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?
Dnd 5e Dungeon Maps
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- 1Treasure
- 1.1Monsters With Treasure
- 1.1.1Using the Treasure Table
- 1.1Monsters With Treasure
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.
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.
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 |
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 |
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 |
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 |
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) |
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Dnd 5e Loot Generator
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.
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. |
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. |
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.