D&D Companion

Player's Handbook 2026 — Notion

15 results for "equipment weapons armor tools"
Player's Handbook 2026 > Chapter 6: Equipment > Armor equipment 47%
The Armor table lists the game’s main armor. The table includes the cost and weight of armor, as well as the following details:
• Category. Every type of armor falls into a category: Light, Medium, or Heavy. The category determines how long it takes to don or doff the armor (as shown in the table).
• Armor Class (AC). The table’s Armor Class column tells you what your base AC is when you wear a type of armor. For example, if you wear Leather Armor, your base AC is 11 plus your Dexterity modifier, whereas your AC is 16 in Chain Mail.
• Strength. If the table shows a Strength score in the Strength column for an armor type, that armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
• Stealth. If the table shows “Disadvantage” in the Stealth column for an armor type, the wearer has Disadvantage on Dexterity (Stealth) checks.
Player's Handbook 2026 > Chapter 2: Creating a Character > A BALANCED PARTY > NOTE ARMOR TRAINING rule 46%
Your class might give you training with certain categories of armor. Note your armor training on your character sheet. Armor training with a kind of armor means you can wear that armor effectively, gaining defensive bonuses from it. The categories of armor are described in chapter 6.
Player's Handbook 2026 > Chapter 3: Character Classes > Barbarian > BARBARIAN FEATURES > LEVEL 1: WEAPON MASTERY feat 44%
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Great-axes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.
Player's Handbook 2026 > Chapter 7: Spells > Always-Prepared Spells > Casting in Armor rule 44%
You must have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting.
Player's Handbook 2026 > Chapter 3: Character Classes > Barbarian > BARBARIAN CLASS FEATURES > LEVEL 1: UNARMORED DEFENSE feat 43%
While you aren’t wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.
Player's Handbook 2026 > Chapter 6: Equipment > Armor > Armor Training equipment 43%
Anyone can don armor or hold a Shield, but only those with training can use them effectively, as explained below. A character's class and other features determine the character's armor training. A monster has training with any armor in its stat block.
Player's Handbook 2026 > Chapter 6: Equipment > Weapons equipment 43%
The Weapons table in this section shows the game's main weapons. The table lists the cost and weight of each weapon, as well as the following details:
• Category. Every weapon falls into a category: Simple or Martial. Weapon proficiencies are usually tied to one of these categories. For example, you might have proficiency with Simple weapons.
• Melee or Ranged. A weapon is classified as either Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance.
• Damage. The table lists the amount of damage a weapon deals when an attacker hits with it as well as the type of that damage.
• Properties. Any properties a weapon has are listed in the Properties column. Each property is defined in the “Properties” section.
• Mastery. Each weapon has a mastery property, which is defined in the “Mastery Properties” section later in this chapter. To use that property, you must have a feature that lets you use it.
Player's Handbook 2026 > Chapter 3: Character Classes > Fighter > Fighter > LEVEL 1: WEAPON MASTERY equipment 43%
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
Player's Handbook 2026 > Chapter 3: Character Classes > Rogue > Rogue Class Features > Level 1: Weapon Mastery feat 42%
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Player's Handbook 2026 > Chapter 3: Character Classes > Paladin > Paladin Features > Level 1: Weapon Mastery feat 42%
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.
Player's Handbook 2026 > Chapter 3: Character Classes > Fighter > Fighter equipment 42%
Primary Ability Strength or Dexterity Hit Point Die d10 per Fighter level Saving Throw Proficiencies Strength and Constitution Proficiencies
• Skill Proficiencies: Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
• Weapon Proficiencies: Simple and Martial weapons
• Armor Training: Light, Medium, and Heavy armor and Shields
Starting Equipment Choose A, B, or C:
• (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer's Pack, and 4 GP
• (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP
• (C) 155 GP
FIGHTERS RULE MANY BATTLEFIELDS. Outgoing knights, royal champions, elite soldiers, and hardened mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.
Fighters master various weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad ability and extensive specialization makes Fighters superior combatants.
Player's Handbook 2026 > Chapter 3: Character Classes > Monk > Monk > Level 1: Martial Arts equipment 41%
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:
• Simple Melee weapons
• Martial Melee weapons that have the Light property
You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield.
Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Player's Handbook 2026 > Chapter 3: Character Classes > Monk > Monk > Level 2: Unarmored Movement class feature 41%
Your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.
Player's Handbook 2026 > Chapter 3: Character Classes > Monk > Monk > Level 1: Unarmored Defense class feature 41%
While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Player's Handbook 2026 > APPENDIX C: RULES GLOSSARY > RULES DEFINITIONS > ARMOR TRAINING glossary 41%
Armor training allows you to use armor of a certain category without the following drawbacks. If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells. If you use a Shield and lack training with it, you don't gain its AC bonus. See also “Disadvantage” and chapter 6 (“Armor”).