Equipment Overview

Equipment Browser

45 items

Weapon - Mundane

Greataxe

Damage
1d12 Slashing
Cost
30 gp
Weight
7 lb.

No attunement

Proficiency with a greataxe lets you add your proficiency bonus to attack rolls you make with it. A greataxe is a heavy, two-handed martial melee weapon that deals slashing damage.

  • weapon
  • martial
  • melee
  • damage
  • combat

Weapon - Mundane

Handaxes

Damage
1d6 Slashing
Cost
5 gp
Weight
2 lb.

No attunement

Proficiency with handaxes lets you add your proficiency bonus to attack rolls you make with them. Handaxes are light simple melee weapons that can also be thrown.

  • weapon
  • simple
  • melee
  • thrown
  • damage
  • combat

Adventuring Gear - Mundane

Backpack

Cost
2 gp
Weight
5 lb.

No attunement

A backpack is a carried container for basic supplies, travel gear, and loose adventuring equipment. It can hold a limited amount of gear and can also have bulky items strapped outside it.

  • adventuring gear
  • container
  • pack
  • storage

Adventuring Gear - Mundane

Bedroll

Cost
1 gp
Weight
7 lb.

No attunement

A bedroll is portable sleeping gear for travel, wilderness camps, and rough lodging. It is ordinary equipment and does not create a rest by itself; the normal rest rules still decide what a character recovers.

  • adventuring gear
  • camping
  • travel
  • rest

Adventuring Gear - Mundane

Mess Kit

Cost
2 sp
Weight
1 lb.

No attunement

A mess kit is compact eating and cooking equipment for a traveler. It covers ordinary camp-meal needs such as a cup, simple utensils, and a small pan or plate surface.

  • adventuring gear
  • camping
  • food
  • supplies

Adventuring Gear - Mundane

Tinderbox

Cost
5 sp
Weight
1 lb.

No attunement

A tinderbox carries basic fire-starting supplies. Lighting a torch or another exposed fuel source takes an action, while starting a less prepared fire normally takes 1 minute.

  • adventuring gear
  • fire
  • survival
  • supplies

Adventuring Gear - Mundane

Torch

Cost
1 cp
Weight
1 lb.

No attunement

A torch is a simple carried light source. Once lit, it burns for 1 hour, sheds bright light nearby and dim light farther out, and can deal minor fire damage when used to hit with a burning melee attack.

  • adventuring gear
  • light
  • fire
  • survival

Adventuring Gear - Mundane

Rations (1 day)

Cost
5 sp
Weight
2 lb.

No attunement

Rations are preserved travel food for one day. They are useful when characters cannot rely on foraging, inns, kitchens, or other normal food sources during exploration.

  • adventuring gear
  • food
  • travel
  • supplies

Adventuring Gear - Mundane

Waterskin

Cost
2 sp
Weight
5 lb. full

No attunement

A waterskin is a portable water container for travel and exploration. Its listed weight assumes it is full, and it holds enough liquid to matter when tracking supplies.

  • adventuring gear
  • container
  • water
  • travel

Adventuring Gear - Mundane

Rope, hempen (50 feet)

Cost
1 gp
Weight
10 lb.

No attunement

Hempen rope is a 50-foot length of ordinary rope used for climbing, tying, hauling, securing gear, and improvised problem solving. It has 2 HP and can be burst with a DC 17 Strength check.

  • adventuring gear
  • rope
  • climbing
  • travel

Adventuring Gear - Mundane

Crowbar

Cost
2 gp
Weight
5 lb.

No attunement

A crowbar is a sturdy metal lever used to pry open stuck objects, force apart materials, and apply mechanical leverage. When leverage can reasonably help, using a crowbar grants advantage on relevant Strength checks.

  • adventuring gear
  • tool
  • strength
  • exploration

Adventuring Gear - Mundane

Grappling Hook

Cost
2 gp
Weight
4 lb.

No attunement

A grappling hook is a hooked climbing aid normally used with rope. It helps secure a line to a ledge, wall, branch, railing, or other anchor point when climbing or hauling gear.

