Magic Items
Every magic item in the game, by rarity: what it does, where to find it and its cheat code (how to use a code). Most have no fixed place and turn up as random treasure (Random Treasure).
Common (59)
Armor of Gleaming
It never gets dirty.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Bead of Nourishment
Swallow it and you need no food for a day.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Bead of Refreshment
Turns up to a pint of liquid into fresh water.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Boots of False Tracks
Your tracks look like another kind of creature's.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Candle of the Deep
Its flame keeps burning underwater.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Cast-Off Armor
You can take it off as an action.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Cloak of Billowing
It billows dramatically on command.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Cloak of Many Fashions
It changes its style, color and quality at your whim.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Clockwork Amulet
Once a day, take a 10 on an attack roll's d20 instead of rolling.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Clothes of Mending
These clothes mend themselves overnight.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Conjurer’s Canopy
Plant it to shelter a 20-ft cube from the weather for an hour.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Dictation Quill
Writes down what you say, 25 words a minute, for up to an hour.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Dread Helm
Your eyes glow red while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ear Horn of Hearing
Held to your ear, it lets you hear even when deafened.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Elocutionist’s Lexicon
Opens to the word you're trying to remember.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Enduring Spellbook
A spellbook that can't be harmed by fire, water or age.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ensorcelled Missive
A letter sealed with a passphrase; without it the words are gibberish.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ersatz Eye
An artificial eye that replaces a lost one and sees as well.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Evergreen Fertilizer
Keeps a plant healthy for a year.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Hat of Vermin
3 charges: pull a harmless bat, frog or rat out of the hat.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Hat of Wizardry
Once a day, try to cast a Wizard cantrip you don't know.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Heward's Handy Spice Pouch
10 charges: a pinch of any seasoning you like.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Homeward Compass
Remembers a place and points back to it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Horn of Silent Alarm
4 charges: a blast only one creature you choose can hear.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Instrument of Illusions
Playing it fills the air around you with harmless illusions.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Instrument of Scribing
3 charges: write a magical message on an object by playing.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Lock of Trickery
A lock that is harder to pick and easy to open for its owner.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Lucky Foot
After a natural 1 on a save or ability check, it's used up to reroll; keep the new roll.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Mechanical Wonder (Mobility)
Wound up and strapped to your back, it gives you a Speed of 30 feet for 24 hours.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Moon-Touched Sword
In darkness, the unsheathed blade sheds moonlight (bright 15 ft, dim 15 ft more).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Mystery Key
It has a 5 percent chance of opening any lock, then it vanishes.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Orb of Direction
It always knows which way is north.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Orb of Time
It shows the time of day.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Perfume of Bewitching
For an hour, Advantage on Charisma checks to sway ordinary folk.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Pipe of Smoke Monsters
Puff out smoke shaped like any creature you like.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Pole of Angling
A 10-ft pole that becomes a fishing pole.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Pole of Collapsing
A 10-ft pole that collapses into a 1-ft rod.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Pot of Awakening
Plant a shrub in it and in 30 days it becomes an Awakened Shrub.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Climbing
For 1 hour: a Climb Speed equal to your Speed, and Advantage on Athletics checks to climb.
Where to find it:
- Sometimes in the changing stock of Vadoma
Rope of Mending
A rope that mends itself when cut.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ruby of the War Mage
Fixed to a weapon, it lets the weapon serve as your Spellcasting Focus.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Shield of Expression
A face on the front changes its expression at your whim.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Smoldering Armor
Harmless smoke wisps off it while worn.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Spell Component Ring
Holds one prepared spell's ordinary Material component, so you need no free hand to reach it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Spell Scroll
A spell written on a scroll: read it to cast it, if the spell is on your class's list.
Where to find it:
- Spell Scroll (Bless): In an iron-banded chest, Death House, Upper Floor (Secret Study) (locked, DC 13)
- Spell Scroll (Cone of Cold): Hidden: a page blown into the snow, Mount Baratok (The frost garden) (found with Search, Perception DC 13)
- Spell Scroll (Dispel Magic): A Arcana check (DC 15) at Burned bookcases, Argynvostholt, Upper Floor
- Spell Scroll (Protection from Poison): In an iron-banded chest, Death House, Upper Floor (Secret Study) (locked, DC 13)
- Spell Scroll (Remove Curse): Given by Father Lucian in St. Andral's Church (The Cat in the Window)
- Spell Scroll (Spiritual Weapon): In an iron-banded chest, Death House, Upper Floor (Secret Study) (locked, DC 13)
- Sold by Father Donavich, Father Lucian, Kasha Varo, Rictavio, Sir Godfrey Gwilym, Urwin Martikov, Kasimir Velikov (prices)
- Sometimes in the changing stock of Vadoma
Staff of Adornment
It makes a tiny object float above its tip.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Staff of Birdcalls
It makes a birdcall.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Staff of Flowers
It makes a flower sprout from it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Sweeping Broom
Sweeps a 20-ft square by itself until told to stop.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Talking Doll
A doll that repeats up to six short phrases it was taught.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Tankard of Sobriety
Drink from it and you never get drunk.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Tome of Strahd
A heavy book bound in black leather and clasped with tarnished silver: the vampire's own account of himself, in his own hand.
Where to find it:
- Wherever Madam Eva's reading puts it: any of 40 places, one per card (The Tarokka Reading)
Unbreakable Arrow
It can't be broken; you always get it back after a fight.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Veteran's Cane
A walking cane that turns into an ordinary longsword (and stays one).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Walloping Ammunition
A creature it hits makes a DC 10 Strength save or falls Prone.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Wand of Conducting
7 charges: it makes orchestral music.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Wand of Pyrotechnics
7 charges: it shoots a harmless burst of colorful light.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Wand of Scowls
7 charges: it makes a humanoid scowl.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Wand of Smiles
7 charges: it makes a humanoid smile.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Uncommon (135)
Adamantine Armor
Any Critical Hit against you becomes a normal hit.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Adamantine Weapon
Hits against objects are Critical Hits.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Alchemy Jug
Once a day, it pours out the liquid you name: acid, poison, oil, water, wine and more.
Where to find it:
- Hidden: a stave in the founder's cask that opens, The Winery Cellars (The foot of the stair) (found with Search, Investigation DC 14)
Ammunition, +1
+1 to attack and damage rolls with this ammunition; it loses its magic once it hits.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Amulet of the Devout, +1
+1 to your Cleric and Paladin spell attacks and save DC; once a day, a use of Channel Divinity back.
Where to find it:
- Hidden: something glinting at the pool's edge, The Pool of the White Sun (The pool) (found with Search, Perception DC 13)
- Hidden: a loose stone under the front pew, Village Church (Nave) (found with Search, Investigation DC 14)
- Given by The altar step in Castle Ravenloft, the Chapel (Carry the Dawn)
Arcane Grimoire, +1
+1 to your Wizard spell attacks and save DC; Arcane Recovery brings back one more slot level.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Bag of Holding
Holds 500 lb (64 cubic feet) and always weighs 5 lb.
Where to find it:
- Hidden: a false floor in the broken cart, Tser Pool Encampment (The Vistani camp) (found with Search, Investigation DC 12)
- Sometimes in the changing stock of Vadoma
Bag of Tricks (Gray)
3 charges: pull out a fuzzy ball that becomes a random Beast friendly to you (weasel, giant rat, badger, and others).
Where to find it:
- Hidden: a secret drawer in the toy chest, Death House, Attic (Children's Room) (found with Search, Investigation DC 12)
Bag of Tricks (Rust)
3 charges: pull out a fuzzy ball that becomes a random Beast friendly to you (rat, owl, mastiff, and others).
Where to find it:
- Hidden: a hollow in the fallen trunk, Tser Falls (The east glade) (found with Search, Investigation DC 12)
Bag of Tricks (Tan)
3 charges: pull out a fuzzy ball that becomes a random Beast friendly to you (jackal, ape, baboon, and others).
Where to find it:
- Given by Agafia in The Charcoal-Burners' Hollow (The Oat Thief)
Barnacled Wave-Swept Weapon
+1 to attack and damage rolls; it can salt water.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Black Potion of Dragon’s Breath
For 1 minute, a Magic action breathes a 15-ft Cone of Acid (Dex DC 13, 3d6, half on a success).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Blemished Idol of Good Fortunes
Once a day, the idol speaks an Augury.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Bloodwell Vial, +1
+1 to your Sorcerer spell attacks and save DC; once a day, 5 Sorcery Points back after a Short Rest.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Blue Potion of Dragon’s Breath
For 1 minute, a Magic action breathes a 15-ft Cone of Lightning (Dex DC 13, 3d6, half on a success).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Boon Companions’ Bands
Two rings: once a day, one wearer's area spell spares the other (an automatic success, no damage instead of half).
Where to find it:
- 2 × Given by A long bundle of web in The Webbed Gully (The Spiders' Gully)
Boots of Elvenkind
Your steps make no sound: Advantage on Dexterity (Stealth) checks.
Where to find it:
- Hidden: a mound that isn't as old as the others, The River Ivlis Crossroads (The gallows field) (found with Search, Perception DC 14)
- Sometimes in the changing stock of Vadoma
Boots of Striding and Springing
Your Speed is at least 30 ft and isn't lowered by armor or weight; you jump three times as far.
Where to find it:
- Hidden: a Vistani cache under the ribbon tree, Tser Pool Encampment (The Vistani camp) (found with Search, Investigation DC 14)
Boots of the Winterlands
Resistance to Cold; snow and ice don't slow you; you're comfortable in bitter cold.
Where to find it:
- Hidden: a traveller's pack under the carcass, The Old Svalich Road (The Svalich Woods) (found with Search, Perception DC 12)
Bracers of Archery
Proficiency with Longbows and Shortbows, and +2 damage with them.
Where to find it:
- Hidden: something under the bone cairn, Yester Hill (The barrow slope) (found with Search, Perception DC 15)
Brooch of Shielding
Resistance to Force damage, and Magic Missile can't hurt you.
Where to find it:
- Hidden: a loose panel behind the study desk, Burgomaster's Mansion (found with Search, Investigation DC 13)
Broom of Flying
Ride it through the air: a Fly Speed of 50 ft; it can also fly alone to a place you name.
Where to find it:
- Hidden: a broom up in the rafters, Old Bonegrinder, the Loft (Morgantha's corner) (found with Search, Perception DC 15)
Budding Blossom Rod
Druidcraft at will, Overgrowth once a day, and it mends plants.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Cap of Water Breathing
Underwater, a bubble of air forms around your head so you can breathe.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Circlet of Blasting
Once a day, cast Scorching Ray (+5 to hit).
Where to find it:
- Hidden: a false bottom in the dressing-table drawer, Death House, Third Floor (Master Suite) (found with Search, Investigation DC 13)
Cloak of Elvenkind
With the hood up: Advantage on Stealth checks, and Perception checks to see you have Disadvantage.
Where to find it:
- Hidden: a bundle under the nursemaid's mattress, Death House, Third Floor (Nursemaid's Room) (found with Search, Perception DC 14)
- Given by Fen Burley in The Werewolf Den (Grandda's Trail)
Cloak of Protection
+1 to Armor Class and saving throws.
Where to find it:
- In a faded footlocker, Death House, Dungeon (Upper Level) (The Cult Leaders' Quarters)
- Sometimes in the changing stock of Vadoma
Cloak of the Manta Ray
With the hood up you breathe underwater and swim at 60 ft.
