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Bliss Padded Armor

Usable by: Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Fighter, Paladin, Ranger, Rogue
Slot: Torso (armor)
Rarity: Common
Year: 2018
Source: Standard Pack
Classification: Equippable

Adds +3 to AC

Bliss Plated Armor

Usable by: Barbarian, Cleric, Dwarf Fighter, Fighter, Paladin, Ranger
Slot: Torso (armor)
Rarity: Common
Year: 2018
Source: Standard Pack
Classification: Equippable

Adds +4 to AC

Bliss Raider Armor

Usable by: Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Fighter, Paladin, Ranger, Rogue
Slot: Torso (armor)
Rarity: Uncommon
Year: 2018
Source: Standard Pack
Classification: Equippable

Adds +2 to AC and +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)

Bliss Runestone

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Runestone
Rarity: Uncommon
Year: 2019
Source: Standard Pack
Classification: Equippable

Monster attacks designed to force their victim to drop their weapon are ineffective against a character under the effect of this runestone. It does not prevent the victim from taking damage or suffering other ill effects, it only prevents the forced weapon drop.

Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. One runestone may be used per adventure.

Bliss Short Bow

Usable by: Barbarian, Bard, Dwarf Fighter, Fighter, Paladin, Ranger, Rogue
Slot: Mainhand
Rarity: Common
Year: 2018
Source: Standard Pack
Classification: Equippable, Weapon

This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss

Bliss Small Axe

Usable by: Barbarian, Bard, Druid, Dwarf Fighter, Fighter, Monk, Paladin, Ranger, Rogue
Slot: Mainhand
Rarity: Common
Year: 2018
Source: Standard Pack
Classification: Equippable, Weapon

This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss

Bliss Throwing Axe

Usable by: Barbarian, Bard, Druid, Dwarf Fighter, Fighter, Monk, Paladin, Ranger, Rogue
Slot: Mainhand
Rarity: Uncommon
Year: 2018
Source: Standard Pack
Classification: Equippable, Weapon

This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss

If thrown (used as a ranged attack), this weapon does not automatically return to the character’s hand.

Bliss Throwing Club

Usable by: Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Fighter, Monk, Paladin, Ranger, Rogue
Slot: Mainhand
Rarity: Common
Year: 2018
Source: Standard Pack
Classification: Equippable, Weapon

This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss

If thrown (used as a ranged attack), this weapon does not automatically return to the character’s hand.

Bliss War Club

Usable by: Barbarian, Cleric, Druid, Dwarf Fighter, Fighter, Paladin
Slot: Mainhand
Rarity: Common
Year: 2018
Source: Standard Pack
Classification: Equippable, Weapon

This weapon deals an additional 3 damage when it’s wielded on the Plane of Bliss

Blood Mace

Usable by: Barbarian, Cleric, Dwarf Fighter, Fighter, Paladin, Ranger
Slot: Mainhand
Rarity: Uncommon
Year: 2020
Source: Standard Pack
Classification: Equippable, Weapon

Any time the wielder of this weapon successfully hits and damages an enemy with this weapon, the wielder heals 1 HP.

Blowgun Needle of Blight

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Rare
Year: 2017
Source: Standard Pack
Classification: Ammunition

On a successful hit from a blowgun, deals an additional 3 damage as Poison. Its use must be declared (turned in to the DM) prior to making the attack slide.

Blue Bifrost Charm

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Charm
Rarity: Rare
Year: 2025
Source: Participation
Classification: Equippable

Melee attacks made by the wearer deal +1 damage as Cold

Blunder Cannon

Usable by: Barbarian, Dwarf Fighter, Fighter, Paladin, Ranger
Slot: Mainhand
Rarity: Uncommon
Year: 2013
Source: Standard Pack
Classification: Equippable, Weapon

non-magical weapon

If the attack would have hit the intended target and the 💣 is closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the wielder. Misfires deal zero damage to the intended target. Misfire damage is not altered by ability scores, special abilities (including barbarian DR), or items that modify (+ or –) damage.

