Shops of Borvia

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Shops of Barovia

Introduction


When first reading through the Curse of Strahd, I was disappointed to find the authors didn't provide anything exceptional for players to spend their hard earned gold on. Knowing how loot hungry my party was, I set out to make some fun shopping experiences for them.

By using some great items other DM's have made (as well as many of my own), I've put together several shops balanced out for a campaign in Curse of Strahd or any 1-10th level adventure. These items have been play tested over several different groups and I've had really great results with them.

When using this supplement, don't hesitate to alter any of the prices or details of the items. Especially if you're planning to use this with a higher level party.

Lastly, you'll notice many some items don't have descriptions. This is because they are official 5e items and are covered in either the Players Handbook or the Dungeon Masters Guide.


Enjoy!

Dragomir's Curio & Relic Emporium

Name Cost Weight
Armor
 Blood Thirst Armor 500gp 1 lb.
 Helm of Whispers 100gp 4 lb.
Weapons
 Sword of Light & Shadow 200gp 5 lb.
 Sacrificial Dagger 200gp 1 lb.
 Venom Quiver 100gp 3lb.
Gear
 Cloak of Undeath 150gp 2 lb.
 Gloves of Pilfering 100gp 1 lb.
 Necklace of Tongues 100gp 1 lb.
 Ring of Borrowed Time 100gp 1/5 lb.
 Unbind Curse Scroll 500gp --
Misc
 Dragomir's Curio Grab Bag™ 10gp --

Dragomir

Dragomir, owner of one of the oldest shops in Barovia, has purveyed some of the most bizarre and deadly magical trinkets in the land. Having been cursed himself with immortality long ago, he is immune to all the forbidden dark magic swirling around the store. Magic that would have corrupted and killed most mortals. The price he paid is obvious, his body whithers and rots away from age, yet he still lives, breathes and grins madly at new customers who enter his door.

If you can withstand the odor, there are many excellent bargains on these dusty shelves. But beware, like Dragomir learned long ago, they all have a price not included on the tag.

Playing Dragomir

Making very few sales these days, Dragomir is extremely welcoming to new customers. Not used to people outside Barovia, he forgets his goulish appearance and makes no mention about the small bits off him that may fall off from time to time.

When selling items, Dragomir is straight forward about the cursed nature of his wares, but is careful not to disclose too many details. If pressed, he may divulge the item's history as detailed below, but tries to play off any negative effects as harmless and any positive effects as wonderous. He is not above lying either, though he prefers repeat customers. If anyone who is cursed by one of his items complains, he suggests they buy his overly priced scroll of Unbind Curse.

Magic Items

Blood Thirst Armor

This armor is a black suit of +1 splint mail, latticed with intricate etchings that roughly follow the lines of the major blood vessels on the body of a potential wearer.

As a bonus action, the user may ‘feed’ the armor blood from their veins. If they do so, the next time they take the attack action, they may roll their Hit Die (HD) and add that value to both the hit and damage of the attack. Then the value must also be subtracted from their own hit-points.

Curse

The magic of the plate, while powerful, takes a massive toll on the wearer’s body. With heavy use, the armor’s ‘veins’ gradually turn the deep red of blood, and the black metal grows more lustrous, having drunk its fill. The wearer slides slowly into a state of undeath – their cheeks grow hollow, their skin grey and sallow, and their eyes sink into an abyss from which comes the gaze of the walking dead…

If the armor has not been fed in 24 hours, it consumes a HD of its own volition. The HD is lost permanently until the armor is removed. The wearer cannot stop this or remove the armor by normal means. Once the user has no HD remaining they will die.

If the user manages to remove the curse they have the opportunity to cleanse themselves of the taint. The user will regain all of the HD they sacrificed.

History

The last user was a warrior, found dead and drained of all his blood. Some say he was still moving when the armor was torn off his cold cadaver.

Helm of Whispers

This ancient helm grants the user incredible knowledge from an otherworldly being. While wearing the helm the user hears faint unintelligible whispers. If the user chooses to focus on the whispers they'll receive one secret or piece of advice from the DM to help them in their current quest.

Curse

The being connected to this relic does not give out advice as an act of kindness. When the wearer chooses to listen to the whispers, they make a Charisma saving of DC8. This DC goes up by 1 every time the save is made. On a failed save, the being possesses the user giving it full control of the body if it chooses. While possessing the host they are also immune to charm spells.

