Outfit your new character with the best equipment and items for each class with this guide.
Each class in Dungeons & Dragons represents a different fantasy archetype with its own strengths, weaknesses, and abilities. How you want to equip your starting character is more than simple number-crunching mechanics. Embracing contradiction by playing an armoured dwarf wizard (despite the suboptimal stats) can be fun.
That said, some classes are better suited to certain equipment choices. If you're looking for a mostly optimal build, it's best to choose equipment that complements your character's abilities and attributes. We've made a list of the best starting equipment for every class. Use it to build a strong foundation for your next D&D character.
D&D is deliberately open-ended for a reason. Don't get too bogged down with optimisation if you're mostly in it for the roleplaying and storytelling.
Artificer Starting Gear
Artificers have a tool for every job, crafting magical, steampunk-inspired items and weapons. They excel as a support class but have enough versatility to fill any party role.
Best Artificer Armour Options |
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Weapons |
Artificers have a high Dexterity score, meaning crossbows and daggers are a solid choice. Cantrips will be your main offense early on. As you level up, you can imbue your weapons with powerful magic. |
Armour |
Like other magical classes, the Artificer is restricted to light and medium armour. Scale amour or half plate are your best options, with the latter just edging out the contest. A shield is also a good idea. Some artificers sell the crossbow that comes with their starting kit to fund their first shield. |
Equipment |
Artificers choose a set from the list of Artisan Tools. Many of these are useful for an artificer. Go for whatever sounds most fun. You can choose two additional sets of standard tools. Thieves' tools are a solid choice. |
Barbarian Starting Gear
Barbarians are heavy-hitting melee warriors with high scores in Strength, Constitution, and sometimes Dexterity. They are proficient with light and medium armour and all martial weapons,
Best Barbarian Armour Options |
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Weapons |
Greatswords, greataxes, or any two-handed melee weapon with bonuses will get the most from your high Strength. |
Armour |
Unarmoured Defense means your armour class equals 10 + your Dexterity modifier + your Constitution modifier when unarmoured. Some barbarians pair this with a shield, while others opt for half-plate armour. |
Equipment |
As a front-line fighter, expect damage early on. Grab some healing items as soon as possible. Potions of healing are your best bet. |
Bard Starting Gear
The bard is arguably D&D's mostversatile class. They're Charisma—based characters with spellbooks full of useful magic. Many bards also have a high Dexterity score.
Best Bard Armour Options |
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Weapons |
Spells are the bard's main feature, but any finesse weapon works with your high Dexterity. A crossbow is a good choice for a ranged weapon. |
Armour |
Bards are proficient with light armour. Studded leather is among your best options. |
Equipment |
Bards are limited to light armour, so anything that boosts your armour class (AC) is welcome. The Ring of Protection is a solid early choice. |
Cleric Starting Gear
Clerics are specialist healers and support characters with a surprising level of variety. The divine domain you choose greatly impacts how you build your cleric.
Best Cleric Armour Options |
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Weapons |
The mace is the classic choice for clerics. At higher levels, cantrips will become your ranged offense. At the beginning, choose either a crossbow or a javelin. |
Armour |
Most clerics start with scale mail. Chain mail might be a better option if you get heavy armour proficiency from your divine domain. |
Equipment |
Anything that increases spell damage or a chance to hit is a good idea. The Amulet of the Devout is a great magic item for clerics. |
Druid Starting Gear
Druids use nature magic to control the battlefield, support their allies, and deal damage to their enemies. They're a versatile class, and your chosen gear depends on what type of druid you want to build.
Best Armour Options |
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Weapons |
A druid's main weapons are often the fangs and claws of the animal forms they inhabit. A blunt weapon like a club or quarterstaff makes sense as a backup weapon. |
Armour |
Hide armour is good. Studded leather armour is better. |
Equipment |
Druids can use scrolls, so consider some of those. Anything that grants bonuses to your healing, control, or offensive abilities is welcome. The Staff of the Woodlands gives bonuses to hit and damage. |
Fighter Starting Gear
What fighters lack in versatility, they make up for in durability and damage output. Fighters can be built around either Strength or Dexterity. Subclasses can vary the complexity of fighter builds significantly.
Best Armour Options |
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Weapons |
As a fighter by vocation, you're proficient with a wide variety of weapons. Depending on your build, choose something with a +1 that complements your Strength or Dexterity. |
Armour |
Half plate is your best choice for a Dexterity build (as long as you don't plan on much stealth). Full plate is the best armour for Strength—based warriors, but the free starting chainmail works fine. |
Equipment |
Anything granting a bonus to your primary attribute or increasing your AC is a good idea. A Belt of Strength is a popular magical item with fighters, allowing their Strength to exceed 20. |
Monk Starting Gear
Monks are D&D's iconic unarmed martial artists. They can be effective defenders, damage dealers, and support characters, depending on their build.
