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.
Long time dm here: 12+ years of experience. Here's some tips:
Relax. You got this.
It isn't all on you. DnD is cooperative before anything else. I like to think of my role as being like a video game console: I'm there to provide a physics engine and lay down a scenario, but that doesn't work unless my players help out by buying into the scenario and accepting the way I run those physics. If anyone at the table is throwing off the vibe, your job is to remind them that they need to cooperate or it won't be fun.
On that note, communicate with your players. Communicate frequently and make sure you talk over any problems anyone has, and also call out when people are being awesome.
Your favorite home brewed item, mechanic, or monster is going to break the game. No, not that one that you've suspected of wrongdoing for months. That one is going to be comically underpowered. I'm talking about the clever mythology reference that neatly explains why your favorite region is as cool as it is. Yeah, that. It'll let a level 3 barbarian become immortal or something. When this happens, calmly inform your players that this was a mistake and the game will be much better if Gregnagax The Oaken-Thewed can't suplex the tarrasque.
Seriously, you will need the phrase "that effect is unbalanced, so we won't be using it."
You will need the table of damage by severity and level. It's on page 249 of the DMG. It is absurdly useful. Anytime you need to improvise damage, this chart is useful.
Print out your monster and npc Stat blocks. Flipping through the books in combat sucks.
Your campaign will go off the rails. Your plans will be destroyed so badly you don't even recognize them. This is normal. After the damage is done, consider how the people in your world will react to what just happened. Congratulations, that is the plot of your next session.
Remember to keep play fresh. Spice up combat heavy areas with cool lore moments, throw social encounters into clue gathering, make the mayor a very silly person, let the stablehand whistle all the damn time. This is especially helpful if you're including mysteries or politics, since vibrant worlds can make allegiances and deceptions less obvious.
You are not Matt Mercer. Matt Mercer has a whole production team behind him, years of experience, and a party of professional actors. I love the DnD Renaissance, but it can make a dm feel really inadequate. This is a game of basements, rickety chairs, old dining room tables, and improvised miniatures. I promise that you will feel silly for your first couple of sessions. That's okay. You'll hit your groove, and it'll be fun tabletop evenings, not professional quality polished narrative and character arcs. Those silly low-budget moments are the best sign that you're doing it right.
Most campaigns are confined to one or two tiers of play. Levels 3-to-10 is common. Campaigns to level 20 take years, and I've never been in one or run one that got all the way there. You'll spend a lot of time doing shorter campaigns, one shots and the like. If you manage to play to level 20, great, but be ready to accept that you might not. Campaigns fall apart because people have busy lives, and that's okay.
And finally: relax. You got this.
i shaking this is extremely helpful thank you?? /gen
i never realized it before but the game console analogy is very helpful and also very true!! all the (good) dms i've had have always been very good at painting pictures of what's going on/explaining how the world works and if anything, i want my world to be really colorful! and i want my players to enjoy playing in it
thank you so much for sharing your wisdom!!! very much appreciated by this babey dm <:)
Something I think about a lot in fantasy worlds with lots of different exotic races,(mostly DnD, because I don’t think I’ve ever seen a fantasy franchise any near as many races as DnD) is how their cultures would handle jewelry, make up, or just general self-decoration.
Like, we humans have come up with all kinds of ways to pretty ourselves up, tattoos, hair dyes, piercings, rings, etc. But all of that stuff is based on our anatomy, some of it isn’t going to work for some races. And besides, why would other races/cultures use beautification techniques solely pioneered by humans? Surely they have their own based on their own cultures and bodies! Think of the possibilities!
Like, maybe Tieflings put piercings in the fleshy bits of their tails, to glam them up with jewelry! Or maybe they drill little holes in their horns, and string ribbons or small chains through them!
Or what about the Kenku! They’ve got nice shiny beaks and talons, what if they painted little designs on them, kind of like henna? Plus, they’ve got lots of feathers, maybe they could dye them? Or if they were feeling particularly adventurous, they dye their feathers to resemble other birds, like Bluejays, or Peacocks!
