Dnd 5e Dmg Loot Table

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With that said, there are loot tables in the DMG 136-139 that have 'Challenge Rating' ranges for how loot should be distributed. I understand CR is not supposed to be summed or multiplied, but if the party kills 20 CR 3 monsters, in the loot table, what would the challenge rating range be for these monetary loots?

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  • 1Treasure
    • 1.1Monsters With Treasure
      • 1.1.1Using the Treasure Table

Treasure

Monsters With Treasure

Every monster has a treasure rating (indicating how much treasure it has, although for some creatures the rating is “None”). The tables found below are used to determine the specifics. After referencing the level and kind of treasure (coins, goods, items) found in the creature’s description, roll on the appropriate row and columns of the proper table.

When generating an encounter dealing with monsters away from their lair, remember that a creature only takes what it can easily carry with it. In the case of a creature that cannot use treasure, that generally means nothing. The monster safeguards or hides its treasure as well as it can, but it leaves it behind when outside the lair.

Using the Treasure Table

Cross-reference the level of the treasure on the left with the type of treasure. The level of the treasure is equal to the CR of the monsters in the encounter. A standard treasure (one that includes coins, goods, and items) requires three rolls, one for each category.

Table: Treasure Values per Encounter
Encounter LevelTreasure per EncounterEncounter LevelTreasure per Encounter
1300 gp117,500 gp
2600 gp129,800 gp
3900 gp1313,000 gp
41,200 gp1417,000 gp
51,600 gp1522,000 gp
62,000 gp1628,000 gp
72,600 gp1736,000 gp
83,400 gp1847,000 gp
94,500 gp1961,000 gp
105,800 gp2080,000 gp

On average, the PCs should earn one treasure suitable to their level for each encounter they overcome.

Table: Average Treasure Results
TypeAverage Result
Gem275 gp
Art object1,100 gp
Mundane item350 gp
Minor magic item1,000 gp
Medium magic item10,000 gp
Major magic item40,000 gp
Table: Treasure
Leveld%Coinsd%Goodsd%Items
1st01–1401–9001–71
15–291d6 × 1,000 cp91–951 gem72–951 mundane
30–521d8 × 100 sp96–1001 art96–1001 minor
53–952d8 × 10 gp
96–1001d4 × 10 pp
2nd01–1301–8101–49
14–231d10 × 1,000 cp82–951d3 gems50–851 mundane
24–432d10 × 100 sp96–1001d3 art86–1001 minor
44–954d10 × 10 gp
96–1002d8 × 10 pp
3rd01–1101–7701–49
12–212d10 × 1,000 cp78–951d3 gems50–791d3 mundane
22–414d8 × 100 sp96–1001d3 art80–1001 minor
42–951d4 × 100 gp
96–1001d10 × 10 pp
4th01–1101–7001–42
12–213d10 × 1,000 cp71–951d4 gems43–621d4 mundane
22–414d12 × 1,000 sp96–1001d3 art63–1001 minor
42–951d6 × 100 gp
96–1001d8 × 10 pp
5th01–1001–6001–57
11–191d4 × 10,000 cp61–951d4 gems58–671d4 mundane
20–381d6 × 1,000 sp96–1001d4 art68–1001d3 minor
39–951d8 × 100 gp
96–1001d10 × 10 pp
6th01–1001–5601–54
11–181d6 × 10,000 cp57–921d4 gems55–591d4 mundane
19–371d8 × 1,000 sp93–1001d4 art60–991d3 minor
38–951d10 × 100 gp1001 medium
96–1001d12 × 10 pp
7th01–1101–4801–51
12–181d10 × 10,000 cp49–881d4 gems52–971d3 minor
19–351d12 × 1,000 sp89–1001d4 art98–1001 medium
36–932d6 × 100 gp
94–1003d4 × 10 pp
8th01–1001–4501–48
11–151d12 × 10,000 cp46–851d6 gems49–961d4 minor
16–292d6 × 1,000 sp86–1001d4 art97–1001 medium
30–872d8 × 100 gp
88–1003d6 × 10 pp
9th01–1001–4001–43
11–152d6 × 10,000 cp41–801d8 gems44–911d4 minor
16–292d8 × 1,000 sp81–1001d4 art92–1001 medium
30–855d4 × 100 gp
86–1002d12 × 10 pp
10th01–1001–3501–40
11–242d10 × 1,000 sp36–791d8 gems41–881d4 minor
25–796d4 × 100 gp80–1001d6 art89–991 medium
80–1005d6 × 10 pp1001 major
11th01–0801–2401–31
09–143d10 × 1,000 sp25–741d10 gems32–841d4 minor
15–754d8 × 100 gp75–1001d6 art85–981 medium
76–1004d10 × 10 pp99–1001 major
12th01–0801–1701–27
09–143d12 × 1,000 sp18–701d10 gems28–821d6 minor
15–751d4 × 1,000 gp71–1001d8 art83–971 medium
76–1001d4 × 100 pp98–1001 major
13th01–0801–1101–19
09–751d4 × 1,000 gp12–661d12 gems20–731d6 minor
76–1001d10 × 100 pp67–1001d10 art74–951 medium
96–1001 major
14th01–0801–1101–19
09–751d6 × 1,000 gp12–662d8 gems20–581d6 minor
76–1001d12 × 100 pp67–1002d6 art59–921 medium
93–1001 major
15th01–0301–0901–11
04–741d8 × 1,000 gp10–652d10 gems12–461d10 minor
75–1003d4 × 100 pp66–1002d8 art47–901 medium
91–1001 major
16th01–0301–0701–40
04–741d12 × 1,000 gp08–644d6 gems41–461d10 minor
75–1003d4 × 100 pp65–1002d10 art47–901d3 medium
91–1001 major
17th01–0301–0401–33
04–683d4 × 1,000 gp05–634d8 gems34–831d3 medium
69–1002d10 × 100 pp64–1003d8 art84–1001 major
18th01–0201–0401–24
03–653d6 × 1,000 gp05–543d12 gems25–801d4 medium
66–1005d4 × 100 pp55–1003d10 art81–1001 major
19th01–0201–0301–04
03–653d8 × 1,000 gp04–506d6 gems05–701d4 medium
66–1003d10 × 100 pp51–1006d6 art71–1001 major
20th01–0201–0201–25
03–654d8 × 1,000 gp03–384d10 gems26–651d4 medium
66–1004d10 × 100 pp39–1007d6 art66–1001d3 major

