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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
- Bearly Legal Grizzly Swarm (3.5e Monster) + (Before you a strange yet terrifying sight … Before you a strange yet terrifying sight appears. Giant bears! With upon them: less giant bears! And stacked further on top of those are more bears, ultimately controlled and directed by a bunch of small black bears at the very top. In perfect simultaneous unison, the bears roar and it is like a sonic tsunami rolls over you. The bear armies of the wild have arrived.The bear armies of the wild have arrived.)
- Belatucadros (3.5e Monster) + (Before you is a godly being, 15 feet tall … Before you is a godly being, 15 feet tall in crimson and gold full plate, decorated in death and the still-living corpses of his former victims on cursed spines. His face is obscured by black smoke which billows from his helm, hiding the horrible visage of the devil under a coying veil of toxic fumes.devil under a coying veil of toxic fumes.)
- Elush's Limb Calcification (3.5e Spell) + (Begins to transform key muscles in the target's legs to stone, making movement difficult if not impossible.)
- Pun-pun (3.5e Optimized Character Build) + (Behold Pun-Pun, the mighty kobold.)
- Ammuu (3.5e Deity) + (Behold the perfect human form!)
- Gentleman Explorer (3.5e Class) + (Being a journeyer through savage wildernesses, a student of natural philosophy, and furthermore a well and truly dapper huntsman.)
- Tricky Grappler (3.5e Feat) + (Being a luchador isn't always about having the biggest muscles.)
- Fabulousness (3.5e Cleric Domain) + (Being beautiful is great, and with divine grace you charm and transfix all who see your perfect form.)
- Mobile Blender (3.5e Optimized Character Build) + (Being constantly on the move allows you to combine sneak attack with skirmish to become a blender of fury.)
- Lightning Shaper (3.5e Feat) + (Being hit by electricity while the thunderstorm of your magic raged within was an en-lightning experience.)
- Commodore (3.5e Feat) + (Being in charge of one ship makes you a Captain. You have several.)
- Poisoned (3.5e Condition) + (Being poisoned has extra effects on you)
- Vampire (4e Race) + (Beings which long for the scent and taste for blood from those that walk, they are stealthy, intricate creatures-- manipulative and lethal in their attempts to subdue their enemies, wherever they may lurk.)
- Improved Anima Toughness (3.5e Feat) + (Beings without metabolism are raised or constructed with animating force. This force now can be used to toughen them beyond the durability of their basic undead or construct frames, increasing their hit points.)
- Anima Toughness (3.5e Feat) + (Beings without metabolism are raised or constructed with animating force. This force now can be used to toughen them beyond the durability of their basic undead or construct frames, increasing their hit points.)
- Breath of the Carrion Flower (3.5e Maneuver) + (Belch forth clouds of poison in a 20 ft cone.)
- Aendar (3.5e Deity) + (Believed to be a worthy mortal ascended by recommendation of [[Sylornath (3.5e Deity)|Sylornath]] herself, Aendar is a force of truth, valor, honor and friendship, and a protector of the weak.)
- Nightshade Monk (3.5e Alternate Class Feature) + (Belonging to an order of ancient assassins, the nightshade monks practice sudden blows to pressure points. It is said that the true initiates of the nightshade are capable of delivering blows so quick they cannot be seen.)
- Ben-Elaba (3.5e Deity) + (Ben-Elaba is comparable to the classic genie who would grant you all your desire, and yet twist your wishes around to some dark end.)
- Temporal Twist (3.5e Utterance) + (Bend time to allow for extra attacks to occur, or decrease the number of attacks opponents can make.)
- Bender of Fire (3.5e Class) + (Benders of Fire conjure fire and electricity to slay their enemies, deflect blows, and sometimes even fly.)
- Bending (3.5e Feat Type) + (Bending feats enhance or otherwise adjust the abilities of a character with levels in a bending class.)
- Ebon Bowman (3.5e Prestige Class) + (Beneath the earth, a group of archers have learned to channel copious amounts of shadowstuff into their bows, empowering their shots with dark power.)
- Accelerated Attack (3.5e Utterance) + (Benefit from [[SRD:Spring Attack|Spring Attack]], or gain an extra attack in the round.)
- Unliving Heart (3.5e Feat) + (Benefit from a few living traits, and recover hit points naturally.)
- Talisman Item (3.5e Equipment) + (Benefits from an item from being close instead of worn.)
- Mirror Reflection Stance (3.5e Maneuver) + (Benefits from the [[SRD:Mirror Image|''mirror image'']], but break if you are struck.)
- Undying Councilor (5e) + (Benevolent [[SRD5:Undead|undead]] [[SRD5:Elf|elf]] councilor)
- Undying Soldier (5e) + (Benevolent [[SRD5:Undead|undead]] [[SRD5:Elf|elf]] soldier)
- Oan (3.5e Deity) + (Benevolent god of growth and potential, he promotes survival through bravery and love. Arch-nemesis to Malazter, and technically a part of the planet itself.)
- Crool (3.5e Race) + (Bestial goblinoids who radiate an aura of pride and honor, similar to that of a wolf.)
- Blue Mage (3.5e Class) + (Bestial mages from the east skilled in both swords and sorcery using the fiercest attacks of their fallen foes.)
- Feeblespell (3.5e Maneuver) + (Bestow 1d4 [[Spellstrained (3.5e Condition)|Spellstrained]] levels.)
- Magic Drain (3.5e Maneuver) + (Bestow 2d4 [[Spellstrained (3.5e Condition)|spellstrained]] levels on an enemy.)
- Curse of the Night (3.5e Maneuver) + (Bestow night's curse to enemy, giving a -4 to attack rolls, saving throws, ability checks, and skills checks.)
- Transfigure Ability (3.5e Spell) + (Bestows chosen extraordinary abilities upon target.)
- Exemplary/Atrophied Body (3.5e Spell) + (Bestows either penalties or enhancement bonuses to Strength, Dexterity and Constitution.)
- Athletic, Balmz (3.5e Feat) + (Better version of athletic)
- Great Fortitude, Balmz (3.5e Feat) + (Better version of great fortitude)
- Iron Will Balmz (3.5e Feat) + (Better version of iron will)
- Miasmic Cloud, Balmz (3.5e Invocation) + (Better version of miasmic cloud)
- Bha'ir (3.5e Deity) + (Bha'ir is proud of those who travel, and those who seek to discover and explore.)
- Bhuka Quencher (3.5e Racial Substitution Levels) + (Bhuka healers train to become competent in treating dessication damage and to prevent the perils of the waste. They are responsible for water in their communities.)
- Bhuka Sage (3.5e Racial Substitution Levels) + (Bhukas have a strong druidic tradition, divergent from that of the usual druid. In their communities they play a role more similar to that of a cleric and a chief.)
- Thunderbird Garbs (3.5e Soulmeld) + (Bhukas have considered thunderbirds as nature spirits for a long time. Their totemists created this soulmeld to channel its powers.)
- Bhuka Guide (3.5e Racial Substitution Levels) + (Bhukas scouts are very appreciated guides in the desert, often working with travelers and adventurers or leading bhuka tribes through the waste.)
- Biblos, the Missing Page (3.5e Vestige) + (Biblos was an ancient wizard who managed t … Biblos was an ancient wizard who managed to entrap himself within his own library. The library was lost, but his book, and he, persists somewhere with the knowledge of a now-dead universe. Biblos grants you the ability to read any text, memorize any event, make any knowledge check, divine the future and past, and harm with a word.the future and past, and harm with a word.)
- Professional Wrestler (3.5e Feat) + (Big, small, you grapple them all!)
- Monkey Grip (5e Feat) + (Bigger is better.)
- Sins of the Father (3.5e Spell) + (Bind a creature and their entire bloodline to your cause and inject a sense of urgency into their lives.)
- Contract of the Completed Fate (3.5e Spell) + (Bind a magical contract with a creature you want.)
- Multi-Chakra Binding (3.5e Feat) + (Bind soulmelds to multiple chakras.)
- Sow the Seeds (3.5e Spell) + (Bind yourself to nearby plant life, allowing you to divvy up your combined life forces as you see fit.)
- Publication:Dread Codex 2/New Spells/Sigil of Death + (Binds a creature to the caster, so that when the caster dies the creature dies as well.)
- Bio-Drone (3.5e Monster) + (Bio-Drones are human or alien brains embedded in a flying mechanical platform. Cruel surgery has limited them to being mindless weapons of terror.)
