non-magical missile piercing weapon
The wielder adds their Dexterity Bonus* (up to +10) to the damage this bow deals.
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non-magical missile piercing weapon
The wielder adds their Dexterity Bonus* (up to +10) to the damage this bow deals.
non-magical blunt weapon
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. Though it is not stated on the token, the thrower need only hit AC 15 or higher. It is usable only once, whether the attack succeeds or misses.
It also may be used to ignite combustible substances.
Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20”
On a successful hit from a bow, the target must succeed on a DC 20 Fort save or instantly die. Like all specialty arrows, it is consumed on use whether the attack (or saving throw) was successful or not.
When fired from a bow, this arrow 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.
Note: This arrow does not grant any bonus to Damage. Similarly, it does not grant a To Hit bonus, but it could negate a To Hit penalty.
non-magical weapon
non-magical weapon
Any time the wielder of this weapon successfully hits and damages an enemy with this weapon, the wielder heals 1 HP.
non-magical Blunt missile weapon
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, special abilities (including barbarian DR), or items that modify (+ or –) damage.
non-magical Blunt missile weapon
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, special abilities (including barbarian DR), or items that modify (+ or –) damage.