventure book combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic “U” series, plus some of the best nautical adventures from the history of Dungeon Magazine: Sinister Secret of Saltmarsh, Danger at Dunwater, Salvage Operation, Isle of the Abbey, The Final Enemy, Tammeraut’s Fate, The Styes.
Icewind Dale: Rime of the Frostmaiden
Beneath the unyielding night sky, you stand before a towering glacier and recite an ancient rhyme, causing a crack to form in the great wall of ice. Beyond this yawning fissure, the Caves of Hunger await. And past this icy dungeon is a secret so old and terrifying that few dare speak of it. The mad wizards of the Arcane Brotherhood long to possess that which the god of winter’s wrath has so coldly preserved–as do you What fantastic secrets and treasures are entombed in the sunless heart of the glacier, and what will their discovery mean for the denizens of Icewind Dale? Can you save Ten-Towns from the Frostmaiden’s everlasting night?
Out of the Abyss
The Underdark is a subterranean wonderland, a vast and twisted labyrinth where fear reigns. It is the home of horrific monsters that have never seen the light of day. It is here that the dark elf Gromph Baenre, Archmage of Menzoberranzan, casts a foul spell meant to ignite a magical energy that suffuses the Underdark and tears open portals to the demonic Abyss. What steps through surprises even him, and from that moment on, the insanity that pervades the Underdark escalates and threatens to shake the Forgotten Realms to its foundations. Stop the madness before it consumes you!