Melee attacks made by the wearer deal +3 damage.
Once per room, the wearer may heal 4 hp after successfully hitting and damaging an enemy with a Melee attack.
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Melee attacks made by the wearer deal +3 damage.
Once per room, the wearer may heal 4 hp after successfully hitting and damaging an enemy with a Melee attack.
Adds +1 To Hit when using non-magical weapons (melee or ranged, but not spells)
This ring may be used by monks attacking with their bare hands or in conjunction with non-magical monk bracer weapons.
Adds +2 Damage when using non-magical wooden melee weapons
Missile attacks (physical ranged attacks, not spells, scrolls, nor wholly magical effects) made by the wearer deal +3 damage as Cold.
When equipped, the player has the ability to request up to three wishes. Wishes can be used at any time during the adventure. The wish grantor (DM or TD Admin) marks off each wish used. The token must be turned in after the last of the three wishes is requested.
If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives one additional Treasure Chip at the end of the adventure.
Adds +2 to Will saving throws and wearer is unable to tell a lie.
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.
Poison damage inflicted on the wearer is reduced by 1 point per attack/effect
Cold damage inflicted on the wearer is reduced by 1 point per attack/effect