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
- SRD5:Dust Mephit + (Dust mephit appears similar to [[SRD5:Imp|Imp]]s made of dust.)
- Combination Dust (3.5e Equipment) + (Dust which can store spells, releases when thrown.)
- Dust of Magic Finding (3.5e Equipment) + (Dust which coats everything with a magical aura within a 30ft radius, glows based on aura strength, viewers can use Spellcraft to determine aura strength and spell school.)
- Dwarf Faerie (3.5e Race) + (Dwarf Faeries are really small winged fey with some minor magical powers.)
- Dwarf (3.5e Template) + (Dwarfism is a particular genetic disorder causing the base creature to be reduced to approximately half it's usual size.)
- Dwarven Destroyer (3.5e Prestige Class) + (Dwarven Defenders are great, but sometimes the dwarves need to go on the offensive. Enter the Dwarven Destroyer, master of axe and hammer.)
- Duergar Stone Guard (5e) + (Dwarven Veteran)
- Dwarven Barbarian (3.5e Racial Substitution Levels) + (Dwarven barbarians are true brawlers! They aren't always chill about showing up to fight for each other, but they're known for headbutting people so hard it hurts their mom.)
- Dwarven Bread (3.5e Equipment) + (Dwarven bread is baked by the finest dwarven chefs in the mountains. While a delicious snack for dwarves, other races find it inedible. Perhaps because its so hard that they can actually bake weapons out of the stuff.)
- Dwarven Pyropsyche (3.5e NPC) + (Dwarven pyropsyche priestess, masters of the flame.)
- Dwarven White Magus (3.5e NPC) + (Dwarven white magus healer, largely non-combative.)
- Dwarvenbeard (3.5e Equipment) + (Dwarvenbeard is (supposedly) the woven beards of hard-working and powerful dwarves. The thick hairs have the strength of iron, the flexibility of cloth, and the smell of beer.)
- Sand Dwarf (5e Subrace) + (Dwarves from desert climbs.)
- Azer, Variant (4e Race) + (Dwarves infused with the power of flame, servants of the great fire giants.)
- An Eternal Curse Upon Thee (3.5e Spell) + (Dying curses are feared for good reason; this spell is an exceptionally powerful and permanent one.)
- Fortitude Dying Resistance (3.5e Variant Rule) + (Dying is now based on your Fortitude, not -10 for everyone.)
- Wall Smash (3.5e Maneuver) + (Dynamic Entry!)
- 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.)
- E6 (3.5e Sourcebook) + (E6 is a radical take on D&D 3.5, where level 6 is made the "epic" level.)
- Perception of the Deep Wound (3.5e Maneuver) + (Each attack you make deals 1d6 extra damage, this extra damage does not apply to creatures immune to sneak attacks.)
- Bracers of Murder (4e Equipment) + (Each of these burnished metal bracers is adorned with a grinning skull set with onyx stones set in its eye sockets.)
- Dancing Lotus Whirl (3.5e Maneuver) + (Each round you may make a free Disarm or Feint attempt.)
- Victorious Morale (3.5e Maneuver) + (Each successful attack grants you a +1 bonus on attack rolls and a +5 bonus on damage rolls.)
- Ring of the Evil Eye (3.5e Equipment) + (Each time you attack, you gain 2 hp.)
- Lorehold Apprentice (5e) + (Early student of [[Lorehold College (5e)|Lorehold College]])
- Prismari Apprentice (5e) + (Early student of [[Prismari College (5e)|Prismari College]])
- Silverquill Apprentice (5e) + (Early student of [[Silverquill (5e)|Silverquill College]])
- Witherbloom Apprentice (5e) + (Early student of [[Witherbloom College (5e)|Witherbloom College]])
- Quandrix Apprentice (5e) + (Early student of the [[Quandrix (5e)|Quandrix College]].)
- Sandman (3.5e Race) + (Earth elementals born on the [[SRD:Material Plane|Material Plane]] who wander wastelands and deserts.)
- Geode (3.5e Race) + (Earthen elementals in the form of a spherical boulder.)
- Quest Marker (3.5e Feat) + (Easily locate your next target to complete a quest)
- Eggrolls of Consideration (3.5e Equipment) + (Eat these eggrolls, and you will be sensitive to the thoughts of others.)
- Northern Elf Slippers (3.5e Equipment) + (Eclectic elven sensibilities have gone into the creation of these wintery slippers.)
- Editing Book (3.5e Equipment) + (Editing books can be altered and errata after printing using editing tabs which synergize with it. They come in spellbooks as well.)
- Hoplite Armor (3.5e Equipment) + (Effective lightweight infantry armor from the Theramore Peninsula.)