Where to find it:
- Given by Luvash in The Vistani Camp
Decanter of Endless Water
Pours endless water: a stream, a fountain, or a geyser that knocks a creature down (Str DC 13).
Where to find it:
- Hidden: something behind the wizard's casks, The Press House (The wizard's rack) (found with Search, Perception DC 14)
Deck of Illusions
Throw a card and an illusory creature appears that fools your foes until they see through it.
Where to find it:
- Given by Alenka in Blood of the Vine or Mirabel in Blood of the Vine or 1 more
- Sometimes in the changing stock of Vadoma
Dispelling Ammunition
When it damages a creature, every spell of level 3 or lower on that creature ends; then it's ordinary.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Dragonhide Belt, +1
+1 to the save DC of your Monk features; once a day, regain 1d4 Focus Points.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Driftglobe
Cast Light or (once a day) Daylight on it; it floats along after you.
Where to find it:
- Hidden: something in the soot under the dumbwaiter, Death House, Ground Floor (Kitchen) (found with Search, Perception DC 13)
- Sometimes in the changing stock of Vadoma
Dust of Disappearance
Thrown in the air, it makes you and everyone within 10 ft Invisible for 2d4 minutes.
Where to find it:
- Hidden: a hollow in the statue's base, Death House, Dungeon (Upper Level) (The Darklord's Shrine) (found with Search, Perception DC 14)
- Sometimes in the changing stock of Vadoma
Dust of Dryness
A pinch dries up a 15-ft cube of water into a pellet, or ravages a creature made of water (10d6 Necrotic).
Where to find it:
- Hidden: a loose board in the broken cart, The Old Svalich Road (The open road) (found with Search, Investigation DC 12)
Dust of Sneezing and Choking
Looks like Dust of Disappearance; thrown, it makes you and everyone within 30 ft choke (Con DC 15).
Where to find it:
- Hidden: a sack of "flour" that isn't, Old Bonegrinder (The pantry) (found with Search, Investigation DC 15)
Efficient Quiver
Holds 60 arrows, 18 javelins and 6 bows or staffs, and always weighs 2 lb.
Where to find it:
- Given by Big Tobar in Tser Pool Encampment (Called by Name)
Elemental Gem (Blue Sapphire)
Break it to summon an Air Elemental that obeys you for an hour.
Where to find it:
- Given by The grave Mihail dug this week in Village of Barovia (Six Feet)
Elemental Gem (Emerald)
Break it to summon an Water Elemental that obeys you for an hour.
Where to find it:
- Hidden: a board the druids didn't lift, The Winery (The fermenting hall) (found with Search, Perception DC 15)
Elemental Gem (Red Corundum)
Break it to summon an Fire Elemental that obeys you for an hour.
Where to find it:
- Hidden: something under a straw pallet, Death House, Dungeon (Upper Level) (Initiates' Quarters) (found with Search, Perception DC 13)
Elemental Gem (Yellow Diamond)
Break it to summon an Earth Elemental that obeys you for an hour.
Where to find it:
- Hidden: Something in the reeds, Tser Pool Encampment (The shore of Tser Pool) (found with Search, Perception DC 12)
Eversmoking Bottle
Opened, it pours out smoke that heavily obscures everything within 60 ft.
Where to find it:
- Hidden: something behind the casks, The Wizard of Wines (The winery yard) (found with Search, Perception DC 13)
Eyes of Charming
3 charges: cast Charm Person (save DC 13).
Where to find it:
- Hidden: a hidden drawer in Lady Wachter's desk, Wachterhaus (Study) (found with Search, Investigation DC 15)
- Sometimes in the changing stock of Vadoma
Eyes of Minute Seeing
Advantage on Intelligence (Investigation) checks that rely on sight.
Where to find it:
- Hidden: a slit in the satchel's lining, Blood of the Vine (Back room) (found with Search, Investigation DC 14)
- Sometimes in the changing stock of Vadoma
Eyes of the Eagle
Advantage on Wisdom (Perception) checks that rely on sight; you can see clearly a mile away.
Where to find it:
- Hidden: a satchel wedged behind the lookout rock, Van Richten's Tower (The shore of Lake Baratok) (found with Search, Perception DC 14)
Figurine of Wondrous Power (Silver Raven)
Becomes a Raven that serves you for up to 12 hours (once every 2 days).
Where to find it:
- Hidden: a raven's hoard in the dead oak, Old Bonegrinder, the Hill (The dead oak) (found with Search, Perception DC 14)
- Sold by Urwin Martikov (prices)
- Sometimes in the changing stock of Vadoma
Gauntlets of Ogre Power
Your Strength is 19 while you wear them.
Where to find it:
- Hidden: a farmer's cache behind the field wall, The River Ivlis Crossroads (The falls track) (found with Search, Perception DC 14)
Gem of Brightness
50 charges: light, a blinding ray (1) or a blinding cone of light (5), Con DC 15.
Where to find it:
- Given by Father Donavich in Village Church (The Burgomaster's Burial, The Priest's Son)
Gloves of Missile Snaring
A Reaction cuts the damage of a ranged weapon hit by 1d10 + Dex; cut to 0 and you catch the missile.
Where to find it:
- Hidden: something under a servant's bed, Death House, Upper Floor (Servants' Quarters) (found with Search, Perception DC 14)
Gloves of Swimming and Climbing
A Climb and Swim Speed equal to your Speed, and +5 to Athletics checks to climb or swim.
Where to find it:
- Hidden: a gap in the field wall, The Old Svalich Road (The open road) (found with Search, Perception DC 14)
Gloves of Thievery
+5 to Sleight of Hand checks and to Dexterity checks to pick locks.
Where to find it:
- Hidden: a loose board under a guest bed, The Blue Water Inn (Guest rooms) (found with Search, Perception DC 15)
Goading Ammunition
A creature it damages makes a DC 13 Charisma save or can't take Reactions until its next turn; then it's ordinary.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Goggles of Night
Darkvision 60 ft (or 60 ft more if you already have it).
Where to find it:
- Hidden: a satchel snagged high in the pine, Tser Falls (The path to the falls) (found with Search, Perception DC 14)
- Sometimes in the changing stock of Vadoma
Green Potion of Dragon’s Breath
For 1 minute, a Magic action breathes a 15-ft Cone of Poison (Dex DC 13, 3d6, half on a success).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Hat of Disguise
Cast Disguise Self at will.
Where to find it:
- Given by Rictavio in The Blue Water Inn (The Destined Ally)
- Sometimes in the changing stock of Vadoma
Headband of Intellect
Your Intelligence is 19 while you wear it.
Where to find it:
Helm of Comprehending Languages
Cast Comprehend Languages at will.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Helm of Telepathy
Detect Thoughts at will, telepathy, and a daily Suggestion (save DC 13).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Immovable Rod
Press its button and it stays fixed in place, holding up to 8,000 lb.
Where to find it:
- Hidden: something under a fallen beam, The Ruins of Berez (found with Search, Perception DC 14)
Instrument of the Bards (Doss Lute)
Each once a day: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection From Energy, Protection From Poison.
Where to find it:
- Hidden: a lute case behind the harp, Death House, Upper Floor (Conservatory) (found with Search, Investigation DC 13)
Instrument of the Bards (Fochlucan Bandore)
Each once a day: Fly, Invisibility, Levitate, Protection from Evil and Good, Entangle, Faerie Fire, Shillelagh, Speak With Animals.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Instrument of the Bards (Mac-Fuirmidh Cittern)
Each once a day: Fly, Invisibility, Levitate, Protection from Evil and Good, Barkskin, Cure Wounds, Fog Cloud.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Javelin of Lightning
Once a day, throw it as a bolt of lightning: a 120-ft line (Dex DC 13, 4d6 Lightning) and 4d6 extra to the target.
Where to find it:
- Javelin of Lightning (Javelin): Hidden: a stash under the fallen beams, Village of Barovia (Back lanes) (found with Search, Perception DC 13)
Keoghtom's Ointment
1d4 + 1 doses: each heals 2d8 + 2 and cures poison and disease.
Where to find it:
Lantern of Revealing
Its light shows Invisible creatures and objects within 30 ft.
Where to find it:
- Hidden: the lamp-keeper's niche, The Beacon Tower (The lantern room) (found with Search, Perception DC 14)
- Sometimes in the changing stock of Vadoma
Magewright’s Gloves
While worn, you count as two workers crafting with artisan's tools.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Mariner's Armor
A Swim Speed equal to your Speed; if you start your turn underwater at 0 Hit Points, you rise 60 ft.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Martialist’s Quarterstaff
Four charges (1d4 back at dawn): Searing Smite (2 charges, DC 13), a charge to throw it and have it fly back, or a charge for Advantage and a shove Prone.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Medallion of Thoughts
5 charges: cast Detect Thoughts (save DC 13).
Where to find it:
- Hidden: a loose board under the card cabinet, Death House, Ground Floor (Den of Wolves) (found with Search, Investigation DC 13)
Mithral Armor
No Strength requirement and no Disadvantage on Stealth checks.
Where to find it:
- Given by The cold corner in Burgomaster's Mansion (The Burgomaster's Hound)
Moon Sickle, +1
+1 sickle; +1 to your Druid and Ranger spell attacks and save DC; healing spells you cast heal 1d4 more.
Where to find it:
- Moon Sickle, +1 (Sickle): Hidden: something dropped between the vines, The Wizard of Wines (The west vineyard) (found with Search, Perception DC 12)
Necklace of Adaptation
You breathe normally anywhere, and have Advantage on saves against harmful gases and vapors.
Where to find it:
- Hidden: a necklace among the names on the cairn, Tser Falls (The cairn glade) (found with Search, Perception DC 13)
Oil of Slipperiness
Coat a creature: Freedom of Movement for 8 hours. Or pour it out: a 10-foot square of Grease for 8 hours.
Where to find it:
- Hidden: Something kept dry behind the rain barrel, Village of Barovia (Back lanes) (found with Search, Perception DC 12)
- Sometimes in the changing stock of Vadoma
Ominous Staff of Skulls
Chill Touch with your spell attack, Advantage on Intimidation, and a dim glow.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Orb of Divination Detection
An Arcane Focus that glows green while a Divination spell targets you.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Orb of Sorcery
A Sorcerer's focus; once a day a Magic action restores up to 2 spent Sorcery Points.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Pearl of Power
Once a day, regain one spent spell slot of level 3 or lower.
Where to find it:
- Hidden: a token that hums, Tser Falls (The lip of the falls) (found with Search, Perception DC 13)
Periapt of Health
You can't contract a disease, and you have Advantage on saves against being Poisoned.
Where to find it:
- Hidden: an old priest in the burial niches, Village Church (Undercroft) (found with Search, Perception DC 14)
Periapt of Wound Closure
You stabilize at the start of your turn when dying, and Hit Point Dice you spend heal twice as much.
Where to find it:
- Given by Stefania Martikov in The Wizard of Wines (The Son Who Didn't Fly)
- Sometimes in the changing stock of Vadoma
Philter of Love
Charmed for 1 hour by the next creature you see within 10 minutes of drinking it.
Where to find it:
- Sometimes in the changing stock of Vadoma
Pipes of Haunting
3 charges: an eerie tune frightens creatures within 30 ft (Wis DC 15) for a minute.
Where to find it:
- Hidden: a relic in the niches that isn't bone, Death House, Dungeon (Lower Level) (found with Search, Investigation DC 14)
- Sometimes in the changing stock of Vadoma
Pipes of the Sewers
3 charges: call swarms of rats and sway them with a Charisma contest; they obey while you play each round. Rats leave you alone.
