The D&D Treasure / Loot Generator rolls random rewards for your party straight from the 5th edition Dungeon Master’s Guide tables. Tell it the Challenge Rating and whether you want loose coin or a full hoard, and it returns coins, gems, art objects, and the right magic-item table to roll on — so you can hand out loot without flipping through the book mid-session.
How it works
The DMG sorts treasure into four CR bands: 0-4, 5-10, 11-16, and 17+. Each band has two tables.
The individual treasure table is a d100 roll that produces coins only, scaled by band — a CR 1 goblin might drop a handful of silver, while a CR 12 foe carries hundreds of gold and platinum.
The treasure hoard table uses fixed coin multipliers and then a separate d100 roll to decide whether the hoard also contains gems, art objects, or magic items, and at what value tier. Gem and art-object names are drawn from the DMG’s themed lists for that value (10 gp, 25 gp, 50 gp, and up).
Coin denomination exchange rates
All coins are reported by denomination and converted to a gold-piece total using the standard 5e exchange:
| Coin | Abbreviation | Gold value |
|---|---|---|
| Platinum piece | pp | 10 gp |
| Gold piece | gp | 1 gp |
| Electrum piece | ep | 0.5 gp |
| Silver piece | sp | 0.1 gp |
| Copper piece | cp | 0.01 gp |
Electrum is rare in most campaigns and some DMs exclude it — if your table does not use ep, ignore that column in the output.
What to expect at each CR band
- CR 0-4 (individual): A handful of copper and silver; the occasional gold piece. Typical pocket change for bandits and minor creatures.
- CR 5-10 (individual): Tens to hundreds of gold pieces; scattered gems possible in individual treasure.
- CR 11-16 (hoard): Thousands of gold and silver, gems in the 50-100 gp range, art objects worth 250-750 gp, and usually a roll on Magic Item Table C or D.
- CR 17+ (hoard): Tens of thousands of gold, gems worth 1,000+ gp, art objects at the 2,500-7,500 gp tier, and multiple rolls on high-rarity magic-item tables (E through I).
Why the tool names the magic-item table rather than selecting the item
Magic items are among the most campaign-specific elements of 5e. A Vorpal Sword appearing at level 3 might derail a campaign; the same item at level 17 is appropriate. By returning the table letter (A through I) and the number of rolls, the tool gives the DM full control over which specific items appear — or whether to swap in something more fitting for the current story. The DM can then roll on the physical table, use a dedicated magic-item generator, or simply select the most narratively interesting option.
Practical DM tips
- For wandering monsters and minor encounters, use individual treasure to avoid bogging down the session with complex loot.
- Reserve hoard results for boss encounters, discovered caches, and significant exploration rewards.
- If a hoard result feels too generous for the party’s level, apply it to the accumulated wealth of several CR-appropriate encounters rather than a single fight.
- Keep a running total of the party’s wealth in gold-piece equivalents so you can calibrate future rewards and magic-item availability.