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Shops of Barovia

Introduction Recommended Shop Locations


When first reading through the Curse of Strahd, I was
disappointed to find the authors didn't provide anything Village of Barovia
exceptional for players to spend their hard earned gold on. Bildrath's Mercantile
Knowing how loot hungry my party was, I set out to make Dragomir's Curio & Relic Emporium
some fun shopping experiences for them.
By using some great items other DM's have made (as well Vallaki
as many of my own), I've put together several shops balanced Serpent's Kiss
out for a campaign in Curse of Strahd or any 1-10th level The Blind Witch
adventure. These items have been play tested over several Jablonski & Sons
different groups and I've had really great results with them. Bloodbath & Beyond
When using this supplement, don't hesitate to alter any of Shanovich Jewelers
the prices or details of the items. Especially if you're planning
to use this with a higher level party. Krezk
Lastly, you'll notice many some items don't have Monster Hunter's Guild
descriptions. This is because they are official 5e items and are
covered in either the Players Handbook or the Dungeon Svalich Woods
Masters Guide. Fritz Von Weerg's Workshop
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 --
History
Dragomir The last user was a warrior, found dead and drained of all his
Dragomir, owner of one of the oldest shops in Barovia, has blood. Some say he was still moving when the armor was torn
purveyed some of the most bizarre and deadly magical off his cold cadaver.
trinkets in the land. Having been cursed himself with
immortality long ago, he is immune to all the forbidden dark Helm of Whispers
magic swirling around the store. Magic that would have This ancient helm grants the user incredible knowledge from
corrupted and killed most mortals. The price he paid is an otherworldly being. While wearing the helm the user hears
obvious, his body whithers and rots away from age, yet he still faint unintelligible whispers. If the user chooses to focus on
lives, breathes and grins madly at new customers who enter the whispers they'll receive one secret or piece of advice from
his door. the DM to help them in their current quest.
If you can withstand the odor, there are many excellent
bargains on these dusty shelves. But beware, like Dragomir Curse
learned long ago, they all have a price not included on the tag. The being connected to this relic does not give out advice as
an act of kindness. When the wearer chooses to listen to the
Playing Dragomir whispers, they make a Charisma saving of DC8. This DC goes
Making very few sales these days, Dragomir is extremely up by 1 every time the save is made. On a failed save, the
welcoming to new customers. Not used to people outside being possesses the user giving it full control of the body if it
Barovia, he forgets his goulish appearance and makes no chooses. While possessing the host they are also immune to
mention about the small bits off him that may fall off from charm spells.
time to time. Once in control, the being lies dormant in it's host until one
When selling items, Dragomir is straight forward about the of the player's allies is near death or extremely vulnerable,
cursed nature of his wares, but is careful not to disclose too then it strikes. If anyone suspects or is aggressive towards the
many details. If pressed, he may divulge the item's history as host or being, the being will attempt to murder them on the
detailed below, but tries to play off any negative effects as spot.
harmless and any positive effects as wonderous. He is not Once the player has reached 0 Hit Points, the being will
above lying either, though he prefers repeat customers. If leave both the body and helm, possibly to return again.
anyone who is cursed by one of his items complains, he
suggests they buy his overly priced scroll of Unbind Curse. History
This helm was used by a great conquerer who seemed to
Magic Items predict all of his enemies next moves. Eventually he went mad
and was cut down by his own son.
Blood Thirst Armor
This armor is a black suit of +1 splint mail, latticed with Venom Quiver
intricate etchings that roughly follow the lines of the major This magic quiver enchants any bolts or arrows that are
blood vessels on the body of a potential wearer. stored inside of it, giving the missiles an extra 1d6 poison
As a bonus action, the user may ‘feed’ the armor blood from damage.
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 Curse
both the hit and damage of the attack. Then the value must Being a magic item of poor make, the quiver will accidentally
also be subtracted from their own hit-points. turn the entire quiver of arrows into a Swarm of Poisonous
Snakes when the wielder rolls a natural 1 on attack. The
Curse transformation takes place before the missile is fired and the
The magic of the plate, while powerful, takes a massive toll on snake will attack the user or next closest creature on that
the wearer’s body. With heavy use, the armor’s ‘veins’ same turn.
gradually turn the deep red of blood, and the black metal
grows more lustrous, having drunk its fill. The wearer slides History
slowly into a state of undeath – their cheeks grow hollow, their The magic quiver was the product of a careless mage. Hoping
skin grey and sallow, and their eyes sink into an abyss from to have an infinite supply of poison tipped arrows, he imbued
which comes the gaze of the walking dead… the quiver with magic snake venom. Unfortunately, he used
If the armor has not been fed in 24 hours, it consumes a the improper balance of components which caused the quiver
HD of its own volition. The HD is lost permanently until the to have an unfortunate quirk.