- Heavy Leather (3.5e Equipment) + (Effectively multiple layers of studded and normal leather, it sacrifices dexterity for more armor without slowing you down.)
- Unique Attack Modifiers (3.5e Variant Rule) + (Effects attached to attacks that force an opponent to save should only happen at most once per round.)
- True Genesis (3.5e Feat) + (Effects of Genesis Ritual stack.)
- Reverse Cure (3.5e Spell) + (Effects that would cure the target wound them instead.)
- Efreet (3.5e Race) + (Efreet are the genies of the Elemental Pla … Efreet are the genies of the Elemental Plane of Fire. They have demon faces, enslave people, and burn things, so they're usually not very nice to hang around. Sometimes they are exiled from their society in disgrace or leave to set up some advantage somewhere.leave to set up some advantage somewhere.)
- Book of Elements (3.5e Sourcebook)/Races of the Elements + (Genasi are the descendents of mortals and genies of various kinds.)
- SRD5:Egyptian Pantheon + (Egyptian gods)
- Circlet of Spiderkind Command (4e Equipment) + (Eight tiny siver spiders with ruby chips for eyes adorn this delicate circlet.)
- Eirene (3.5e Race) + (Eirene are kind-hearted bird people directly related to harpies. They promote peace and harmony in others, and are sometimes known as Peacebearers or Dovelings.)
- Density (3.5e Spell) + (Either enlarge and weaken an object, or shrink and harden.)
- Heartless (3.5e Flaw) + (Either literally or figuratively, you have no heart.)
- Ancient Beastlord (3.5e Alternate Class Feature) + (Either the result of time travel, or livin … Either the result of time travel, or living in some lost world or another planet. The ancient beastlord is a primeval type of ranger who is used to facing long-vanished animals of an ancient era. As a result they are tougher and meaner, and are able to tame such beasts… but lack the connection to nature necessary for spells.connection to nature necessary for spells.)
- Spectral Haunting (3.5e Flaw) + (Either through a bad experience or too many ghost stories, You became extremely afraid of incorporeal undead.)
- Duraskin (3.5e Feat) + (Either through chitinous shell, rubbery body, or even nanomachines coursing through your veins you possess significant natural armor against danger.)
- Access Divine Power (3.5e Feat) + (Either through faith or some trickery, you gain access to a domain power which would not normally be yours to use.)
- Gene-modded (3.5e Template) + (Either through science or magic, some creatures are greatly enhanced even before they are born. Their very genes twisted to make a being of great potential.)
- Ritual of the Three Circles (3.5e Invocation) + (Either travel to the lower plane summon a number of weak fiendish creature or summon a particular fiend.)
- Conceited (3.5e Flaw) + (Either you were born attractive, or you went to great lengths to become so, and you feel joy when basking in your boon.)
- Eladrin Lineage (5e) + (Eladrin Lineage)
- 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.)
- Scales of the Warped Serpent (3.5e Equipment) + (Elderein full plate that protects against becoming lost within other realms)
- Incarnum Occultist (3.5e Feat) + (Eldritch powers and the force of souls surge through your body and spirit.)
- Electivire (3.5e Monster) + (Electivire is the ultimate form of the [[Electabuzz (3.5e Monster)|Electabuzz]] line. It's a powerful Pokémon able to use a variety of elements.)
- Electricity (3.5e Subtype) + (Electric-subtype creatures are infused with the elemental power of electricity, and usually have electrical abilities.)
- Desert Storm (3.5e Feat) + (Electricity-based abilities.)
- Ib-Dyn's Ionic Conduit (3.5e Spell) + (Electrify a large number oc lose targets to death, heal yourself and allies.)
- Ohm's Electrified Equipment (3.5e Spell) + (Electrify metal armor or weapon, either helping or hindering the wielder.)
- Olhydra (5e) + (Elemental Princess of Evil Water)
- Eleonor, the Archelf (3.5e Vestige) + (Eleonor the Archelf grants powerful elvish abilities to anyone who bind her.)
- SRD5:Giant Ape + (Elephant sized ape.)
- Hulking Crab (5e) + (Elephant-sized crab)
- Mammoth Spider (5e Monster) + (Elephant-sized spider.)
- Archer's Mystical Watchtower (3.5e Maneuver) + (Elevate yourself to gain a better position.)
- Normalize (3.5e Spell) + (Eliminates most buffs and penalties in an area.)
- Drow Elite Warrior (5e) + (Elite soldier of the [[Drow (5e)|Drow]])
- Aroghin Paragon (3.5e Racial Paragon Class) + (Elite working soldier tasked with patrols and keeping the peace.)
- Aroghin Temple Guard (3.5e NPC) + (Elite working soldier tasked with patrols and keeping the peace.)