- Puppeteer (3.5e Class) + (Bioelectric Necromancy!)
- User:DraconicMan/Bionic Commando (3.5e Class) + (Bionic Commandos summon and may drain great amounts of power and force)
- User:DraconicMan/Bionic (3.5e Race) + (Bionics are super powered humans with great abilities)
- Esthetic (5e) + (Bioship of the [[Reigar (5e)|Reigar]].)
- Octimu (3.5e Race) + (Bioweapons constructed by Daeijilund in times past, these "think tanks" are master tacticians.)
- Biozombie (3.5e Template) + (Biozombies are not quite true undead. The … Biozombies are not quite true undead. They are creatures which have been infected and whose virus now controls their very actions and thoughts. Their bodies now shamble mindlessly, spreading the virus which continues to animate the body by replacing rotting vitals with infected biomass.cing rotting vitals with infected biomass.)
- Jabberwock (5e) + (Bipedal [[SRD5:Dragon|dragon]] of the [[Feywild (5e)|Feywild]], known for its relentless persuit.)
- Allosaurus (5e) + (Bipedal carnivorous dinosaur)
- Airu (3.5e Race) + (Bipedal cats known for hunting prey far larger than themselves, they are hunter-gathers, scavengers, scouts, and game hunters for fun, glory, and survival.)
- Yakfolk Priest (5e) + (Bipedal yak priest of the [[Forgotten God (5e)|Forgotten God]])
- Yakfolk Warrior (5e) + (Bipedal yak warrior)
- SRD5:Harpy + (Bird-like monster with a humanoid-type head.)
- Birth (3.5e Cleric Domain) + (Birth celebrates the creation of life and the potential which comes with it.)
- Bishop (3.5e Class) + (Bishops are the powerful holy servants of deities. Whether they be cool and calculating, lucid and wise, or feverent and passionate, is entirely dependant on the bishop in question.)
- Really Greedy Leech Bite (3.5e Feat) + (Bite a foe and recovers more HP.)
- Leech Bite (3.5e Feat) + (Bite a foe, heal your wounds)
- SRD5:Adult Black Dragon + (Black Dragon over 100 years old.)
- Black Lion (4e Class) + (Black Lion's are independent warriors who … Black Lion's are independent warriors who safeguard settlements, towns, and trade cities. Often acting as scouts, spies, or enforcers to a powerful magistrate, emissary, or organization. Built to utilize and balance melee and ranged attacks with a focus on stealth and damage output.with a focus on stealth and damage output.)
- Black Mark (3.5e Equipment) + (Black Mark weapons apply a curse which may be discharged as an immediate action.)
- Oilslick (3.5e Equipment) + (Black alcohol that supposedly contains petroleum.)
- Black Embers (3.5e Equipment) + (Black embers are rare items used for the creation of powerful weapons.)
- Gibberling (5e) + (Black haired, gray skinned ape-like aberration.)
- Black Rogue Armor (3.5e Equipment) + (Black leather armor worn by those that go bump in the night.)
- Babau (5e) + (Black skinned with a single horn on the back of their head.)
- Vile Smoke (3.5e Spell) + (Black, burning smoke billows from the touched object or structure.)
- Bladebow (3.5e Equipment) + (Bladebows are both bows and melee weapons, typically either a double weapon or a pair of weapons.)
- Blast Loading (3.5e Equipment) + (Blast Loading weapons can be reloaded as an attack action, throwing the expended weapon as a grenade and having it reform in your hands.)
- Eldritch Eye (3.5e Invocation) + (Blast emanates from eye acting as stilled metamagic.)
- Eldritch Circle (3.5e Invocation) + (Blast hits everything that is a certain specified distance away from you.)
- Fell Archery (3.5e Invocation) + (Blast is carried on your ranged weapon, striking in addition to it.)
- Aetherion Orb (3.5e Spell) + (Blast of [[Aetherion (3.5e Other)|aetherion]] energy that targets a single creature)
- Aetherion Blast (3.5e Spell) + (Blast of [[Aetherion (3.5e Other)|aetherion]] detonates in a 20-ft.-radius spread)
- Infinite Geyser (3.5e Spell) + (Blast targets with a high-pressure geyser which does not lose momentum, and will eventually reach outer space.)
- Flaming Cannonball (3.5e Spell) + (Blast through walls and blow up everyone in the room)
- Dreadful Wind (3.5e Invocation)/Original Edition + (Blast your enemies with a sustained wind that fills them with fear.)
- Dreadful Wind (3.5e Invocation) + (Blast your enemies with a sustained wind that fills them with fear.)
- Wounded Mind (3.5e Feat) + (Bleeding the flesh is much like bleeding the mind.)
- Sneak Suit (3.5e Maneuver) + (Blend into the background with your stealth technology gadgets.)
- Flind (5e) + (Blessed gnoll with magical flail)
- Culinary (3.5e Cleric Domain) + (Blessed with a careful tongue and a fine sense of cooked goods, cleric's with this domain celebrate their god through the feast.)
- True Telekinetic (3.5e Template) + (Blessed with the ability to exert force on the world around them, these individuals are the innate masters of telekinesis.)
- Blight (3.5e Condition) + (Blights are like [[SRD:Special Abilities Overview#Supernatural|supernatural]] [[SRD:Disease|diseases]], only much, much worse.)
- Beshadowed Blast, Balmz (3.5e Invocation) + (Blind foes with your blast)
- Beshadowing Strike (3.5e Maneuver) + (Blind target creature for three rounds.)
- Go for the Eyes (3.5e Feat) + (Blind your targets)
- Death's Embrace (3.5e Maneuver) + (Blinds each foe attacked this turn.)
- Mass Blindness (3.5e Spell) + (Blinds multiple creatures.)
- Shator (5e) + (Bloated fiend with toad-like features.)
- Disable Chakra (3.5e Maneuver) + (Block bound soulmeld or magic item)
- Publication:Grim-N-Gritty/Appendix 4/Advanced Block (3.5e Feat) + (Block even more often in a single round.)
- Still the Ripples (3.5e Maneuver) + (Block teleportation around you.)
- Aura Sealing Strike (3.5e Feat) + (Block the flow of ki in your adversaries with a strike.)
- Blood Creature (3.5e Template) + (Blood Creatures are hematophages who drain blood from their victims. While similar to vampires in passing, they are living creatures, though fierce and baleful as any dire beast.)
- Blood Magus (3.5e Class) + (Blood Magus use their own blood to power their spells and have access to powerful forbidden lore. Designed to work with the [[Mana-Based Spellcasting (3.5e Variant Rule)|mana-based spellcasting]] variant rule.)
- Vassal of Jayem-Dea (3.5e Prestige Class) + (The protectors of the balance of reality. Holy warriors of Jayem-Dea.)
- Gayr Sagol (3.5e NPC) + (Blood drips from the grey-clad mans long, curved blade as he held up his hand and ordered us to stop in our tracks.)
- Rain of Blood (3.5e Weather) + (Blood rains down all around you.)
- Blooded Warrior (3.5e Class) + (Blooded Warriors use their stamina to achi … Blooded Warriors use their stamina to achieve tasks far beyond their normal abilities. The Blooded Warrior is meant to offer support to other classes and acts as a bardlike character. The fun comes in story explanation a character may come up with for HOW his stamina helps the barbarian balance on uneven ground.ps the barbarian balance on uneven ground.)
- Amethyst Dragon (3.5e Bloodline) + (Bloodline belonging to the psionic amethyst dragons living deep in the earth.)
- Crystal Dragon (3.5e Bloodline) + (Bloodline belonging to the psionic crystal dragons high upon mountain peaks.)
- Emerald Dragon (3.5e Bloodline) + (Bloodline belonging to the psionic emerald dragons watching civilization from afar.)
- Sapphire Dragon (3.5e Bloodline) + (Bloodline belonging to the psionic sapphire dragons fiercely guarding their underground lairs.)
- Topaz Dragon (3.5e Bloodline) + (Bloodline belonging to the psionic topaz dragons hiding under the waves.)
- Bloodline (3.5e Feat Type) + (Bloodline feats grant additional spells to spontaneous caster, based on their magic heritage.)
- Mass Twister Rush (3.5e Spell) + (Blow all of your enemies and allies around, arranging their positions as you see fit.)
- Wind Shunt (3.5e Invocation) + (Blow an attack off-course, and potentially make it hit someone else.)
- Dais of Protection (3.5e Maneuver) + (Blow away area effects out to a 10 foot radius.)
