Usable by: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: Mainhand
Rarity: Common
Year: 2016
Source: Standard Pack
Classification: Equippable, Weapon
non-magical weapon
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non-magical weapon
On a successful hit from a crossbow, deals an additional 3 damage as Sonic. Its use must be declared (turned in to the DM) prior to making the attack slide.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Sonic damage to the monster. Though it is not stated on earlier versions of the token, the thrower need only hit AC 15 or higher. There is no saving throw to mitigate damage. It is usable only once, whether the attack succeeds or misses.
The damage from this item is doubled* if the victim is a Construct or a crystalline creature.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals 8 Sonic damage to the monster. Though it is not stated on the token, the thrower need only hit AC 15 or higher. There is no saving throw to mitigate damage. It is usable only once, whether the attack succeeds or misses.
The damage from this item is doubled* if the victim is a Construct or a crystalline creature.
As a miscellaneous gear token, the use of this item in the adventure is limited only by the imagination of the player and the approval of the DM.
As a miscellaneous gear token, the use of this item in the adventure is limited only by the imagination of the player and the approval of the DM.
Protect the wearer’s hands from non-magical hot or cold objects
Does not protect against magical Fire or Cold
Adds +1 to Fortitude saving throws
The wearer of this pin gains +5 to max HP.
Melee damage inflicted on the wearer of this pin is reduced by 2 points per attack/effect.