Hotlinks to all Tables: A complete list of every trinket table for quicker access compared to scrolling through the entire blog or sifting through the archive. This also functions as the easiest link to reblog or save for reference purposes as it’s updated with each new table. Now with 116 full d100 loot tables, category specific rolling tables a working rollable Omni Loot Table.
---Note: The links sometimes don’t work on mobile devices or some apps. Try using a desktop or browser extensions if they aren’t working.
-The Omni Loot Table: A loot meta-table that allows the user to roll randomly on the 116 tables this blog has collected. This grants a DM literally millions of unique trinkets, equipment and items that players can find to enrich their world and playing experience.
-Character Creation Loot Generator: This generator creates an sample of five trinkets, curiosities and loot, pulled from a wide list of other tables that is meant to provide the player with some items to encourage engaging roleplaying with perhaps a minor boon to the odd dice roll. The generator is meant to be used by character's of Level 1 or higher at character creation to help them with ideas of what their character have been or have done.
-All Unique Armors: Splint mail, studded leather and sturdy shields of all shapes, sizes and mysterious backgrounds. Distinctive armors that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
-Unique Armors, 1
-Unique Armors, 2
-Masterwork Armor Bonuses: Over a dozen homebrew armor improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than ordinary armor would not be considered “magic” or “+1” objects.
-All Unique Minor Magic Weapons: A collection of flavorful weapons of artifact level quality suitable for low level characters. Much like the Minor Weapon Enchantments that some of them draw inspiration from, they provide small bonuses and combat options that are restrained by limited uses, niche situations or come with risky drawbacks.
-Unique Minor Magic Weapons, 1
-Unique Minor Magic Weapons, 2
-Unique Minor Magic Weapons, 3
-Unique Minor Magic Weapons, 4
-Minor Weapon Enchantments: A collection of minor bonuses that are weaker than a standard +1 weapons, as they come with trade-offs, risks, prerequisites, limited uses or niche benefits. These enchantments provide feat-like bonuses, low level class abilities, modify damage types, provide short bursts of power or replicate the effects of low levels spells. Rollable Minor Weapon Enchantments Table.
-Random Weapon + Random Minor Weapon Enchantment.
-Random Unique Weapon + Random Minor Weapon Enchantment.
-All Minor Magical Items: Semi useful magical objects (If not always useful to an adventurer) that have little to no drawbacks associated with their use and are perfect for low level characters.
-Minor Magic Items, 1 / -Minor Magic Items, 2
-Minor Magic Items, 3 / -Minor Magic Items, 4
-Minor Magic Items, 5
-All Unique Weapons: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Distinctive weapons that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
-Unique Weapons, 1 / -Unique Weapons, 2
-Unique Weapons, 3 / -Unique Weapons, 4
-Unique Weapons, 5 / -Unique Weapons, 6
-Unique Weapons, 7 / -Unique Weapons, 8
-Unique Weapons, 9 / -Unique Weapons, 10
-Unique Weapons, 11 / -Unique Weapons, 12
-Unique Weapons, 13 / -Unique Weapons, 14
-Masterwork Weapon Bonuses: Over 20 homebrew weapon improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than ordinary weapons would not be considered “magic” or “+1” weapons. Compatible with Pathfinder, D&D 5e and other D20 systems. Rollable Masterwork Bonus Table
-Running the Numbers: On Balancing Homebrew Masterwork Weapon Bonuses
-Random Weapon + Random Masterwork Weapon Bonus.
-Random Unique Weapon + Random Masterwork Weapon Bonus.
-Wild Magic Surges: A collection of Wild Surge options for DMs and PCs who find the published tables limiting, repetitive or boring, three things wild magic by definition, should never be. Rollable Wild Magic Surge Table.
Unique Metamagic Options: The practice of learning, preparing and casting spells is often considered Art rather than religious fervour, academic knowledge or inborn skill. An expanded list of metamagic options for PC's and DM's to use in their games and as a resource for other tables on this blog. More than just a list of effects, each Metamagic option hopes to provide a vivid description of exactly how the caster is deliberately warping the nature of the spell to achieve their goal. Rollable Unique Metamagic Options.
-All Sealed Glass Vials: Faulty potions, weak elixirs, alchemical supplies, spell components, ritual elements, enchanting materials, crafting ingredients and magically preserved biological samples.
-Sealed Glass Vials, 1 / -Sealed Glass Vials, 2
-Sealed Glass Vials, 3 / -Sealed Glass Vials, 4
-Sealed Glass Vials, 5 / -Sealed Glass Vials, 6
-Sealed Glass Vials, 7 / -Sealed Glass Vials, 8
-Sealed Glass Vials, 9
-All Books: An eclectic library of dusty tomes, fictional textbooks, pocketbooks, paperbacks, hardcovers, booklets, leaflets and magical manuals.
-Trinkets, Books, 1 / -Trinkets, Books, 2
-Trinkets, Books, 3 / -Trinkets, Books, 4
-Trinkets, Books, 5 / -Trinkets, Books, 6
-Trinkets, Books, 7 / -Trinkets, Books, 8
-Trinkets, Books, 9
-All Rings: Enough rings and bands to wear three on every finger and toe while still having dozens to spare. These small circular pieces of gems, metal, wood or bone always add more to the story than the sum of their parts.
-Trinkets, Rings, 1 / -Trinkets, Rings, 2
-Trinkets, Rings, 3
Crowns, Circlets, and Coronets: Resting on the noble head of the mighty king or regal queen are the physical manifestations of their wealth and power. The symbols of their right to rule, these various headdresses are often tailor made to serve as metaphor for the monarch’s personality or that of their kingdom.
-Crowns, Circlets, and Coronets, 1
-All Cloaks: A collection of unique descriptions of cloaks for DM’s to give to their players as magical or mundane loot and for players to use during character creation to help flesh out their personal style.
-All Necklaces: Pendants, amulets, lockets, chokers and other “Neck Slot” jewelry that grant an immediate glance into the bearer’s personality, wealth, rank or social class and often serves as an iconic part of that character’s look. While a locked metal torque can instantly mark the bearer a penniless slave and a string of lustrous pearls mark their owner a flauntingly wealthy noble, so can an adventurer's necklace mark them as a creature to bestow quests upon.
-Trinkets, Necklaces, 1 / -Trinkets, Necklaces, 2
-Trinkets, Necklaces, 3
-All Artifacts: Artist masterpieces, rare magics and opulent combinations of jewels and precious metals. These objects can be found in the throne rooms of kings, the demiplanes of archmages and the pinnacle of a dragon's hoard.
-Trinkets, Artifacts, 1
-All Valuables: More useful than regular trinkets, these items have either a clear purpose, a reliable ability or are made from a fairly costly material.
-Trinkets, Valuable, 1 / -Trinkets, Valuable, 2
-Trinkets, Valuable, 3 / -Trinkets, Valuable, 4
-Trinkets, Valuable, 5 / -Trinkets, Valuable, 6
-Trinkets, Valuable, 7 / -Trinkets, Valuable, 8
-Trinkets, Valuable, 9 / -Trinkets, Valuable, 10
-Trinkets, Valuable, 11
-All Trinkets: Interesting baubles or semi magical items that have little to no practical in game or mechanical use for an adventurer.
-Trinkets, 1 / -Trinkets, 2 / -Trinkets, 3
-Trinkets, 4 / -Trinkets, 5 / -Trinkets, 6
-Trinkets, 7 / -Trinkets, 8 / -Trinkets, 9
-Trinkets, 10 / -Trinkets, 11 / -Trinkets, 12
-Trinkets, 13 / -Trinkets, 14 / -Trinkets, 15
-Trinkets, 16 / -Trinkets, 17 / -Trinkets, 18
-Trinkets, 19 / -Trinkets, 20 / -Trinkets, 21
-Trinkets, 22 / -Trinkets, 23 / -Trinkets, 24
-Trinkets, 25 / -Trinkets, 26 / -Trinkets, 27
-Trinkets, 28 / -Trinkets, 29 / -Trinkets, 30
-Trinkets, 31 / -Trinkets, 32 / -Trinkets, 33
-Trinkets, 34 / -Trinkets, 35 / -Trinkets, 36
-Trinkets, 37 / -Trinkets, 38 / -Trinkets, 39
-Trinkets, 40 / -Trinkets, 41 / -Trinkets, 42
-All Worthless Trinkets: Vaguely interesting garbage, vendor trash and junk loot. Not magical or mysterious like regular trinkets or worth anything more than a copper piece or two even if you could find someone to buy it in the first place.
-Trinkets, Worthless, 1 / -Trinkets, Worthless, 2
-Trinkets, Worthless, 3 / -Trinkets, Worthless, 4
-Trinkets, Worthless, 5 / -Trinkets, Worthless, 6
-Trinkets, Worthless, 7 / -Trinkets, Worthless, 8
-Trinkets, Worthless, 9 / -Trinkets, Worthless, 10
-All Mottos: Whether they're called adages, maxims or creeds, these simple statements are essentially promises made to oneself, family, or institution. A character's motto can be a goal in itself or a moral anchor that centers his life and guides his action. A mixed collection of real life and fictional mottos that can aid a DM to quickly expand the history of the campaign or to aid a PC in a richer character creation.
-Mottos, 1 / -Mottos, 2 / -Mottos, 3
-Mottos, 4 / -Mottos, 5 / -Mottos, 6
-Mottos, 7 / -Mottos, 8 / -Mottos, 9
-Mottos, 10 / -Mottos, 11
-Battle Cries: Simplistic and bone chilling warcries, complex and inspiring calls to arms and primal wordless screams of rage that shakes the enemy down to their iron-shod boots. A collection of simple phrases, threats, insults and violent promises for creatures to yell before and during combat to add verbal spice to each attack.
-Battle Cries, 1 / -Battle Cries, 2 / -Battle Cries, 3
-Battle Cries, 4 / -Battle Cries, 5 / -Battle Cries, 6
-Battle Cries, 7
-All Reference Tables: When a trinket calls for a Random Weapon, Random Color or Random Godly Domain and you can’t think of one offhand, just go here and either roll a die or select one of your own choosing.
—Keep reading for all reference and resource tables.
Random Weapon Tables: Sometimes you just need a weapon and literally anything mildly lethal will do the trick. These lists give a DM the ability to quickly look through different options when generating loot or as a paired resource when an trinket from another table asks you to “Roll a Random Weapon”. Rollable Random Weapons Table.
-Random Sword Table
Random Godly Domains Tables: Depending on your system and in-game universe, there may already be a pantheon, singular or lack of Gods. However, people are superstitious wherever your players go and these tables allow a DM to generate a domain, theme or patronage to quickly flesh out a trinket with a “Random Godly Domain”. Rollable Godly Domains Table.
Random Nightmares: Unspeakable, nonsensical night terrors, worse than the strongest of bad trips on mundane hallucinogens, exist to prey on adventurers who have seen more than their fair share of trauma. A cleric’s healing words can mend the flesh but nothing truly mends the mind from the aberrant horrors, monstrous beasts and undead abominations, whose defeat is an adventurer’s main source of income. Rollable Nightmares Table.
Random Musical Instruments Table: There are a surprisingly large number of ways to pluck a string, blow through a tube or hit something with a stick. This table represents a collection of real life instruments all capable of being created with pre-industrial techniques. Furthermore they are all small to medium sized and could be easily be stored, carried, maintained and played by a traveling adventurer. Rollable Musical Instruments Table.
-Random Color Table: Pretty self explanatory and it’s basically only here because many of the trinkets reference it. Roll for colors or just use it as a reference while handing things out if you don’t have a color wheel handy. Rollable Random Colour Table.
-Random Creature Type Table: A quick guide to the various creature types for reference purposes. Rollable Random Creature Type Table.
-Book Descriptions: A short list of quirks, physical descriptions and eccentricities to add additional personal characteristics to the book trinket list. Rollable Book Descriptions table
Glossary and Common Terms: A collection of terms and lingo that are frequently used in D&D and other tabletop games, along with terms written by me specifically for use in this blog. Some words used in this blog are purposely written as “catch all” ideas or “Common Terms” that can easily be adapted to any game system.
homebrew autism & ADHD mechanics
been thinking about homebrewed disability mechanics for a while and thought i'd make a post with some suggestions based on my experience as a disabled self-advocate and disability coach. i've seen mechanics go around but i haven't seen them broken down by traits! also disclaimer: i am autistic but my experience with ADHD is through friends, family, and clients and i did consult to make the ADHD traits
**i recommend choosing 1-3 of these to emphasize mechanically for your character, and inhabit the rest of the neurotype through roleplay**
special interest/hyperfixation: choose 1-3 interests for your character. you make either intelligence OR wisdom checks about that interest with advantage. if taking an hour or more to engage with the interest, you gain the benefits of a short rest. if you must unwillingly disengage or move away from an interest topic, make a dc 10 intelligence saving throw. on a success, you are able to disengage. on a fail, you will do anything short of harming allies to stay with the special interest, and if there is a person or creature tied to your interest (such as a knowledgeable figure, celebrity, or particular species) you enter the charmed condition for them
time blindness: roll with disadvantage on wisdom and intelligence checks having to do with time, timed events, or order of events. if making an investigation check, you can lose track of time and trade one in-game hour for advantage on the check. add a free 'orb of time' to your inventory - you are unable to tell the time of day while indoors besides use of this item
sleeping issues: if going to bed before midnight, make a dc 10 constitution saving throw. on a success, you fall asleep normally. on a fail, roll 1d4. that is how many hours it will take to fall asleep. while waiting to fall asleep, you cannot be surprised by enemies. on a natural 1, you are unable to fall asleep that night and do not get the benefits of a long rest. you have advantage on saving throws against being put to sleep by magical effects, but may choose to fail them if you wish