- Elixir Mage (3.5e Class) + (Elixir Mages are addicts, needing a substance not just to cast spells, but to function period. Designed for use with [[Mana-Based Spellcasting (3.5e Variant Rule)|mana-based spellcasting]] variant rule.)
- Chew Gam Style (3.5e Feat) + (Elongate you limb when striking.)
- Dwarven Pantheon (5e) + (Elves)
- Elf, Salvator (3.5e Race) + (Elves cursed by exposure to a great and powerful force, they possess unnatural powers beyond any normal elf.)
- Shadar-kai Subrace (5e) + (Elves from the Shadowfell.)
- Flowerchild (4e Race) + (Elves of the Fey, converted by mystical powers into half-plant beings. They are graceful creatures with great knowledge of the wild.)
- Sea Elf Subrace (5e) + (Elves that made their home in the sea after leaving the Feywild.)
- Energy Burst (3.5e Feat) + (Emanate 1d8 points of energy per divine rank, out to 10 feet per divine rank.)
- Ioun Psicrystal (3.5e Feat) + (Embed Ioun Stones in your Psicrystal.)
- Flame of Ambition (3.5e Feat) + (Emboldened by the flame of ambition, you resist through any adversities.)
- Gas Mask (4e Equipment) + (Embrace the Archangel!)
- Enlightenment (3.5e Mantle) + (Embracing the philosophy that one should improve onself and others, enlightening them to new levels of knowledge and progress.)
- Abhorrent Overlord (5e) + (Emeciated gray fiends with black leathery skin.)
- Positive Flare (3.5e Feat) + (Emit positive energy, healing and causing bursts.)
- Plane of Life (3.5e Sourcebook)/Spells and Feats + (Protect your target from the plane of positive energy)
- Publication:Dread Codex/Magic Items + (A whip that deals lethal damage, and has substantial trip bonuses.)
- Publication:Dread Codex/Magic Items/Ring of Ebony Bolts + (Emits a line of negative energy that deals 12d6 damage.)
- Emet Vita (3.5e Maneuver) + (Employ ''[[SRD:Animate Objects|animate objects]]'' to help in combat.)
- Conjuncutive Gate (3.5e Utterance) + (Employ the travel only function of ''[[SRD:Gate|gate]]'', or duplicate the ''[[SRD:Lesser Planar Binding|planar binding]]'' series of spells.)
- Death Ray (3.5e Equipment) + (Employing necromantic axioms and powerful negative energy relays, these Karrnathi-developed weapons were first deployed in the Last War to devastating effect.)
- Shillelagh (One) + (Empower [[Club (One)|Club]] or [[Quarterstaff (One)|Quarterstaff]] to buff attack and damage.)
- Party Crown (3.5e Spell) + (Empower the target with the joy of the party)
- Diagonal Argument Proof (3.5e Maneuver) + (Empower your own abilities with diagonal argument logic.)
- Strike of Might (3.5e Utterance) + (Empower yourself with the ability to strike for massive damage, or sap away an opponent's damage.)
- Megavolve (3.5e Spell) + (Empowers and physically changes a non-Humanoid creature (Pokemon d20))
- Vampiric Smite (5e Spell) + (Empowers your weapon with life-draining force.<br /><br />)
- Empyrean Jade (3.5e Equipment) + (Empyrean Jade is a rare material highly resembling mundane jade, it is however noted for it hardness and ability to remain active in dead magic area.)
- Organ Smasher (3.5e Maneuver) + (Emulating a wild animal finishing off its prey, you attempt to strike your foe so hard and so precisely that it cripples a vital component of their body.)
- Envelope Spell (3.5e Feat) + (Encase a small object (such as a vial) in your spell.)
- Greater Envelope Spell (3.5e Feat) + (Encase a spell inside another spell)
- Bonetitan Frame (3.5e Spell) + (Encase yourself in bone power armor and crush your opponents with melee might.)
- Investiture of Ice (One) + (Encases you in ice that provides protection from [[SRD5:Cold|cold]] and [[SRD5:Fire|fire]] damage, as well as creating an area of [[Difficult Terrain (One)|difficult terrain]], and allowing you to form a blast of cold air that damages enemies.)
- Investiture of Ice (5e) + (Encases you in ice that provides protection from [[SRD5:Cold|cold]] and [[SRD5:Fire|fire]] damage, as well as creating an area of [[SRD5:Difficult Terrain|difficult terrain]], and allowing you to form a blast of cold air that damages enemies.<br /><br />)
- Investiture of Stone (5e) + (Encases you in stone that provides protect … Encases you in stone that provides protection from [[SRD5:Bludgeoning|bludgeoning]], [[SRD5:Piercing|piercing]], and [[SRD5:Slashing|slashing]] from nonmagical attacks. Allows you to create an area effect that can knock others [[SRD5:Prone|prone]]. And allows you to move through stone.ou to move through stone.<br /><br />)
- Investiture of Stone (One) + (Encases you in stone that provides protect … Encases you in stone that provides protection from [[SRD5:Bludgeoning|bludgeoning]], [[SRD5:Piercing|piercing]], and [[SRD5:Slashing|slashing]] from nonmagical attacks. Allows you to create an area effect that can knock others [[SRD5:Prone|prone]]. And allows you to move through stone.And allows you to move through stone.)
- Investiture of Wind (One) + (Encases you in wind that protects you from [[SRD5:Ranged Weapon|ranged weapon]] attacks and gives a [[Fly (One)|fly]]ing speed. You can also create blasts of air to damage opponents.)
- Investiture of Wind (5e) + (Encases you in wind that protects you from [[SRD5:Ranged Weapon|ranged weapon]] attacks and gives a [[SRD5:Fly|fly]]ing speed. You can also create blasts of air to damage opponents.<br /><br />)
- Cordon of Arrows (5e) + (Enchant [[SRD5:Ammunition|ammunition]] to attack creatures that come near.<br /><br />)
- Cordon of Arrows (One) + (Enchant [[SRD5:Ammunition|ammunition]] to attack creatures that come near.)
- Clothes Swap (3.5e Spell) + (Enchant a set of clothing so you can switch quickly between outfits.)
- Desolate, Greater (3.5e Spell) + (Enchant a weapon to do increased damage to creatures without any allies.)
- Alchemical Enchantment (3.5e Feat) + (Enchant alchemical items as if masterwork ammunition.)
- Transfixing Object (3.5e Spell) + (Enchant an object which transfixes attention on all who pass by it.)
- Magic Stone (One) + (Enchant stones to do damage if thrown or launched from a [[Sling (One)|sling]] (as a [[SRD5:Ranged Spell Attack|ranged spell attack]]).)
- Magic Stone (5e) + (Enchant stones to do damage if thrown or launched from a [[SRD5:Sling|sling]] (as a [[SRD5:Ranged Spell Attack|ranged spell attack]]).<br /><br />)
- Whoopee (3.5e Spell) + (Enchanted object lets loose a thunderous farting noise when disturbed.)
- Enchanted Pouch (3.5e Equipment) + (Enchants light weapons placed inside for purposes of throwing.)
- Stalwart Rondure (3.5e Invocation) + (Enclose targets in a sphere)
- Haunted One (5e) + (Encountered the supernatural at a young age and survived)
- Encrypt/Decrypt (3.5e Spell) + (Encrypts or decrypts a volume of text)
- Necrotic Burst (5e Spell) + (Encysted subject killed, cyst begins to roam.<br /><br />)
- Extract Suffering (3.5e Feat) + (End someone's torment, and profit.)
- Greater Endure Elements (3.5e Spell) + (Endure elements now will protect you from any temperature extreme, and allows you to perform acts of physical endurance.)
- Intimidating Horsebreak (3.5e Feat) + (Enemies find your skill with a [[Horsebreaker (3.5e Equipment|Horsebreaker]] unnerving)
- Unfavored Enemy (3.5e Flaw) + (Enemies gain bonuses against you!)
- Impending Blade of Damocles (3.5e Maneuver) + (Enemies suffer damage when cursed.)
- Aura of Doom (3.5e Spell) + (Enemies that approach you take a -2 penalty on their saving throws.)
- Lament (3.5e Maneuver) + (Enemies weep for your sins.)
- Thousand-Swords Bulwark (3.5e Maneuver) + (Enemies who miss you in melee are flanked.)
- Stop Hitting Yourself (3.5e Power) + (Enemies will think twice about making a full attack on anyone anytime soon.)
- Hero’s Challenge (3.5e Maneuver) + (Enemy must attack you instead of allies.)
- Foe-Drawing Challenge (3.5e Maneuver) + (Enemy must move towards you.)
- Breeze of Nightly Death (3.5e Maneuver) + (Enemy takes extra cold damage and absorbs ambient heat in area)
- Shanks for the Memories (3.5e Maneuver) + (Enemy that attacked you becomes flat-footed and provokes attacks of opportunity.)
- Retributive Curse (3.5e Maneuver) + (Enemy that hits you suffers damage.)
- Elemental Blast (3.5e Invocation) + (Energy Blasts; As Psionic "Energy Ray")
- SRD:Energy Substitution + (Energy Spells may deal different types of energy damage.)
- Energy Substitute Spell-Like Ability (3.5e Feat) + (Energy Substitution for spell-like abilities.)