- Baleful Wind (3.5e Invocation) + (Blow enemies away, and sap their [[Dexterity]] while you're at it.)
- Unrelenting Force Strike (3.5e Feat) + (Blow opponents back with a wave of force emitted from your blade.)
- Twister Rush (3.5e Spell) + (Blow your enemy (and sometimes allies) halfway across the map, rearranging their position.)
- Hammer (5e Spell) + (Bludgeoning damage: The cantrip.<br /><br />)
- Blue Snowflake Resin (3.5e Equipment) + (Blue snowflake resin applies 1d6 cold damage to a weapon for 1 minute once applied.)
- Vedalken (5e) + (Blue, hairless humanoids)
- SRD:Goblins—Blues (Race) + (Blues are a subrace of [[SRD:Goblins (Race)|goblins]] with an innate knack for [[SRD:Psionic Overview|psionics]].)
- Bluewraith Revenant (3.5e Race) + (Bluewraith Revenants are playable ghosts.)
- Winged Felidar (5e) + (Bluish horned lion-like celestial with wings)
- Word Of God (3.5e Power) + (Blur the line between reality and nightmare, as feeble minds fully experience any lie they believe. High Bluff check recommended.)
- Form Tackle (3.5e Maneuver) + (Bodily tackle foe, grabbing onto them in the process.)
- Greater Spiritual Blow (3.5e Maneuver) + (Body and spirit attack as one, allowing you to combat ghosts and strip away spell resistance with your force of will.)
- Ki Push/Mage Push (3.5e Spell) + (Bolt of force pushes creature 5'.)
- Publication:Dread Codex 2/New Spells/Akeltor's Bolt of Animation + (Bolt of negative energy deals damage, raises humanoids as skeletons.)
- Ki Barrage, Lesser (3.5e Spell) + (Bolts of ki dart from your hand to unerringly strike your target.)
- Ki Barrage (3.5e Spell) + (Bolts of ki dart from your hand to unerringly strike your targets.)
- Bomb (3.5e Feat Type) + (Bomb feats are those that grant or improve bombs, as the Pathfinder Alchemist's or [[Grenadier (3.5e Class)]]'s class features of the same name.)
- Crimson Armorbond (3.5e Soulmeld) + (Bond to your armor, mutually empowering both you and it.)
- Way of the Host (5e Monastic Tradition) + (Bond yourself to a psychoactive parasite to augment your power. Inspired by Marvel Comic's Venom)
- Bondage Specialist (3.5e Feat) + (Bondage Specialist)
- Bone Crown (3.5e Martial Discipline) + (Bone Crown is a dark discipline, perfected by a 'Dark Empress' for her own uses and her knights. This discipline draw upon the power of death to smite those in the way of the initiator.)
- Turtle Plate (5e Armor) + (Bone armor designed after a turtle, granting superior defenses when prone.)
- Publication:Dread Codex/Magic Items/Bonebreaker + (Bonebreaker applied to any weapon provides a +1 bonus to the weapon’s attack and damage rolls for the next 2d4 rounds whenever the wielder attacks corporeal undead.)
- Elemental Touched (5e) + (Bonus [[SRD5:Cantrip|cantrip]] and use [[SRD5:Bonus Action|bonus action]] for an elemental effect - Air, Earth, Fire, or Water.)
- Tough (One) + (Bonus [[SRD5:Hit Point|Hit Point]]s based on [[SRD5:Character Level|Character Level]].)
- Wrathful Smite (One) + (Bonus [[SRD5:Psychic|psychic]] damage and chance to [[SRD5:Frightened|frighten]] the target.)
- Thunderous Smite (One) + (Bonus [[SRD5:Thunder|Thunder]] damage when you hit with a [[SRD5:Target|target]] and have a chance to [[SRD5:Push|push]] a it or knock it [[SRD5:Prone|prone]])
- Strike of the Giants (5e) + (Bonus damage on a weapon hit. Depending on your choice of giant magic, there may be additional effects.)
- Tavern Brawler (One) + (Bonus damage to [[Unarmed Strike (One)|unarmed strike]]s, [[SRD5:Push|push]] with unarmed strike, bonus damage when using furniture as weapons.)
- Divine Communications (5e) + (Bonus to [[SRD5:Spellcasting Ability|spellcasting ability]] score, bonus spells, and learn 3 languages.)
- Master of the Field (3.5e Maneuver) + (Bonus to damage on [[SRD:Attack of Opportunity|attacks of opportunity]] based on [[SRD:Intimidate Skill|Intimidate]] ranks.)
- Gift of the Chromatic Dragon (5e) + (Bonus to weapon attack, resistance to damage type.)
- Revenant Blade (5e) + (Bonuses when using a [[Double-Bladed Scimitar (5e)|Double-Bladed Scimitar]])
- Death Grimoire of Rahmen I (3.5e Equipment) + (Book 1 of 5 in Rahmens Complete set of Death grimoires)
- Death Grimoire of Rahmen II (3.5e Equipment) + (Book 2 of 5 in Rahmens Complete set of Death grimoires)
- Death Grimoire of Rahmen III (3.5e Equipment) + (Book 3 of 5 in Rahmens Complete set of Death grimoires)
- Death Grimoire of Rahmen IV (3.5e Equipment) + (Book 4 of 5 in Rahmens Complete set of Death grimoires)
- Death Grimoire of Rahmen V (3.5e Equipment) + (Book 5 of 5 in Rahmens Complete set of Death grimoires)
- Epic Boon of Energy Resistance (One) + (Boost [[SRD5:Constitution|Con]], [[SRD5:In … Boost [[SRD5:Constitution|Con]], [[SRD5:Intelligence|Int]], [[SRD5:Wisdom|Wis]], or [[SRD5:Charisma|Cha]]. Gain [[SRD5:Resistance|Resistance]] to 2 [[SRD5:Damage Type|Damage Type]]s. You can redirect damage to you from these resisted damage types to a target within 60 feet of you.e types to a target within 60 feet of you.)
- Epic Boon of Recovery (One) + (Boost [[SRD5:Constitution|Con]]. Restore half your [[SRD5:Hit Point|Hit Point]]s once per day. Chance to reduce damage while at 0 hit points.)
- Epic Boon of the Night Spirit (One) + (Boost [[SRD5:Dexterity|Dex]], [[SRD5:Intel … Boost [[SRD5:Dexterity|Dex]], [[SRD5:Intelligence|Int]], [[SRD5:Wisdom|Wis]], or [[SRD5:Charisma|Cha]]. While completely in [[SRD5:Dim Light|Dim Light]] or [[SRD5:Darkness|Darkness]], you can become [[Invisible (One)|Invisible]] and you have [[SRD5:Resistance|Resistance]] to most damage.D5:Resistance|Resistance]] to most damage.)
- Epic Boon of Speed (One) + (Boost [[SRD5:Dex|Dex]] and [[SRD5:Speed|Speed]]. You [[SRD5:Disengage|Disengage]] and remove your [[Grappled (One)|grappled]] and [[SRD5:Restrained|restrained]] conditions.)
- Speedster (One) + (Boost [[SRD5:Dex|Dex]] or [[Con (One)|Con]]; boost [[SRD5:Speed|Speed]] while not in [[SRD5:Heavy Armor|Heavy Armor]], while you [[Dash (One)|Dash]], ignore [[Difficult Terrain (One)|Difficult Terrain]].)
- Skulker (One) + (Boost [[SRD5:Dex|Dex]]; gain [[Blindsight (One)|Blindsight]], boost [[SRD5:Stealth|Stealth]] [[SRD5:Check|Check]]s to [[Hide (One)|Hide]] in combat, attacks while [[Hidden (One)|Hidden]] doesn't end the [[Condition (One)|Condition]].)
- Sharpshooter (One) + (Boost [[SRD5:Dex|Dex]]; ignore [[SRD5:Half Cover|Half]] and [[SRD5:Three-Quarters Cover|Three-Quarters Cover]], buff ranged attack while in melee, boost [[SRD5:Long Range|Long Range]] attacks.)
- Epic Boon of Fate (One) + (Boost [[SRD5:Intelligence|Int]], [[SRD5:Wisdom|Wis]], or [[SRD5:Charisma|Cha]]. Buff or debuff a [[d20 (One)|d20]] test within a given radius a limited number of times a day.)