Where to find it:
- Given by Wenzel in The Grey Goose (The Lantern in the Roadhouse)
Potion of Animal Friendship
For 1 hour, cast Animal Friendship (save DC 13) at will.
Where to find it:
- Given by Snowdrop in The High Pasture or Erno in The High Pasture (The Goatherd's Count)
- Given by Snowdrop in The High Pasture or Erno in The High Pasture (The Goatherd's Count)
Potion of Fire Breath
For 1 hour, a Bonus Action breath of fire at a creature within 30 ft (Dex DC 13, 4d6 Fire, half on a success), three times.
Where to find it:
- Hidden: a hollow stump, Tser Pool Encampment (The Vistani camp) (found with Search, Perception DC 14)
Potion of Giant Strength (Hill Giant)
Your Strength becomes 21 for 1 hour (no effect if it's already higher).
Where to find it:
- In Izek's chest, The Burgomaster's Mansion (Izek's room) (belongs to Izek Strazni: taking it is theft)
Potion of Growth
The Enlarge part of Enlarge/Reduce for 1d4 hours (no Concentration).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Healing (Greater)
Bonus Action to drink or give to a creature within 5 ft: regain 4d4 + 4 Hit Points.
Where to find it:
- Sold by Father Donavich, Father Lucian, Kasha Varo, Rictavio, Urwin Martikov (prices)
- Sometimes in the changing stock of Vadoma
Potion of Poison
Looks like a healing potion; drinking it deals 4d6 Poison damage and may poison you for 1 hour (Con DC 13).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Resistance (Acid)
Resistance to Acid damage for 1 hour.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Resistance (Cold)
Resistance to Cold damage for 1 hour.
Where to find it:
- Hidden: a woodcutter's stump, The Svalich Woods (The forest road) (found with Search, Perception DC 12)
Potion of Resistance (Fire)
Resistance to Fire damage for 1 hour.
Where to find it:
- 2 × In the keepers' strongbox, Under Mount Ghakis (The keepers' post) (locked, DC 16)
- In the drivers' box, The North Shoulder of Ghakis (Before the gate)
- Hidden: Something in the slush, The North Shoulder of Ghakis (Before the gate) (found with Search, Perception DC 14)
Potion of Resistance (Force)
Resistance to Force damage for 1 hour.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Resistance (Lightning)
Resistance to Lightning damage for 1 hour.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Resistance (Necrotic)
Resistance to Necrotic damage for 1 hour.
Where to find it:
- Sold by Rictavio, Urwin Martikov (prices)
- Sometimes in the changing stock of Vadoma
Potion of Resistance (Poison)
Resistance to Poison damage for 1 hour.
Where to find it:
- Hidden: an offering behind the wayside shrine, The Miller's Lane (The miller's lane) (found with Search, Perception DC 13)
Potion of Resistance (Psychic)
Resistance to Psychic damage for 1 hour.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Resistance (Radiant)
Resistance to Radiant damage for 1 hour.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Resistance (Thunder)
Resistance to Thunder damage for 1 hour.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Tirelessness
For 24 hours you need no sleep and magic can't put you to sleep; a Long Rest is 4 hours of quiet focus.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Water Breathing
Breathe underwater for 24 hours.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Red Potion of Dragon’s Breath
For 1 minute, a Magic action breathes a 15-ft Cone of Fire (Dex DC 13, 3d6, half on a success).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Rhythm-Maker's Drum, +1
+1 to your Bard spell attacks and save DC; once a day, regain a use of Bardic Inspiration.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Dedicated Focus
When you fail a Concentration save, spend up to two Hit Dice and add them.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Jumping
Cast Jump on yourself as a Bonus Action, at will.
Where to find it:
- Hidden: something glinting high in the pine, The Svalich Woods (The forest road) (found with Search, Perception DC 14)
Ring of Mind Shielding
Magic can't read your thoughts, tell if you lie, or learn your alignment or creature type.
Where to find it:
- Hidden: a loose board behind the shrine, The Old Svalich Road (The Gates of Barovia) (found with Search, Investigation DC 12)
- Sometimes in the changing stock of Vadoma
Ring of Swimming
A Swim Speed of 40 ft.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Warmth
Resistance to Cold damage; you and what you wear are unharmed by temperatures down to -50 °F.
Where to find it:
- Hidden: something under the cairn by the track, Krezk (The abbey track) (found with Search, Perception DC 14)
Ring of Water Walking
You can walk on liquid as if it were solid ground.
Where to find it:
- Hidden: something under the jetty's boards, Lake Zarovich: the Fishers' Landing (The jetty) (found with Search, Perception DC 14)
Robe of Useful Items
Covered in cloth patches you can pull off to get the items they show (a dagger, a ladder, potions, a rowboat...).
Where to find it:
- Hidden: something sewn into the trunk's lining, The Wards of St. Markovia (The matron's room) (found with Search, Investigation DC 14)
Rod of the Pact Keeper, +1
+1 to your Warlock spell attacks and save DC; once per Long Rest, regain a Pact Magic slot.
Where to find it:
- Given by Radu in Tser Pool Encampment (The Grey Mare)
Rope of Climbing
A rope that climbs and ties itself where you tell it, and knots up for easy climbing.
Where to find it:
- Hidden: something in the frozen traveller's pack, The Tsolenka Pass (The cliff road) (found with Search, Perception DC 12)
- Hidden: a rope tied off below the well's lip, The Wizard of Wines (The winery yard) (found with Search, Perception DC 13)
Sentinel Shield
Advantage on Initiative rolls and Wisdom (Perception) checks while you hold it.
Where to find it:
- Sentinel Shield (Shield): Hidden: a shield under the watch's woodpile, Krezk (Inside the gate) (found with Search, Perception DC 14)
Shield, +1
+1 to Armor Class while you wield it, beyond the Shield's normal bonus.
Where to find it:
- In Teodor's empty grave, Village of Barovia (Churchyard) (locked, with nothing to pick; only when teodor cache known)
- Sometimes in the changing stock of Vadoma
Silver Harper Pin
Divination reports a chosen Harper persona instead of you, and thought-reading finds a planted message.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Slippers of Spider Climbing
Climb walls and walk on ceilings with your hands free, at your Speed.
Where to find it:
- Hidden: a coffin with a false bottom, The Coffin Maker's Shop (The storeroom) (found with Search, Investigation DC 14)
Spell-Slinger’s Puppet
A doll you float up to 30 ft away and speak through, Verbal spells included.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Staff of the Adder
The head becomes a snake: its bite deals 1d6 Piercing and 3d6 Poison (Con DC 15 avoids the poison).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Staff of the Python
Throw it down and it becomes a Giant Constrictor Snake that obeys you.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Stone of Good Luck (Luckstone)
+1 to ability checks and saving throws while it's on your person.
Where to find it:
- Given (The Fine Print)
- Given by a very small crypt in Death House, Dungeon (Upper Level) (The Nursemaid's Grave)
- Sometimes in the changing stock of Vadoma
Thespian’s Playbill
While held, Study checks add your Charisma modifier (at least +1).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Thief’s Thimble
Soaks up 30 damage from traps you set off, then breaks.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Three Keyholes Dagger
+1 to attack and damage rolls; as you attack it can become a Handaxe or Mace until your next turn.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Trident of Fish Command
3 charges: cast Dominate Beast (DC 15) on a Beast with a Swim Speed.
Where to find it:
- Trident of Fish Command (Trident): Hidden: something behind the fishers' shrine, Lake Zarovich: the Fishers' Landing (The landing) (found with Search, Perception DC 13)
Wand of Freshness
Four charges (1d4 + 1 back at dawn): a charge purifies food and drink.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Wand of Magic Detection
3 charges: Detect Magic.
Where to find it:
- Hidden: a split in the fallen trunk, The Svalich Woods (The forest road) (found with Search, Investigation DC 12)
Wand of Magic Missiles
7 charges: Magic Missile, up to 3 charges for a level 3 casting.
Where to find it:
- Hidden: a hollow book among the histories, Death House, Upper Floor (Library) (found with Search, Investigation DC 14)
Wand of Secrets
3 charges: points to the nearest secret door or trap within 30 ft.
Where to find it:
- Hidden: a grave dug up and filled in again, Village of Barovia (Churchyard) (found with Search, Perception DC 14)
Wand of Web
7 charges: Web (save DC 13).
Where to find it:
- Hidden: a hollow behind the milestone, The River Ivlis Crossroads (The falls track) (found with Search, Investigation DC 14)
Wand of the War Mage, +1
+1 to spell attack rolls, and your spell attacks ignore Half Cover.
Where to find it:
- Hidden: a loose board under the chalk circle, The Burgomaster's Mansion (Victor's attic) (found with Search, Investigation DC 15)
Weapon of Warning
You can't be surprised, and you and your allies within 30 ft have Advantage on Initiative.
Where to find it:
- Longsword of Warning: Hidden: a gate guard's sword in the weeds, The Old Svalich Road (The Gates of Barovia) (found with Search, Perception DC 13)
Weapon, +1
+1 to attack and damage rolls made with this magic weapon.
Where to find it:
- +1 Handaxe: Hidden: an axe left in a woodcutter's stump, Tser Falls (The path to the falls) (found with Search, Perception DC 12)
- +1 Longsword: Given by Ismark Kolyanovich in Village of Barovia or Ireena Kolyana in Village of Barovia or 2 more
- +1 Longsword: Given by Ismark Kolyanovich in Village of Barovia
- +1 Sling: Hidden: a loose stone low in the wall, Krezk (The south row) (found with Search, Perception DC 14)
- Given by The beacon's cradle in The Beacon Tower or Vladimir Horngaard in The Beacon Tower (A Knight, More or Less)
- Given by Sir Godfrey Gwilym in Argynvostholt or Sir Godfrey Gwilym in Argynvostholt, Upper Floor (A Knight, More or Less)
- Sold by Sir Godfrey Gwilym (prices)
- Sometimes in the changing stock of Vadoma
White Potion of Dragon’s Breath
For 1 minute, a Magic action breathes a 15-ft Cone of Cold (Dex DC 13, 3d6, half on a success).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Wind Fan
Cast Gust of Wind (save DC 13); each extra use in a day risks tearing it.
Where to find it:
- Given by Lavinia in Tser Pool Encampment (The Dancing Bear)
Winged Boots
Fly at your Speed for up to 4 hours a day.
Where to find it:
- Given by Ilarion in Village of Barovia (The Last Traveller)
Wraps of Unarmed Power, +1
+1 to attack and damage rolls with Unarmed Strikes.
Where to find it:
- Given by Bildrath Cantemir in Bildrath's Mercantile (Cut After Noon)
Rare (169)
Ammunition, +2
+2 to attack and damage rolls with this ammunition; it loses its magic once it hits.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Amulet of Health
Your Constitution is 19 while you wear it (no effect if it's already higher).
Where to find it:
- Given by Ilya Krezkov in The Krezkovs' House or Anna Krezkova in The Krezkovs' House (The Burgomaster's Son)
Amulet of the Devout, +2
+2 to your Cleric and Paladin spell attacks and save DC; once a day, a use of Channel Divinity back.
Where to find it:
- Hidden: a reliquary behind the chapel altar, Argynvostholt, Ground Floor (The chapel) (found with Search, Investigation DC 15)
- Hidden: something in the barrow mound, Yester Hill (The barrow slope) (found with Search, Perception DC 14)
Aquatic Wave-Swept Weapon
+2 to attack and damage rolls; while held you breathe water and swim 30 feet, and it glows like a lantern.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Arcane Chatelaine
A clasp of six keys; each casts Arcane Lock on a door or container and then vanishes.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Arcane Grimoire, +2
+2 to your Wizard spell attacks and save DC; Arcane Recovery brings back one more slot level.