If the attack misses the intended target and the 💣 is closest to the damage dot on the combat board,

Blunder Horn

Usable by: Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Fighter, Monk, Paladin, Ranger, Rogue
Slot: Mainhand
Rarity: Common
Year: 2013, 2022
Source: Standard Pack
Classification: Equippable, Weapon

non-magical Blunt missile weapon

If the attack would have hit the intended target and the 💣 is closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the wielder. Misfires deal zero damage to the intended target. Misfire damage is not altered by ability scores, special abilities (including barbarian DR), or items that modify (+ or –) damage.

Blunder Pipe

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Mainhand
Rarity: Common
Year: 2013, 2022
Source: Standard Pack
Classification: Equippable, Weapon

non-magical Blunt missile weapon

If the attack would have hit the intended target and the 💣 is closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the wielder. Misfires deal zero damage to the intended target. Misfire damage is not altered by ability scores, special abilities (including barbarian DR), or items that modify (+ or –) damage.

Blunder Safety Slug

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2022
Source: Standard Pack
Classification: Ammunition

When fired from a blunder weapon and the attack scores a hit, instead of the wielder taking damage on a 💣 result, the wielder takes no damage from the misfire and the intended target takes 1 damage. This 1 point of damage is not subject to the blunder weapon wielder’s damage bonuses, but if the target of the attack can mitigate Ranged damage, that would apply.

Blunder Slug of Dividing

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2022
Source: Standard Pack
Classification: Ammunition

On a successful hit from a blunder weapon, this slug deals an identical* amount of damage (including all relevant bonuses & penalties the user may possess) to one other monster in the room. A second To Hit slide is not required. If there is only one monster in the room, this slug deals normal damage (I.e., it cannot hit the same monster twice with a single attack.) It must be declared (turned in) before sliding the weapon token.

Blunderbuss

Usable by: Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Fighter, Monk, Paladin, Ranger, Rogue
Slot: Mainhand
Rarity: Uncommon
Year: 2022
Source: Standard Pack
Classification: Equippable, Weapon

non-magical Blunt missile weapon

If the attack would have hit the intended target and the 💣 is closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the wielder. Misfires deal zero damage to the intended target. Misfire damage is not altered by ability scores, special abilities (including barbarian DR), or items that modify (+ or –) damage.

Boarder's Barrel Armor

Usable by: Cleric, Dwarf Fighter, Fighter, Paladin
Slot: Torso (armor)
Rarity: Uncommon
Year: 2022
Source: Standard Pack
Classification: Equippable

Adds +7 to AC

The wearer takes -1 damage from blunder weapon attacks made by others. This armor does not mitigate blunder weapon misfires made by the wearer.

Boarding Axe

Usable by: Barbarian, Dwarf Fighter, Fighter, Paladin, Ranger
Slot: Mainhand
Rarity: Common
Year: 2011
Source: Standard Pack
Classification: Equippable, Weapon

non-magical weapon

Boaz (Lore)

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Lore
Year: 2010
Source: Standard Pack
Classification: none

In 2010, one lore token was included in each pack of 10 tokens. Lore tokens encouraged collectors to log on to www.truedungeon.com and discover special hints about that year’s adventure as well as the formulas for that year’s Combo tokens.

Each Lore token had a copper back to distinguish it from the standard gold-backed tokens in a pack and was numbered 1-40. This token was #02.

Boaz's Bead of Whispers

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Bead
Rarity: Transmuted-Legendary
Year: 2023
Source: Exchange
Classification: Equippable, Timeless

Adds +5 to all saving throws

Bog's Medallion of Berserking

Usable by: Barbarian
Slot: Neck
Rarity: Transmuted-Legendary
Year: 2020
Source: Exchange
Classification: Equippable, Timeless

The wearer gains the following effects:

  • +10 Damage with 2-handed melee weapons
  • May use rage or greater rage two* additional times
  • May invoke fury twice per game

Bogling Bracelets

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Wrist
Rarity: Common
Year: 2019
Source: Standard Pack
Classification: Equippable

Anytime the wearer attacks with a Dirk, the attack gains +1 To Hit

Bogling Charm

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Charm
Rarity: Common
Year: 2019
Source: Standard Pack
Classification: Equippable

