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
- Magic Harassment (3.5e Spell) + (Harass your foe with a spell that make him weaker and slower.)
- Stopping Power (3.5e Maneuver) + (Hard cancel anything. ANYTHING.)
- Gambler (3.5e Monster) + (Hard to defeat Nobody that uses luck and gambling tricks in Kingdom Hearts II)
- Defiance (3.5e Spell) + (Harden your body against foes, or make them regret outnumbering you.)
- Mandrake (3.5e Race) + (Hardy and poisonous plant creatures with ill tempers.)
- Harengon Brigand (5e) + (Harengon bandit)
- Respiratory Burst (3.5e Spell) + (Harness the power of oxygen to create an explosion that devastates minuscule creatures.)
- Black Vines (3.5e Invocation) + (Harnessing the black force of nature, called the Seed of Evil, you spawn roots, vines and low branches, all dark and twisted in appearance, that entrap your foe, damaging and poisoning them.)
- Harpy, Variant (3.5e Race) + (Harpies are hybrid creatures with humanoid heads and bodies with bird legs and wings for arms. They are usually less evil than their SRD relatives.)
- Blinding Musk (4e Equipment) + (Harvested from [[Beetle (4e Monster)#Siege Beetle|siege beetles]], this foul, watery liquid viciously attacks the victim's sight.)
- Spoopwood (3.5e Equipment) + (Harvested in the depths of scarytown, on t … Harvested in the depths of scarytown, on the night of Halloween during a full moon, by skeletons wielding evil aligned axes forged by ghouls, demons, and witches, while scary music plays causes deadwood to convert to a truly spoopy form known as spoopwood.to a truly spoopy form known as spoopwood.)
- Twist the Sands of Time (3.5e Maneuver) + (Haste yourself and slow all nearby enemies.)
- Haunter (3.5e Monster) + (Haunters are vicious pranksters who deligh … Haunters are vicious pranksters who delight in spreading sickness and causing inconvenience. Haunters are normally invisible, but when viewed with ''[[SRD:True Seeing|true seeing]]'' or in the light of day they appear as amorphous purple ghostly creatures with grasping hands and slavering mouths.with grasping hands and slavering mouths.)
- Basic Hairstyle (3.5e Feat) + (Have a default hairstyle always present, though never as strong as the real deal.)
- Miracle Morning, Mass (3.5e Spell) + (Have a good start each morning for all your friends!)
- Miracle Morning (3.5e Spell) + (Have a good start each morning!)
- Shared Mental Display (3.5e Power) + (Have a shared heads-up display that will permit the transferance of more information than just words.)
- Bombshell (3.5e Class) + (Have you ever desired to be something more than just a fighter? Want a little extra BANG in the campaign? You've come to the right place, Everything you love about a fighter, with a little on the side.)
- Horse (Legend Racial Track) + (Have you ever wished you could get a mount soone? Well now you can be a mount and have someone ride you!)
- Major Styling (3.5e Feat) + (Have your hair transform into more than just clothing.)
- 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.)
- Acolyte of the Skin (3.5e Feat) + (Having found the skin of some strange creature, you have been able to bind yourself to the skin's original occupant, calling them forth in times of need.)
- 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.)
- Preacher (3.5e Trait) + (Having learned the ins and outs of religious ceremony, you can easily lead a congregation in the major rituals of their faith.)
- Master Dabbler (3.5e Prestige Class) + (Having tried all things, the Master Dabbler focuses on everything.)
- Copper Hawk (5e Monster) + (Hawk-like construct lookout)
- Israfel (3.5e Deity) + (He appears as a massive and slightly draconic bird, and is believed to somehow be related to the Song Dragon.)
- Benu (3.5e Deity) + (He is a jolly god, and favors bards, harmless pranks, and other means of amusement.)
- Colony (3.5e Deity) + (He is the oldest of the Sosha Genia and creator and father to all those except [[Rejiksson (3.5e Deity)|Rejiksson]].)
- Lunacy (3.5e Deity) + (He is the protector of Vigilantes)
- He of Jealousy (3.5e Vestige) + (He of Jealousy, god on high, decided that he would not be forgotten by history by becoming a god of conquest and unchanging dogma. But it is a fools quest, and entropy and change consumes us all.)
- Rejik (3.5e Deity) + (He represents the bestial nature and the forces of natural life. He often takes form and visits the material realm for enjoyment. He fights for freewill and hates slavery with a cruel passion.)
- Ishan Degosa (3.5e NPC) + (He stands there, crackling with arcane energy as his rags of clothing hang loosely from his well-muscled frame. "You evil Bastards will not set foot in this Temple!" He hisses.)
- Merlotogik (3.5e Deity) + (He was once a man, a psion, who brought together the world and uplifted all within. Though his kingdom is no more, his legacy lives on.)
- Linguist (3.5e Cleric Domain) + (He who controls the language, controls the narrative.)
- Syrali (3.5e Deity) + (Head goddess of the Silver Elf pantheon.)
- Dullahan (5e) + (Headless [[SRD5:Undead|undead]] warrior. Sometimes the dullahan will be on [[SRD5:Mount|mount]]s or be accompanied by other undead.)
- Revigorize (3.5e Spell) + (Heal 1 ability damage each round.)
- Heal, Greater (3.5e Spell) + (Heal 15 damage per caster level.)
- Epic Mending (3.5e Feat) + (Heal 1d20 at a time.)
- Poison Healer (4e Feat) + (Heal [[4e Index (4e Other)#hit points|hit points]] equal to your constitution modifier when you make a save against a poison or a poison fails to hit you.)
- Cure Wounds (One) + (Heal a [[Creature (One)|creature]] (other than [[SRD5:Construct|Construct]]s and [[SRD5:Undead|Undead]]) you touch.)
- Healing Word (One) + (Heal a [[Creature (One)|creature]] (other than [[SRD5:Construct|construct]]s or [[SRD5:Undead|undead]]) in [[SRD5:Range|range]].)
- Combat Medical Miracle (3.5e Maneuver) + (Heal a great amount and gain fast healing. You can also recover the recently dead and put together mauled bodies.)
- Fortify Bodily Harm (3.5e Maneuver) + (Heal ability penalties, ability damage, and negative levels done to yourself.)
- Mending Waters Style (4e Feat) + (Heal allies after close or area burst attack)
- Spring Bloom (3.5e Maneuver) + (Heal and protect your allies.)
- Death Blood (3.5e Equipment) + (Heal by negative energy and be harmed by positive energy. If you die, you become one of the undead...)
- Superheated Healing (3.5e Feat) + (Heal by taking a bath in fire.)
- Yin-Yang Healing (3.5e Feat) + (Heal from both positive and negative energy.)
- Psychotherapeutic Healing (3.5e Power) + (Heal hp and cure status effects... to a point. It's all in your mind.)
- Combat Medical Expertise (3.5e Maneuver) + (Heal more hp, even bringing people back from the brink of death with immediate medical attention.)
- Stigmata (3.5e Maneuver) + (Heal others, at the expense of your own blood.)
- Life Arcana (3.5e Spell) + (Heal summoned creatures and extend their duration)
- Fertilize (3.5e Spell) + (Heal swarms, flourish crops, contaminate areas, and cover objects in vines.)
- Cure Friendly Fire (3.5e Spell) + (Heal the target of friendly fire damage incurred since the previous round.)
- Mass Cure Wounds (One) + (Heal up to 6 [[Creature (One)|creature]]s (other than [[SRD5:Construct|construct]]s or [[SRD5:Undead|undead]]) of your choice within a [[SRD5:Sphere|Sphere]] you create within [[SRD5:Range|range]].)
- Plane of Life (3.5e Sourcebook)/Spells and Feats + (Protect your target from the plane of positive energy)
- Positive Strike (3.5e Feat) + (Heal with every melee attack.)
- Healing Riposte (3.5e Maneuver) + (Heal yourself or a willing ally with a skillful weapon twirl or flick (attack & damage rolls).)
