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ALCHEMIST'S FIRE ALCHEMY JUG AMULET OF UNFINDING

Improvised Weapon Wondrous item, Uncommon Wondrous item, common


Damage 1d4 This ceramic jug appears to be able to hold a Requires Attunement Yes
Damage Type Fire gallon of liquid and weights 12 pounds whether
Range 20/60 full or empty. Sloshing sounds can be heard from Proof against Detection and Location.
Save Dexterity within the jug when it is shaken, even if it is While wearing this amulet, you are
empty. You can use an action and name one liquid
hidden from divination magic. You can’t
from the table below to cause the jug to produce
This sticky, adhesive fluid ignites when exposed to the chosen liquid. Afterward, you can uncork the be targeted by such magic or perceived
air. jug as an action and pour that liquid out, up to 2 through magical scrying sensors.
As an action, you can throw this flask up to 20 gallons per minute. The maximum amount of
feet, shattering it on impact. Make a ranged liquid the jug can produce depends on the liquid
Attack against a creature or object, treating the you named. Once the jug start producing a liquid,
alchemist's fire as an Improvised Weapon. it can’t produce a different one, or more of one
that it has reached its maximum, until the next
On a hit, the target takes 1d4 fire damage at the
dawn.
start of each of its turns. A creature can end this
damage by using its action to make a DC 10 Liquids. Acid (8 ounces), Basic poison (½ ounce),
Dexterity check to extinguish the flames. Beer (4 gallons), Honey (1 gallon), Mayonnaise (2
gallons), Oil (1 quart), Vinegar (2 gallons), Water,
fresh (8 gallons), Water, salt (12 gallons), Wine (1
gallon).

BAROVIAN WITCH'S POTION OF BAROVIAN WITCH'S POTION OF BAROVIAN WITCH'S POTION OF


HEALINGUncommon
Potion, HEALINGUncommon
Potion, HEALINGUncommon
Potion,
Use time 1 action Use time 1 action Use time 1 action
Hit points restored 2d4+2 Hit points restored 2d4+2 Hit points restored 2d4+2

The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated.

When you drink this potion, you regain When you drink this potion, you regain When you drink this potion, you regain
2d4+2 hit points . 2d4+2 hit points . 2d4+2 hit points .
Drinking or administering a potion takes Drinking or administering a potion takes Drinking or administering a potion takes
1 action. 1 action. 1 action.
BAROVIAN WITCH'S POTION OF BAROVIAN WITCH'S POTION OF BAROVIAN WITCH'S POTION OF
HEALINGUncommon
Potion, HEALINGUncommon
Potion, HEALINGUncommon
Potion,
Use time 1 action Use time 1 action Use time 1 action
Hit points restored 2d4+2 Hit points restored 2d4+2 Hit points restored 2d4+2

The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated.

When you drink this potion, you regain When you drink this potion, you regain When you drink this potion, you regain
2d4+2 hit points . 2d4+2 hit points . 2d4+2 hit points .
Drinking or administering a potion takes Drinking or administering a potion takes Drinking or administering a potion takes
1 action. 1 action. 1 action.

BAROVIAN WITCH'S POTION OF BAROVIAN WITCH'S SPELLBOOK BELT OF STONE GIANT STRENGTH
HEALINGUncommon
Potion, Wondrous Item, Very Rare Wondrous item, Very Rare
Use time 1 action Attunement Owner must forgo a long rest to Requires Attunement Yes
Hit points restored 2d4+2 perform a ritual to retrieve the spells & copy to
another source, but can only retrieve as many
While wearing this belt, your Strength
as their Intelligence modifier (minimum of 1).
The potion’s red liquid glimmers when agitated. score is 23. If your Strength is already
equal to or greater than the belt’s score,
Vile Lexicon. This leather-bound spellbook is
seemingly on the verge of falling apart & crackles
the item has no effect on you.
with evil energy. Any non-evil creature that
When you drink this potion, you regain
touches the book or starts their turn with the
2d4+2 hit points . book in their possession takes 1d10 psychic
Drinking or administering a potion takes damage. The book's thick vellum pages are
inscribed with various spells:
1 action.
1st level: urning hands, charm person, detect
magic, find familiar, fog cloud, mage armor,
protection from evil and good, ray of sickness, sleep,
Tasha’s hideous laughter, unseen servant, witch bolt
2nd level: alter self, arcane lock, cloud of daggers,
darkness, enlarge/reduce, invisibility, knock, misty
step

BLOOD SPEAR BLOOD SPEAR +2 BONES


Weapon (spear), uncommon Weapon (spear), uncommon St. Andral's Bones

Requires Attunement Yes Requires Attunement Yes


Damage 1d6 piercing (1d8)
When returned to their original resting
Damage 1d6 piercing (1d8)
Properties Versatile, Thrown (range 20/60) Properties Versatile, Thrown (range 20/60) place, these bones infuse an area as large
as 60 feet in radius with their holy power
When you hit with a melee attack using this magic to create hallowed ground, as though
When you hit with a melee attack using this magic
spear and reduce the target to 0 hit points, you spear and reduce the target to 0 hit points, you under the effect of a Hallow spell.
gain 2d6 temporary hit points. gain 2d6 temporary hit points. In addition, you
and only you have a +2 bonus to attack and
Kavan was a ruthless chieftan whose tribe lived in
damage rolls with this weapon.
the Balinok Mountains centuries before the arrival of
Strahd von Zarovich. Although he was very much Kavan was a ruthless chieftan whose tribe lived in
alive, Kavan had some traits in common with the Balinok Mountains centuries before the arrival of
vampires: he slept during the day and hunted at Strahd von Zarovich. Although he was very much
night, he drank the blood of his prey, and he lived alive, Kavan had some traits in common with
underground. In battle, he wielded a spear stained vampires: he slept during the day and hunted at
with blood. His was the first blood spear, a weapon night, he drank the blood of his prey, and he lived
that drains life from those it kills and transfers that underground. In battle, he wielded a spear stained
life to its wielder, imbuing that individual with the with blood. His was the first blood spear, a weapon
stamina to keep fighting. that drains life from those it kills and transfers that
life to its wielder, imbuing that individual with the
stamina to keep fighting.
BOTTLE OF YOUTH BRONZE COVERED SPELLBOOK BROOM OF FLYING
Potion, rare Attunement Owner must forgo long rest to Wondrous item, Uncommon
perform ritual to retrieve the spells & copy to
another source. Can only retrieve as many as
A potion of aqueous red liquid that smells their Intelligence modifier (minimum of 1).
This wooden broom, which weighs 3 pounds,
like the summer rain. functions like a mundane broom until you stand
astride it and speak its command word. It then
The Incants of Exethanter. Inscribed spells: hovers beneath you and can be ridden in the air.
Cantrips: mage hand, prestidigitation, ray of frost It has a flying speed of 50 feet. It can carry up to
400 pounds, but its flying speed becomes 30 feet
The recipient of this potion magically 1st level: detect magic, magic missile, shield,
while carrying over 200 pounds. The broom stops
thunder- wave
appears younger and more attractive for hovering when you land.
24 hours. 2nd level: detect thoughts, invisibility, acid arrow,
You can send the broom to travel alone to a
mirror image
destination within 1 mile of you if you speak the
3rd level: animate dead, counterspell, dispel magic, command word, name the location, and are
fireball familiar with that place. The broom comes back to
4th level: blight, dimension door you when you speak another command word,
provided that the broom is still within 1 mile of
5th level: cloudkill, scrying
you.
6th level: disintegrate, globe of invulnerability
7th level: finger of death, plane shift
8th level: dominate monster, power word stun
9th level: power word kill

CLOAK OF PROTECTION DAERN'S INSTANT FORTRESS DEAD ADVENTURER'S AXE


Wondrous item, uncommon Wondrous item, rare Weapon (battleaxe), rare

Armor Slot Back Use 1 Action Damage 1d8 (1d10) slashing


Requires Attunement Yes Requires Attunement Yes Modifier Strength
Properties Versatile

You gain a +1 bonus to AC and saving Action. Place this 1-inch metal cube on the ground
Treebane. This battleaxe's handle is carved with
throws while you wear this cloak. and speak its command word. The cube rapidly
leaves and vines, and the weapon weighs half as
grows into a fortress that remains until you use an
much as a normal battleaxe. It is clearly imbued with
action to speak the command word to dismiss it,
some sort of enchantment.
which works only if the fortress is empty.
When the axe hits a plant, whether an ordinary
The 20' square tower is 30' high & made of
plant or a plant creature, the target takes an
adamantine. Its magic prevents it from being
extra 1d8 slashing damage. When a creature of
tipped over. Door is immune to Knock or Chime of
non-good alignment wields the axe, it sprouts
Opening. The roof, door, & walls each have 100 hit
thorns whenever its wielder makes an attack with
pts, Immunity to dmg from nonmagical weapons
it. These thorns prick the wielder for 1 piercing
(excluding siege), and Resistance to all other dmg.
damage after the attack is made, and this
Repair with Wish spell (8th lvl). Each casting of
damage is considered magical.
Wish causes the roof, the door, or one wall to
regain 50 hit points.