They are the most multi-ability-dependent (MAD) class in the game, requiring high Dexterity, Constitution, and Wisdom scores.
Best Armour Options |
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Weapons |
When a monk uses a weapon, it deals either that weapon's base damage or the monk's martial arts damage — whichever is higher. A spear (1d8 damage) is probably your best option until your Unarmed Strikes hit 1d10 at Level 17. |
Armour |
Monks eschew armour, relying instead on Unarmoured Defense. |
Equipment |
Anything to boost AC or offer any different type of damage resistance is welcome. A Cloak of Protection offers some extra resistance early on. |
Paladin Starting Gear
Paladins are ultra-durabledefenders and strikers who uphold righteousness and virtue. They use Strength and Charisma as their main attributes, with some need for Constitution.
Paladins who use the blessed warrior fighting style can use Charisma as their primary offensive ability.
Best Armour Options |
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Weapons |
Polearms are great for paladins (especially if you take the Polearm Master feat). Greatswords, longswords, mauls, and warhammers are good two-handed options, and a rapier is a solid choice for a finesse build. |
Armour |
Full plate is the best option for almost every paladin. Studded leather makes sense for a finesse build. |
Equipment |
Paladins can use scrolls, so get some emergency healing scrolls early. |
Ranger Starting Gear
Rangers are archetypal outdoor-savvy warriors. Depending on their build, they can function like a nature-themed rogue or fighter. Rangers depend on Dexterity for most of their abilities.
Best Armour Options |
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Weapons |
Longbows are archery rangers' best option while rapiers are the best melee option. Shortswords make sense for two-weapon fighting rangers. |
Armour |
Studded leather offers decent protection without compromising your stealth, |
Equipment |
Anything granting bonuses to hit is a welcome addition to your ranger build. Arrows of Slaying are special arrows that deal damage to specific enemies. They're convenient in the early game. |
Rogue Starting Gear
A rogue can make an excellent scout, striker, or face (the party member who handles important social interaction). Dexterity is the main attribute a rogue needs. If you're building a face rogue, Charisma will also be essential. Constitution is always important, but especially for a melee rogue.
Best Armour Options |
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Weapons |
Light crossbows are a rogue's go-to ranged weapon. Daggers, shortswords, and rapiers are all good choices for a melee rogue. |
Armour |
Rogues are restricted to leather armour, making studded leather armour your best choice. |
Equipment |
Initially, anything that improves your standard rogue abilities, such as disarming traps and picking locks, is a good idea. Gloves of Thievery or a Ring of Invisibility will help your roguish career. |
Sorcerer Starting Gear
Sorcerers are powerful spellcasters who manipulate their spells using Metamagic. Metamagic allows sorcerers to adapt their spells to suit the situation, allowing them to act as controllers, strikers, and utility characters.
Charisma is the main attribute for sorcerers, with some need for Dexterity (to improve AC) and Consitution for hit points.
Best Armour Options |
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Weapons |
A light crossbow will do more damage than your offensive spells until you hit Level five. |
Armour |
Sorcerers start without any armour proficiency (except for mountain dwarves). Casting Shield and Mage Armour are the best ways to boost AC early on. |
Equipment |
Early game; anything that boosts AC or improves your chance to hit is welcome. Like many other classes, sorcerers benefit from having a Cloak of Protection early on. |
Warlock Starting Gear
Warlocks draw their magical power fromotherworldly beings. They can act as Blasters, Faces, and Strikers, with more options for various subclasses. Charisma is a warlock's main attribute and determines their spells' power.
Best Armour Options |
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Weapons |
Blade Pact Warlocks use weapons. The rest stick to dealing damage with the warlock's powerful cantrips. Eldritch Blast does 1d10 damage from the get-go. Whip and shield make a good combo while you level up. You don't need to be in an enemy's range to reach them with the whip. |
Armour |
Warlocks can cast spells in Light Armour, so studded leather is your best choice. |
Equipment |
Warlocks are powerful but don't get many spell slots. Anything that addresses this is a good addition to your early warlock build. AC boosts are always welcome. Once again, a Cloak of Protection is a welcome addition. |
Wizard Starting Gear
Wizards are arguably D&D's most versatile spellcasters, limited only by what's written in their spellbook. With the right spells, they can fulfil almost any role in the party but often act as Controllers, Supporters, Blasters, and Utility casters. Intelligence determines the power of a wizard's magic and is their primary attribute.
Best Armour Options |
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Weapons |
A light crossbow will do more damage than your Firebolt until you level up. |
Armour |
Wizards don't generally start with any armour proficiency, making Mage Armour and Shield your best option. |
Equipment |
Anything that can improve your AC or Constitution is a good idea for a Wizard. A Cloak of Protection is great. A Ring of Spell Storing is also a solid choice if you can find one. |