+1 Adem Bracer
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Worn on the wrist of a monk when making flurry of blows attacks, what would normally be armor becomes an offensive weapon. The token is placed in one of the monk’s combat sliders but both sliders are still used per normal open handed combat.
+1 Arrow of True Flight
Adds +1 to Damage and +1 To Hit when fired from a bow. It also ignores To Hit penalties caused by wind or if the target has cover. Its use must be declared (turned in to the DM) prior to making the attack slide.
+1 Assassin’s Blade
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Rogues wielding this weapon gain +3 Damage on a successful sneak attack hit. This weapon may be used with non-sneak attack attacks, but only sneak attacks get the +3 Damage bonus.
This weapon is flurry of blows-compatible.
+1 Bastard Sword
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Berserker Carnage Axe
Like all +1 weapons, the DM adds +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
In the hands of a barbarian, this weapon deals an additional +1 damage. No other classes benefit from this bonus.
+1 Bliss Bastard Club
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss.
Note: This token was accidentally printed without the year icons.
+1 Bliss Berserker Axe
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss
+1 Bliss Hammer
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss
+1 Bliss Heavy Axe
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss
+1 Bliss Long Bow
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss
+1 Blood Mace
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Any time the wielder of this weapon successfully hits and damages an enemy with this weapon, the wielder heals 1 HP.
+1 Blowgun Needle
Adds +1 To Hit and +1 to Damage when fired from a blowgun. Its use must be declared (turned in to the DM) prior to making the attack slide.
+1 Blunderbuss
Like all +1 weapons, the DM adds +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
If the attack would have hit the intended target and the 💣 is closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the wielder. Misfires deal zero damage to the intended target. Misfire damage is not altered by ability scores,
+1 Bogling Heavy Crossbow
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
A heavy crossbow takes one combat round to load after being fired. Therefore, a player using any type of heavy crossbow (mundane or magical) will only be able to attack every other round. Even if a player has multiple heavy crossbow tokens, the cumbersome nature of this weapon–changing from heavy crossbow to heavy crossbow–will still incur a combat round penalty.
+1 Bone Desert Mace
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Bracer of the Dragonfist
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Worn on the wrist of a monk when making flurry of blows attacks, what would normally be armor becomes an offensive weapon. The token is placed in one of the monk’s combat sliders but both sliders are still used per normal open handed combat.
+1 Bracers of Defense
Adds +1 to AC
May be worn in conjunction with Gauntlets of Ogre Power because the Gauntlets are a hand slot item and bracers are a wrist slot item.
They cannot be worn with monk bracer weapons (e.g., Bracer of Smiting) even if the monk is only wearing one bracer weapon because non-weapon bracers take up both wrists. Note that monk bracer weapon tokens have a damage wheel and have singular names.
+1 Broadsword of Life Stealing
An attack made with this weapon will heal the wielder up to 6 HP if a natural 20 is slid on the combat board. It will not increase the character’s maximum HP.
The healing effect of this weapon is triggered by sliding a natural 20. It does not require a critical hit. Thus it will still function when fighting undead, constructs, or any creature which is immune to critical hits.
+1 Celestial Keen Long Sword
This sword is permanently imbued with the keen edge spell. This means that when used in combat, a critical hit can be scored if the player slides a natural 19 or 20. This weapon is not subject to further effect from a keen edge spell. However, 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,
+1 Cestus
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Monks may wield one or two of these in conjunction with their flurry of blows attack.
Note: This weapon is held in the hand and may be used in conjunction with gloves and/or wrist items.
+1 Dagger
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon.
Note: Weapon tokens printed in 2003 or 2004 do not have damage wheels and cannot be used in game. They are collector’s items only.
+1 Dagger of the Sun
Imbued with the energy of the sun, this weapon will cause an additional 3 points of damage when it’s used to score a hit against undead monsters.
+1 Darkwood Club
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Darkwood Longbow
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Darkwood Staff
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Drow Blood Mace
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Any time the wielder of this weapon successfully hits and damages an enemy with this weapon, the wielder heals 1 HP.
+1 Drow Blood Sword
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Any time the wielder of this weapon successfully hits and damages an enemy with this weapon, the wielder heals 1 HP.