  • adventuring gear
  • climbing
  • rope
  • exploration

Adventuring Gear - Mundane

Healer's Kit

Cost
5 gp
Weight
3 lb.

No attunement

A healer's kit contains bandages, salves, and splints for emergency care. As an action, you can expend one use to stabilize a creature that has 0 HP without making a Wisdom (Medicine) check.

  • adventuring gear
  • healing
  • medicine
  • supplies

Adventuring Gear - Mundane

Oil (flask)

Cost
1 sp
Weight
1 lb.

No attunement

A flask of oil can fuel lanterns or be used as a small hazardous surface. It can cover a creature or a 5-foot square, and when ignited it can add or deal 5 fire damage according to the oil use.

  • adventuring gear
  • oil
  • fire
  • lantern

Adventuring Gear - Mundane

Lantern, bullseye

Cost
10 gp
Weight
2 lb.

No attunement

A bullseye lantern focuses light in a long cone instead of spreading it evenly. It burns for 6 hours on one flask of oil, shedding bright light in a 60-foot cone and dim light for another 60 feet.

  • adventuring gear
  • lantern
  • light
  • oil

Adventuring Gear - Mundane

Lantern, hooded

Cost
5 gp
Weight
2 lb.

No attunement

A hooded lantern is a reusable light source that can be covered to reduce its glow. It burns for 6 hours on one flask of oil, normally shedding bright and dim light, or only dim light when hooded.

  • adventuring gear
  • lantern
  • light
  • oil

Adventuring Gear - Mundane

Explorer's Pack

Cost
10 gp
Weight
59 lb.

No attunement

An explorer's pack is a bundled set of adventuring gear for overland travel, dungeon exploration, and basic survival supplies.

  • adventuring gear
  • pack
  • supplies

Weapon - Mundane

Javelins

Damage
1d6 Piercing
Cost
5 sp
Weight
2 lb.

No attunement

Proficiency with javelins lets you add your proficiency bonus to attack rolls you make with them. Javelins are simple melee weapons commonly used at range through the thrown property.

  • weapon
  • simple
  • melee
  • thrown
  • damage
  • combat

Weapon - Mundane

Brass knuckles

No attunement

1 gp; 1d4 bludgeoning; 1 lb.; Light, unarmed. When you make an unarmed attack you can choose to deal the damage of this weapon instead of your normal unarmed attack damage.

  • weapon
  • unarmed

Weapon - Mundane

Katar

No attunement

3 gp; 1d4 piercing; 3 lb.; Light, unarmed. When you make an unarmed attack you can choose to deal the damage of this weapon instead of your normal unarmed attack damage.

  • weapon
  • unarmed

Weapon - Mundane

Knuckle knives

No attunement

3 gp; 1d4 slashing; 2 lb.; Light, unarmed. When you make an unarmed attack you can choose to deal the damage of this weapon instead of your normal unarmed attack damage.

  • weapon
  • unarmed

Weapon - Legendary

Bonebreakers

Requires attunement

Weapon (brass knuckles), legendary, requires attunement by a pugilist. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, you can use your reaction to attempt to maim them; the target must succeed on a DC 16 Constitution saving throw or suffer the chosen maiming effect. The maimed condition ends only after medical treatment and one month of rest, or by greater restoration or similar magic.

  • weapon
  • brass knuckles
  • magic

Wondrous item - Rare

Bottle of Brew Tasting

No attunement

Wondrous item, rare. When a potion or other liquid is poured into the bottle, the contents and effects appear on the blank label in Common. If broken, it loses this identifying magic and functions as an improvised weapon with a +2 bonus to attack rolls and damage rolls.

  • wondrous item
  • identification

Weapon - Rare

Club of Unconsciousness

Requires attunement

Weapon (club), rare, requires attunement. You gain a +1 bonus to attack and damage rolls. The club has 5 charges; when you deal damage with it, you can expend charges to roll 5d8 plus 2d8 for each extra charge and knock a creature unconscious if the result equals or exceeds its remaining hit points. It regains 1d3 + 1 charges daily at dawn.

  • weapon
  • club
  • charges

Wondrous item - Uncommon

Coin of Easy Living

Requires attunement

Wondrous item, uncommon, requires attunement. This gold coin always lands heads up when flipped, and while attuned to it you can summon it to your palm at will.