Negates any Melee penalty resulting from fighting in a swampy terrain

Bogling Gloves

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Hands
Rarity: Common
Year: 2019
Source: Standard Pack
Classification: Equippable

Adds +1 to AC

Bogling Heavy Crossbow

Usable by: Barbarian, Bard, Dwarf Fighter, Fighter, Monk, Paladin, Ranger
Slot: Mainhand
Rarity: Uncommon
Year: 2019
Source: Standard Pack
Classification: Equippable, Weapon

non-magical ranged weapon

A heavy crossbow takes one combat round to load after being fired. Therefore, a player using any type of heavy crossbow (mundane, magical, Drow, etc.) will only be able to attack every other round. Even if a player has multiple heavy crossbow tokens, the cumbersome nature of this weapon–changing from heavy crossbow to heavy crossbow–will still incur a combat round penalty. Thus, carrying multiple heavy crossbows will have no net benefit (besides being realistically unfeasible).

Bogling Lt. Crossbow

Usable by: Barbarian, Bard, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Mainhand
Rarity: Common
Year: 2019
Source: Standard Pack
Classification: Equippable, Weapon

non-magical ranged weapon

Bogling Necklace

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Neck
Rarity: Common
Year: 2019
Source: Standard Pack
Classification: Equippable

Adds +2 to max HP

Bogling Shirt

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Shirt
Rarity: Common
Year: 2019
Source: Standard Pack
Classification: Equippable

Adds +1 to AC

Bogling Sling

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Mainhand
Rarity: Common
Year: 2019
Source: Standard Pack
Classification: Equippable, Weapon

non-magical ranged weapon

Boiled Leather Armor

Usable by: Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Fighter, Paladin, Ranger, Rogue
Slot: Torso (armor)
Rarity: Common
Year: 2020
Source: Standard Pack
Classification: Equippable

Adds +4 to AC

Bolt of Deephold

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Rare
Year: 2015
Source: Standard Pack
Classification: Ammunition

On a successful hit from a crossbow (not a bow), this bolt requires the victim to succeed on a DC 12 Fortitude saving throw or the victim can’t attack more than once per round for the rest of combat. If the target can only attack once per round (either naturally or as a result of a previous effect), this bolt’s special power will have no effect. It must be declared (turned in) before sliding the weapon token.

Bolt of Fire

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2012
Source: Standard Pack
Classification: Ammunition

On a successful hit from a crossbow, this bolt deals an additional 2 damage as Fire when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.

Bolt of Frost

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2010, 2019
Source: Standard Pack
Classification: Ammunition

On a successful hit from a crossbow, this bolt deals an additional 2 damage as Cold when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.

Bolt of Lightning

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2008, 2011
Source: Standard Pack
Classification: Ammunition

On a successful hit from a crossbow, this bolt deals an additional 2 damage as Shock when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.

Bolt of Poison

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Uncommon
Year: 2015
Source: Standard Pack
Classification: Ammunition

On a successful hit from a crossbow, this bolt deals an additional 2 damage as Poison when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.

Bone Armor

Usable by: Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Fighter, Paladin, Ranger, Rogue
Slot: Torso (armor)
Rarity: Common
Year: 2008
Source: Standard Pack
Classification: Equippable

Adds +3 to AC

Bone Desert Helm

Usable by: Barbarian, Cleric, Dwarf Fighter, Fighter, Paladin
Slot: Head
Rarity: Uncommon
Year: 2014
Source: Standard Pack
Classification: Equippable

Adds +1 to AC

Bone Desert Mace

Usable by: Barbarian, Cleric, Dwarf Fighter, Fighter, Paladin, Ranger
Slot: Mainhand
Rarity: Uncommon
Year: 2014
Source: Standard Pack
Classification: Equippable, Weapon

non-magical weapon

Bone Javelin

Usable by: Barbarian, Bard, Dwarf Fighter, Fighter, Paladin, Ranger, Rogue
Slot: Mainhand
Rarity: Uncommon
Year: 2008
Source: Standard Pack
Classification: Equippable, Weapon

non-magical weapon

Bone Map Case

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Common
Year: 2003, 2004
Source: Standard Pack
Classification: Gear

All scrolls carried by the possessor of this tube are protected from damage as long as the scrolls remain in the tube. If the possessor of this case becomes petrified, all the carrier’s possessions–including this case and its contents–become petrified as well.