DECK OF ILLUSIONS DRAGON SKULL DRAGON-WING GLIDER


Wondrous Item, Uncommon Skull of Argynvost Flying apparatus, Invention

Requires Attunement Yes Katsky's Glider. The glider is made from dragon
A heavy adult silver dragon’s skull, it
wings. Any Small /Medium humanoid can wear the
weighs roughly 250 pounds.
Ability. This box contains a set of parchment cards. glider. (It takes 1 minute to don or doff the glider.)
A full deck has 34 cards. A deck found as treasure is DC 15 Int inspection to determine weight capacity.
usually missing 1d20−1 cards. If its wearer is light enough (accounting for gear),
the apparatus can be used to glide, but only in
Use action to draw random card from deck &
wide-open spaces where there is room to
throw it on ground within 30' of you. An illusion of
maneuver. The wearer can become airborne by
one or more creatures forms over the thrown stepping or jumping off a high place, or by
card and remains until dispelled. An illusory performing a high jump to take off from level
creature appears real, is the appropriate size, & ground. While aloft, the wearer gains a flying
behaves like a real creature, but can do no harm. speed equal to its walking speed, with the
following limitations: except in a significant
While within 120' of the illusory creature & can
updraft, the wearer can't use the glider to gain
see it, you can use an action to move it magically
altitude, and the glider descends 1 foot for every
anywhere within 30' of its card. Non corporeal. On 10 feet of horizontal distance covered. At the end
successful DC 15 Int (Investigation), creature then of the flight, the wearer lands on its feet and the
appears translucent. Lasts until card glider is intact. If the wearer tries to accelerate the
moved/illusion dispelled. rate of descent, the glider breaks, and the wearer
falls. (1 HP, 12 AC, 15' wingspan)
ELIXER OF HEALTH ELIXER OF HEALTH EXQUISITE AMULET
Potion, rare Potion, rare Wondrous item, rare

The clear red liquid has tiny bubbles of light in it. The clear red liquid has tiny bubbles of light in it. A slick piece of stone hung from a string, its many
fine details speak of great craftsmanship.
Master’s Amulet. This unique amulet is magically
linked to a Shield Guardian. If destroyed, shield
guardian is incapacitated until replacement
When you drink this potion, it cures any When you drink this potion, it cures any amulet is created. A shield guardian’s amulet is
disease afflicting you, and it removes the disease afflicting you, and it removes the subject to direct attack if it isn’t being worn or
blinded, deafened, paralyzed, and blinded, deafened, paralyzed, and carried (AC 10, 10 HP, immune to poison / psychic
damage). Crafting an amulet requires 1 week +
poisoned conditions. poisoned conditions.
1,000 gp..
A shield guardian’s solitary focus is to protect the
amulet’s wearer. The amulet’s wearer can
command the guardian to attack its enemies or to
guard the wielder against attack. If an attack
threatens to injure the wearer, the construct can
magically absorb the blow into its own body, even
at a distance.
A spellcaster can also store a single spell within a
shield guardian, which can then cast the spell on
command or under specific conditions.

GEM OF WINE GEM OF WINE GEM OF WINE


Purple Grapemash Red Dragon Crush Champagne du le Stomp

This gem is imbued with life-giving magic This gem is imbued with life-giving magic This gem is imbued with life-giving magic
that previously made the grapevines of of that previously made the grapevines of of that previously made the grapevines of of
the Wizard of Wines vineyard healthier, the Wizard of Wines vineyard healthier, the Wizard of Wines vineyard healthier,
guaranteeing the finest wines. guaranteeing the finest wines. guaranteeing the finest wines.
The gem animates any object it is placed The gem animates any object it is placed The gem animates any object it is placed
in giving it a semblance of life. in giving it a semblance of life. in giving it a semblance of life.
The effects of the gem can momentarily The effects of the gem can momentarily The effects of the gem can momentarily
(1 minute) be suppressed if targeted by (1 minute) be suppressed if targeted by (1 minute) be suppressed if targeted by
the dispel magic spell or in the area of an the dispel magic spell or in the area of an the dispel magic spell or in the area of an
antimagic field. antimagic field. antimagic field.

GRAY BAG OF TRICKS GREATSWORD +2 GULTHIAS STAFF


Wondrous Item, Uncommon Melee weapon, martial Staff, rare

Use 3 charges each long rest Damage 2d6 slashing Requires Attunement Yes
Modifier Strength
Action. Pull out a small, fuzzy object and Properties Heavy, two-handed Made from the branch of a Gulthias tree and
radiates evil 30'. If staff is broken or burned to ashes,
throw it up to 20 feet. When it lands, it
its wood releases a terrible, inhuman scream that
transforms into a creature you determine You have a +2 bonus to attack and can be heard out to a range of 300'. All blights that
by rolling 1d4. The creature vanishes at damage rolls made with this magic hear the scream immediately wither & die.
dawn or when reduced to 0 hp. The weapon. Vampiric Strike. Can be wielded as a magic
creature is friendly to you and your quarterstaff. You can expend 1 charge to regain
companions. number of hit points equal to damage dealt by
Bonus Action Command what action the the weapon. Each time a charge is spent, red
creature takes on its next turn, or give blood oozes from the staff, & you must succeed
on a DC 12 Wis saving throw or be afflicted with
it general orders, such as to attack your
short-term madness.
enemies. In the absence of orders, the
Blight Bane. If attuned, blights & other evil plant
creature acts according to its nature.
creatures don't regard you as hostile unless you
1-Giant Rat, 3-Badger, 4-Wolf, 6-Giant elk harm them.
Regains 1d6+4 expended charges daily at dusk.
HAG EYE HAT OF DISGUISE HELM OF BRILLIANCE
Wondrous Item, Uncommon Wondrous Item, Very Rare

A hag coven can craft a magic item called a hag Requires Attunement Yes Requires Attunement Yes
eye, which is made from a real eye coated in Armor Slot Head
varnish and often fitted to a pendant or other Ability. This dazzling helm is set with gems. Any
wearable item. The hag eye is usually entrusted to While wearing this hat, you can use an action to gem pried from the helm crumbles to dust. When
a minion for safekeeping and transport. A hag in cast the Disguise Self spell from it at will. The spell all the gems are removed or destroyed, the helm
the coven can take an action to see what the hag ends if the hat is removed. loses its magic. Use action to cast a spell (save DC
eye sees if the hag eye is on the same plane of 18), using/destroying one of the helm’s gems.
existence. A hag eye has AC 10, 1 hit point, and Disguise Self. You make yourself—including your
Prismatic Spray (diamond). O O O O O
darkvision with a radius of 60 feet. If it is gear—look different until spell ends or use your
destroyed, each coven member takes 3d10 action to dismiss it. You can seem thin or fat, 1 Wall of Fire (ruby). OOOOOOOOOOOOOO
psychic damage and is blinded for 24 hours. foot shorter/taller. Can’t change body type, must Fireball (fire opal). O O O O O O O O O
A hag coven can have only one hag eye at a time, have same basic arrangement of limbs. Spells Daylight (opal). OOOOOOOOOOOOOOOOOOO
and creating a new one requires all three does not hold up to physical inspection. (ex: add a
If fail save against fire dmg while wearing, roll
members of the coven to perform a ritual. The hat to your outfit, objects pass through the hat). d20. 1: helm emits beams of light. Creatures in 60'
ritual takes 1 hour, and the hags can’t perform it
Creature can use its action to inspect your feet of the helm other than you must succeed on
while blinded. During the ritual, if the hags take
appearance & must succeed on an Int a DC 17 Dex saving throw or be struck by a beam,
any action other than performing the ritual, they
(Investigation) check vs your spell save DC. taking radiant damage equal to the number of
must start over.
gems in the helm. The helm and its gems are then
destroyed.