- Healing Flourish (3.5e Maneuver) + (Heal yourself or a willing ally with a skillful weapon twirl or flick (attack roll).)
- Healing Lunge (3.5e Maneuver) + (Heal yourself or a willing ally with a skillful weapon twirl or flick (damage roll).)
- Final Dead (Legend Feat) + (Healing is not going to work around you... for long.)
- Healing Kit (3.5e Equipment) + (Healing kits are specially prepared equipment for the purpose of general medical treatment in the field, usually in the shape of a well bound leather container or satchel.)
- Regenerate, Greater (3.5e Spell) + (Heals damage and restores lost limbs in multiple creatures.)
- Heal II- Cure (3.5e Phrase) + (Heals everyone in an area around the target; also cures disease/poison.)
- Heal I- Heal (3.5e Phrase) + (Heals the target.)
- Turn Coat (3.5e Equipment) + (Heals you when you're doing well, but hurts you when you're doing poorly.)
- Necrotic Scrying (5e Spell) + (Hear or see encysted subject at a distance.<br /><br />)
- Ring of Whispers (3.5e Equipment) + (Hear the basic surface thoughts of creatures, and detect nearby intelligent beings.)
- Hear Prayers (3.5e Spell) + (Hear the prayers of your followers.)
- Humanoid Heart Graft (3.5e Equipment) + (Heart and blood increases the healing capabilities of constructs.)
- Heartborn (3.5e Template) + (Heartborn are beings born of two parents with the Dedicated Lover)
- Hearth Giant (3.5e Race) + (Hearth Giants are a unique, more human-like kind of giant. They are most of the time civilized and peaceful.)
- Agitate Metal (3.5e Utterance) + (Heat up objects and creatures as if using ''[[SRD:Heat Metal|heat metal]]'' or ''[[SRD:Chill Metal|chill metal]]'')
- Royal Plate (3.5e Equipment) + (Heavier plate armor designed for tournaments and protecting important figures on the battlefield.)
- Red Templar Armor (3.5e Equipment) + (Heavy armor worn by templars and crusaders.)
- Iron Buddha (3.5e Prestige Class) + (Heavy élite warriors and horsemen, these monk-like fighters wear armor and perform incredible techniques.)
- Heighten Maneuver (3.5e Feat) + (Heighten a Maneuver.)
- Hekatonped (3.5e Race) + (Hekatonpeds are aliens from another world which have evolved from some manner of centipede, long, chitinous, and disturbing.)
- Vision of Helios (3.5e Feat) + (Helios grant you nigh perfect vision.)
- Skeleton Lord (3.5e Feat) + (Hell yeah skeletons!)
- Superstar Bard (3.5e Alternate Class Feature) + (Hell yeah! A superstar bard is good with crowds and music, but a little inferior in the spellcasting department.)
- Orthon (5e) + (Hell's Bounty Hunters appear as thick humanoid with two large tusks curving up out of their mouth.)
- Bel's Directive (3.5e Feat) + (Hell's Supreme Commander whispers in your ear and guides your blade, allowing you to strike with unerring precision.)
- Elemental Rebuke (5e Spell) + (Hellish Rebuke buff. Use at your own risk.<br /><br />)
- Hellkin (3.5e Race) + (Hellkins are spawn of devil lineage, they are essentially the stereotypical red devil.)
- Hellmaster (3.5e Prestige Class) + (Hellmasters are those damned souls who dared to deal with the devil.)
- Hellspawn (3.5e Template) + (Hellspawn are creature coming from the infernal planes, they have generally red skin and horns, as well as claws.)
- Stubborn Roots (5e) + (Help a [[SRD5:Creature|creature]] you touch to avoid being moved or become [[SRD5:Prone|prone]].<br /><br />)
- White Raven's Fortune (3.5e Maneuver) + (Help your team by letting them reroll a missed attack.)
- Starlight Apparition (5e) + (Helpful spirit manifesting to advance you toward your goal.)
- Aid (TOToM Spell) + (Helps an ally that is about to be hurt.)
- Sea Nymph Tears (3.5e Equipment) + (Helps stave off morale penalties by providing a reroll.)
- All-Around Mirror (3.5e Equipment) + (Helps to see those hard-to-reach areas. Like the dudes waiting around the corner with readied crossbows.)
- Mirror of Proper Preparation (3.5e Equipment) + (Helps with disguises and getting dressed.)
- Hemomancy (5e Subclass) + (Hemomancy is a forgotten school of magic that uses the life-force of living creatures to power their magic. They can transfuse health, boost a spell using their own blood, or drain their victims to death)
- Heracross (3.5e Monster) + (Heracross is a gigantic Hercules beetle with an amazingly powerful horn. Furthermore, it's a master of martial arts, and its physical power is truly amazing.)
- Hadrosaurus (5e) + (Herbavore dinosaur with nose-crest.)
- Stegosaurus (5e) + (Herbavore dinosaur with vertical plates and a spiked tail.)
- Herculean Creature (3.5e Template) + (Herculean Creatures are incredible strong creature that result from the union of a God and mortal (or at least non-deity immortal).)
- Aeie (5e Campaign Setting) + (Here is a summary of Aeie.)
- Wassail (3.5e Spell) + (Here we come a-wassailing among the leaves … Here we come a-wassailing among the leaves so green;you a Happy New Year<br />And God send you a Happy New Year.)
Here we come a-wandering, so fair to be seen.
Love and joy come to you, and to you our wassail, too.
And God bless you and send you a Happy New Year
And God send you a Happy New Year. - Aasimar-Gr7mm (5e Race) + (Here's our missing planetouched, tieflings can't have all the fun can they?)
- Heritage (3.5e Feat Type) + (Heritage feats represent power drawn from your ancestry.)
- Spira (3.5e Deity) + (Heroic god of freedom, liberation, and battle, Spira encourages creatures to do the impossible and kick reason to the curb, exceeding their base limitations and evolving into something better.)
- Hetap NEON (3.5e Equipment) + (Hetap has a new hip series, with delicious flavors like "Red Hot", "Solar Gold", "Ecto Green", "Nuclear Blue", and more!)
- Hev Shamark (3.5e NPC) + (Hev Shamark. Youngest of four and first s … Hev Shamark. Youngest of four and first son of Kilik Shamark. A native of the Midland's and hero to the Midlandian People. Hev joined the Midlandian Alliance Guild when he turned eighteen. Upon his third assignment Hev single-handedly defeated a Crystal Mountain's Troll, saving a gypsy caravan from certain doom. Ever since Hev's heroic deeds have made him a famous commander of the idealistic Midlandian Alliance Guild.the idealistic Midlandian Alliance Guild.)
- Hevier (3.5e Race) + (Hevier are humans who have been touched by undeath, and where positive energy fuels man, negative energy fuel the Hevier.)
- Blood Armor (3.5e Equipment) + (Hewn from blood red leather that gives the impression that it was colored such by the death of many foes, the blood armor inspires fear and awe into onlookers, and augments the force of presence of any savage warrior that wears it.)
- 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!)
- Imperial Marksmanship (3.5e Flaw) + (Hey, those ARE the rebels you're looking for! Too bad you can't seem to hit them...)
- Yseam the Maintainer (3.5e Vestige) + (Hidden in the depths of space and time, an unfeeling analytical mind waits and watches. When its influence is felt upon the world, everything will be reset as it should be.)
- Cunning Fox Camouflage (3.5e Maneuver) + (Hide in plain sight)
- Hide In The Sun (3.5e Maneuver) + (Hide in the sunlight, concealing you from attacks.)
- Greathide (3.5e Equipment) + (Hide made from unusually thick skins, its more protective but also much heavier. Greathide has several options available to it depending on material.)
- Obscure Murder (3.5e Spell) + (Hide the evidence of your murder, making those pursuing an investigation have a much harder time.)