Bone Scroll Case

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Common
Year: 2007, 2008, 2011
Source: Standard Pack
Classification: Gear

All scrolls carried by the possessor of this tube are protected from damage as long as the scrolls remain in the tube. If the possessor of this case becomes petrified, all the carrier’s possessions–including this case and its contents–become petrified as well.

Boots of Agility

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2016
Source: Standard Pack
Classification: Equippable

Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)

Boots of Anchoring

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2014
Source: Standard Pack
Classification: Equippable

wearer gains +4 to Reflex saving throws vs. falling from heights

Boots of Backstabbing

Usable by: Rogue
Slot: Feet
Rarity: Rare
Year: 2018
Source: Standard Pack
Classification: Equippable

Successful sneak attacks made by the wearer deal +6 damage. The bonus damage from these boots is added at the very end of the sneak attack’s damage calculations and is not subjected to modification. E.g., it doesn’t get doubled if the sneak attack critically hit.

Note: The phrase “non-modifiable damage” written on this token does not mean the extra damage from these boots is immune to mitigation.

Boots of Bolting

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2020
Source: Participation
Classification: Equippable

Adds +3 to Reflex saving throws

Boots of Bounding

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2018
Source: Standard Pack
Classification: Equippable

Once per room, the wearer may use a melee weapon (using melee combat modifiers) to attack flying or levitating monsters. The monster must be in the air, not just at range. Each time this “melee-for-ranged” attack is attempted (whether the attack was successful or not), the wearer takes 2 points of Eldritch damage.

These boots do not confer the ability to fly/levitate, they allow the wearer to leap up, attack, and land safely back in the same spot from which they took off.

Boots of Brawling

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Ultra Rare
Year: 2024
Source: Standard Pack
Classification: Equippable

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

Boots of Charging

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2018
Source: Participation
Classification: Equippable

Once per room, on the first round of combat the wearer participates in, melee damage inflicted upon the wearer is reduced by 2 points. If the wearer was struck in a Surprise round, it ends after that, otherwise the protection fades after the first standard round of combat.

The protection these boots afford lasts for just one attack. E.g., if a marilith successfully attacked you three times on round 1, these boots would only reduce the damage by 2 points.

Boots of Delicate Agility

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2025
Source: Standard Pack
Classification: Equippable

Adds +2 to Dexterity (thus adding +1 To Hit with Ranged attacks, +1 to AC, and +1 to Reflex saving throws) and -1 to Fortitude saves

Boots of Dodging

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2016
Source: Standard Pack
Classification: Equippable

Adds +4 to Reflex saving throws vs. Ray attacks (the effect must have the word “Ray” in its name)

Boots of Drowkind

Usable by: Rogue
Slot: Feet
Rarity: Rare
Year: 2015
Source: Standard Pack
Classification: Equippable

After attempting the first sneak attack in combat, if there is a second eligible target, a rogue wearing these boots may attempt to sneak attack a second target without taking a prep round to set up the second sneak attack. The first sneak attack attempt need not have been successful to take advantage of this item’s power. The rogue cannot sneak attack the same target twice.

Boots of Elvenkind

Usable by: Rogue
Slot: Feet
Rarity: Rare
Year: 2003, 2004, 2005, 2006, 2007, 2011
Source: Standard Pack
Classification: Equippable

These dark grey, soft boots dampen the noise normally created by the wearer when moving. Wearable only by rogues, they allow the wearer to perform a sneak attack without the normal one round delay. (The sneak attack attempt does not necessarily need to be done on the first round of combat.) Rogues without these boots must take one round to slowly move into position before attempting a sneak attack.

Boots of Foresight

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2017
Source: Participation
Classification: Equippable

If the party wins Initiative, for the rest of that combat, melee damage inflicted upon the wearer is reduced by 2 points per attack.

Boots of Free Action

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2007, 2011
Source: Standard Pack
Classification: Equippable

The wearer gains Free Movement.

Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action, but it was changed to avoid having the same term mean two different things.