sensory processing disorder: as decided by the dm, in busy, chaotic, or loud environments, your passive perception is knocked down by 5 and you have disadvantage on investigation and perception checks, and charisma saving throws. in quiet and calm environments, you get advantage on perception checks involving the senses and you cannot be surprised by enemies
executive dysfunction: **choose 2** 1) once per long rest, roll a dc 10 intelligence saving throw. on a fail, you lose one item from your starting pack. 2) if rolling to recall a list or instructions, make a dc 10 intelligence saving throw. on a fail, the dm may remove 1d4 of the items before telling you. 3) if making an investigation check that takes over an hour in-game, roll a dc 10 constitution saving throw. on a fail, you are too bored or frustrated to continue and auto-fail the investigation check. 4) when approaching a task that will take some time in-game, roll a dc 10 intelligence saving throw. if the check is failed, roll a d4. on a 1 or 2, you underestimate the time needed by one hour. on a 3 or 4, you overestimate the time needed by one hour. 5) prereq: spellcaster. when preparing spells for the day, roll a dc 10 intelligence saving throw. on a fail, use a random number generator to select one spell and take it off your prepared spells list. use the generator again to prepare a different spell at random
motor issues: choose between athletics and stealth, or acrobatics and sleight of hand. on one set you have advantage, and on the other disadvantage. you auto-fail dexterity saving throws while under the cover of the darkness spell or under the blinded condition
social: you have disadvantage on insight checks to tell if unfamiliar people are lying to you or using sarcasm. when telling an unfamiliar person a surprising truth, your persuasion check is instead treated in-game as a deception check. if you make a saving throw for a zone of truth spell, add 5 to the dc for only yourself. you may add one free language, or tool or weapon proficiency
meltdown/shutdown: make a list of triggers. when faced with a trigger, make a dc 10 wisdom saving throw. any character can use an action to grant advantage on the roll, including animal companions or familiars. on a success, nothing happens. on a failure, the player chooses between three consequences: meltdown, shutdown, or aggression. meltdown: you take on the 'fear' condition. shutdown: you take on the 'stunned' condition. aggression: you must use your action to attack - if the character is a non-combatant, it is a non-lethal unarmed strike. on any of the three consequences, a character can use their action to prompt another dc 10 wisdom saving throw. on a success, the condition is removed, but you take one level of exhaustion (if the condition is entered during a battle, the exhaustion is taken after the battle is over)
rejection sensitive dysphoria: at the trigger of rejection (real or perceived) make a dc 10 charisma saving throw. on a fail, you enter the stunned condition. you or an ally may use an action to prompt another saving throw to end the condition. when the condition is ended, you take one level of exhaustion (if stunned is entered during a battle, exhaustion is taken after the battle is over). the spell vicious mockery always prompts the RSD saving throw, and does max damage if the RSD saving throw has been failed in the same battle. you get max healing from healing word spells, and automatically get a 4 when under the effect of guidance
impulsivity: you auto-fail the saving throw for the suggestion spell. before rolling an attack, you may choose to subtract 5 from your attack roll in order to add your proficiency bonus to the damage. dash is a bonus action for you
focus: **choose 1** 1) inattention: if making an investigation check that takes more than 10 minutes in-game, first roll a dc 10 constitution saving throw - on a fail, you become bored and roll the investigation check with disadvantage. you roll with disadvantage to remember proper nouns. in a combat with 3 or more enemies, if more than one enemy is within your normal movement speed, you must pass a dc 10 wisdom saving throw to attack the same enemy multiple turns in a row. 2) hyperfocus: while making an investigation check, if you spend double the usual in-game time on the check, you will roll with advantage, but if you are interrupted before that time can pass, you roll with disadvantage. if engaged with a task, roll 1d4 - this is the amount of hours that will pass in-game if you are not interrupted - during this time your passive perception is knocked down by 5. in a combat with 3 or more enemies, you must pass a dc 10 wisdom saving throw to switch targets or take a disengage
if you enjoyed or are planning to use these mechanics, it would be totally cool to drop me a kofi but absolutely no pressure! if this post does well enough i'll probably end up making more cause this was super fun!!
Do you have any prompts for something set around a bazaar?
Drafting the Adventure: Shopping Trips
Conceptually I love the idea of visiting a market in a fantasy world, a whole new panoply of sights and distractions, the promise of finding a true treasure amidst all the chaos, a thousand new faces to meet and stories to hear...
why then does shopping fall so flat in almost every rpg, tabletop or otherwise?
