The essential handbook integrating war and battlefield action into D&D® play.
Heros of Battle™ provides everything one needs to know to play a battle-orientedD&Dcampaign. Players can build military characters with new
feats, spells, uses for traditional spells, and prestige classes. Information is
given on tools specific to the battlefield, including siege engines, weapons,
magic items, steeds, and other exotic mounts. Battlefield terrain aspects are
discussed with plenty of illustrative maps and new rules. Specific types of
battlefield encounters are discussed in detail, and the book provides specific
detail on designing battlefields.
DAVID NOONAN is an RPG designer/developer at Wizards of the Coast, Inc. Recent credits include authoringComplete Divine™ and co-authoring
Races of Stone™ andUnearthed Arcana™.
WILL McDERMOTT, former editor-inchief ofDuelistandTopDeckmagazines,
has written a number of articles forDragon® Magazine, but is known
primarily for his fiction in theMagic: The Gathering™ universe, including
the novelsJudgmentandThe Moons of Mirrodin.
STEPHEN SCHUBERT is a freelance writer whose previous credits include
articles inDragonMagazine.

by James Thomas Flexner
Since you've mastered the mechanics of D&D warfare, you might find it fascinating to see how actual medieval commanders solved similar logistical and tactical problems. Martel's detailed accounts of siege warfare and army organization read almost like campaign notes from a particularly meticulous Dungeon Master—you'll recognize the same constraints around supply lines, terrain advantage, and force composition that make battlefield encounters feel real.
View book
by Scott Lynch
This one's a departure from pure warfare, but Lynch builds his fantasy world with the same architectural precision you appreciated in Heroes of Battle—every con, every escape, every fight is choreographed with attention to positioning, resources, and how terrain shapes what's possible. The banter between characters has the quick tactical problem-solving energy of adventurers planning their next move, just applied to heists instead of battlefields.
View book
by Sun Tzu
A genuine surprise pick, but this ancient military treatise is where most of D&D's battlefield philosophy ultimately traces back to—terrain, deception, knowing your enemy, adapting to circumstances. Reading Sun Tzu after Heroes of Battle is like discovering the source code; you'll recognize principles you've been using mechanically, now articulated with elegant simplicity by someone who actually commanded armies.
View book
by Glen Cook
Cook writes military fantasy from the ground level—your characters experience war as exhausting, messy, and driven by logistics and morale rather than heroic destiny. The way he handles large-scale combat encounters and describes how soldiers actually move through contested terrain will feel immediately applicable to your game sessions, and his magic system integrates into warfare in ways that feel tactically consequential rather than narrative convenient.
View book
by Brian Herbert
Herbert treats planetary ecology and resource scarcity as the actual drivers of military strategy—water, spice, terrain, and supply chains matter more than swordplay. If you appreciated how Heroes of Battle grounds combat in realistic constraints, Dune takes that philosophy and applies it to an entire world's geopolitics, showing how geography and economics shape which battles are even worth fighting.
View bookBiography coming soon.
View author page