Orcs are pretty humanish for the most part, but the big thing that sets them apart, (aside from, ya know, being green,) is their tusks. I feel like the Orcs would be really into decorating their tusks. Maybe they’d put little caps made of precious metal on them, or paint them in Clan colors. Heck, maybe they’d even carve little symbols or runes into them. It would probably hurt like the dickens, but somehow I can’t imagine that stopping them. Lol
Speaking of carving, Tortles! I bet they carve all kinds of stuff into their shells! Or at the very least paint them! They’ve got a big ol’ canvas right on their backs, why not use them?
Tabaxi are covered in fur, making things like tattoos pretty difficult. After all, the point of a tattoo is to pigment your skin, and unless you shave it off, fur kinda makes that tricky. So what if they tattooed their paw pads? It’s basically the only exposed skin they have, except maybe the inside of their ears, which might be a bit too sensitive to tattoo. Also, I like the idea of Tabaxi painting their claws. They’re retractable, so you can’t see them most of the time, but on the occasion that a Tabaxi does decide to relieve someone of their face, at least they’ll be doing it in style!
Ever since the Rabbitfolk/Harengon (their the same thing, don’t worry about it,) were announced I’ve been thinking about bunnies with earrings. I mean, they’ve got so much ear real estate! Why not use it? Also, I imagine that those big flippy flops get in the way when you’re moving a lot, so I bet Rabbitfolk/Harengon use something like a hair tie, or something to their ears from flying around all over the place.
Centaurs! A cross between a horse and human! You know what that means? Caparisons baby! (For the record, Caparisons are those big fancy cloths knights used put on their horses. If you’ve seen a horse wearing something like a dress or a big skirt, that’s a Caparison. At least, according to my limited horse knowledge. Lol) It’s always struck me as a little strange then Centaurs were okay running around naked from the waste down, so this my answer to that. Fancy horse dresses! Also, I like to imagine that Centaur hair grows more like a horse’s mane than human hair, so really long, and tending to fall to one or the other side of their head. So maybe some Centaur cultures are really into braiding?
Minotaur time! Maybe it’s a bit stereotypical to imagine a Minotaur with a nose ring, but honestly it just fits in my brain. Maybe it has some kind of cultural significance, like maybe it acts the same way as a wedding ring, or maybe it denotes rank in their community. Another important bit are those big lovely horns! I can imagine all kinds of decorations on those bad boys! You could go simple, and just slap a few simple rings on there, or could a little more complex and do piercings,(Does it count as a piercing if it’s a horn?) and hang a bunch of dangly stuff on em! You could paint the horns, carve designs in them, heck, you could even drill holes in both horns, and run a chord or chain connecting them! All kinds of possibilities!
Finally, let’s talk lizards, specifically Dragonborn. Honestly, I can’t imagine Dragonborn painting their scales, or even wearing too much flashy jewelry. The impression I get from Dragonborn is that they are immensely proud of their Draconic heritage, and tampering too much with their scales would probably be seen as either disrespectful, or maybe even shameful.(Because why would you want to hide your scales, the single most visible sign of your glorious draconic lineage, unless you were disgusted by them, ashamed of them?) What I CAN see them doing is trying every possible way to show off and enhance their scales. Dragonborn would definitely take meticulous care of their scales, and that includes shining them up to make shine like a dang mirror. They might even use some kind of wax, or something to protect them from damage.
My point is, with all this rigamaroll I just spouted, is self expression should not be not limited to human sensibilities. No matter what they look like, these are people, and people aren’t manufactured on a conveyer belt. Get creative with your characters looks, take things like species, background, and culture into account, have fun with it!
I have made a ton of posts about Kenku on this blog, so it really shouldn’t be surprising when I say that I love the little feathered gremlins. They’re one of my favorite official races!
So in light of that love, here’s a bunch of random head cannons/ideas for Kenku that I have rolling around my brain in no particular order or organization! Feel free to cherry pick any you like, or ignore them all at your leisure!
The Kenku have their own unique sign language that they use to talk among themselves. It’s not really a secret language, per se, the Kenku aren’t exactly hiding it, but it’s pretty rare for anyone who isn’t a Kenku or doesn’t live in or near a Kenku community to know it, or even know about it.
