Exchange
The first time the party rolls a natural 1-4 on their initiative check, each character with this charm equipped heals 10 HP. This charm’s effect cannot occur more than once per room.
The wearer may increase the effect of an Ultra Rare, Exalted, Rare, Enhanced, Uncommon, or Common Treasure-Enhancing token by +1. E.g., Charm of Treasure Boosting could be used with Crown of Treasure Finding because that’s a Rare, but not with Charm of Avarice because that’s a Legendary.
Melee attacks made by the wearer deal +5 damage.
Once per room, the wearer may heal 5 hp after successfully hitting and damaging an enemy with a Melee attack.
The wearer is immune to any drawbacks related to consuming a healing item, be it food or beverage.
This double-bladed weapon returns to the attacker after being thrown. This means the character could throw it again on the next round. (Normally, thrown weapons cannot be retrieved until combat is over.) This weapon may also be used to make melee attacks.
Note: The character gains neither two attacks nor deals double damage (unless the player makes a critical hit) from the double-bladed nature of the weapon.
All damage (except for Push and Eldritch) inflicted upon the wearer is reduced by 3 per attack/effect.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals up to 14 points of damage–but only to Undead and Accursed monsters. Though it is not stated on the token, the thrower need only hit AC 15 or higher. If the attack misses (hits AC 14 or lower) or if the target is not Undead or Accursed, Divine Water deals no damage. It is usable only once,
Melee attacks, missile attacks, and damage-inflicting spells deal +2 damage as Darkrift.









