A heavy wooden treasure chest with iron fittings
· 16 min read D&D 5e

D&D Loot Tables: 8 Ready-to-Use Treasure Drops

Eight D&D 5e loot tables for bandits, tombs, shipwrecks, and dragon hoards, with gold, magic items, and advice on making treasure matter to your players.

The bandit captain is down, the rogue has found his lockbox, and your reward for running the whole fight is having to invent its contents while five people watch. You can say “forty gold” and keep moving. But the next chest deserves something of its own, and so does the one after that.

These eight D&D 5e loot tables give you complete starting points: guaranteed treasure, chances for extra finds, and enough context to make the contents belong where the party finds them. Pick the possibilities during prep and leave room for a surprise.

The linked premades have free printable item cards for handing out at the table.

Choose a loot table

Treasure dropSuggested levelsReward sizeGuaranteed coins and valuables
Bandit captain’s lockbox1-3Small encounter reward62 gp
Goblin quartermaster’s stash1-3Small encounter reward30 gp
Witch’s workbench3-5Quest reward77 gp
Forgotten knight’s tomb4-6Dungeon reward170 gp
Smuggler’s sunken cargo4-6Recoverable cache500 gp, including the cargo
Cult’s offering chest5-8Stronghold reward600 gp
Abandoned adventurers’ camp5-8Expedition cache268 gp
Young dragon’s hoard7-10Major adventure reward3,700 gp

These homebrew tables assume roughly four adventurers. Suggested levels are starting points for rewards, not encounter ratings or official treasure budgets. Totals include coins, gems, art, and trade goods at the listed campaign values; equipment and magic items are extra.

The guaranteed finds are there every time. For extras, roll d100 separately for each row and include the find on a result at or below its percentage; read 00 as 100. Several extras can appear together, or none can. Review the possibilities during prep, then let the results stand.

Keep promised rewards, required clues, and anything an enemy visibly carried in the guaranteed contents. A sword the players watched the captain wield survives an unlucky drop.

Item names are GM information. Describe the find first, then let the party discover its properties through your usual identification rules. Appearance changes here add no powers or restrictions.

1. Bandit Loot: The Captain’s Lockbox

The box has a good lock and a terrible hinge. Inside, coins sit in little paper rolls marked with the names of roads. The captain kept better accounts than the people paying him.

Guaranteed findQuantityGM notes
Coins30 gp and 120 sp42 gp in coin
Blue agates210 gp each
Rope1 coil, 50 feetServiceable, with a repaired end
Payment ledger1Names a patron or a road the bandits were told to leave alone

Coins and valuables: 62 gp.

Drop chancePossible extra find
50%A silver belt buckle worth 10 gp
45%1-2 Potions of Healing
10%1 Potion of Climbing

For a routine roadside interruption, hand over the contents and get back to the road. Save the long reveal and negotiation for the dragon’s hoard.

Premade loot: Captain’s lockbox

2. Goblin Loot: The Quartermaster’s Stash

Someone has sorted the stolen supplies into boxes labeled SHARP, EAT, and PROBABLY MAGIC. The last box contains an egg whisk. It has received its own cushion.

Guaranteed findQuantityGM notes
Coins8 gp, 140 sp, and 300 cp25 gp in coin
Brass candlestick1Worth 5 gp; used as a ceremonial goblet
Rations4 days’ worthWrapped and edible
Torches10Dry, bundled with string
Egg whisk1Mundane, despite local opinion

Coins and valuables: 30 gp.

Drop chancePossible extra find
50%A bent silver spoon worth 2 gp
30%A homebrew ribbon worth 5 gp that changes between red and blue when its wearer sneezes; it grants no other effect
20%1-2 Potions of Healing in bottles labeled FOR EMERGENCIES, with three underlines

Premade loot: Goblin quartermaster’s stash

3. Witch Loot: Potions From the Workbench

The witch owes the party a favor. She pushes a tray across the workbench and says they can have the contents, provided they leave the tray. The tray was her mother’s.

Guaranteed findQuantityGM notes
Coins35 gp and 120 sp47 gp in coin
Preserved culinary herbs3 sealed pouchesWorth 10 gp each to a cook or merchant
Potions of Healing2-3Ordinary rules items, with handwritten labels
Moth-painted teacup1Homebrew decoration: its painted moth circles the rim while the cup holds a hot drink; no heat or light is produced

Coins and trade goods: 77 gp. The teacup is a keepsake, excluded from that total.

Drop chancePossible extra find
30%1 vial of Antitoxin
15%1 Potion of Climbing
5%1 Potion of Growth

The witch can explain what the bottles do. One player might save the climbing potion for the ruined watchtower; another wants to see what happens when the smallest member of the party drinks the last bottle.