HOLY SYMBOL OF RAVENKIND HORNGAARD'S SWORD ICON OF RAVENLOFT


Wondrous item, Legendary Melee weapon, martial Wondrous item, Legendary

Req Attunement Yes (Good Cleric / Paladin) Damage 2d6 slashing Requires Attunement Yes (Good aligned)
Modifier Strength
The holy symbol is a platinum amulet shaped like the Properties Heavy, two-handed While within 30' of the icon, a creature is under the
sun, with a large crystal embedded in its centre. The effect of a protection from evil and good spell
holy symbol has 10 charges for the following against fiends and undead. Only a creature attuned
properties (regains 1d6+4 charges daily at dawn). You have a +2 bonus to attack and to the icon can use its other properties.
damage rolls made with this magic
Hold Vampires. Expend 1 charge to present the Augury. You can use an action to cast an augury
holy symbol to make it flare with holy power.
weapon. spell from the icon, no material components
Vampires within 30' must save DC 15 Wis. Fail = required. Once used, this property can't be used
paralyzed 1 min. Repeat save at end of turns. again until the next dawn.
Turn Undead. If you have Turn Undead / Turn the Bane of the Undead. Use the icon as a holy
Unholy, you can expend 3 charges when you symbol by using the Turn Undead / Turn the
present the holy symbol while using it. Undead Unholy feature. If you do so, increase the save DC
will have disadvantage on their saving throws. by 2.
Sunlight. Expend 5 charges to present symbol to Cure Wounds. While holding the icon, you can
make it shed bright light in a 30' radius / dim light take an action to heal one creature that you can
for an additional 30'. The light is sunlight and lasts see within 30' of you. The target regains 3d8 + 3
for 10 min / you end effect (free action). hit points, unless it is an undead, a construct, or a
fiend. Once used, this property can't be used
again until the next dawn.

INSTRUMENT OF THE BARDS KASIMIR'S SPELLBOOK LAUGHTER TEA


wondrous item, uncommon Wondrous Item, Very Rare Potion, common
Instrument Doss Lute Attunement Owner must forgo a long rest to
perform a ritual to retrieve the spells & copy to
A dirty yellow drink, yet this elixir smells like
Use 1 action delicious herbal tea.
another source, but can only retrieve as many
as their Intelligence modifier (minimum of 1).
A creature that attempts to play the lute without
being attuned to it must succeed on a DC 15 Grimoire of Accursed Thaumaturgy. This leather-
Wisdom saving throw or take 2d4 psychic dmg. This tea infects the imbiber with Cackle
bound spellbook contains thick vellum pages
inscribed with various spells: Fever.
Play the instrument to cast one of its spells. Once
it has been used to cast a spell, it can’t be used to Cantrips: fire bolt, light, mage hand, This disease targets humanoids, although
cast that spell again until next dawn. Uses your prestidigitation, ray of frost gnomes are strangely immune.
spellcasting ability & spell save DC.
1st level: comprehend languages, detect magic, Symptoms manifest 1d4 hours after
When you use the instrument to cast a spell that identify, mage armor, magic missile, protection from
causes targets to become charmed on a failed infection.
evil and good, shield
save, the targets have disadvantage on the saving
throw. 2nd level: arcane lock, hold person, locate object,
misty step, suggestion
Spells. Animal Friendship, Fly, Invisibility, Levitate, 3rd level: counterspell, fireball, fly, nondetection
Protection from energy (fire), Protection from
4th level: greater invisibility, ice storm, polymorph
evil/good, Protection from poison.
5th level: cone of cold, wall of stone
LOST SWORD LUCK BLADE MACE OF TERROR
Weapon (shortsword), Sentient Weapon (any sword), Legendary Melee weapon (simple, mace), rare
Requires Attunement Yes Requires Attunement Yes Damage 1d6 bludgeoning
Requires attunement Yes
You have a +1 bonus to attack and damage rolls You gain a +1 bonus to attack and damage rolls
made with this magic weapon. This weapon is a made with this magic weapon. While the sword is Use 1 action & 1 charge to release a wave of
Lawful Good intelligent item, with Intelligence 11, on your person, you also gain a +1 bonus to
terror. Each creature of your choice in a 30-ft
Wisdom 13 and Charisma 13. It has hearing and saving throws.
normal vision out to a range of 120 feet. It radius extending from you must succeed on a DC
Luck. If the sword is on your person, you can call
communicates by transmitting emotion to the 15 Wisdom saving throw or become Frightened
on its luck (no action required) to reroll one attack
creature carrying or wielding it. The sword’s of you for 1 minute. While Frightened, a creature
roll, ability check, or saving throw you dislike. You
purpose is to fight evil. must move as far away as they can & can't take
must use the second roll. This property can’t be
● The sword continually sheds bright light in a 15' used again until the next dawn. reactions. Can use only Dash action or try to
radius & dim light for an additional 15'. Only escape from effects that prevent it from moving.
destroying sword can extinguish. Wish. The sword has ONE charge. While holding it,
If it has nowhere to move, can use Dodge action.
you can use an action to expend this charge and
● A lawful good creature can attune itself to the At end of its turns, a creature can repeat saving
sword in 1 minute. cast the Wish spell from it. As this is the last
throw. The mace regains 1d3 expended charges
charge, you will only be able to do this once.
● While attuned to the weapon, the sword’s daily at dawn.
wielder can use the sword to cast the Crusader’s
Mantle spell. Once used, this property can’t be
used again until the next dawn.

MAGICAL EWER MANUAL OF BODILY HEALTH MIRROR OF SUMMON ASSASSIN


Wondrous item, Uncommon Wondrous Item, Very Rare An assassin’s ghost is magically bound to this
mirror. The following rhyme is needed to
Embossed with images of dancing bears, elks, and Manual of Bodily Health. This book summon the ghost. It needs to be spoken by a
wolves, this ewer has magical properites. Any contains health and diet tips, and its creature within 5 feet of the mirror and while it’s
poisonous liquid poured into the ewer is instantly staring at its own reflection:
words are charged with magic.
transformed into an equal amount of sweet wine. Magic mirror on the wall, Summon forth your shade.
Furthermore, a creature that grasps the ewer’s Night’s dark vengeance, heed my call. And wield your
If you spend 48 hours over a period of 6 murderous blade.
handle can command the ewer to fill with 1 gallon
of wine, and it can’t produce more wine until the days or fewer studying the book's
The assassin's summoner can command the
next dawn. contents and practicing its guidelines,
ghost to kill one living creature within Strahd’s
your Constitution score increases by 1, as domain that the summoner known by name. The
does your maximum for that score. The assassin automatically knows the distance and the
manual then loses its magic, but regains direction to the named target. The assassin also
it in a century. attacks any other creature that tries to prevent
him from completing his task. The assassin
disappears after he completes his task, if it is
commanded to attack a creature that is either
dead or undead, or if he isn’t given a proper
name within one round of being summoned.
Once the power of the mirror is used, the mirror
becomes dormant until the next dawn.

