If this weapon is used for a successful attack and the ✸ is closest to the damage dot on the combat board, this weapon also stuns the user for one round.
If this weapon is used for a successful attack and the ✸ is closest to the damage dot on the combat board, this weapon also deals 1 point of damage to the wielder.
If this weapon is used for a successful attack and the ✸ is closest to the damage dot on the combat board, this weapon also deals 1 point of damage to the wielder.
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Unlike standard slings, this is a 2-handed weapon, so shields or other offhand items may not be used while wielding it.
This weapon deals an additional 3 damage when it’s used to score a hit against an Outsider.
Adds +3 to AC when used with a 2-handed Ranged weapon. It may not be used with any melee weapon nor with a 1-handed Ranged weapon.
Adds +2 to Damage and +2 To Hit when fired from a bow. Its use must be declared (turned in to the DM) prior to making the attack slide.
Like all +2 weapons, the DM adds +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
If a rogue (not bard) scores a critical hit while wielding this weapon, that attack deals triple damage.
Multiplication Note: If the rogue is benefiting from some other effect which causes ranged attacks to deal double-damage, the damage from this weapon gets quadrupled (×4),
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Adds +2 to Focus
Adds +2 to Damage and +2 To Hit when fired from a crossbow. Its use must be declared (turned in to the DM) prior to making the attack slide.
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
If the attack would have hit the intended target and the 💣 is closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the wielder. Misfires deal zero damage to the intended target. Misfire damage is not altered by ability scores,
This weapon allows wielders, after a successful hit, to leave their slider on the combat board and deliver the same damage during the next combat round–assuming the puck does not get bumped into a zone which counts as a miss against the monster. There is no predetermined maximum number of times this effect may be used, but the effect can only be used once per successful hit.
Note: The special effect of this weapon does not stack with a fighter-duelist’s twist the blade special ability.
Like all +2 weapons, the DM adds +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Once per game, if the wielder dies, this weapon continues to make Melee attacks until the end of that combat–not necessarily the end of the room. E.g., if a character dies and then maze gets cast on the monster, when the monster returns, a new combat starts, and the wielder can no longer participate in combat.
This item is part of the Cosmic set.
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
An attack made with this weapon deals an additional 5 points of Poison damage if a natural 20 is slid on the combat board. Creatures immune to poison will not take any extra damage from this special attack, but the dagger damage could still apply. There is no saving throw to mitigate the poison damage.
The poison effect of this weapon is triggered by sliding a natural 20. It does not require a critical hit.
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon deals an additional 10 Damage when it’s used to score a hit against Undead or Were-kind.
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Any time the wielder of this weapon successfully hits and damages an enemy with this weapon, the wielder heals 2 HP.
This weapon’s healing effect is compatible vs. all creature types, even those not technically alive, such as constructs and undead.
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
When a barbarian wielding this weapon’s first slide in combat is a natural 20 (not just a critical hit), the damage gets tripled instead of doubled. No other classes can benefit from this weapon’s triple-damage effect.
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon deals an additional 3 damage when it’s used to score a hit against a Giant.
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Monks may use this weapon while executing their signature flurry of blows attacks.
The damage wheel includes 2 points of Fire damage which will be deducted if the victim of the attack is immune to Fire damage.
This weapon’s damage is a combination of physical and Fire. On a successful hit, the arrow fired from this weapon bursts into flame. The damage is already built into the damage indicator. However, if the monster is immune to Fire damage, the DM will subtract 2 HP from the total damage delivered.
This weapon cannot be used as a source of illumination.
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
In the hands of a barbarian, this weapon deals an additional +3 damage when it’s used to score a hit against a monster that is larger than human-size. The To Hit bonus remains at +2.
In the hands of a dwarf fighter, fighter, or paladin, this is an “ordinary” +2 weapon.
When attacking creatures human-size or smaller, this is an “ordinary” +2 weapon no matter what class is wielding it.
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This hammer is permanently imbued with the smiting effect. This means that when used in combat, a critical hit can be scored if the player slides a natural 19 or 20. This weapon is not subject to further effect from Oil of Smiting.





