armor is removed. The wearer cannot stop this or remove the
armor by normal means. Once the user has no HD remaining Cloak of Undeath
they will die. A simple black cloak with an emblem of a raven perched atop
If the user manages to remove the curse they have the a skull on the back of it This cloak grants the user advantage
opportunity to cleanse themselves of the taint. The user will on death saving throws and has resistance to necrotic and
regain all of the HD they sacrificed. 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 Sword of Light & Shadow
The cloak cannot be removed without a Remove Curse spell. This paradoxical weapon contains both divine and necrotic
While wearing it the player is immune to healing and energies. On a critical hit it does an additional 2d8 necrotic
resurrection spells and potions. They are also vulnerable to damage to its target. It acts as a +1 magic longsword
radiant damage. If the user falls dead while wearing this cloak otherwise.
they are instantly resurrected as a mindless zombie.
History Curse
This cloak was made by a group of necromancers seeking On a critical miss, the sword heals it's intended target by 2d8.
immortality. In a way, they had found it, but in the end they all History
became crippled husks of their former selves. When a sword of darkness and a sword of light were both
Gloves of Pilfering melted down and forged into one blade, a guild of ancient
dwarves hoped they were creating a weapon that could
These leather gloves feel nearly as soft as silk The wearer of oppose both fiends and celestials alike. To their surprise,
these gloves has advantage on all sleight of hand rolls. rather than emitting radiant energy, the sword emitted healing
energy instead. Despite their best efforts to suppress this flaw,
Curse it still comes out from time to time.
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 Ring of Borrowed Time
item's owner must be a creature that is unaware of the gloves This ring allows the users to go briefly back in time and
true nature. correct past mistakes. Once per day, whenever you make an
History attack roll, an ability check, or a saving throw, you can use the
These gloves were imbued with the soul of a great thief. The ring to re-roll the die even after the result has been
creator of the gloves realized he underestimated the thief's determined.
love for stealing however, when he saw that the gloves started Curse
acting on their own. The time this ring grants the user must eventually be paid
Necklace of Tongues back a million fold. Every time it's used, the user ages years
depending on their race in the table below
This necklace is made of a thin leather cord adorned a variety
of embalmed tongues. The wearer of this necklace can speak Race Years
any language of intelligent creatures. Human, Dragonborn, Half-orc 1d4 years
Curse Half-elf, Halfling 2d4 years
Roll 1d6 whenever this is attempted. On a 1-2, the user wildly Dwarf, Gnome 2d6 years
misunderstands what is being said or their responses are
exceptionally offensive. Elf 2d10 years

History History
The many tongues from this necklace come from each A dying wizard created this ring in order to extend her life
creature whose language it's wearer can now speak. before succumbing to a rapidly growing illness. In the end she
only managed to save seconds of her life rather than the years
Sacrificial Dagger she hoped for.
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.
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 Curios
Roll Item Description Roll Item Description
1 Pearl Ring The user skin becomes a porcelain white. Your eyes turn to cats eyes. You gain
1 Collar
darkvision.
Red Your heart beat is no longer detectable, for
2
marble all you know it has stopped beating. Blood stained You can sense heartbeats within 30ft,
2
necklace but not their direction.
The flesh around the ring dies, but remains
3 Onyx Ring
functional. This effect spreads very slowly. You can use this needle to stitch on a
3 Needle dead limb to replace one of your own,
Silver Your hair turns a silvery white when giving it life.
4
Comb combed.
When angry, your eyes turn blood red,
After touching the spoon, all food now 4 Charred Ring
5 Spoon giving +1 to intimidation.
tastes like hot borscht.
Bloodstone Each round in combat you steal 1 life
Empty You can now see dark spirits hovering over 5
Ring from any ally or creature within 5ft
6 Hour people who are about to die from age and
Glass illness. You gain 10ft of extra movement in
6 Fulgin Slippers
darkness
Humming Ghosts are now attracted towards your
7
crystal presence when nearby Nercomancer's You have advantage when making
7
Journal arcana checks about necromancy
8 Dog's Tail Beasts no longer trust you.
You can make shadow puppets that
Black Your shadow now takes a life of it's own 8 Black marble come alive, but are always just
9
cloth when no-one else is looking. shadows.
Worn A small shadowfell creature only you can You do double damage to werewolves
11 9 Wolf's Claw
collar see follows you around. but they also do double to you.
