TTRPG Tools
Random Loot Generator
Roll treasure by rarity tier, from rusty junk to campaign-warping relics.
Hit Generate to forge a result.
About this random loot generator
Loot tables are half the fun of opening a chest, until you're improvising under pressure and every crate contains "15 gold and a potion." This generator gives you flavorful treasure hooks by rarity so you can reward clever play without flipping through a book mid-combat.
Pick a tier that matches the encounter, generate a few options, and reskin the details to your system. Common loot keeps low-level parties happy; legendary loot should change a story beat, not just a damage die.
Combine with the Dice Roller when you want quantity (how many coins?) after you know what kind of shiny nonsense they found.
Rarity tiers and what they mean here
You pick a rarity control—common through legendary—then the tool draws from that tier’s table. Common entries are junk-with-flavor and minor conveniences; uncommon adds mild magic or useful gear; rare introduces clear magical utility; epic changes how a scene plays; legendary should bend a story beat, not just add a damage die. Quantity builds a hoard from the same tier. Nothing here is a full economic simulator—each line is an itemization hook you map to your rules.
Drop weighting without a 40-page table
- Trash mobs and barrels: common only. Elite rooms: mix uncommon with a chance of rare. Boss chests: rare baseline, epic if the fight was a set piece, legendary when the campaign turns.
- Separate “what it is” from “how much coin.” Generate the flavored item here, then roll coinage with a dice roller so gold does not flatten every reward into the same pouch.
- Reskin relentlessly: a “silvered shortsword with a wolf pommel” can become a coral blade in a coastal game or a bone saw in a horror one—keep the rarity, swap the dressing.
- If the party is low-magic, treat epic/legendary as cursed, sealed, or plot-locked until a quest unlocks them—rarity describes impact, not an entitlement to use it tonight.
- Duplicate commons are fine in a hoard; duplicate legendaries are a smell test—reroll or make the second item a rumor about the first.
FAQ
Do these items map to D&D rarity the same way?
Close enough for pacing, not as a 1:1 SRD reprint. Use the tier as a promise of impact, then assign mechanics from your system (or invent a simple bonus) after the flavor lands.
How should I weight a mixed chest?
Generate mostly from the tier that matches the encounter, then optionally pull one item from the tier above as a jackpot. Avoid filling a goblin nest with legendaries unless that is the joke—or the plot.
Are legendary results balanced for a level X party?
No. They are story engines. Tone them down, attach costs, or quarantine them behind attunement and prophecy if your table runs tight bounded accuracy.
Can I use this for shop inventories?
Yes—stock a merchant with commons and uncommons, hang one rare behind a glass case, and keep epic/legendary as “I can order that… for a favor.”
What if I need coins, gems, and art objects too?
Treat this generator as the interesting oddity layer. Roll or list mundane valuables separately so every crate is not only a magic item.