Boots of Grave's Reach

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Ultra Rare
Year: 2026
Source: Standard Pack
Classification: Equippable

Ranged attacks made by the wearer deal +3 Cold damage per attack/effect

Boots of Health

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2021
Source: Participation
Classification: Equippable

Adds +3 to max HP

Boots of Inferno Step

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2018
Source: Participation
Classification: Equippable

On a successful hit with a melee weapon, the wearer deals +2 damage as Fire

Boots of Lava Walking

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Common
Year: 2015
Source: Standard Pack
Classification: Equippable

The wearer can trod upon lava without fear of falling in. These boots do not afford any protection from heat (Fire damage) emanating from the lava, but the boots themselves cannot be damaged by lava.

Boots of Marshstep

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Common
Year: 2021
Source: Standard Pack
Classification: Equippable

Adds +1 to Reflex saving throws.

Allows the wearer to walk on mud as if it were solid ground.

Boots of Might

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Ultra Rare
Year: 2011, 2016
Source: Standard Pack
Classification: Equippable

Adds +2 to Constitution (+1 to max HP per character level and +1 to Fortitude saving throws)

This item is part of the Might Sets.
Might Trio
When three items are equipped, the character gains +1 level.
Might Quartet
When four items are equipped, in addition to the Trio bonus, the character’s melee attacks do +2 Damage (for a total of +1 level and +2 Damage)
Might Quintet
When five items are equipped,

Boots of Protection

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Transmuted-Relic (5 pt)
Year: 2023
Source: Exchange
Classification: Equippable

Adds +4 to AC. Wearer cannot be Surprised.

Boots of Puhweehwa

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Ultra Rare
Year: 2023
Source: Standard Pack
Classification: Equippable

Adds +2 to AC. Wearer cannot be Surprised.

Boots of Shai's Aid

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2024
Source: Standard Pack
Classification: Equippable

Adds +1 to all saving throws

Boots of Shocking Step

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2020
Source: Standard Pack
Classification: Equippable

On a successful hit with a melee weapon, the wearer deals +2 damage as Shock

Boots of Snow Walking

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2012
Source: Standard Pack
Classification: Equippable

These durable foot coverings enable the wearer to walk across snow and not fall through, slip, or incur movement penalties as a result of the unstable surface. They only provide protection directly related to snow effects.

When engaged in combat atop deep snow, melee attacks as well as anything requiring movement are not be possible on the first round of combat. Ranged attacks and/or spells are not affected by this penalty. Actions performed after the first round of combat (i.e.,

Boots of Sure Footing

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Combo-1C
Year: 2008
Source: Exchange
Classification: Equippable

Adds +2 to Reflex saving throws

Boots of the Bandit

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2020
Source: Participation
Classification: Equippable

Adds +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)

Boots of the Bog Treader

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2019
Source: Standard Pack
Classification: Equippable

Allows the wearer to walk on water in a swamp as if it were solid ground. This item does not function on water that is not in a swamp. This item does not function on non-water fluid in any location.

Boots of the Bold

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2021
Source: Participation
Classification: Equippable

Adds +1 To Hit and +1 Damage to melee attacks made by the wearer. It has no effect on missile attacks or spells.

Boots of the Buccaneer

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2022
Source: Participation
Classification: Equippable

The wearer gains Free Movement.

Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action, but it was changed to avoid having the same term mean two different things.

Boots of the Burglar

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2020
Source: Participation
Classification: Equippable

Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)

Boots of the Drow

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2015
Source: Standard Pack
Classification: Equippable

Adds +2 to Dexterity (thus +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and –2 to Strength (thus –1 To Hit in melee and –1 Damage with melee and thrown weapons)

Boots of the East Wind

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Ultra Rare
Year: 2014
Source: Standard Pack
Classification: Equippable

While wearing these boots, successful 2-handed melee weapon attacks deal +5 damage as Sonic.

Boots of the Four Winds

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Transmuted-Eldritch Relic
Year: 2016
Source: Exchange
Classification: Equippable

All the wearer’s successful melee attacks, ranged attacks, and damage-inflicting spells deal +5 Damage as Eldritch. It does not affect spells which do not deal HP damage. It does not affect scrolls, spells emanating from items, nor spells “cast as a scroll”.

