Two-Hand Ranged
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 character wielding this weapon slides a natural 20 (not necessarily a crit), the target will be Stunned for one round. Effects which expand the crit range of a weapon do NOT allow this weapon to stun on anything other than a 20.
Like all +3 weapons, the DM will add +3 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 15 Damage when itβs used to score a hit against Undead, Were-kind, or Outsiders.
non-magical missile piercing weapon
The wielder adds their Dexterity Bonus* (up to +10) to the damage this bow deals.
non-magical weapon
If the attack would have hit the intended target and the π£ 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, special abilities (including barbarian DR), or items that modify (+ or β) damage.
If the attack misses the intended target and the π£ is closest to the damage dot on the combat board,
non-magical Blunt missile weapon
If the attack would have hit the intended target and the π£ 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, special abilities (including barbarian DR), or items that modify (+ or β) damage.
non-magical Blunt missile weapon
If the attack would have hit the intended target and the π£ 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, special abilities (including barbarian DR), or items that modify (+ or β) damage.









