D&D Workbooks Announced by Penguin Random House

The books will be released in May 2026.
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Two new Dungeons & Dragons workbooks are coming out next year to help players and DMs workshop various parts of the DM. In May 2026, Penguin Random House will release The Dungeon Master's Workbook of Worldbuilding and The Player's Workbook of Epic Adventures, two interactive workbooks intended as companions to the Player's Handbook and the Dungeon Master's Guide. The Dungeon Master's Workbook contains various exercises designed to help spur on worldbuilding, come up with storyhooks, and craft homebrew magic items. Meanwhile, the Player's Workbook contains prompts to help players plan out their character and its advancement throughout the campaign.

Both workbooks will be released on May 5th, with each book having a retail price of $26.

The description for the Dungeon Master's Workbook of Worldbuilding can be found below:

Unleash your imagination with this officially licensed interactive workbook packed with exercises, prompts, visual guides, and other activities designed to prepare new Dungeon Masters and enrich experienced ones.

Whether you’re a fledgling Dungeon Master or an expert worldbuilder, The Dungeon Master’s Workbook of Worldbuilding helps you envision an unforgettable Dungeons & Dragons adventure. Through a series of fun writing and brainstorming exercises, you will:

• create an exciting campaign setting for your players
• practice improvisation and roleplaying as a DM
• craft tantalizing rewards and intriguing magic items
• weave compelling story hooks with over twenty-five scenarios
• learn the basics of mapmaking
• and more!

An official companion to the revised and expanded Dungeon Master’s Guide, this workbook is both an insightful storytelling tool and a beautiful volume to display in any D&D library. Get ready to level up your game!


The description for the Player's Workbook can be found below:

Your epic Dungeons & Dragons adventures start here! Packed with exercises, prompts, visual guides, and other activities, this officially licensed interactive workbook is designed to prepare new players and enrich experienced ones.

Never played Dungeons & Dragons before? Fear not, adventurer! Simply looking to level up your game? Hail and well met! Intended to introduce new players to the world’s greatest roleplaying game and provide new insights for experienced players, this interactive workbook guides you through the basics of fifth edition D&D. Through fun writing and brainstorming exercises, you will:

· choose a class, subclass, and origin for your character
· craft your character’s unique backstory and personality
· get to know your party
· plan responses to story scenarios
· envision your character’s advancement
· and much more!

As an official companion to the revised and expanded Player’s Handbook, this workbook is a helpful resource for embracing D&D’s new core rulebooks. There’s never been a better time to gather your party and begin your adventures!
 

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Christian Hoffer

Christian Hoffer



We are talking about books without "crunch", nothing of rules or players options, aren't they? But if it says something about homemade rules to craft magic items.. will be about storytelling components?
 





While I'm not the target audience and I think the 2024 DMG was an improvement over the 2014 I'm glad this is coming out. There's only so many pages you can put into the DMG so I hope this book is helpful for newer players and DMs.
This is interesting, what did you think was improved upon?

I like the 2024 PHB but the DMG cut a lot of content that I now have to refer to 2014 for (world building specifically, lingering injuries, madness.) I'm not entirely sure why these things were cut from the refresh.
 

This is interesting, what did you think was improved upon?

I like the 2024 PHB but the DMG cut a lot of content that I now have to refer to 2014 for (world building specifically, lingering injuries, madness.) I'm not entirely sure why these things were cut from the refresh.

More advice on running the game. The DMG only dedicates 15 or so pages to it and there's a lot that could be included. Things like more detail on types of campaigns, adjusting difficulty of encounters and how to judge the difficulty of encounters, how to handle the unexpected. They could also possibly include more advice on how to structure complex skill challenges, influence and reputation, how to handle issues that come up in play, different approaches to how you run your game, impacts and rough guidelines on wealth and magic items. Advice on running published modules with examples may also be good - with different ideas on how to organize notes and adjust for group preferences.

They could also expand on bastions or talk about costs to build fortresses, although that may go into the player's side of things. Those are just a few things off the top of my head. At this point it's not a must buy, it's more of a wait until it's out and see what it has.
 

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