Adds +2 to all saving throws and gain Free Movement
Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action, but it was changed to avoid having the same term mean two different things.
Adds +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and either +1/+2 Damage with melee and thrown weapons)
Once per game, this item allows the wearer to retrieve and drink one healing potion as a Free Action. It does not work for other liquids like oils or salves, nor for non-healing potions. The word “Potion” must be printed at the top of the token for it to work with this item. E.g., it cannot be used to drink from a Flask of Survival as a Free Action because 1) a flask is not a potion and 2) it doesn’t have a healing effect.
The wearer may increase the effect of an Ultra Rare, Exalted, Rare, Enhanced, Uncommon†, or Common† Treasure-Enhancing token by +1. E.g., Charm of Treasure Boosting could be used with Crown of Treasure Finding because that’s a Rare, but not with Charm of Avarice because that’s a Legendary.
No more than one Treasure-Enhancing token may be equipped by the wearer of this charm.
For the purpose of this token’s restriction,
User gains +1 To Hit and +1 Damage when wielding a Rare weapon, including Rare alchemical weapons. This item has no effect on weapons of any other rarity, not even Common or Uncommon.
Monks may take advantage of this item, but only when wielding Rare weapons–either hand-held or bracer-style. All of the weapons the monk is currently using must be Rare for this item to function.
The owner may heal 4 HP on another character–the user may not target themself.
Adds +5 to maximum HP. In addition, the wearer may select one of the following bonuses at the start of the adventure:
When this instrument is played, bardsong grants each party member a total of +2 To Hit & +2 Damage (+3 To Hit & +3 Damage if the bard is 5th-level) with melee and ranged attacks. While performing bardsong, the bard may simultaneously perform a Standard Action (e.g., physically attack, cast spells, perform a Lore check, read scrolls, activate wands, drink potions, etc.)
The wearer’s sneak attacks can crit on 19-20* (assuming the target is capable of being critically hit) and all of the wearer’s sneak attacks may be performed without the standard one round of prep.
*If some other crit-enhancing magic can expand one’s crit range beyond 19-20, use whichever crit range is wider. I.e., crit-expanding effects do not stack, they overlap.
Twice per game, the wearer may attempt a sneak attack the same monster twice in the same room–neither instance requires a prep round.
As an Instant Action (contrary to what the token states, this does not use up either the wearer’s Free or Standard Action for the round), the wearer may polymorph into one of four types of Elemental. While polymorphed into an elemental, the wearer gains the following abilities, based on the type of Elemental chosen: