CoS 1/Items
Items relating to the CoS 1 campaign.
Icon of Ravenloft
Wondrous item, legendary (requires attunement by a creature of good alignment)
10 lb.
The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication.
The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel.
While within 30 feet of the icon, a creature is under the effect of a protection from evil and good spell against fiends and undead. Only a creature attuned to the icon can use its other properties.
Augury. You can use an action to cast an augury spell from the icon, with no material components required. Once used, this property can't be used again until the next dawn.
Bane of the Undead. You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2.
Cure Wounds. While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8 + 3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn.
Mace of Terror
Weapon (mace), rare (requires attunement)
Simple weapon, melee weapon
4 lb. 1d6 bludgeoning
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.