OIL OF SHARPNESS PAGE FROM ROSE'S DIARY PAGE FROM ROSE'S DIARY
Oil Class Bard, Cleric, Druid, Sorcerer, Wizard Class Bard, Cleric, Sorcerer, Wizard
DC 10 + spell level (if spell lvl > caster) DC 10 + spell level (if spell lvl > caster)
Use time 1 action Casting time 1 minute Casting time 1 action
Duration 1 hour Duration Instantaneous Duration 1 hour

This clear, gelatinous oil sparkles with tiny, ultrathin Revivify. cantrip transmutation Light. cantrip evocation
silver shards.
This spell repairs a single break or tear in an You touch one object that is no larger than 10 feet
The oil can coat one slashing or piercing object you touch, such as a broken chain link, two in any dimension. Until the spell ends, the object
weapon or up to 5 pieces of slashing or halves of a broken key, a torn cloak, or a leaking sheds bright light in a 20-foot radius and dim light
piercing ammunition. wineskin. As long as the break or tear is no larger for an additional 20 feet. The light can be colored
than 1 foot in any dimension, you mend it, leaving as you like. Completely covering the object with
Applying the oil takes 1 minute. For 1
no trace of the former damage. This spell can something opaque blocks the light. The spell ends
hour, the coated item is magical and has
physically repair a magic item or construct, but if you cast it again or dismiss it as an action. If you
a +3 bonus to attack and damage rolls.
the spell can’t restore magic to such an object. target an object held or worn by a hostile
creature, that creature must succeed on a
Dexterity saving throw to avoid the spell.
PAGE FROM ROSE'S DIARY PALE TINCTURE PATRINA'S SPELLBOOK
Class Sorcerer, Wizard (Ingested) Attunement Forgo a long rest to retrieve spells.
DC 10 + spell level (if spell lvl > caster) Can only retrieve as many as their Int mod.
Casting time 1 action
A creature subjected to this poison must
Duration Instantaneous
succeed on a DC 16 Constitution saving Ancient Treatise of Forlorn Magic. This spellbook
has carved wooden covers.
throw or take 3 (1d6) poison damage
Shocking Grasp. cantrip evocation Cantrips: fire bolt, light, mage hand,
and become poisoned. The poisoned
Lightning springs from your hand to deliver a prestidigitation, shocking grasp
creature must repeat the saving throw
shock to a creature you try to touch. Make a
every 24 hours, taking 3 (1d6) poison 1st level: detect magic, identify, mage armor, magic
melee spell attack against the target. You have
damage on a failed save. missile
advantage on the attack roll if the target is
wearing armor made of metal. On a hit, the target 2nd level: detect thoughts, mirror image, misty step
Until this poison ends, the damage the
takes 1d8 lightning damage, and it can’t take 3rd level: counterspell, fly, lightning bolt
reactions until the start of its next turn.
poison deals can’t be healed by any
means. After seven successful saving 4th level: banishment, fire shield, stoneskin
throws, the effect ends and the creature 5th level: cone of cold, scrying, wall of force
Below the carefully copied spell is a notation, written can heal normally. 6th level: globe of invulnerability
in a delicate child's handwriting:
Successes 7th level: teleport
It worked! Uncle Dimov snuck into our room
8th level: mind blank
again, but this time I was ready. I hope he never
comes back! 9th level: time stop

PIPES OF HAUNTING PLATE ARMOR +2 POTION OF INVULNERABILITY


Wondrous item, uncommon Armor (heavy), Very Rare Potion, Rare
Strength required 15 The potion's syrupy liquid looks like liquefied iron.
You must be proficient with wind instruments to
Stealth Disadvantage
use these pipes. They have 3 charges. You can use
an action to play them and expend 1 charge to
create an eerie, spellbinding tune. Each creature
within 30 ft of you that hears you play must
succeed on a DC 15 Wisdom saving throw or You have a +2 bonus to AC while wearing For 1 minute after you drink this potion,
become Frightened of you for 1 minute. If you this armor. you have Resistance to all damage.
wish, all creatures in the area that aren’t hostile
toward you automatically succeed on the saving
Heavy. Unless you have the required
throw. Creatures can repeat saving throw it at the
strength, your speed is reduced by 10
end of each its turns, ending the effect on itself on
feet.
a success. A creature that succeeds on its saving
throw is immune to the effect of these pipes for Stealth. You have disadvantage on
24 hours. The pipes regain 1d3 expended charges Dexterity (Stealth) checks.
daily at dawn.

POTION OF INVULNERABILITY POTION OF GREATER HEALING POTION OF GREATER HEALING


Potion, Rare Potion, Uncommon Potion, Uncommon

The potion's syrupy liquid looks like liquefied iron.


Use time 1 action Use time 1 action
Hit points restored 4d4+4 Hit points restored 4d4+4

The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated.

For 1 minute after you drink this potion,


you have Resistance to all damage.
When you drink this potion, you regain When you drink this potion, you regain
4d4+4 hit points . 4d4+4 hit points .
Drinking or administering a potion takes Drinking or administering a potion takes
1 action. 1 action.
POTION OF GREATER HEALING POTION OF GREATER HEALING POTION OF HEALING
Potion, Uncommon Potion, Uncommon Potion, common
Use time 1 action Use time 1 action Use time 1 action
Hit points restored 4d4+4 Hit points restored 4d4+4 Hit points restored 2d4+2

The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated.

When you drink this potion, you regain When you drink this potion, you regain When you drink this potion, you regain
4d4+4 hit points . 4d4+4 hit points . 2d4+2 hitpoints.
Drinking or administering a potion takes Drinking or administering a potion takes Drinking or administering a potion takes
1 action. 1 action. 1 action.

POTION OF HEALING POTION OF HEALING POTION OF HEALING


Potion, common Potion, common Potion, common
Use time 1 action Use time 1 action Use time 1 action
Hit points restored 2d4+2 Hit points restored 2d4+2 Hit points restored 2d4+2

The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated.

When you drink this potion, you regain When you drink this potion, you regain When you drink this potion, you regain
2d4+2 hitpoints. 2d4+2 hitpoints. 2d4+2 hitpoints.
Drinking or administering a potion takes Drinking or administering a potion takes Drinking or administering a potion takes
1 action. 1 action. 1 action.

POTION OF HEALING POTION OF HEALING POTION OF HEALING


Potion, common Potion, common Potion, common
Use time 1 action Use time 1 action Use time 1 action
Hit points restored 2d4+2 Hit points restored 2d4+2 Hit points restored 2d4+2

The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated.

When you drink this potion, you regain When you drink this potion, you regain When you drink this potion, you regain
2d4+2 hitpoints. 2d4+2 hitpoints. 2d4+2 hitpoints.
Drinking or administering a potion takes Drinking or administering a potion takes Drinking or administering a potion takes
1 action. 1 action. 1 action.
POTION OF HEALING POTION OF HEALING POTION OF HEALING
Potion, common Potion, common Potion, common
Use time 1 action Use time 1 action Use time 1 action
Hit points restored 2d4+2 Hit points restored 2d4+2 Hit points restored 2d4+2

The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated.

When you drink this potion, you regain When you drink this potion, you regain When you drink this potion, you regain
2d4+2 hitpoints. 2d4+2 hitpoints. 2d4+2 hitpoints.
Drinking or administering a potion takes Drinking or administering a potion takes Drinking or administering a potion takes
1 action. 1 action. 1 action.

POTION OF HEROISM POTION OF HEROISM POTION OF POISON


Potion, Rare Potion, Rare Potion, uncommon
Use time 1 action Use time 1 action This concoction looks, smells, and tastes like a potion
Duration 1 hour Duration 1 hour of healing or other beneficial potion like a potion of
resistance. However, it is actually poison masked by
This blue potion bubbles and steams as if boiling. This blue potion bubbles and steams as if boiling. illusion magic. An identify spell reveals its true
nature.

