Search by property
This page provides a simple browsing interface for finding entities described by a property and a named value. Other available search interfaces include the page property search, and the ask query builder.
List of results
- Floating (3.5e Equipment) + (A weapon or shield with this enhancement will float in your space until sheathed or gripped.)
- Alchemical Retardant (3.5e Equipment) + (A weapon that can put alchemical components applied to it on hold for a time.)
- Ray Weapons in Eberron (3.5e Other) + (A ray weapon that can be loaded with, and fire, a single item of Fine size.)
- Shrink Ray (3.5e Equipment) + (A weapon that permanently shrinks its target to [[SRD:Fine|Fine]]-size.)
- Mimic Blade (3.5e Equipment) + (A weapon that steals the shape and powers of other weapons. It is also good at hiding its true nature.)
- Executioner (3.5e Equipment) + (A weapon with ''Executioner'' is hilariously effective at slaughtering people in underhanded ways.)
- Killing Intent (3.5e Equipment) + (A weapon with killing intent harms none but those it wishes to injure, passing through walls and creatures alike to hit its target.)
- Poisebreaker (3.5e Equipment) + (A weapon with this effect makes the enemy falter at each strike.)
- Publication:Dread Codex/Magic Items/Undead Destroying + (A weapon with this enhancement can score critical hits against undead creatures.)
- Spell Heightening, Greater (3.5e Equipment) + (A weapon with this enhancement has all of the benefits of a least spell heightening weapon, except that it heightens any spell in it by 4 levels.)
- Spell Heightening, Lesser (3.5e Equipment) + (A weapon with this enhancement has all of the benefits of a least spell heightening weapon, except that it heightens any spell in it by 2 levels.)
- Spell Heightening, Improved (3.5e Equipment) + (A weapon with this enhancement has all of the benefits of a least spell heightening weapon, except that it heightens any spell in it by 3 levels.)
- Weaponmaster (3.5e Class) + (A weaponmaster, as the name implies, is ve … A weaponmaster, as the name implies, is very good with a weapon, and possibly more than one. Their combat training tends to be more specific than that of the fighter, whether due to its informality (brawler, knife-fighter), formality (boxer, wrestler, duelist), or the needs of a military unit (archer, slinger, pikeman).military unit (archer, slinger, pikeman).)
- Sark (3.5e Equipment) + (A web-like skein of a dead creature's nerves and hindbrain, a sark turns you into the type of creature it was made from.)
- Shifting Shadowshield (3.5e Equipment) + (A weightless light metal shield that becomes more powerful in the dark.)
- Assassin's Belt (3.5e Equipment) + (A well garnished utility belt favored by assassins and rogues.)
- Field Chemist (3.5e Alternate Class Feature) + (A well-learned fighter who supplement her fighting capabilities with alchemical knowledge. The field chemist eschews extensive training with armor to edge her craft.)
- Baleform (3.5e Equipment) + (A well-scored hit channels a weak form of ''[[SRD:Baleful Polymorph|baleful polymorph]]'' into the target.)
- Wheelchair (3.5e Equipment) + (A wheeled chair vehicle to grant mobility to those who lack it.)
- Golden Locks of Zemel (3.5e Equipment) + (A whip made of the hair of a powerful Hairbinder. It is said to be possessed by an evil being who seek to devour others.)
- Publication:Dread Codex/Magic Items + (A whip that deals lethal damage, and has substantial trip bonuses.)
- Publication:Dread Codex/Magic Items/Ivory Lash + (A whip that deals lethal damage, and has substantial trip bonuses.)
- Frozen Blizzard (3.5e Spell) + (A whirling blizzard immobilizes targets over a wide area.)
- Energized Soapstone (3.5e Equipment) + (A white stone which can set down a sign that allows other people to summon you.)
- Whitefeather Mantle (3.5e Equipment) + (A white variant of the blackfeather mantle, though more regal in aspect. This version unites the properties of that mantle with a cloak of charisma and the various forms of the crown of the White Ravens.)
- Lord of Death (3.5e Feat) + (A whole bunch of skeletons and crap show up to fight under your tattered banner.)
- Mekrii (3.5e Deity) + (A wicked and sorcerous shadow dragon goddess with a vile hunger and merciless temperament.)
- Ritual Athame (3.5e Equipment) + (A wicked dagger capable of channeling necromancy spells.)
- Crimson Yōtō (3.5e Equipment) + (A wicked katana that absorbs blood to become stronger.)
