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?
Dnd 5e Dungeon Maps
Jump to: navigation, search
This material is published under the OGL
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 Level
Treasure per Encounter
Encounter Level
Treasure per Encounter
1
300 gp
11
7,500 gp
2
600 gp
12
9,800 gp
3
900 gp
13
13,000 gp
4
1,200 gp
14
17,000 gp
5
1,600 gp
15
22,000 gp
6
2,000 gp
16
28,000 gp
7
2,600 gp
17
36,000 gp
8
3,400 gp
18
47,000 gp
9
4,500 gp
19
61,000 gp
10
5,800 gp
20
80,000 gp
On average, the PCs should earn one treasure suitable to their level for each encounter they overcome.
Table: Average Treasure Results
Type
Average Result
Gem
275 gp
Art object
1,100 gp
Mundane item
350 gp
Minor magic item
1,000 gp
Medium magic item
10,000 gp
Major magic item
40,000 gp
Table: Treasure
Level
d%
Coins
d%
Goods
d%
Items
1st
01–14
—
01–90
—
01–71
—
15–29
1d6 × 1,000 cp
91–95
1 gem
72–95
1 mundane
30–52
1d8 × 100 sp
96–100
1 art
96–100
1 minor
53–95
2d8 × 10 gp
96–100
1d4 × 10 pp
2nd
01–13
—
01–81
—
01–49
—
14–23
1d10 × 1,000 cp
82–95
1d3 gems
50–85
1 mundane
24–43
2d10 × 100 sp
96–100
1d3 art
86–100
1 minor
44–95
4d10 × 10 gp
96–100
2d8 × 10 pp
3rd
01–11
—
01–77
—
01–49
—
12–21
2d10 × 1,000 cp
78–95
1d3 gems
50–79
1d3 mundane
22–41
4d8 × 100 sp
96–100
1d3 art
80–100
1 minor
42–95
1d4 × 100 gp
96–100
1d10 × 10 pp
4th
01–11
—
01–70
—
01–42
—
12–21
3d10 × 1,000 cp
71–95
1d4 gems
43–62
1d4 mundane
22–41
4d12 × 1,000 sp
96–100
1d3 art
63–100
1 minor
42–95
1d6 × 100 gp
96–100
1d8 × 10 pp
5th
01–10
—
01–60
—
01–57
—
11–19
1d4 × 10,000 cp
61–95
1d4 gems
58–67
1d4 mundane
20–38
1d6 × 1,000 sp
96–100
1d4 art
68–100
1d3 minor
39–95
1d8 × 100 gp
96–100
1d10 × 10 pp
6th
01–10
—
01–56
—
01–54
—
11–18
1d6 × 10,000 cp
57–92
1d4 gems
55–59
1d4 mundane
19–37
1d8 × 1,000 sp
93–100
1d4 art
60–99
1d3 minor
38–95
1d10 × 100 gp
100
1 medium
96–100
1d12 × 10 pp
7th
01–11
—
01–48
—
01–51
—
12–18
1d10 × 10,000 cp
49–88
1d4 gems
52–97
1d3 minor
19–35
1d12 × 1,000 sp
89–100
1d4 art
98–100
1 medium
36–93
2d6 × 100 gp
94–100
3d4 × 10 pp
8th
01–10
—
01–45
—
01–48
—
11–15
1d12 × 10,000 cp
46–85
1d6 gems
49–96
1d4 minor
16–29
2d6 × 1,000 sp
86–100
1d4 art
97–100
1 medium
30–87
2d8 × 100 gp
88–100
3d6 × 10 pp
9th
01–10
—
01–40
—
01–43
—
11–15
2d6 × 10,000 cp
41–80
1d8 gems
44–91
1d4 minor
16–29
2d8 × 1,000 sp
81–100
1d4 art
92–100
1 medium
30–85
5d4 × 100 gp
86–100
2d12 × 10 pp
10th
01–10
—
01–35
—
01–40
—
11–24
2d10 × 1,000 sp
36–79
1d8 gems
41–88
1d4 minor
25–79
6d4 × 100 gp
80–100
1d6 art
89–99
1 medium
80–100
5d6 × 10 pp
100
1 major
11th
01–08
—
01–24
—
01–31
—
09–14
3d10 × 1,000 sp
25–74
1d10 gems
32–84
1d4 minor
15–75
4d8 × 100 gp
75–100
1d6 art
85–98
1 medium
76–100
4d10 × 10 pp
99–100
1 major
12th
01–08
—
01–17
—
01–27
—
09–14
3d12 × 1,000 sp
18–70
1d10 gems
28–82
1d6 minor
15–75
1d4 × 1,000 gp
71–100
1d8 art
83–97
1 medium
76–100
1d4 × 100 pp