For 1 hour after drinking this potion, you For 1 hour after drinking this potion, you When you drink this potion, you take 3d6 poison
damage, and you must succeed on a DC 13
gain 10 temporary hit points that last gain 10 temporary hit points that last
Constitution saving throw or be poisoned.
for 1 hour. For the same duration, for 1 hour. For the same duration,
At the start of each of your turns while you are
whenever you make an attack roll or whenever you make an attack roll or
poisoned in this way, you take 3d6 poison
saving throw, you can add a d4 and add saving throw, you can add a d4 and add damage. At the end of each of your turns, you
the number rolled to the attack roll or the number rolled to the attack roll or can repeat the saving throw. On a successful
saving throw. saving throw. save, the poison damage you take on your
subsequent turns decreases by 1d6. The poison
Drinking this potion takes 1 action. Drinking this potion takes 1 action.
ends when the damage decreases to 0.

POTION OF POISON POTION OF POISON POTION OF POISON


Potion, uncommon Potion, uncommon Potion, uncommon

This concoction looks, smells, and tastes like a potion This concoction looks, smells, and tastes like a potion This concoction looks, smells, and tastes like a potion
of healing or other beneficial potion like a potion of of healing or other beneficial potion like a potion of of healing or other beneficial potion like a potion of
resistance. However, it is actually poison masked by resistance. However, it is actually poison masked by resistance. However, it is actually poison masked by
illusion magic. An identify spell reveals its true illusion magic. An identify spell reveals its true illusion magic. An identify spell reveals its true
nature. nature. nature.
When you drink this potion, you take 3d6 poison When you drink this potion, you take 3d6 poison When you drink this potion, you take 3d6 poison
damage, and you must succeed on a DC 13 damage, and you must succeed on a DC 13 damage, and you must succeed on a DC 13
Constitution saving throw or be poisoned. Constitution saving throw or be poisoned. Constitution saving throw or be poisoned.
At the start of each of your turns while you are At the start of each of your turns while you are At the start of each of your turns while you are
poisoned in this way, you take 3d6 poison poisoned in this way, you take 3d6 poison poisoned in this way, you take 3d6 poison
damage. At the end of each of your turns, you damage. At the end of each of your turns, you damage. At the end of each of your turns, you
can repeat the saving throw. On a successful can repeat the saving throw. On a successful can repeat the saving throw. On a successful
save, the poison damage you take on your save, the poison damage you take on your save, the poison damage you take on your
subsequent turns decreases by 1d6. The poison subsequent turns decreases by 1d6. The poison subsequent turns decreases by 1d6. The poison
ends when the damage decreases to 0. ends when the damage decreases to 0. ends when the damage decreases to 0.
POTION OF POISON POTION OF POISON POTION OF POISON
Potion, uncommon Potion, uncommon Potion, uncommon

This concoction looks, smells, and tastes like a potion This concoction looks, smells, and tastes like a potion This concoction looks, smells, and tastes like a potion
of healing or other beneficial potion like a potion of of healing or other beneficial potion like a potion of of healing or other beneficial potion like a potion of
resistance. However, it is actually poison masked by resistance. However, it is actually poison masked by resistance. However, it is actually poison masked by
illusion magic. An identify spell reveals its true illusion magic. An identify spell reveals its true illusion magic. An identify spell reveals its true
nature. nature. nature.
When you drink this potion, you take 3d6 poison When you drink this potion, you take 3d6 poison When you drink this potion, you take 3d6 poison
damage, and you must succeed on a DC 13 damage, and you must succeed on a DC 13 damage, and you must succeed on a DC 13
Constitution saving throw or be poisoned. Constitution saving throw or be poisoned. Constitution saving throw or be poisoned.
At the start of each of your turns while you are At the start of each of your turns while you are At the start of each of your turns while you are
poisoned in this way, you take 3d6 poison poisoned in this way, you take 3d6 poison poisoned in this way, you take 3d6 poison
damage. At the end of each of your turns, you damage. At the end of each of your turns, you damage. At the end of each of your turns, you
can repeat the saving throw. On a successful can repeat the saving throw. On a successful can repeat the saving throw. On a successful
save, the poison damage you take on your save, the poison damage you take on your save, the poison damage you take on your
subsequent turns decreases by 1d6. The poison subsequent turns decreases by 1d6. The poison subsequent turns decreases by 1d6. The poison
ends when the damage decreases to 0. ends when the damage decreases to 0. ends when the damage decreases to 0.

POTION OF POISON POTION OF SUPERIOR HEALING PREFECT’S HOLY SYMBOL


Potion, uncommon Potion, Rare Rare item

This concoction looks, smells, and tastes like a potion


Use time 1 action
of healing or other beneficial potion like a potion of
Hit points restored 8d4+8
resistance. However, it is actually poison masked by Prefect Ciril Romulich’s Holy Symbol. The
illusion magic. An identify spell reveals its true The potion’s red liquid glimmers when agitated. prefect’s gold holy symbol is festooned
nature. with tiny gemstones and is worth 750gp.
When you drink this potion, you take 3d6 poison If touched by an evil creature, the holy
damage, and you must succeed on a DC 13
When you drink this potion, you regain symbol is consumed in a blast of intense
Constitution saving throw or be poisoned.
8d4+8 hit points . light that deal 2d10 radiant damage to all
At the start of each of your turns while you are
Drinking or administering a potion takes creatures within 5 feet of it. Characters
poisoned in this way, you take 3d6 poison
damage. At the end of each of your turns, you 1 action. familiar with Barovian religion recognize
can repeat the saving throw. On a successful the symbol as that of the Morninglord.
save, the poison damage you take on your
subsequent turns decreases by 1d6. The poison
ends when the damage decreases to 0.

PROTECTION AGAINST FIENDS PROTECTION AGAINST UNDEAD RING OF EVASION


Scroll, rare Scroll, rare Rare item
DC 15 Charisma DC 15 Charisma Requires Attunement Yes
Duration 5 minutes Duration 5 minutes Armor Slot Finger

Using an action to read the scroll encloses you in Using an action to read the scroll encloses you in
an invisible barrier that extends from you to form an invisible barrier that extends from you to form Ability. When you fail a Dexterity saving
a 5-foot-radius, 10-foot-high cylinder. For 5 a 5-foot-radius, 10-foot-high cylinder. For 5 throw while wearing this ring, you can
minutes, this barrier prevents creatures of the minutes, this barrier prevents creatures of the use your Reaction to expend 1 of its 3
specified type from entering or affecting anything specified type from entering or affecting anything charges to succeed on that saving throw
within the cylinder. The cylinder moves with you within the cylinder. The cylinder moves with you instead.
and remains centred on you. However, if you and remains centred on you. However, if you
This ring has a total of 3 charges, and it
move in such a way that a creature of the move in such a way that a creature of the
regains 1d3 expended charges daily at
specified type would be inside the cylinder, the specified type would be inside the cylinder, the
dawn or after a long rest.
effect ends. A creature can attempt to overcome effect ends. A creature can attempt to overcome
the barrier by using an action to make a DC 15 the barrier by using an action to make a DC 15
Charisma check. On a success, the creature Charisma check. On a success, the creature
ceases to be affected by the barrier. ceases to be affected by the barrier.
RING OF MIND SHIELDING RING OF REGENERATION RING OF WARMTH
Uncommon item Very rare item Uncommon item
Requires Attunement Yes Requires Attunement Yes Requires Attunement Yes
Armor Slot Finger Armor Slot Finger Armor Slot Finger

Ability. While wearing this ring, you are


immune to magic that allows other
While wearing this ring, you regain 1d6
creatures to read your thoughts, Ability. While wearing this ring, you have
hit points every 10 minutes, provided
determine whether you are lying, know Resistance to cold damage. In addition,
that you have at least 1 hit point.
your alignment, or know your creature you and everything you wear and carry
type. Creatures can telepathically If you lose a body part, the ring causes are unharmed by temperatures as low as
communicate with you only if you allow it. the missing part to regrow and return to − 50 degrees Fahrenheit.
full functionality after 1d6 + 1 days if you
If you die while wearing the ring, your soul
have at least 1 hit point the whole time.
enters it (unless you choose to depart for
the afterlife). While in the ring, you can
telepathically communicate with any
creature wearing it. A wearer can't prevent
this telepathic communication.