- Wicked (3.5e Equipment) + (A wicked weapon is especially good at smiting and deal wounds that are difficult to heal.)
- Dewleaf Witch Hat (3.5e Equipment) + (A wide brimmed witch hat made of large leaves, they naturally attract moisture, grant endurance in the sun, and boosts magic against all things natural.)
- Occultist Savant (3.5e Class) + (A wielder of magic and psionics who gives up high levels of power in order to broaden their horizons and give themselves more control over the more intricate aspects of their power.)
- Snowsoul (3.5e Class) + (A wielder of the power of ice and cold)
- Untouchable (3.5e Equipment) + (A wielder with an untouchable shield applies their shield bonus to their touch AC.)
- Wiffing (3.5e Equipment) + (A wiffing weapon can hurt you, even if it misses.)
- SRD5:Wight + (A wight appears as a well-preserved zombie, with arms and armor.)
- Temoryn Nighthowl (3.5e NPC) + (A wild elf raised by wolves, taught to fight like a fearsome beast.)
- Beastheart (3.5e Class) + (A feral warrior who fights like an animal, alongside an animal.)
- Wild Magic Paragon (3.5e Prestige Class) + (A wild mage who sacrefices even more control for new secrets)
- Veti (3.5e Deity) + (A wild, furious craftsman who forges with celestial power and wades into battle with fervent glee.)
- Arcane Archer, Tome (3.5e Class) + (A wilderness archer who uses their weapon to fire spells at their foes.)
- Healing Wine (3.5e Equipment) + (A wine made from goodberries and healing potion, heal some hit points and grant slow healing afterward.)
- Time Hunter (3.5e Monster) + (A winged creature that travels outside the universe, seeking the weakened fabric of reality created by time travelers.)
- Winged (3.5e Equipment) + (A winged item hovers in the air if dropped.)
- Swamp Witch's Garb (3.5e Equipment) + (A witch's dress and hat lined with enchanted raven feathers.)
- Wyrmblood Sage (3.5e Prestige Class) + (A wizard or other prepared caster who learn by studying the power of dragon and tapping in it own dragon blood.)
- Grapplemancer (3.5e Optimized Build) + (A wizard that's so much better at grappling than any "traditional" grappler it blows them out of the water.)
- Wild Mage (3.5e Prestige Class) + (A wizard who relies about as much on chance as skill.)
- Melissa Travoris (3.5e NPC) + (A wizard who uses the practicality of creating her own magic items.)
- Astromancer (3.5e Class) + (A wizard whose focuses on the power of the stars, wielding space, gravity, and solar magic.)
- Powerful Wizard (3.5e Class) + (A wizard with at-will, encounter, and daily spells.)
- Marathon (3.5e Power) + (Double overland speed.)
- Sublime Hobgoblin (3.5e Race) + (Because stealth is for regular [[SRD:Goblin|goblins]]…)
- Wrong Place, Right Time (3.5e Feat) + (You get under your opponent's feet at just the right time, causing them to move as you like.)
- Bio, Mass (3.5e Spell) + (As ''[[Bio (3.5e Spell)|bio]]'', but 20d6 maximum damage and affects all creatures in a spread and it deals 4 Con damage.)
- Cashooie (3.5e Deity) + (Cashooie can perceive the past perfectly, and therefore sees no reason for anything to exist for more than a moment.)
- Still Invocation (3.5e Feat) + (Make a [[SRD:Charisma|Charisma]] check to invocate without moving.)
- Decanter of Endless Kittens (3.5e Equipment) + (It's a decanter. I'm sure you can guess what comes out of it.)
- Extra Weapon (3.5e Feat) + (You figure out how to wield one more weapon effectively, by holding it in your teeth or armpit or something.)
- Summon Steed (3.5e Spell) + (You call a nearby mount to you.)
- Dork In A Bottle (3.5e Equipment) + (The players aren't afraid of a simple pit trap, at least not until this one.)
- Die Pool for Ability Scores (3.5e Variant Rule) + (Roll lots of d6 and place 3 results into each ability to determine ability scores.)
- Shadows of the Mage-Lords (3.5e Spell) + (Call up shadows, deal negative levels in area.)
- Holt's Crushing Hand (3.5e Spell) + (As ''[[Holt's Clenched Fist (3.5e Spell)|Holt's clenched fist]]'', except the hand crushes its victims to death.)
