D&D 5e Equipment Guide
D&D 5e equipment covers weapons, armor, adventuring gear and magic items. The 2024 rules list 38 weapons, 12 kinds of armor plus the shield, and hundreds of magic items rated from Common to Legendary. Your class decides which weapons and armor you can use well; your DM decides which magic items you find.
Gear is where your character sheet turns into tactics. The weapon you carry sets your damage die and, under the 2024 rules, a mastery trick like Topple or Vex. Your armor sets your Armor Class. A single magic item can change how a fight goes.
These guides use the 2024 Player's Handbook and the free SRD 5.2 as the default and flag where the 2014 rules differ. The weapon table has clickable damage dice, so you can roll a d8 for a longsword or 2d6 for a greatsword without leaving the page.
Running a game? The loot generator rolls treasure, and the magic item list can be filtered by rarity when you need a reward fast.
Equipment guides
| Guide | In short |
|---|---|
| Weapons | 38 weapons in 4 groups; damage from 1 to 2d6, each with one of 8 mastery properties |
| Armor | Light 11-12 + Dex, medium 12-15 + Dex (max 2), heavy 14-18 flat; shield +2 |
| Magic Items | 262 SRD items, Common to Artifact; attune to 3 at most; about 100 GP (Common) to 200,000 GP (Legendary) |
| Bag of Holding | Uncommon, no attunement; holds 500 lb. (64 cubic ft.) and always weighs 5 lb. (15 lb. in 2014) |
| Potion of Healing | 2d4 + 2 HP (7 average) for 50 GP; greater 4d4 + 4, superior 8d4 + 8, supreme 10d4 + 20 |
| Deck of Many Things | Legendary deck of 13 or 22 cards; declare your draws, then each card helps or ruins you |
What equipment do you start with in 5e?
In the 2024 rules, your class and your background each give you a starting equipment package, or you can take gold instead and shop. A fighter, for example, can start with chain mail, a greatsword and other gear, or take 155 GP. In the 2014 rules you got class equipment plus background gear, with an optional starting-gold roll by class.
For a new character, take the package. It is built to work, and it saves you twenty minutes of reading price lists.
How do proficiency and training work for gear?
Weapons: if you are proficient, you add your proficiency bonus to the attack roll. Without it you can still attack, just less accurately.
Armor: wearing armor you are not trained in is a real problem. You have disadvantage on any d20 test that uses Strength or Dexterity, and you cannot cast spells. That is why a wizard does not just put on plate.
How much can you carry?
Your carrying capacity is your Strength score times 15 pounds. A character with Strength 10 can carry 150 pounds, which is enough for chain mail (55 lb.), a greatsword (6 lb.) and a full pack. When space runs short, a Bag of Holding holds up to 500 pounds.
Equipment FAQ
How many weapons are there in D&D 5e?
The 2024 Player's Handbook and SRD 5.2 list 38 weapons: 10 simple melee, 4 simple ranged, 18 martial melee and 6 martial ranged, including the musket and pistol.
What is the best armor in 5e?
Plate armor gives the highest AC at 18, or 20 with a shield, but it costs 1,500 GP and needs Strength 15. For Dexterity characters, studded leather (12 + Dex) or half plate (15 + Dex, max 2) are the usual picks.
How do you get magic items in 5e?
Mostly from treasure the DM places, quest rewards or shops if the DM allows them. The 2024 Dungeon Master's Guide gives guideline prices by rarity, from about 100 GP for a common item to 200,000 GP for a legendary one.
How many magic items can you attune to?
Three at a time. Attuning takes a short rest spent focused on the item, and some items, like a Staff of Healing, work only for an attuned user.
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Contains content from the System Reference Document 5.1 and 5.2 by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License.