Like all +5 weapons, the DM will add +5 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Exchange
While in the Coaching Room, before the game begins, the character gains +4 to one Ability Score of the player’s choosing. This is a +4 bonus to the Ability Score itself, not +4 to that Ability Score Bonus. That Ability Score’s total bonus is going to increase by 2 as a result of this item. This choice cannot be altered once the character has left the Coaching Room.
While in the Coaching Room, before the game begins, the player must pick which one of the following bonuses they want for their character:
- +5 to Fortitude saving throws
- +5 to Reflex saving throws
- +5 to Will saving throws
Twice per room, when the owner ingests (consumes via the mouth) any kind of healing item, the owner heals +3 HP.
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) and -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)
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level)
Adds +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and either +1/+2 Damage with melee and thrown weapons)









