Generators

D&D Loot and Treasure Generator

This D&D loot generator rolls treasure for fifth edition in one click: pick Individual for what a single monster carries or Hoard for a lair or chest, pick a challenge band, and you get coins, gems, art objects and (for hoards) magic items from the SRD 5.2, with a total value in gold pieces.

Roll treasure

Seed loot-tome

Treasure worth 208 gp generated.

Treasure hoard, CR 0–4

Found in a rusted tin with a faded label for throat lozenges.

Coins
2,300 cp · 1,300 sp · 30 gp
Art
a tin snuffbox with a hand-painted lid showing a stormy harbour (25 gp)
Item
Rope of Climbing (Uncommon wondrous item)

Coins, gems and art: 208 gp · plus 1 magic item

How to use the loot generator

  1. Choose a mode: Individual for one creature’s pockets, or Hoard for a lair, vault or chest.
  2. Choose the challenge band that matches the encounter: CR 0–4, 5–10, 11–16 or 17+.
  3. Press Roll treasure to roll coins, gems, art objects and, for a hoard, magic items.
  4. Copy the result as Markdown for your notes, or share the page link to reproduce the same treasure.

What the generator rolls

Every result lists coins, valuables and a total value in gold pieces:

  • Coins in copper, silver, gold and platinum (cp, sp, gp, pp). The amounts scale with the challenge band, so a CR 2 bandit carries pocket change and a CR 18 lich’s vault holds platinum.
  • Gems and art objects, each with a gp value, such as a cloudy moonstone or a silver cup engraved with hunting dogs.
  • Magic items in Hoard mode only: between 0 and 6 items named from the SRD 5.2, with rarity weighted by the band. Low bands lean on common and uncommon items; the 17+ band can turn up legendary ones.

The coin amounts and the gem and art tables are Roll & Rewind’s own balancing, written to land near the treasure levels fifth edition games usually expect. They are not copied from any book. The magic item names come from the free SRD 5.2. Look up an item’s rules there or in the magic item generator, which also shows rarity and attunement.

Each result has a seed, and the page link carries the mode, band and seed. Send it to a co-GM and they see the same hoard.

Individual or hoard?

Use Individual when the party searches a body: the goblin’s purse, the cultist’s pockets, the knight’s belt pouch. Expect mostly coins and the odd gem. Roll once per notable creature, not once per goblin; nobody wants to count forty separate purses.

Use Hoard when the treasure is the point of the room: a dragon’s bed, a smuggler’s strongbox, a tomb. A hoard is where magic items show up. If you pair this with the encounter generator, one hoard per major lair or boss fight is a sensible rhythm.

How much treasure is enough?

Plain advice, by level band:

BandRough pace
CR 0–4a hoard every few sessions; mostly coins, one useful item
CR 5–10a hoard roughly per adventure arc, plus loose coin from fights
CR 11–16fewer hoards, larger ones; gold matters less than items
CR 17+one or two hoards at the climax of a story

If the party never has money to spend, they stop caring about shops and bribes. If they have too much, gold stops being a reward. A quick check: can the party afford the next thing they want, but not the thing after that? Then you are about right.

Make one thing memorable

A list of “3 gems (50 gp each)” gets written down and forgotten. Pick one item per hoard and give it a story. The silver cup belonged to the town the dragon burned; the platinum coins are minted with a queen nobody remembers. That item becomes a plot thread, a bargaining chip or a reason to visit someone. The rest can stay as numbers.

Selling gems and art

Gems are easy money. They are small, everyone agrees they are valuable, and a jeweller or moneychanger in any town will buy them close to their listed value. Art objects are harder: a painting or a jewelled helmet needs a buyer who wants that thing. A simple house rule is to pay full value for gems and half value for art, unless the party finds a collector. Finding the collector is a good excuse for a shop scene.

Magic items by level band

The generator weights rarity by band, roughly like this:

BandRarities you will mostly see
CR 0–4common and uncommon
CR 5–10mostly uncommon, some rare
CR 11–16rare and very rare
CR 17+very rare and legendary

Treat this as guidance. If a low-level party finds a rare item, it will change how fights go for a while. Sometimes that is exactly what you want.

Handing out consumables

Potions and scrolls are the safest loot you can give. They help once and then they are gone, so a strong one cannot break the next ten sessions. Be generous with them, especially healing potions at low levels. Players tend to hoard consumables “for an emergency”, so remind them now and then that the emergency is right now.

Frequently asked questions

How does the treasure generator decide how much gold to give?

Coin amounts scale with the challenge band you choose (CR 0–4, 5–10, 11–16 or 17+) and with the mode. The amounts are Roll & Rewind’s own balancing, aimed at typical fifth edition treasure levels.

What is the difference between individual treasure and a hoard?

Individual treasure is what one creature carries, mostly coins and the odd gem. A hoard is a lair or chest, with more coin, more valuables and 0 to 6 magic items.

Where do the magic items come from?

Magic item names come from the SRD 5.2, the free System Reference Document for fifth edition. Rarity is weighted by the challenge band, and you can look up each item’s rules in the SRD.

Are the gem and art tables from the official books?

No. The gems and art objects and their gp values are original tables written for this site, inspired by the general treasure levels of fifth edition.

Can I save or share a treasure roll?

Yes. Copy it as Markdown for your notes, or share the page link, which carries the mode, band and seed and shows the same treasure to anyone.