Think about it: shopping sessions are ones that nearly always drag on, devouring hours of gametime without necessarily advancing the plot, nearly as bad as doing the logistics of stocking up supplies and managing encumbrance before a big journey, two systems that every fun-focused group drops almost instantly.
In my reckoning, there are three big problems with how market encounters are usually run, the first is mechanical, the second is narative based, and the third is a matter of game design philosophy that goes against most of the advice you’re going to hear around this subject. The latter two I’m going to cover under the cut, but the first we’ll state right here, as it’s the most practical tip I can give people who still like the idea of having markets n magic shops in their games.
The simplest answer I’ve found to running a magic shop ( or any kind of group inventory) is to create a party google doc that everyone has access to, organized like so:
Shared stuff on the cart
Amenitites & goods stored at home base
Inventory (names, divided by item rarity for price calculation)
Descriptions of items n what they do,
Letting your players have access to this list between games( and having them manage it themselves) might seem like homework, but it actually lets you reserve all that time you WOULD have spent talking your way through each item tutorial and the deliberation on actual gametime. Likewise, it helps your players to see everything laid out infront of them, and provides an extra level of extrinsic motivation because they get to see all the goodies they’ll be able to get
Stocking these shops is easy, as I use the same method for determining treasure hordes:
Roll a single set of dice (d4, d6, d8, 2d10, d12, d20) and compare the numbers to the chart below, and the party’s adventuring tier, 0 meaning an item at a tier appropriate for the party/shop ( so a shop encountered at levels 1-4 would count an uncommon item as a +1, where as a shop encountered at levels 5-10 would treat it as a 0). Consumable items should either be sold in batches, or rated as if they were a grade below what they’d usually be.
Obviously the “rarity” of magic shops is limited, with most villages boasting a common rated herbalist or smithy and all but the grandest cities never boasting something beyond “rare”. Likewise, instead of allowing your party to outright purchase items that are far too powerful for them, consider instead giving them malfunctioning prototypes, or broken remnants of an item in need of repair. Alternatively, the vendor might only be selling the notion of an item, be it a treasuremap to be followed or formulae that they must puzzle out on their own.
Also, if these mechanics interest you, check out my two prater on overhaling crafting and gear
The way I run shops is always as a reward for exploring a settlement, so the party can likely expect to have to navigate their way through a few urban encounters before finally making it to the actual shopfront. This gives me the opportunity to both characterize a setting before them and throw a few light challenges their way as preamble to the encounter. This encounter might also be part of encountering the shopkeeper themselves, as they might have some minor problem preventing them from attending to the day’s buisness, or might be in some kind of trouble elsewhere in town that the party will need to rescue them from.
The highlight of any shopping trip is getting to interact with whatever eccentric character the dm has designated as proprietor, however, there’s only so long a DM can sit about saying “buy this” in a funny voice before the routine wears thin. Shopkeeps should either be characters the party cultivates a relationship with over their successive visits, or largely forgotten as the party breezes through town on their way to bigger and better things. For smaller settlements or stopovers, you might designate a town’s entire market as a single seller, and gloss over it entirely.
More often than not my attempts to figure out a better way to run magic item shops or do dungeon loot have run into a brick wall. “Players aren't supposed to be able to buy magic items” , “ Low magic is the only way to go”, “giving your party magic is only going to lead to powercreep” these and other thoughts like them seem to have become gospel among certain sections of the online d&d community and shut down any attempts to actively make the game better by projecting the opinions of a small but vocal minority.
Meanwhile the rest of us who LIKE dealing with magic items are left with a system that’s barely hinted at by the developers, despite the fact that there’s nothing else worthwhile to spend money on and 90% of adventures pitch the party as a band of treasure hunting thrill seekers.
The solution to the complaints launched by the detractors is to not focus so much on items that increase raw power and damage output, and instead offer opportunities to expand the party’s toolbox. Players like being good in combat, and are always going to be delighted to “see the numbers go up”, but when you offer the party a grapplinghook that can climb like a spider, or a pouch that lets them talk to rocks sprinkled with the chalky dust within, you get out of the realm of mathematical benefits and into a “toystore” mindset thinking about all the fun they could have with what’s on offer.
You can also solve the problem of “too many magic items” by remembering that treasure doesn’t instantly adhere to a character once purchased, and can be lost, broken, or stolen over the course of an adventure. I’d caution you not to abuse this technique, temporarily disabling big ticket items or snatching away mostly forgotten trinkets once they’ve outlived their usefulness.