Polished You can escape into mirrors, but your You can now eat rotten meat and not
12 10 Gnawed Bone
Ring reflection there will try to kill you. get sick.
Ram's The more cruel deeds you commit the You can sense when undead are
13 11 Toe bone
horn more your appearance becomes devil like beneath your feat.
Clouded You gain terrible visions of the future, but You can see invisible creatures, but
14 12 Bronze Mirror
crystal ball unknown to you, they're always wrong. only behind you in the mirror.
Sheep's You start sleep walking, doing bizarre Your blood is now poison, if a creature
15 13 Dead Rose
Hoof things in the night bites you, do 1d4 damage.
Embalmed You no longer need to eat. If you try to, you Once per day you can become
16 14 Ghostly Ring
Apple immediately vomit. ethereal for 6 seconds.
Hot/Cold You gain resistance from cold but You critically hit on 19-20. But
17 Bone carved
Talisman vulnerability to fire. 15 something extra awful happens on
dice
If pinned on one's clothing, it turns their critical miss
10 Ebony Pin
whole outfit monochromatic. Gives you +2 persuasion against
16 Musk spray
Your character will occasionally be shifted women but also attracts wolves.
Shifting
19 into the distant past or far future for 50% chance of doubling or nullifying
Sand Ring 17 Chalice
several seconds. any drinks potency.
A creepy doll whose eyes follow you. If Bewitches an inanimate object 3
Creepy Dead Oak
20 thrown away it shows up again the next 18 times per day, but they don't obey
Doll Wand
day. commands
Summons a skeleton cat familiar. If the
19 Cat skull
cat is destroyed so is the skull.
Summons a swarm of rats (3 charges).
20 Bone flute 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 Deadman's Draught
Temporarily reduces the players age by one span per dose for The drinker will become cold and clammy with a slight rotten
one week. odor after drinking this potion. Creatures will have to make a
perception check DC13 to know you're still alive. Undead with
Age Human Years intelligence under 8 ignore you for 1 hour.
Ancient 100+
Elderly 80-100
Love Tonic
The drinker of this potion must make a DC10 charisma saving
Old 60-80 throw or they will fall in love (charmed) with the next person
Adult 30-60 they see for 1 hour.
Young Adult 18-30
Night Mother's Kiss
Teenager 12-18
When thrown, deals 2d6 cold damage and freezes the enemy
Child 1-13 in place, preventing movement. A DC13 strength check is
Baby 0-1 needed to break free.
Potion of Unclouded Thought
Beard Gro After drinking, for 1 hour the player can perfectly remember
Grows an instant beard when poured on one's chin. Will grow anything in their memory. They also get +10 to history,
hair anywhere really. religion, and arcane checks.
Entagling Sap Stinging Icor
When breaking after being thrown, this jar creates a 20-foot A creature subjected to this poison must succeed on a DC 11
square of sticky sap for 1 minute. The area is considered Constitution saving throw, taking 10 (2d6) poison damage on
difficult terrain. a failed save, or half as much damage on a successful one.
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.
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 Brand of Repentance
These talismans have much less power than people believe. This branding iron, ending in the holy symbol of the morning
However, due to it's silver material, it can burn the flesh of any lord was once used to torture suspected werewolves, witches,
shape changer it's pressed against, providing an effective and vampires into submitting their guilt. By yelling the word
torture weapon. "Repent!" the end of the brand will turn white hot. The
weapon can then be pressed against a foe for 1d6 fire
Sunlight Reliquary damage, branding them with the holy mark. A creature
The church has found an ingenious way to slowly trap scarred with the mark has the effect of a Zone-of-truth spell on
sunlight in this reliquary. When opened, weeks of captured them.
sunlight comes pouring out, doing 1d6 radiant damage in a This weapon is otherwise treated as a +1 magic quarterstaff.
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 Morninglord's Grasp
up to a total of 3d6.
This ivory handled whip has the ability to ensnare and burn
Burning Blade Oil it's enemies. When you hit with an attack you may use your
bonus action to attempt to ensnare the target or pull them
This especially viscous liquid can be lit on fire without prone (but not both), using your weapon attack modifier in
running off a blade. If a user applies the oil to his weapon and place of Strength (Athletics). A ensnared target may not move
lights it, the weapon will be granted an additional 1d6 burning or use the ensnared arm and takes 1d10 fire damage each
damage for 1 minute. This cannot be combined with other turn until free. If you make a second attack while grappling a
elemental effects. target, they will be let released.