- Hide I- Hide (3.5e Phrase) + (Hide the target from divination; foes have to make caster level checks.)
- Distracted Foe Misses the Thief (3.5e Maneuver) + (Hide while observed.)
- Unassuming Ogre Walk (3.5e Maneuver) + (Hide while observed.)
- Secret Sickness (3.5e Spell) + (Hide your illness and symptoms under an illusion, but you remain infected.)
- Cloak of Lies (3.5e Maneuver) + (Hide yourself in an illusion of an object, from which you can observe and make sneak attacks from.)
- Suppress Power Level (3.5e Spell) + (Hides your life signs, making some detection and targeting impossible.)
- SRD5:High Elf + (High Elves are natural wizards.)
- Sigil Prep (3.5e Campaign Setting) + (High school all over again--this time in the Planes!)
- Toughness GT (3.5e Feat) + (High toughness)
- SRD:Epic Spell Penetration + (Higher bonus against spell resistance.)
- Disruptive Interference (3.5e Spell) + (Higher level magic may be used to interfere with your enemies.)
- Detect Status (3.5e Power) + (Highlight allies and enemies that are below 30% HP in a small area. With investment, will also show conditions.)
- Enforce Square-Cubed Law (3.5e Spell) + (Highly effective the larger the target is, this spell immobilizes and injures massive beasts.)
- Appilon, Agiishell (3.5e Race) + (Highly intelligent armor-shelled aliens with rugged resilience.)
- Asterfete's Scry Trace (3.5e Spell) + (Hijack a divination sensor to see who sent it.)
- Hijack Power (3.5e Power) + (Hijack a single creature's non-extraordinary abilities and magic items, turning them against that creature and its allies.)
- SRD5:Hill Dwarf + (Hill Dwarves have a keen senses, deep intuition, and remarkable resilience)
- SRD:Dwarves, Hill (Race) + (Hill dwarves are the most common variety of dwarves.)
- Hinder Energy (3.5e Creature Ability) + (Hinder Energy (also known as Energy Hindrance or Damage Hindrance) grants a creature a percentage resistance to a given energy or damage type.)
- Sasha's Sunny Day (3.5e Spell) + (Hinder or destroy enemies with harsh light.)
- Hindering Song-CE (3.5e Feat) + (Hinder the casting of enemy spellcasters with your bardic music.)
- CR-Based Turning (3.5e Variant Rule) + (Hit Dice account for the actual power of Undead very poorly, so we'll use Challenge Rating as a better metric.)
- Relentless Combo Surge (3.5e Feat) + (Hit a single enemy over and over and over … Hit a single enemy over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over again. (At least until you run out of [[Surge Fighter (3.5e Class)#surge points|surge points]].)(3.5e Class)#surge points|surge points]].))
- Thundershock (3.5e Spell) + (Hit a target with lightning, with accompanying thunder.)
- Crystal Blade (5e Spell) + (Hit an enemy and grow crystal armor temporarily.<br /><br />)
- Chilling Blade (5e Spell) + (Hit an enemy and grow crystal armor temporarily.<br /><br />)
- Quickening Blade (5e Spell) + (Hit an enemy and hasten your reaction time.<br /><br />)
- Toxic Blade (5e Spell) + (Hit an enemy and hinder its actions.<br /><br />)
- Flashing Blade (5e Spell) + (Hit an enemy and hinder its vision.<br /><br />)
- Withering Blade (5e Spell) + (Hit an enemy and stop them from healing.<br /><br />)
- Twisting Blade (5e Spell) + (Hit an enemy, and immediately move without provoking your foe's wrath.<br /><br />)
- Arcing Blade (5e Spell) + (Hit an enemy, causing lightning to lash out at other enemies close to them.<br /><br />)
- Hammer and Anvil (3.5e Maneuver) + (Hit an opponent as an immediate action, knocking them prone if you interrupted their movement.)
- Improved Hit Die (3.5e Feat) + (Hit die increases one step.)
- Cross Slash (3.5e Maneuver) + (Hit every square around you.)
- 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.)
- Reach Through Curse (3.5e Maneuver) + (Hit from the distance thanks to your curses.)
- Masochistic (3.5e Trait) + (Hit me again! Yes...YES)
- Improved Retribution Strike (3.5e Feat) + (Hit more enemies that miss)
- Scything Strike (3.5e Feat) + (Hit multiple nearby creatures with a -5 penalty to attack.)
- Hammer Blast, Revised (3.5e Invocation) + (Hit objects and certain creatures harder)
- Pretty Cool Blow (3.5e Feat) + (Hit people great distances through terrain. Also known as a version of [[Awesome Blow (3.5e Feat)|Awesome Blow]] that isn't Wizard-level.)
- Steel And Spell Style (3.5e Feat) + (Hit people with magic, like Duskblade and Pathfinder's Magus.)
- Improved Sanctify Natural Attack (3.5e Feat) + (Hit the forces of evil even harder with your fists!)
- Improved Sanctify Martial Strike (3.5e Feat) + (Hit the forces of evil even harder with your weapons!)
- Earth Ripple (3.5e Maneuver) + (Hit the ground from orbit and make a shockwave across the land, damaging and knocking creatures away and prone.)
- Mauling Blows (3.5e Maneuver) + (Hit two times and deal +2d6 damage.)
- Blasting Zone (3.5e Maneuver) + (Hit your enemies and the guys behind them!)
- Maddening Blow (3.5e Maneuver) + (Hit your foe '''really''' hard with the specific intent of distracting him.)
- Irritating Blow (3.5e Maneuver) + (Hit your foe harder with the specific intent of distracting him.)
- Aggravating Blow (3.5e Maneuver) + (Hit your foe really hard with the specific intent of distracting him.)
- Annoying Blow (3.5e Maneuver) + (Hit your foe with the specific intent of distracting him.)
- Rend (5e Feat) + (Hitting with both weapons gives extra damage (3.5e's [[SRD:Two-Weapon Rend|Two-Weapon Rend]] for 5e))
- Hivemaster (3.5e Feat Type) + (Hivemaster feats update and expand the Aspect of the Vermin class feature of a [[Hivemaster (3.5e Class)|Hivemaster]].)
- Now I Can! (3.5e Feat) + (Hmm, can anyone in the party swim? No? One sec... now I can!)
- Hobgoblin Race (5e) + (Hobgoblin as a race)
- Hobgoblin Devastator (5e) + (Hobgoblin spellcaster)
- SRD:Hobgoblins (Race) + (Hobgoblins are larger cousins of goblins.)
- Hobo (3.5e Class) + (Hobos, homeless, foul smelling people. Care should be taken when dealing with a Hobo, for they may convince you to do things you would not otherwise do.)
- Halt The Wheel (3.5e Maneuver) + (Hold back the wheel, growing in power - Just try not to get crushed.)
- Freez’n’fire It Up (3.5e Maneuver) + (Hold person for one round, plus cold and fire damage.)
- Power Flower (3.5e Power) + (Hold the charge on one touch power per forelimb.)
- Breath Control (3.5e Force Power) + (Hold your breath extensively.)
- Staunch Grip (3.5e Feat) + (Hold your weapons while stunned or unconscious and another minor benefit.)
- Restrain (3.5e Spell) + (Holds a creature or object in place.)
- Ring of Power (3.5e Equipment) + (Holds a pearl of power, which can be refreshed as a swift action.)
- Hollowed (3.5e Template) + (Hollowed creatures are the result of an attempt to turn men into mindless, deathless warriors.)
- User:Leziad/Holomaester (3.5e Class) + (Holomaesters are technomancers, using holographic attacks and buff and armed with a sturdy energized shield they are able to overcome all obstacles alone yet make excellent teammates.)
- Holy Knight (3.5e Prestige Class) + (Holy Knights have the most Devoted Spirits of all the champions of good and law, and have been granted a minute bit of divinity of their own.)
- Holy Platinum (3.5e Equipment) + (Holy Platinum is a celestial material, forged by angelic lightning it is used to great effect against the force of evil.)