- Energy Forged (3.5e Equipment) + (Energy forged weapons deal entirely energy damage, but no longer add any ability modifiers to damage.)
- Publication:Dread Codex/New Spells/Necrotic Blast + (Energy from recently deceased corpses deals damage in a spread.)
- Energy Trail (3.5e Equipment) + (Energy trail weapons can only be placed on projectile weapons and ammunition. It deals energy damage, and releases a trail of energy in its wake.)
- Energy Wave (3.5e Equipment) + (Energy wave weapons enable an elementally aligned weapon to release a shockwave of elemental energy. It can only be added to a weapon that possesses a enhancement that adds bonus energy damage (such as [[SRD:Flaming|Flaming]]).)
- Engiechilla (3.5e Race) + (Engiechilla are tiny intelligent and partly synthetic rodents resembling chinchillas and related species. They are sometimes known as "Engineers" due to their habit of manipulation and building.)
- Slow Mirror (3.5e Spell) + (Enhance a mirror or other reflective surface to play it reflections late.)
- Enhance Weapon-Like (3.5e Feat) + (Enhance a single ability as though it were a manufactured weapon.)
- Fey Circle Magic (3.5e Feat) + (Enhance druid spells with fey magic.)
- Feychant Magic (3.5e Feat) + (Enhance illusions and enchantments with the sylvan tongue)
- Supercharge Bullets (3.5e Spell) + (Enhance the damage from your shots.)
- Terrain Arcana (3.5e Spell) + (Enhance the ground with a constant magical effect, which grants its benefit or penalty to anyone standing on that square.)
- Mindslash (3.5e Spell) + (Enhance your attacks with mesmeric energy, dealing additional damage and increasing the reach of your attacks.)
- Soulbinding Sword (3.5e Spell) + (Enhance your weapon so that instead of killing a creature, they are subject to ''[[SRD:Trap the Soul|trap the soul]]'' instead.)
- Shinespark Weapon (3.5e Spell) + (Enhance your weapon with magical light which not only deals more damage, but leaves explosive spheres upon a miss or critical hit.)
- Prismatic Edge (3.5e Spell) + (Enhance your weapon with prismatic power, each round brings new destruction!)
- Elemental Augmentation (3.5e Spell) + (Enhance yourself so that when you cast an elemental spell, you gain additional bonuses in that round.)
- Gauntlets of the Edgemaster (3.5e Equipment) + (Enhancements added to these gauntlets apply to all weapons you use.)
- Magic Probe (3.5e Spell) + (Enhances a focus into a magical probe, allowing you to gauge temperature, pressure, lighting conditions, and basic knowledge from the viewpoint of the probe.)
- Enigmatic Insectomancer (3.5e Class) + (Enigmatic Insectomancers are experts in utilizing and enhancing the amazing abilities of insects)
- Ninja (3.5e Prestige Class) + (Enigmatic shadow warriors, the ninja are mysterious assassins and spies.)
- Oasis Shade Stance (3.5e Maneuver) + (Enjoy protection from extreme heat and cold, mobility over loose sand, and never being thirsty.)
- Enkki Sorcerer (5e Monster) + (Enkki that trained in sorcery)
- Enlarge Monster (3.5e Spell) + (Enlarge Person for everyone!)
- Metamagic Spells And Metapsionic Powers (3.5e Variant Rule) + (Replaces metamagic and metapsionic feats with spells and powers of the same level as the feat's effective adjustment.)
- Wide Eye (3.5e Feat) + (Enlarge the area of effect of a [[SRD:Gaze|gaze attack]])
- Soldier (5e) + (Enlisted Soldier)
- Phoenix (5e) + (Enormous bird-shaped fire elemental.)
- Enrage (3.5e Feat) + (Enrage your enemies with taunts and intimidation.)
- Nightmare Inducing Chains (3.5e Power) + (Ensnare a creature in nightmarish psionic chains, melting its mind.)
- Lasso (3.5e Skill Trick) + (Ensnare targets at range.)
- Ensorcelled Aurum (3.5e Equipment) + (Ensorcelled Aurum is a material said to have been created to sate the desire of a greedy king who wanted his magic armor made of pure gold and be more effective than steel.)
- Second Chance (4e Feat) + (Ensure positive hit points after taking a critical hit)
- Critical Strike (3.5e Feat) + (Ensure you get a critical hit by taking a -10 penalty to hit.)
- Perfected Strike (3.5e Maneuver) + (Ensure you get a critical hit!)
- Entangling Hair (3.5e Feat) + (Entangle creatures struck with your hair lash, and hog tie them easily.)
