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.
Melee
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.
Dwarf fighters wielding this magical weapon gain a +2 To Hit bonus for melee attacks.
Q) Does this weapon count as Dwarven-made?
A) No. This weapon does not get any bonus from tokens that interact with Dwarven weapons.
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.
All the wearer’s 2-handed Melee weapon attacks gain +1 To Hit.
This bead does not affect 1-handed weapons, even if two 1-handed weapons are used at the same time. For that reason, even though a ranger can equip this bead, they’re probably better off if they don’t. There are some 2-handed Melee weapons that monks can wield, but monks might also want to eschew this bead.
All Ranged attacks made by the wearer suffer -1 To Hit.
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons)
If the wearer is a fighter or dwarf fighter, gain a total of +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons), +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws), and +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level)
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons), +1 to Dexterity (thus, depending on prior Dexterity score, adding either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws), and +1 to Constitution (thus, depending on prior Constitution score, adding either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level)
+2 to max HP and +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in Melee and either 0/+1 Damage with Melee and thrown weapons)
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons) and -1 to Reflex saving throws