Once in control, the being lies dormant in it's host until one of the player's allies is near death or extremely vulnerable, then it strikes. If anyone suspects or is aggressive towards the host or being, the being will attempt to murder them on the spot.

Once the player has reached 0 Hit Points, the being will leave both the body and helm, possibly to return again.

History

This helm was used by a great conquerer who seemed to predict all of his enemies next moves. Eventually he went mad and was cut down by his own son.

Venom Quiver

This magic quiver enchants any bolts or arrows that are stored inside of it, giving the missiles an extra 1d6 poison damage.

Curse

Being a magic item of poor make, the quiver will accidentally turn the entire quiver of arrows into a Swarm of Poisonous Snakes when the wielder rolls a natural 1 on attack. The transformation takes place before the missile is fired and the snake will attack the user or next closest creature on that same turn.

History

The magic quiver was the product of a careless mage. Hoping to have an infinite supply of poison tipped arrows, he imbued the quiver with magic snake venom. Unfortunately, he used the improper balance of components which caused the quiver to have an unfortunate quirk.

Cloak of Undeath

A simple black cloak with an emblem of a raven perched atop a skull on the back of it This cloak grants the user advantage on death saving throws and has resistance to necrotic and poison damage. While wearing the cloak, the user cannot die of old age, but will continue to deteriorate physically when passing the normal limits for their race.

Curse

The cloak cannot be removed without a Remove Curse spell. While wearing it the player is immune to healing and resurrection spells and potions. They are also vulnerable to radiant damage. If the user falls dead while wearing this cloak they are instantly resurrected as a mindless zombie.

History

This cloak was made by a group of necromancers seeking immortality. In a way, they had found it, but in the end they all became crippled husks of their former selves.

Gloves of Pilfering

These leather gloves feel nearly as soft as silk The wearer of these gloves has advantage on all sleight of hand rolls.

Curse

Once per day the gloves take on a mind of their own, forcing the user to make an attempt to steal an item within reach. The item's owner must be a creature that is unaware of the gloves true nature.

History

These gloves were imbued with the soul of a great thief. The creator of the gloves realized he underestimated the thief's love for stealing however, when he saw that the gloves started acting on their own.

Necklace of Tongues

This necklace is made of a thin leather cord adorned a variety of embalmed tongues. The wearer of this necklace can speak any language of intelligent creatures.

Curse

Roll 1d6 whenever this is attempted. On a 1-2, the user wildly misunderstands what is being said or their responses are exceptionally offensive.

History

The many tongues from this necklace come from each creature whose language it's wearer can now speak.

Sacrificial Dagger

Any living, humanoid creature slain by this dagger immediately rises from the dead as a zombie thrall. Counts as +1 dagger.

Curse

The zombie only is loyal to the holder of the dagger. It will always attack the closest living creature within 30ft.

History

Once belonging to the famous necromancer Wiz-jak, this dagger has seen it's fair share of sacrifices. With enough time and fresh bodies, one could create any entire army.

Sword of Light & Shadow

This paradoxical weapon contains both divine and necrotic energies. On a critical hit it does an additional 2d8 necrotic damage to its target. It acts as a +1 magic longsword otherwise.

Curse

On a critical miss, the sword heals it's intended target by 2d8.

History

When a sword of darkness and a sword of light were both melted down and forged into one blade, a guild of ancient dwarves hoped they were creating a weapon that could oppose both fiends and celestials alike. To their surprise, rather than emitting radiant energy, the sword emitted healing energy instead. Despite their best efforts to suppress this flaw, it still comes out from time to time.

Ring of Borrowed Time

This ring allows the users to go briefly back in time and correct past mistakes. Once per day, whenever you make an attack roll, an ability check, or a saving throw, you can use the ring to re-roll the die even after the result has been determined.

Curse

The time this ring grants the user must eventually be paid back a million fold. Every time it's used, the user ages years depending on their race in the table below

Race Years
Human, Dragonborn, Half-orc 1d4 years
Half-elf, Halfling 2d4 years
Dwarf, Gnome 2d6 years
Elf 2d10 years

History

A dying wizard created this ring in order to extend her life before succumbing to a rapidly growing illness. In the end she only managed to save seconds of her life rather than the years she hoped for.

Dragomir's Grab Bag™

Dragomir has a huge assortment of cursed items and relics. Most of them, however, are fairly mundane and would not do be a great boon or bane to the player. He has been unable to sell these trinkets so tries to get rid of them for a paltry fee. When picking an item out of the bag, the buyer must take the first item they touch. To see what item the player receives, have both the DM and the player roll a d20. If the DM rolls 1-10, give the player a cursed item matching his roll. If the DM rolls 11-20, give the player a curio matching his roll. They should not know which type of item they received. Any equipped trinkets cannot be removed.

