Reduces Darkrift, Fire, Poison, and/or Sacred damage inflicted upon the character by 2.
Equippable
Like all +5 weapons, the DM will add +5 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Adds +5 to Focus
If the owner of this item dies while in combat, that character’s player may immediately (the same round) roll a d20. Consult the table below to determine the exact effect:
Whenever the wearer casts 1st-level Spells or 2nd-level Spells from their class card, the cleric may, if desired, channel the casting of those Spells through the necklace. The result of this channeling allows the necklace to cast those Spells by proxy and as Free Actions. The Spells still get marked off the player’s class card, but since the necklace is doing the work of casting, the cleric’s hands are free to do other things (e.g.,
Healing Spells (not scrolls or items) the wearer casts heal +2 points of damage if the player passes the druid skill test. If the Spell does not have a skill test (e.g., cure minor wounds, a 0-level spell), it cannot benefit from this item.
If a Spell under the influence of Druid’s Sacred Vestments can affect more than one target, the druid gets a pool of 2 extra healing points to allocate among the party.
Wearer may speak and cast spells from their character card while polymorphed, but not use scrolls or miscellaneous magic items
This shirt does not grant the ability to instantaneously quaff a potion. Therefore, if the character gains the animal form via drinking a potion, that character may not attack the same round the potion was consumed, unless the character was also able to consume the potion as a Free Action.
No character may polymorph into more than one creature type per room.