98–100
1 major
13th
01–08
—
01–11
—
01–19
—
09–75
1d4 × 1,000 gp
12–66
1d12 gems
20–73
1d6 minor
76–100
1d10 × 100 pp
67–100
1d10 art
74–95
1 medium
96–100
1 major
14th
01–08
—
01–11
—
01–19
—
09–75
1d6 × 1,000 gp
12–66
2d8 gems
20–58
1d6 minor
76–100
1d12 × 100 pp
67–100
2d6 art
59–92
1 medium
93–100
1 major
15th
01–03
—
01–09
—
01–11
—
04–74
1d8 × 1,000 gp
10–65
2d10 gems
12–46
1d10 minor
75–100
3d4 × 100 pp
66–100
2d8 art
47–90
1 medium
91–100
1 major
16th
01–03
—
01–07
—
01–40
—
04–74
1d12 × 1,000 gp
08–64
4d6 gems
41–46
1d10 minor
75–100
3d4 × 100 pp
65–100
2d10 art
47–90
1d3 medium
91–100
1 major
17th
01–03
—
01–04
—
01–33
—
04–68
3d4 × 1,000 gp
05–63
4d8 gems
34–83
1d3 medium
69–100
2d10 × 100 pp
64–100
3d8 art
84–100
1 major
18th
01–02
—
01–04
—
01–24
—
03–65
3d6 × 1,000 gp
05–54
3d12 gems
25–80
1d4 medium
66–100
5d4 × 100 pp
55–100
3d10 art
81–100
1 major
19th
01–02
—
01–03
—
01–04
—
03–65
3d8 × 1,000 gp
04–50
6d6 gems
05–70
1d4 medium
66–100
3d10 × 100 pp
51–100
6d6 art
71–100
1 major
20th
01–02
—
01–02
—
01–25
—
03–65
4d8 × 1,000 gp
03–38
4d10 gems
26–65
1d4 medium
66–100
4d10 × 100 pp
39–100
7d6 art
66–100
1d3 major
For treasures above 20th level, use the 20th-level row and then add a number of random major items.
Level
Magic Items
Level
Magic Items
Level
Magic Items
21st
+1
25th
+9
28th
+23
22nd
+2
26th
+12
29th
+31
23rd
+4
27th
+17
30th
+42
24th
+6
Table: Gems
d%
Value
Average
Examples
01–25
4d4 gp
10 gp
Banded, eye, or moss agate; azurite; blue quartz; hematite; lapis lazuli; malachite; obsidian; rhodochrosite; tiger eye turquoise; freshwater (irregular) pearl
26–50
2d4 × 10 gp
50 gp
Bloodstone; carnelian; chalcedony; chrysoprase; citrine; iolite, jasper; moonstone; onyx; peridot; rock crystal (clear quartz); sard; sardonyx; rose, smoky, or star rose quartz; zircon
51–70
4d4 × 10 gp
100 gp
Amber; 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
71–90
2d4 × 100 gp
500 gp
Alexandrite; aquamarine; violet garnet; black pearl; deep blue spinel; golden yellow topaz
91–99
4d4 × 100 gp
1,000 gp
Emerald; white, black, or fire opal; blue sapphire; fiery yellow or rich purple corundum; blue or black star sapphire; star ruby
100
2d4 × 1,000 gp
5,000 gp
Clearest bright green emerald; blue-white, canary, pink, brown, or blue diamond; jacinth
Table: Art Objects
d%
Value
Average
Examples
01–10
1d10 × 10 gp
55 gp
Silver ewer; carved bone or ivory statuette; finely wrought small gold bracelet
11–25
3d6 × 10 gp
105 gp
Cloth of gold vestments; black velvet mask with numerous citrines; silver chalice with lapis lazuli gems
26–40
1d6 × 100 gp
350 gp
Large well-done wool tapestry; brass mug with jade inlays
41–50
1d10 × 100 gp
550 gp
Silver comb with moonstones; silver-plated steel longsword with jet jewel in hilt
51–60
2d6 × 100 gp
700 gp
Carved harp of exotic wood with ivory inlay and zircon gems; solid gold idol (10 lb.)