Bear Trap This weapon is otherwise treated as a +1 magic whip.
When you use your action to set it, this trap forms a saw- Censer of the Faithful
toothed steel ring that snaps shut when a creature steps on a
pressure plate in the center. The trap is affixed by a heavy This swinging censer provides divine protection to anyone
chain to an immobile object, such as a tree or a spike driven who breathes in it's fumes. After lighting incense and standing
into the ground. A creature that steps on the plate must near within 10ft of censer for 1 minute, all creatures gain
succeed on a DC 13 Dexterity saving throw or take 1d6 +1d4 on all skill checks for the next hour. Every time this item
piercing damage and stop moving. Thereafter, until the is used it consumes on incense which can be purchased from
creature breaks free of the trap, its Movement is limited by the any appropriate church for 5gp. However, they may eventually
length of the chain (typically 3 feet long). A creature can use run out of supplies.
its action to make a DC 13 Strength check, freeing itself or
another creature within its reach on a success. Each failed Short-Bow of the Hound
check deals 1 piercing damage to the trapped creature. This magic bow was crafted for hunting and staking elusive
Silvered Weapons prey. After drawing an arrow onto the bow, one simply has to
whisper "follow" in elven and the next arrow that strikes true
Silver weapons hurt certain creatures vulnerable to the metal. marks the target. For the next 24 hours the bow will always
point towards the target when laid on the ground.
Sacred Oak Weapons
This weapon is otherwise treated as a +1 magic short-bow.
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.
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 Vistani Shroud
Allows the user to cast the Poison Spray cantrip at level 1. This weathered fur coat is more magical that it would first
Requires attunement. seem. Used by enemies of the Vistani, this cloak protects the
wearer from divination and scrying that target them. While
Talisman of the Mad Druid the cloak is on, they cannot be seen by magical means and
Enchanted by a mad druid, this wooden talisman allows the their fortunes cannot be told.
user to shape change once a day. Unfortunately he never gave Magic Compass
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 Sitting in a decorated case, this compass comes with a small
bear, to determine the size of the creature. The creature has to stone companion. When one separates the two, the compass
be a beast and cannot exceed a challenge rating of 1. While will always point to the stone. If there are obstacles between
transformed, the user follows the wild shape rules, but must the compass and the stone, the compass will point to the path
stay in the form for at least 1 minute. that leads around them.
Phoenix's Ring Sending Stones
This magnificent is set with a glowing stone that swirls Sending stones always come in sets. These two are smooth
internally with fire. If the wearer fails all 3 saving throws the and delicately carved to match each other, so the pairs were
stone will will return it's master back to life with full hit easily recognizable. While two separate people carry the
points. During this moment fire will swirl and surround the stones they can freely use the Sending Spell towards any
ring bearer, causing 2d6 fire damage to everyone in 5 feet. other creature carrying another sending stone.
Once used the ring's magic fades forever. Uses attunement.
Alternatve Version: This magnificent is set with 3 glowing XS - Extra-planar range
magical stones. If the user is reduced to 0 hit points one of the 8 Plus - Single Planar range
stones will be spent and the user will return back to life with 1 Bigby's Bag of Destiny
hit point. During this moment fire will swirl and surround the
ring bearer, causing 2d6 fire damage to everyone in 5 feet. This one use item allows the user to pull a mysterious item
After being saved 3 times the ring's magic fades forever. 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
Bracers of Bugbear Strength someone looks into the bag, it will never produce another
While wearing these bracers, your Strength score changes to item. The DM decides what the item will be at the time.
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.
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
Armor Fitting Autumn's Shadow
The chances of finding a set of armor that is one's exact size Once known as the Cloak of Four Seasons. This magic armor
on a slain enemy is rare. For a nominal fee, a blacksmith will was used by elves on their hunts to blend in with the changing
tailor, hammer, and sometimes even modify the armor to fit a colors of the seasons. Sadly in Barovia's constant darkness,
customer. these leaves always look dead and rotting. When sneaking or
Gilding hiding among plants or trees this armor grants it's user
The process of decorating a weapon or suit of armor with advantage on all stealth rolls.
gemstones or gold, costing 100 gp in addition to material Duelist's Vest
costs. It confers no benefits on the battlefield, but grant's +1 to
all persuasion skill checks while wearing it. This finely crafted leather vest was made to protect the
wearer during a fencing duel. On top of the protection a
Deep Iron Alloy typical leather vest provides, this suit is reinforced against
An incredibly hard metal taken from the Underdark, armor piercing attacks. All piercing damage is reduce by 2.
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.
