Art by Sandara
Treasure can be one of the most exciting parts of a D&D game, but familiarity breeds contempt. After a while, the party is likely to yawn at the same old silver chalice with lapis lazuli gems - and the DM is, as well. The group will probably be able to tell within a few words that certain items aren't magical because they don't tend to be candidates for enchantment in the books. Although books provide lists and charts of items the PCs can find, they're the same charts the DM has been consulting for years. Some DMs could also use fine details and plot hooks to go along with a random find.
This is where my generators come in. I originally threw together an expanded treasure chart with unusual choices, as well as materials, and it's still available above. But with the RPGChartMaker site, I've been able to create random generators without worrying about coding. Below you can see part of the clothing generator. If you like it as it is, you can just hit the Roll! button to get a result. If you want to change the lists, you can add more in the List Entry box. You can drag and drop entries between the lists just by grabbing them with your mouse. If you don't want a list to be rolled, you can uncheck the box next to its name. You can even save your modified list to your drive and upload it on the site (to get a shareable link so you can get back to it on the site, click the Share button).
This doesn't take away the need for creativity on the DM's part. You might have to explain how a fancy blouse ended up in a peasant's house. You might like some results that were rolled but not others, leaving you to choose what you tell the players. You will also have to decide what the item is worth based on its ultimate description. A ruined blouse won't be worth much, if anything, but a luxurious, embroidered one could be sold for gold. Your game's economy will be something you know best, but the condition of the item can serve as a quick guide to pricing.
Most of the lists have to do with the physical details of an object itself, but the options don't end there. I've also considered that some DMs might not want everything to be potently magical, but might enjoy lesser magic effects. Plot hooks are also possible; there could be a map hidden in the fancy blouse, leading to an old noble's secret stash. Additionally, items that are worn or shown can elicit reactions and gain attention from special parties.
The generators can also serve players who are looking for ways to make their characters stand out. Maybe a character has a fanastic set of clothes, a special pair of shoes, a library of books, or a unique scroll case. Perhaps the player wants ideas for body modifications that a new character has undertaken, like a tattoo or piercing. Or maybe their character's home has a remarkable talking point, like a table inlaid with silver, a gift from a grateful patron the character once served well.
There is a special generator for mature objects. Most items related to drugs, sex, and torment are contained within that generator, to use (or not) at your discretion. In rated R games, where most anything goes, it could be used a lot by DMs and players. In PG-13 games, it might only be used for the possessions of villains - but it could provide clues as to whom has more to hide.
Without further ado, I present Kismet's Expanded Treasure Generators: