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A Beginner's Guide to D&D 5e Equipment

Your adventure requires more than just courage. This guide explains the essentials of D&D equipment, from the armor that protects you to the weapons you wield and the gear you need to survive.

A collection of fantasy adventuring gear like swords, armor, and potions.

Armor: Your First Line of Defense

Armor determines your Armor Class (AC), the number an enemy must beat to hit you. It's one of the most important pieces of equipment you'll own. There are three main categories, which you can read about in detail in the D&D Beyond Basic Rules:

  • Light Armor: Favored by nimble characters like Rogues and Rangers. It lets you add your full Dexterity modifier to your AC.
  • Medium Armor: A balance between protection and mobility, used by Clerics and Barbarians. It allows you to add some, but not all, of your Dexterity modifier.
  • Heavy Armor: The best protection available, perfect for front-line Fighters and Paladins. It provides a high base AC but doesn't benefit from your Dexterity modifier.

Don't forget shields! A shield provides a flat +2 bonus to your AC but requires a free hand to use.

Weapons: Dealing Damage

Weapons are how you fight back. They are categorized by their properties and damage type. You can see a full list of weapons and their properties on D&D Beyond.

Melee vs. Ranged

Melee weapons (swords, axes, maces) are used for close-quarters combat and typically use your Strength modifier for attack and damage rolls. Ranged weapons (bows, crossbows) attack from a distance and use your Dexterity modifier.

Simple vs. Martial

Simple weapons are easy to use (like a club or dagger), and nearly every class is proficient with them. Martial weapons are designed for combat (like a longsword or greataxe) and require specific training, which your class provides. If you attack with a weapon you aren't proficient with, you don't get to add your proficiency bonus to the attack roll.

Adventuring Gear: The Essentials

Beyond armor and weapons, every adventurer needs a pack of useful items to overcome challenges. Your character's background and class will grant you a starting equipment pack, but here are some must-have items:

  • Backpack: To carry all your stuff.
  • Bedroll: For resting comfortably on the road.
  • Rations: Food to keep you going. At least a few days' worth.
  • Waterskin: Clean water is essential.
  • Rope (50 feet): Incredibly versatile for climbing, tying up enemies, or creating traps.
  • Torches or a Lantern: To see in dark dungeons and caves.
Thinking creatively about how you use your gear is a huge part of the fun in D&D. That 10-foot pole might just save you from a hidden pit trap! For more ideas, check out the full list of adventuring gear.
Put Your Gear to the Test

Ready to see how your new equipment holds up in a real fight? The Encounter Generator can create a balanced combat scenario and jump into the action.

Go to the Encounter Generator

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