- Telepathic (5e) + (Boost [[SRD5:Intelligence|Int]], [[SRD5:Intelligence|Wis]], or [[SRD5:Charisma|Cha]], can communicate with [[SRD5:Telepathy|telepathy]], learn ''[[SRD5:Detect Thoughts|detect thoughts]]'')
- Epic Boon of Truesight (One) + (Boost [[SRD5:Intelligence|Int]], [[SRD5:Wisdom|Wis]], or [[SRD5:Charisma|Cha]]. Gain [[Truesight (One)|Truesight]] with a set [[SRD5:Range|range]].)
- Epic Boon of Spell Recall (One) + (Boost [[SRD5:Intelligence|Int]], [[SRD5:Wisdom|Wis]], or [[SRD5:Charisma|Cha]]. Chance to not expend a [[SRD5:Spell Slot|spell slot]] when casting a 1st-4th level [[Spell (One)|spell]].)
- Telekinetic (5e) + (Boost [[SRD5:Intelligence|Intelligence]], learn ''[[SRD5:Mage Hand|mage hand]]'' with special use.)
- Spell Sniper (One) + (Boost [[SRD5:Int|Int]], [[SRD5:Wis|Wis]] or [[SRD5:Cha|Cha]]; [[Spell (One)|Spell]]s ignore [[SRD5:Half Cover|Half]] and [[SRD5:Three-Quarters Cover|Three-Quarters Cover]], boost the casting Spells in melee, boost [[SRD5:Range|range]] of some Spells.)
- Ritual Caster (One) + (Boost [[SRD5:Int|Int]], [[SRD5:Wis|Wis]], or [[SRD5:Cha|Cha]]; learn to cast two 1st-[[SRD5:Spell Level|level]] [[Ritual (One)|Ritual]] [[spell (One)|spell]]s, once per [[Long Rest (One)|Long Rest]] cast a Ritual Spell in its normal casting time.)
- War Caster (One) + (Boost [[SRD5:Int|Int]], [[SRD5:Wis|Wis]] o … Boost [[SRD5:Int|Int]], [[SRD5:Wis|Wis]] or [[SRD5:Cha|Cha]]; boost [[SRD5:Concentration|Concentration]] [[SRD5:Saving Throw|Saving Throw]]s, cast [[Spell (One)|Spell]] in place of an [[SRD5:Opportunity Attack|Opportunity Attack]], can cast Spell with Shield and/or Weapon in hands.Spell with Shield and/or Weapon in hands.)
- Observant (One) + (Boost [[SRD5:Int|Int]], or [[SRD5:Wis|Wis]]; gain or boost [[SRD5:Proficiency|Proficiency]] in a [[SRD5:Skill|Skill]], perform a [[Search (One)|Search]] as a [[SRD5:Bonus Action|Bonus Action]].)
- Keen Mind (One) + (Boost [[SRD5:Int|Int]]; gain or boost [[SRD5:Proficiency|proficiency]] in a [[SRD5:Skill|Skill]], use [[Study (One)|Study]] as [[SRD5:Bonus Action|Bonus Action]].)
- Epic Boon of Irrestible Offense (One) + (Boost [[SRD5:Strength|Str]] or [[SRD5:Dexterity|Dex]]. Ignore [[SRD5:Bludgeoning|Bludgeoning]], [[SRD5:Piercing|Piercing]], and [[SRD5:Slashing|Slashing]] [[SRD5:Resistance|Resistance]]. Bonus damage with roll of 20 on [[Attack Roll (One)|attack roll]].)
- Weapon Master (One) + (Boost [[SRD5:Strength|Str]] or [[SRD5:Dexterity|Dex]]. Gain [[Weapon Mastery (One)|weapon mastery]] of a weapon with which you are [[SRD5:Proficient|proficient]].)
- Heavy Armor Master (One) + (Boost [[SRD5:Str|Str]] or [[Con (One)|Con]]; reduce damage while wearing [[SRD5:Heavy Armor|Heavy Armor]].)
- Heavily Armored (One) + (Boost [[SRD5:Str|Str]] or [[Con (One)|Con]]; learn [[Heavy Armor Training (One)|Heavy Armor Training]])
- Mage Slayer (One) + (Boost [[SRD5:Str|Str]] or [[SRD5:Dex|Dex]] … Boost [[SRD5:Str|Str]] or [[SRD5:Dex|Dex]]; damage you inflict has an increased chance to break [[SRD5:Concentration|Concentration]], once per [[Long Rest (One)|Long Rest]] may choose to pass a failed [[SRD5:Int|Int]], [[SRD5:Wis|Wis]], or [[SRD5:Cha|Cha]] [[SRD5:Saving Throw|Save]][SRD5:Cha|Cha]] [[SRD5:Saving Throw|Save]])
- Grappler (One) + (Boost [[SRD5:Str|Str]] or [[SRD5:Dex|Dex]]; chance to [[Grapple (One)|grapple]] a target of an [[Unarmed Strike (One)|Unarmed Strike]], and various boosts while you have [[Grappled (One)|Grappled]] a [[Creature (One)|creature]].)
- Medium Armor Master (One) + (Boost [[SRD5:Str|Str]] or [[SRD5:Dex|Dex]]; higher max [[SRD5:AC|AC]] bonus from [[SRD5:Dex|Dex]] while wearing [[SRD5:Medium Armor|Medium Armor]].)
- Weapon Training (One) + (Boost [[SRD5:Str|Str]] or [[SRD5:Dex|Dex]]; gain [[SRD5:Proficiency|Proficiency]] with [[SRD5:Martial Weapon|Martial Weapon]]s.)
- Mounted Combatant (One) + (Boost [[SRD5:Str|Str]], [[SRD5:Dex|Dex]], … Boost [[SRD5:Str|Str]], [[SRD5:Dex|Dex]], or [[SRD5:Wis|Wis]]; boost [[SRD5:Animal Handling|Animal Handling]] [[SRD5:Check|Check]] to train [[SRD5:Mount|Mount]]s, boost [[Attack Roll (One)|Attack Roll]]s against nearby [[Creature (One)|creature]]s while mounted, intercept attack against your mount as a [[SRD5:Reaction|Reaction]].our mount as a [[SRD5:Reaction|Reaction]].)
- Sentinel (One) + (Boost [[SRD5:Str|Str]], or [[SRD5:Dex|Dex] … Boost [[SRD5:Str|Str]], or [[SRD5:Dex|Dex]]; make an [[SRD5:Opportunity Attack|Opportunity Attack]] against a nearby [[Creature (One)|creature]] that [[SRD5:Disengage|Disengage]]s or hits a target (other than you), creatures hit by your Opportunity Attacks lose their [[SRD5:Speed|Speed]].y Attacks lose their [[SRD5:Speed|Speed]].)
- Polearm Master (One) + (Boost [[SRD5:Str|Str]]; after an attack wi … Boost [[SRD5:Str|Str]]; after an attack with a weapon that has both [[SRD5:Heavy Weapon|Heavy]] and [[SRD5:Reach|Reach]] properties, use a [[SRD5:Bonus Action|Bonus Action]] to make another attack with the butt of the weapon, use a [[SRD5:Reaction|Reaction]] to make an attack with a polearm when a [[Creature (One)|creature]] enters your Reach.eature (One)|creature]] enters your Reach.)
- Great Weapon Master (One) + (Boost [[SRD5:Str|Str]]; bonus attack on [[SRD5:Critical Hit|Critical Hit]] or kill, bonus damage if attacking with [[SRD5:Heavy Weapon|Heavy Weapon]].)
- Shield Master (One) + (Boost [[SRD5:Str|Str]]; force a target you hit [[SRD5:Saving Throw|Save]] or be [[SRD5:Push|Push]]ed or fall [[SRD5:Prone|Prone]], reduce damage of some attacks.)
- Inspiring Leader (One) + (Boost [[SRD5:Wis|Wis]] or [[SRD5:Cha|Cha]]; provide [[Temporary Hit Point (One)|Temporary Hit Point]]s to allies at end of [[Short Rest (One)|Short]] or [[Long Rest (One)|Long Rest]].)
- Protection of the Talisman (5e) + (Boost a failed [[SRD5:Saving Throw|saving throw]], possibly allowing it to succeed.<sup>(Unofficial Summation)</sup>)
- Agonizing Blast (One) + (Boost damage to ''[[Eldritch Blast (One)|Eldritch Blast]]'')
- Fighting Style Two-Weapon Fighting (One) + (Boost damage when utilizing the 2nd attack from using a [[Light Weapon (One)|Light Weapon]] in each hand.)