+1 Drow Darkspike
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Drow Heavy Crossbow
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
A heavy crossbow takes one combat round to load after being fired. Therefore, a player using any type of heavy crossbow (mundane, magical, Drow, etc.) will only be able to attack every other round. Even if a player has multiple heavy crossbow tokens, the cumbersome nature of this weapon–changing from heavy crossbow to heavy crossbow–will still incur a combat round penalty.
+1 Drow Lt. Crossbow
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon fires standard-size bolts (it cannot be used to fire hand crossbow bolts)
+1 Dune Raider Sword
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Dwarven Battle Axe
This weapon deals an additional 3 damage when it’s used to score a hit against a Giant.
+1 Dwarven Decapitator
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This Dwarven-made weapon deals an additional 3 Damage when it’s used to score a hit against a Giant.
+1 Dwarven Dirk
This weapon deals an additional 3 damage when it’s used to score a hit against a Giant.
+1 Dwarven Glaive
This weapon deals an additional 3 damage when it’s used to score a hit against a Giant.
+1 Dwarven Heavy Crossbow
This weapon deals an additional 3 damage when it’s used to score a hit against a Giant.
A heavy crossbow takes one combat round to load after being fired. Therefore, a player using any type of heavy crossbow (mundane, magical, Dwarven, etc.) will only be able to attack every other round. Even if a player has multiple heavy crossbow tokens, the cumbersome nature of this weapon–changing from heavy crossbow to heavy crossbow–will still incur a combat round penalty.
+1 Dwarven Hurled Insult
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This Dwarven-made weapon deals an additional 3 Damage when it’s used to score a hit against a Giant.
+1 Dwarven Mace
This weapon deals an additional 3 damage when it’s used to score a hit against a Giant.
+1 Dwarven Sling of Smarts
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This Dwarven-made weapon deals an additional 3 Damage when it’s used to score a hit against a Giant.
+1 Dwarven Stout Staff
This weapon deals an additional 3 damage when it’s used to score a hit against a Giant.
+1 Dwarven Throwing Hammer
This weapon deals an additional 3 damage when it’s used to score a hit against a Giant.
If thrown (used as a ranged attack), this weapon does not automatically return to the character’s hand.
+1 Elven Falchion
This weapon deals an additional 3 damage when it’s used to score a hit against an Orc.
+1 Elven Long Bow
This weapon deals an additional 3 damage when it’s used to score a hit against an Orc.
+1 Elven Long Sword
This weapon deals an additional 3 damage when it’s used to score a hit against an Orc.
+1 Fae Blowgun Flute
Like all +1 weapons, the DM adds +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This item is both a musical instrument and a missile-firing weapon. Bards may use it to simultaneously perform bardsong and make a missile attack. It does not allow bards to perform bardsong with any other instrument nor to attack with any other weapon.
+1 Falchion of Life Stealing
An attack made with this weapon will heal the wielder up to 6 HP if a natural 20 is slid on the combat board. It will not increase the character’s maximum HP.
The healing effect of this weapon is triggered by sliding a natural 20. It does not require a critical hit. Thus it will still function when fighting undead, constructs, or any creature immune to critical hits.
+1 Gnomish Throwing Hammer
This weapon deals an additional 3 damage when it’s used to score a hit against a Construct.
If thrown (used as a ranged attack), this weapon does not automatically return to the character’s hand.
+1 Great Axe
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Note: Weapon tokens printed in 2003 or 2004 do not have damage wheels and cannot be used in game. They are collector’s items only.
+1 Great Club
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Great Sword
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Note: Weapon tokens printed in 2003 or 2004 do not have damage wheels and cannot be used in game. They are collector’s items only.
+1 Greater Scimitar
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Halberd
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Hand Crossbow
This small crossbow fires smaller than normal bolts and does not require the use of both hands to use.
Like all ranged weapons, it comes with an infinite supply of mundane ammunition. But if the player wants to use specialized ammunition, the bolt token must specify “hand crossbow” as other bolts are too big to be fired from this weapon.
+1 Heavy Axe
Like all +1 weapons, the DM adds +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Heavy Claymore
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Heavy Holy Water Sprinkler
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Deals an additional 3 Damage when it’s used to score a hit against Undead.
Note: This token is named for something it resembles, not for its function. It does not literally sprinkle Holy Water.
