Games Master Reference · Treasure & Rewards

Treasure — Hoards, Coins, Gems, Valuables & Rewards

Treasure is more than a number written in gold pieces. It is coinage, jewels, weapons, curiosities, trade goods, heirlooms, stolen property, relics and the physical evidence of people and powers that existed before the characters arrived.

Two trolls examining an open treasure chest in an illustration by John Bauer
John Bauer, 1909 — an open treasure chest watched by two trolls.

A good hoard answers three questions: what is it worth, who owned it, and what happens when somebody else takes it?

Game Mechanics

Treasure by Rules Edition

Choose the rules edition used at your table.

D&D 5.5e / 2024

D&D 5.5e Treasure

Use Challenge Rating to establish a substantial hoard’s monetary value and number of magic items, then choose treasure appropriate to the creature, lair and circumstances in which it was found.

Random Treasure Hoard

Challenge Rating Monetary Treasure Magic Items
CR 0–4 2d4 × 100 gp 1d4 − 1
CR 5–10 8d10 × 100 gp 1d3
CR 11–16 8d8 × 1,000 gp 1d4
CR 17+ 6d10 × 10,000 gp 1d6

Treasure Themes

Arcana

Scrolls, magical writings, ritual objects, arcane tools and objects associated with spellcraft or supernatural study.

Armaments

Weapons, armour, shields and other objects associated with warriors, guards, arsenals and martial power.

Implements

Useful magical tools and equipment associated with exploration, craft, specialised work and practical activity.

Relics

Objects associated with ancestry, devotion, ceremony, tradition, spiritual authority or ancient supernatural importance.

Building a Hoard

  1. Decide whether the discovery is carried wealth, a small cache or a substantial hoard.
  2. Use the encounter or creature CR to establish the monetary component.
  3. Determine the number of magic items.
  4. Choose magic-item rarity appropriate to the characters’ level.
  5. Choose a treasure theme appropriate to the creature or location.
  6. Convert part of the monetary value into coins, gems, art objects, trade goods or other valuables.
Pathfinder 1e

Pathfinder 1e Treasure

Treasure value depends on party level and advancement speed. Use the creature’s treasure entry and the nature of the encounter to determine how much wealth is present and what form it takes.

Treasure Values per Encounter

Average Party Level Slow Medium Fast
1170 gp260 gp400 gp
2350 gp550 gp800 gp
3550 gp800 gp1,200 gp
4750 gp1,150 gp1,700 gp
51,000 gp1,550 gp2,300 gp
61,350 gp2,000 gp3,000 gp
71,750 gp2,600 gp3,900 gp
82,200 gp3,350 gp5,000 gp
92,850 gp4,250 gp6,400 gp
103,650 gp5,450 gp8,200 gp
114,650 gp7,000 gp10,500 gp
126,000 gp9,000 gp13,500 gp
137,750 gp11,600 gp17,500 gp
1410,000 gp15,000 gp22,000 gp
1513,000 gp19,500 gp29,000 gp
1616,500 gp25,000 gp38,000 gp
1722,000 gp32,000 gp48,000 gp
1828,000 gp41,000 gp62,000 gp
1935,000 gp53,000 gp79,000 gp
20+44,000 gp67,000 gp100,000 gp

Creature Treasure

None

No normal treasure.

Incidental

50% of base treasure value.

Standard

Normal base treasure value.

Double

Twice the base treasure value.

Triple

Three times the base treasure value.

NPC Gear

Use the appropriate NPC gear value.

Treasure Types

Type Treasure Typical Use
ACoinsCash and stored currency.
BCoins & GemsPortable valuables and gemstones.
CArt ObjectsFine craft and precious display pieces.
DCoins & Small ObjectsPortable wealth and small magical objects.
EArmour & WeaponsArmouries and martial caches.
FCombatant GearEquipment suited to warriors.
GSpellcaster GearEquipment suited to magical opponents.
HLair TreasureA mixed accumulation of valuables.
ITreasure HoardA large cache representing several rewards.
Build treasure from its owner. A troll’s den, dragon’s vault, wizard’s tower and ancient burial crypt can hold similar total values while containing completely different objects.
D&D 3.5e

D&D 3.5e Treasure

Generate treasure from the creature’s Challenge Rating or the encounter’s Encounter Level, using separate rolls for coins, goods and items.

