Blood Spear
Only the chosen character gets +2
Area: Y2
Weapon: +2 Spear (1d6 piercing)
On Hit: If an attack drops an enemy to 0 hp, you gain 2d6 temporary hp.
Bloodhorn's Pelt
Area: Tsolenka Pass
Armour: Functions as a cape or robe, and can be worn over other armour.
Passive: Berserkers will not attack you or your party unless provoked.
Gulthias Staff
Requires attunement
Area: W16 (Loading Winch)
Weapon: Quarterstaff (1d6 bludgeoning). Has 10 charges, 1d6 + 4 of which recharge every dusk.
Passive: While attuned to the staff, all evil plants don't consider you hostile until you attack them.
On Hit: Spend a charge to regain hp equal to the damage dealt by the attack. Attacker must then succeed on a DC 12 WIS save or get short-term madness.
Action: Break the staff to kill all blights within 300 feet.
Rebenaxt
Custom name, axe is unnamed in source
Area: Y4 (Gulthias Tree)
Weapon: +0 Battleaxe (1d8 slashing). +0
indicates the damage is
magical, but there is no bonus.
On Hit: Rebenaxt deals an extra 1d8 slashing damage to any plant or plant creature. When used by anyone non-good, thorns sprout from the handle and deal 1 magic damage to the attacker.
Saint Markovia's Thighbone
Requires attunement
Area: K84, Crypt 6
Weapon: Mace (1d6)
Passive: When held, it sheds bright light for 20ft, and dim light for another 20ft.
On Hit: When you hit a fiend or undead, it takes an extra 2d6 radiant damage. If it has 25hp or less after this damage, it must succeed on a DC 15 WIS saving throw or be destroyed. On a save, it becomes Frightened of you until the end of your next turn.
If you hit a vampire or vampire spawn during battle, this thighbone crumbles to dust after the encounter is over.
Shield of the Order
Area: K41 (Treasury)
Armour: +2 Shield.
Passive: The bearer gains +2 to initiative if conscious.
Statuette of Saint Markovia
Area: S15f (Singing and Dancing Mongrelfolk)
Passive: When held by a good creature, grants +1 to all saving throws.
Sunsword
Requires attunement
Weapon: +2 Longsword (1d8 radiant). Has Finesse, and can be wielded with proficiency by anyone proficient with short or long swords.
Stats: INT 11, WIS 17, CHA 16. Can see and hear 60 feet.
Passive: When active, the blade emits 15ft of bright sunlight, and 15ft of dim light past that.
Bonus Action: A blade of pure radiance erupts from the hilt, making it usable.
Action: Expand or reduce the light radius by 5 feet, to a max of 45 and min of 5.
On Hit: When you hit an undead, it takes an extra 1d8 radiant damage.
Vindicta
Custom name, sword is unnamed in source. Requires attunement (to lawful good creature, 1 min)
Area: K74H
Weapon: +1 Shortsword (1d6 piercing). It is sentient, and its purpose is to fight evil.
Stats: INT 11, WIS 13, CHA 13. Can see and hear 120 feet.
Passive: The sword always emits 15ft of bright light (not sunlight), and 15ft of dim light past that.
Action (recharge 1/dawn): Cast crusader's mantle on yourself.
Misc.
Treasure | Location | Page |
---|---|---|
Alchemy Jug | K41 (Treasury) | DMG 150 |
Bag of Tricks | N2h (Ravens' Loft) | DMG 154 |
Deck of Illusions | K84, Crypt 9 | DMG 161 |
Doss Lute* | K36 (Dining Hall of the Count) | DMG 176 |
+2 Greatsword | Q36 (Dragon's Audience Hall - Vladimir) | PHB 149 |
Hat of Disguise | Rictavio | DMG 173 |
Helm of Brilliance | K41 (Treasury) | DMG 173 |
Icon of Ravenloft | K15 (Chapel) | CoS 222 |
Luck Blade | K84, Crypt 29 | DMG 179 |
Mace of Terror | K15 (Chapel) | DMG 180 |
Oil of Sharpness | U3 (Baba Lysaga's Hut) | DMG 184 |
Pipes of Haunting | U3 (Baba Lysaga's Hut) | DMG 185 |
+2 Plate Armour | K85 (Sergei's Tomb) | PHB 145 |
Ring of Mind Shielding | Rictavio | DMG 191 |
Ring of Regeneration | S7 (Abbey Graveyard) | DMG 191 |
Ring of Warmth | N9a (Kasimir's Hovel - Kasimir) | DMG 193 |
Robe of Useful Items | X5a (God of Secrets) | DMG 195 |
+1 Rod of the Pact Keeper | K41 (Treasury) | DMG 197 |
Staff of Frost | X17 (Upper West Hall) | DMG 202 |
Staff of Power | K84, Crypt 15 | DMG 202 |
Stone of Good Luck | U3 (Baba Lysaga's Hut) | DMG 205 |
Tasha's Holy Symbol* | K84, Crypt 11 | CoS 87 |
Tome of Understanding | X20 (Architect's Room) | DMG 209 |
Wand of Secrets | X2b (Guard Room** | DMG 211 |
Notes
- If a bard in your party needs a power boost, consider the Cli Lyre or the Canaith Mandolin instead of the Doss Lute. Consider though that the Doss Lute offers a spell that grants protection from Fire, which Strahd can cast.
- Tasha's Holy Symbol is not really a magic item, but is the hook for a small side-quest that leads to the Ring of Regeneration in the Abbey graveyard in Krezk.