As Gen Kitty says, the modules have everything you will need to run the module. Monsters, maps, all text from the book, etc. Nothing else is required. Useful items for the DM to have would be (in a general order of importance): Whatever module you want to run. Some of the best built ones are Tomb of Annihilation, Curse of Strahd, Ghosts of Saltmarsh, Dragon Heist. Digital maps - Useful for random encounters, or when things go off book (I suggest Gabriel Pickard as a great place to start, but there are lots of amazing maps on the marketplace - <a href="https://marketplace.roll20.net/browse/publisher/64/gabriel-pickard" rel="nofollow">https://marketplace.roll20.net/browse/publisher/64/gabriel-pickard</a> ) Useful game tools - things like AoE Templates, spell effects, etc. might be very useful - this will depend largely on the group, so this could easily move lower down the list. The Monster Manual - super easy drag and drop monsters for any encounters outside of the scope of the module. Player's Handbook - full Charactermancer support makes it easy to build and level characters, plus drag and drop items and spells. Volo's Guide/Xanathar's Guide/Mordenkainen's Tome - more monsters and Charactermancer options. They each offer something a little bit different, but all useful depending what you are looking for. Tome of Beasts/Creature Codex from Kobold Press - great for adding new and unique monsters that will be a bit more challenging and have some unique mechanics than WotC books Everything else is pretty situational. Ravnica is nice if you are running a Ravnica campaign, but otherwise really only provides a couple of character options that might be allowed. Acquisitions Inc is pretty niche, although a very good book and a fun 1-6 adventure. The Midgard stuff (Heroes Handbook and Margreve) add some interesting new character options and spells (and Margreve has some good adventures) but is moderately setting specific - not everything will translate over to a Realms based game.