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|Adventuring Gear (231 items)||Armor (316 items)||Artifacts (456 items)|
|Armor (209 items)||Mounts and Vehicles (24 items)||Cursed Items (244 items)|
|Expenses (52 items)||Potions (188 items)||Other Equipment (23 items)|
|Mounts and Vehicles (111 items)||Rings (261 items)||Poisons (40 items)|
|Tools (67 items)||Rods (44 items)||Sentient Items (124 items)|
|Trade Goods||Staves (100 items)||Siege Equipment (62 items)|
|Trinkets||Wands (64 items)|
|Weapons (2212 items)||Weapons (1314 items)|
|Wondrous Items (1326 items)|
|Random Magic Treasure|
|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).