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.

TreasureLocationPage
Alchemy JugK41 (Treasury)DMG 150
Bag of TricksN2h (Ravens' Loft)DMG 154
Deck of IllusionsK84, Crypt 9DMG 161
Doss Lute*K36 (Dining Hall of the Count)DMG 176
+2 GreatswordQ36 (Dragon's Audience Hall - Vladimir)PHB 149
Hat of DisguiseRictavioDMG 173
Helm of BrillianceK41 (Treasury)DMG 173
Icon of RavenloftK15 (Chapel)CoS 222
Luck BladeK84, Crypt 29DMG 179
Mace of TerrorK15 (Chapel)DMG 180
Oil of SharpnessU3 (Baba Lysaga's Hut)DMG 184
Pipes of HauntingU3 (Baba Lysaga's Hut)DMG 185
+2 Plate ArmourK85 (Sergei's Tomb)PHB 145
Ring of Mind ShieldingRictavioDMG 191
Ring of RegenerationS7 (Abbey Graveyard)DMG 191
Ring of WarmthN9a (Kasimir's Hovel - Kasimir)DMG 193
Robe of Useful ItemsX5a (God of Secrets)DMG 195
+1 Rod of the Pact KeeperK41 (Treasury)DMG 197
Staff of FrostX17 (Upper West Hall)DMG 202
Staff of PowerK84, Crypt 15DMG 202
Stone of Good LuckU3 (Baba Lysaga's Hut)DMG 205
Tasha's Holy Symbol*K84, Crypt 11CoS 87
Tome of UnderstandingX20 (Architect's Room)DMG 209
Wand of SecretsX2b (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.