ROBE OF USEFUL ITEMS ROD OF THE PACT KEEPER +1 SAINT MARKOVIA’S THIGHBONE
Wondrous item, uncommon Rod, Uncommon Melee weapon (mace), rare
Armor Slot Back Requires Attunement Yes Damage 1d6 bludgeoning
Class Warlock Requires attunement Yes
This robe has cloth patches of various shapes and
colors covering it. While you hold the thighbone, it sheds bright light
While wearing the robe, you can use an action to in a 20-foot radius and dim light for an additional
detach one of the patches, causing it to become While holding this rod, you gain a +1 20 feet.
the object or creature it represents. Once the last bonus to spell attack rolls and to the When you hit a fiend or an undead with this
patch is removed, the robe becomes an ordinary saving throw DCs of your warlock spells. magic weapon, that creature takes an extra 2d6
garment.
radiant damage. If the target has 25 hit points or
__ Bag of 100gp
In addition, you can regain one warlock
fewer after taking this damage, it must succeed
spell slot as an action while holding the on a DC 15 Wisdom saving throw or be destroyed.
__ Iron door
rod. You can’t use this property again On a successful save, the creature becomes
__ Wooden ladder until you finish a long rest. Frightened of you until the end of your next turn.
__ Riding Horse
If the thighbone scores one or more hits against a
__ Pit vampire or a vampire spawn in the course of a
__ Rowboat single battle, the thighbone crumbles into dust
once the battle concludes.
__ Spell scroll (Moonbeam)

__ Mastiffs

SCROLL OF BLESS SCROLL OF CONE OF COLD SCROLL OF FIREBALL


Class Cleric, Paladin Class Druid, Sorcerer, Wizard Class Cleric, Sorcerer, Wizard, Warlock
DC 12 + spell level (if spell lvl > caster) DC 12 + spell level (if spell lvl > caster) DC 10 + spell level (if spell lvl > caster)
Duration Concentration, Up to 1 minute Duration Instantaneous Range 150 feet
Range 30 feet Range Self (60-foot cone)

Fireball. 3rd level evocation


Bless. 1st lvl enchantment Cone of Cold. 5th lvl evocation
A blast of cold air erupts from your hands. Each A bright streak flashes from your pointing finger
You bless up to three creatures of your choice
creature in a 60-foot cone must make a to a point you choose within range and then
within range. Whenever a target makes an Attack
Constitution saving throw. A creature takes 8d8 blossoms with a low roar into an explosion of
roll or a saving throw before the spell ends, the
cold damage on a failed save, or half as much flame. Each creature in a 20-foot-radius sphere
target can roll a d4 and add the number rolled to damage on a successful one. centered on that point must make a Dexterity
the Attack roll or saving throw.
A creature killed by this spell becomes a frozen saving throw. A target takes 8d6 fire damage on a
statue until it thaws. failed save, or half as much damage on a
successful one. The fire spreads around corners.
It ignites flammable objects in the area that aren’t
being worn or carried. At Higher Levels: When
you cast this spell using a spell slot of 4th level or
higher, the damage increases by 1d6 for each slot
level above 3rd.
SCROLL OF HEROES' FEAST SCROLL OF IDENTIFY SCROLL OF LIGHTNING BOLT
Class Cleric, Druid Class Bard, Wizard Class Druid, Sorcerer, Wizard
DC 12 + spell level (if spell lvl > caster) DC 12 + spell level (if spell lvl > caster) DC 12 + spell level (if spell lvl > caster)
Duration Instantaneous Casting Time 1 minute Range Self (100-foot line)
Range 30 feet Range Touch

Lightning Bolt. 3rd level evocation


Heroes' Feast. 6th lvl conjuration Identify. 1st lvl divination
You bring forth a great feast, including You choose one object that you must touch A stroke of lightning forming a line 100 feet long
magnificent food and drink. The feast takes 1 throughout the casting of the spell. If it is a magic and 5 feet wide blasts out from you in a direction
hour to consume and disappears at the end of item or some other magic-imbued object, you you choose. Each creature in the line must make a
that time, and the beneficial effects don’t set in learn its properties and how to use them, whether Dexterity saving throw. A creature takes 8d6
until this hour is over. Up to twelve other it requires attunement to use, and how many lightning damage on a failed save, or half as
creatures can partake of the feast. charges it has, if any. You learn whether any spells
much damage on a successful one. The
are affecting the item and what they are. If the
A creature that partakes of the feast gains several lightning ignites flammable objects in the area
item was created by a spell, you learn which spell
benefits. The creature is cured of all diseases and created it. that aren’t being worn or carried.
poison, becomes immune to poison and being
If you instead touch a creature throughout the
frightened, and makes all Wisdom saving throws casting, you learn what spells, if any, are currently
with advantage. Its hit point maximum also affecting it.
increases by 2d10, and it gains the same number
of hit points. These benefits last for 24 hours.

SCROLL OF MAGIC CIRCLE SCROLL OF MAJOR IMAGE SCROLL OF MASS CURE WOUNDS
Class Cleric, Paladin, Warlock, Wizard Class Bard, Sorcerer, Warlock, Wizard Class Bard, Cleric, Druid
DC 12 + spell level (if spell lvl > caster) DC 12 + spell level (if spell lvl > caster) DC 12 + spell level (if spell lvl > caster)
Duration 1 hour Range 10 ft Duration Concentration, Up to 10 minutes Duration Instantaneous
Creature types Celestials, Elementals, Fey, Fiends, Range 120 feet Range 60 feet
Undead
Major Image. (3rd lvl illusion) Create image of Mass Cure Wounds. 5th lvl evocation
Magic Circle. 3rd lvl abjuration object / creature / visible phenomenon no larger
A wave of healing energy washes out from a point
than 20' cube. Appears at spot you can see within
You create a 10'radius, 20'tall cylinder of magic of your choice within range. Choose up to six
range. It seems completely real (sounds, smells,
creatures in a 30-foot-radius sphere centered on
from a point on the ground you can see within temp. appropriate to thing depicted), but can do
that point. Each target regains hit points equal
range. Circle affects creatures of chosen types: no harm.
to 3d8 + your spellcasting ability modifier.
Can’t willingly enter the cylinder by nonmagical While within range of illusion & can see it, use an
means. Must succeed on a Cha saving throw to This spell has no effect on undead or constructs.
action to move it within 120'. Can alter
use teleportation / interplanar travel to enter. Has appearance / sounds so that its movements
disadvantage on attack rolls against targets appear natural for the image (walking, carrying
on conversation, etc)
within cylinder. Targets within cylinder can’t be
charmed / frightened / possessed by creatures. Illusion is non corporeal. On successful Int
(Investigation) check vs your spell save DC,
When cast, elect to change its magic to operate in
creature then appears translucent & other
the reverse, preventing creature types from
sensory qualities become faint.
leaving the cylinder and protecting targets
outside it.

SCROLL OF POISON PROTECTION SCROLL OF REVIVIFY SCROLL OF SPIRITUAL WEAPON


Class Cleric, Druid, Paladin, Ranger Class Cleric, Paladin Class Cleric
DC 12 + spell level (if spell lvl > caster) DC 10 + spell level (if spell lvl > caster) DC 12 + spell level (if spell lvl > caster)
Duration 1 hour Range Touch Duration 1 minute
Range Touch Range 60 feet

Revivify. 3rd level necromancy


Protection from Poison. 2nd lvl abjuration Spiritual Weapon. 2nd lvl abjuration
You touch a creature. If it is Poisoned, you You touch a creature that has died within the last You create a floating, spectral weapon within
neutralize the poison. If more than one poison minute. That creature returns to life with 1 hit range that lasts for the Duration or until you cast
afflicts the target, you neutralize on poison that point. This spell can’t return to life a creature that this spell again. When you cast the spell, you can
you know is present, or you neutralize one at has died of old age, nor can it restore any missing make a melee spell Attack against a creature
random. body parts. within 5 feet of the weapon. On a hit, the target
For the Duration, the target has advantage on takes force damage equal to 1d8 + your
Saving Throws against being Poisoned, and it has Spellcasting Ability modifier.
Resistance to poison damage. As a Bonus Action on Your Turn, you can move the
weapon up to 20 feet and repeat the Attack
against a creature within 5 feet of it.
The weapon can take whatever form you choose.
Clerics of deities who are associated with a
particular weapon (ex: Thor and his hammer)
make this spell's effect resemble that weapon.
SCROLL OF WALL OF FIRE SERGEI'S PLATE ARMOR SHIELD +2
Class Druid, Sorcerer, Wizard Armor (heavy), Very Rare Armour (shield), rare
DC 10 + spell level (if spell lvl > caster)
Range 120 feet
Strength required 15 This shield is emblazoned with a stylized silver
Duration Concentration, Up to 1 minute
Stealth Disadvantage dragon that is the emblem of the Order of the Silver
Fireball. 4th level evocation Dragon.

