Wizards of the Coast

Wizards of the Coast is a publisher known for producing games such as Magic: The Gathering and Dungeons & Dragons. It is not an individual author but a company that has contributed significantly to the tabletop gaming industry.

This list of books are ONLY the books that have been ranked on the lists that are aggregated on this site. This is not a comprehensive list of all books by this author.

  1. 1. Player's Handbook

    Core Rulebook I

    This book serves as a comprehensive guide for players of a popular tabletop role-playing game, providing essential rules and guidelines for character creation, gameplay mechanics, and adventure development. It offers detailed information on various character classes, races, skills, and abilities, enabling players to craft unique characters and engage in immersive storytelling. Additionally, it includes rules for combat, magic, and equipment, as well as tips for role-playing and creating a dynamic and engaging game experience. This handbook is an indispensable resource for both new and experienced players seeking to explore and enjoy the rich, imaginative world of the game.

  2. 5. Spelljammer

    A Dungeons & Dragons campaign setting that fuses classic fantasy with spacefaring adventure, centered on magical ships that let characters travel between worlds through strange astral seas; it provides lore, rules, and encounters for ship-to-ship combat, exploration of bizarre planets and asteroid ports, and interactions with exotic races and cosmic monsters. The book emphasizes high-stakes travel, piracy, trade, and factional politics across connected crystal spheres, offering tools for building campaigns that mix dungeon-crawling, frontier exploration, and interstellar intrigue.

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  3. 6. Neverwinter Campaign Guide

    A compact campaign sourcebook that details a northern port city and its surrounding Sword Coast region as it rebuilds from recent catastrophe, providing history, neighborhood and wilderness descriptions, key factions and memorable NPCs, full-color maps and sites of adventure, stat blocks and monsters, and a wealth of adventure seeds and plotlines alongside practical guidance and optional rules for dungeon masters to run political intrigue, exploration, and dungeon-crawl campaigns in the area.

  4. 7. Monster Manual

    The Monster Manual (MM) is the primary bestiary sourcebook for monsters in the Dungeons & Dragons (D&D) fantasy role-playing game, first published in 1977 by TSR. The Monster Manual was the first hardcover D&D book and includes monsters derived from mythology and folklore, as well as creatures created specifically for D&D. Creature descriptions include game-specific statistics (such as the monster's level or number of hit dice), a brief description of its habits and habitats, and typically an image of the creature. Along with the Player's Handbook and Dungeon Master's Guide, the Monster Manual is one of the three "core rulebooks" in most editions of the D&D game. As such, new editions of the Monster Manual have been released for each edition of D&D. Due to the level of detail and illustration included in the 1977 release, the book was cited as a pivotal example of a new style of wargame books. Future editions would draw on various sources and act as a compendium of published monsters.

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  5. 8. Sword Coast Adventurer's Guide

    Sword Coast Adventurer's Guide is a supplement to the 5th edition of the Dungeons & Dragons role-playing game.

  6. 9. Xanathar's Guide To Everything

    A supplement for the fifth edition of a popular tabletop fantasy role-playing game that expands rules and options for players and Dungeon Masters: it presents dozens of new subclasses, spells, feats, and optional class features, plus expanded tools for character backgrounds, downtime activities, and tool proficiencies. It also supplies DM-focused content—encounter and trap tables, adventure-planning advice, random treasure and magic item options—and includes flavorful in-character sidebars and artwork to inspire play.

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  7. 10. Tales From The Yawning Portal

    A curated anthology that updates several classic Dungeons & Dragons adventures for 5th Edition, framing each dungeon-crawl as stories told in a famous frontier tavern; it offers a variety of stand-alone scenarios—from deadly puzzle tombs and monster-haunted keeps to pirate lairs and elemental strongholds—designed to be dropped into an ongoing campaign or linked together for a longer series, preserving the old-school challenge while modernizing encounters, traps, and rewards.

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  8. 12. Dungeon Master's Guide

    The Dungeon Master's Guide (DMG or DM's Guide; in some printings, the Dungeon Masters Guide or Dungeon Master Guide) is a book of rules for the fantasy role-playing game Dungeons & Dragons. The Dungeon Master's Guide contains rules concerning the arbitration and administration of a game, and is intended for use by the game's Dungeon Master. The Dungeon Master's Guide is a companion book to the Player's Handbook, which contains all of the basic rules of gameplay, and the Monster Manual, which is a reference book of statistics for various animals and monsters. The Player's Handbook, Dungeon Master's Guide, and Monster Manual are collectively referred to as the "core rules" of the Dungeons & Dragons game. Both the Dungeon Master's Guide and the Player's Handbook give advice, tips, and suggestions for various styles of play. While all players, including the Dungeon Master, are expected to have at their disposal a copy of the Player's Handbook, only the Dungeon Master is expected to refer to the Dungeon Master's Guide or Monster Manual during gameplay.