How to Resolve Treasure

  1. Determine treasure level. Use the creature’s Challenge Rating or the encounter’s Encounter Level.
  2. Roll Coins. Use the Coins column on the appropriate treasure-level row.
  3. Roll Goods. Resolve gems and art objects on the tables below.
  4. Roll Items. Resolve mundane results on the Mundane Items tables below.
  5. Resolve magic items. If the result is minor, medium or major, roll on Random Magic Item Generation.
  6. Determine the item. Follow the appropriate category table for armour, weapons, potions, rings, rods, scrolls, staffs, wands or wondrous items.
  7. Appraise uncertain valuables. Use Appraise where a character does not automatically know an object’s value.
  8. Recover the treasure. Account for coin weight, bulk and transport.
  9. Realise the value. Determine what can be spent directly and what must be sold or exchanged.

Monster Treasure

Standard

Roll once for Coins, once for Goods and once for Items on the appropriate row.

None

The creature normally accumulates no treasure of its own.

Nonstandard

The creature’s entry changes the normal mix of coins, goods or items.

Fractional Coins

Generate coins normally, then divide the result by the fraction stated.

Percentage Goods or Items

Roll the stated percentage first. On a success, generate that category normally.

Double Goods or Items

Roll twice on that category.

Treasure Values per Encounter

Encounter Level Treasure Encounter Level Treasure
1300 gp117,500 gp
2600 gp129,800 gp
3900 gp1313,000 gp
41,200 gp1417,000 gp
51,600 gp1522,000 gp
62,000 gp1628,000 gp
72,600 gp1736,000 gp
83,400 gp1847,000 gp
94,500 gp1961,000 gp
105,800 gp2080,000 gp

Average Treasure Results

Type Average Value
Gem275 gp
Art object1,100 gp
Mundane item350 gp
Minor magic item1,000 gp
Medium magic item10,000 gp
Major magic item40,000 gp

Random Magic Item Generation

When the treasure table produces a minor, medium or major magic item, roll again to determine its category.

Minor Medium Major Category
01–04 01–10 01–10 Armour & Shields
05–09 11–20 11–20 Weapons
10–44 21–30 21–25 Potions & Oils
45–46 31–40 26–35 Rings
41–50 36–45 Rods
47–81 51–65 46–55 Scrolls
66–68 56–75 Staffs
82–91 69–83 76–80 Wands
92–100 84–100 81–100 Wondrous Items

Found Magic Items

Armour & Weapon Size

For randomly generated armour and weapons: 01–30 Small, 31–90 Medium, 91–100 another size.

Cursed Items

A randomly generated magic item has a 5% chance of being cursed.

Charged Items

For a randomly found item with a normal maximum of 50 charges, roll d% and divide by 2, rounding down to a minimum of 1.

Using the Item

See Magic Item Basics & Creation for identification, activation and general magic-item rules.

Treasure Levels 1–10

Level d% Coins d% Goods d% Items
1st 01–14 01–90 01–71
15–291d6 × 1,000 cp 91–951 gem 72–951 mundane
30–521d8 × 100 sp 96–1001 art object 96–1001 minor
53–952d8 × 10 gp
96–1001d4 × 10 pp
2nd 01–13 01–81 01–49
14–231d10 × 1,000 cp 82–951d3 gems 50–851 mundane
24–432d10 × 100 sp 96–1001d3 art objects 86–1001 minor
44–954d10 × 10 gp
96–1002d8 × 10 pp
3rd 01–11 01–77 01–49
12–212d10 × 1,000 cp 78–951d3 gems 50–791d3 mundane
22–414d8 × 100 sp 96–1001d3 art objects 80–1001 minor
42–951d4 × 100 gp
96–1001d10 × 10 pp
4th 01–11 01–70 01–42
12–213d10 × 1,000 cp 71–951d4 gems 43–621d4 mundane
22–414d12 × 1,000 sp 96–1001d3 art objects 63–1001 minor
42–951d6 × 100 gp
96–1001d8 × 10 pp
5th 01–10 01–60 01–57
11–191d4 × 10,000 cp 61–951d4 gems 58–671d4 mundane
20–381d6 × 1,000 sp 96–1001d4 art objects 68–1001d3 minor
39–951d8 × 100 gp
96–1001d10 × 10 pp
6th 01–10 01–56 01–54
11–181d6 × 10,000 cp 57–921d4 gems 55–591d4 mundane
19–371d8 × 1,000 sp 93–1001d4 art objects 60–991d3 minor
38–951d10 × 100 gp 1001 medium
96–1001d12 × 10 pp
7th 01–11 01–48 01–51
12–181d10 × 10,000 cp 49–881d4 gems 52–971d3 minor
19–351d12 × 1,000 sp 89–1001d4 art objects 98–1001 medium
36–932d6 × 100 gp
94–1003d4 × 10 pp
8th 01–10 01–45 01–48
11–151d12 × 10,000 cp 46–851d6 gems 49–961d4 minor
16–292d6 × 1,000 sp 86–1001d4 art objects 97–1001 medium
30–872d8 × 100 gp
88–1003d6 × 10 pp
9th 01–10 01–40 01–43
11–152d6 × 10,000 cp 41–801d8 gems 44–911d4 minor
16–292d8 × 1,000 sp 81–1001d4 art objects 92–1001 medium
30–855d4 × 100 gp
86–1002d12 × 10 pp
10th 01–10 01–35 01–40
11–242d10 × 1,000 sp 36–791d8 gems 41–881d4 minor
25–796d4 × 100 gp 80–1001d6 art objects 89–991 medium
80–1005d6 × 10 pp 1001 major

