Adds +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws) and suffer -1 to all saving throws
Wizard
Reduces the effective Spell Resistance of the monster for the wearer(s), based on the number of Charms of the Cabal equipped in the party, as shown below:
Adds +2 to Strength (thus adding +1 To Hit in Melee and +1 Damage with Melee and thrown weapons) and +2 to Dexterity (thus adding +1 To Hit with Ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Adds +1 to Intelligence, +1 to Wisdom, and +1 to Charisma – and the wearer suffers -1 to AC.
Either Cold, Fire, Shock, or Sonic (pick one before the game starts) damage inflicted on the wearer is reduced by 5 points per attack/effect. This choice cannot be changed after the party leaves the coaching room.
Collector Note: These tokens have a 2022 year stamp on the back.
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) and suffer -1 to Dexterity (thus, depending on prior Dexterity score, suffering either a 0/-1 To Hit with ranged attacks, either 0/-1 to AC, and either 0/-1 to Reflex saving throws)
As long as the wearer does not have a shield equipped, all melee attacks made by the wearer deal +1 damage. If the wearer of this charm ever uses a shield, this bonus disappears until the shield is unequipped.
Adds +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws).
Once per room, the wearer may use a melee weapon (using melee stats) to attack monsters that may only be hit by ranged attacks. This charm does not confer the ability to fly/levitate, it allows the wearer to leap up, attack, and land safely back in the same spot from which they took off.