Premade loot: Witch’s workbench

4. Tomb Loot: The Forgotten Knight

Everything in the tomb faces the entrance. The stone effigy, the helm on its stand, even the hawks worked into the silver clasps. Whoever arranged the burial expected the knight to keep watching the door.

Guaranteed findQuantityGM notes
Coins90 gp and 300 sp120 gp in coin
Silver hawk clasps2Worth 25 gp each
Chain shirt1Mundane armor, preserved in an oiled wrapping
Roster of the knight’s company1Gives names and a heraldic device you can reuse elsewhere

Coins and valuables: 170 gp. The knight might grant these possessions after the party completes an oath, or the chamber might be the vault of a ruined order.

Drop chancePossible extra find
50%2 Potions of Healing
30%1 silver-chased scabbard worth 50 gp
15%1 Potion of Heroism
5%1 +1 Longsword

If the sword appears, describe untarnished steel, an uneven leather grip, and the same hawk on the pommel.

If a permanent weapon upgrade is early for your campaign, remove the sword during prep and raise the Potion of Heroism’s drop chance to 20%.

Premade loot: Forgotten knight’s tomb

5. Shipwreck Loot: The Smuggler’s Cargo

The captain’s box is caught above the waterline. Four sealed crates sit below it in the flooded hold, their ropes still fastened to a loading beam. A manifest names a spice merchant in the nearest port who buys this cargo.

Guaranteed findQuantityGM notes
Coins in the captain’s box60 gp and 400 sp100 gp in coin
Pearls in a waxed pouch4Worth 25 gp each
Sealed spice crates in the hold4Worth 75 gp and weigh 25 lb each, including the crate
Shipping manifest1Names the buyer and describes the four crates

Coins and cargo: 500 gp if all four crates are recovered. The captain’s box alone holds 200 gp in coins and pearls. Each crate recovered adds another 75 gp.

Let the party collect the box’s contents before tackling the cargo. They have a reward in hand while they decide whether the rest is worth the trouble.

Drop chancePossible extra find in the box
50%1 Potion of Healing
45%1-2 Potions of Water Breathing
5%1 Rope of Climbing

Show the party the crate weights, the loading beam, and the buyer’s offer before they choose a plan. Swimming, hauling, and the condition of the wreck use your table’s normal rules. If the party brings a boat, engineers a pulley, or uses magic to recover the lot, pay them the full reward.

If your group enjoys encumbrance as a puzzle, leave the crates in the hold. Otherwise, put them on a beach.

Premade loot: Smuggler’s sunken cargo

6. Cult Loot: The Offering Chest

The chest contains stacks of envelopes beside a velvet mantle. Each envelope records an offering. The mantle has been folded so carefully that nobody seems to have dared wear it.

Guaranteed findQuantityGM notes
Coins240 gp and 600 sp300 gp in coin
Garnets6Worth 50 gp each
Potion of Healing1Stored beside the ritual supplies
Coded register1Holds a useful lead about the cult
Velvet mantle1Mundane clothing, embroidered with the cult’s stars

Coins and valuables: 600 gp.

Drop chancePossible extra find
50%1 silver incense bowl worth 75 gp
30%1 Potion of Resistance (fire)
15%1 packet of Dust of Disappearance
5%1 Cloak of Protection, wrapped beneath the mantle; requires attunement

If the cloak appears, its embroidered stars seem closer together when held near a flame.

The scout wants it for the next time they have to go ahead alone. The healer wants to stay standing beside the wounded. Let them make their cases, then use the group’s agreed way of splitting loot. Finding the chest does not confer first pick.

Premade loot: Cult’s offering chest

7. Abandoned Camp Loot: The Expedition Cache

An old expedition buried its reserve supplies beneath a flat stone. The map in the oilskin tube is meticulous until the last mile, where the surveyor has written DON’T TRUST THE BELLS across half the valley.

Guaranteed findQuantityGM notes
Coins140 gp and 280 sp168 gp in coin
Spinels2Worth 50 gp each
Spell Scroll of Misty Step1Use your edition’s spell-scroll eligibility and casting rules
Expedition map1Marks the destination and a route the party can investigate
Climber’s kit1Mundane equipment in good condition

Coins and valuables: 268 gp.

Drop chancePossible extra find
50%2 Potions of Healing
30%1 Potion of Greater Healing
15%1 Immovable Rod
5%1 pair of Sending Stones

An Immovable Rod invites experiments with climbing and barricades. Sending Stones let separated characters coordinate within the item’s limits, which can change an expedition built around isolation.

