If party wins Initiative, melee damage inflicted on the wearer is reduced by 2 points per attack. This remains in effect until the end of that specific combat.
Melee Attacks
Melee damage inflicted on the wearer as the result of an attack intercepted via guard is reduced by 2 points per attack. This item does not mitigate damage if the paladin was the original target of the attack, even if the paladin is guarding another character.
Melee attack damage inflicted upon the wearer is reduced by 1 point per attack. This item affects melee attacks, it does not mitigate wholly magical attacks, ranged attacks, nor “attacks” made outside of combat.
If a melee attack deals both physical damage and has a secondary effect (e.g., paralysis, sleep, Poison, ennui), as long as all of the physical damage was negated, these pants will negate both the physical damage and secondary effect(s).
Adds +8 to AC and reduces melee damage inflicted upon the wearer by 1 point per hit
If a melee attack deals both physical damage and has a secondary effect (e.g., paralysis, sleep, Poison, ennui), as long as all of the physical damage was negated, this armor will negate both the physical damage and secondary effect(s). However, if even 1 HP of damage is not negated, the secondary effect(s) will affect the wearer.
The wearer takes -2 damage resulting from a monster attack.
This token must be turned in before its effect can be used. It can only be activated in the 2026 season.
After successfully using taunt, the wearer takes -2 damage from all melee attacks made by the tauntee (not any other monster) on the tauntee’s next turn.
Once per room, the first time the wearer takes damage, that damage is reduced by 1 point.
This protection only applies to a single attack. For example, if a monster successfully attacked you three times, only the first attack’s damage would be reduced.
Suffer -2 to all saving throws
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.
Any melee, missile, or spell damage inflicted upon the wearer is reduced by 2 points per attack/effect