Where to find it:
Arcanist’s Bestiary
Once a day it casts Charm Monster (DC 15; non-Humanoids save with Disadvantage); attuned, you're proficient in Arcana, History, Nature or Religion.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Armor of Resistance (Acid)
Resistance to Acid damage while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Armor of Resistance (Cold)
Resistance to Cold damage while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Armor of Resistance (Fire)
Resistance to Fire damage while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Armor of Resistance (Force)
Resistance to Force damage while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Armor of Resistance (Lightning)
Resistance to Lightning damage while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Armor of Resistance (Necrotic)
Resistance to Necrotic damage while you wear it.
Where to find it:
- Sold by Rictavio, Sir Godfrey Gwilym (prices)
Armor of Resistance (Poison)
Resistance to Poison damage while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Armor of Resistance (Psychic)
Resistance to Psychic damage while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Armor of Resistance (Radiant)
Resistance to Radiant damage while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Armor of Resistance (Thunder)
Resistance to Thunder damage while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Armor of Vulnerability (Bludgeoning)
Resistance to Bludgeoning damage, and a curse: Vulnerability to the other two and you can't take it off.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Armor of Vulnerability (Piercing)
Resistance to Piercing damage, and a curse: Vulnerability to the other two and you can't take it off.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Armor of Vulnerability (Slashing)
Resistance to Slashing damage, and a curse: Vulnerability to the other two and you can't take it off.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Armor, +1
+1 to Armor Class while you wear it.
Where to find it:
- +1 Plate Armor: Given by Sir Godfrey Gwilym in Argynvostholt or Sir Godfrey Gwilym in Argynvostholt, Upper Floor (The Order of the Silver Dragon)
- +1 Plate Armor: Given by Sir Godfrey Gwilym in Argynvostholt or Sir Godfrey Gwilym in Argynvostholt, Upper Floor (The Order of the Silver Dragon)
- Given by Sorin in The Krezkovs' House (Lighter Than It Should Be)
- Sold by Sir Godfrey Gwilym (prices)
- Sometimes in the changing stock of Vadoma
Arrow-Catching Shield
+2 AC against ranged attacks; a Reaction makes you the target of a ranged attack aimed at someone within 5 ft.
Where to find it:
- Given by Cosmin in Argynvostholt (The Squire)
Bag of Beans
3d4 magic beans; plant one and see what grows (anything from a fountain of berries to a hostile monster).
Where to find it:
- Hidden: a pouch hidden in the tool shed, The Abbey Garden (By the tool shed) (found with Search, Investigation DC 13)
Bead of Force
Thrown, it bursts (Dex DC 15, 5d4 Force) and traps those who fail in a sphere of force for a minute.
Where to find it:
- Hidden: a loose brick by the hearth, The Blue Water Inn (Taproom) (found with Search, Investigation DC 15)
Bellows of Strangulation
Six charges (1d6 + 1 back at dawn): choke one creature (1), a 30-ft Cone (3) or cast Cloudkill (5).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Belt of Dwarvenkind
+2 Constitution (to 20), Darkvision 60 ft, Advantage on saves against poison and Resistance to it, Dwarvish.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Belt of Giant Strength (Hill Giant)
Your Strength is 21 while you wear it.
Where to find it:
- Given by The roc's egg in The Tsolenka Pass (The Last Egg)
Berserker Axe
+1 axe; +1 Hit Point maximum per level. Cursed: when a foe hurts you, a DC 15 Wisdom save or you go berserk.
Where to find it:
- Berserker Greataxe: In the wardens' hoard, Yester Hill (The wardens' camp)
Blood Amulet
Three charges (1d3 back at dawn): when you deal damage, a charge adds 2d10 Necrotic and a Constitution save against Exhaustion.
Where to find it:
- Given by Freydis in Yester Hill (The Barrow on Yester Hill)
Bloodwell Vial, +2
+2 to your Sorcerer spell attacks and save DC; once a day, 5 Sorcery Points back after a Short Rest.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Boots of Levitation
Cast Levitate on yourself at will.
Where to find it:
- Given by Mother in The Wards of St. Markovia (Mother's Ninth Improvement)
Boots of Speed
Click your heels (Bonus Action): doubled Speed and Opportunity Attacks against you have Disadvantage, 10 minutes a day.
Where to find it:
- Hidden: a hunter's boots in the mud, The Hills above Lake Zarovich (The trail up) (found with Search, Perception DC 13)
Bowl of Commanding Water Elementals
Once a day, call a Water Elemental that obeys you for up to 1 hour.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Bracers of Defense
+2 AC while you wear no armor and use no Shield.
Where to find it:
- Hidden: Something in the silt, Under Van Richten's Tower (The drowned crypt) (found with Search, Investigation DC 16)
- Sold by Sir Godfrey Gwilym (prices)
Brazier of Commanding Fire Elementals
Once a day, call a Fire Elemental that obeys you for up to 1 hour.
Where to find it:
- Hidden: something cooling in the oven's ash, Old Bonegrinder (The bakery) (found with Search, Investigation DC 15)
Cape of the Mountebank
Once a day, cast Dimension Door in a puff of smoke.
Where to find it:
- Hidden: a false bottom in the jester's sarcophagus, Castle Ravenloft, the Catacombs (The jester's crypt) (found with Search, Investigation DC 15)
Censer of Controlling Air Elementals
Once a day, call an Air Elemental that obeys you for up to 1 hour.
Where to find it:
- Given by The heart of the ring of glass in Mount Baratok (The Forgotten Storm)
Chattering Staff of Skulls
Chill Touch, Advantage on Intimidation, a dim glow, and a Reaction that gives an attack Disadvantage.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Chime of Opening
10 uses: one lock, bar or latch on something within 120 ft springs open.
Where to find it:
- Hidden: a little chime hung inside the great bell, The Abbey of St. Markovia (The courtyard) (found with Search, Perception DC 15)
Cloak of Displacement
Attack rolls against you have Disadvantage, until something damages you (it returns at the start of your turn).
Where to find it:
- Hidden: a space behind the mirror that shows no one, Castle Ravenloft, the Rooms of Weeping (The count's bedroom) (found with Search, Investigation DC 17)
- Sold by Sir Godfrey Gwilym (prices)
Cloak of the Bat
Advantage on Stealth; in dim light or darkness you can fly at 40 ft, and once a day turn into a bat.
Where to find it:
- Given by Stella Wachter in St. Andral's Church (The Cat in the Window)
Cube of Force
Raise a cube of force around yourself that keeps out gases, objects, creatures, spells, or all of them.
Where to find it:
- Hidden: something on a ledge down the well, Argynvostholt (found with Search, Perception DC 15)
Daern's Instant Fortress
A tiny cube that grows into a stone tower you can rest in safely, then shrinks back.
Where to find it:
- Given by Davian Martikov in The Wizard of Wines or Stefania Martikov in The Wizard of Wines (The Druid Who Came Back)
Dagger of Venom
+1 dagger; once a day, poison it: the next creature hit makes a DC 15 Con save or takes 2d10 Poison and is Poisoned.
Where to find it:
- Dagger of Venom (Dagger): Hidden: a hidden drawer under Arrigal's wagon, The Vistani Camp (Arrigal's wagon) (found with Search, Investigation DC 16)
Dimensional Shackles
Shackle an Incapacitated creature: it attacks at Disadvantage and can't teleport or slip to another plane.
Where to find it:
- Given by Ostap in The Reed Isle (The Baron's Island)
Dissuader
+1 quarterstaff; once a day each: Calm Emotions (DC 15), a frightening 30-ft aura for a minute, and a Reaction that throws enemies back.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Dragon Slayer
+1 weapon; an extra 3d6 damage of its type against Dragons.
Where to find it:
- In the captain's rack, Under Mount Ghakis (The keepers' post)
Dragonhide Belt, +2
+2 to the save DC of your Monk features; once a day, regain 1d6 Focus Points.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Dream Weaver
Study it during a Long Rest to dream a d20 roll you can use in place of one later.
Where to find it:
- Given by Old Sabin in Vallaki (One Lantern Too Many)
Elixir of Health
Cures disease and ends the Blinded, Deafened, Paralyzed and Poisoned conditions.
Where to find it:
- Hidden: a flask in the drying herbs, The Werewolf Den (Zuleika's nook) (found with Search, Investigation DC 14)
- Sold by Urwin Martikov (prices)
Elven Chain
+1 AC; you're trained with it even without Medium armor training.
Where to find it:
- Given by Urwin Martikov in The Blue Water Inn or Bray in The Blue Water Inn (The Ravens' Ransom)
Feather Token (Anchor)
Touch it to a boat or ship: the vessel can't be moved for 24 hours.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Feather Token (Bird)
Toss it 5 ft into the air: it becomes a Roc that carries you and the party far (a journey takes half the time today).
Where to find it:
- Hidden: a feather as long as a man, caught on the rocks, The Tsolenka Pass (The landing) (found with Search, Perception DC 12)
Feather Token (Fan)
On a boat, it becomes a giant fan that drives the vessel for 8 hours.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Feather Token (Swan Boat)
On water, it becomes a swan-shaped boat 50 ft long that carries you for 24 hours.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Feather Token (Tree)
Outdoors, a nonmagical oak tree springs up.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Feather Token (Whip)
Toss it up to 10 ft: a floating whip of force attacks (+9, 1d6 + 5 Force) for up to an hour, once per Bonus Action.
Where to find it:
- Hidden: a stone bench heaped with feathers, The Abbey of St. Markovia (The cloister walk) (found with Search, Perception DC 12)
Figurine of Wondrous Power (Bronze Griffon)
Becomes a Griffon that serves you for up to 6 hours (once every 5 days).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Figurine of Wondrous Power (Ebony Fly)
Becomes a Giant Fly that serves you for up to 12 hours (once every 2 days).
Where to find it:
- Given by Pidlwick II in Castle Ravenloft, the High Tower or Pidlwick II in Blinsky Toys (The Jester's Key)
Figurine of Wondrous Power (Golden Lions)
Becomes two Lions that serves you for up to 1 hours (once every 7 days).
Where to find it:
- Hidden: a child's hidden treasure under the cots, The Wards of St. Markovia (The foundling ward) (found with Search, Perception DC 14)
Figurine of Wondrous Power (Ivory Goats)
Becomes a Giant Goat that serves you for up to 24 hours (once every 7 days).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Figurine of Wondrous Power (Marble Elephant)
Becomes a Elephant that serves you for up to 24 hours (once every 7 days).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Figurine of Wondrous Power (Onyx Dog)
Becomes a Mastiff that serves you for up to 6 hours (once every 7 days).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Figurine of Wondrous Power (Serpentine Owl)
Becomes a Giant Owl that serves you for up to 8 hours (once every 2 days).
Where to find it:
- Hidden: a chess piece that isn't a piece, The Mad Mage's Hut (The hut) (found with Search, Investigation DC 17)
Flame Tongue
A Bonus Action sets it ablaze: an extra 2d6 Fire on every hit, and it lights the area.
Where to find it:
- Flame Tongue Longsword: Hidden: a sword behind the armour stands, Argynvostholt, Ground Floor (The armory) (found with Search, Perception DC 15)
Flowering Blossom Rod
Druidcraft at will, Overgrowth and Insect Plague once a day each, and it mends plants.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Folding Boat
A small box that unfolds into a rowboat or a keelboat.