Boots of the Leopard

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2008
Source: Standard Pack
Classification: Equippable

Mechanical trap damage inflicted upon the wearer is reduced by 50%. They do not reduce magic damage of any kind, even from magical traps.

As long as the trap is mechanical, the effect from this item stacks with other point-based items that mitigate trap-damage, but not other items that reduce trap-damage by a percentage.

Mechanical Trap: a physical (non-magical) hazard that gets sprung on the party as they advance through the adventure.

Boots of the Marauder

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Transmuted-Exalted (4 pt)
Year: 2014
Source: Exchange
Classification: Equippable

Wearer gains +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and Free Movement

Boots of the North Wind

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Ultra Rare
Year: 2013
Source: Standard Pack
Classification: Equippable

While wearing these boots, successful 1-handed melee weapon attacks deal +3 damage as Cold.

Boots of the Raider

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2014
Source: Standard Pack
Classification: Equippable

Mechanical trap damage inflicted upon the wearer is reduced by 5. It has no effect on magical trap damage.

The effect from this item stacks with other items that mitigate mechanical trap-damage.

Mechanical Trap: a physical (non-magical) hazard that gets sprung on the party as they advance through the adventure. Puzzles are not traps. “Push” damage as a result of not completing a room challenge in time is not a trap.

Boots of the Scoundrel

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2022
Source: Participation
Classification: Equippable

All Ranged attacks made by the wearer that require a slide gain +1 To Hit

Boots of the South Wind

Usable by: Bard, Cleric, Druid, Elf Wizard, Wizard
Slot: Feet
Rarity: Ultra Rare
Year: 2016
Source: Standard Pack
Classification: Equippable

All damage-inflicting spells cast by the wearer deal +3 Damage as Fire. It does not affect spells which do not deal HP damage. It does not affect scrolls, spells emanating from items, nor spells “cast as a scroll”.

Boots of the Stalwart

Usable by: Dwarf Fighter
Slot: Feet
Rarity: Rare
Year: 2022
Source: Standard Pack
Classification: Equippable

After successfully using taunt, the wearer takes -2 damage from all attacks made by any monster in the room on the tauntee’s next turn. These boots have no effect on attacks made by a monster that is immune to taunt.

If the wearer of these boots has also equipped Ring of Direct Insults, on the post-taunt round, that character takes -4 damage from the taunted monster and -2 damage from all other monsters.

Boots of the Underdark

Usable by: Rogue
Slot: Feet
Rarity: Ultra Rare
Year: 2009
Source: Standard Pack
Classification: Equippable

These boots allow a rogue to perform a sneak attack without the normal one round delay. (The sneak attack attempt does not necessarily need to be done on the first round of combat.) In addition, when making sneak attacks, the rogue’s To Hit slide will enjoy a +2 bonus. This +2 To Hit bonus only applies to sneak attacks.

Boots of the Vale

Usable by: Rogue
Slot: Feet
Rarity: Uncommon
Year: 2013
Source: Standard Pack
Classification: Equippable

If outdoors, these allow the rogue wearer to perform a sneak attack without the normal one round delay. (The sneak attack attempt does not necessarily need to be done on the first round of combat.) Rogues without these boots must take one round to slowly move into position before attempting a sneak attack.

Boots of the West Wind

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Ultra Rare
Year: 2015
Source: Standard Pack
Classification: Equippable

While wearing these boots, successful physical ranged weapon attacks (including thrown alchemical weapons but not spells or wholly magical effects) deal +3 damage as Shock.

Boots of Traction

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Common
Year: 2013
Source: Standard Pack
Classification: Equippable

Wearer is immune to slips and falls while on natural surfaces. They have no effect on cut stone or any kind of finished surface.

Boots of Tremor Sense

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2024
Source: Standard Pack
Classification: Equippable

Melee attacks made by the wearer are not penalized by the target being Incorporeal (i.e., no 50% miss chance) or Invisible.

These boots don’t negate the monster’s Invisibility/Incorporeality (e.g., you can’t see an Invisible monster), they only negate the melee combat penalties associated with having a target that is Invisible/Incorporeal.