61–70
3d6 × 100 gp
1,050 gp
Gold dragon comb with red garnet eye; gold and topaz bottle stopper cork; ceremonial electrum dagger with a star ruby in the pommel
71–80
4d6 × 100 gp
1,400 gp
Eyepatch with mock eye of sapphire and moonstone; fire opal pendant on a fine gold chain; old masterpiece painting
81–85
5d6 × 100 gp
1,750 gp
Embroidered silk and velvet mantle with numerous moonstones; sapphire pendant on gold chain
86–90
1d4 × 1,000 gp
2,500 gp
Embroidered and bejeweled glove; jeweled anklet; gold music box
91–95
1d6 × 1,000 gp
3,500 gp
Golden circlet with four aquamarines; a string of small pink pearls (necklace)
96–99
2d4 × 1,000 gp
5,000 gp
Jeweled gold crown; jeweled electrum ring
100
2d6 × 1,000 gp
7,000 gp
Gold and ruby ring; gold cup set with emeralds
Table: Mundane Items
d%
Item Type
d%
Mundane Item
01–17
Alchemical item
01–12
Alchemist’s fire (1d4 flasks, 20 gp each)
13–24
Acid (2d4 flasks, 10 gp each)
25–36
Smokesticks (1d4 sticks, 20 gp each)
37–48
Holy water (1d4 flasks, 25 gp each)
49–62
Antitoxin (1d4 doses, 50 gp each)
63–74
Everburning torch
75–88
Tanglefoot bags (1d4 bags, 50 gp each)
89–100
Thunderstones (1d4 stones, 30 gp each)
18–50
Armor (roll d%: 01–10=Small, 11–100=Medium)
01–12
Chain shirt (100 gp)
13–18
Masterwork studded leather (175 gp)
19–26
Breastplate (200 gp)
27–34
Banded mail (250 gp)
35–54
Half-plate (600 gp)
55–80
Full plate (1,500 gp)
81–90
Darkwood
01–50
Buckler (205 gp)
51–100
Shield (257 gp)
91–100
Masterwork shield
01–17
Buckler (165 gp)
18–40
Light wooden shield (153 gp)
41–60
Light steel shield (159 gp)
61–83
Heavy wooden shield (157 gp)
84–100
Heavy steel shield (170 gp)
51–83
Weapons
01–50
Masterwork common melee weapon
51–70
Masterwork uncommon weapon
71–100
Masterwork common ranged weapon
84–100
Tools and gear
01–03
Backpack, empty (2 gp)
04–06
Crowbar (2 gp)
07–11
Lantern, bullseye (12 gp)
12–16
Lock, simple (20 gp)
17–21
Lock, average (40 gp)
22–28
Lock, good (80 gp)
29–35
Lock, superior (150 gp)
36–40
Manacles, masterwork (50 gp)
41–43
Mirror, small steel (10 gp)
44–46
Rope, silk (50 ft.) (10 gp)
47–53
Spyglass (1,000 gp)
54–58
Artisan’s tools, masterwork (55 gp)
59–63
Climber’s kit (80 gp)
64–68
Disguise kit (50 gp)
69–73
Healer’s kit (50 gp)
74–77
Holy symbol, silver (25 gp)
78–81
Hourglass (25 gp)
82–88
Magnifying glass (100 gp)
89–95
Musical instrument, masterwork (100 gp)
96–100
Thieves’ tools, masterwork (50 gp)
Back to Main Page → 3.5e Open Game Content → System Reference Document
Open Game Content (place problems on the discussion page).
This is part of the (3.5e) Revised System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
Dnd 5e Loot Generator
Retrieved from 'https://www.dandwiki.com/w/index.php?title=SRD:Treasure&oldid=1105760'
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. A 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.
Short-Term Madness
d100
Effect (lasts 1d10 minutes)
01–20
The character retreats into his or her mind and becomes Paralyzed. The effect ends if the character takes any damage.
21–30
The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping.
31–40
The character becomes Frightened and must use his or her action and Movement each round to flee from the source of the fear.
41–50
The character begins babbling and is incapable of normal Speech or Spellcasting.
51–60
The character must use his or her action each round to Attack the nearest creature.
61–70
The character experiences vivid hallucinations and has disadvantage on Ability Checks.
71–75
The character does whatever anyone tells him or her to do that isn’t obviously self- destructive.
76–80
The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81–90
The character is Stunned.
91–100
The character falls Unconscious.
Long-Term Madness
d100
Effect (lasts 1d10 × 10 hours)
01–10
The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.
11–20
The character experiences vivid hallucinations and has disadvantage on Ability Checks.
21–30
The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma Checks.
31–40
The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the Antipathy/Sympathy spell.
41–45
The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its Effects.
46–55
The 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.
56–65
The character is Blinded (25%) or Deafened (75%).
66–75
The character experiences uncontrollable tremors or tics, which impose disadvantage on Attack rolls, Ability Checks, and Saving Throws that involve Strength or Dexterity.
76–85
The 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.
86–90
Whenever 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.
91–95
The character loses the ability to speak.
96–100
The character falls Unconscious. No amount of jostling or damage can wake the character.
Indefinite Madness
d100
Flaw (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.