Where to find it:
- Hidden: a loose hearthstone in the empty hut, Lake Zarovich: the Fishers' Landing (The empty huts) (found with Search, Investigation DC 14)
Gem of Seeing
3 charges: Truesight out to 120 ft for 10 minutes.
Where to find it:
- Given by Iosif the Tinker in The River Ivlis Crossroads (The Tinker's Wagon)
Giant Slayer
+1 weapon; an extra 2d6 against Giants, which also make a DC 15 Strength save or fall Prone.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Glamoured Studded Leather
+1 AC; a Bonus Action makes it look like ordinary clothing or another outfit.
Where to find it:
- Glamoured Studded Leather (Studded Leather Armor): Given by Ezmerelda d'Avenir in Van Richten's Tower
Golden Harper Pin
Divination reports a chosen Harper persona instead of you, and you can cloak yourself with Nondetection.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Heward's Handy Haversack
A backpack holding 120 lb in three extradimensional pouches; it always weighs 5 lb, and things come out at once.
Where to find it:
- Hidden: a sack under the hovel's step, Vallaki (Lower town) (found with Search, Perception DC 14)
Horn of Blasting
Once a day, a blast in a 30-ft cone (Con DC 15, 5d6 Thunder, Deafened); each use risks the horn exploding.
Where to find it:
- Hidden: the watch horn behind the winch, The Tsolenka Guard Tower (The gatehouse) (found with Search, Perception DC 14)
Horn of Valhalla (Brass)
Once a week, summons 3 Berserker spirits that fight for you for an hour. If you lack proficiency with all Simple weapons, the berserkers attack you.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Horn of Valhalla (Silver)
Once a week, summons 2 Berserker spirits that fight for you for an hour.
Where to find it:
- Given by Yevgeni in The Blue Water Inn (The Hunters at the Inn)
Horseshoes of Speed
Shod on a mount, its Speed increases by 30 ft.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Instrument of the Bards (Canaith Mandolin)
Each once a day: Fly, Invisibility, Levitate, Protection from Evil and Good, Cure Wounds, Dispel Magic, Protection From Energy.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Instrument of the Bards (Cli Lyre)
Each once a day: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall Of Fire, Wind Wall.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ioun Stone (Awareness)
You can't be surprised and have Advantage on Initiative.
Where to find it:
- Hidden: a box under the eldest son's bed, The Krezkovs' House (The eldest son's room) (found with Search, Investigation DC 15)
Ioun Stone (Protection)
+1 Armor Class.
Where to find it:
- Hidden: a loose stone under the Abbot's cot, The Church of St. Markovia (The Abbot's cell) (found with Search, Investigation DC 16)
Ioun Stone (Reserve)
Stores up to 3 levels of spells cast into it, for you to cast.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ioun Stone (Sustenance)
You need neither food nor water.
Where to find it:
Iron Bands of Bilarro
Thrown at a creature, it springs open into iron bands that hold it Restrained (DC 20 Strength to break).
Where to find it:
- Given by Little Petru in Krezk (The Pack's Runt)
Mace of Disruption
An extra 2d6 Radiant against Fiends and Undead, and one left at 25 Hit Points or fewer makes a DC 15 Wis save or is destroyed.
Where to find it:
- Mace of Disruption (Mace): In the saint's niche, St. Andral's Church (Crypt of St. Andral) (only when bones returned)
- Sold by Rictavio (prices)
Mace of Smiting
+1 mace (+3 against Constructs); a 20 deals an extra 7 Bludgeoning (14 against a Construct) and can shatter a Construct.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Mace of Terror
3 charges: a wave of terror makes creatures within 30 ft save (Wis DC 15) or flee in fear for 1 minute.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Mage Breaker
+1 to attack and damage rolls; a concentrating creature it damages has Disadvantage on the Concentration save.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Mage’s Manacle
Once a day after it binds someone: chain a Grappled or Incapacitated creature (Dex DC 15) for 8 hours.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Mantle of Spell Resistance
Advantage on saving throws against spells.
Where to find it:
- Hidden: something in the drowned house, The Ruins of Berez (The drowned lane) (found with Search, Perception DC 15)
Moon Sickle, +2
+2 sickle; +2 to your Druid and Ranger spell attacks and save DC; healing spells you cast heal 1d4 more.
Where to find it:
- Moon Sickle, +2 (Sickle): Hidden: an offering hidden under the shrine, The Werewolf Den (The shrine of Mother Night) (found with Search, Perception DC 15)
Namer’s Needle
+1 to attack and damage rolls; a creature it hits may blurt out its name, and once a day its name turns a hit into a Critical Hit.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Necklace of Fireballs
1d6 + 3 beads: throw one as a Fireball (save DC 15), or several at once for a bigger one.
Where to find it:
- Hidden: something behind the festival ledger, The Burgomaster's Mansion (The Baron's study) (found with Search, Investigation DC 15)
Necklace of Prayer Beads
1d4 + 2 magic beads, each casting a spell once a day as a Bonus Action (Bless, Cure Wounds, Greater Restoration...).
Where to find it:
- Given by Mad Mary in Mad Mary's House (Mary's Daughter)
Oil of Etherealness
10 minutes to apply: the Etherealness spell for 1 hour on a Medium or smaller creature.
Where to find it:
- Hidden: a flask among the jars that isn't labelled, Van Richten's Tower (The workroom) (found with Search, Investigation DC 15)
Periapt of Proof against Poison
Immunity to Poison damage and the Poisoned condition.
Where to find it:
- Hidden: a false back in the instrument cabinet, The Wards of St. Markovia (The surgery) (found with Search, Investigation DC 15)
- Sold by Rictavio (prices)
Portable Hole
A cloth circle that unfolds into a 10-ft-deep extradimensional hole; folded, it weighs nothing.
Where to find it:
- Hidden: a black cloth among the little bags, Old Bonegrinder, the Loft (The nest) (found with Search, Perception DC 15)
Potion of Clairvoyance
The effect of the Clairvoyance spell (no Concentration).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Diminution
The Reduce part of Enlarge/Reduce for 1d4 hours (no Concentration).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Gaseous Form
Gaseous Form for 1 hour (no Concentration); a Bonus Action ends it.
Where to find it:
- Hidden: Something in the ditch, The Miller's Lane (The miller's lane) (found with Search, Perception DC 13)
Potion of Giant Strength (Fire Giant)
Your Strength becomes 25 for 1 hour (no effect if it's already higher).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Giant Strength (Frost Giant)
Your Strength becomes 23 for 1 hour (no effect if it's already higher).
Where to find it:
- Hidden: something in the frozen traveller's pack, The Ice Stair (The switchbacks) (found with Search, Perception DC 12)
Potion of Giant Strength (Stone Giant)
Your Strength becomes 23 for 1 hour (no effect if it's already higher).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Healing (Superior)
Bonus Action to drink or give to a creature within 5 ft: regain 8d4 + 8 Hit Points.
Where to find it:
- Sold by Rictavio, Sir Godfrey Gwilym, Urwin Martikov (prices)
Potion of Heroism
10 Temporary Hit Points and Bless (no Concentration) for 1 hour.
Where to find it:
- Sold by Urwin Martikov (prices)
- Sometimes in the changing stock of Vadoma
Potion of Invulnerability
Resistance to all damage for 1 minute.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Mind Reading
Detect Thoughts (save DC 13) for 10 minutes, no Concentration.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Prismatic Rune
Six charges (1d6 back at dawn): a charge turns a damaging spell to the rune's element (picked after a Long Rest).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Rhythm-Maker's Drum, +2
+2 to your Bard spell attacks and save DC; once a day, regain a use of Bardic Inspiration.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Animal Influence
3 charges: Animal Friendship, Fear (Beasts only) or Speak with Animals (save DC 13).
Where to find it:
- Given by The Huntsman's saddlebag in The River Ivlis Crossroads (The Count's Huntsman)
Ring of Evasion
3 charges: when you fail a Dexterity save, a Reaction turns it into a success.
Where to find it:
- Hidden: a ring in a raven's nest, Castle Ravenloft, the Ravens' Roost (The ravens' roost) (found with Search, Perception DC 15)
Ring of Feather Falling
You fall gently (60 ft a round) and take no damage from falling.
Where to find it:
- Hidden: the ravens' hoard in the dead tree, The Wizard of Wines (The foot of the lane) (found with Search, Perception DC 15)
Ring of Free Action
Difficult Terrain doesn't slow you, and magic can't reduce your speed or make you Paralyzed or Restrained.
Where to find it:
- Given by Zuleika Toranescu in The Werewolf Den (The Pack in the Hills)
- Sold by Sir Godfrey Gwilym (prices)
Ring of Protection
+1 to Armor Class and saving throws.
Where to find it:
Ring of Resistance (Acid)
Resistance to Acid damage while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Resistance (Cold)
Resistance to Cold damage while you wear it.
Where to find it:
- Hidden: a hollow in the empty plinth, Argynvostholt, Upper Floor (The hall of heroes) (found with Search, Investigation DC 16)
Ring of Resistance (Fire)
Resistance to Fire damage while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Resistance (Force)
Resistance to Force damage while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Resistance (Lightning)
Resistance to Lightning damage while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Resistance (Necrotic)
Resistance to Necrotic damage while you wear it.
Where to find it:
- Given by Ignat the Lamplighter in Vallaki (Black Roses)
Ring of Resistance (Poison)
Resistance to Poison damage while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Resistance (Psychic)
Resistance to Psychic damage while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Resistance (Radiant)
Resistance to Radiant damage while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Resistance (Thunder)
Resistance to Thunder damage while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Spell Storing
Holds up to 5 levels of spells cast into it; whoever wears it can cast them.
Where to find it:
- Given by The Mad Mage in The Mad Mage's Hut or Mordenkainen in The Mad Mage's Hut or 1 more (The Mad Mage of Mount Baratok)
Ring of X-ray Vision
See through walls within 30 ft for a minute; using it twice before a Long Rest risks Exhaustion.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of the Ram
3 charges: a spectral ram's head (+7 to hit) for 2d10 Force per charge that knocks the target back.
Where to find it:
- Given by Clovin Belview in Krezk (Clovin's Audience)
Robe of Eyes
Advantage on sight-based Perception, Darkvision 120 ft, and you see Invisible and Ethereal things within 120 ft.
Where to find it:
- Given by Mouse in The Miller's Lane (The Fourth Sister)
Rod of Rulership
Once a day, creatures of your choice within 120 ft are Charmed by you for 8 hours unless they make a DC 15 Wisdom save.
Where to find it:
- Hidden: the cult's tithe under the shrine, Wachterhaus (The cellar) (found with Search, Perception DC 15)
Rod of the Pact Keeper, +2
+2 to your Warlock spell attacks and save DC; once per Long Rest, regain a Pact Magic slot.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Rope of Entanglement
It lashes out and binds a creature within 20 ft (Dex DC 15; DC 15 to escape).