These boots have no effect on any kind of Ranged attack.

Boots of Warmth

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Rare
Year: 2009
Source: Dungeon Only
Classification: Equippable

Cold damage inflicted upon the wearer is reduced by 50%

Note: Items which reduce energy damage by 50% do not stack with each other. E.g., a character wearing Boots of Warmth and Ring of Frost Resistance (both reduce Cold damage by 50%) is not 100% immune to Cold. Percentage-based resistance does stack with point-based resistance. In those cases, the point-based reductions are taken first.

Boots of Water Walking

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Feet
Rarity: Uncommon
Year: 2010
Source: Standard Pack
Classification: Equippable

Made from the hide of some mysterious aquatic beast, these boots allow the wearer to walk on water as if it were solid ground. The magic of these boots may be “turned off” if the wearer wishes to venture underwater.

These boots allow their wearer to safely traverse quicksand.

Bottle of Bubbles

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Offhand
Rarity: Common
Year: 2011
Source: Standard Pack
Classification: Equippable

Serving as a reserve air supply, this small container will allow the user to breath air in a water filled environment. However, the bottle must be held to the user’s mouth which takes up the use of one hand. The bottle’s effect lasts for one room.

Note: The ability to breath underwater does not also grant the ability to talk or utter verbal components necessary to release the magic in a scroll or cast a spell.

Bottle of Rum

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Common
Year: 2011
Source: Standard Pack
Classification: Gear

As a miscellaneous gear token, the use of this item in the adventure is limited only by the imagination of the player and the approval of the DM.

Note: This cheap rum is way too low proof to make a Molotov Cocktail

Bowl of Spirit Sight

Usable by: Druid
Slot: slotless
Rarity: Ultra Rare
Year: 2013
Source: Standard Pack
Classification: Equippable, No Party Card Effect

This item allows a druid to learn the clue(s) that would be given from a bard’s Bardic Knowledge check and/or a rogue’s skill check box without having to pass the test(s). This does not allow the druid to take the treasure in lieu of the clue.

A druid’s use of Bardic Knowledge in this way counts as an Instant Action.

A Libram of Looting cannot be used in conjunction with this token to get both the clue and treasure from what would have been the rogue’s skill test.

Bracelets of Arcane Sight

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Wrist
Rarity: Rare
Year: 2024
Source: Standard Pack
Classification: Equippable

Damage-Spells (not scrolls) cast by the wearer deal +2 damage.

If the Spell can affect more than one target, the caster gets a total of +2 points of damage, not +2 points per target. The caster chooses the recipient of the extra points and may allocate them as they see fit to an eligible recipient.

Bracelets of Blocking

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Wrist
Rarity: Rare
Year: 2019
Source: Participation
Classification: Equippable

Adds +2 to ranged AC; does not affect melee AC

Bracelets of Boosting

Usable by: Bard, Cleric, Druid, Elf Wizard, Wizard
Slot: Wrist
Rarity: Common
Year: 2020
Source: Standard Pack
Classification: Equippable

All the wearer’s 0-level damage spells deal +1 Damage

Bracelets of Bounding

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Wrist
Rarity: Ultra Rare
Year: 2024
Source: Standard Pack
Classification: Equippable

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.

Bracelets of Far Reach

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Wrist
Rarity: Rare
Year: 2023
Source: Standard Pack
Classification: Equippable

Adds +2 to Missile damage

If the wearer is a ranger, adds a total of +3 to Missile damage

Bracelets of Foesight

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Wrist
Rarity: Rare
Year: 2023
Source: Standard Pack
Classification: Equippable

Adds +2 Damage with melee attacks

If the wearer is a rogue, they also gain +1 To Hit with Melee attacks.

Bracelets of Frail Agility

Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Wrist
Rarity: Rare
Year: 2019
Source: Standard Pack
Classification: Equippable

Adds +3 to Dexterity (thus, depending on prior Dexterity score, either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws) and suffer -1 to Strength (thus, depending on prior Strength score, suffering either 0/-1 To Hit in melee and either 0/-1 Damage with melee and thrown weapons)

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