Cursed

Roll Item Description
1 Pearl Ring The user skin becomes a porcelain white.
2 Red marble Your heart beat is no longer detectable, for all you know it has stopped beating.
3 Onyx Ring The flesh around the ring dies, but remains functional. This effect spreads very slowly.
4 Silver Comb Your hair turns a silvery white when combed.
5 Spoon After touching the spoon, all food now tastes like hot borscht.
6 Empty Hour Glass You can now see dark spirits hovering over people who are about to die from age and illness.
7 Humming crystal Ghosts are now attracted towards your presence when nearby
8 Dog's Tail Beasts no longer trust you.
9 Black cloth Your shadow now takes a life of it's own when no-one else is looking.
11 Worn collar A small shadowfell creature only you can see follows you around.
12 Polished Ring You can escape into mirrors, but your reflection there will try to kill you.
13 Ram's horn The more cruel deeds you commit the more your appearance becomes devil like
14 Clouded crystal ball You gain terrible visions of the future, but unknown to you, they're always wrong.
15 Sheep's Hoof You start sleep walking, doing bizarre things in the night
16 Embalmed Apple You no longer need to eat. If you try to, you immediately vomit.
17 Hot/Cold Talisman You gain resistance from cold but vulnerability to fire.
10 Ebony Pin If pinned on one's clothing, it turns their whole outfit monochromatic.
19 Shifting Sand Ring Your character will occasionally be shifted into the distant past or far future for several seconds.
20 Creepy Doll A creepy doll whose eyes follow you. If thrown away it shows up again the next day.

Curios

Roll Item Description
1 Collar Your eyes turn to cats eyes. You gain darkvision.
2 Blood stained necklace You can sense heartbeats within 30ft, but not their direction.
3 Needle You can use this needle to stitch on a dead limb to replace one of your own, giving it life.
4 Charred Ring When angry, your eyes turn blood red, giving +1 to intimidation.
5 Bloodstone Ring Each round in combat you steal 1 life from any ally or creature within 5ft
6 Fulgin Slippers You gain 10ft of extra movement in darkness
7 Nercomancer's Journal You have advantage when making arcana checks about necromancy
8 Black marble You can make shadow puppets that come alive, but are always just shadows.
9 Wolf's Claw You do double damage to werewolves but they also do double to you.
10 Gnawed Bone You can now eat rotten meat and not get sick.
11 Toe bone You can sense when undead are beneath your feat.
12 Bronze Mirror You can see invisible creatures, but only behind you in the mirror.
13 Dead Rose Your blood is now poison, if a creature bites you, do 1d4 damage.
14 Ghostly Ring Once per day you can become ethereal for 6 seconds.
15 Bone carved dice You critically hit on 19-20. But something extra awful happens on critical miss
16 Musk spray Gives you +2 persuasion against women but also attracts wolves.
17 Chalice 50% chance of doubling or nullifying any drinks potency.
18 Dead Oak Wand Bewitches an inanimate object 3 times per day, but they don't obey commands
19 Cat skull Summons a skeleton cat familiar. If the cat is destroyed so is the skull.
20 Bone flute Summons a swarm of rats (3 charges). 25% chance they turn on their attacker

Serpent's Kiss

Name Cost Weight Type
Bottle, Glass 20gp 1 lb. --
Potions
Alchemists Fire 50gp 1 lb. --
Entangling Sap 30gp 1 lb. --
Acid (vial) 5gp 1 lb. --
Potion of Unclouded Thought 50gp 1 lb. --
Potion of Water Breathing 30gp 1 lb. --
Healing Potion 50gp 1 lb. --
Greater Healing Potion 100gp 1 lb. --
Potion of Cure Disease 50gp 1 lb. --
Potion of Cure Poison 50gp 1 lb. --
Eternal Youth Potion (3 doses) 50gp 1 lb. --
Beard-gro Potion 10gp 1 lb. --
Night Mother's Kiss 50gp 1 lb. --
Love Tonic 100gp 1 lb. --
Potion of Gaseous Form 100gp 1 lb. --
Deadman's Draught 50gp 1 lb. --
Poisons
Stinging Icor 50gp 1 lb. Injury
Assassin’s blood 150gp 1 lb. Ingested
Burnt othur 500gp 1 lb. Inhaled
Crawler mucus 200gp 1 lb. Contact
Black-cap poison 200gp 1 lb. Injury
Essence of ether 300gp 1 lb. Inhaled
Malice 250gp 1 lb. Inhale
Pale tincture 250gp 1 lb. Ingested
Serpent venom 200gp 1 lb. Injury
Truth serum 150gp 1 lb. Ingested

Eternal Youth Potion

Temporarily reduces the players age by one span per dose for one week.

