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Your attacks and attacks against you roll with advantage.
- Stab.1d6+2.
(can't crit).
Or you might like these recent items
(2 uses) Blow the conch to grant all who within Reach 10 the ability to breathe while underwater as if it were air for 4 hours (or one Hex Turn in Curse of the Black Mist). You can expend an additional use to increase the time limit by 4 hours.
Recharge: Soak in at least one 63-gallon (240 liter) barrel's worth of sea water for 24 hours.
While cursed each time Hero sleeps one random item from their inventory becomes a 1d8 ooze minion.
"Who ever heard of an ooze cursing someone?" -Eli Grandstone, Human Warrior
A 63-gallon (240 liter) barrel filled with fine rum, strong and smooth. It completely refills each dawn.
Creatures that imbibe rum from this barrel must make a DC15 WIL save or become inebriated. While inebriated, they want nothing but more of the rum until blackout drunk.
As a result, they become Cursed and lose a memory (tracked by the GM as a -1 to the Skill or Facet most closely associated with the "forgotten" memory). Each day they become inebriated from this afterward while Cursed stacks the effect by -1.
The Cursed condition is lifted and their memories return when the barrel is emptied into the sea or other body of water, which summons a and the barrel no longer refills.
The only thing the players should initially know about the barrel is that it is high-quality rum.