From D&D Wiki
|Adventuring Gear (199 items)||Armor (224 items)||Artifacts (346 items)|
|Armor (145 items)||Mounts and Vehicles (20 items)||Cursed Items (188 items)|
|Expenses (39 items)||Potions (139 items)||Other Equipment (17 items)|
|Mounts and Vehicles (92 items)||Rings (213 items)||Poisons (30 items)|
|Tools (53 items)||Rods (33 items)||Sentient Items (111 items)|
|Trade Goods||Staves (78 items)||Siege Equipment (52 items)|
|Trinkets||Wands (44 items)|
|Weapons (1637 items)||Weapons (932 items)|
|Wondrous Items (789 items)|
|All by Rarity|
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).