Weapon
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.
non-magical melee weapon
The wielder is healed 1 HP each time they slide a natural 20 while attacking with this weapon.
non-magical melee weapon
The wielder is healed 1 HP each time they slide a natural 20 while attacking with this weapon.
non-magical melee weapon
The wielder is healed 1 HP each time they slide a natural 20 while attacking with this weapon.
non-magical melee weapon
The wielder is healed 1 HP each time they slide a natural 20 while attacking with this weapon.
This special weapon, created at the request of the Thieves’ Guild Master Nightshade, has unique properties in the hands of a rogue when attempting a sneak attack. If the rogue uses this weapon to perform a sneak attack, (assuming the monster has vital areas and can be sneak attacked) and the damage indicator points to the 🗡 on the damage wheel, Nightshade’s +2 Short Sword deals 10 damage over and above the usual sneak attack bonus.
This special weapon, created at the request of the Thieves’ Guild Master Nightshade, has unique properties in the hands of a rogue when attempting a sneak attack.
If the rogue uses this weapon to perform a sneak attack, (assuming the monster has vital areas and can be sneak attacked) and the damage indicator points to the 🗡 on the damage wheel, Nightshade’s +2 Throwing Dagger deals 10 damage.