Adds +1 Damage on a successful hit with a bow. It must be declared (turned in) before sliding the weapon token.
1 unit
Adds +1 damage when fired from a blowgun. Its use must be declared (turned in to the DM) prior to making the attack slide.
Adds +1 Damage on a successful hit when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
Adds +1 Damage on a successful hit with a hand crossbow. It must be declared (turned in) before sliding the weapon token.
non-magical weapon
This weapon must be thrown–it cannot be wielded as a melee attack. Because it’s a thrown weapon, the thrower’s Strength bonus is added to damage. Monks may throw two of these (if the player has more than one of these tokens) per combat round, but it does not count as a flurry of blows attack.
These items may be retrieved at the end of combat, but each specific token can only be used once per combat.
Adds +1 Damage on a successful hit with a sling. It must be declared (turned in) before sliding the weapon token.
Adds +2 to max HP. If the wearer has exactly one (no more, no less) Charm equipped, the max HP bonus becomes +3 instead of +2.