Age Human Years
Ancient 100+
Elderly 80-100
Old 60-80
Adult 30-60
Young Adult 18-30
Teenager 12-18
Child 1-13
Baby 0-1

Beard Gro

Grows an instant beard when poured on one's chin. Will grow hair anywhere really.

Entagling Sap

When breaking after being thrown, this jar creates a 20-foot square of sticky sap for 1 minute. The area is considered difficult terrain.

If a creature is standing in the splashed area it must pass a Strength save of 13 or be restrained. A restrained creature can release itself by using its action to attempt another Strength save, being freed on a success.

Deadman's Draught

The drinker will become cold and clammy with a slight rotten odor after drinking this potion. Creatures will have to make a perception check DC13 to know you're still alive. Undead with intelligence under 8 ignore you for 1 hour.

Love Tonic

The drinker of this potion must make a DC10 charisma saving throw or they will fall in love (charmed) with the next person they see for 1 hour.

Night Mother's Kiss

When thrown, deals 2d6 cold damage and freezes the enemy in place, preventing movement. A DC13 strength check is needed to break free.

Potion of Unclouded Thought

After drinking, for 1 hour the player can perfectly remember anything in their memory. They also get +10 to history, religion, and arcane checks.

Stinging Icor

A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (2d6) poison damage on a failed save, or half as much damage on a successful one.

Monster Hunter's Guild

Name Cost Damage Weight
Gear
 Holy Water (flask) 250gp -- 1 lb.
 Silver Morninglord Talisman 5gp -- --
 Sunlight Reliquary 100gp -- 1 lb.
 Barbed Net 10gp 1-10 Piercing 5 lb.
 Bear Trap 10gp 1d6 20 lb.
 Garlic Braid 1gp -- 2 lb.
 Burning Blade Oil 30gp -- 1 lb.
 Holy Incense 20gp -- 0.2 lb.
 Censer of the Faithful 100gp -- 2 lb.
Weapons
 Silver Spear 50gp 1d8 piercing* 4 lb.
 Silver Longsword 50gp 1d8 piercing 3 lb.
 Silver Mace 50gp 1d6 bludgeoning 3 lb.
 Brand of Repentance (rod) 250gp 1d8 bludgeoning 5 lb.
 Morninglord's Grasp (whip) 200gp 1d4 + 1 slashing + 1d10 fire 3 lb.
 +1 Throwing Daggers 30gp 1d4 + 1 0.5 lb.
 Short-Bow of the Hound 150gp 1d6 + 1 3 lb.
 Silver Arrows x10 50gp -- 1 lb.
 Silver Bolts x10 50gp -- 1 lb.
 Sacred Oak Arrows x10 100gp -- 1 lb.
 Sacred Oak Bolts x10 100gp -- 1 lb.

Silver Talisman

These talismans have much less power than people believe. However, due to it's silver material, it can burn the flesh of any shape changer it's pressed against, providing an effective torture weapon.

Sunlight Reliquary

The church has found an ingenious way to slowly trap sunlight in this reliquary. When opened, weeks of captured sunlight comes pouring out, doing 1d6 radiant damage in a 15ft cone. The reliquary may be recharged by sitting out in sunlight. For every day its left in the sun, it does an extra 1d6 up to a total of 3d6.

Burning Blade Oil

This especially viscous liquid can be lit on fire without running off a blade. If a user applies the oil to his weapon and lights it, the weapon will be granted an additional 1d6 burning damage for 1 minute. This cannot be combined with other elemental effects.

Bear Trap

When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d6 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its Movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Silvered Weapons

Silver weapons hurt certain creatures vulnerable to the metal.

Sacred Oak Weapons

Sacred oak weapons do critical damage on natural rolls of 18-20 when fighting vampires.