Where to find it:
- Hidden: something tangled at the bottom of the dry well, Castle Ravenloft, the Gates (The front courtyard) (found with Search, Perception DC 15)
Scholar’s Anchoring Bangle
A proficient Study check treats rolls under 10 as 10; once a day a Reaction saves your Concentration.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Scroll of Protection (Aberration)
For 5 minutes, Aberrations can't come within 5 ft of you or reach you (DC 15 Cha save breaks through).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Scroll of Protection (Beast)
For 5 minutes, Beasts can't come within 5 ft of you or reach you (DC 15 Cha save breaks through).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Scroll of Protection (Celestial)
For 5 minutes, Celestials can't come within 5 ft of you or reach you (DC 15 Cha save breaks through).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Scroll of Protection (Elemental)
For 5 minutes, Elementals can't come within 5 ft of you or reach you (DC 15 Cha save breaks through).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Scroll of Protection (Fey)
For 5 minutes, Feys can't come within 5 ft of you or reach you (DC 15 Cha save breaks through).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Scroll of Protection (Fiend)
For 5 minutes, Fiends can't come within 5 ft of you or reach you (DC 15 Cha save breaks through).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Scroll of Protection (Plant)
For 5 minutes, Plants can't come within 5 ft of you or reach you (DC 15 Cha save breaks through).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Scroll of Protection (Undead)
For 5 minutes, Undeads can't come within 5 ft of you or reach you (DC 15 Cha save breaks through).
Where to find it:
- Hidden: a scroll under the candle stubs, The Pool of the White Sun (The shrine of the White Sun) (found with Search, Investigation DC 14)
Secret Keeper’s Circlet
Once a day, set a trigger; if it happens within a day, you forget everything since you set it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Shield of Missile Attraction
Resistance to damage from ranged weapon attacks. Cursed: ranged weapon attacks at creatures near you hit you instead.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Shield, +2
+2 to Armor Class while you wield it, beyond the Shield's normal bonus.
Where to find it:
- +2 Shield: In the dragon's gift, The Dragon's Mausoleum (The dragon's rest) (only when argynvost beacon lit)
- Sold by Sir Godfrey Gwilym (prices)
Spell Duelist’s Trophy
Cast Mage Hand; no Somatic components with slots; once a day a melee spell attack hit dispels the target's magic.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Staff of Charming
10 charges: Charm Person, Command, Comprehend Languages; it shrugs off enchantments aimed at you.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Staff of Healing
10 charges: Cure Wounds (1 per level, up to 4), Lesser Restoration (2), Mass Cure Wounds (5).
Where to find it:
- Given by The end of the jetty, over deep water in Lake Zarovich: the Fishers' Landing (The Bell Under the Lake)
Staff of Swarming Insects
10 charges: Giant Insect (4), Insect Plague (5), or a cloud of insects that blots out sight.
Where to find it:
- Staff of Swarming Insects (Quarterstaff): Hidden: the scarecrow's arm, which is a staff, The Ruins of Berez (The scarecrow field) (found with Search, Perception DC 15)
Staff of Withering
3 charges: a hit can deal an extra 2d10 Necrotic and weaken the target's Strength and Constitution for an hour.
Where to find it:
- Staff of Withering (Quarterstaff): Hidden: a staff grown into the heartwood, The Crown of Yester Hill (Inside the ring) (found with Search, Investigation DC 16)
Staff of the Woodlands
+2 quarterstaff and spell attacks; 10 charges of nature spells; Pass without Trace at will.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Stone of Controlling Earth Elementals
Once a day, call an Earth Elemental that obeys you for up to 1 hour.
Where to find it:
- Given by Mountain Captive in The Ghakis Quarry (The Mountain's Heart)
Sun Blade
A blade of sunlight: +2, Radiant, Finesse; an extra 1d8 Radiant against Undead; it sheds sunlight.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Sword of Life Stealing
On a 20, an extra 3d6 Necrotic to a living target, and you gain that much in Temporary Hit Points.
Where to find it:
- Longsword of Life Stealing: Hidden: a sword under the cage floor, Yester Hill (The wardens' camp) (found with Search, Perception DC 15)
Sword of Wounding
Once a turn, a hit wounds: 1d4 Necrotic per wound at the start of each of its turns until a DC 15 Con save ends them.
Where to find it:
- Longsword of Wounding: Hidden: a sword among Kiril's trophies, The Werewolf Den (Kiril's lair) (found with Search, Perception DC 15)
Tarnished Idol of Good Fortunes
+1 AC while attuned; once a day the idol speaks an Augury; it turns trade goods into coin.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ten Keyholes Dagger
+2 to attack and damage rolls; as you attack it can become any Simple Melee weapon until your next turn.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Tentacle Rod
Three rubbery tentacles lash a creature within 15 ft; three hits can hamper it badly for a minute.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Vicious Weapon
On a 20 to hit, an extra 7 damage of the weapon's type.
Where to find it:
- Vicious Dagger: Hidden: Something in the ditch, Old Bonegrinder, the Hill (The track up the hill) (found with Search, Perception DC 13)
Wand of Binding
7 charges: Hold Monster (5) or Hold Person (2) at DC 17; a charge gives Advantage against being held.
Where to find it:
- Hidden: a clip behind one of the trophies, Van Richten's Tower (The hunter's storeroom) (found with Search, Investigation DC 16)
Wand of Enemy Detection
7 charges: for a minute, sense the direction of the nearest hostile creature within 60 ft, hidden or invisible.
Where to find it:
- Hidden: a hidden drawer in the dragon's desk, Argynvostholt, Upper Floor (The dragon's study) (found with Search, Investigation DC 16)
Wand of Fear
7 charges: Command (flee or grovel, 1) or Fear (2), save DC 15.
Where to find it:
- Hidden: something in the cauldron's ashes, Castle Ravenloft, the Tower Rooms (The cauldron room) (found with Search, Perception DC 15)
Wand of Fireballs
7 charges: Fireball (save DC 15), one charge per level above 3rd.
Where to find it:
- Given by Davian Martikov in The Wizard of Wines or Stefania Martikov in The Wizard of Wines (The Black Row)
Wand of Lightning Bolts
7 charges: Lightning Bolt (save DC 15), one charge per level above 3rd.
Where to find it:
- Hidden: a wand fused into the ring of glass, Mount Baratok (The goat track) (found with Search, Perception DC 15)
Wand of Paralysis
7 charges: a ray that Paralyzes a creature for up to a minute (Con DC 15).
Where to find it:
- Hidden: a druid's cache in the gully, Yester Hill (The back gully) (found with Search, Investigation DC 15)
Wand of Slumber
Seven charges (1d6 + 1 back at dawn): Sleep (DC 15) for one, Catnap for three.
Where to find it:
- Given by Lark in The Waystone or Yanko in The Waystone (The Waystone)
Wand of Teeth
Ten charges (1d10 back at dawn): 1 to 3 charges spray a 30-ft Cone of teeth, 1d8 Piercing per charge and Poisoned.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Wand of Wonder
7 charges: point it at a creature and something unpredictable happens (a d100 table).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Wand of the War Mage, +2
+2 to spell attack rolls, and your spell attacks ignore Half Cover.
Where to find it:
- Hidden: a wand hidden in the conjurer's bier, Castle Ravenloft, the Catacombs (The conjurer's crypt) (found with Search, Investigation DC 16)
Weapon, +2
+2 to attack and damage rolls made with this magic weapon.
Where to find it:
- +2 Greatsword: In the roc's nest, The Tsolenka Pass (The roc's shelf)
- Given by The beacon's cradle in The Beacon Tower or Vladimir Horngaard in The Beacon Tower (A Knight, More or Less)
- Given by Sir Godfrey Gwilym in Argynvostholt or Sir Godfrey Gwilym in Argynvostholt, Upper Floor (A Knight, More or Less)
- Given by Bones and rusted harness across the road in The Old Svalich Road (The Last Muster)
- Sold by Sir Godfrey Gwilym, Rictavio (prices)
Wings of Flying
The cloak becomes bat or bird wings: fly at 60 ft for an hour, once a day.
Where to find it:
- Hidden: a traveller the roc dropped, The Tsolenka Pass (The roc's shelf) (found with Search, Perception DC 15)
Wraps of Unarmed Power, +2
+2 to attack and damage rolls with Unarmed Strikes.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Very Rare (111)
Ammunition of Slaying (Aberration)
A Aberration it hits makes a DC 17 Con save: 6d10 extra Piercing, half on a success; then it's ordinary.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ammunition of Slaying (Beast)
A Beast it hits makes a DC 17 Con save: 6d10 extra Piercing, half on a success; then it's ordinary.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ammunition of Slaying (Celestial)
A Celestial it hits makes a DC 17 Con save: 6d10 extra Piercing, half on a success; then it's ordinary.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ammunition of Slaying (Construct)
A Construct it hits makes a DC 17 Con save: 6d10 extra Piercing, half on a success; then it's ordinary.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ammunition of Slaying (Dragon)
A Dragon it hits makes a DC 17 Con save: 6d10 extra Piercing, half on a success; then it's ordinary.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ammunition of Slaying (Elemental)
A Elemental it hits makes a DC 17 Con save: 6d10 extra Piercing, half on a success; then it's ordinary.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ammunition of Slaying (Fey)
A Fey it hits makes a DC 17 Con save: 6d10 extra Piercing, half on a success; then it's ordinary.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ammunition of Slaying (Fiend)
A Fiend it hits makes a DC 17 Con save: 6d10 extra Piercing, half on a success; then it's ordinary.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ammunition of Slaying (Giant)
A Giant it hits makes a DC 17 Con save: 6d10 extra Piercing, half on a success; then it's ordinary.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ammunition of Slaying (Humanoid)
A Humanoid it hits makes a DC 17 Con save: 6d10 extra Piercing, half on a success; then it's ordinary.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ammunition of Slaying (Monstrosity)
A Monstrosity it hits makes a DC 17 Con save: 6d10 extra Piercing, half on a success; then it's ordinary.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ammunition of Slaying (Ooze)
A Ooze it hits makes a DC 17 Con save: 6d10 extra Piercing, half on a success; then it's ordinary.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ammunition of Slaying (Plant)
A Plant it hits makes a DC 17 Con save: 6d10 extra Piercing, half on a success; then it's ordinary.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ammunition of Slaying (Undead)
A Undead it hits makes a DC 17 Con save: 6d10 extra Piercing, half on a success; then it's ordinary.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ammunition, +3
+3 to attack and damage rolls with this ammunition; it loses its magic once it hits.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Amulet of the Devout, +3
+3 to your Cleric and Paladin spell attacks and save DC; once a day, a use of Channel Divinity back.
Where to find it:
- Hidden: something under the altar's dust, Castle Ravenloft, the Chapel (The chancel) (found with Search, Investigation DC 17)
Amulet of the Planes
Cast Plane Shift with a DC 15 Arcana check; a failure scatters you and those near you somewhere random.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Animated Shield
A Bonus Action animates it for 1 minute: it guards you as if wielded, leaving your hands free.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Arcane Grimoire, +3
+3 to your Wizard spell attacks and save DC; Arcane Recovery brings back one more slot level.
Where to find it:
- Hidden: a grimoire among Ludmilla's books, Castle Ravenloft, the Rooms of Weeping (Ludmilla's room) (found with Search, Investigation DC 17)
Armor, +2
+2 to Armor Class while you wear it.
Where to find it:
- +2 Chain Mail: Hidden: a hauberk that never rusted, The Tsolenka Guard Tower (The guardroom) (found with Search, Investigation DC 16)
Ascendant Wave-Swept Weapon
+3 to attack and damage rolls; while held you breathe water, swim and fly 30 feet, and it glows like a lantern.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Bag of Devouring
Looks like a Bag of Holding, but it's the mouth of an extradimensional creature that eats what's put in.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Belt of Giant Strength (Fire Giant)
Your Strength is 25 while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Belt of Giant Strength (Frost Giant)
Your Strength is 23 while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Belt of Giant Strength (Stone Giant)
Your Strength is 23 while you wear it.
