Each class inDungeons & Dragonsrepresents 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.

dnd artificer tinkering with a robot

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. They excel as asupport classbut have enoughversatilityto fill any party role.

Best Artificer Armour Options

Weapons

Artificers have a highDexterityscore, meaningcrossbowsanddaggersare a solid choice.Cantripswill 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 tolightandmedium armour.Scale amourorhalf plateare 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.

HALFLING PATH OF THE GIANT BARBARIAN holding a keg and an imbued handaxeHALFLING PATH OF THE GIANT BARBARIAN

Equipment

Artificers choose a set from the list ofArtisan 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' toolsare a solid choice.

Barbarian Starting Gear

Barbariansareheavy-hitting melee warriorswith high scores inStrength,Constitution, and sometimesDexterity. They are proficient withlightandmedium armourand all martial weapons,

Best Barbarian Armour Options

Greatswords,greataxes, or anytwo-handed melee weaponwith bonuses will get the most from your high Strength.

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.

A woman sits surrounded by magic and parchment in Daggerheart art

As a front-line fighter, expect damage early on. Grab somehealing itemsas soon as possible. Potions of healing are your best bet.

Bard Starting Gear

Thebardis arguably D&D’smostversatile class. 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. 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.

Cleric Starting Gear

Clericsare specialisthealersandsupportcharacters with a surprising level of variety.The divine domainyou choose greatly impacts how you build your cleric.

Best Cleric Armour Options

Themaceis the classic choice for clerics. At higher levels,cantripswill become your ranged offense. 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.

Several Clerics standing side by side from D&D 5E, drawn by Nikki Dawes

Anything that increasesspell damageor a chance to hit is a good idea. TheAmulet of the Devoutis a greatmagic item for clerics.

Druid Starting Gear

Druidsusenature magic tocontrol the battlefield,supporttheir allies, anddeal damageto their enemies. They’re aversatile class, and your chosen gear depends on what type of druid you want to build.

Best Armour Options

A druid’s main weapons are often thefangsandclawsof theanimal formsthey inhabit. Ablunt weaponlike acluborquarterstaffmakes sense as a backup weapon.

Hide armouris good.Studded leatherarmour is better.

Druids can usescrolls, so consider some of those. 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. 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. Depending on your build, choose something with a +1 that complements your Strength or Dexterity.

A Druid Summons a Primeval Beast By Nikki Dawes for dnd Bigby presents Glory of the Giants

Half plateis your best choice for aDexteritybuild (as long as you don’t plan on much stealth).Full plateis the best armour forStrength-basedwarriors, but the free starting chainmail works fine.

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.

Echo Knight With Axe Swings In Front Of Echo Shadow

Monk Starting Gear

Monksare D&D’s iconicunarmed martial artists. They can be effectivedefenders, damage dealers, and support characters, depending on their build.

They are the mostmulti-ability-dependent(MAD) class in the game, requiring high Dexterity, Constitution, and Wisdom scores.

D&D Way of the Sun Soul Monk

When a monk uses a weapon, it deals either that weapon’sbase damageor the monk’smartial arts damage- whichever is higher. A spear (1d8 damage) is probably your best option until your Unarmed Strikes hit 1d10 at Level 17.

Monks eschew armour, relying instead onUnarmoured Defense.

Anything toboost ACor offer any different type 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.

This art is called Alarielle Aasimar Cleric of Amaunator by Lily Abdullina. It depicts a humanoid cleric holding a shield and mace with white wings at their back.

Polearmsare great for paladins (especially if you take the Polearm Master feat).Greatswords,longswords,mauls,andwarhammersare good two-handed options, and arapieris a solid choice for a finesse build.

Full plateis the best option for almost every paladin.Studded leathermakes sense for a finesse build.

MTG card Murasa Ranger by Eric Deschamps

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.

A rogue steals treasure while her accomplices attack guards in DND.

Studded leatheroffers decent protection without compromising your stealth,

Anything grantingbonuses to hitis a welcome addition to your ranger build.Arrows of Slayingare special arrows that deal damage to specific enemies. They’re convenient in the early game.

Rogue Starting Gear

Aroguecan make an excellentscout,striker, orface(the party member who handles important social interaction).Dexterityis the main attribute a rogue needs. If you’re building aface rogue,Charismawill also be essential.Constitutionis always important, but especially for a melee rogue.

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.

Initially, anything thatimprovesyour standard rogueabilities, such asdisarming trapsandpicking locks, is a good idea.Gloves of Thieveryor aRing of Invisibilitywill help your roguish career.

Sorcerer Starting Gear

Sorcerersare powerfulspellcasters who manipulate their spellsusingMetamagic. Metamagic allows sorcerers to adapt their spells to suit the situation, allowing them to act ascontrollers,strikers, andutilitycharacters.

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. They can act asBlasters,Faces, andStrikers, with more options for various subclasses.Charismais a warlock’s main attribute and determines their spells' power.

Blade PactWarlocks useweapons. 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.

Wizard Starting Gear

Wizardsare arguably D&D’s mostversatile 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 asControllers,Supporters,Blasters, andUtilitycasters.Intelligencedetermines the power of a wizard’s magic and is their primary attribute.

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 can find one.