Barbed Net

This barbed net can restrain solid, large creatures or smaller. A creature can use a bonus action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Unlike normal nets, a barbed net deals more damage the more a user struggles. For every attempt made, the creature also takes 2 damage. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Brand of Repentance

This branding iron, ending in the holy symbol of the morning lord was once used to torture suspected werewolves, witches, and vampires into submitting their guilt. By yelling the word "Repent!" the end of the brand will turn white hot. The weapon can then be pressed against a foe for 1d6 fire damage, branding them with the holy mark. A creature scarred with the mark has the effect of a Zone-of-truth spell on them.


This weapon is otherwise treated as a +1 magic quarterstaff.

Morninglord's Grasp

This ivory handled whip has the ability to ensnare and burn it's enemies. When you hit with an attack you may use your bonus action to attempt to ensnare the target or pull them prone (but not both), using your weapon attack modifier in place of Strength (Athletics). A ensnared target may not move or use the ensnared arm and takes 1d10 fire damage each turn until free. If you make a second attack while grappling a target, they will be let released.


This weapon is otherwise treated as a +1 magic whip.

Censer of the Faithful

This swinging censer provides divine protection to anyone who breathes in it's fumes. After lighting incense and standing near within 10ft of censer for 1 minute, all creatures gain +1d4 on all skill checks for the next hour. Every time this item is used it consumes on incense which can be purchased from any appropriate church for 5gp. However, they may eventually run out of supplies.

Short-Bow of the Hound

This magic bow was crafted for hunting and staking elusive prey. After drawing an arrow onto the bow, one simply has to whisper "follow" in elven and the next arrow that strikes true marks the target. For the next 24 hours the bow will always point towards the target when laid on the ground.


This weapon is otherwise treated as a +1 magic short-bow.

The Blind Witch

Name Cost Weight
Magic Jewelery
 Hemlock Ring 300gp --
 Talisman of the Mad Druid 300gp --
 Ring of the Phoenix 1500gp --
 Bracers of Bugbear Strength 700gp 2 lb.
Clothing
 Necromancer's Robes 600gp 2 lb.
 Fey Guard Robes 600gp --
 Vistani's Shroud 200gp 3 lb.
Wonderous Items
 Immovable Rod 300gp 2 lb.
 Magic Compass 150gp 0.5 lb.
 Sending Stone XS 199gp 9s 0.5 lb.
 Sending Stone 8 Plus 99gp 9s 0.5 lb.
 Alchemist's Jug 250gp 12 lb.
 Bigby's Bag of Destiny 1000gp 1 lb.

Hemlock Ring

Allows the user to cast the Poison Spray cantrip at level 1. Requires attunement.

Talisman of the Mad Druid

Enchanted by a mad druid, this wooden talisman allows the user to shape change once a day. Unfortunately he never gave the user the ability to control WHICH kind of animal. Have the user roll a 1d100, where 1 is an beetle and 100 is a brown bear, to determine the size of the creature. The creature has to be a beast and cannot exceed a challenge rating of 1. While transformed, the user follows the wild shape rules, but must stay in the form for at least 1 minute.

Phoenix's Ring

This magnificent is set with a glowing stone that swirls internally with fire. If the wearer fails all 3 saving throws the stone will will return it's master back to life with full hit points. During this moment fire will swirl and surround the ring bearer, causing 2d6 fire damage to everyone in 5 feet. Once used the ring's magic fades forever. Uses attunement.

Alternatve Version: This magnificent is set with 3 glowing magical stones. If the user is reduced to 0 hit points one of the stones will be spent and the user will return back to life with 1 hit point. During this moment fire will swirl and surround the ring bearer, causing 2d6 fire damage to everyone in 5 feet. After being saved 3 times the ring's magic fades forever.

Bracers of Bugbear Strength

While wearing these bracers, your Strength score changes to 16. If your Strength is already equal to or greater than the bracers' score, the item has no effect on you. Requires attunement.

Necromancer Robes

These black tattered robes give the user +1 to all of their Necromancy spell Difficulty Checks. It also provides 1 damage resistance against all spell damage. Requires attunement.

Fey Guard Robes

These brightly colored robes seem impossibly light. Enchanted by the fey, they protect the user from being struck down in battle. Once per day as a reaction from being attacked, the user may invoke the robes and be sent randomly in any direction as if they used the Misty Step spell. Use a 1d8 to determine the direction going clockwise. The robes will always move the wearer the full 30ft if possible. When using their reaction, it must be after the attack is delcared but before the result it's success determined. Requires attunement.

