You gain a +1 bonus to AC and saving throws while wearing this ring.
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.
This slender, hollow staff is made of glass yet is as strong as oak.
While holding the staff, you have a +1 bonus to you Armor Class.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required.
The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
The top of this black, adamantine staff is shaped like a spider. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required.
The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
This wand has seven charges. While holding it, you can use an action to expend up to three of its charges to cast the magic missile spell from it. The number of missiles produced is equal to two plus the number of expended charges.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
You have a +1 bonus to attack and damage rolls made with Lightbringer. This is a magic weapon.
This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass.
Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radinat damage to undead creatures.
You have a +1 bonus to AC while wearing this armor.
This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws a-gainst the breath weapons of creatures that have the dragon type.
You have a +1 bonus to attack and damage rolls made with Talon. This is a magic weapon.
The sword is inscribed with the name Talon, and its hilt is in the of a bird of prey with outspread wings. It comes with a silver-chased scabbard.
It once belonged to a great knight named Aldith Tresendar, known as the Black Hawk. Sir Aldith died fighting off orcs that attacked through the hidden caverns below his manor.
You have a +1 bonus to attack and damage rolls made with Hew. This is a magic weapon.
This battleaxe is a rusty old battleaxe of dwarven manufacture. Runes in Dwarvish on the axe head read Hew, and the rust is misleading. The axe's creator was a dwarf smith who feuded with the dryads of a forest when he cut firewood. Whoever carries the axe feels uneasy whenever he or she travels through a forest.
This battleaxe deals maximum damage when the wielder hits a plant creature or an object made of wood.
This hooded lantern contains no oil or wick. Instead, the central chamber of the lantern has nestled within it a small rock which is perpetually on fire. The lantern body itself is entirely mundane, but the rock and the light it emits are considered magical. The flame produces no heat and cannot be smothered or doused.
While inside the lantern, the flame creates bright light in a 30-foot radius and dim light for an additional 30 feet. Lowering the hood on the lantern as an action reduces the light to dim light in a 5-foot radius.
If the rock is removed from the lantern, it casts bright light in a 20-foot radius and dim light for another 20 feet.
For purposes such as Dispel Magic or Darkness, the spell on the rock is a 2nd-level spell.
This hooded lantern contains no oil or wick. Instead, the central chamber of the lantern has nestled within it a small rock which is perpetually on fire. The lantern body itself is entirely mundane, but the rock and the light it emits are considered magical. The flame produces no heat and cannot be smothered or doused.
While inside the lantern, the flame creates bright light in a 30-foot radius and dim light for an additional 30 feet. Lowering the hood on the lantern as an action reduces the light to dim light in a 5-foot radius.
If the rock is removed from the lantern, it casts bright light in a 20-foot radius and dim light for another 20 feet.
For purposes such as Dispel Magic or Darkness, the spell on the rock is a 2nd-level spell.
You gain a +1 bonus to AC and saving throws while wearing this cloak.
You have a +2 bonus to attack and damage rolls made with Sunsword. This is a magic weapon.
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. If you are proficient with shortswords or longswords, you are proficient with this blade.
When you hit an undead with this blade, that target takes an additional 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius, and dim light for an additional 15 feet. This light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Sentience:
The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying or wielding it.
Personality:
The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction.
This reversed cone worn as a headpiece is both imaginary and invisible, and as such can be worn even while wearing other headgear, or if the wearer would otherwise not normally be able to wear a hat. It can be donned or doffed freely, coming into and out of existence without any evidence that can be seen through either magical or nonmagical obersvation. Others are not aware of its presence unless it used and the observer has an Intelligence of 10 or higher. While wearing the hat, you can use it to imbue your words or actions with incredible stupidity.
This item cannot be shared with others, though anyone who meets its equip requirements may eventually be able to summon their own given enough practice.
While this polished agate is on your person, you gain a +1 to ability checks and saving throws.
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the nearest to you. The wand regains 1d3 expended charges daily at dawn.
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has the following patches:
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven--or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing.
The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center.
The holy symbol can only be attuned to by a cleric or paladin of good alignment.
The holy symbol has 10 charges for the following properties. It regains 1d6+4 charges daily at dawn.
Hold Vampires:
As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol
when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself.
Turn Undead:
If you have the Turn Undead or Turn Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect.
Sunlight:As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).