- Miniature Blast (3.5e Invocation) + (Negate most firing penalties.)
- Nullstrain (3.5e Equipment) + (Gain protection against spellstrained.)
- Ultrametamagical Sorcerer (3.5e Alternate Class Feature) + (You sacrifice knowledge of higher level spells for extra levels of spell slots.)
- Grimoire Fighter (3.5e Alternate Class Feature) + (You learn to deal massive damage with weapons that you've mastered.)
- Mage Knight (3.5e Feat) + (You have learned the secrets to combining sword-work and sorcery.)
- Spell Drain (3.5e Feat) + (Magical foes damaged by your spell also gain a [[Spellstrained (3.5e Condition)|spellstrained]] level.)
- Impressive Wordcasting (3.5e Feat) + (Your spells may not do more to any given target, but they sure are big.)
- Berserker (3.5e Class) + (An adrenaline-filled junkie who cares only about the next foe before him.)
- Sahuagin (3.5e Race) + (Known to all others as sea devils, sahuagin have a reputation of being deadly raiders who strike at seaborne vessels and terrorize land settlements with destructive fury.)
- What's That? (3.5e Spell) + (Hey, did you just see that? Too late, made you look, you just provoked an [[SRD:Attack of Opportunity|AoO]]! Mwahahahaha!)
- Corpselight Whisperer (3.5e Prestige Class) + (Master of decay, and the secrets of the Will-o-Wisps.)
- Cloud Control (3.5e Power) + (You manipulate the sky, producing weather to your specifications.)
- Races of War (3.5e Sourcebook) + (No longer are we allowing our Fighting Men to go without a last name unless and until they get to fourth level without being eaten by an owlbear.)
- Tome of Fiends (3.5e Sourcebook) + (This is the second entry in our line of articles begun with the the Tome of Necromancy, which is a reflection of how the rules for fiends ought to function.)
- Flaying Wind (3.5e Spell) + (Create a blast of wind that strips flesh from bones.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Dirty Deeds Done Dirt Cheap (3.5e Feat) + (You can offer a discount on your Deeds since you get to do so many.)
- Bio (3.5e Spell) + (Target takes 1d6 damage/level (max 10d6), 2 Constitution damage.)
- Insightful Strikers (3.5e Optimized Character Build) + (You hack people down with inherent awesomeness.)
- Acquirer's Eye (3.5e Feat) + (You know what you want, even if other people have it right now.)
- Acrobatic (3.5e Feat) + (You can totally flip out and kill someone with your gymnastic prowess.)
- Alertness (3.5e Feat) + (Your ears are so sharp you probably wouldn't miss your eyes.)
- Animal Affinity (3.5e Feat) + (You're one of those people animals just won't leave alone for no apparent reason.)
- Apprenticeship (3.5e Feat) + (New Mentor Types for the Lower Planes.)
- Aspect of the Stinkbug (3.5e Feat) + (When disturbed, the stinkbug releases a malodorous gas that debilitates would-be predators. With your supernaturally strengthened anatomy, you can use it to become the hunter instead of the hunted.)
- Attune Domain (3.5e Feat) + (You incorporate the workings of a divine domain into your magic.)
- Battlefield Surgeon (3.5e Feat) + (You like to cut people open with a saw. But it's good for them. Seriously.)
- Blind Fighting (3.5e Feat) + (You don't have to ''see'' to kill.)
- Blitz (3.5e Feat) + (You go all out and try to achieve goals in a proactive manner.)
- Blood War Sorcerer (3.5e Feat) + (As a battle magician in the blood War, you’ve learned killing arts that would amaze common spellcasters.)
- Blood War Squaddie (3.5e Feat) + (Due to your time during the Blood War, you’ve been tainted, honed, and hardened by the horrors you’ve seen.)
- Grease (TOToM Spell) + (Creates a patch of slippery terrain, or coats something in grease.)
- Breath Weapon (3.5e Feat) + (You have a magical breath weapon.)
- Broker of the Infernal (3.5e Feat) + (Due to the study of the Infernal laws, you have learned to harness the powers of True Names in your summoning magic.)
- Carrier (3.5e Feat) + (You are a carrier of a dangerous disease, though you are immune to its effects.)
- Combat Casting (3.5e Feat) + (Having a sword sticking out of your chest doesn't noticeably impede your ability to do... well, just about anything.)
- Combat Looting (3.5e Feat) + (You can put things into your pants in the middle of combat.)