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.
Because not everyone can be a Grappler.
Bigby’s Appraisal by Katerina Ladon
That said, some classes are better suited to certain equipment choices.
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.
Artificer from Eberron, Rising from the Last War via Wizards Of The Coast
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
Artificershave atool for every job, crafting magical, steampunk-inspired items and weapons.
Artificer from Eberron, Rising from the Last War via Wizards Of The Coast
They excel as asupport classbut have enoughversatilityto fill any party role.
As you level up, you’ve got the option to imbue your weapons with powerful magic.
A shield is also a good idea.
HALFLING PATH OF THE GIANT BARBARIAN by Nikki Dawes
Some artificers sell the crossbow that comes with their starting kit to fund their first shield.
Equipment
Artificers choose a set from the list ofArtisan Tools.
Many of these are useful for an artificer.
Bard Wordsmith by Nikki Dawes
Go for whatever sounds most fun.
you’re free to choose two additional sets of standard tools.Thieves' toolsare a solid choice.
Barbarian Starting Gear
Barbariansareheavy-hitting melee warriorswith high scores inStrength,Constitution, and sometimesDexterity.
Unarmoured Defensemeans your armour class equals 10 + your Dexterity modifier + your Constitution modifier when unarmoured.
Some barbarians pair this with a shield, while others opt forhalf-plate armour.
As a front-line fighter, expect damage early on.
A Druid Summons a Primeval Beast By Nikki Dawes
Grab somehealing itemsas soon as possible.
Potions of healing are your best bet.
Bard Starting Gear
Thebardis arguably D&D’smostversatile class.
Echo Knight by Goñi Montes - Explorer’s Guide To Wildemount
They’reCharisma-basedcharacters with spellbooks full ofuseful magic.
Many bards also have a highDexterityscore.
Best Bard Armour Options
Spellsare the bard’s main feature, but anyfinesse weaponworks with your high Dexterity.
Way of the Sun Soul Monk via Wizards of the Coast
Acrossbowis a good choice for a ranged weapon.
Bards are proficient withlight armour.Studded leatheris among your best options.
Bards are limited to light armour, so anything thatboostsyourarmour class(AC) is welcome.
TheRing of Protectionis a solid early choice.
Best Cleric Armour Options
Themaceis the classic choice for clerics.
At higher levels,cantripswill become your ranged offense.
Dungeons And Dragons Alarielle Aasimar Cleric of Amaunator by Lily Abdullina
At the beginning, choose either acrossbowor ajavelin.
Most clerics start withscale mail.Chain mailmight be a better option if you getheavy armour proficiencyfrom your divine domain.
Anything that increasesspell damageor a chance to hit is a good idea.
Murasa Ranger by Eric Deschamps
TheAmulet of the Devoutis a greatmagic item for clerics.
Druid Starting Gear
Druidsusenature magic tocontrol the battlefield,supporttheir allies, anddeal damageto their enemies.
Best Armour Options
A druid’s main weapons are often thefangsandclawsof theanimal formsthey inhabit.
Concept Art from Keys from the Golden Vault by Evyn Fong
Ablunt weaponlike acluborquarterstaffmakes sense as a backup weapon.
Hide armouris good.Studded leatherarmour is better.
Druids can usescrolls, so consider some of those.
Bloodboil Sorcerer by Bartek Fedyczak
Anything that grants bonuses to yourhealing,control, oroffensiveabilities is welcome.
TheStaff of the Woodlandsgives bonuses to hit and damage.
Fighter Starting Gear
Whatfighterslack in versatility, they make up for indurabilityanddamageoutput.
The Adversary by Wizards of the Coast.
Fighters can be built around eitherStrengthorDexterity.
Subclasses can vary the complexity of fighter builds significantly.
As a fighter by vocation, you’re proficient with a wide variety of weapons.
Alaundo the Seer by Aurore Folny
Depending on your build, choose something with a +1 that complements your Strength or Dexterity.
Anything granting abonusto yourprimary attributeor increasing yourACis a good idea.
ABelt of Strengthis a popular magical item with fighters, allowing their Strength to exceed 20.
Monk Starting Gear
Monksare D&D’s iconicunarmed martial artists.
They can be effectivedefenders, damage dealers, and support characters, depending on their build.
Monks eschew armour, relying instead onUnarmoured Defense.
Anything toboost ACor offer any different punch in ofdamage resistanceis welcome.
ACloak of Protectionoffers some extra resistance early on.
Paladin Starting Gear
Paladinsareultra-durabledefendersand strikers who uphold righteousness and virtue.
They useStrengthandCharismaas their main attributes, with some need forConstitution.
Paladins who use theblessed warriorfighting style can useCharismaas their primary offensive ability.
Full plateis the best option for almost every paladin.Studded leathermakes sense for a finesse build.
Paladins can use scrolls, so get some emergencyhealing scrollsearly.
Ranger Starting Gear
Rangersare archetypaloutdoor-savvy warriors.
Depending on their build, they can function like a nature-themed rogue or fighter.
Rangersdepend onDexterityfor most of their abilities.
Longbowsare archery rangers' best option whilerapiersare the best melee option.Shortswordsmake sense for two-weapon fighting rangers.
They’re convenient in the early game.
Light crossbowsare a rogue’s go-to ranged weapon.Daggers,shortswords, andrapiersare all good choices for a melee rogue.
Rogues are restricted to leather armour, makingstudded leatherarmour your best choice.
Sorcerer Starting Gear
Sorcerersare powerfulspellcasters who manipulate their spellsusingMetamagic.
Charismais the main attribute for sorcerers, with some need forDexterity(to improve AC) andConsitutionfor hit points.
Alight crossbowwill do more damage than your offensive spells until you hit Level five.
Sorcerers start without any armour proficiency (except for mountain dwarves).
CastingShieldandMage Armourare the best ways to boost AC early on.
Early game; anything thatboosts ACor improves yourchance to hitis welcome.
Like many other classes, sorcerers benefit from having a Cloak of Protection early on.
Warlock Starting Gear
Warlocksdraw theirmagical power fromotherworldly beings.
The rest stick to dealing damage with thewarlock’s powerful cantrips.
Eldritch Blastdoes 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.
Warlocks can cast spells inLight Armour, sostudded leatheris your best choice.
Warlocks are powerful but don’t get manyspell slots.
Anything that addresses this is a good addition to your early warlock build.AC boostsare always welcome.
Once again, a Cloak of Protection is a welcome addition.
Alight crossbowwill do more damage than your Firebolt until you level up.
Wizards don’t generally start with any armour proficiency, makingMage ArmourandShieldyour best option.
Anything that canimproveyourACorConstitutionis a good idea for a Wizard.
ACloak of Protectionis great.A Ring of Spell Storingis also a solid choice if you might find one.