Vistani Shroud

This weathered fur coat is more magical that it would first seem. Used by enemies of the Vistani, this cloak protects the wearer from divination and scrying that target them. While the cloak is on, they cannot be seen by magical means and their fortunes cannot be told.

Magic Compass

Sitting in a decorated case, this compass comes with a small stone companion. When one separates the two, the compass will always point to the stone. If there are obstacles between the compass and the stone, the compass will point to the path that leads around them.

Sending Stones

Sending stones always come in sets. These two are smooth and delicately carved to match each other, so the pairs were easily recognizable. While two separate people carry the stones they can freely use the Sending Spell towards any other creature carrying another sending stone.


  • XS - Extra-planar range
  • 8 Plus - Single Planar range

Bigby's Bag of Destiny

This one use item allows the user to pull a mysterious item out of the bag. The item will be whatever the user most needs at that particular moment in time. Once an item is drawn or if someone looks into the bag, it will never produce another item. The DM decides what the item will be at the time.

Jablonski & Sons

Armor
Armor Cost Armour Class (AC) Strength Stealth Acrobatics Swimming Weight
Light Armor
 Padded Leather 20gp 11+Dex Disadvantage Hindered 8 lb.
 Studded Leather 40gp 12+Dex 13 lb.
 Plated Leather 80gp 13+Dex Str 11 Disadvantage Hindered 20 lb.
Medium Armor
 Chain Shirt 50gp 13+Dex (max 2) Str 10 12 lb.
  Scale Mail 70gp 14+Dex (max 2) Str 12 Disadvantage Hindered 45 lb.
  Breastplate 400gp 14+Dex (max 2) Str 10 20 lb.
  Half Plate 800gp 15+Dex (max 2) Str 12 Disadvantage Hindered 20 lb.
Heavy Armor
 Ring Mail 40gp 14 Str 12 Disadvantage Hindered 40 lb.
 Chain Mail 70gp 5s 15 Str 13 Disadvantage Hindered 55 lb.
 Splint 1000gp 17 Str 15 Disadvantage Disadvantage Hindered 60 lb.
Shield
 Buckler 10gp +1 4 lb.
 Kite Shield 20gp +2 Disadvantage Disadvantage 6 lb.
Masterwork Armor
 Duelist's Vest 300gp 12+Dex 13 lb.
Magic Armor
 Autumn's Shadow 700gp 13+Dex Advantage* 8 lb.
Services
Service Cost Time
 Gilding 100gp + Gem/s 1 day
 Spikes 30gp 1 day
 Armor Fitting 20gp 1-3 days
 Deep Iron Alloy 400gp + Armor 3-5 days

Services

Armor Fitting

The chances of finding a set of armor that is one's exact size on a slain enemy is rare. For a nominal fee, a blacksmith will tailor, hammer, and sometimes even modify the armor to fit a customer.

Gilding

The process of decorating a weapon or suit of armor with gemstones or gold, costing 100 gp in addition to material costs. It confers no benefits on the battlefield, but grant's +1 to all persuasion skill checks while wearing it.

Deep Iron Alloy

An incredibly hard metal taken from the Underdark, armor made from this material can withstand the harshest of blows. When getting hit while wearing Deep Iron armor, critical hits will be transformed into regular hits. This process only works on non-magic armor.

Spikes

Fits iron spikes on an armor set. Not only does this create a fearsome appearance, it will inflict damage on any successful grapple equal to the wearer's strength bonus.

Armor

Autumn's Shadow

Once known as the Cloak of Four Seasons. This magic armor was used by elves on their hunts to blend in with the changing colors of the seasons. Sadly in Barovia's constant darkness, these leaves always look dead and rotting. When sneaking or hiding among plants or trees this armor grants it's user advantage on all stealth rolls.

Duelist's Vest

This finely crafted leather vest was made to protect the wearer during a fencing duel. On top of the protection a typical leather vest provides, this suit is reinforced against piercing attacks. All piercing damage is reduce by 2.