- Lord Knight (3.5e Prestige Class) + (Holy warriors, crusaders for the cause of their lords, ladies and gods, the Lord Knight fights for all that is good and orderly in this chaotic, unpredictable world)
- Holy Bathwater (3.5e Equipment) + (Holy water sold for profit! Not actually any more effective.)
- Mansion of Life (3.5e Location) + (Home of Vitadea)
- Grimoire Soulknife (3.5e Alternate Class Feature) + (Honing your Mind Blade allows you to perform at far higher levels when compared with other soulknives.)
- Hook Horror (5e) + (Hook horrors are bipedal creatures of the [[SRD5:Underdark|Underdark]] with long bony hooks at the end of their arms)
- Scrolls of Forbidden Lore (3.5e Sourcebook)/Introduction + (You blood is black like oil, and thick like sludge, seeping out of your wounds and your pores like some grotesque infection.)
- Deformity, Hooks (3.5e Feat) + (Hooks of bone and flesh have grown across your entire body, sinking deep into your flesh and causing you excruciating pain at all times.)
- Horian Ring (3.5e Equipment) + (Horian rings are thin bronze bands with motifs bearing the likeness of bird and ornamented by a pale green gems.)
- Horizon Walker - Z's Revised (5e Ranger Archetype) + (Horizon Walker is one of the worst subclasses for an originally-bad class; Fey Wanderer is just better. So let's give it some juice, shall we?)
- Abomination (3.5e Subtype) + (Horrible half-deity half-monsters, these unloved abomination are anathemic to the divine.)
- Unspeakable Horror (5e) + (Horrors that are formed from the [[Mists (5e)|Mists]] between [[Domain of Dread (5e)|Domains of Dread]].)
- SRD5:Giant Goat + (Horse sized [[SRD5:Goat|goat]].)
- Giant Ant Queen (5e) + (Horse sized ant. Leader and heart of a [[Giant Ant (5e)|Giant Ant]] colony.)
- SRD5:Giant Boar + (Horse sized boar.)
- Female Steeder (5e) + (Horse sized spiders of the [[SRD5:Underdark|underdark]])
- Hippocamp (5e) + (Horse-like aquatic monstrosity)
- SRD5:Ankheg + (Horse-size insect-like monster.)
- SRD5:Giant Bat + (Horse-sized [[SRD5:Bat|Bat]].)
- SRD5:Giant Sea Horse + (Horse-sized [[SRD5:Sea Horse|sea horse]])
- SRD5:Giant Hyena + (Horse-sized hyena)
- SRD5:Giant Lizard + (Horse-sized lizard)
- Howler (5e) + (Horse-sized quadrupedal pack hunters from [[Pandemonium (5e)|Pandemonium]])
- SRD5:Giant Scorpion + (Horse-sized scorpion)
- Giant Canary (5e) + (Horse-sized songbird.)
- SRD5:Giant Spider + (Horse-sized spider.)
- SRD5:Giant Toad + (Horse-sized toad)
- SRD5:Phase Spider + (Horse-sized, magical spider that can shift to the ethereal plane and back)
- SRD5:Worg + (Horse-sized, wicked, intelligent wolf.)
- Hover (3.5e Creature Ability) + (Hover is a mode of movement similar to [[SRD:Fly|flight]], except that the hovering creature can not fly higher than its natural [[SRD:Space/Reach (Creature Statistic)|reach]].)
- Hovering Trance (3.5e Feat) + (Hover lightly off the ground if you fall unconscious or when sleeping.)
- Animal Magnetism (3.5e Flaw) + (How does Snow White manage it? You don't even have to sing, and the critters still come running. OW! GET AWAY!!)
- Sacrifice Spell (3.5e Feat) + (How many people have to die before you're satisfied? Ten. The Demon you've summoned might not be, though.)
- Manual of Quickness in Action, BoB (3.5e Equipment) + (How to be more like a elf with Salogel the Elf.)
- Manual of Bodily Health, BoB (3.5e Equipment) + (How to get in better shape with Phil the Faun.)
- Tome of Leadership and Influence, BoB (3.5e Equipment) + (How to lead, to be first among many with Tokran the Aasimar.)
- Tome of Understanding, BoB (3.5e Equipment) + (How to philosophize with Tokran the Aasimar.)
- Greater Star Spawn Emissary (5e) + (Huge aberration from the [[SRD5:Far Realm|far realm]].)
- Warforged Titan (5e) + (Huge anthropomorphic war machines)
- SRD5:Tyrannosaurus Rex + (Huge carnivourous theropod)
- SRD5:Triceratops + (Huge rhino-like [[Dinosaur (5e)|dinosaur]] with three horns)
- Relic Sloth (5e) + (Huge, domesticated sloth.)
- Yuan-ti Malison (5e)/Type 4 + (Human body with one or more serpentine tails.)
- Yuan-ti Malison (5e)/Type 1 + (Human body with snake head)
- Siren (3.5e Template) + (Human born with the siren's curse.)
- Siren Warrior (3.5e NPC) + (Human born with the siren's curse.)
- Yuan-ti Malison (5e)/Type 2 + (Human head and body with snakes for arms)
- Yuan-ti Malison (5e)/Type 3 + (Human head and upper body with a serpentine lower body instead of legs)
- Dragonscarred (4e Race) + (Human-like figures driven mad by the powers of the dragons, the Dragonscarred are a result of a brutal calamity between man and beast.)
- Xolotl (5e Race) + (Humanoid axolotls, both adorable and damp.)
- Xolotl (3.5e Race) + (Humanoid axolotls, both adorable and damp.)
- Minotaur Race (5e) + (Humanoid body with a bull's head.)
- Gyotzi (3.5e Race) + (Humanoid dumplings of small size but heavy body.)
- Phant (3.5e Race) + (Humanoid elephant men with strong bodies and alcohol that would make a dwarf proud, for they need it to forget...)
- Gear Actua (3.5e Race) + (Humanoid machines built with gear and clockwork, animated by a methodic intelligence.)
- Skellington (3.5e Race) + (Humanoid skeletons that do skeleton activities with their skeleton powers.)
- Yuan-ti Broodguard (5e) + (Humanoid transformed into a yuan-ti guard-servitor)
- Rapanip (3.5e Race) + (Humanoid turnips with the ability to make unholy monsters flee.)
- Cosmin (3.5e Race) + (Humanoids born in the deep of space or transformed from mortals, they have small stars or black holes for heads.)
- SRD5:Dragonborn + (Humanoids descended from dragons)
- Sorial (3.5e Race) + (Humanoids descended from fey that feed on emotions, such as joystealers and gray jesters.)
- SRD5:Tiefling + (Humanoids descended from humans and fiends)
- SRD5:Half-Orc + (Humanoids descended from humans and orcs)
- Anuë (3.5e Race) + (Humanoids infused with divine anathema.)
- Human Bastard (3.5e Feat) + (Humans are second only to Dragons in terms of friskiness! You were born from some interspecies erotica!)
- Humanblood (3.5e Template) + (Humans breed with everything it seems, and those half-humans have offspring as well. Sometimes the presence of human blood pops up in other races even though they are less than half-human.)
- Human (One) + (Humans can span the range of [[SRD5:Humanoid|Humanoid]]s, good, bad, strong, weak, brave, cowardly.)
- Snakeblooded Human (3.5e Race) + (Humans descended from yuan-ti stock, the ancient serpent blood within them gives them great powers of persuasion and guile.)
- Manu (3.5e Race) + (Humans from the world of Dar E'lund, the Manu are proud and ambitious citizens who have become the land's dominant force.)
- Revenant (3.5 Race) + (Humans that are reanimated by a strong will to get their revenge.)
- Magnes (3.5e Race) + (Humans with high-metal concentrations in their body, they are magnetically inclined.)