- Crane Catches the Fish (3.5e Maneuver) + (Boost hide check more the longer you stay still.)
- Hugging the Wall (3.5e Maneuver) + (Boost hide check or hide from a touching enemy.)
- Ability Score Improvement (One) + (Boost one [[SRD5:Ability Score|ability score]]s (+2) or two different ability scores (+1). Max. score is 20 or 22 depending on your level.)
- Outsized Might (5e) + (Boost to [[SRD5:Athletics|Athletics]] or [[SRD5:Acrobatics|Acrobatics]], increased [[SRD5:Carrying Capacity|carrying capacity]], and resistance to being [[SRD5:Push|push]]ed or knocked [[SRD5:Prone|prone]].)
- Actor (One) + (Boost to [[SRD5:Charisma|Charisma]], [[SRD5:Advantage|advantage]] on impersonation attempts, reduced [[DC (One)|DC]] to mimic a person or sound.)
- Eldritch Mind (5e) + (Boost to [[SRD5:Concentration|concentration]] [[SRD5:Saving Throw|saving throw]]s.<sup>(Unofficial Summation)</sup>)
- Durable (One) + (Boost to [[SRD5:Constitution|Constitution]]; boost to [[SRD5:Death Saving Throw|Death Saving Throw]]s, regain [[SRD5:Hit Point|Hit Point]]s by expending a [[SRD5:Hit Die|Hit Die]] as a [[SRD5:Bonus Action|Bonus Action]].)
- Savage Attacker (One) + (Boost to [[SRD5:Damage Dice|damage dice]] from [[SRD5:Weapon Attack|weapon attack]]s)
- Epic Boon of Dimensional Travel (One) + (Boost to [[SRD5:Dexterity|Dex]], [[SRD5:Intelligence|Int]], [[SRD5:Wisdom|Wis]], or [[SRD5:Charisma|Cha]]. Gain ability to [[Teleport (One)|teleport]] after an [[Attack (One)|Attack]] or [[Magic (One)|Magic]] [[SRD5:Action|action]].)
- Defensive Duelist (One) + (Boost to [[SRD5:Dex|Dex]]; boost [[SRD5:AC|AC]] with [[SRD5:Finesse|finesse]] weapon as a [[SRD5:Reaction|reaction]].)
- Crossbow Expert (One) + (Boost to [[SRD5:Dex|Dex]]; quicker loading of crossbows, boost to firing in melee, boost damage to bonus attack with [[Light Weapon (One)|light weapon]] while using light crossbow.)
- Alert (One) + (Boost to [[SRD5:Initiative|initiative]], can swap initiative with willing creature)
- Elemental Adept (One) + (Boost to [[SRD5:Int|Int]], [[SRD5:Wis|Wis]], or [[SRD5:Cha|Cha]]; ignore [[SRD5:Resistance|Resistance]] to one [[SRD5:Damage Type|Damage Type]] when you cast a [[Spell (One)|Spell]].)
- Dual Wielder (One) + (Boost to [[SRD5:Str|Str]] or [[SRD5:Dex|Dex]]; treat a weapon as if it is a [[Light Weapon (One)|light weapon]], equip or store two weapons at the same time.)
- Charger (One) + (Boost to [[SRD5:Str|Str]] or [[SRD5:Dex|Dex]]; boosts [[Dash (One)|Dash]] movement, charge attack.)
- Athlete (One) + (Boost to [[SRD5:Str|Str]], [[SRD5:Dex|Dex]], or [[Con (One)|Con]]; gain [[Climb Speed (One)|climb speed]], quick rise from [[SRD5:Prone|prone]], and boost to [[Jump Action (One)|jump action]].)
- Gift of the Ever-Living Ones (5e) + (Boost to healing while your [[SRD5:Familiar|familiar]] is near.)
- Battle Meditation (3.5e Force Power) + (Boost your allies while also weakening your foes)
- Bladesinger (3.5e Optimized Character Build) + (Boost your whole party's damage to impressive heights using your bardsong while being a formidable foe yourself.)
- Jade Moth Ring (3.5e Equipment) + (Boosts caster level of Transmutation effects on the wearer.)
- Cyclone Boots (3.5e Equipment) + (Boots that allow the wearer to travel at great speeds either briefly or over a handful of hours.)
- Steedfoot Boots (3.5e Equipment) + (Boots that gives you horse hooves, protects you from caltrops, and lets you count as mounted.)
- Half-Gith (3.5e Race) + (Born between gith and other humanoids (somehow), these humanoid beings are tall, thin, gold hued, and psionically talented.)
- Uplifted (3.5e Race) + (Born from humanoids who have come in contact with the alien [[Graha Vestige (3.5e Monster)|graha]], the uplifted have made contract with their phantasmal allies and play host to them as a new composite creature.)
- Half-Orbog (3.5e Race) + (Born from humans and [[Orbog (3.5e Race)|orbogs]], this subrace of half-orcs is composed by harsh and arcane-oriented people.)
- Shanala, The Infinite Road (3.5e Location) + (Born in the forges of Aurumar, Shanala is the road that leads to everywhere.)
- Angra (3.5e Deity) + (Born of chaos, Angra the God of War has fostered hate between men and beast, showing them the art of war and the power which comes of it.)
- Kopikos (3.5e Race) + (Born of magic, kopiko can absorb magic powers into themselves.)
- Plane of Life (3.5e Sourcebook)/The People + (Natives to the Plane of Positive Energy, these outsiders are made of positive energy.)
- Half-Lucerna (3.5e Template) + (Born of positive energy outsiders, these folks have just a touch of that power.)
- Fel'Keen (3.5e Race) + (Born of the winds atop the highest mountains, the Fel'Keen are a race of people made of heavily compressed mist.)
- Magiter (3.5e Race) + (Born out of living magic, these humanoids hold incredible prowess over the arcane.)
- Terios the Controller of Chaos (3.5e Vestige) + (Born to conquer the chaotic planes from the greatest scientific minds Mechanus had to offer, Terios took on the power of chaos... and lost. Or, did he?)
- Born Psionic (3.5e Feat) + (Born with psychic potential, you gain power points as you level.)
- Boskorg (3.5e Race) + (Boskorgs are a subrace of orcs, known also … Boskorgs are a subrace of orcs, known also as bosky orcs. They live in heavily wooded areas, more akin to silvan elves than their own race. They are still savage and primal when compared to more civilized races, but they cultivate a rich culture that is centered around honor and nature.that is centered around honor and nature.)
- Boss Monster (3.5e Race) + (Boss Monsters are large goat-like humanoids that are highly respected leaders of monster communities. Despite intimidating appearances, they are often quite friendly and are often strong spellcasters.)
- Goblin Boss (5e) + (Boss of a goblin squad)
- Botforged (3.5e Template) + (Botforged creatures, normally mindless, gain the programmed intellect of a Bot.)
- Doppledasein Union (3.5e Feat) + (Both [[Doppledasein (3.5e Race)|doppledasein]] fuse into a single being.)
- Battle Brewer (3.5e Class) + (Bottles are better than swords sometimes.)
- Boukh (3.5e Race) + (Boukh are a race of short goat people who usually live in the mountains, they tend to live alone or in small communities.)
- Wall Hop (3.5e Maneuver) + (Bounce off one wall to head further up another.)
- Hero's Edge (3.5e Martial Discipline)/All Maneuvers + (No falling damage as long as you're riding a piece of building down to ground level.)
- Great Ricochet (3.5e Feat) + (Bounce your killing shot between multiple targets so long as you drop them all.)
- Bounding Dance (3.5e Maneuver) + (Bound around the battlefield, avoiding attacks of opportunity.)
- Psylinked (3.5e Template) + (Bound to a psionic spiritual presence, your shared mind grants you special powers.)
- Direfrost Knight (3.5e Prestige Class) + (Bound with an uncontrolled connection with cold magic, the very force of it warps the direfrost knight's body into an elemental force of absolute freezing force.)
- Scrolls of Forbidden Lore (3.5e Sourcebook) + (Bound within reality and beyond its edge l … Bound within reality and beyond its edge lays the spawn of primal chaos, forces alien to all life. Elder Evils, they are called, some known as the first "beings" to be, others from spaces in which time is not known, and so the concept of "first" is alien to them. The Scrolls of Forbidden Lore is a record of but a few of the terrors known to exist within reach of reality.rs known to exist within reach of reality.)
