Adds +2 to all Ability Scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma), +2 to Armor Class (AC) and +2 to all saves (Fortitude, Reflex, Will). This item is also part of the Arcanum Set. In addition, creation of this item is required for access to an exclusive affair, Ring Con, to be held May 29-30, 2026.
Exchange
Melee attacks made by the wearer deal +3 damage.
Once per room, the wearer may heal 4 hp after successfully hitting and damaging an enemy with a Melee attack.
This uniquely numbered token grants the powers from all seven of the individual segments, as shown below:
- +1 HP
- +1 to Reflex saves
- +1 to Fortitude Saves
- +1 to Will saves
- +1 to Strength
- +1 to Dexterity
- +1 to Constitution
In addition to the aforementioned powers which are always active, once per calendar year you may play a special sub-class character for a single adventure run.
This slotless item grants the ability for a character to equip a maximum of two Marks. As per normal equipping rules, the extra Mark token cannot be a duplicate token.
Whenever the wearer casts 2nd-level Spells from their class card, the cleric may, if desired, mentally 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., cast another Spell as a Standard Action,
used in the creation of Safehold I tokens
See truedungeon.com/safehold for details on how Safeholds work.
used in the creation of Safehold II tokens
See truedungeon.com/safehold for details on how Safeholds work.