  • wondrous item

Potion - Varies

Enchanted Inks

No attunement

Potion, common through legendary. The inks can be used to make a single tattoo that lets the tattooed creature cast one chosen spell, with Constitution as the spellcasting ability. After casting the spell through the tattoo, the creature cannot do so again until finishing a long rest.

  • potion
  • tattoo
  • spellcasting

Wondrous item - Uncommon

Everfull Stein

No attunement

Wondrous item, uncommon. While closed and empty, the stein fills with a named non-magical ale, beer, or mead that the owner has had before.

  • wondrous item

Wondrous item - Varies

Leather Jerkin, +1, +2, or +3

No attunement

Wondrous item, rare to legendary. You have a bonus to AC while unarmored and wearing this garment, determined by the item rarity.

  • wondrous item
  • armor class

Wondrous item - Rare

Loaded Dice

Requires attunement

Wondrous item, rare, requires attunement. After you make an ability check, attack roll, or saving throw, but before the DM declares success or failure, you can expend 1 charge to reroll the d20. The dice can hold up to 7 charges and regain 1d6 + 1 charges each week. They also grant advantage on ability checks made to determine the winner of dice games.

  • wondrous item
  • charges
  • d20

Weapon - Very rare

Mage Mashers

Requires attunement

Weapon (brass knuckles), very rare, requires attunement. You gain a +2 bonus to attack and damage rolls. When you hit a creature with the spellcasting or pact magic trait, it takes an extra 1d6 force damage, and concentration saving throws caused by your damage have disadvantage.

  • weapon
  • brass knuckles
  • spellcasting

Wondrous item - Rare

Medallion of Mettle

Requires attunement

Wondrous item, rare, requires attunement. Whenever you gain temporary hit points, you gain an additional 1d6 temporary hit points.

  • wondrous item
  • temporary hit points

Weapon - Uncommon

Mugfist Knuckles

Requires attunement

Weapon (brass knuckles), uncommon, requires attunement. You gain a +1 bonus to attack and damage rolls. When you roll a 20 on an attack with the weapon, 1d6 gold pieces fall into the creature space.

  • weapon
  • brass knuckles

Weapon - Rare

Penitent Pummelers

Requires attunement

Weapon (brass knuckles, knuckle knives, or katar), rare, requires attunement. You gain a +1 bonus to attack and damage rolls. When you hit a fiend or undead, the creature takes an extra 1d6 radiant damage.

  • weapon
  • radiant

Potion - Very rare

Poundwise Porter

No attunement

Potion, very rare. For one minute after consuming this thick dark potion, you gain +3 to damage with unarmed attacks.

  • potion
  • unarmed

Weapon - Rare

Prehensile Whip

Requires attunement

Weapon (whip), rare, requires attunement. You gain a +1 bonus to attack and damage rolls. When you hit a creature or object, you may use your reaction to make a grapple attack against it using the whip instead of a free hand, treating your reach as 10 feet for that grapple.

  • weapon
  • whip
  • grapple

Weapon - Rare

Punchdrunk Punters

Requires attunement

Weapon (brass knuckles, knuckle knives, or katar), rare, requires attunement. You gain a +1 bonus to attack and damage rolls. Each time you damage a creature, it gains a toxin point for one hour; you can use an action to make a creature you can see take 1d8 poison damage per toxin point it has, then it loses all toxin points.

  • weapon
  • poison

Weapon - Very rare

Ramuh's Katar

Requires attunement

Weapon (katar), very rare, requires attunement. While attuned and wearing it, you have advantage on initiative rolls and your jumping distances are tripled. You gain a +2 bonus to attack and damage rolls, and a roll of 20 on an attack deals an additional 8 lightning damage.

  • weapon
  • katar
  • lightning

Weapon - Legendary

Ratbite

Requires attunement

Weapon (knuckle knives), legendary, requires attunement. You gain a +3 bonus to attack and damage rolls and are immune to disease. A damaged creature must succeed on a DC 11 Constitution saving throw or contract sewer plague, and a roll of 20 deals an additional 8 necrotic damage and imposes disadvantage on saving throws against diseases for one week.

