Overview of the D&D 5e Equipment List
The D&D 5e equipment list is a foundational reference that describes what characters can buy, carry, and use in combat and exploration. It is not a single rigid inventory, but a curated collection organized by weapon type, armor category, tool and adventuring gear, vehicles, and other utility items. This guide explains how the list is structured, how rarity and cost interact with gameplay, and how to make reliable, rules‑consistent choices for characters and campaigns.
How the Equipment Rules Are Organized
In the Player’s Handbook and companion sources, equipment is presented with consistent attributes you can rely on across editions of play. Each entry typically includes name, cost, weight, rarity, category (weapon, armor, tool, adventuring gear), and specific game traits. Understanding this structure helps DMs adjudicate homebrew and helps players compare options quickly.
Cost, Weight, and Carrying
Gold piece (gp) values set purchase prices and resale values, while weight in pounds affects movement. Carrying capacity is determined by your Strength score, with encumbrance rules optionally limiting speed and imposing disadvantage on Dexterity checks when your load approaches your maximum. Tables that map strength to load tiers are essential for long-term planning in campaigns.
Weapons: Melee and Ranged Options
Weapons divide into melee and ranged categories, each with cost, weight, damage dice, properties, and proficiency requirements. Simple weapons are generally common and accessible to many classes, while martial weapons often require training or higher-level access. Properties such as finesse, heavy, light, reach, thrown, and two‑handed determine how you use the weapon in play.
Damage, Range, and Practical Tradeoffs
Damage dice and range determine expected output and tactical reach. For example, longbows excel at distance but suffer in close quarters, while shortswords offer versatility in melee and pairs well with two‑weapon fighting or dueling builds. Comparing these tradeoffs helps optimize choices for your playstyle.
| Weapon | Cost | Weight | Damage | Properties | Category | Typical Availability |
|---|---|---|---|---|---|---|
| Longsword | 15 gp | 3 lb | 1d8 slashing | Versatile | Martial | Common |
| Greatsword | 50 gp | 6 lb | 2d6 slashing | Heavy, Two‑Handed | Martial | Common |
| Longbow | 50 gp | 2 lb | 1d8 piercing | Ammunition, Range (150/600) | Simple | Common |
| Shortbow | 25 gp | 2 lb | 1d6 piercing | Ammunition, Two‑Weapon | Simple | Common |
| Dagger | 2 gp | 1 lb | 1d4 piercing | Finesse, Light, Thrown (20/60) | Simple | Common |
Armor and Protection
Armor provides Armor Class (AC) and often influences speed and stealth. Light armor requires no special training, medium armor usually requires proficiency, and heavy armor generally requires both proficiency and a higher Strength score. Shields can be added to increase AC further but require a hand unless features specify otherwise.
Stealth, Speed, and Comfort
Heavier armor can impose penalties to Stealth and reduce movement if you are encumbered. DMs may call for Strength checks to don or doff particularly bulky armor quickly. Balancing AC gains against mobility and utility is central to effective character building.
| Armor | Cost | Weight | AC | Stealth Disadvantage | Category | Proficiency Required |
|---|---|---|---|---|---|---|
| Padded | 5 gp | 10 lb | 11 + Dexterity modifier | Disadvantage | Light | — |
| Leather | 10 gp | 10 lb | 11 + Dexterity modifier | None | Light | None |
| Studded Leather | 45 gp | 13 lb | 12 + Dexterity modifier | None | Light | — |
| Chain Shirt | 150 gp | 20 lb | 13 + Dexterity modifier | Disadvantage | Medium | Medium |
| Scale Mail | 50 gp | 45 lb | 14 + Dexterity modifier | Disadvantage | Medium | Medium |
| Breastplate | 400 gp | 20 lb | 14 + Dexterity modifier | Disadvantage | Medium | Medium |
| Ring Mail | 300 gp | 40 lb | 14 + Dexterity modifier | Disadvantage | Medium | Medium |
| Splint | 1500 gp | 60 lb | 17 + Dexterity modifier | Disadvantage | Heavy | Proficiency with Heavy Armor |
| Plate | 1500 gp | 60 lb | 18 + Dexterity modifier | Disadvantage | Heavy | Proficiency with Heavy Armor |
Adventuring Gear and Utility Items
Adventuring gear covers tools, mounts, exploration items, and mundane supplies. Each entry lists cost, weight, and brief descriptive notes on use. Many items are non‑exclusive—multiple tools or kits can serve similar narrative purposes—yet certain tools provide distinct advantages for skill checks, downtime activities, and interaction with the game world.
Backpacks, Rations, and Survival
Backpacks, bedrolls, and rations affect endurance during travel. Encumbrance from gear can slow the party and affect initiative in some DM workflows. Choosing when to buy, discard, or resell gear is an important resource management decision.
Mounts, Vehicles, and Travel
Horses, carts, and seafaring vessels expand tactical and logistical options. Mounts have speed and carrying capacity ratings; vehicles introduce size, crew, and maintenance considerations. Proper planning reduces downtime and prevents logistical surprises mid‑adventure.
Pricing, Resale, and Economic Play
Standard buy and sell prices assume typical market conditions in a settlement. DM discretion adjusts prices based on scarcity, reputation, or campaign-specific economies. Tracking wealth by itemized gear helps maintain party power over time and informs decisions about upgrades and replacements.
| Item Category | Price Modifier (Buy) | Resale Value | Typical Availability |
|---|---|---|---|
| Common Adventuring Gear | 1× | Half | Widely Available |
| Rare or Specialty Gear | 2–10× or more | Variable, often negotiated | Depends on source |
| Magic Items | Varies by rarity and attunement | DM dependent | Dungeon rewards or special purchase |
FAQ
Reader questions
Can you carry everything you buy?
No. Carrying capacity is limited by Strength. Exceeding your load in pounds moves you slower and can cause disadvantage on Dexterity checks when the load is heavy. Plan purchases with weight and utility in mind.
Do all characters need martial weapons?
No. Martial weapons require training or class features. Many effective builds rely on simple weapons, finesse options, or spellcasting. Choose weapons that match your class abilities and intended role.
How often should PCs resell gear?
Resale is often situational. Major gear upgrades, wealth redundancy, or downtime sessions are common times to sell. Track value consistently so that treasure remains meaningful and advancement paced.