Treasure Levels 11–20

Level d% Coins d% Goods d% Items
11th 01–08 01–24 01–31
09–143d10 × 1,000 sp 25–741d10 gems 32–841d4 minor
15–754d8 × 100 gp 75–1001d6 art objects 85–981 medium
76–1004d10 × 10 pp 99–1001 major
12th 01–08 01–17 01–27
09–143d12 × 1,000 sp 18–701d10 gems 28–821d6 minor
15–751d4 × 1,000 gp 71–1001d8 art objects 83–971 medium
76–1001d4 × 100 pp 98–1001 major
13th 01–08 01–11 01–19
09–751d4 × 1,000 gp 12–661d12 gems 20–731d6 minor
76–1001d10 × 100 pp 67–1001d10 art objects 74–951 medium
96–1001 major
14th 01–08 01–11 01–19
09–751d6 × 1,000 gp 12–662d8 gems 20–581d6 minor
76–1001d12 × 100 pp 67–1002d6 art objects 59–921 medium
93–1001 major
15th 01–03 01–09 01–11
04–741d8 × 1,000 gp 10–652d10 gems 12–461d10 minor
75–1003d4 × 100 pp 66–1002d8 art objects 47–901 medium
91–1001 major
16th 01–03 01–07 01–40
04–741d12 × 1,000 gp 08–644d6 gems 41–461d10 minor
75–1003d4 × 100 pp 65–1002d10 art objects 47–901d3 medium
91–1001 major
17th 01–03 01–04 01–33
04–683d4 × 1,000 gp 05–634d8 gems 34–831d3 medium
69–1002d10 × 100 pp 64–1003d8 art objects 84–1001 major
18th 01–02 01–04 01–24
03–653d6 × 1,000 gp 05–543d12 gems 25–801d4 medium
66–1005d4 × 100 pp 55–1003d10 art objects 81–1001 major
19th 01–02 01–03 01–04
03–653d8 × 1,000 gp 04–506d6 gems 05–701d4 medium
66–1003d10 × 100 pp 51–1006d6 art objects 71–1001 major
20th 01–02 01–02 01–25
03–654d8 × 1,000 gp 03–384d10 gems 26–651d4 medium
66–1004d10 × 100 pp 39–1007d6 art objects 66–1001d3 major

Epic Treasure — Levels 21–30

For treasure above 20th level, use the 20th-level row and add the indicated number of major magic items.

Treasure Level Additional Major Magic Items
21st+1
22nd+2
23rd+4
24th+6
25th+9
26th+12
27th+17
28th+23
29th+31
30th+42

Gems

d% Value Average Examples
01–25 4d4 gp 10 gp Agate; azurite; blue quartz; hematite; lapis lazuli; malachite; obsidian; rhodochrosite; tiger eye; turquoise; freshwater pearl.
26–50 2d4 × 10 gp 50 gp Bloodstone; carnelian; chalcedony; chrysoprase; citrine; iolite; jasper; moonstone; onyx; peridot; rock crystal; sard; sardonyx; quartz; zircon.
51–70 4d4 × 10 gp 100 gp Amber; amethyst; chrysoberyl; coral; garnet; jade; jet; fine pearl; 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; opal; blue sapphire; fine corundum; star sapphire; star ruby.
100 2d4 × 1,000 gp 5,000 gp Exceptional emerald; diamond; jacinth.

Art Objects

d% Value Average Examples
01–101d10 × 10 gp55 gpSilver ewer; carved figure; finely worked gold bracelet.
11–253d6 × 10 gp105 gpCloth-of-gold vestments; jewelled mask; silver chalice.
26–401d6 × 100 gp350 gpFine tapestry; decorated brass vessel.
41–501d10 × 100 gp550 gpSilver comb with moonstones; ceremonial sword.
51–602d6 × 100 gp700 gpCarved harp; solid gold idol.
61–703d6 × 100 gp1,050 gpGold comb; jewelled stopper; ceremonial electrum dagger.
71–804d6 × 100 gp1,400 gpGemmed eyepatch; fire-opal pendant; old masterpiece painting.
81–855d6 × 100 gp1,750 gpJewelled mantle; sapphire pendant.
86–901d4 × 1,000 gp2,500 gpJewelled glove; anklet; gold music box.
91–951d6 × 1,000 gp3,500 gpGolden circlet; fine pearl necklace.
96–992d4 × 1,000 gp5,000 gpJewelled crown; electrum ring.
1002d6 × 1,000 gp7,000 gpGold and ruby ring; emerald-set gold cup.

Appraising Treasure

When a character does not know what a valuable object is worth, use Appraise.

Object DC Result
Common or well-known object DC 12 Success determines its value. Failure gives an estimate between 50% and 150% of its actual value.
Rare or exotic object DC 15, 20 or higher Success determines its value. Failure provides no reliable estimate.
Time

Appraising an object takes 1 minute.

Magnifying Glass

A magnifying glass grants a +2 circumstance bonus when appraising gems and other small or highly detailed objects.

Merchant’s Scale

A merchant’s scale grants a +2 circumstance bonus when appraising objects valued by weight.

Using Both

The two bonuses stack when both tools are relevant to the object being appraised.

Mundane Items

d% Category
01–17Alchemical Item
18–50Armour
51–83Weapons
84–100Tools & Gear
Alchemical Items
01–12Alchemist’s fire — 1d4 flasks, 20 gp each
13–24Acid — 2d4 flasks, 10 gp each
25–36Smokesticks — 1d4 sticks, 20 gp each
37–48Holy water — 1d4 flasks, 25 gp each
49–62Antitoxin — 1d4 doses, 50 gp each
63–74Everburning torch
75–88Tanglefoot bags — 1d4 bags, 50 gp each
89–100Thunderstones — 1d4 stones, 30 gp each
Armour

Roll d% for armour size: 01–10 Small; 11–100 Medium.

01–12Chain shirt — 100 gp
13–18Masterwork studded leather — 175 gp
19–26Breastplate — 200 gp
27–34Banded mail — 250 gp
35–54Half-plate — 600 gp
55–80Full plate — 1,500 gp
81–90Darkwood shield
91–100Masterwork shield
Darkwood Shield
01–50Darkwood buckler — 205 gp
51–100Darkwood shield — 257 gp
Masterwork Shield
01–17Masterwork buckler — 165 gp
18–40Masterwork light wooden shield — 153 gp
41–60Masterwork light steel shield — 159 gp
61–83Masterwork heavy wooden shield — 157 gp
84–100Masterwork heavy steel shield — 170 gp
Weapons
01–50Masterwork common melee weapon
51–70Masterwork uncommon weapon
71–100Masterwork common ranged weapon
Tools & Gear
01–03Backpack, empty2 gp
04–06Crowbar2 gp
07–11Lantern, bullseye12 gp
12–16Lock, simple20 gp
17–21Lock, average40 gp
22–28Lock, good80 gp
29–35Lock, superior150 gp
36–40Manacles, masterwork50 gp
41–43Mirror, small steel10 gp
44–46Silk rope, 50 ft.10 gp
47–53Spyglass1,000 gp
54–58Artisan’s tools, masterwork55 gp
59–63Climber’s kit80 gp
64–68Disguise kit50 gp
69–73Healer’s kit50 gp
74–77Holy symbol, silver25 gp
78–81Hourglass25 gp
82–88Magnifying glass100 gp
89–95Musical instrument, masterwork100 gp
96–100Thieves’ tools, masterwork100 gp

Recovering & Selling Treasure

Coin weight: 50 coins weigh 1 lb.
Coins Weight
50010 lb.
1,00020 lb.
5,000100 lb.
10,000200 lb.
25,000500 lb.
Ordinary Loot

Ordinary equipment can generally be sold for half its listed price.