- Publication:The Quintessential Human + (Humans, one of the most popular of charact … Humans, one of the most popular of character races, has long been neglected, rarely receiving a distinctive treatment of their own. This 128-page d20 sourcebook brings them back to the fore with a slew of character concepts and prestige classes, together with tricks of the trade that concentrate on humans' versatility and individuality.on humans' versatility and individuality.)
- Colossus of Akros (5e) + (Humongous bronze animated statue)
- Quetzalcoatlus (5e) + (Humongous flying [[SRD5:Dinosaur|dinosaur]], larger than [[Pteranodon (5e)|Pteranodon]].)
- Ironscale Hydra (5e) + (Humongous, extra tough, hydra)
- Galeb Duhr (5e) + (Hunched over rock person with short limbs)
- Hungry Sorrowsworn (5e) + (Hunger personified)
- Shinigami (3.5e Class) + (Hunters of ghosts and demons, they protect the living from things which lurk just beyond the edge of the world.)
- Kido Shinigami (3.5e Class) + (Hunters of ghosts and demons, they protect the living from things which lurk just beyond the edge of the world. These shinigami are focused on their spiritual magic.)
- Battle Shinigami (3.5e Class) + (Hunters of ghosts and demons, they protect the living from things which lurk just beyond the edge of the world. These shinigami are focused on melee combat.)
- Ranger (5e - Total Rewrite) + (Hunters, Trackers and Guardians from the ancient school of '''Ur Khul Nathorvín Etrío ed Kareptirah''')
- Catapult Spell (One) + (Hurls an object, may cause damage.)
- Catapult (5e) + (Hurls an object, may cause damage.<br /><br />)
- Improved Weapon Finesse (3.5e Feat) + (Hurt people with your Dexterity, and expand the weapon finesse list significantly.)
- Efficacious Blast (3.5e Invocation) + (Hurt your foes with positive energy, this is not a nice healing effect.)
- Hybrid Elite Warrior (3.5e Class) + (Hybrid Elites are half mortal, half green … Hybrid Elites are half mortal, half green magic. At some point early in their life a Hybrid Elite is infused with strong amounts of arcane energy. This painful infusion of potent magic can show physically in many ways such as scars or strange green eyes. The powerful energies that now course through their body grant them unnatural feats of strength.dy grant them unnatural feats of strength.)
- Leucrotta (5e) + (Hyena-badger-deer monster)
- Publication:Hyperconscious + (Hyperconscious is an expansion for psionics from the author of the [[Publication:Expanded Psionics Handbook|Expanded Psionics Handbook]].)
- Hypo Canister (3.5e Equipment) + (Hypo canisters are small glass compartments that contain certain substances, and that are used by injecting them with the [[Hypo Pistol (3.5e Equipment)|hypo pistol]] delivery system.)
- Mystic Eyes: White Eyes of the Omniscient One (3.5e Feat) + (I SEE EVERYTHING!!!!)
- Flameshape (3.5e Spell) + (I am the Human Torch!!)
- Spirit of the Forest (3.5e Feat) + (I am the Lorax, I speak for the trees and if you don't listen ill break both your knees.)
- Balanced Metamagic (3.5e Variant Rule) + (Be vehwy vehwy quiet, I'm wehrking magic.)
- Compulsive Behavior (3.5e Flaw) + (I can't fight now, there is something wrong on the internet!)
- Perpetual Magic (3.5e Feat) + (I cast that spell forever ago!)
- Improved Echolocation (3.5e Feat) + (I hear you.)
- FANtastic FAN FANatic (3.5e Feat) + (I just Love my fans!!)
- More Necromancy (3.5e Variant Rule) + (I wanted to have more options with necromancy, and this will change many things about creating undead.)
- Rexus (3.5e Race) + (I'm a motherfuckin' T-Rex!)
- Shark (3.5e Cleric Domain) + (I'm a shark! I'm a shark! Eat my spells! I'm a shark!)
- Frankenstein's Monster (3.5e Power) + (IT’S ALIVE! A resurrection gone wrong, which brings subject back as an intelligent undead.)
- SRD5:Ice Mephit + (Ice mephits appears similar to [[SRD5:Imp|Imp]]s made of ice.)
- Frost Fingers (5e) + (Icy blast causes [[SRD5:Cold|cold]] damage to creatures in a [[SRD5:Cone|cone]].<br /><br />)
- Frost Fingers (One) + (Icy blast causes [[SRD5:Cold|cold]] damage to creatures in a [[SRD5:Cone|cone]].)
- Scan (3.5e Spell) + (Identifies creatures, and maybe their abilities as well.)
- Aim for the Core (3.5e Maneuver) + (Identify a construct or corporeal undead's weak points with a Knowledge Arcana check, and become able to critical them.)
- Resonant Senses (3.5e Trait) + (If I can't see you, then you cannot possibly see ME!)
- Stabilizing Crystal (3.5e Equipment) + (If Oozes weren't Mindless, they would fear this augment crystal.)
- Witchslap (3.5e Spell) + (If a creature approaches you from afar, you slap them out of the way.)
- Anime's Teleportation (3.5e Skill Trick) + (If a creature moves in to flank you, you can teleport to flank them instead.)
- Exploit Opening (3.5e Feat) + (If a foe suffer a large enough penalty to AC it count as flanked for the purpose of sneak attack.)
- Broken Step (3.5e Maneuver) + (If an opponent charges you, snap out at them and disrupt their focus.)
- Grazing Dodge (3.5e Feat) + (If an opponent just barely hits your AC, then you take less damage and make a 5 ft step.)
- After Image (3.5e Invocation) + (If an opponent misses you badly enough, you can take advantage of their distraction to move before they even realize you're gone.)
- Threatening Hedgehog Roll (3.5e Maneuver) + (If an opponent takes an attack of opportunity on you due to movement, you may attack them back and they are flatfooted against your attack.)
- True Form (3.5e Maneuver) + (If attacked by a shapechanged creature not in their normal form, you may counterattack and strip them of their shapechanging powers.)
- Natureborn (3.5e Race) + (If dragonborn are beings reborn in the image of a dragon, then the natureborn are born in the image of the spirit of nature itself. Through a mysterious ritual a creature transforms into a being of elemental and floral power.)
- Sense No Evil (3.5e Spell) + (If exposed to a gaze attack, sonic effect, or pain effect and similar while under this spell you can briefly turn off that sense to save yourself.)
- Manhunter (5e Martial Archetype) + (If it bleeds, it dies. A dual-wielding master of close combat.)
- Pyromaniac (3.5e Feat) + (If it doesn't work, you're just not using enough.)
- Headspace Retreat (3.5e Flaw) + (If no one is actively engaging with you, then you tend to absent-mindedly daydream without realising it.)
- Lillend Covey (3.5e Location) + (If one can locate a covey of lillends, and convince them to grant their tutelage, they certainly would improve the projection of their vocal talents.)
- Twist of Fate (3.5e Feat) + (If only that die turned just another inch...)
- Skill Genius (3.5e Feat) + (If somebody can learn how to do it, you can try to do it without learning how.)
- Ruby Threat Echo (3.5e Maneuver) + (If someone makes an [[SRD:Attack of Opportunity|attack of opportunity]] against you, you hit them as well.)
- Stealthy (3.5e Feat) + (If someone sees you, you have to kill them.)
- Bristling Blade (3.5e Maneuver) + (If someone strikes you in melee, you can hit them back for retributive damage.)
- Mimic Maneuver (3.5e Feat) + (If someone uses a maneuver you know, you can ready that maneuver even if it wasn't readied before.)
- Auto Boom (3.5e Feat) + (If subject to fire, or death, you explode.)
- Punish Violence (3.5e Spell) + (If the afflicted target attacks, they take non-lethal damage.)
- Reraise (3.5e Spell) + (If the target dies in the next 5mins/caster level they can choose to come back to [[SRD:Raise Dead|life]] in the following 2 minutes.)