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 Magic Weapons
Parry Terminus Est
This weapons can parry incoming attacks. If you hold your A sharp, intimidating sword, this blade once served as a
bonus action during your turn, you are granted an additional symbol of authority for executioners. The mercury in it's core
+1 to AC when attacked by a melee weapon from a target you makes it light to raise and heavy to swing downward, perfect
can see. Wielding a parrying weapon in each hand allows you for beheadings. When attacking a prone target, this sword
to boost your AC twice. always does critical damage on a successful hit. In addition,
Unweildy this weapon has the stats of a +1 greatsword.
Due to the sheer size and weight of this weapon, it is difficult Geist Bane
to wield gracefully. It has a -3 penalty when rolling to hit, but a
+3 to damage when landing a blow. This phantom blade is caught between the material and
ethereal plane. While the handle remains in this realm, the
Wind-up blade glows an ethereal blue and is semi-transparent. Because
You can prepare attacks with this weapon to make it even of it's semi-permeable nature, this weapon can pass through
more effective. You can use an action to wind up or set your enemies and damage them at the same time.
weapon. On the next attack you make with the weapon you As a bonus action, when attacking with this weapon you
add an additional weapon die to that attack if it hits. A weapon may attempt to roll to hit an additional target as long as they
can only add one such damage die in this way. If no attack is are within 5ft of both you and the attacker. You may repeat this
made by the end of the wielder’s next turn it is no longer on another additional target as long as every previous hit is
wound up. The wielder can use an action to keep the weapon successful and they are within 5ft of you.
wound up for a subsequent round. A weapon that is wound up This weapon is also a +1 magic weapon and does an extra
can be used to make an opportunity attack when an enemy 2d6 damage to ghost-type enemies.
enters its range.
Dousing Blade
Services This odd sword is made of a peculiar metal that takes on the
Silver Alloy properties of any blood it comes in contact with. Any time a
There are many creatures in Barovia that fear the sting of creature is struck with a slashing or piercing attack, the blade
silver. Werewolves are especially vulnerable. You may only add will absorb the properties of that creature, if acceptable. It will
silver alloy to a non-magic weapon. never inherit properties that make it weaker and it can only
take on one property at a time. As soon as a new compatible
Masterwork source comes in contact with it, it will change. The table
The weaponsmiths can make a masterwork weapon on below are some examples of fusions.
special order. Choose a weapon from the shop-list and they Creature Properties
will create the masterwork version. It gains +1 on attack rolls.
Vampire 1d4 life steal on hit
Custom Scabbard Poisonous Snake DC8 Con Poison on hit
Any legendary weapon needs to kept in legendary condition.
For only 20 gold you can have a custom scabbard of your own Ghoul DC8 Con Paralyzed on hit
design. 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 Gear & Gadgets
Clockwork Reincarnation Angry Ratkin
For a nominal fee, a gemstone of power, and an intact brain, Packed with explosive powder, this little wind up toy mouse
Fritz Von Weerg can reincarnate a deceased character as a can travel up to 100 feet before going off. Anyone caught in
clockwork being. The creature will have all the same the 10ft radius blast takes 4d6 blunt damage on a failed Dex
attributes and abilities, but will lose all original racial abilities save (DC12). The user has full control of the distance traveled,
and gain those of the Warforged race instead. but it can only move in a straight line.
Ranged Weapons Blast Hook
This explosive powered grappling hook is Popov's most
Repeating Crossbow genius invention. Upon firing, it allows the user to hook a rope
Carries the stats of a regular heavy crossbow with the on to any surface up to 30ft away. Given the power of the firing
exception that it does not need to reload for 5 consecutive mechanism it can pierce through most surfaces and even
shots. 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
Throwing Weapons requires a blast cap to fire. The initial item comes with 3 and
Smoke Bomb more can be purchased.
When lit, this grenade begins to emit a large cloud of thick Eyes of the Bat
smoke in a 20ft radius. Anyone inside the smoke suffers the While wearing these dark lenses, you have Darkvision out to a
effect of blindness without the blind-sense ability. range of 60 feet. If you already have Darkvision. wearing the
Rending Bomb goggles increases its range by 60 feet.
This brutal explosive maims it's victims by showering them Eyes of the Owl
with metal shrapnel. Anyone caught in the 10ft radius blast These Crystal lenses fit over the eyes. While wearing them,
takes 6d6 piercing damage on a failed Dex save (DC12). you can see much better than normal out to a range of 1 foot.
Those who pass take only half damage. You have advantage on Investigation checks that rely on sight
Sunburst Bomb while searching an area or studying an object within that
range.
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.
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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