One-Hand
non-magical weapon
This weapon must be thrown–it cannot be wielded as a melee attack. Because it’s a thrown weapon, the thrower’s Strength bonus is added to damage. Monks may throw two of these (if the player has more than one token) per combat round, but it does not count as a flurry of blows attack.
These items may be retrieved at the end of combat, but each specific token can only be used once per combat.
This small crossbow fires smaller bolts than normal crossbows and does not require the use of both hands to use.
Like all ranged weapons, it comes with an infinite supply of mundane ammunition. If the player wants to use specialized ammunition, the bolt token must specify “hand crossbow” as other bolts are too big to be fired from this weapon.
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.
Adds +5 to Focus
non-magical thrown Piercing weapon
This weapon must be thrown–it cannot be wielded as a melee attack. Because it’s a thrown weapon, the thrower’s Strength bonus is added to damage.
This item may be retrieved at the end of combat, but each specific token can only be used once per combat. Multiple dart tokens can be used during a single combat encounter.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item deals double damage if the attacker scores a natural 20 on the attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),