- Feast or Famine (3.5e Spell) + (If the victims or this curse does not eats, they start starving.)
- Enduring Physiology (3.5e Feat) + (If things got really bad, you could always just hide under a rock for a century or two until they improved.)
- Karmatic Rebuke (3.5e Maneuver) + (If you are affected by a death effect, deflect it back upon them!)
- Karmatic Retort (3.5e Maneuver) + (If you are attacked, you may immediately attack right back.)
- Rocs Fall, Everyone Dies (3.5e Maneuver) + (If you are dropped in mid-air, you can get your revenge by crashing with great force. Sometimes you even do it willingly.)
- Cling to Life (3.5e Feat) + (If you are dying it takes you longer than normal to actually perish.)
- Undying Gene (3.5e Feat) + (If you are dying or dead, you may return from the dead after some time as long as your body is intact.)
- Armor of Helpless Guard (3.5e Equipment) + (If you are rendered immobile or helpless, your defenses begin to rise dramatically.)
- Coils of Rapture (3.5e Maneuver) + (If you are smaller than your opponent, all size modifiers for Grapple checks are halved. Allows Grappling of opponents more than two size categories larger than you.)
- Fearful Bravery (3.5e Feat) + (If you become frightened or panicked, you still have some control over your actions, though you won't be attacking.)
- Spellsinging Dervish (3.5e Feat) + (If you can sing while you dance, you can spout archaic gibberish while you dance.)
- Bestow Flaw (3.5e Spell) + (If you can't find an exploitable flaw in your enemy, then give them one.)
- Publication:Unearthed Arcana/Controlled Immolation (Feat) + (If you catch on fire, the flames don't hurt you.)
- Flammability (3.5e Feat) + (If you deal fire damage, creatures risk catching on fire.)
- Publication:Unearthed Arcana/Character Background + (If you define background as "everything that happened to a character before now," then you can use this character background variant to actually generate a character.)
- Point Blank Blast (3.5e Feat) + (If you deliver an area of effect against an adjacent target, it takes more damage and you ignore evasion.)
- Ring of Sacrifice (3.5e Equipment) + (If you die while wearing the ring you can be raised with no losses, but the ring breaks.)
- Rare Ring of Sacrifice (3.5e Equipment) + (If you die while wearing the ring you can be raised with no losses and you keep all your items, but the ring breaks. It even works on effective-deaths such as petrification, curses, and imprisonment.)
- Haunting Death Curse (3.5e Spell) + (If you die with this spell active, you will return as a [[SRD:Ghost|ghost]], giving you a chance to avenge your death.)
- Bury the Dead (3.5e Spell) + (If you die, you are automatically buried and given blessings.)
- Soul of the Balor (3.5e Feat) + (If you die, you'll take them out with you!)
- Unaging Mystic (3.5e Feat) + (If you do not cast spells or manifest powers you do not age.)
- Mystic Blade (3.5e Class) + (If you don't want to wait for the spellsword prestige class, the mystic blade offers an alternative combination of sorcery and steel.)
- Torn Asunder (3.5e Maneuver) + (If you grab a hold of them, you may very well kill them instantly.)
- Maneuver-Like Refresh (3.5e Feat) + (If you have [[Maneuver-Like Abilities (3.5e Creature Ability)|maneuver-like abilities]], you can refresh them quicker.)
- Dimensional Body Storage (3.5e Feat) + (If you have an artificial body part, or are artificial already, you gain the ability to store and use arm or handheld items within.)
- Belladone's Shared Fortune/Misfortune (3.5e Spell) + (If you have bad luck on your rolls, you can share it with others. Or share your good luck instead.)
- Telepathy Stacker (3.5e Feat) + (If you have multiple sources of telepathy, they stack instead of overlap.)
- Extra Immune (3.5e Trait) + (If you have redundant immunity, your immunity applies even against things which would bypass it.)
- Tips To Help You Find A High Quality Steam And Pressure Washer (3.5e Feat) + (If you have the clarity about your needs, then finding the right pressure washer would not be a problem for you.)
- Double Weapon Art (3.5e Feat) + (If you have two weapons with the same special abilities, you can activate both of them at the same time.)
- Multiweapon Rend-CE (3.5e Feat) + (If you hit an opponent with two or more weapons (wielded in different hands) in the same round, you may automatically rend the opponent.)
- Two-Weapon Rend-CE (3.5e Feat) + (If you hit an opponent with two or more weapons (wielded in different hands) in the same round, you may automatically rend the opponent.)
- Ring of Riposte (3.5e Equipment) + (If you interrupt an attack with an attack of your own, you will deal extra damage.)
- Timmy (3.5e Alternate Class Feature) + (If you like the idea of loading up a caste … If you like the idea of loading up a caster with nothing but Fireballs and letting them loose, you have no brain. If you ''don't'' like the idea of loading up a caster with nothing but Fireballs and letting them loose, you have no heart. This ACF is for when you just want some brainless Michael Bay fun for Timmies and create as many explosions as possible without worrying about your daily spell slots.out worrying about your daily spell slots.)
- Spell Stealing Mirror (3.5e Maneuver) + (If you make a save against a spell (up to 6th level), you can choose to absorb it and use it against them.)
- Duct Tape of Air Dominion (3.5e Equipment) + (If you manage to pin and tie up an air elemental, you can use it to ride around as your loyal steed.)
- Quantum Shot (3.5e Equipment) + (If you miss your target, you will surely hit something near him.)
- Recovery Strike (5e Feat) + (If you miss, you continue your swing to strike again elsewhere.)
- Random Race and Class Generator (3.5e Other) + (If you need help choosing a race or class, the following charts should help choose a class and race, both published and homebrew.)
- Will of the People (3.5e Maneuver) + (If you need to make a saving throw, you may have your whole party roll using their saves. If at least one person succeed, you succeed.)
- Shielded Provocation (3.5e Feat) + (If you provoke an attack of opportunity, add +4 AC to your shield AC against that attack.)
- Ring of Delayed Damage (3.5e Equipment) + (If you receive a killing blow while wearing this ring, you are left at -1 and stable. However, you must act to heal quickly or you will surely die.)
- Average Out (3.5e Feat) + (If you roll a natural 1, the next roll is guaranteed to be at least a 10.)
- Missed and Pissed (3.5e Feat) + (If you roll a natural 1, you can briefly rage.)
- Crimson Frenzy (3.5e Maneuver) + (If you take a heavy blow, you can go into a frenzy at the risk of the lives of yourself and your allies.)
- Pigeonholing (3.5e Equipment) + (If you treat someone like they're an extremist, they can become one.)
- Backlash Wind (3.5e Maneuver) + (If you're attacked, counterattack with a bull rush with your wings.)
- Fall to Pieces (3.5e Feat) + (If you're hit by a huge blow you can fall to pieces to negate most of it. The problem is getting back together...)
- Loosened Tresses (3.5e Maneuver) + (If your are attacked and are missed, you can counter with a trip attack.)
- Brutal Murder (3.5e Maneuver) + (If your enemy is stupid enough to stay within reach, they will suffer dearly.)
- Soul Tap (3.5e Spell) + (If your opponent acts against you, you drain energy from them.)
- Deathblast Spell (3.5e Feat) + (If your spell kills an enemy, they become a waiting proximity mine waiting to explode!)
- Blade Buster (3.5e Feat) + (If your weapons aren't hitting quite like your fists, they are now...but you might break them.)
- Argument by Dismissal (3.5e Maneuver) + (Ignore Diplomacy, Intimidate, and mind-affecting effects)
- Forest Walk (4e Feat) + (Ignore [[4e#difficult terrain|difficult terrain]] that is the result of woodlands.)
- Archer's Eye (3.5e Utterance) + (Ignore concealment for 1 minute, or gain concealment against ranged attacks.)