If contact with the outside world is a central problem you want to preserve, remove the stones during prep and increase the Greater Healing potion quantity to 2. The pleasure of finding a clever tool comes from being allowed to use it.

Premade loot: Expedition cache

8. Dragon Hoard Loot: The Young Dragon’s Collection

The dragon sorted its treasure by sound. Silver is piled on bare stone where it rings when disturbed. Gems fill a stolen helmet. A bronze bell hangs over the richest mound, with an embroidered tapestry underneath to catch whatever falls.

Three porcelain birds perch on the helmet’s rim. Tap one and it sings three notes. A pair of gloves lies palm-up beside them, tiny hands embroidered on the cuffs. When their wearer bows, the embroidery applauds.

Guaranteed findQuantityGM notes
Gold coins1,600 gp32 lb of coins
Silver coins8,000 spWorth 800 gp; 160 lb of coins
Cut gems8Worth 100 gp each
Bronze ceremonial bell1Worth 250 gp; weighs 60 lb
Embroidered tapestry1Worth 250 gp; weighs 12 lb
Porcelain songbirds3Homebrew toys; each chirps its own fixed three-note tune when tapped, with no other effect
Applauding gloves1 pairHomebrew decoration; the embroidered hands clap silently when the wearer bows
Potions of Greater Healing4A bottle for each adventurer
Potion of Heroism1A reserve for the next dangerous encounter
Rope of Climbing1Coiled around the bell’s support
Wand of Magic Missiles1Tucked into a conductor’s velvet case

Coins and valuables: 3,700 gp. Coin weights use 50 coins per pound. This is the main reward for an adventure. Choose and balance the dragon encounter separately.

The birds and gloves are Band 1 magic: give them freely. The potions, rope, and wand are the Band 2 rewards that How Many Magic Items? says to build your distribution around. The potions run out, the wand has charges to ration, and the rope gives someone a useful tool. There is plenty to pass around before any extra prize appears.

Drop chancePossible extra find
50%2 Potions of Resistance (fire)
35%1 Potion of Flying
25%1 Flame Tongue Longsword; requires attunement
20%1 Cloak of Elvenkind; requires attunement

If the sword appears, start with a dark blade lying in a nest of scorched silk. A Flame Tongue is a substantial combat reward and a typical Band 2 item at these levels. Account for its damage, look at what its likely wielder owns, and enjoy giving them something worth drawing.

For a Band 3 decision, consider placing a Bag of Holding among the guaranteed finds. In a campaign where hauling treasure has been a recurring problem, this hoard could be the moment the party earns a way past much of that constraint. Plan future expeditions around what they can now carry. If your group never tracks weight, the same bag changes much less. Its place in the hoard depends on the campaign you’re running.

For a group that enjoys logistics, the coins alone weigh 192 lb. Establish the route home and any time pressure before the party chooses what to carry. A cart, transport spell, suitable magic container, or second trip might solve the problem. If the group does not track carrying capacity, let them take it home.

Perhaps the party knows a smith who will make a desired weapon for 2,800 gp and a shipwright who offers a share in an expedition for 2,600 gp. Those are example campaign offers, not official prices. The hoard’s 3,700 gp in coins and valuables covers either offer, but not both. A richer party needs different opportunities; keep established prices stable and offer something new that fits their ambitions. These eight shop examples can stock the next town.

Premade loot: Young dragon’s collection

Adjusting these loot tables for your campaign

When swapping in different magic items, consider what the party will be able to do with them. Permanent flight, a limitless water source, or storage that removes your hauling constraint can change an adventure. Consumables and attunement impose limits, but neither guarantees a good fit.

Halve the coins and valuables for a more modest economy, or double them for a wealthier one, then compare the result with what the party can buy. How often they receive a hoard matters as much as its size. Gold stays interesting when several desirable purchases compete for it.

For a larger party, add consumables or divisible treasure before making one weapon stronger. Check who has been receiving the permanent upgrades over the last few sessions.

Loot table questions

What is good loot for level 1 characters?

Useful equipment, modest coin, and a few consumables. The bandit and goblin tables provide two starting points; choose the supplies your party lacks before adding a permanent weapon bonus.

What is the difference between individual treasure and a hoard?

Individual treasure is what one creature carries; a hoard is accumulated wealth such as a gang’s reserve or a dragon’s collection. Most examples here are shared caches. Award each cache once, rather than once per defeated enemy.


Rules reference: standard equipment and named magic items use D&D’s System Reference Document 5.2.1. For another edition, use its item text. The treasure compositions, drop odds, decorative effects, art objects, and suggested valuations here are original homebrew.

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.

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