- Entei (3.5e Monster) + (Entei is one of the three legendary beasts … Entei is one of the three legendary beasts of Johto, which were reincarnated by [[Ho-Oh (3.5e Monster)|Ho-Oh]] after perishing in a horrific fire. Claimed by some to have once been a [[Flareon (3.5e Monster)|Flareon]], Entei has power over volcanoes, but is constantly struggling to keep that power under control. As such, it is constantly running all over the land, trying to make sure that when its control slips, it's in an area where damage and casualties will be kept to a minimum.and casualties will be kept to a minimum.)
- Powerstance (3.5e Feat) + (Enter a different two-weapon fighting style which lets you get out more damage at once with fewer attacks.)
- Mind Fusion (3.5e Power) + (Enter the mind of an ally and shunt your body out of existence. You are bound to the ally, but may continue to use your powers unhindered.)
- Chaos Spinner (3.5e Spell) + (Entrap targets in spinning warped space, causing them to be forcefully moved, sickened, nauseated, or confused.)
- Entromorph (3.5e Race) + (Entromorph are xenotheric creatures born from the entropic void outside the universe.)
- Entropic Wanderer (3.5e Prestige Class) + (Entropic Wanderers are those who combine their innate ability to step outside time with the power of the all-consuming blackness within their own souls.)
- Becoming a Lich (3.5e Other) + (Enumerates a process to become a [[SRD:Lich|lich]] without the level adjustment.)
- Immolation (One) + (Envelopes target creature in flames causing damage for the spell's duration.)
- Immolation (5e) + (Envelopes target creature in flames causing damage for the spell's duration.<br /><br />)
- Venom Crush (3.5e Maneuver) + (Envenomate your target, leaving him with a minute to live.)
- True Arcanist (3.5e Prestige Class) + (Epic Spellcaster that wants to break free from constraints of the Weave.)
- SRD:Epic (Feat Type) + (Epic feats are intended for characters of level 21 and above.)
- Complete Epic (3.5e Sourcebook) + (Epic level is broken, and this is a shame. … Epic level is broken, and this is a shame. The game was built with no cap on advancement, but not playtested as such and the signs begin to show even before epic is reached. Most games might pull it all the way up to level 25, but beyond that is a land of madness, completely busted. Gentlemen, we can fix this. We can make epic smarter, tighter, more balanced. We have the technology, we can rebuild it. We can make.... Complete Epic.ebuild it. We can make.... Complete Epic.)
- Legendary Manifestation (3.5e Feat) + (Epic powers are ''hard''. Not so much for you, though.)
- Legendary Spellcasting (3.5e Feat) + (Epic spells are ''hard''. Not so much for you, though.)
- Epperi (5e Subrace) + (Epperi tend to be the [[SRD5:Wizard|wizard]]s, scribes, and scholars of the duskken.)
- Equilibrium (3.5e Feat Type) + (Equilibrium feats grant special like benefits to neutral characters.)
- Victor's History (3.5e Power) + (Erase defeated foe from history.)
- Gwydion (3.5e Deity) + (Erreun's Sentient staff created to maintain magic in the multiverse.)
- Erreun (3.5e Deity) + (Erreun, The Creator God of the Starborn and eccentric god of reason)
- Withdraw (3.5e Maneuver) + (Escape attack, vanishing from sight and leaving a mirage behind in your place.)
- Appeal to Coincidence (3.5e Maneuver) + (Escape blame for 3 rounds)
- Houdini's Escape (3.5e Skill Trick) + (Escape from an inescapable situation and turn invsiible)
- Coward's Reprieve (3.5e Spell) + (Escape into extradimensional maze.)
- Neothelid (5e) + (Escaped Illithid tadpole grown to a gargantuan worm.)
- Eldritch Blade (3.5e Prestige Class) + (Esoteric warriors who combine martial prowess with a warlock's invocations.)
- Esper (3.5e Subtype) + (Espers are generally large and powerful [[SRD:Outsider|Outsiders]], native to the Astral Plane but with strong ties to the Material Plane.)
- User:Leziad/Esphia, the Hellguard (3.5e Vestige) + (Esphia was but an ordinary soldier angel stationed in hell, but after centuries of battle, she changed and eventually fell from grace.)
- Puny Man’s Defiance (3.5e Maneuver) + (Establish subconscious telepathic links with your allies for knowledge of speech. Gain bonus on attack.)
- Eternal Glacier (3.5e Martial Discipline) + (Eternal Glacier is a martial discipline in … Eternal Glacier is a martial discipline invented by the barbarians of the frozen lands, who draw their power from, and emulate, the tundras and glaciers of their homes. The discipline reflects this, emphasizing unavoidable and unstoppable movements, building up power to crush their enemies, while maintaining the implacable strength of the glacier for themselves. These movements allow their warriors to channel the supernatural power of their glacier homes, freezing their enemies in their tracks.s, freezing their enemies in their tracks.)