- Interval of Confidence (3.5e Maneuver) + (Ignore concealment, deal extra damage)
- Improved Piercing Eldritch Blast (3.5e Feat) + (Ignore energy resistance)
- Shadowshatter (3.5e Maneuver) + (Ignore hardness and deal double damage to objects)
- SRD:Ruinous Rage + (Ignore hardness while in rage.)
- SRD:Spectral Strike + (Ignore incorporeal miss chance.)
- SRD:Improved Precise Shot + (Ignore less than total cover/concealment on ranged attacks.)
- Ignore Material Components-CE (3.5e Feat) + (Ignore material and focus components to your spells.)
- SRD:Eschew Materials + (Ignore minor material components.)
- SRD:Uncanny Accuracy + (Ignore miss chance caused by concealment.)
- SRD:Craft Epic Magic Arms and Armor + (Ignore normal limits for crafting magic arms and armor.)
- Airborne Charge (3.5e Skill Trick) + (Ignore obstacles that would prevent you from [[SRD:Charge|charging]] by [[SRD:Jump Skill|leaping right over them]].)
- Agile Crawler (4e Feat) + (Ignore penalties for [[4e Index (4e Other)#squeeze|squeezing]])
- Deadeye Sniper Gaze (3.5e Maneuver) + (Ignore range and concealment penalties.)
- Magma Blood (3.5e Feat) + (Ignore side effects of certain cold effects, and deal fire damage to attackers.)
- Urge to Bleed (3.5e Maneuver) + (Ignore some natural armor bonus to AC with your attack, and hurt those without enough natural armor.)
- Piercing Eldritch Blast (3.5e Feat) + (Ignore spell resistance with your blasts)
- Ignoring Opponents (3.5e Variant Rule) + (Ignoring opponents is a dangerous, but occasionally effective, way to ignore the penalty for being flanked.)
- Detect Tracks (3.5e Power) + (Illuminate fingerprints and footprints for easy tracking.)
- Moonlight Eye (3.5e Maneuver) + (Illuminate your surroundings, harm shapechangers with a glance, and dispel illusions.)
- Illunian (3.5e Deity) + (Illunian wishes only for peace, a world where compassion and love are valued higher than power or money.)
- Ilyodyne (3.5e Deity) + (Ilyodyne is a greater deity of love, justice, magic and war. She is a frequent patron for arcane casters, paladins and those who seek love and affection.)
- Light Burst Weapon (4e Equipment) + (Images of the sun are etched onto the surface of this weapon, and it feels warm to the touch.)
- Waking Nightmare (3.5e Spell) + (Imagined horrors reduce the afflicted into a helpless state of despair.)
- Greater Imbue Sentience (3.5e Spell) + (Imbue a non-living object with intelligent weapon-like sentience or create a permenant intelligent item.)
- Imbue Sentience (3.5e Spell) + (Imbue a non-living object with intelligent weapon-like sentience.)
- Lesser Imbue Sentience (3.5e Spell) + (Imbue a non-living object with primative sentience for a short time.)
- Infuse Anima (3.5e Power) + (Imbue a shard of your mind in an object which can act as a spy, or activate and operate the device.)
- Sleeper Agent (3.5e Spell) + (Imbue a shard of your mind in another, slowly influencing them and allowing you to assume direct control.)
- Incarnate Agent (3.5e Spell) + (Imbue a shard of your mind in another, slowly influencing them towards your benefit.)
- Slowdeath Strike (3.5e Maneuver) + (Imbue a weapon with slow death.)
- Imbue Intelligence (3.5e Power) + (Imbue an object with a mind split from your own, turning it into an intelligent item.)
- Solar Infusion (3.5e Spell) + (Imbue the sun with extra energy.)
- Publication:Dread Codex/New Spells/Imprint Draining + (Imbued weapon grants the wielder temporary hit points equal to half its damage dealt.)
- Injuring (3.5e Equipment) + (Imbued with a killing intent, an injuring weapon can release a burst of damage all at once.)
- Indra's Arrow (3.5e Spell) + (Imbues an arrow drawn with divine black lightning.)
- Arrow of White Bloom (3.5e Spell) + (Imbues an arrow drawn with the clearest frost.)
- Arcstone (3.5e Equipment) + (Imbues the wearer with electrical power, and arcs lines of harmful energy between itself and other arcstones.)
- Blazestone (3.5e Equipment) + (Imbues the wearer with firepower, and the ground he treads upon becomes embroiled in fire.)
- Searstone (3.5e Equipment) + (Imbues the wearer with the power of acid, and his surroundings are filled with corrosive mist.)
- Rimestone (3.5e Equipment) + (Imbues the wearer with the power of cold, and his surroundings become suffused with coldness.)
- Bellowstone (3.5e Equipment) + (Imbues the wearer with the power of sonic shockwaves, and the ability to warp sound.)
- Young Kruthik (5e) + (Immature Kruthik)
- Oblex Spawn (5e) + (Immature Oblexes)
- Young Remorhaz (5e) + (Immature [[SRD5:Remorhaz|Remorhaz]])
- Dance of Divine Blessing (3.5e Maneuver) + (Immediate aid another with massive bonuses.)
- Instant Antibodies (3.5e Maneuver) + (Immediately defend yourself against a toxin or pathogen.)
- Immunity Surge (3.5e Maneuver) + (Immediately defend yourself against a toxin or pathogen.)
- Quick Disable (3.5e Maneuver) + (Immediately disable a device, or disable a device being operated by another to briefly jam it.)
- Punishing Follow-Through (3.5e Maneuver) + (Immediately follow after an enemy move away from you and make an attack. ''Feral—'' You provoke, but gain the benefits of a charge and may grab them.)
- Art of Movement (3.5e Force Power) + (Immediately move in response to a hazard.)
- Cosmic Horror (5e) + (Immense jumble of tentacles, eyes, mouths, and wings.)
- Magnetic Armor (3.5e Power) + (Immobilize opponents within their own metal armor.)
- Publication:Dread Codex 2/New Spells/Death’s Hunger + (Immobilize target, temporarily gaining its constitution and wisdom.)
- Star Lancer (5e) + (Immortal four-winged shark-like creatures of the [[Astral Sea (5e)|Astral Sea]] that often serve as mounts for [[Githyanki (5e)|Githyanki]].)
- Elf, Variant (4e Race) + (Immortal heroes and fair maidens; paragons of freedom all)
- Immunity Overhaul (3.5e Variant Rule) + (Immunities are handed out like candy, so this makes them less absolute.)
- Reaving Crystal (3.5e Equipment) + (Immunities can be problematic. Use this crystal to strip enemies of those immunities.)
- Immunity Hardness (3.5e Creature Ability) + (Immunity Hardness a special ability that provide a degree of resistance to immunity and resistance piercing effects.)
- Impact Zone (3.5e Creature Ability) + (Impact Zone is a special ability that is usually applied to creature who are huge or larger, making their physical attacks area of effect.)
- Impale (3.5e Spell) + (Impale your enemies into the air, then watch them fall.)
- Phantasmal Assassin (3.5e Spell) + (Implant a Sentient Illusion in the target's mind to assault their sanity directly, or just gather some information.)
- Subdermal Item Disk (3.5e Equipment) + (Implants a disk into your body that replicates the function of a magic item)
- Chaos Dimension (3.5e Spell) + (Impose the insanity of the Far Realm onto the material plane in an area.)
- Gravity Cage (3.5e Maneuver) + (Imprison your foe in a cage of gravity that is very difficult to escape and deals double damage to it.)
- Transfixion (3.5e Spell) + (Improve a piercing weapon)
- Fustigate (3.5e Spell) + (Improve blunt weapons)
- Increased Damage Reduction (3.5e Feat) + (Improve current damage reduction by 5, and add an alignment requirement.)
- Improved Body Assemblage (3.5e Feat) + (Improve on the undead from ''[[SRD:Animate Dead|animate dead]]''.)
- Augmented Alchemy-CE (3.5e Feat) + (Improve on your base alchemical and poison-making skills.)