- Urban Bounty Hunter (5e) + (Bounty Hunter of cities and towns)
- Bounty Hunter, Tome (3.5e Class) + (Bounty Hunters are contract kidnappers, working for the highest bidder)
- Tome of Clear Thought, BoB (3.5e Equipment) + (Brain excercise with Fladnag the Brown.)
- Einherjar (3.5e Race) + (Brave warriors who died long ago. They were blessed by the gods of war and were reborn as [[SRD:Outsider Type|outsiders]].)
- Bolster Spirit (3.5e Spell) + (Bravery and morale surges through you, carrying you towards victory in battle.)
- Breaching Blow (3.5e Feat) + (Breach enemy armor)
- Burke Blast (3.5e Invocation) + (Breach spell resistance with your blast)
- Breaching (3.5e Equipment) + (Breaching weapons break down shields and barriers with ease, as well as cutting through unnatural vigor.)
- Elush's Epiphyseal Erosion (3.5e Spell) + (Break apart target's bones, causes pain, stunning, damage.)
- Marathon (3.5e Power) + (Double overland speed.)
- 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.)
- 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.)
- 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.)
- 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 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.)
- Ravaged By Abaddon (3.5e Racial Paragon Class) + (For those that have been ravaged by Abaddon.)
- Combat School (3.5e Feat) + (You are a member of a completely arbitrary fighting school that has a number of recognizable signature fighting moves.)
- Command (3.5e Feat) + (You lead tiny men.)
- Con Artist (3.5e Feat) + (You can fool some of the people, all of the time.)
- Constricting Fiend (3.5e Feat) + (Your legs merge into a long tail, and you gain the ability to squeeze the life from your foes.)
- Craft of the Soulstealer (3.5e Feat) + (By studying stolen souls, you have learned to fully tap their power for your magical creations.)
- Cryptographer (3.5e Feat) + (You're good at reading things no one intended you to.)
- Danger Sense (3.5e Feat) + (Maybe Spiders tell you what's up. You certainly react to danger with uncanny effectiveness.)
- Deft Fingers (3.5e Feat) + (Your amazing manual dexterity is the talk of princes and princesses.)
- Detective (3.5e Feat) + (You're good at finding things out just by conversing with townsfolk.)
- Dominions of the Infernal (3.5e Feat) + (When you call, armies of those you have defeated are forced to answer in service.)
- Omerta Endecha (3.5e NPC) + (Famous bard possessed by the elder evil Algollied.)
- Dreadful Demeanor (3.5e Feat) + (People know you're a badass motherfvcker the instant you enter the room.)
- Elush's Explosive Exsanguination (3.5e Spell) + (Explode creatures with blood to kill them, scare others.)
- Elemental Aura (3.5e Feat) + (Your close relationship with primal elemental forces has manifested in a damaging aura.)
- Elusive Target (3.5e Feat) + (You are very hard to hit when you want to be.)
- Essence Gourmand (3.5e Feat) + (Even among soul-eating fiends, you are an accomplished eater.)
- Expert Counterfeiter (3.5e Feat) + (You aren't a common forger, you're an ''artiste''.)
- Vine Trip (3.5e Spell) + (You trip someone with a nearby object.)
- Box of Holding and Traveling (3.5e Equipment) + (The control panels can be used to transport the Box of Holding and Traveling to any place ''and time'' on the same plane, provided that you make sufficiently good Knowledge (Arcana) checks.)
- Expert Tactician (3.5e Feat) + (You benefit your allies so good they remember you long time.)
- Extra Arms (3.5e Feat) + (You have more arms than normal.)
- Extra Summons (3.5e Feat) + (You may use your Fiend Summoning ability two extra times each day.)
- Fiend Cabalist (3.5e Feat) + (You were trained in the mystic arts by a powerful fiend, and your magical power stems from a dark source.)
- Fiendish Invisibility (3.5e Feat) + (You cannot be seen)
- Shrink Item (TOToM Spell) + (It makes plushies out of things.)
- Ghost Hunter (3.5e Feat) + (You smack around those folks in the spirit world.)
- Ghost Step (3.5e Feat) + (You might as well be incorporeal for all the noise you make.)
- Giant Slayer (3.5e Feat) + (Everyone has a specialty. Yours is miraculously finding ways to stab creatures in the face when it seems improbable that you would be able to reach that high.)
- Great Fortitude (3.5e Feat) + (You are so tough. Your belly is like a prism.)
- Crippling Poker (3.5e Feat) + (You hit people in major organs instead of just bruising them to death.)
- Harmless Form (3.5e Feat) + (You can assume the likeness of a mortal.)
- Heighten Spell-like Ability (3.5e Feat) + (You can treat your spell-like abilities as more powerful spell effects.)
- Hellscarred (3.5e Feat) + (Having had your mind or body twisted by the essence of a fiend, you have gained some sensitivity and immunity to their power.)
- Susceptible Strike (3.5e Invocation) + (Gives creatures Susceptible Condition)
- Horde Breaker (3.5e Feat) + (You kill really large numbers of people.)
- Huge Size (3.5e Feat) + (Your size increases to Huge)
- Hunter (3.5e Feat) + (You can move around and shoot things with surprising effectiveness.)
- Insightful Strike (3.5e Feat) + (You hack people down with inherent awesomeness.)
- Megalomaniac (3.5e Feat) + (You dabble in the abilities of the [[World Dominator (3.5e Class)|World Dominator]] and find them to your liking.)
- Investigator (3.5e Feat) + (You have an eye for detail and so much patience that going through a 100' by 100' room inch-by-inch doesn't even try it.)
- Iron Will (3.5e Feat) + (You are able to grit your teeth and shake off mental influences.)
- Item Master (3.5e Feat) + (You make magic items do things you want.)
- Juggernaut (3.5e Feat) + (You are an unstoppable Juggernaut.)
- Large Size (3.5e Feat) + (Your size increases to Large.)
- Leadership (3.5e Feat) + (You convince people that obeying you is a good career move.)
- Legendary Wrangler (3.5e Feat) + (No one can tell where you end and your ropes begin.)
- Lightning Reflexes (3.5e Feat) + (You are fasty McFastFast. It helps keep you alive.)
- Mage Slayer (3.5e Feat) + (You have trained long and hard to kill magic users. Maybe you hate them, maybe you just noticed that most of the really dangerous creatures in the world use magic.)
- Magical Aptitude (3.5e Feat) + (You're crazy good at manipulating magic.)
- Soul Crystal (3.5e Spell) + (You stick your soul in a rock and wait for a hapless victim to come and touch it.)
- Many-Faced (3.5e Feat) + (You change identities so often even you don't remember what you look like anymore.)
- Arcane Theft (3.5e Spell) + (Touch attack steals magical capabilities.)
- Critical Blast (3.5e Invocation) + (Range of critical hit increases by two steps)
- Master of Terror (3.5e Feat) + (You scare people so bad they follow you around hoping you won't hurt them.)
- Memories of Death (3.5e Feat) + (You retain your memories perfectly after you are slain and brought back from the dead.)
- Mobile Glaive (3.5e Optimized Character Build) + (Quickly move around the battlemap to hit your enemies for massive damage while locking them down.)
- Mounted Combat (3.5e Feat) + (You are at your best when fighting with an ally that you are sitting on.)
- Murderous Intent (3.5e Feat) + (You stab people in the face.)
- Skill Genius (3.5e Feat) + (If somebody can learn how to do it, you can try to do it without learning how.)
- Boots of the Summoned Hulk (3.5e Equipment) + (Summoned creatures are considered one size larger for special attacks.)
- Natural Empath (3.5e Feat) + (You read people like books.)
- Persuasive (3.5e Feat) + (When you tell you people something that contradicts the evidence of their own eyes, they believe you.)
- Phalanx Fighter (3.5e Feat) + (You fight well in a group.)
- Pincers (3.5e Feat) + (Two of your hands are converted into pincers.)
- Point Blank Shot (3.5e Feat) + (You are crazy good using a ranged weapon in close quarters.)
- Poison Sacs (3.5e Feat) + (One of your natural weapons is envenomed.)
- Product of Infernal Dalliance (3.5e Feat) + (One of your recent ancestors mated with an infernal creature, and now the tainted blood of a Lower Planar creature flows in your veins. Though you can resist the call of your evil heritage, it manifests itself in an inheritance of fiendish power.)
- Professional Luddite (3.5e Feat) + (You've learned to break machines because you're an antitechnology fanatic -- or maybe you just work for the local protection racket.)