+1 Heavy Iron Club
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon deals an additional +3 damage when it’s used to score a hit against a Fae.
+1 Heavy Repeating Crossbow
Unlike a heavy (non-repeating) crossbow, this weapon does not have a reload delay and can be fired each round.
+1 Heavy Triton Trident
Like all +1 weapons, the DM adds +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Iron Bastard Axe
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon deals an additional +3 damage when it’s used to score a hit against a Fae.
+1 Iron Long Spear
Though not indicated on the token, this weapon’s head is forged with Faerie-Iron. Therefore, this weapon deals an additional 3 damage when it’s used to score a hit against a Fey or Fae creature.
+1 Iron Nettle
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon deals an additional +3 damage when it’s used to score a hit against a Fae.
It’s too unbalanced to be used as a thrown weapon.
+1 Keen Bolt
Adds +1 To Hit and +1 to Damage when fired from a crossbow (not a bow). In addition, this magical bolt is imbued with the keen edge spell. This means that if this token is turned in before making the attack slide with a crossbow, a critical hit can be scored if the player slides a natural 19 or 20.
This bolt is not subject to further effect from a keen edge spell.
+1 Keen Hand Axe
This axe is permanently imbued with the keen edge spell. This means that when used in combat, a critical hit can be scored if the player slides a natural 19 or 20. This weapon is not subject to further effect from a keen edge spell. However, 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,
+1 Light Trident
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Long Sword
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Note: Weapon tokens printed in 2003 or 2004 do not have damage wheels and cannot be used in game. They are collector’s items only.
+1 Malice Flail
Suffer -1 AC
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Mighty Longbow
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon’s damage is augmented by the wielder’s Strength bonus. For every two points of Strength above 10, add +1 to the damage dealt. (E.g., 12 STR = +1 Damage, 14 STR = +2 Damage, 16 STR = +3 Damage, etc.) If you’d prefer that expressed as a formula,
+1 Mighty Shortbow
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon’s damage is augmented by the wielder’s Strength bonus. For every two points of Strength above 10, add +1 to the damage dealt. (E.g., 12 STR = +1 Damage, 14 STR = +2 Damage, 16 STR = +3 Damage, etc.) If you’d prefer that expressed as a formula,
+1 Mighty Sling
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon’s damage is augmented by the wielder’s Strength bonus. For every two points of Strength above 10, add +1 to the damage dealt. (E.g., 12 STR = +1 Damage, 14 STR = +2 Damage, 16 STR = +3 Damage, etc.) If you’d prefer that expressed as a formula,
+1 Mithral Long Sword
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
When fighting Incorporeal undead, the 50% chance to miss is negated. (E.g., when fighting a ghost, even if you slide a hit, there is still a 50/50 chance your weapon will harmlessly pass through it.) This does not mean you are guaranteed to hit an undead target when attacking with this weapon.
+1 Morningstar of Smiting
This weapon is permanently imbued with a smiting spell. This means that when used in combat, a critical hit can be scored if the player slides a natural 19 or 20. This weapon is not subject to further effect from Oil of Smiting. However, 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,
+1 Mug of Brawling
The wielder of this mug gets a bonus if inside a tavern.
+1 Mystic Staff of the Serpent
magical Ranged weapon that deals Poison damage
Mystic staves use the wielder’s Intelligence or Wisdom bonus (whichever is higher) instead of their Dexterity bonus to determine the weapon’s To Hit modifier. Mystic staves benefit from whatever ranged damage bonuses the character may possess, but not Spell damage bonuses.
All mystic staves are magical Ranged weapons, but they do not shoot physical projectiles. Mystic staves cannot be used to make a melee attack–they are too fragile.
+1 Nether Dire Flail
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
If the wearer scores a natural 20 on the attack slide, the wearer will heal 1 HP.
+1 Nether Flail
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
If the wearer scores a natural 20 on the attack slide, the wearer will heal 1 HP.
+1 Nether Knocker
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
If the wearer scores a natural 20 on the attack slide, the wearer will heal 1 HP.
+1 Nether Short Spear
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
If the wearer scores a natural 20 on the attack slide, the wearer will heal 1 HP.
+1 Oasis Long Bow
Like all +1 weapons, the DM adds +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Orcish Flail
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
+1 Orcish Sickle
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.