Where to find it:
- Given by Mountain Captive in The Ghakis Quarry (The Mountain's Heart)
Bloodwell Vial, +3
+3 to your Sorcerer spell attacks and save DC; once a day, 5 Sorcery Points back after a Short Rest.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Candle of Invocation
Lit, it gives you and your allies within 30 ft Advantage on attacks, saves and checks.
Where to find it:
- Hidden: something left at the foot of the cairn, The Amber Temple: the Doors (The snow ledge) (found with Search, Perception DC 12)
Carpet of Flying (3 by 5 ft)
A flying carpet: Fly Speed 80 ft; journeys take half the time.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Carpet of Flying (4 by 6 ft)
A flying carpet: Fly Speed 60 ft; journeys take half the time.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Carpet of Flying (5 by 7 ft)
A flying carpet: Fly Speed 40 ft; journeys take half the time.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Carpet of Flying (6 by 9 ft)
A flying carpet: Fly Speed 30 ft; journeys take half the time.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Cloak of Arachnida
Resistance to Poison, climb like a spider, webs can't hold you, and a daily Web.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Crystal Ball
Cast Scrying (save DC 17) through it.
Where to find it:
- Hidden: a hidden drawer in the count's desk, Castle Ravenloft, the Court of the Count (The study) (found with Search, Investigation DC 17)
Dancing Sword
Toss it as a Bonus Action and it fights on its own: up to four attacks, one per Bonus Action, then it returns.
Where to find it:
- Given by Dragos in Krezk or The Billy Goat in Krezk (The One-Horned Billy)
Demon Armor
+1 AC, you understand Abyssal, clawed gauntlets make your Unarmed Strikes +1 and 1d8 Slashing. Cursed.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Dragon Scale Mail (Black)
+1 AC, Resistance to Acid damage, Advantage on saves against dragons' Frightful Presence and breath.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Dragon Scale Mail (Blue)
+1 AC, Resistance to Lightning damage, Advantage on saves against dragons' Frightful Presence and breath.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Dragon Scale Mail (Brass)
+1 AC, Resistance to Fire damage, Advantage on saves against dragons' Frightful Presence and breath.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Dragon Scale Mail (Bronze)
+1 AC, Resistance to Lightning damage, Advantage on saves against dragons' Frightful Presence and breath.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Dragon Scale Mail (Copper)
+1 AC, Resistance to Acid damage, Advantage on saves against dragons' Frightful Presence and breath.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Dragon Scale Mail (Gold)
+1 AC, Resistance to Fire damage, Advantage on saves against dragons' Frightful Presence and breath.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Dragon Scale Mail (Green)
+1 AC, Resistance to Poison damage, Advantage on saves against dragons' Frightful Presence and breath.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Dragon Scale Mail (Red)
+1 AC, Resistance to Fire damage, Advantage on saves against dragons' Frightful Presence and breath.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Dragon Scale Mail (Silver)
+1 AC, Resistance to Cold damage, Advantage on saves against dragons' Frightful Presence and breath.
Where to find it:
- Given by The hoard in Under Mount Ghakis (The Warm Snow)
Dragon Scale Mail (White)
+1 AC, Resistance to Cold damage, Advantage on saves against dragons' Frightful Presence and breath.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Dragonhide Belt, +3
+3 to the save DC of your Monk features; once a day, regain 1d8 Focus Points.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Dwarven Plate
+2 AC; when something moves you against your will along the ground, you can cut the distance by up to 10 ft.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Dwarven Thrower
+3 warhammer that can be thrown (20/60 ft) and flies back; an extra 1d8 when thrown (2d8 against Giants).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Efreeti Bottle
Unstoppered, an efreeti bursts out: it attacks you, serves you for an hour, or grants three wishes.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Figurine of Wondrous Power (Obsidian Steed)
Becomes a Nightmare that serves you for up to 24 hours (once every 5 days).
Where to find it:
- Given by Pidlwick II in Castle Ravenloft, the High Tower or Gadof Blinsky in Blinsky Toys or 1 more (The Toymaker's Masterpiece)
Frost Brand
An extra 1d6 Cold on every hit, Resistance to Fire while you hold it, and it can snuff out flames.
Where to find it:
- Frost Brand Longsword: Hidden: something clutched in a frozen hand, The Amber Temple: the Doors (The vestibule) (found with Search, Perception DC 14)
Golden Idol of Good Fortunes
+1 AC while attuned; Augury once a day, trade goods into coin, and Globe of Invulnerability once a day.
Where to find it:
- Given by The tithe chest in The Undercroft (The Silver Hoard)
Helm of Brilliance
Set with gems that each hold a spell (Daylight, Fireball, Prismatic Spray, Wall of Fire); Resistance to Fire and a flaming weapon while it has rubies.
Where to find it:
- Given by Escher in Castle Ravenloft, the Roofs (Escher's Petition)
- Given by Escher in Castle Ravenloft, the Roofs (Escher's Petition)
Horn of Valhalla (Bronze)
Once a week, summons 4 Berserker spirits that fight for you for an hour. If you lack training with Medium armor, the berserkers attack you.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Horseshoes of a Zephyr
Shod on a mount, it glides above the ground, leaves no tracks and never tires.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Instrument of the Bards (Anstruth Harp)
Each once a day: Fly, Invisibility, Levitate, Protection from Evil and Good, Cure Wounds, Wall Of Thorns.
Where to find it:
- Hidden: a compartment behind one of the organ's stops, Castle Ravenloft, the Main Floor (The dining hall) (found with Search, Investigation DC 16)
Ioun Stone (Absorption)
Absorbs a spell of level 4 or lower aimed only at you (20 levels, then it burns out).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ioun Stone (Agility)
+2 Dexterity (to 20).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ioun Stone (Fortitude)
+2 Constitution (to 20).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ioun Stone (Insight)
+2 Wisdom (to 20).
Where to find it:
- Hidden: a loose stone in a warden's cell, The Amber Temple: Hall of the Faceless God (The wardens' cells) (found with Search, Investigation DC 17)
Ioun Stone (Intellect)
+2 Intelligence (to 20).
Where to find it:
- Hidden: a stone that isn't part of the cairn, Mount Baratok (The summit) (found with Search, Perception DC 16)
Ioun Stone (Leadership)
+2 Charisma (to 20).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ioun Stone (Strength)
+2 Strength (to 20).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Manual of Bodily Health
Study it for 48 hours over 6 days: +2 Constitution, and your maximum rises by 2.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Manual of Gainful Exercise
Study it for 48 hours over 6 days: +2 Strength, and your maximum rises by 2.
Where to find it:
- In an iron strongbox, Castle Ravenloft, the Treasury (The treasury vault) (locked, DC 18)
Manual of Golems
Instructions (and the magic) to build a golem, given weeks and a great deal of gold.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Manual of Quickness of Action
Study it for 48 hours over 6 days: +2 Dexterity, and your maximum rises by 2.
Where to find it:
- Given by Xaver in The Drowned Library (The Drowned Library)
Many Keyholes Dagger
+3 to attack and damage rolls; it can become a Simple Melee weapon, Battleaxe, Longsword, Rapier, Scimitar or Warhammer, and once a day a missed attack can be rerolled.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Mirror of Life Trapping
A creature that sees its reflection may be pulled into one of the mirror's twelve cells (Cha DC 15).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Moon Sickle, +3
+3 sickle; +3 to your Druid and Ranger spell attacks and save DC; healing spells you cast heal 1d4 more.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Nine Lives Stealer
+2 sword; while it has charges, a Critical Hit on a creature with fewer than 100 Hit Points may tear out its soul (Con DC 15).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Nolzur's Marvelous Pigments
1d4 pots of paint: each paints a real, solid object worth up to 25 GP (a ladder, a rope, a shield, a lantern).
Where to find it:
- Given by Haralamb in Vallaki (The Count's Portraitist)
Oathbow
Swear an enemy: Advantage against it, no long-range Disadvantage, cover doesn't help it, an extra 3d6; Disadvantage with other weapons meanwhile.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Oil of Sharpness
1 minute to apply: a Slashing or Piercing weapon (or 5 pieces of such ammunition) becomes +3 for 1 hour.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Flying
For 1 hour: a Fly Speed equal to your Speed, and you can hover.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Giant Strength (Cloud Giant)
Your Strength becomes 27 for 1 hour (no effect if it's already higher).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Healing (Supreme)
Bonus Action to drink or give to a creature within 5 ft: regain 10d4 + 20 Hit Points.
Where to find it:
- 2 × In an iron chest at the foot of the dais, Castle Ravenloft, Strahd's Tomb (Strahd's tomb)
Potion of Invisibility
Invisible for 1 hour, or until you attack, deal damage or cast a spell.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Longevity
Your body grows 1d6 + 6 years younger (each later dose risks aging you instead).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Speed
Haste for 1 minute (no Concentration), with the lethargy when it ends.
Where to find it:
- Hidden: the one jar that doesn't hum, Baba Lysaga's Hut (The kitchen) (found with Search, Investigation DC 16)
Potion of Vitality
Ends Exhaustion and the Poisoned condition; for 24 hours, Hit Point Dice you spend heal their maximum.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Pulverizing Staff of Skulls
Chill Touch, Intimidation, a dim glow, a Reaction against attacks, and once a day 10d8 Necrotic that topples a Humanoid.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Rhythm-Maker's Drum, +3
+3 to your Bard spell attacks and save DC; once a day, regain a use of Bardic Inspiration.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Regeneration
Regain 1d6 Hit Points every 10 minutes (if you have at least 1); lost body parts grow back.
Where to find it:
- Hidden: a ring set into the throne of bones, Castle Ravenloft, the Dungeon (The hall of bones) (found with Search, Perception DC 16)
Ring of Shooting Stars
6 charges: Faerie Fire, ball lightning and shooting stars; Dancing Lights and Light at will in the dark.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Telekinesis
Cast Telekinesis at will.
Where to find it:
- Given by The Mad Mage in The Mad Mage's Hut or Mordenkainen in The Mad Mage's Hut or 4 more (The Mage's Lost Pages)
Robe of Scintillating Colors
3 charges: a dazzling display makes attacks against you harder and can Stun those who look (Wis DC 15).
Where to find it:
- In a painted dowry chest, Beneath Marina's Monument (Marina's vault)
Robe of Stars
+1 to saving throws; six stars to throw as level 5 Magic Missiles (they return at dusk).
Where to find it:
- Given by Exethanter in The Amber Temple: the Library (Something with a Lid)
Rod of Absorption
Absorbs spells aimed only at you and stores their levels to power your own spell slots.
Where to find it:
- Given by A crypt with no name in Castle Ravenloft, the Catacombs (The Unnamed Crypt)
Rod of Alertness
Held: Advantage on Initiative and Perception; detection spells at will; once a day a protective aura (+1 AC and saves) for 10 minutes.
Where to find it:
- Given by The Guide in The Goat Path Camp or Remus in The Goat Path Camp or 1 more (The Guide to the Temple)
Rod of Security
Takes the party to a safe paradise demiplane to rest and recover, then brings everyone back.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Rod of the Pact Keeper, +3
+3 to your Warlock spell attacks and save DC; once per Long Rest, regain a Pact Magic slot.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Scimitar of Speed
+2 scimitar; a Bonus Action makes one attack with it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Shield, +3
+3 to Armor Class while you wield it, beyond the Shield's normal bonus.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Somniferous Blossom Rod
Druidcraft, Overgrowth and Insect Plague, plant mending, and once a day a 30-ft wave of sleep.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Spellguard Shield
Advantage on saves against spells and magical effects; spell attacks against you have Disadvantage.
Where to find it:
- Given by A heap of things in Under the Vaults (The Amber Debt)
Staff of Fire
Resistance to Fire; 10 charges: Burning Hands (1), Fireball (3), Wall of Fire (4) at your DC.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Staff of Frost
Resistance to Cold; 10 charges: Cone of Cold (5), Fog Cloud (1), Ice Storm (4), Wall of Ice (4) at your DC.
Where to find it:
- Given by Shapes in the ice in The Tsolenka Pass (The Frozen Pilgrims)
Staff of Power
+2 quarterstaff, +2 AC, saves and spell attacks; 20 charges of powerful spells; Power Strike; Retributive Strike.
Where to find it:
- Staff of Power (Quarterstaff): Hidden: a staff under the heap of offerings, The Amber Temple: the Vaults (The vault of offerings) (found with Search, Perception DC 16)
Staff of Striking
+3 quarterstaff; on a hit, spend up to 3 charges for an extra 1d6 Force each.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Staff of Thunder and Lightning
+2 quarterstaff with a daily Lightning hit, Thunder hit, Lightning Strike, Thunderclap, and both at once.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Sword of Sharpness
On a 20, an extra 4d6 Slashing, and another 20 lops off a limb. Objects it hits take maximum damage.
Where to find it:
- Longsword of Sharpness: Hidden: a sword hung high among the trophies, Castle Ravenloft, the Court of the Count (The trophy room) (found with Search, Perception DC 15)
Tome of Clear Thought
Study it for 48 hours over 6 days: +2 Intelligence, and your maximum rises by 2.
Where to find it:
- Hidden: a chained book that isn't what its spine says, The Amber Temple: the Library (The barred alcove) (found with Search, Investigation DC 18)
Tome of Leadership and Influence
Study it for 48 hours over 6 days: +2 Charisma, and your maximum rises by 2.
Where to find it:
- Hidden: a drawer in the desk kept clear of frost, The Amber Temple: Hall of the Faceless God (The hall of echoes) (found with Search, Investigation DC 17)
Tome of Understanding
Study it for 48 hours over 6 days: +2 Wisdom, and your maximum rises by 2.
Where to find it:
- Hidden: one book on the shelf that isn't blank, The Mad Mage's Hut (The study) (found with Search, Investigation DC 17)
Tramontane Armor
+1 AC and you cross snow, ice, rubble and undergrowth freely; once a day its grip drags creatures to you.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Wand of Polymorph
7 charges: Polymorph (save DC 15).
Where to find it:
- Hidden: something sewn into the cradle's lining, Baba Lysaga's Hut (The nursery corner) (found with Search, Investigation DC 17)
Wand of the War Mage, +3
+3 to spell attack rolls, and your spell attacks ignore Half Cover.
Where to find it:
- In Khazan's coffer, Under Van Richten's Tower (Khazan's study) (only when khazan destroyed)
Weapon, +3
+3 to attack and damage rolls made with this magic weapon.
Where to find it:
- +3 Halberd: Hidden: one halberd on the rack that isn't frosted, The Amber Temple: the Doors (The west guardroom) (found with Search, Investigation DC 16)
Workshop Wrecker
Once a day, a whirlwind of tools batters everyone else in the room for a minute; the smaller the room, the harder it hits.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Wraps of Unarmed Power, +3
+3 to attack and damage rolls with Unarmed Strikes.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Legendary (49)
Apparatus of Kwalish
A sealed iron barrel that becomes a lobster-shaped submersible vehicle.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Armor of Invulnerability
Resistance to Bludgeoning, Piercing and Slashing damage; once a day, Immunity for 10 minutes.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Armor, +3
+3 to Armor Class while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Belt of Giant Strength (Cloud Giant)
Your Strength is 27 while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Belt of Giant Strength (Storm Giant)
Your Strength is 29 while you wear it.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Cloak of Invisibility
Pull up the hood to be Invisible, up to an hour a day.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Crystal Ball of Mind Reading
Cast Scrying (save DC 17) through it. Plus more.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Crystal Ball of Telepathy
Cast Scrying (save DC 17) through it. Plus more.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Crystal Ball of True Seeing
Cast Scrying (save DC 17) through it. Plus more.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Cubic Gate
3 charges: Plane Shift to one of six planes keyed to its sides.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Deck of Many Things
Draw from the deck and each card's fate falls on you, for great good or great ill.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Defender
+3 sword; on your turn you can shift some or all of its bonus to your AC until your next turn.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Diamond Staff
+3 quarterstaff with Advantage on Arcana; 20 charges for spells from Detect Magic to Maze, a 40-ft light and a stunning blow; Tongues at will.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Efreeti Chain
+3 AC, Immunity to Fire damage, you know Primordial, and you can walk on molten rock.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Grave Reaper
+2 to attack and damage rolls, 2d8 Necrotic on a hit; once a day it casts Spirit Lantern (DC 17) holding five fragments.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Hammer of Thunderbolts
+1 maul. With a Belt of Giant Strength and Gauntlets of Ogre Power: Strength +4 (to 30), Giant's Bane, and thunderbolt throws.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Holy Avenger
+3 sword; an extra 2d10 Radiant against Fiends and Undead; you and allies near you have Advantage on saves against spells.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Holy Symbol of Ravenkind
A platinum sunburst with a raven at its heart and a sunstone in the raven's claws: it holds vampires fast and calls up true sunlight.
Where to find it:
- Wherever Madam Eva's reading puts it: any of 40 places, one per card (The Tarokka Reading)
Horn of Valhalla (Iron)
Once a week, summons 5 Berserker spirits that fight for you for an hour. If you lack proficiency with all Martial weapons, the berserkers attack you.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Instrument of the Bards (Ollamh Harp)
Each once a day: Fly, Invisibility, Levitate, Protection from Evil and Good, Confusion, Fire Storm.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ioun Stone (Greater Absorption)
Absorbs a spell of level 8 or lower aimed only at you (50 levels, then it burns out).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ioun Stone (Mastery)
+1 Proficiency Bonus.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ioun Stone (Regeneration)
Regain 15 Hit Points at the end of every hour (if you have at least 1).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Iron Flask
Trap a creature from another plane inside it (Wis DC 17), and later release it to serve you for an hour.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Luck Blade
+1 sword, +1 to saving throws while you carry it, and a daily reroll.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Plate Armor of Etherealness
Once a day, a Magic action casts Etherealness from it (10 minutes).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Potion of Giant Strength (Storm Giant)
Your Strength becomes 29 for 1 hour (no effect if it's already higher).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Djinni Summoning
Once a day, summon a djinni that serves you for up to an hour.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Elemental Command (Air)
Command over Air elementals, Resistance to Lightning damage, and its element's spells (save DC 18).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Elemental Command (Earth)
Command over Earth elementals, Resistance to Acid damage, and its element's spells (save DC 18).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Elemental Command (Fire)
Command over Fire elementals, Resistance to Fire damage, and its element's spells (save DC 18).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Elemental Command (Water)
Command over Water elementals, Resistance to Cold damage, and its element's spells (save DC 18).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Invisibility
A Magic action makes you Invisible until you attack, cast a spell, or choose to appear.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Ring of Spell Turning
Advantage on saves against spells; a level 7 or lower spell aimed only at you that you save against rebounds on its caster.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Robe of the Archmagi
AC 15 + Dex without armor, Advantage on saves against spells, and +2 to your spell save DC and spell attacks.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Rod of Lordly Might
+3 mace that becomes a flaming blade, axe or spear; once a day each: Paralyze, Terrify and Drain Life.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Rod of Resurrection
5 charges: Heal (1) or Resurrection (5).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Scarab of Protection
Advantage on saves against spells; 12 charges to turn failed saves against necromancy and undead into successes.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Sovereign Glue
An adhesive that bonds any two objects together permanently.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Sphere of Annihilation
A 2-ft hole of nothing that annihilates whatever it touches; with luck and Arcana you can steer it.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Staff of the Magi
+2 quarterstaff and spell attacks, Advantage on saves against spells, 50 charges of spells, Spell Absorption, Retributive Strike.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Sunsword
Sergei's sword: a hilt that grows a blade of sunlight. +2, Finesse, Radiant; an extra 1d8 Radiant against Undead; it sheds true sunlight.
Where to find it:
- Wherever Madam Eva's reading puts it: any of 40 places, one per card (The Tarokka Reading)
Talisman of Pure Good
A holy symbol (+2 to Cleric and Paladin spell attacks) with 7 charges that open fissures to destroy Fiends and Undead.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Talisman of Ultimate Evil
An unholy symbol (+2 spell attacks) with 6 charges that open fissures to swallow good creatures.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Talisman of the Sphere
Doubles your Proficiency Bonus on Arcana checks to control a Sphere of Annihilation, with Advantage.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Tome of the Stilled Tongue
A spellbook that, once a day, lets you cast a spell from it without a slot.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Universal Solvent
Dissolves any adhesive, even Sovereign Glue.
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Vorpal Sword
+3, ignores Resistance to Slashing; a 20 cuts off a creature's head (or deals an extra 30 Slashing to one that can't lose it).
Where to find it: no fixed place. It can turn up as random treasure (Random Treasure); or give it with its cheat code.
Well of Many Worlds
A cloth that opens a two-way portal to another world (Barovia's mists won't let it open out of the valley).
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Artifact (15)
Axe of the Dwarvish Lords
+3 axe of the dwarven kings: +2 Constitution, Darkvision, Dwarvish, an earth elemental at call; it returns when thrown.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Blackrazor
+3 sentient greatsword that devours the souls of those it slays, feeding you Temporary Hit Points and a fighting edge.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Book of Exalted Deeds
The definitive treatise on good: study it for +2 Wisdom (to 24) and a radiant halo; evil creatures who touch it burn.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Book of Vile Darkness
The ultimate treatise on evil: study it to raise one ability by 2 at the cost of another, and gain a dark taint.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Calimemnon Crystal
Artifact Arcane Focus: Fly 30 ft and hover; at-will Enlarge/Reduce, Major Image and Invisibility on yourself; a cold aura; six healing or burning rays a day.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Demonomicon of Iggwilv
The great tome of demonology: power over fiends, and the danger of what's bound in its pages.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Eye of Vecna
Vecna's eye: Truesight 120 ft and X-ray vision, and dreadful spells (DC 18), for one who gouges out their own eye.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Hand of Vecna
Vecna's hand: Strength 20, a freezing touch, and dreadful spells (DC 18), for one who cuts off their own hand.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Orb of Dragonkind
A dragon-trapping orb: healing and warding spells, Scrying, and a call no chromatic dragon can ignore.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Queen Ehlissa’s Marvelous Nightingale
Artifact songbird: for 10 minutes its song lets you cast its spells as a Bonus Action (DC 18) and keeps those near it truthful.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Sword of Kas
+3 longsword that crits on 19-20, an extra 2d10 against Undead, and a burning hatred of Vecna.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Universal Pantograph
Artifact box: it copies an ordinary item, grows to hold a creature, and can grow that creature a clone.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Wand of Orcus
Orcus's skull-topped rod: a +3 mace dealing 2d12 Necrotic more, +3 AC, and necromancy (save DC 18).
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Wave
+3 trident of the sea: water breathing, a swim speed, and Critical Hits that drain half the target's vitality.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.
Whelm
+3 warhammer that returns when thrown, stuns those it hits on a throw, and shakes the ground once a day.
Where to find it: no fixed place. It isn't in the random treasure either; or give it with its cheat code.