Treasure Points Dnd Dmg Table
You might be curious: if you use the treasure tables in the 5e DMG, how rich will the characters be? This becomes important if you want to do things like give characters XP for GP found.
Here’s the breakdown: for each tier (a band of 4-6 levels) I’ve written a script which presents the average monetary treasure and provides a sample roll on the treasure table. (I’m using ~ as shorthand for “on average” here.)
What we see here is that, for each tier, average hoard value is multiplied by 10. At first glance, this seems like a problem. This is not granular at all, and treasure values don’t change for 6 levels at a time?? A closer look reveals that it might work quite well. The treasure quantity is tied to the monster’s level, not the PC’s level. If PCs take on monsters of varying but surmountable difficulties, they will naturally fight steadily increasing numbers of higher-tier monsters as they level up. For instance, if you imagine a group who fights monsters of their level +1d6-2, these big steps turn naturally into a nice curve. Not only it is a smooth average, it’s one with extremely varied rewards. That means that there’s lots of the “wow! I’m rich!” moments that make slot machines so popular.
- On page 288-289 of the DMG, there is a 'Variant: Spell Points' rule. Below are the best summary paragraphs of the system: In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require spell.
- Jun 07, 2015 I have searched and searched for them, but so far had not seen the DMG loot tables anywhere. So, I decided to create the random loot tables myself. If this has already been done, I apologize for duplicating this. I do not have it all completed yet. I have the basic tables from individual and hoard loot of all the different challenge ratings. I only have been able to get Magic Item Tables A.
Knowing how much money characters are “expected” to earn helps us gauge a lot of things about the economy. For me, the most important questions are a) when can characters afford domains? and b) can I give out 1 XP per 1 GP and ignore monster XP?
Jan 22, 2019 Bookmark this page for quick and easy reference. Magic Item Table A. Magic Item Table B. Potion of greater healing (Potion, uncommon) 8 TCPs 8 TCPs or Continue reading 'D&D Adventurers League: Treasure Checkpoint Costs for ‘Table B Magic Items’'.
When will the players be afford to buy castles? Because of 1e tradition, I want people to be able to afford domains at around level 10, so I might price them at a few tens of thousands of GP. At that price, a tenth-level party, which will probably have picked up a few third-tier hoards, will be able to start affording them.
What about 1 GP = 1 XP? There’s no rules for that in the DMG, and you want to have some way to match GP to XP to figure out how long it will take to level. At straight GP to XP, are we looking at a full campaign taking, like, a few weeks or a few decades?
Well, according to the “standard” expectations of treasure hordes found per career, a 20th-level party will have discovered about 3 million GP, at a rate of about 3 treasure hordes per character level. It takes 255,000 XP to get to level 20, so that hoard is enough for about 8 characters to get to level 20. That means that, at level 20, GP=XP is in the right ballpark, but a little high.
How does 1 GP=1 XP fare at lower levels? It takes 300 XP to get to level 2, which means that the party has to find 1 tier-1 treasure hoard per character. That will take a while, considering that level 1 is supposed to be a training level. Tier-one treasures will generally net about 100 XP for each character in a four-person party, which makes advancement pretty slow. Tier-two treasures (monster level 5+) provide 1000 XP each, and become necessary for advancement at around character level 3. Tier-three treasures (monster level 11+) provide 10k XP each, and characters of level 6+ really need one or more tier-three treasure in order to advance in level. High-level characters need four or five such finds, which means that high levels take a lot more time to accrue. No one needs a tier-4 treasure (level 17+): its 100k XP would take a party of 17th-level characters to level 20 in one shot (assuming you could gain more than 1 level per treasure).
In short, the treasure expectations almost-but-not-quite work for 1XP=1GP. For that trick, the treasure finds really do need to be a little more regular. Here’s the fix I propose:
Whenever a monster is in the top half of a tier (levels 3-4, 8-10, 14-16) double the monetary treasure. This eases the speed bumps that slow down character advancement at certain points.
Ignore tier-four treasures. A steady diet of doubled tier-three treasures will allow high-level characters to advance after every two hoards (or once after a dragon hoard). A tier-four treasure of 300,000 GP might be fun but it is not necessary for character advancement.
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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 |
Dnd Treasure Log
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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