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|Adventuring Gear (233 items)||Armor (321 items)||Artifacts (466 items)|
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|Expenses (54 items)||Potions (192 items)||Other Equipment (27 items)|
|Mounts and Vehicles (110 items)||Rings (265 items)||Poisons (40 items)|
|Tools (71 items)||Rods (45 items)||Sentient Items (123 items)|
|Trade Goods||Staves (103 items)||Siege Equipment (63 items)|
|Trinkets||Wands (65 items)|
|Weapons (2271 items)||Weapons (1356 items)|
|Wondrous Items (1347 items)|
|Random Magic Treasure|
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Creating New Equipment
Go to the appropriate equipment list above, and use the "create new" link. Keep "(5e Equipment)" in the title!
Magic item or mundane item? If you are making an item with unusual properties (perhaps it is clockwork, or made of an unusual material) it could be treated as either. Ask yourself the following questions.
- Can the item be routinely found for sale with no special restrictions? If so, it can be treated as mundane and given a gp value.
- Can the item not normally be purchased, and is it more appropriate as a reward or loot find? If so, give it a rarity and treat it as a magic item.
In some cases the item might be treated as both magical and mundane. For example, a potion of healing is magical and is a common reward or piece of loot, but it can also be routinely purchased.
And if you are looking for pointers on how equipment should be made, look no further than Equipment Design (5e Guideline).