For treasures above 20th level, use the 20th-level row and then add a number of random major items.

LevelMagic ItemsLevelMagic ItemsLevelMagic Items
21st+125th+928th+23
22nd+226th+1229th+31
23rd+427th+1730th+42
24th+6
Loot
Table: Gems
d%ValueAverageExamples
01–254d4 gp10 gpBanded, eye, or moss agate; azurite; blue quartz; hematite; lapis lazuli; malachite; obsidian; rhodochrosite; tiger eye turquoise; freshwater (irregular) pearl
26–502d4 × 10 gp50 gpBloodstone; carnelian; chalcedony; chrysoprase; citrine; iolite, jasper; moonstone; onyx; peridot; rock crystal (clear quartz); sard; sardonyx; rose, smoky, or star rose quartz; zircon
51–704d4 × 10 gp100 gpAmber; amethyst; chrysoberyl; coral; red or brown-green garnet; jade; jet; white, golden, pink, or silver pearl; red spinel, red-brown or deep green spinel; tourmaline
71–902d4 × 100 gp500 gpAlexandrite; aquamarine; violet garnet; black pearl; deep blue spinel; golden yellow topaz
91–994d4 × 100 gp1,000 gpEmerald; white, black, or fire opal; blue sapphire; fiery yellow or rich purple corundum; blue or black star sapphire; star ruby
1002d4 × 1,000 gp5,000 gpClearest bright green emerald; blue-white, canary, pink, brown, or blue diamond; jacinth
Table: Art Objects
d%ValueAverageExamples
01–101d10 × 10 gp55 gpSilver ewer; carved bone or ivory statuette; finely wrought small gold bracelet
11–253d6 × 10 gp105 gpCloth of gold vestments; black velvet mask with numerous citrines; silver chalice with lapis lazuli gems
26–401d6 × 100 gp350 gpLarge well-done wool tapestry; brass mug with jade inlays
41–501d10 × 100 gp550 gpSilver comb with moonstones; silver-plated steel longsword with jet jewel in hilt
51–602d6 × 100 gp700 gpCarved harp of exotic wood with ivory inlay and zircon gems; solid gold idol (10 lb.)
61–703d6 × 100 gp1,050 gpGold dragon comb with red garnet eye; gold and topaz bottle stopper cork; ceremonial electrum dagger with a star ruby in the pommel
71–804d6 × 100 gp1,400 gpEyepatch with mock eye of sapphire and moonstone; fire opal pendant on a fine gold chain; old masterpiece painting
81–855d6 × 100 gp1,750 gpEmbroidered silk and velvet mantle with numerous moonstones; sapphire pendant on gold chain
86–901d4 × 1,000 gp2,500 gpEmbroidered and bejeweled glove; jeweled anklet; gold music box
91–951d6 × 1,000 gp3,500 gpGolden circlet with four aquamarines; a string of small pink pearls (necklace)
96–992d4 × 1,000 gp5,000 gpJeweled gold crown; jeweled electrum ring
1002d6 × 1,000 gp7,000 gpGold and ruby ring; gold cup set with emeralds
Table: Mundane Items
d%Item Type
d%Mundane Item
01–17Alchemical item
01–12Alchemist’s fire (1d4 flasks, 20 gp each)
13–24Acid (2d4 flasks, 10 gp each)
25–36Smokesticks (1d4 sticks, 20 gp each)
37–48Holy water (1d4 flasks, 25 gp each)
49–62Antitoxin (1d4 doses, 50 gp each)
63–74Everburning torch
75–88Tanglefoot bags (1d4 bags, 50 gp each)
89–100Thunderstones (1d4 stones, 30 gp each)
18–50Armor (roll d%: 01–10=Small, 11–100=Medium)
01–12Chain shirt (100 gp)
13–18Masterwork studded leather (175 gp)
19–26Breastplate (200 gp)
27–34Banded mail (250 gp)
35–54Half-plate (600 gp)
55–80Full plate (1,500 gp)
81–90Darkwood
01–50Buckler (205 gp)
51–100Shield (257 gp)
91–100Masterwork shield
01–17Buckler (165 gp)
18–40Light wooden shield (153 gp)
41–60Light steel shield (159 gp)
61–83Heavy wooden shield (157 gp)
84–100Heavy steel shield (170 gp)
51–83Weapons
01–50Masterwork common melee weapon
51–70Masterwork uncommon weapon
71–100Masterwork common ranged weapon
84–100Tools and gear
01–03Backpack, empty (2 gp)
04–06Crowbar (2 gp)
07–11Lantern, bullseye (12 gp)
12–16Lock, simple (20 gp)
17–21Lock, average (40 gp)
22–28Lock, good (80 gp)
29–35Lock, superior (150 gp)
36–40Manacles, masterwork (50 gp)
41–43Mirror, small steel (10 gp)
44–46Rope, silk (50 ft.) (10 gp)
47–53Spyglass (1,000 gp)
54–58Artisan’s tools, masterwork (55 gp)
59–63Climber’s kit (80 gp)
64–68Disguise kit (50 gp)
69–73Healer’s kit (50 gp)
74–77Holy symbol, silver (25 gp)
78–81Hourglass (25 gp)
82–88Magnifying glass (100 gp)
89–95Musical instrument, masterwork (100 gp)
96–100Thieves’ tools, masterwork (50 gp)

