Your party has just cracked the vault. Instead of reading out what they found, put a wheel on their screens and let them spin for it.
Wheel of Loot shows the same prize wheel on every player's screen at once. You decide who has earned a spin: whoever solved the puzzle, whoever's character died well, everyone at the end of a session. When they spin, the whole table watches the same wheel turn and stop on the same slice. It is genuinely synchronised rather than each client animating its own, so the tension belongs to the room instead of being something you announce afterwards.
Then the winner chooses. Keep it, and the item lands on their sheet and the coin in their purse. Gift it to another player's character. Or refuse it, and it stays on the wheel for whoever spins next. A result card goes to chat, or only to you, or nowhere at all if you would rather the hoard's contents stayed quiet. And if it turns out to be a mistake, one Undo takes the prize back and returns the spin.
Building a wheel takes a couple of minutes
Everything in your world that counts as an Item is there to use: every compendium, plus your own Items directory, so your homebrew sits beside the official content. Anything you create while the builder is open turns up straight away.
Filter by name, type, rarity, compendium or source book and drag prizes across. Or press Roll a wheel and let it draw one from whatever your filters are showing, which beats choosing sixty things by hand. Fill the gaps tops up a wheel you have half-built. Nothing is written until you press Save, so experimenting costs you nothing.
If you have imported a few books, the same potion is in your world eleven times over. The browser folds those into one row and lets you open it up to pick a particular printing, because entries sharing a name are often genuinely different items.
Wheels that behave the way your table wants
- Any size from 2 to 120 slices. Colours, label length and type size all adapt, and no two matching colours ever end up side by side.
- Odds you can bend. A grand prize squeezed into one hair-thin slice is invisible, and an invisible prize builds no tension. Give it three slices and weight it down to a quarter instead: the table can see it coming and hardly ever gets it. The builder prints the true chance beside every wedge, so you always know what you have actually done.
- Limited prizes. Put a count on a wedge and it is spent only when the prize is really taken, so a refused prize is still on offer to the next spinner. When it runs out, the wedge is struck through on the rim rather than disappearing, and the hoard visibly empties as your party loots it. It stays looted between sessions.
- Prizes that are not items. A favour owed by the duke, a title, a rumour, "roll again on the tavern table", the homebrew relic you have not written up yet. Give it a name, some art and a line of text, and it behaves like any other wedge.
- Coin that pays into the right purse, with a running note of what a spin is worth on average.
- A look for each wheel. Six themes, or your own colours and hub art. A dragon's hoard in ember with a nine-second spin. A cursed vault in midnight that whispers its results to you and lets nobody refuse.
See it before your players do
Dry run spins the wheel exactly as your table will meet it, with the real layout, the real art, the real odds and the real confetti, on your screen alone. Nothing is broadcast and nothing is granted. A prize whose name is unreadable at 64 slices, or a jackpot you have accidentally made impossible, is obvious after one spin and invisible in a list.
Worth knowing before you install
It ships no prizes of its own. This is a wheel, not a loot table. What goes on it comes from your world, and the builder is there to make putting that together quick.
Built for D&D 5e, and not limited to it. In a 5e world you get rarity colours on the rim, coin paid into the right purse, and a browser that can tell a three-charge wand from a one-use scroll. Everything system-specific sits behind a single adapter, so it runs in any system, and where a system cannot answer a question the interface hides that control rather than offering one that would do nothing.
Spins are a permission rather than a role: the wheel opens for everyone, but only someone holding a spin can turn it.
On Foundry v13: it should run there too, since every API it uses existed in v13 and nothing in it is v14 only. That has never been tested on a real v13 world, so v13 is not declared. If you are on 13 and give it a go, please say so on the issue tracker either way and the minimum will follow the evidence.
Requires socketlib.