Trade Goods

Trade goods can normally be exchanged at their full listed value.

See Wealth & Money for currency, trade goods and selling recovered valuables.

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Setting Layer

Treasure in SpiralWorlds

A treasure should reveal something about the person, creature, culture or catastrophe that placed it there.

Start with the former owner. Replace some anonymous coin value with things that owner would actually possess, desire, steal, hide, inherit, trade or guard.

Treasure by Origin

Noble Household

Plate, jewellery, costly cloth, riding gear, arms, correspondence, account books and inherited pieces.

Merchant or Guild

Mixed coin, trade bars, weights, spices, dyes, cloth, metal stock, tools, samples and contracts.

Royal Treasury

Bullion, tribute, regalia, gifts, war funds, seals and records.

Battlefield or Military Store

Weapons, armour, payroll coin, banners, maps, riding gear, siege equipment and supplies.

Burial or Tomb

Grave goods, jewellery, arms, vessels, funerary objects and ancestral tokens.

Dwarven Hold

Worked metal, ingots, tools, heirloom weapons, gemstones and guild-marked goods.

Elven Court

Fine craft, old coin, jewellery, instruments, rare materials, weapons and manuscripts.

Giant Hoard

Oversized trophies, livestock wealth, weapons, captured banners, whole chests and monumental jewellery.

Dragon Hoard

Coin from many centuries, tribute, trophies, jewellery, rare materials, weapons and remembered heirlooms.

Fey Cache

Beautiful objects, strange gifts, old tokens, fine craft and curiosities.

Infernal Treasury

Contracts, seals, tribute, confiscated wealth, weapons, precious materials and records of obligation.

Pirate or Raider Hoard

Foreign coinage, portable jewellery, plate, weapons, shipboard goods and ransom valuables.

Cult or Ritual Treasury

Offerings, vessels, robes, books, ingredients and gifts from patrons.

Ruined Civilisation

Old coin, inscriptions, tools, ceremonial objects, art and historically valuable materials.

Caravan or Shipwreck

Cargo, commercial coin, personal effects, navigation equipment and trade goods.

Monster Lair

Victims’ possessions, swallowed valuables, trophies, discarded equipment and objects the creature can use.

Treasure as Evidence

Heraldry, inscriptions, guild marks, coinage, craftsmanship and provenance can turn treasure into evidence. A valuable object may connect the characters to a robbery, missing caravan, fallen dynasty, battlefield, forbidden cult or previous expedition.

Ownership & Consequence

The Owner Survived

Somebody may come looking for what was taken.

The Heirs Survived

Death does not necessarily end a claim of ownership.

The Object Is Recognisable

Famous or distinctive valuables can be difficult to sell quietly.

The Treasure Is Bulky

Transport may matter more than price.

The Treasure Has Obligations

Tribute, ransom, payroll and infernal property may carry consequences.

Someone Notices

Sudden wealth can attract rulers, rivals, thieves and creditors.

Making a Hoard Quickly

  1. Set the value using the rules edition being played.
  2. Name the former owner.
  3. Choose several forms of wealth instead of using only coin.
  4. Add one distinctive object that reveals the hoard’s history.
  5. Add one practical problem: weight, transport, appraisal, secrecy or sale.
  6. Decide who might care that the treasure has changed hands.

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Lore Layer

Historical & Mythological Context

Juno Showering Gifts on Venetia by Paolo Veronese
Paolo Veronese, Juno Showering Gifts on Venetia, 1554–1556.

Stories of treasure rarely concern wealth alone. Burial goods connect valuable objects with the dead. Hidden hoards preserve wealth through war, flight and political collapse. Folklore surrounds buried riches with guardians, curses, oaths and supernatural ownership.

Occult traditions also contain repeated attempts to locate hidden treasure through dreams, divination, spirits, ritual and grimoires. Such stories can become adventure evidence: the ritual may be wrong, partly right, deliberately deceptive or pointing toward something whose guardian matters more than the gold.

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At the Table

GM Advice — How Much Treasure?

Treasure is both a reward and a campaign resource. Too little can limit what characters can accomplish; too much can change the scale of the campaign. The interesting part is what wealth allows the characters to do and who notices when they acquire it.

Using Rewards

  • Give treasure that reflects its former owner.
  • Use valuable information as well as valuable objects.
  • Allow wealth to open access to people, institutions and opportunities.
  • Let famous or stolen treasure attract attention.
  • Let powerful rewards create new possibilities and new problems.

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