- Ethereal Ooze Resin (3.5e Equipment) + (Ethereal ooze resin applies 1d4 force damage to a weapon for 1 minute once applied.)
- Darklurker (3.5e Feat) + (Evade magical detection within shadows.)
- Shenanigans (3.5e Spell) + (Evade rules, law and control! Free from all spells that attempt to limit or find you.)
- Improved On Your Knees (3.5e Feat) + (Even a stray movement can cause the knees of foes to quake in terror, bowing before your intimidating form.)
- Essence Gourmand (3.5e Feat) + (Even among soul-eating fiends, you are an accomplished eater.)
- Greater Armor Focus (3.5e Feat) + (Even greater AC and Reflex saves in certain armor.)
- Intransigent Boundary (3.5e Flaw) + (Even if you are usually a gregarious and calm person, there is one trigger that causes you to snap.)
- Born Sorcerer (3.5e Feat) + (Even if you never become a real sorcerer, the arcane talent remains yours.)
- Born Wizard (3.5e Feat) + (Even if you never become a real wizard, the arcane talent remains yours.)
- Overbearing Blow (3.5e Feat) + (Even if your blows are deflected by your opponent's armor, he still feels it.)
- Afterimage Slice (3.5e Maneuver) + (Even if your opponent moves away, you can still attack where they used to be.)
- Witness My Rebirth From The Devil's Churn (3.5e Invocation) + (Even killing you isn't enough to keep you from destroying your enemies.)
- Greater Telekinesis (3.5e Spell) + (Even more telekinesis than before. Now you can lift actual weight.)
- Gokiburi Persistence (3.5e Feat) + (Even mortal wounds will not stop you from your goal.)
- Mundane Crafter (3.5e Feat) + (Even mundane figures can craft magical gear, provided the right tools. Spellcasters can't have all the fun.)
- Improved Live My Nightmare (3.5e Feat) + (Even those that save against your Live My Nightmare feat might end up terrified.)
- Celestial Warlock (3.5e Alternate Class Feature) + (Even though rarely, sometimes warlocks gain their powers from celestial forces and heavenly creatures. They subvert the usual trope, but they are not required to be or act good. Many aasimar warlocks are celestial warlocks.)
- Mountain of Corpses (3.5e Feat) + (Even though they are pathetic, your [[SRD:Zombie|zombies]] and [[SRD:Skeleton|skeletons]] are still useful even when slain…again.)
- Necro-Energy (3.5e Feat) + (Even though you are dead you still possess bio-energy.)
- Power of the Ant (3.5e Feat) + (Even when at your smallest, you are still the strongest.)
- Waking Death (3.5e Feat) + (Even when you are dead, you remain aware and able to speak.)
- Supreme Uncanny Dodge (3.5e Feat) + (Even when you can’t dodge things, you can dodge things... at least partially.)
- Eternal Mindspring of the Psionic Mind (3.5e Feat) + (Even when your power points are drained, you always have 2 left to use.)
- Spells Like Powers (3.5e Variant Rule) + (Ever like the mechanics of powers but the selection of spells? This variant rule lets you have the best of both.)
- Circle of the Mountain (5e Druid Circle) + (Ever wanna mix Druid with a heavy armor Artificer, with a pinch of Bladesinger? Here's your ticket.)
- Path of the Runescarred (5e Primal Path) + (Ever wanna mix rage and magic without breaking your game? Here's your ticket to glory.)
- Intelligent Item (3.5e Class) + (Ever wanted to be an intelligent item? To … Ever wanted to be an intelligent item? To be the mad conscience inside a player’s weapon? To be the malicious artifact that the party carries around but has a will of its own? The intelligent item class is for all those who think the [[SRD:Mimic|mimic]] monster is the awesome — but were always disappointed they could not play one.isappointed they could not play one.)
- Rebalanced Monk (5e Alternate Class Feature) + (Ever wish Monk wasn't so hard to optimize? Ever wish it didn't run out of Ki so fast? That its AC didn't suck as much? And that all its power wasn't in a single ability? This is the ACF for you.)
- Occult Magic (5e Variant Rule) + (Pact Magic sucks. Here's my patch for it.)
- Variant Divine Smite (5e Alternate Class Feature) + (Ever wish your Divine Smite wasn't Radiant damage? Or that you could use it on ranged attacks, without it being busted? Here you go.)
- Scar Plane (3.5e Location) + (Ever-changing planar traits caused by planar collisions)
- Everlasting (3.5e Subtype) + (Everlasting are powerful almost divine creatures resembling humans, they have the duty of protecting and shepherding humanity no matter the cost.)
- Collateral Damage (3.5e Maneuver) + (Every attack against an enemy is now also an attack against something they have.)
