Equipment and items
Equipment
Browse weapons, gear, magic items, rarity, attunement, item traits, and equipment descriptions.
Equipment Overview
Equipment collects weapons, adventuring gear, magic items, and other item references that can appear in character options, class content, rewards, and campaign play.
Equipment Types
D&D Portal equipment data
Adventuring Gear
Browse 15 adventuring gear references with item text, filters, and detail pages.
- adventuring gear
- supplies
- gear
D&D Portal equipment data
Martial Melee Weapon
Browse 1 martial melee weapon equipment references with item text, filters, and detail pages.
- weapon
- martial
- melee
D&D Portal equipment data
Potion
Browse 4 potion equipment references with item text, filters, and detail pages.
- potion
- consumable
- magic item
D&D Portal equipment data
Simple Melee Weapon
Browse 2 simple melee weapon equipment references with item text, filters, and detail pages.
- weapon
- simple
- melee
D&D Portal equipment data
Weapon
Browse 14 weapon equipment references with item text, filters, and detail pages.
- weapon
- combat
- damage
D&D Portal equipment data
Wondrous item
Browse 9 wondrous item equipment references with item text, filters, and detail pages.
- wondrous item
- magic item
- equipment
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 - 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.
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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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.
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 - 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 - 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 - 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 - 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.
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.
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.
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.
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.
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 - 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 - 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.
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.
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.
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 - 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.
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.
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 - 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 - 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 - 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.
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 - 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.
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 - 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.
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.
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.
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.
FAQ
How does equipment work in D&D?
Equipment gives characters weapons, armor, tools, supplies, and other objects used during adventures.
Read more: Equipment 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 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 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 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 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/