Top 10 Physical Dungeon Master Tools Every D&D DM Should Own
- Posted by Luke Hart

By Luke Hart
Welcome to the DM Lair. I’m Luke Hart, and I’ve been a dungeon master since high school. Over the years, I’ve run countless games—homebrew campaigns, published modules, convention one-shots, and long-running weekly tables. And through all of that, I’ve learned something important: the right tools make a huge difference.
Today, we’re talking about the top ten physical dungeon master tools of the trade—the actual, real-world items I use to prepare and run my Dungeons & Dragons games when playing in person (remember that?). These aren’t flashy gimmicks or things you buy because someone on the internet said you “need” them. These are tools that genuinely make your life easier as a DM and help your game run smoother at the table.
By the way, if you’re a busy GM without enough to time to prep like you know you should, Lairs & Legends 2 can help. Grab an adventure, read it in about 15 minutes, and you’re ready to run your game! With over 700 pages of 5e resources, there’s no reason to feel stressed out and overwhelmed before your next D&D game.
Watch or listen to the video version here:
1. Basic Office Supplies
This one isn’t sexy, but it’s foundational.
Pencils, loose paper, notebooks, 4x6 notecards, folders—these are some of the most important tools you’ll ever use as a dungeon master. I always have them at the table.
I use notebooks for campaign planning and session prep. One notebook might be dedicated to a single campaign, filled with villain notes, plot threads, NPC ideas, and reminders of things I want to introduce later. Another might just be scratch notes for a session—things I jot down quickly during play so I don’t forget them.
Folders are invaluable for organizing printed material. If I’m running a module, that folder will have maps, encounter notes, stat blocks, and handouts I plan to give the players. If it’s a homebrew campaign, the folder might hold world maps, timelines, or reference sheets.
And 4x6 notecards? Absolute gold. I use them for NPCs, magic items, plot hooks, initiative tracking, and anything I need to grab quickly without flipping through a book.
If you’re not already using basic office supplies as part of your DM kit, start there.
2. Dice
Yes, this is obvious. But it still needs to be said.
You need dice. Lots of dice. More dice than you think you’ll ever need—and then a few more after that.
As a DM, you’re often rolling multiple damage dice at once, rolling for groups of monsters, or resolving things quickly without wanting to slow the game down. Having extra d6s, d8s, and d10s on hand speeds things up immensely.
And let’s be honest: rolling real dice is part of the fun. The sound of dice hitting the table adds tension in a way no digital roller ever quite matches.
3. Core Rule Books (and a Few Extras)
The holy trinity of D&D books still matters:
- Player’s Handbook
- Dungeon Master’s Guide
- Monster Manual
Even if you use digital tools, having physical copies at the table is incredibly useful. They’re easier to flip through, easier to reference quickly, and easier to share with players.
Beyond those, the books I personally get the most use out of are:
- Volo’s Guide to Monsters
- Mordenkainen’s Tome of Foes
- Xanathar’s Guide to Everything
If you’re using a campaign setting, I also recommend a full setting book like Eberron. I’m not a big fan of the Sword Coast Adventurer’s Guide—it’s too shallow for my tastes. If you want the Sword Coast, the older 2e material is honestly more useful.
4. Dungeon Master Screen
I use a DM screen primarily to hide my notes, not my dice. I usually roll dice in the open, but I like having my prep, reminders, and scribbles out of the players’ view.
That said, I do occasionally roll behind the screen when secrecy matters. Sometimes a hidden roll genuinely improves tension or preserves mystery.
A DM screen also creates a psychological boundary at the table. It signals, “This is the DM space,” which can help with table control and focus.
5. Battle Grid Game Mat and Miniatures
I love tactical combat. Always have. And when I’m playing in person, I absolutely want a grid and minis on the table.
For mats, I strongly prefer foldable battle mats. The big roll-up mats are a pain to transport and store. Foldable mats or modular dungeon tiles are far more practical.
Interlocking dungeon tiles are also fantastic, especially for dungeon-heavy campaigns. They let you reveal areas gradually and keep exploration tight and focused.
As for minis, you don’t need to break the bank. My favorites are:
- Reaper Bones miniatures
- Minis from D&D board games like Wrath of Ashardalon and Legend of Drizzt
When I travel to conventions, I often ditch minis entirely and use acrylic tokens instead. They’re lightweight, easy to transport, and work perfectly fine.
6. Sand Timers
Sand timers are an underrated DM tool.
I use them in several ways. For spells with strict time limits—like speak with dead—I’ll flip a timer and let it run while the players ask questions. When the sand runs out, the spell ends. No reminders, no warnings.
I also use timers to give players limited time to make decisions. Combat dragging? Flip a one-minute timer and watch everyone suddenly focus.
And sometimes, I’ll just put a timer on the table without explaining why. That alone creates tension. Players hate unexplained timers—and that’s exactly why it works.
7. Dry Erase Board
A dry erase board is one of the most useful tools at my table.
I use it to track the in-game date, time of day, and ongoing effects. Things like:
- When does mage armor end?
- How many rounds are left on spirit guardians?
- Who’s poisoned, restrained, or concentrating?
I keep the board visible so everyone can see it. This reduces questions and keeps the game moving.
I also use a dry erase board for initiative tracking, with magnets labeled with each character’s name. Players always know when their turn is coming up, which speeds combat significantly.
8. Handouts
Handouts are one of my favorite immersion tools.
I write letters on parchment paper, seal them with wax, and hand them to players at the table. I use them for:
- Notes found during adventures
- Letters from villains to their lieutenants
- Ancient warnings, contracts, or prophecies
Handouts give players something physical to interact with—and they don’t forget them. My players routinely pull out old handouts to refresh their memories, sometimes months later.
That alone makes them worth the effort.
9. The Bathroom
Yes. The bathroom.
When players do something completely unexpected—and they will—sometimes the best thing you can do is step away for five or ten minutes and think.
I’ve absolutely taken a stack of D&D books into the bathroom, endured the confused stares of my players, and come back with a solid plan. Ten minutes of quiet thinking can save an entire session.
Use it shamelessly.
10. Quiet Time to Just Think
This might be the most important tool on the list.
Some of your best prep doesn’t happen at your desk. It happens while driving, showering, exercising, or lying awake at night thinking about your campaign.
Let your mind wander. Think about your villains. Your NPCs. What your players are planning. Where the story is going.
When inspiration strikes, write it down as soon as you can. Some of the best ideas I’ve ever used came from moments of quiet reflection—not structured prep time.
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