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Dnd 5e Loot Generator

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In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific Nature of the threats the adventurers face.

Going Mad

Various magical Effects can inflict madness on an otherwise stable mind. Certain Spells, such as Contact Other Plane and , can cause insanity, and you can use the madness rules here instead of the spell Effects of those Spells. Diseases, Poisons, and planar Effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.

Madness Effects

Madness can be short-term, long-term, or indefinite. Most relatively mundane Effects impose short-term madness, which lasts for just a few minutes. More horrific Effects or cumulative Effects can result in long-term or indefinite madness.
Dnd 5e Dmg Loot TableA character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.
A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.
A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured.Trinket
Short-Term Madness
d100Effect (lasts 1d10 minutes)
01–20The character retreats into his or her mind and becomes Paralyzed. The effect ends if the character takes any damage.
21–30The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping.
31–40The character becomes Frightened and must use his or her action and Movement each round to flee from the source of the fear.
41–50The character begins babbling and is incapable of normal Speech or Spellcasting.
51–60The character must use his or her action each round to Attack the nearest creature.
61–70The character experiences vivid hallucinations and has disadvantage on Ability Checks.
71–75The character does whatever anyone tells him or her to do that isn’t obviously self-­ destructive.
76–80The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81–90The character is Stunned.
91–100The character falls Unconscious.

Long-Term Madness
d100Effect (lasts 1d10 × 10 hours)
01–10The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.
11–20The character experiences vivid hallucinations and has disadvantage on Ability Checks.
21–30The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma Checks.
31–40The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the Antipathy/Sympathy spell.
41–45The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its Effects.
46–55The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on Attack rolls, Ability Checks, and Saving Throws while more than 30 feet from it.
56–65The character is Blinded (25%) or Deafened (75%).
66–75The character experiences uncontrollable tremors or tics, which impose disadvantage on Attack rolls, Ability Checks, and Saving Throws that involve Strength or Dexterity.
76–85The character suffers from partial amnesia. The character knows who he or she is and retains Racial Traits and Class Features, but doesn’t recognize other people or remember anything that happened before the madness took effect.
86–90Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the Confusion spell. The Confusion effect lasts for 1 minute.
91–95The character loses the ability to speak.
96–100
The character falls Unconscious. No amount of jostling or damage can wake the character.

Indefinite Madness
d100Flaw (lasts until cured)
01–15“Being drunk keeps me sane.”
16 - 25'I keep whatever I find.'
26–30“I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.”
31–35“I must bend the truth, exaggerate, or outright lie to be interesting to other people.”
36–45“Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.”
46–50“I find it hard to care about anything that goes on around me.”
51–55“I don’t like the way people judge me all the time.”
56–70“I am the smartest, wisest, strongest, fastest, and most beautiful person I know.”
71–80“I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.”
81–85“There’s only one person I can trust. And only I can see this Special friend.”
86–95“I can’t take anything seriously. The more serious the situation, the funnier I find it.”
96–100“I’ve discovered that I really like killing people.”

Curing Madness

A Calm Emotions spell can suppress the Effects of madness, while a Lesser Restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, Remove Curse or dispel evil might also prove effective. A Greater Restoration spell or more powerful magic is required to rid a character of indefinite madness.