You create a wall of fire on a solid surface within


range. Up to 60' long, 20' high, & 1' thick, or a
ringed wall up to 20' in diameter, 20' high, & 1' You have a +2 bonus to AC while wearing
thick. The wall is opaque and lasts for the this armor.
Duration.
While holding this shield, you have a +2
When the wall appears, each creature within its
Heavy. Unless you have the required bonus to AC. This bonus is in addition to
area must make a Dexterity saving throw. On a
failed save, a creature takes 5d8 fire damage, or strength, your speed is reduced by 10 the shield’s normal bonus to AC.
half as much damage on a successful save. feet. The shield whispers warnings to its
One side of the wall, selected by you when you
Stealth. You have disadvantage on bearer, granting a +2 bonus to Initiative
cast this spell, deals 5d8 fire damage to each if the bearer isn’t incapacitated.
creature that ends its turn within 10 feet of that Dexterity (Stealth) checks.
side or inside the wall. A creature takes the same
damage when it enters the wall for the first time
on a turn or ends its turn there. The other side of
the wall deals no damage.

SILVERED BOLT SILVERED BOLT SILVERED BOLT


Ammunition, uncommon Ammunition, uncommon Ammunition, uncommon

Crossbow Bolt. Each time you Attack with your Crossbow Bolt. Each time you Attack with your Crossbow Bolt. Each time you Attack with your
weapon, you expend one piece of Ammunition. weapon, you expend one piece of Ammunition. weapon, you expend one piece of Ammunition.
Drawing the Ammunition from a Quiver, case, or Drawing the Ammunition from a Quiver, case, or Drawing the Ammunition from a Quiver, case, or
other container is part of the Attack. At the end of the other container is part of the Attack. At the end of the other container is part of the Attack. At the end of the
battle, you can recover half your expended battle, you can recover half your expended battle, you can recover half your expended
Ammunition by taking a minute to Search the Ammunition by taking a minute to Search the Ammunition by taking a minute to Search the
battlefield. battlefield. battlefield.

Silvered. This weapon is effective Silvered. This weapon is effective Silvered. This weapon is effective
against Monsters that have immunity against Monsters that have immunity against Monsters that have immunity
or resistance to nonmagical weapons. or resistance to nonmagical weapons. or resistance to nonmagical weapons.

SILVERED BOLT SILVERED BOLT SILVERED BOLT


Ammunition, uncommon Ammunition, uncommon Ammunition, uncommon

Crossbow Bolt. Each time you Attack with your Crossbow Bolt. Each time you Attack with your Crossbow Bolt. Each time you Attack with your
weapon, you expend one piece of Ammunition. weapon, you expend one piece of Ammunition. weapon, you expend one piece of Ammunition.
Drawing the Ammunition from a Quiver, case, or Drawing the Ammunition from a Quiver, case, or Drawing the Ammunition from a Quiver, case, or
other container is part of the Attack. At the end of the other container is part of the Attack. At the end of the other container is part of the Attack. At the end of the
battle, you can recover half your expended battle, you can recover half your expended battle, you can recover half your expended
Ammunition by taking a minute to Search the Ammunition by taking a minute to Search the Ammunition by taking a minute to Search the
battlefield. battlefield. battlefield.

Silvered. This weapon is effective Silvered. This weapon is effective Silvered. This weapon is effective
against Monsters that have immunity against Monsters that have immunity against Monsters that have immunity
or resistance to nonmagical weapons. or resistance to nonmagical weapons. or resistance to nonmagical weapons.
SILVERED BOLT SILVERED BOLT SILVERED BOLT
Ammunition, uncommon Ammunition, uncommon Ammunition, uncommon

Crossbow Bolt. Each time you Attack with your Crossbow Bolt. Each time you Attack with your Crossbow Bolt. Each time you Attack with your
weapon, you expend one piece of Ammunition. weapon, you expend one piece of Ammunition. weapon, you expend one piece of Ammunition.
Drawing the Ammunition from a Quiver, case, or Drawing the Ammunition from a Quiver, case, or Drawing the Ammunition from a Quiver, case, or
other container is part of the Attack. At the end of the other container is part of the Attack. At the end of the other container is part of the Attack. At the end of the
battle, you can recover half your expended battle, you can recover half your expended battle, you can recover half your expended
Ammunition by taking a minute to Search the Ammunition by taking a minute to Search the Ammunition by taking a minute to Search the
battlefield. battlefield. battlefield.

Silvered. This weapon is effective Silvered. This weapon is effective Silvered. This weapon is effective
against Monsters that have immunity against Monsters that have immunity against Monsters that have immunity
or resistance to nonmagical weapons. or resistance to nonmagical weapons. or resistance to nonmagical weapons.

SILVERED BOLT SLING BULLET +1 SLING BULLET +1


Ammunition, uncommon Ammunition, uncommon Ammunition, uncommon

Crossbow Bolt. Each time you Attack with your Sling Bullet. Each time you Attack with your weapon, Sling Bullet. Each time you Attack with your weapon,
weapon, you expend one piece of Ammunition. you expend one piece of Ammunition. Drawing the you expend one piece of Ammunition. Drawing the
Drawing the Ammunition from a Quiver, case, or Ammunition from a Quiver, case, or other container Ammunition from a Quiver, case, or other container
other container is part of the Attack. At the end of the is part of the Attack. At the end of the battle, you can is part of the Attack. At the end of the battle, you can
battle, you can recover half your expended recover half your expended Ammunition by taking a recover half your expended Ammunition by taking a
Ammunition by taking a minute to Search the minute to Search the battlefield. minute to Search the battlefield.
battlefield.
You have a +1 bonus to attack and You have a +1 bonus to attack and
Silvered. This weapon is effective damage rolls made with this piece of damage rolls made with this piece of
against Monsters that have immunity magic ammunition. Once it hits a target, magic ammunition. Once it hits a target,
or resistance to nonmagical weapons. the ammunition is no longer magical. the ammunition is no longer magical.

SLING BULLET +1 SLING BULLET +1 SLING BULLET +1


Ammunition, uncommon Ammunition, uncommon Ammunition, uncommon

Sling Bullet. Each time you Attack with your weapon, Sling Bullet. Each time you Attack with your weapon, Sling Bullet. Each time you Attack with your weapon,
you expend one piece of Ammunition. Drawing the you expend one piece of Ammunition. Drawing the you expend one piece of Ammunition. Drawing the
Ammunition from a Quiver, case, or other container Ammunition from a Quiver, case, or other container Ammunition from a Quiver, case, or other container
is part of the Attack. At the end of the battle, you can is part of the Attack. At the end of the battle, you can is part of the Attack. At the end of the battle, you can
recover half your expended Ammunition by taking a recover half your expended Ammunition by taking a recover half your expended Ammunition by taking a
minute to Search the battlefield. minute to Search the battlefield. minute to Search the battlefield.

