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.
An adventurer is only as good as their gear. While courage and skill are paramount, the right equipment can mean the difference between victory and a very unfortunate end. This guide will cover the fundamental categories of equipment you'll need to consider when outfitting your D&D character.
Armor: Your First Line of Defense
Armor is one of the most important purchases a character can make. It determines your Armor Class (AC), the number an enemy must beat on their attack roll to hit you. A higher AC makes you a much tougher target. There are three main categories, which you can read about in detail in the D&D Beyond Basic Rules:
- Light Armor: Made from supple materials like leather, light armor is favored by nimble characters such as Rogues, Rangers, and Bards. It offers modest protection but allows you to add your full Dexterity modifier to your AC, rewarding high-Dexterity characters.
- Medium Armor: A compromise between protection and mobility, medium armor includes items like scale mail and half plate. It's the armor of choice for characters who need solid protection but don't want to be slowed down, like Clerics, some Fighters, and Barbarians. It allows you to add your Dexterity modifier to your AC, but only up to a maximum of +2.
- Heavy Armor: Forged from metal plates, heavy armor provides the best protection available. It's the signature gear of front-line warriors like Paladins and Fighters. It provides a high base AC but doesn't allow you to add your Dexterity modifier. It can also impose disadvantage on Stealth checks.
Don't forget about shields! A shield is a simple but effective way to boost your defenses, providing a flat +2 bonus to your AC. However, it requires a free hand to use, which might be a consideration for characters who wield two-handed weapons or need a hand free for spellcasting.
Weapons: The Tools of the Trade
Your weapon is how you project force onto the battlefield. Weapons are categorized by several properties that determine how they are used. You can see a full list of weapons and their properties on D&D Beyond.
Melee vs. Ranged
Melee weapons (like swords, axes, and maces) are used for close-quarters combat. Most melee weapons use your Strength modifier for both attack and damage rolls. However, weapons with the "finesse" property, like a rapier or dagger, allow you to use your Dexterity modifier instead, making them ideal for agile fighters.
Ranged weapons (like bows and crossbows) allow you to attack from a distance, keeping you out of immediate harm's way. They almost always use your Dexterity modifier for attack and damage rolls.
Simple vs. Martial
This distinction is about training. Simple weapons are common and easy to use (think of a club, dagger, or light crossbow). Nearly every class is proficient with them. Martial weapons are designed specifically for combat (like a longsword, greataxe, or longbow) and require specialized training to use effectively. Your character's class will determine which weapon categories they are proficient with. Attacking with a weapon you aren't proficient with is a bad idea—you don't get to add your crucial proficiency bonus to the attack roll, making you much less likely to hit.
Adventuring Gear: The Unsung Heroes
Beyond armor and weapons, every adventurer needs a pack full of useful items to overcome the non-combat challenges of a dangerous world. Your character's background and class will grant you a starting equipment pack, but here are some must-have items that no adventurer should leave home without:
- Backpack: You need something to carry all your loot and supplies in!
- Bedroll and Blanket: For getting a comfortable long rest on the road, which is essential for recovering HP and spell slots.
- Rations: At least a few days' worth of food. You don't want to be caught starving in the middle of a dungeon.
- Waterskin: Clean water can be scarce.
- Rope (50 feet of Hemp or Silk): The single most versatile item in the game. Use it for climbing, rappelling, tying up prisoners, setting traps, or securing a door.
- Torches or a Lantern with Oil: For seeing in dark dungeons and caves, especially if your character doesn't have darkvision.
- Crowbar: For prying open stubborn doors and chests.
- 10-Foot Pole: A classic for a reason. Use it to check for traps from a safe distance.
Thinking creatively about how you use your gear is a huge part of the fun in D&D. That bag of caltrops might not seem exciting, but it can be a lifesaver when you need to slow down pursuing enemies. For more ideas, check out the full list of adventuring gear.
The Power of Magic
For many characters, the most powerful tool in their arsenal isn't a sword or a shield, but magic itself. Our next guide delves into the world of spellcasting.
Chapter 6: Spellcasting in D&D 5eMore From the Beginner's Guide
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