Third-party picks

Homebrew Picks

Community and third-party books we think are worth a look — what’s inside, who they’re for, and where to get them from their creators.

Solo play

by Paul Bimler

The Solo Adventurer’s Toolbox

A complete kit for playing D&D 5e without a DM: a yes-or-no oracle, travel and camping rules, premade wilderness, town and dungeon encounter lists, quest, dungeon and NPC generators, monster behavior tables, and encounter budgets scaled for one or two heroes.

Good for: Players without a group, DMs who never get to play, and anyone who wants fast generators for their own prep.

by Paul Bimler

The Solo Adventurer’s Toolbox Part Two

The expanded follow-up: new ways to play (a dice-pool exploration method and map-based crawls), a finer-grained oracle, city, cavern and castle generators, a hundred skill challenges, and villain and lair generators.

Good for: Solo players who know the basics and want more structure — and DMs who like a big generator library.

Monsters

by Dragonix

Monster Manual Expanded

Hundreds of new stat blocks that widen familiar monster families: role variants for humanoid tribes and giants, boss versions of low-level creatures, classics from older editions and a handful of very high-CR showpiece foes.

Good for: A goblin warren or giant steading full of distinct roles instead of ten copies of one stat block.

by Dragonix

Monster Manual Expanded II

Hundreds more variants with a big section of demons and devils — including mid-level “aspects” of the great fiends — plus zombie variants, class-themed NPCs and cultists.

Good for: Fiend-heavy campaigns and DMs who want stronger or weaker versions of the monsters they already use.

by Dragonix

Monster Manual Expanded III

Far more brand-new creatures: archons and guardinals, new dragon colors and templates, eladrin of every season, creatures from Philippine folklore, and legendary versions of the standard NPCs — nearly all with original art.

Good for: Surprising players with monsters they haven’t seen before, with ready stat blocks to cut prep.

Diseases & afflictions

by Jason Bakos & Themis Paraskevas

The Malady Codex

Eleven detailed fantasy diseases written by medical students, each with its origin, how it spreads, symptoms, diagnosis, cure and plot hooks — told through the casebook of an old physician-adventurer.

Good for: Plague stories, investigations and any table that wants sickness to be more than one saving throw.

by Jason Bakos & Themis Paraskevas

The Malady Codex II: Diseases of the Mind

Ten afflictions that attack perception, memory and personality, in the same detailed format, with monsters, items and ready-made intrusive “voices”.

Good for: Horror, psionic and fey-curse campaigns.

by Jason Bakos & Themis Paraskevas

The Malady Workshop

A step-by-step kit for designing your own diseases. A point system balances every choice and sets the save DCs; four finished examples show how it comes together.

Good for: A bespoke plague, parasite or curse tuned to your party’s level.

Encounters & player options

by Guild Adepts

Encounters in the Jungles of Chult

Ten drop-in jungle encounters from a team of Guild Adept writers, each with a hook, setup, development and treasure, spanning low to high levels, plus every stat block you need.

Good for: Anyone running Tomb of Annihilation who wants set pieces between the random-encounter rolls.

by Tyler Kamstra

Monstrous Races

Player options for running nearly any creature from the Monster Manual as a character — from aboleths to house cats — with traits, subraces, templates and advice on playing each one.

Good for: Tables that want unusual heroes and a DM who likes to say yes.

Adventures

by Guild Adepts

Rats of Waterdeep

A short mystery for levels 1–4: a magical plague has the Dock Ward under quarantine, and the City Watch sends the party in. Hardboiled banter and eccentric suspects.

Good for: A one-session noir romp in Waterdeep, legal for Adventurers League play.

About these picks

Every summary here is written by Roleplayer from our own notes on each book. We don’t host or share anyone’s files — follow the links to buy or download from the creators. Third-party content isn’t official D&D material, so check with your table before bringing it in.

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