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
- Sea Elf Common (5e) + (Common sea elf)
- SRD5:Spider + (Common spider)
- Commoner Authority (3.5e Feat) + (Commoners are initially helpful toward you.)
- Farmer (3.5e Class) + (Commoners of the world unite! Don't let the normal heroes have all the fun, someone's got to slay the dragon between harvest seasons.)
- Mental Communication (3.5e Power) + (Communicate with the minds of others)
- Pack Sensor (3.5e Equipment) + (Communicate with your companions thanks to high frequency sounds and weak telepathy)
- Body Linguist (3.5e Feat) + (Communicate without speaking, but only vague ideas and concepts.)
- Bad Analogy (3.5e Maneuver) + (Compare enemy to thing. Beat up thing. Enemy dies.)
- Alethiometer (3.5e Equipment) + (Compass that points to nearby objects you want to find.)
- Avian Observers (3.5e Spell) + (Compel a small flock of birds to report on something specific occurring in the area, but only after the effect has happened.)
- This is Your Brain on Magic (3.5e Maneuver) + (Completely and utterly sizzle the opponent's brain, ruining its spellcasting abilities for a very, ''very'' long time.)
- Total Amnesia (3.5e Power) + (Completely erase a creature's mind.)
- Sever The Wings (3.5e Maneuver) + (Completely rip the wings off your opponent, dealing grievous damage!)
- Charlatan (5e) + (Con man, someone who pretends to be someone else.)
- Con Man (3.5e Feat) + (Con men are experts at being the "face" of an operation, distracting others or getting places unnoticed.)
- Master Hides the Newbie (3.5e Maneuver) + (Conceal nearby allies.)
- Shapechanger's Rejuvenation (3.5e Feat) + (Concentrate for a minute to start slowly healing.)
- Partial Concentration (3.5e Feat) + (Concentration spells last for 1 additional round. If you return to concentrating on the spell before the end of the next round, you are treated as never having broken concentration.)
- Condensed Skills, Deemphasize First Level (3.5e Variant Rule) + (Condenses skills and no particular weight to level one compared to any other level)
- Conductive (3.5e Equipment) + (Conductive weapons make the shocking or shocking burst weapon enhancements grow with power with every strike.)
- Publication:Dread Codex/New Spells/Necrocone + (Cone deals 1d6 damage/level to undead, 1d6 damage/2 levels to living creatures.)
- Chill Breath (3.5e Maneuver) + (Cone deals 2d6 damage)
- Deathly Breath (3.5e Maneuver) + (Cone deals 6d6 cold damage, fatigue)
- Breath of the Night Dragon (3.5e Maneuver) + (Cone of cold deals 10d6, Fortitude save or take 1 negative level.)
- Piñata (3.5e Template) + (Confectionery, multicolored creature.)
- Verbal Hacking (3.5e Skill Trick) + (Confound Bots and hack things with microphones.)
- Dancer of the Mirage (3.5e Feat) + (Confuse and hypnotize enemies with your dance.)
- Chaosbabble Magic (3.5e Feat) + (Confuse and weaken your enemies with chaotic words)
- Lunatic Strike (3.5e Feat) + (Confuse targets you damage with a Strike.)
- Non-Combat Confusion (3.5e Variant Rule) + (Confusion is a devastating effect in battl … Confusion is a devastating effect in battle, but sometimes confusion (and its older brother insanity) persists outside of combat. Especially insanity. What is a fine mechanic in combat becomes clunky or nonsensical out of combat. Perhaps here is what happens outside of combat...here is what happens outside of combat...)
- Drugs (3.5e Cleric Domain) + (Congratulations, you've given yourself over to drugs from a religious standpoint. Good job.)
- Find Steed (One) + (Conjure [[Otherworldly Steed (One)|Otherworldly Steed]] as a mount.)
- Swarm Thermoball (3.5e Spell) + (Conjure a [[Bee Swarm (3.5e Monster)|swarm of bees (or dire bees)]], then watch them encapsulate a creature and burn them to death with their own bodies!)
- Sandy Gust (3.5e Invocation) + (Conjure a [[SRD:Gust of Wind|''gust of wind'']] along with a large quantity of sand to buffet foes with.)
- Honey Ambrosia (3.5e Spell) + (Conjure a cup of honey ambrosia, which is good for eating, patching up wounds, disinfecting, preservation, and a host of other things.)
- Sky Hammer (3.5e Power) + (Conjure a giant column to crush your foes under its weight.)
- Lunging Maw (5e Spell) + (Conjure a giant mouth to swallow your enemies.<br /><br />)
- Just 3 Days (3.5e Epic Spell) + (Conjure a gigantic moon and drop it toward … Conjure a gigantic moon and drop it towards the earth. [https://m.youtube.com/watch?v=JgFNf4nLGNk The moon will make impact in just 3 days and obliterate all life on the plane where it makes impact], leaving a scorched wasteland behind. Just be careful, as you can't evacuate the plane you've doomed until the moment of armageddon, and the act of casting the spell automatically informs all who can stop you of just what you're up to.ho can stop you of just what you're up to.)
- Tesla Coil (3.5e Spell) + (Conjure a metal torus that shocks nearby creatures each round.)
- Bot Interface (3.5e Spell) + (Conjure a phantom console which you can use to interact with the [[Bot (3.5e Subtype)|Bot]] subtype.)
- Poison Needle (3.5e Spell) + (Conjure a poison dart to throw at your enemy.)
- Luminaire (3.5e Spell) + (Conjure a radius of light, which damage all enemies around you.)
- Pocket Conjuration (3.5e Spell) + (Conjure a single ordinary object or animal at the drop of a hat.)
- Dark Seeker (3.5e Spell) + (Conjure a unliving mass of negative energy to chase your opponent down.)
- Moral Guidance (3.5e Spell) + (Conjure an invisible mental celestial, fiend, slaadi, or inevitable to advise you on moral matters.)
- Elemental Binding (3.5e Feat) + (Conjure evocation spells through summoned creatures instead of the traditional way)
- Pact Weapon (One) + (Conjure or enchant a weapon to be your [[Warlock (One)|Warlock]] pact weapon)
- Skeletal Tooth (3.5e Equipment) + (Conjure skeletons by throwing necromantic enchanted teeth.)
- Blades of Vanquished Armies (5e Spell) + (Conjure spectral warrior spirits to swirl around you, harming those who come close. You can also command them to surge forth and strike your foes for you.<br /><br />)
- Infernal Spheres (5e Spell) + (Conjure sphere of flame to protect you, striking those that harm you.<br /><br />)
- Aurora Assault (3.5e Spell) + (Conjure the aurora borealis to shock foes into submission.)
- 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.)
- 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.)
- 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.)
- 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.)