It tends to surprise people, but most Kenku have no qualms eating things like chicken or scrambled eggs. Corvids are scavengers, they’ll eat just about anything that isn’t, you know, poisonous/a sentient being.
Kenku have hollow bones, which means they are extremely light for their size, much to the amusement of many members of larger species who happen to befriend them, like orcs, Goliaths, Centaurs, Minotaurs, Gnolls, or even just big humans. It’s pretty common practice to carry Kenku around because they’re ‘light as a feather,’ if you’ll excuse the pun. It’s a common sight to see a Kenku perched on a larger friend’s shoulder or being playfully lugged around like a sack of potatoes.
Kenku feathers are actually kind of an amazing crafting material. They’re sturdy, flexible, an excellent magic conductor, and not to mention that Kenku down is sinfully soft and warm. As result, a lot of Kenku use their molted feathers to make things. Writing quills, warm clothes, jewelry pillows, even magic items, all kinds of things. Most of this stuff is of very high quality, but the problem is that a lot of people get kinda… Squeamish about using something made from something that came from a person. (Ask yourself:Would you use a blanket made of human hair? I know I wouldn’t. Lol) However, a long time ago, a wily Kenku merchant convinced his/her customers that these lovely black feathers weren’t their feathers,obviously, they came from a rare black swan! It worked like a charm, and they sold their products like hot cakes. It worked so well, that the name stuck, and now basically any Kenku feather products are usually labeled as being from a ‘black swan,’ with most people being none the wiser of their true origin!
While Kenku can only repeat sounds they’ve heard, they actually have full control of the volume. On paper this sounds pretty useful, but honestly most Kenku just use this ability to scream rude words in public places or scare people for kicks and giggles.
While they aren’t necessarily born with the skill, a lot of Kenku are natural ventriloquists.
The origin story of the Kenku curse may or may not be completely false, or at the very least not entirely correct. No one knows the name of the god they supposedly”betrayed”, when or where it happened, or even what it is the Kenku’s ancestors supposedly stole. There’s a real chance that it’s all hearsay and rumor, or even an act of malice against the poor birds. With the Kenku being largely unable to speak up for themselves, the truth has likely been lost to time even to the Kenku themselves…
Kenku tend to be a bit… Cautious, about what gods they worship, if any. After all, their curse is said to be the work of an angry god, it’s only natural they’d be a bit wary. They tend to shy away from any god with a reputation for being fickle, easily offended, or obsessed with rules and order, and if they are going to worship a god, they’re generally gods that have nice, stable values. Like, a god of family and community, or a god of mercy and kindness. Because a god of family wouldn’t place a massive life ruining curse on your entire race… Right?
Another reason Kenku are cautious of the gods is that many of the more… Dogmatic religious communities view Kenku as being born blasphemers, because of their curse.
Kenku communities are very tight-knit. Everyone knows everybody, they take care of each other, and they all work together to keep their community safe. They’re also more than willing to welcome any other social outcasts they like, So if you walk into a Kenku neighborhood, you could see anything from Werewolves walking around in broad daylight to a friendly black dragon running a barbecue stand. Kenku are often ostracized by society at large, but are highly social and have a strong sense of community, so they tend to adopt whatever fellow weirdo’s they can find.
Kenku never forget a face. Ever. No one’s really sure why, but Kenku have an uncanny ability to remember people, and even pick them out in a crowd. It’s honestly a little spooky sometimes.
Kenku feathers generally come in pitch black, much like common crows, but every now and again you’ll get some Kenku who look like other corvids like Bluejays or Magpies. No one is entirely sure why this happens, as genetics don’t seem to be a factor. A Kenku that looks like a Bluejay can be born from two common crow parents. Regardless of the cause, it’s generally celebrated when it happens, because among Kenku it’s seen as a good omen for the little hatchling, a sign of a good life to come.
Some Kenku like to dye their feathers to look like other birds. Eagles, doves, and Peacocks are the most common, but there’s been a recent uptick of parrots and other tropical birds.