  9. 13. Epic Level Handbook

    A rules supplement for taking characters beyond standard level caps, offering mechanics for epic-level advancement, new feats, prestige classes, spells, and monsters, plus guidance on crafting and balancing legendary magic items and challenges; it provides systems for experience progression, epic combat and skill use, divine interactions and improvising high-power encounters so referees can run campaigns where characters wield world-shaping abilities without breaking game balance.

  10. 14. Monster Manual Ii

    A compendium of new and expanded creatures for tabletop fantasy role-playing, presenting game statistics, ecological notes, combat tactics, lair details, and encounter ideas so referees can integrate a diverse range of monsters into campaigns at varying threat levels.

  11. 16. Player's Handbook Ii

    A 3.5-edition supplement that expands player character options by adding new base classes, races, feats, spells, skill uses, and variant rules alongside templates and tools for customizing and balancing builds; it focuses on deeper character customization and roleplaying guidance so players can create distinct, mechanically interesting characters and integrate them smoothly into ongoing campaigns.

  12. 17. Eberron Campaign Setting

    A richly detailed campaign world that blends pulp action, noir intrigue, and high magic on a war-scarred continent where the aftermath of a century-long conflict shapes politics and adventure. It presents distinctive elements—living constructs created for war, powerful dragonmarked houses that dominate commerce and magical services, magical technologies like lightning rails and skyships, and mysterious phenomena such as the blasted, enigmatic Mournland—and supplies nations, factions, organizations, and hooks for espionage, exploration, dungeon delving, and planar mystery.

  13. 18. Book Of Vile Darkness

    A controversial Dungeons & Dragons supplement that examines extreme evil in explicit detail, offering lore, mechanics, and guidance for dark-themed play; it provides new spells, magic items, monsters, prestige classes, feats, rituals and artifacts tailored to villains and depraved cults, plus rules for corruption, moral consequences, and running mature, morally fraught campaigns. The book balances game mechanics with lurid examples and scenario advice intended to help Dungeon Masters create memorable antagonists, horrific locations, and morally challenging encounters while emphasizing the narrative and mechanical impact of embracing evil.

  14. 19. Psionics Handbook

    The Psionics Handbook is a sourcebook published by Wizards of the Coast in 2001 for the 3rd edition of the Dungeons & Dragons fantasy role-playing game. It contains a multitude of rules and options for integrating psionic powers into the D&D game.

  15. 20. Planescape Campaign Setting

    A richly imagined guide to the multiverse that presents a strange, philosophy-driven cosmology and a city that sits at the hub of infinite portals, offering DMs and players a framework for adventures across bizarre outer and inner planes. It emphasizes factional politics and the idea that belief shapes reality, providing evocative locations, unique factions, planar monsters, character options, and rules for travel and interaction between realms. The setting blends surreal art, moral and metaphysical conflicts, and abundant adventure hooks to support campaign-scale exploration of exotic worlds and the ideological forces that govern them.

  16. 21. Starter Set

    A compact beginner-friendly boxed set designed to teach new players the basics of tabletop roleplaying, with simplified rules, pre-generated characters and dice, and a guided introductory adventure that walks a group through exploration, combat, and roleplaying while providing step-by-step advice for someone running the game for the first time.

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  17. 22. Forgotten Realms Campaign Guide

    A comprehensive campaign guide that updates the Forgotten Realms setting for 4th Edition play, summarizing recent history and upheavals, describing regions, major cities and power factions, and outlining changes to the pantheon and cosmology; it provides key NPCs, adventure hooks, maps, and practical advice for integrating the setting into ongoing campaigns and crafting adventures across its diverse nations.

  18. 23. Forgotten Realms Campaign Setting

    The Forgotten Realms Campaign Setting is a role-playing game sourcebook first published by TSR in 1987 for the first edition of the fantasy role-playing game Advanced Dungeons & Dragons that describes the campaign setting of the Forgotten Realms. It contains information on characters, locations and history. Various revised and updated editions have been produced over the years.