Bloodbath & Beyond

Simple Melee Weapons
Name Cost Damage Weight Properties
Melee
 Dagger 20gp 1d4 piercing 1 lb. Finesse, light, thrown (20/60)
 Handaxe 30gp 1d6 slashing 2 lb. Light, thrown (20/60)
 Javelin 50sp 1d6 piercing 2 lb. Thrown (30/120)
 Mace 50gp 1d6 bludgeoning 4 lb.
 Spear 10gp 1d8 piercing* 4 lb. Reach, two-handed
 Maul 50gp 2d6 piercing* 4 lb. Heavy, unwieldy, two-handed
 Parrying Dagger 20gp 1d4 1lb Light, finesse, parry
Martial Weapons
Name Cost Damage Weight Properties
Melee
 Rapier 30gp 1d8 piercing 2 lb. Finesse
 Greatsword 50gp 2d6 piercing/slashing 7 lb. Heavy, two-handed
 Halberd 20gp 1d10 piercing/slashing* 7 lb. Heavy, reach, two-handed
 Longsword 20gp 1d8 piercing/slashing 3 lb. Versatile (1d10)
 Morningstar 20gp 1d8 bludgeoning/piercing 4 lb.
 Shortsword 10gp 1d6 piercing/slashing 2 lb. Light, finesse
 Warhammer 20gp 1d8 bludgeoning 3 lb. Versatile (1d10)
 Flail 20gp 1d6 bludgeoning 2 lb. Wind-up
Magic
 Dousing Blade 500gp 1d6+ special 2 lb. Light, finesse
 Geist Bane 700gp 1d8+1 piercing/slashing 3 lb. Versatile (1d10)
Services
Service Cost Time
 Silver Alloy 100gp + Weapon 1-3 days
 Master Work 200gp + Weapon 1-3 days
 Custom Scabbard 20gp 1 day

Weapon Properties

Parry

This weapons can parry incoming attacks. If you hold your bonus action during your turn, you are granted an additional +1 to AC when attacked by a melee weapon from a target you can see. Wielding a parrying weapon in each hand allows you to boost your AC twice.

Unweildy

Due to the sheer size and weight of this weapon, it is difficult to wield gracefully. It has a -3 penalty when rolling to hit, but a +3 to damage when landing a blow.

Wind-up

You can prepare attacks with this weapon to make it even more effective. You can use an action to wind up or set your weapon. On the next attack you make with the weapon you add an additional weapon die to that attack if it hits. A weapon can only add one such damage die in this way. If no attack is made by the end of the wielder’s next turn it is no longer wound up. The wielder can use an action to keep the weapon wound up for a subsequent round. A weapon that is wound up can be used to make an opportunity attack when an enemy enters its range.

Services

Silver Alloy

There are many creatures in Barovia that fear the sting of silver. Werewolves are especially vulnerable. You may only add silver alloy to a non-magic weapon.

Masterwork

The weaponsmiths can make a masterwork weapon on special order. Choose a weapon from the shop-list and they will create the masterwork version. It gains +1 on attack rolls.

Custom Scabbard

Any legendary weapon needs to kept in legendary condition. For only 20 gold you can have a custom scabbard of your own design.

Magic Weapons

Terminus Est

A sharp, intimidating sword, this blade once served as a symbol of authority for executioners. The mercury in it's core makes it light to raise and heavy to swing downward, perfect for beheadings. When attacking a prone target, this sword always does critical damage on a successful hit. In addition, this weapon has the stats of a +1 greatsword.

Geist Bane

This phantom blade is caught between the material and ethereal plane. While the handle remains in this realm, the blade glows an ethereal blue and is semi-transparent. Because of it's semi-permeable nature, this weapon can pass through enemies and damage them at the same time.

As a bonus action, when attacking with this weapon you may attempt to roll to hit an additional target as long as they are within 5ft of both you and the attacker. You may repeat this on another additional target as long as every previous hit is successful and they are within 5ft of you.

This weapon is also a +1 magic weapon and does an extra 2d6 damage to ghost-type enemies.

Dousing Blade

This odd sword is made of a peculiar metal that takes on the properties of any blood it comes in contact with. Any time a creature is struck with a slashing or piercing attack, the blade will absorb the properties of that creature, if acceptable. It will never inherit properties that make it weaker and it can only take on one property at a time. As soon as a new compatible source comes in contact with it, it will change. The table below are some examples of fusions.