  • weapon
  • knuckle knives
  • disease

Potion - Uncommon

Salamander Sauce

No attunement

Potion, uncommon. A vial usually has two doses. One dose grants resistance to cold damage for 8 hours; two doses grant immunity to cold damage and vulnerability to fire damage for 8 hours. Extra doses require a DC 14 Constitution saving throw or cause a level of exhaustion.

  • potion
  • cold
  • fire

Potion - Uncommon

Scyboo Snack

No attunement

Potion, uncommon. When baked into a biscuit and consumed by a beast, the beast size increases by one category for 10 minutes. While enlarged, it has advantage on Strength checks and saving throws and its weapon attacks deal 1d4 extra damage.

  • potion
  • beast

Wondrous item - Varies

Spiked Collar

No attunement

Wondrous item, uncommon to very rare. A beast wearing this collar gains a bonus to unarmed strike attack and damage rolls, determined by rarity.

  • wondrous item
  • beast

Wondrous item - Varies

Studded Collar

No attunement

Wondrous item, uncommon to very rare. A beast wearing this collar gains a bonus to AC and saving throws, determined by rarity.

  • wondrous item
  • beast
  • armor class

Weapon - Very rare

Thunder Knuckles

Requires attunement

Weapon (brass knuckles), very rare, requires attunement. You gain a +2 bonus to attack and damage rolls. When you roll a 20 on an attack with the weapon, the target takes an additional 8 thunder damage and is knocked prone.

  • weapon
  • brass knuckles
  • thunder

Wondrous item - Rare

Whistle of Dog Calling

No attunement

Wondrous item, rare. You can use an action to blow the whistle and cast conjure animals, choosing only two dire wolves or eight wolves. You do not maintain concentration, but the duration is 10 minutes instead of 1 hour. This magic cannot be used again until dawn.

  • wondrous item
  • beast
  • summoning

Weapon - Uncommon

Winter's Bite

Requires attunement

Weapon (katar), uncommon, requires attunement. The glove can grow an icicle that functions as a katar or launch an icicle like a hand crossbow; both deal cold damage instead of piercing damage. You gain a +1 bonus to attack and damage rolls, and a roll of 20 halves the target speed until the end of its next turn unless it is immune to cold damage.

  • weapon
  • katar
  • cold

FAQ

How does equipment work in D&D?

Equipment gives characters weapons, armor, tools, supplies, and other objects used during adventures.

Read more: Equipment A stylized tool icon representing equipment and carried gear. D&D Portal - Equipment Equipment and items Browse weapons, gear, magic items, rarity, attunement, item traits, and equipment descriptions. Full link: https://dnd-portal.com/equipment/

What weapons can characters use?

Characters can use weapons they are proficient with and that fit their equipment options and class features.

Read more: Equipment A stylized tool icon representing equipment and carried gear. D&D Portal - Equipment Equipment and items Browse weapons, gear, magic items, rarity, attunement, item traits, and equipment descriptions. Full link: https://dnd-portal.com/equipment/

How does armor affect Armor Class?

Armor sets or contributes to Armor Class according to its category, base value, and Dexterity rules.

Read more: Equipment A stylized tool icon representing equipment and carried gear. D&D Portal - Equipment Equipment and items Browse weapons, gear, magic items, rarity, attunement, item traits, and equipment descriptions. Full link: https://dnd-portal.com/equipment/

How does weapon and armor Proficiency work?

Proficiency lets a character use the relevant equipment without the penalties that apply when they lack training.

Read more: Equipment A stylized tool icon representing equipment and carried gear. D&D Portal - Equipment Equipment and items Browse weapons, gear, magic items, rarity, attunement, item traits, and equipment descriptions. Full link: https://dnd-portal.com/equipment/

How much does equipment cost?

Equipment costs depend on the item, its category, and the prices recorded in the equipment references.

Read more: Equipment A stylized tool icon representing equipment and carried gear. D&D Portal - Equipment Equipment and items Browse weapons, gear, magic items, rarity, attunement, item traits, and equipment descriptions. Full link: https://dnd-portal.com/equipment/