Dungeons & Dragons launches interactive workbooks for players and Dungeon Masters
Dungeons & Dragons is adding two 176-page workbooks that turn character creation and worldbuilding into guided exercises, with Andrew Wheeler writing both.

Dungeons & Dragons is taking aim at one of the hobby’s oldest friction points: the blank page. Wizards of the Coast and Penguin Random House have opened pre-orders for two new licensed hardcovers, Dungeons & Dragons Player’s Workbook of Epic Adventures and Dungeons & Dragons Dungeon Master’s Workbook of Worldbuilding, both set for release on May 5, 2026 at $26 apiece.
These are not rulebooks or sourcebooks in the usual sense. Each one is built as an interactive workbook, with exercises, prompts, visual guides, and planning tools meant to break open the parts of the game that can stall new tables before they start. The Player’s Workbook is pitched as an official companion to the revised and expanded Player’s Handbook, while the Dungeon Master’s Workbook is tied to the revised and expanded Dungeon Master’s Guide. In practice, that means the books are trying to do something fan-made templates often attempt with mixed success: reduce decision fatigue and make the first few character and campaign choices feel playable, not intimidating.
Andrew Wheeler wrote both books, extending a D&D résumé that already includes multiple volumes in the Young Adventurers’ Guides line. The Player’s Workbook is designed to help readers choose a class, subclass, and origin, build a backstory and personality, think through party dynamics, respond to story scenarios, and imagine character advancement. The Dungeon Master’s Workbook goes straight at the workload that makes many DMs burn out, with exercises for creating a campaign setting, practicing improvisation and roleplaying as a DM, crafting rewards and magic items, working through more than 25 story scenarios, and learning the basics of mapmaking.

The new pair also fits a pattern Penguin Random House has already established. On Nov. 18, 2025, it released The Player’s Campaign Journal and The Dungeon Master’s Campaign Journal, both positioned as prompts-and-templates companions for session tracking, NPCs, factions, monsters, and settings. Those books signaled that D&D’s publishing program is moving deeper into guided play support, and these workbooks push that idea further by trying to make character creation and worldbuilding feel less like homework and more like a repeatable table habit.
That timing matters because the current core-book cycle is still fresh. Wizards of the Coast’s revised and expanded Dungeon Master’s Guide reached local game stores on Oct. 29, 2024 and had a broader release on Nov. 12, 2024, giving these workbooks a clear lane as accessories for the newest version of the game. For new players, they promise a gentler on-ramp; for veteran DMs, they offer another tool to trim prep and keep the creative engine running.
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