Like all +2 weapons, the DM adds +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
non-magical missile piercing weapon
The wielder adds their Dexterity Bonus* (up to +10) to the damage this bow deals.
Melee and Ranged attacks made by the wearer gain +2 To Hit. Has no effect on attacks that do not require an attack slide.
Adds +1 to all saving throws
Adds +3 to Dexterity (thus, depending on prior Dexterity score, adding either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws) and all Ranged attacks made by the wearer deal +1 damage.
If the attack can affect more than one target, the wearer gets a total of +1 point of damage, not +1 point per target. The caster chooses the recipient of the extra point and may allocate it as they see fit to an eligible recipient.
The instant the wearer enters a new room, this token heals its wearer X HP where X is determined by the total number of Charm of Shared Recovery tokens that are equipped in the party:
Adds +2 to all saving throws
Once per room, the wearer may use a melee weapon (using melee stats) to attack monsters that may only be hit by ranged attacks.
Adds +2 to AC and +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)
The owner of this item may re-roll any failed saving throw, but must take the result of the second roll.
Melee damage inflicted on the wearer is reduced by 2 points per attack/effect