- Sharp-Eyed (3.5e Feat) + (Nothing escapes you.)
- Slime Trail (3.5e Feat) + (Your body secretes a slick mucus that dries quickly in contact with air, but you've learned to use this to your advantage.)
- Slippery Contortionist (3.5e Feat) + (Your childhood nickname was "Greasy the Pig," but now people call you "The Great Hamster.")
- Sniper (3.5e Feat) + (Your shooting is precise and dangerous.)
- Necrotic Poisoner (3.5e Feat) + (You can poison people with Necrotic Cysts, and they don't notice.)
- Spines of Fury (3.5e Feat) + (Spines cover your body, and you may fire these spine at your enemies.)
- Steady Stance (3.5e Feat) + (You can fight just about anywhere.)
- Stealthy (3.5e Feat) + (If someone sees you, you have to kill them.)
- Sting of the Scorpion (3.5e Feat) + (You have a stinger that carries lethal poison.)
- Stoning Gaze (3.5e Feat) + (You turn people you view into stone.)
- Subtle Cut (3.5e Feat) + (You cut people so bad they have to ask you about it later.)
- Supernatural Virulence (3.5e Feat) + (Your poison is as much magical as it is biological.)
- Swim Like a Fish (3.5e Feat) + (You're at least as home in the water as you are on land.)
- Track (3.5e Feat) + (You feel at home no matter where you are.)
- Shadow Shift (TOToM Spell) + (Lets you turn into a shadow and move around.)
- Two-Weapon Fighting (3.5e Feat) + (When armed with two weapons, you fight with two weapons rather than picking and choosing and fighting with only one. Kind of obvious in retrospect.)
- Weapon Finesse (3.5e Feat) + (You are incredibly deft with a sword.)
- Whirlwind (3.5e Feat) + (You are just as dangerous to everyone around you as to anyone around you.)
- Wings of Evil (3.5e Feat) + (You have sinister bat-like wings growing from your back.)
- Zen Archery (3.5e Feat) + (You are very calm about shooting people in the face. That's a good place to be.)
- Barbarian, Tome (3.5e Class) + (Designed to let the Barbarian run into the middle of a horde of enemies and come out alive. Bonus damage dice and powerful abilities when raging.)
- Knockout Punching (3.5e Feat) + (You hit people so hard they or their equipment flies around.)
- Bone Rider (3.5e Prestige Class) + (Rider of an undead mount)
- Improved Wingpin (3.5e Feat) + (Increase options while pinning opponent.)
- Death King (3.5e Prestige Class) + (The will of the people will at times keep a great hero from dying, having them return time and time again.)
- Death Knight (3.5e Prestige Class) + (Combining undeath with the dark blessings of fiends, the Death Knight wields powers of both flame and death, able to raise undead servants and armies on his own through his spell-like abilities.)
- Cantripologist (3.5e Class) + (Some guy who casts level 0 spells a lot.)
- Blast of Defeat (3.5e Invocation) + (Target cowers [[SRD:Prone|prone]] for a round.)
- Dragoon (3.5e Prestige Class) + (Dragoons specialize in fighting extremely large enemies. They prefer spears for this purpose because of the simplicity of use and the reach. With a bit of natural magic and a lot of hard work, they grow to be capable of incredible maneuvers.)
- Dungeon Veteran (3.5e Prestige Class) + (You're well-suited to exploring and surviving dungeons.)
- Energy Substitute Spell-Like Ability (3.5e Feat) + (Energy Substitution for spell-like abilities.)
- Perfect Shield (TOToM Spell) + (Creates a shield based on your allegiances.)
- Heartless Mage (3.5e Prestige Class) + (The Heartless Mage obtains a stoic form of immortality.)
- Monstrous Hand (3.5e Feat) + (Your species doesn't really have "hands", but now you can use whatever counts as limbs for hands!)
- Jester (3.5e Class) + (To be a Jester is to see the joke in every tragedy.)
- Lord of the Damned (3.5e Prestige Class) + (Student of the forces that create undead, you build a veritable army.)
- Lurker in the Swarm (3.5e Prestige Class) + (Undead Beekeeper (no, really).)
- Master of Snake Mountain (3.5e Prestige Class) + (Whenever you find a dungeon, take it over. Get eyebeams.)
- Metadeus (3.5e Elder Evil) + (It is the sentient manifestation of fate, the desire for the universe to follow a certain course of action. The stories of time travel where the past refuses to change, the inescapable fate, such is the work of Metadeus.)
- Zone of Restructuring (3.5e Spell) + (Small zone repairs unliving creatures.)
- Master of the Seven Necromantic Mysteries (3.5e Prestige Class) + (Necromancer extraordinaire, the Master of the Seven Necromantic Mysteries has control over life and death.)
- Monitor (3.5e Prestige Class) + (Monitors are nihilistic Monks with their roots in the Kuo-Toa culture)
- Mummy Lord (3.5e Prestige Class) + (The Mummy Lords are the top of the Mummies.)
- Defensive Strike (3.5e Feat) + (By defending yourself expertly you may make sudden strikes against opponents that attack you.)
- Mummy Paragon (3.5e Racial Paragon Class) + (The Mummy Paragon is an exceptionally tough mummy.)
- Ninja of Gax (3.5e Prestige Class) + (Totally not a ninja!)
- Progenitor of the Gith (3.5e Prestige Class) + (You were a slave to the illithids. Now you're not, and you've gained from the experience.)
- Pumpkin King (3.5e Prestige Class) + (Leader of magical pumpkins)
- Samurai, Tome (3.5e Class) + (The master of the quickdraw, whose kiai rend flesh and steel apart with equal ease. A version of the class which is actually playable.)
- Copy Technique (3.5e Feat) + (You pick up new tricks quickly and easily, able to rely on your companions for the ability to adapt to any situation.)
- Seeker of the Lost Wizard Traditions (3.5e Prestige Class) + (Use the old ways of magic to destroy the new ways.)
- Combat Crafter (3.5e Feat) + (You make things fast enough to do it in combat.)
- Shadowdancer, Tome (3.5e Prestige Class) + (A Shadowdancer variant that doesn't make us cry.)
- Righteous Paladin (3.5e Alternate Class Feature) + (You believe you're Good, and effects that detect this agree. This doesn't mean it's true.)
- Stranger with the Burning Eyes (3.5e Prestige Class) + (Living a parasitic existence, the Stranger occupies bodies of others in a twisted form of immortality.)
- Tentacle Parasite (3.5e Feat) + (Gain a tentacle attack, but unfortunately it has a mind of its own.)
- Thief Acrobat (3.5e Class) + (While the common rogue is a thief, con-man, and scout extraordinaire, the thief acrobat is a highly trained specialist in the art of housebreaking and feats of dexterity and acrobatics.)
- Atma Weapon (3.5e Equipment) + (The atma weapon is a sword, or rather a sword's hilt, whose blade is made of light and whose size and shape depends on the user's current health. The healthier the user, the stronger the weapon.)
- Warrior (3.5e NPC Class) + (Warrior class for mooks.)
- Lizardfolk Variant (3.5e Race) + (The lizardfolk presented in the Monster Manual is intensely unsatisfying. This is a lizardfolk variant that makes lizardfolk [anything] a viable character to play.)
- A Feast Unknown (3.5e Feat) + (You have partaken of the feast most foul and count yourself a king among the ghouls.)
- Body Assemblage (3.5e Feat) + (The discarded husks of life are nothing more than a building material to you.)
- Feed the Dark Gods (3.5e Feat) + (You have attracted the attention of dark gods and demon lords, and they are willing to grant dark life to your creations in exchange for pain and power.)
- Wrappings of the Ages (3.5e Feat) + (The ancient secrets by which unlife can be sustained in mummification have been unearthed.)
- Invulnerable Field (3.5e Spell) + (You protect an area with a force field linked to an object.)
- Whispers of the Otherworld (3.5e Feat) + (You have learned the tricks of torturing a soul past the veil of life, and into the shadow of death.)
- Fairy Eater (3.5e Feat) + (By consuming the flesh of fairies, you have absorbed a fraction of their magic.)
- Heavenly Desserts (3.5e Feat) + (By gorging on the sweet flesh of angels, you have digested a portion of their divine essence.)
- Devil Preparation (3.5e Feat) + (By learning dark culinary techniques, you have learned to consume the flesh of devils, demons, and other infernals, absorbing their taint and some of their power.)
