D&D 5e Items & Gear
304 D&D 5e items with rarity-keyed gold pricing (10–50 gp common, 101–500 gp uncommon, 501–5,000 gp rare, 5,001–50,000 very rare, 50,000+ legendary, priceless for artifacts). Standard 5e categories: Wondrous Item, Weapon, Armor, Potion, Ring, Rod, Scroll, Staff, Wand, Shield.
All Items (A→Z)
How 5e equipment pricing actually works
D&D 5e prices gear in gold pieces using a four-tier coin system (copper, silver, gold, platinum, with electrum as an outdated middle tier most tables drop). Common adventuring gear is priced in single-digit gold or in silver: torches at 1 cp, rations at 2 gp per day, simple weapons in the 1–50 gp band. Martial weapons sit at 10–75 gp; medium and heavy armour climb to 75–1,500 gp; magical items follow the rarity-band table at the top of this page. The numbers matter because spell components (e.g., diamond dust for Revivify at 300 gp) come out of the same purse — at low tiers the party will need to choose between better gear and a single revival spell.
Encumbrance rules in 2014 vs 2024
The 2014 5e rules track equipment weight per item with a carrying capacity of 15× Strength in pounds. The 2024 revision keeps the same math but introduces clearer optional rules for encumbered and heavily encumbered thresholds (5× and 10× Strength respectively). Most tables don't track weight at all and use a vibes-based limit. The Doungim catalogue lists weight per item so groups who do care have the data. The actually-useful application of weight tracking is the 50-pound capacity of a Bag of Holding — once that's in the party, weight stops mattering except for the body of the bag itself.
DM tips: when to enforce equipment costs and when to handwave
Enforce costs at session zero, when characters buy starting gear, and during any downtime sequence where the players are actively shopping or crafting. Handwave costs during session-to-session restocking of arrows, torches, and rations — tracking 20 silver pieces is rarely worth the table time. Enforce costs again whenever the party hits a milestone purchase (a horse, a cart, a small ship, a building, a magic-item commission) because those purchases shape what the party can pursue for the next arc. The rest of the time, let the gold pile up and use it as the stake in a heist or a tax-collector encounter instead.