- Human Charm (3.5e Feat) + (Every creature considers you one of their own for the purpose of interactions and disguises.)
- Warmage Fix (3.5e Class) + (A beefed up Warmage)
- Ongoing Rage (3.5e Feat) + (Every kill fuels your rage.)
- Adapted Training (3.5e Alternate Class Feature) + (Every monastery has its own prefered weapons.)
- Encroaching Doubt (3.5e Spell) + (Every round the target gains another daunt level.)
- Position Drift (3.5e Spell) + (Every round, the target's position changes ever so slightly in one direction.)
- Publication:Unearthed Arcana/Bloodlines + (Every so often, an individual is born who … Every so often, an individual is born who stands out a little from the rest of his people. This individual displays characteristics associated with a different kind of creature, such as a [[SRD:Dragon|dragon]], [[SRD:Giant Type|giant]], [[SRD:Celestial|celestial]], or [[SRD:Demon|demon]]. Such a character is said to have a bloodline.h a character is said to have a bloodline.)
- Sure Critical (3.5e Equipment) + (Every successful attacks made with a sure critical weapon is a critical threat at the cost of the weapon critical multiplier.)
- High Pressure Blood (3.5e Flaw) + (Every time you take damage from piercing or slashing weapons, you gain 1 point of [[Bleedout (3.5e Condition)|bleedout]].)
- 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.)
- 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.)
- Breath Weapon (3.5e Feat) + (You have a magical breath weapon.)
- 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.)
- 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.)
- 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.)
- 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.)
- 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.)
- Dungeon Veteran (3.5e Prestige Class) + (You're well-suited to exploring and surviving dungeons.)
- 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.)
- 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.)
- 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: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.)
- 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.)
- Lucky One (3.5e Class) + (Other people are exceptionally skilled or endowed with amazing abilities. You aren't. Things work out for you anyways.)
- 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]].)
- SRD:Dwarves, Hill (Race) + (Hill dwarves are the most common variety of dwarves.)
- Protection from Swords (3.5e Spell) + (You use nearby objects to parry attacks automatically for you.)
- Accomplished (3.5e Feat) + (This feat does nothing, but take heart for you can now follow your dreams and live in harmony, harmony--oh love!)
- SRD:Elves, High (Race) + (The high elf is the most common elf variety.)
- SRD:Gnomes, Rock (Race) + (Rock gnomes are the most common variety of gnomes.)
- SRD:Halflings, Lightfoot (Race) + (The lightfoot halfling is the most common halfling variety.)
- SRD:Gargoyles—Kapoacinths (Race) + (Kapoacinths often appear to be stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes.)
- Levitating Weapon Assault (3.5e Spell) + (You attack someone with a weapon that's lying around somewhere.)
- Sunglasses (3.5e Equipment) + (Eye-coverings that reduce the perceived brightness of one's surroundings.)
- Way of the Walker (3.5e Prestige Class) + (They are but pale images to their god of martial arts, yet each is an engine to end worlds. They are the followers of the one known as 'Walker'.)
- Minor Superpowers (3.5e Feat) + (You are not merely a one-trick pony; you have several tricks)
- Slip And Slide And Burn (3.5e Equipment) + (The slippery bridge is only half the danger, when they reach halfway over the bridge it tilts, and sends them sliding into a blazing oven below.)
- Weightless (3.5e Equipment) + (Your item has no weight.)
- Air, Liber Demonica (3.5e Cleric Domain) + (The domain dealing with powers over wind, lightning and so forth.)
- Alchemical Arm (3.5e Equipment) + (This is a limb that resembles your real limb, although it's covered in tattoos and infused deeply with alchemical energy.)
- Magical Vigor (3.5e Feat) + (Expend magic to heal self.)
- Deathblast Spell (3.5e Feat) + (If your spell kills an enemy, they become a waiting proximity mine waiting to explode!)
- Magician (3.5e Class) + (Spellcasters who spontaneously cast spells from spellbooks)
- Telekinetic Tricks (3.5e Spell) + (You move things around a bit.)
- Slime (3.5e Cleric Domain) + (For those who like their magic icky.)
- Worldseer (3.5e Class) + (Instead of druids turning into animals and gaining power through devotion, the worldseer obtains druidic casting through perfection of the body, becoming sensitive enough to hear the voice of the planet.)
- Unnatural Opportunist (3.5e Feat) + (You take [[SRD:Attacks of Opportunity|opportunities]] when they are offered, despite being incapacitated.)
- Wall of Ironize (3.5e Spell) + (The targeted object cannot be sold or used as crafting ingredients.)
- Light Sleeper (3.5e Feat) + (You are aware about your surroundings even when asleep, and resist sleep effects.)