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Bandit Loot Generator

Road gangs, pirate crews and their captains: pockets, gear and the hideout's stash.

Roll treasure

Quick start:
Group

1 creature. Each one rolls pocket change on the table of its own CR; "no coins" creatures only set the lair's CR.

Lair hoard

Rolls on the hoard table of the strongest creature: CR 1/8, CR 0–4

Dice

Or roll real dice and type the result

Every creature rolls one d100 on the Individual Treasure table of its own CR.

Your treasure is one roll away

Set the group above and press Roll loot. Every roll is new; a share link brings one back.

Why roll here

SRD magic item cards the tables link to
514
monster family generators
29
2024 monsters, each with a loot section and its generator
331
gemstones and art objects described
100
  • Rules as written. Every die follows the treasure tables in chapter 7 of the 2014 Dungeon Master's Guide: Individual Treasure, Treasure Hoards in four CR bands and Magic Item Tables A to I. Each roll shows the row it landed on, so you can check it against the book.
  • Your dice, not ours. Roll at the table and type every d100 and coin die in; nothing is decided for you unless you leave it empty.
  • Linked to the rules. A magic item opens its SRD card, a gem or art object its description, a creature its stat block.
  • Made for play. Lock the finds you like and reroll the rest, print item cards for your players, and share a link that replays the exact roll.
  • Free, no account. Every roll is made fresh in your browser.

How this generator works

Bandits live off what they take, so most of their loot is what they wear: leather armor, a scimitar and a light crossbow on a common bandit, a pistol and studded leather on their captain. Each one also rolls Individual Treasure on the table of its own CR in the Dungeon Master's Guide, coins only. A bandit is CR 1/8 and an assassin CR 8, so the same gang can roll on two different tables: everyone up to CR 4 on the CR 0–4 table, a pirate captain or an assassin on CR 5–10.

The haul from past robberies is in the hideout. Tick Lair hoard and it rolls on the hoard table of the strongest member: a bandit captain's stash on CR 0–4, a pirate captain's hold on CR 5–10, where magic items turn up more often.

Monsters that carry this loot

Questions

How much gold does a bandit carry?

About 5 gp worth on average: a bandit is CR 1/8 and rolls on the CR 0–4 Individual Treasure table. Its gear is worth more than its purse, and a bandit captain's even more.

Where is the treasure of a bandit gang?

In the hideout. Individual treasure is coins only; the stolen goods, gems and any magic items are the lair hoard, rolled on the table of the gang's leader.

Should the party sell the bandits' weapons?

They can: used weapons and armor usually sell for half their price. A dozen bandits' gear is often worth more than their coins.

Treasure tables follow chapter 7 of the 2014 Dungeon Master's Guide. Magic item cards come from the System Reference Document 5.1 by Wizards of the Coast, licensed under CC-BY-4.0; items outside the SRD are listed by name only. Typical values follow the price of each rarity. Trinkets are our own. justroll is not affiliated with Wizards of the Coast.

Presets and reference

Keep this roll

Copy a shareable link to replay this result at the table or send it to your players.

Quick presets

One click sets the form and rolls.

Hoard table · CR 0–4

Coins: 6d6 × 100 cp + 3d6 × 100 sp + 2d6 × 10 gp. Then one d100:

d100Gems or artMagic items
01–06——
07–162d6 × 10 gp gems—
17–262d4 × 25 gp art—
27–362d6 × 50 gp gems—
37–442d6 × 10 gp gems1d6 × A
45–522d4 × 25 gp art1d6 × A
53–602d6 × 50 gp gems1d6 × A
61–652d6 × 10 gp gems1d4 × B
66–702d4 × 25 gp art1d4 × B
71–752d6 × 50 gp gems1d4 × B
76–782d6 × 10 gp gems1d4 × C
79–802d4 × 25 gp art1d4 × C
81–852d6 × 50 gp gems1d4 × C
86–922d4 × 25 gp art1d4 × F
93–972d6 × 50 gp gems1d4 × F
98–992d4 × 25 gp art1 × G
002d6 × 50 gp gems1 × G

Gems and art objects

Every gem and art object in the tables, what it is and how often each value turns up.

Open the list

Magic Item Tables

A–E minor items, F–I major items. By rarity: A common, B and F uncommon, C and G rare, D and H very rare, E and I legendary.