Creature Properties
Vampire 1d4 life steal on hit
Poisonous Snake DC8 Con Poison on hit
Ghoul DC8 Con Paralyzed on hit
Fire Mephit 1d6 fire damage on hit
Frost Giant 1d6 cold damage on hit

Fritz Von Weerg's Workshop

Simple Melee Weapons
Name Cost Damage Weight Properties
Ranged Weapons
 Light Crossbow 25 gp 1d8 piercing 5 lb. Range (80/320), loading, two-handed
 Heavy Crossbow 50 gp 1d10 piercing 12 lb. Range (100/500), heavy, two-handed
 Repeater Crossbow 200gp 1d10 piercing 18 lb. Range (80/320), heavy, two-handed
Throwing Weapons
 Smoke Bomb 50gp 1 lb.
 Rending Bomb 50gp 6d6 piercing 1 lb.
 Flashburst Bomb 50gp 1 lb.
Gear & Gadgets
 Angry Rodent™ 50gp 4d6 blunt 1 lb.
 Caltrops (x10) 2gp 1 piercing 2 lb.
 Magnifying Glass 70gp
 Blast Hook (w/3 caps) 100gp 1d8 piercing 2 lb.
 Blast Caps 10gp
 Eyes of the Bat 200gp 1 lb.
 Eyes of the Owl 200gp 1 lb.
Services
 Clockwork Reincarnation *500gp 1 lb.

Services

Clockwork Reincarnation

For a nominal fee, a gemstone of power, and an intact brain, Fritz Von Weerg can reincarnate a deceased character as a clockwork being. The creature will have all the same attributes and abilities, but will lose all original racial abilities and gain those of the Warforged race instead.

Ranged Weapons

Repeating Crossbow

Carries the stats of a regular heavy crossbow with the exception that it does not need to reload for 5 consecutive shots.

Throwing Weapons

Smoke Bomb

When lit, this grenade begins to emit a large cloud of thick smoke in a 20ft radius. Anyone inside the smoke suffers the effect of blindness without the blind-sense ability.

Rending Bomb

This brutal explosive maims it's victims by showering them with metal shrapnel. Anyone caught in the 10ft radius blast takes 6d6 piercing damage on a failed Dex save (DC12). Those who pass take only half damage.

Sunburst Bomb

Loaded with flashing powder, when this grenade goes off, all creatures in a 20ft radius are inflicted with blindness on a failed Con save (DC12). For every turn there after the creature may attempt to reroll the save. After detonation, this grenade gives off the effects of the Light spell for 1 round.

Gear & Gadgets

Angry Ratkin

Packed with explosive powder, this little wind up toy mouse can travel up to 100 feet before going off. Anyone caught in the 10ft radius blast takes 4d6 blunt damage on a failed Dex save (DC12). The user has full control of the distance traveled, but it can only move in a straight line.

Blast Hook

This explosive powered grappling hook is Popov's most genius invention. Upon firing, it allows the user to hook a rope on to any surface up to 30ft away. Given the power of the firing mechanism it can pierce through most surfaces and even deals 1d8 piercing damage if hitting a creature.

Given its light weight design, this device can be used as bonus action or a reaction. The only short-fall is that each shot requires a blast cap to fire. The initial item comes with 3 and more can be purchased.

Eyes of the Bat

While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet.

Eyes of the Owl

These Crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Investigation checks that rely on sight while searching an area or studying an object within that range.

Bildrath's Mercantile

Name Cost Weight
Bedroll 1gp 1 lb.
Blanket 5sp 1 lb.
Climber's Kit 25gp 12 lbs.
Candle 1cp --
Fur Coat 2gp 6 lb.
Crowbar 1gp 4 lb.
Garlic Braid 1sp 3 lb.
Glass bottle 2gp 2 lb.
Grappling Hook 2gp 4 lb.
Hammer 1gp 3 lb.
Hand-mirror (silver) 10gp 1 lb.
Lantern & Oil 5gp 1 lb.
Lock 10gp 1 lb.
Oil (flask) 1sp 3 lb.
Potion of Healing 10gp 1/2 lb.
Rations 1gp 1 lb.
Sack 1cp 1/2 lb.
Shovel 2gp 4 lb.
Talismans
Morninglord 2gp 5sp 1 lb.
Night Mother 2gp 5sp 1 lb.
Tent, two-person 10p 20 lb.
Torch 5cp 1/5 lb.
Waterskin 1cp 1 lb.
Wooden Chest 3gp 25 lb.

Shanovich Jewelers

Name Cost
Gems
 Ruby 10gp
 Agate 10gp
 Pearl 100gp
 Jade 100gp
 Black Onyx 150gp
 Sapphire 500gp
 Opal 500gp
 Diamond 500gp
 Black Pearl 500gp
Jewelery
 Gold Ring 10gp
 Silver Ring 50sp
 Platinum Ring 50gp
 Silver Necklace 1gp
 Glass Eye 10gp
Misc
 Diamond Dust 50gp
 Bar of Silver 10gp
 Bar of Gold 109gp
 Jewelers Tools 50gp
 

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