- Blood Painter (3.5e Feat) + (By painting magical diagrams out of your own blood, you can spontaneously cast spells using only your own life energy. This is especial use to casters who prepare spells, or to casters who have run out of spells.)
- Boneblade Master (3.5e Feat) + (You have mastered the alchemic processes needed to create boneblades, as well as their use in combat.)
- Ghost Cut Technique (3.5e Feat) + (Study of the ephemeral essence of incorporeal undead has taught you combat techniques that transcend the limitations of the flesh.)
- Hijack Spell (3.5e Spell) + (Steal one spell.)
- Enervating Touch (3.5e Feat) + (Your undead nature allows you to drain the life out of living victims.)
- Control Spawn (3.5e Feat) + (Your victims serve you eternally in death.)
- Paralyzing Touch (3.5e Feat) + (The touch of your clawed hand freezes the lifeblood of the hardiest of mortals.)
- Mists (3.5e Power) + (You make mist that obscures vision; possibly other things too.)
- Focused Energy (3.5e Feat) + (The destruction you wreak with spells of the chosen energy type increases by leaps and bounds.)
- Ontology Deinertializer (3.5e Spell) + (Everything your target has created will be unmade upon their demise)
- Magic Unleasher (3.5e Class) + (Magic Unleashers don't carefully choose which spell to cast; They just decide when it's time to cast "a spell", and then do so.)
- Chaos Warp (3.5e Feat) + (You can step through reality into another, but you do so at your own risk...)
- Protective Wordcasting (3.5e Feat) + (You're good at protecting people with words.)
- SRD:Dwarves, Deep (Race) + (These dwarves live far underground and tend to be more standoffish with non-dwarves.)
- SRD:Dwarves, Mountain (Race) + (Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves.)
- SRD:Elans (Race) + (Elans typically stand just under 6 feet tall and weigh in the neighborhood of 180 pounds, with men sometimes taller and heavier than women, but not always.)
- SRD:Elves, Gray (Race) + (Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards).)
- SRD:Elves, Wild (Race) + (Wild elves are barbaric and tribal.)
- SRD:Elves, Wood (Race) + (Their hair color ranges from yellow to a coppery red, and they are more muscular than other elves.)
- Deinonych (3.5e Race) + (These creatures originally evolved from bird-like dinosaurs. They are fast and frightening predators with a hunter society and a love for battle.)
- Eldritch Hunter (3.5e Feat) + (You are super effective against those-that-should-not-be. That's right, you DID just punch out Cthulthu.)
- Irresistible Dance (TOToM Spell) + (The best dance ever.)
- SRD:Half-Elves (Race) + (Half-elves are not truly an [[SRD:Elves (Race)|elf]] subrace, but they are often mistaken for [[SRD:Elves (Race)|elves]].)
- SRD:Half-Orcs (Race) + (These [[SRD:Orc|orc]]–[[SRD:Humans (Race)|human]] crossbreeds can be found in either [[SRD:Orc|orc]] or [[SRD:Humans (Race)|human]] society (where their status varies according to local sentiments), or in communities of their own.)
- Increased Vault Supremacy (3.5e Feat) + (Your walking vault just got stronger.)
- SRD:Maenads (Race) + (Maenads typically stand more than 6 feet tall and weigh about 200 pounds; males are the same height as and only marginally heavier than maenad females. Maenads have no facial or body hair, and they prefer heavier clothing and armor if possible.)
- Transitive Plane of Figment (3.5e Location) + (The conscious bastardization of the)
- Goad (3.5e Feat) + (Your voice rings in the ears of enemies, irritating them to no end until they have a chance to put you down.)
- SRD:Mounted Combat (Feat) + (This feat needs a summary.)
- SRD:Psionic Fist (Feat) + (You can charge your [[SRD:Unarmed Strike|unarmed strike]] or [[SRD:Natural Weapon|natural weapon]] with additional damage potential.)
- Aspect of the Titan Beetle (3.5e Feat) + (The titan beetle is the largest insect in the world; with your power, you have attained its destructive size and strength for yourself.)
- SRD:Run (Feat) + (Run at 5 times normal speed, +4 bonus on Jump checks made after a running start.)
- Lunatic Spell (3.5e Feat) + (Your spells cause madness in all who are struck by them.)
- Circlet of Quickened Summoning (3.5e Equipment) + (Summon creatures more quickly.)
- True Darkness (3.5e Spell) + (Creatures true darkness in area)
- Stasis Energy Field (3.5e Spell) + (Creates a field of electricity that damages and paralyzes.)
- Now I Can! (3.5e Feat) + (Hmm, can anyone in the party swim? No? One sec... now I can!)
- SRD:Trample (Feat) + (This feat needs a summary.)
- Sputnik (3.5e Deity) + (King of Horses, Sputnik is the bravery of the heroes mounted companions and their role in the fight.)
- Summoning Gloves (3.5e Equipment) + (Summoned creatures gain ability increases.)
- SRD:Two-Weapon Fighting (Feat) + (You can fight with a weapon in each hand. You can make one extra attack each [[SRD:Round|round]] with the second weapon.)
- Heirarque (3.5e Deity) + (God of order and preservation, he offers protection against nature, standing as a symbol for civilization, government, and in extremes, tyranny.)
- Templar (3.5e Class) + (Templars are ordained warriors tasked with spreading the faith and defending the faithful, while also beating down the foes of a deity.)
- Springing (3.5e Equipment) + (While wielding a springing weapon you can move both before and after the attack.)
- Counterspell (TOToM Spell) + (Stops one spell or SLA of an equal or lower level.)
- Dragoon (3.5e Class) + (The dragoon, a heavily armored knight who, in spite of its weight, can leap massive distances to the point where they may as well be flying like the dragons they embody.)
- Dancing and Stabbing Wizard (3.5e Feat) + (The fluidity of your murderous stabs blend with the somatic components of your spells so well, it's like you've choreographed it.)
- SRD:Doppelgangers (Race) + (Doppelgangers are strange beings that are able to take on the shapes of those they encounter. In its natural form, the creature looks more or less [[SRD:Humanoid Type|humanoid]], but slender and frail, with gangly limbs and half-formed features.)
- Lucky One (3.5e Class) + (Other people are exceptionally skilled or endowed with amazing abilities. You aren't. Things work out for you anyways.)
- Apocalypse From The Sky (3.5e Spell) + (Call down destruction on a wide radius.)
- SRD:Gargoyles (Race) + (Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes.)
- SRD:Gnolls (Race) + (Gnolls are hyena-headed, evil [[SRD:Humanoid Type|humanoids]] that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur.)
- Greater Invulnerable Shield (3.5e Spell) + (You make yourself impervious to everything until the specified object is dealt with.)
- Wild Child (3.5e Feat) + (You are tuned in to the forces of wild magic and are able to manipulate magic that is based on chance.)
- Special Combo (3.5e Feat) + (When you get people at a disadvantage, you take the opportunity immediately.)
- Suicide Survivor (3.5e Prestige Class) + (You kill yourself heroically several times per battle.)
- SRD:Hobgoblins (Race) + (Hobgoblins are larger cousins of goblins.)
- SRD:Kobolds (Race) + (Kobolds are short, [[SRD:Reptilian Subtype|reptilian]] [[SRD:Humanoid Type|humanoids]] with cowardly and sadistic tendencies.)
- SRD:Ogre Mages (Race) + (The ogre mage is a more intelligent and dangerous variety of its [[SRD:Ogre|mundane cousin]].)
- Vivacious Rager (3.5e Prestige Class) + (Your rage exceeds the limits of the body to the point where you draw on the raw energy of life itself, rendering you a raging unkillable beast, and posing a hazard to yourself.)
- SRD:Trolls (Race) + (Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.)
- SRD:Dwarves, Gray—Duergar (Race) + (Sometimes called gray dwarves, these evil beings dwell in the underground.)
- SRD:Sprites—Pixies (Race) + (Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes.)
- SRD:Planetouched—Tieflings (Race) + (Many tieflings are indistinguishable from [[SRD:Humans (Race)|humans]]. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.)
- SRD:Ogres—Merrows (Race) + (These cousins of the [[SRD:Ogre|ogre]] dwell in freshwater lakes and rivers.)
- SRD:Halflings—Tallfellows (Race) + (Tallfellows are somewhat rare among halfling folk. Tallfellows are 4 feet tall or more and weigh between 30 and 35 pounds.)
- SRD:Genies—Jann (Race) + (The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the [[SRD:Material Plane|Material Plane]].)