You have a +1 bonus to attack and You have a +1 bonus to attack and You have a +1 bonus to attack and
damage rolls made with this piece of damage rolls made with this piece of damage rolls made with this piece of
magic ammunition. Once it hits a target, magic ammunition. Once it hits a target, magic ammunition. Once it hits a target,
the ammunition is no longer magical. the ammunition is no longer magical. the ammunition is no longer magical.
SLING BULLET +1 SLING BULLET +1 SLING BULLET +1
Ammunition, uncommon Ammunition, uncommon Ammunition, uncommon

Sling Bullet. Each time you Attack with your weapon, Sling Bullet. Each time you Attack with your weapon, Sling Bullet. Each time you Attack with your weapon,
you expend one piece of Ammunition. Drawing the you expend one piece of Ammunition. Drawing the you expend one piece of Ammunition. Drawing the
Ammunition from a Quiver, case, or other container Ammunition from a Quiver, case, or other container Ammunition from a Quiver, case, or other container
is part of the Attack. At the end of the battle, you can is part of the Attack. At the end of the battle, you can is part of the Attack. At the end of the battle, you can
recover half your expended Ammunition by taking a recover half your expended Ammunition by taking a recover half your expended Ammunition by taking a
minute to Search the battlefield. minute to Search the battlefield. minute to Search the battlefield.

You have a +1 bonus to attack and You have a +1 bonus to attack and You have a +1 bonus to attack and
damage rolls made with this piece of damage rolls made with this piece of damage rolls made with this piece of
magic ammunition. Once it hits a target, magic ammunition. Once it hits a target, magic ammunition. Once it hits a target,
the ammunition is no longer magical. the ammunition is no longer magical. the ammunition is no longer magical.

SLING BULLET +1 SLING BULLET +1 SOVEREIGN GLUE


Ammunition, uncommon Ammunition, uncommon Wondrous item, Legendary

Sling Bullet. Each time you Attack with your weapon, Sling Bullet. Each time you Attack with your weapon, This viscous, milky-white substance can form a
permanent adhesive bond between any two
you expend one piece of Ammunition. Drawing the you expend one piece of Ammunition. Drawing the
objects. It must be stored in a jar or flask that has
Ammunition from a Quiver, case, or other container Ammunition from a Quiver, case, or other container
been coated inside with oil of slipperiness. When
is part of the Attack. At the end of the battle, you can is part of the Attack. At the end of the battle, you can found, a container contains 1d6 + 1 ounces.
recover half your expended Ammunition by taking a recover half your expended Ammunition by taking a
One ounce of the glue can cover a 1-foot square
minute to Search the battlefield. minute to Search the battlefield. surface. The glue takes 1 minute to set. Once it
has done so, the bond it creates can be broken
You have a +1 bonus to attack and You have a +1 bonus to attack and only by the application of universal solvent or oil
damage rolls made with this piece of damage rolls made with this piece of of etherealness, or with a wish spell.
magic ammunition. Once it hits a target, magic ammunition. Once it hits a target,
the ammunition is no longer magical. the ammunition is no longer magical.

STAFF OF FROST STAFF OF POWER STATUETTE OF ST MARKOVIA


Staff, Very Rare Golden statuette (250gp)
Requires Attunement Yes
Golden Statuette of Saint Markovia.
Class Druid, Sorcerer, Warlock, Wizard
Grants any good-aligned creature that
carries it a +1 bonus to saving throws.
Ability. You have resistance to cold damage while
you hold this staff. The staff has 10 charges. While
holding it, you can use an action to expend 1 or
more of its charges to cast one of the following
spells from it, using your spell save DC.
Cone of Cold. O O O O O
Fog Cloud. O
Ice Storm. O O
Wall of Ice. O O
The staff regains 1d6 + 4 expended charges daily
at dawn. If you expend the last charge, roll a d20.
On a 1, the staff turns to water and is destroyed.
STONE OF GOOD LUCK SUNSWORD TOME OF STRAHD
Wondrous Item, Uncommon Damage 1d8 radiant (1d10)

Requires Attunement Yes The Tome of Strahd is an ancient work penned by


Strahd, a tragic tale of how he came to his fallen
Luckstone. While this polished agate is on state. The book is bound in a thick leather cover
your person, you gain a +1 bonus to with steel hinges and fastenings. The pages are of
parchment and very brittle. Most of the book is
ability checks and saving throws.
written in the curious shorthand that only Strahd
employs. Stains and age have made most of the
work illegible, but several paragraphs remain
intact and readable.

TOME OF UNDERSTANDING VICTOR'S SPELLBOOK VILNIUS'S SPELLBOOK


Wondrous Item, Very Rare Wondrous Item, Very Rare Wondrous Item, Very Rare

Attunement Owner must forgo a long rest to Attunement Owner must forgo a long rest to
Tome of Understanding. This book perform a ritual to retrieve the spells & copy to perform a ritual to retrieve the spells & copy to
contains intuition and insight exercises, another source, but can only retrieve as many another source, but can only retrieve as many
and its words are charged with magic. as their Intelligence modifier (minimum of 1). as their Intelligence modifier (minimum of 1).

If you spend 48 hours over a period of 6 Calamitous Master's Librium. This leather-bound The Gilded Inscriptions. This leather-bound
days or fewer studying the book's spellbook crackles with magic energy & contains spellbook crackles with magic energy & contains
thick vellum pages inscribed with various spells: thick vellum pages inscribed with various spells:
contents and practicing its guidelines,
your Wisdom score increases by 1, as Cantrips: acid splash, fire bolt, light, mage hand, Cantrips: fire bolt, light, mage hand,
does your maximum for that score. The mending, prestidigitation prestidigitation
manual then loses its magic, but regains 1st level: detect magic, mage armor, magic missile, 1st level: detect magic, mage armor, magic missile,
it in a century. shield, thunderwave shield
2nd level: darkvision, levitate, misty step, 2nd level: misty step, suggestion
suggestion
3rd level: counterspell, fireball, fly
3rd level: animate dead, counterspell, fireball, fly,
4th level: greater invisibility, ice storm
glyph of warding
5th level: cone of cold
4th level: blight, greater invisibility, ice storm
5th level: teleportation circle

WAND OF IDENTIFY WAND OF SECRETS WEIRD-LOOKING SCEPTER


Wand, uncommon Wand, uncommon Weapon (firearm), very rare

Maximum charges 4 Maximum charges 7 Damage 1d12 piercing


Recharge 1d4 each day Recharge 1d6+1 each day Properties Ammunition (range 40/120), loading,
Depletion If you expend the last charge, roll a Depletion If you expend the last charge, and two-handed
d20. On a 1, the item is destroyed.
roll a d20. On a 1, the item is destroyed.
Musket. A weird-looking sceptre made from metal
Use an action to expend 1 charge to cast the and wood. A stoppered drinking horn and a fat
Identify spell. pouch accompany it.
The wand has 3 charges. While holding it,
Identify. You choose one object that you must you can use an action to expend 1 of its The “weird-looking scepter” is a futuristic weapon
touch throughout the casting of the spell. If it is a
charges, and if a secret door or trap is that uses special ammunition. The stoppered
magic item or some other magic-imbued object,
you learn its properties and how to use them. You
within 30 feet of you, the wand pulses drinking horn is a water-resistant powder horn
learn whether any Spells are affecting the item and points at the one nearest to you. loaded with gunpowder, and the fat pouch
and what they are. If the item was created by a contains 20 silver marbles (silvered bullets). The
The wand regains 1d3 expended charges
spell, you learn which spell created it. ammunition of a firearm is destroyed upon use.
daily at dawn.
If you instead touch a creature throughout the
casting, you learn what Spells, if any, are currently
affecting it.
WHITE DRESS YELLOW LEATHER BOUND SPELLBOOK
Bridal Gown Wondrous Item, Very Rare

Attunement Owner must forgo a long rest to


A shining white bridal gown made of the
perform a ritual to retrieve the spells & copy to
finest silk, fit only for a queen. another source, but can only retrieve as many
as their Intelligence modifier (minimum of 1).

Illuminated Codex of Sorcery. This leather-bound


spellbook crackles with magic energy and
contains thick vellum pages inscribed with various
spells:
1st level: disguise self, identify, mage armor, magic
missile, protection from evil and good
2nd level: darkvision, hold person, invisibility, magic
weapon

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