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.
Variable Effect
Wearer deals +2 damage while wielding a 2-handed Melee weapon. If the wielder is a barbarian, the bonus from this item is +3 instead of +2.
All melee attacks (including bare-handed monk attacks) made by the wearer deal +2 Damage.
When equipped by a polymorphed druid, their melee (not missile or purely magic) attacks deal a total of +4 Damage.
This amulet has a different powerful effect each year. Please ask your coach for information about the current effect if it’s not shown below–sometimes the effect is a surprise.
Adds +4 to AC if the wearer has a shield equipped.
Adds a total of +5 to AC if the wearer does not have a shield equipped.
Dwarf fighters wielding this magical weapon gain a +2 To Hit bonus for melee attacks.
Q) Does this weapon count as Dwarven-made?
A) No. This weapon does not get any bonus from tokens that interact with Dwarven weapons.
Adds +1 to AC
If the wearer is a monk and not wielding a hand-held weapon, in addition to the AC bonus, the character also deals +4 damage when making flurry of blows attacks. This damage bonus does not apply if the monk is wielding either one or two handheld weapon(s), even if the weapon(s) is(are) flurry of blows compatible. (The AC bonus from this item is not affected by weapon choice.)
While in the Coaching Room, before the game begins, the character gains +4 to one Ability Score of the player’s choosing. This is a +4 bonus to the Ability Score itself, not +4 to that Ability Score Bonus. That Ability Score’s total bonus is going to increase by 2 as a result of this item. This choice cannot be altered once the character has left the Coaching Room.
While in the Coaching Room, before the game begins, the player must pick which one of the following bonuses they want for their character:
- +5 to Fortitude saving throws
- +5 to Reflex saving throws
- +5 to Will saving throws
Adds +1 to Dexterity (thus, depending on prior Dexterity score, adding either 0/+1 To Hit with Ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)