- Incarnum Breath (3.5e Feat) + (Improve the area of effect of your breath weapon with essentia)
- High Roller (3.5e Alternate Class Feature) + (Improve the spellcasting of a regular Gambler.)
- Great Charisma-CE (3.5e Feat) + (Improve your [[Charisma]] score by +2.)
- Great Constitution-CE (3.5e Feat) + (Improve your [[Constitution]] score by +2.)
- Great Dexterity-CE (3.5e Feat) + (Improve your [[Dexterity]] score by +2.)
- Great Intelligence-CE (3.5e Feat) + (Improve your [[Intelligence]] score by +2.)
- Great Strength-CE (3.5e Feat) + (Improve your [[Strength]] score by +2.)
- Great Wisdom-CE (3.5e Feat) + (Improve your [[Wisdom]] score by +2.)
- Anticipate Action (3.5e Feat) + (Improve your defenses the longer you fight.)
- Improved Low-Light Vision-CE (3.5e Feat) + (Improve your low-light vision range.)
- Divine Paladin (3.5e Feat) + (Improve your paladin abilities with intense divine power.)
- Inborn Own Luck (3.5e Invocation) + (Improve your saves with your charisma)
- Improved Spell Resistance-CE (3.5e Feat) + (Improve your spell resistance by +5, to a maximum of 16 + your HD.)
- Two Handed Strength (3.5e Feat) + (Improve your two handed damage.)
- Armor Focus (3.5e Feat) + (Improved AC and Reflex saves in certain armor.)
- Improved Ink Sac (3.5e Feat) + (Improved capacity and ability for the [[Ink Sac (3.5e Equipment)|ink sac graft]].)
- Torched Rabbit Springs for Bushes (3.5e Maneuver) + (Improved evasion, then move and hide.)
- Advanced Dark Companion (3.5e Feat) + (Improved the dark companion alternate feature for the hexblade.)
- Alertness, Balmz (3.5e Feat) + (Improved version of alertness)
- Hideous Blow, Revised (3.5e Invocation) + (Improved version of standard Hideous Blow)
- Frightful Blast, Revised (3.5e Invocation) + (Improved version of the standard Frightful Blast.)
- Colourful Flag, Improved (3.5e Feat) + (Improvements to numeric effects of ''Colourful Flag''.)
- MetaPower (3.5e Feat) + (Improves the uses of other metamagic feats)
- Expert Assault (3.5e Feat) + (Improves your iterative attacks granted by BaB)
- Project Patron (3.5e Other) + (In D&D 5e warlocks have patrons, eldritch entities that grant them powers. This variant rule adds them to 3.5e warlocks, granting them access to custom invocations)
- Humusque Gale (3.5e Maneuver) + (In a brief whirlwind, launch yourself to the skies.)
- Cursewood (3.5e Equipment) + (In a distant land it became tradition that … In a distant land it became tradition that all of the world's curses would be bound into special spirit trees, for this world could not heal curses but only transfer them to another. So it came to be that curse-bearing trees were born. Over centuries the curses piled up, and the trees awakened to a horrible malignant power which ravaged the land and its people. Over time, heroes would eventually carve up the scourge of these evil plant monsters but the curses remained ever-present even in death.urses remained ever-present even in death.)
- Evesor Worm (3.5e NPC) + (In a high balance game, a scary but fragile melee dork. In anything lower, a means of punishing/trolling the players.)
- Slow Time (3.5e Feat) + (In a moment of truth everything seem to slow down to a crawl except you. Bullet time in dnd.)
- Kevlarium (3.5e Equipment) + (In a search for a lightweight strong fiber … In a search for a lightweight strong fiber for tires in anticipation for a shortage of petroleum, alchemists stumbled across the synthetic alchemical material known as kevlarium. Forming into thick pale yellow fibers, it proved to be light, strong, thermally durable, and ended up forming excellent body armor. It is the material of choice of military forces, protecting them from dangerous ranged combat long enough for them to get into melee, or counter with their own ranged attacks.or counter with their own ranged attacks.)
- Exodus of NOPE (3.5e Vestige) + (In a single night, an entire nation raptured themselves out of existence after witnessing something so dreadful, their sheer disgust made them leave existence completely.)
- Bleeding Edge (3.5e Campaign Setting) + (In a world where strange and powerful monsters now roam, only those warriors bearing special "blood weapons" can fight off the scourge of evil that threatens the land.)
- Crayons of Danger (3.5e Equipment) + (In an emergency, a crayon will burn for 30 minutes.)
- Average Initiative (3.5e Feat) + (In an encounter with at least two other initiative rolls, you can always choose to go in the middle.)
- Skeletonize (3.5e Spell) + (In an instant, burn a target to the bones.)
- Withstand Energy Variant (3.5e Spell) + (In an instant, protect yourself from energy damage.)
- Ruk (3.5e Race) + (In ancient times, when the gods were still … In ancient times, when the gods were still shaping the races into the forms we know the precursor to orcs, goblins, and other green skinned creatures existed in a primitive wild state. They were great hunters, lords of the forest, and in constant conflict with the fair folk. They were the ruk, and their fierce legacy lives on in modern races today.rce legacy lives on in modern races today.)
- Combat Acrobat (3.5e Feat) + (In battle, you are able to move fluidly, befuddling your opponents.)
- Combat Adrenaline (3.5e Feat) + (In battle, you call upon a reserve of strength deep within you, granting you the ability to do inhuman feats.)
- Demonbinder (4e Paragon Path) + (In becoming a demonbinder, you sacrifice your immortal soul for the instant power granted by the abyss.)
- Bounty Hunter (3.5e Class) + (In civilized lands, local lords call upon … In civilized lands, local lords call upon Bounty Hunters to capture criminals that live or have traveled beyond their reach or criminals that outclass the knights or soldiers in the lords employ. Closer to the frontier, the Bounty Hunter might be the only law capable of bringing dangerous criminals to justice. Those who hire Bounty Hunters both like them, and scorn them.ty Hunters both like them, and scorn them.)
- Publication:Grim-N-Gritty/Appendix 4/Unbalance Opponent (3.5e Feat) + (In close combat, you keep your opponents off balance and unable to effectively apply force.)
- Limiting Points (3.5e Other) + (In contrast to spellcasters' spell slots, … In contrast to spellcasters' spell slots, lots of classes and creatures have limiting points of some type to regulate the use of their abilities. This is a page where we list all the limiting point types, give a quick summary of how they work, and list the classes and creatures that use them.t the classes and creatures that use them.)
- Caliginosity (3.5e Invocation) + (In darkness we protect)
- Curse of the Day (3.5e Maneuver) + (In darkness, target takes -6 penalty to ability score of your choice.)
- Laser Blade (3.5e Equipment) + (In effect, it is a lightsaber.)
- Phrase Tablet (3.5e Equipment) + (In essence, a [[Truespeech (3.5e Variant Rule)]] scroll.)
- Blind (3.5e Trait) + (In exchange for your eyes, you gain a different type of "eyesight".)
- SRD5:Werebear + (In humanoid form, the werebear appears human, in bear form as a large bear, and in hybrid form as a blend of the two.)
- SRD5:Wereboar + (In humanoid form, the wereboar appears human, in boar form as a normal boar, and in hybrid form as a blend of the two.)
- SRD5:Wererat + (In humanoid form, the wererat appears human, in rat form as a giant rat, and in hybrid form as a blend of the two.)
- SRD5:Weretiger + (In humanoid form, the weretiger appears human, in tiger form as a [[SRD5:Tiger|tiger]], and in hybrid form as a blend of the two.)
- SRD5:Werewolf + (In humanoid form, the werewolf appears human, in wolf form as a wolf, and in hybrid form as a blend of the two.)
- Fey (3.5e Type) + (In many cases, fey are the physical embodi … In many cases, fey are the physical embodiment of some natural force, whether it be the land itself or the emotions and souls of those who inhabit it. Others are creatures with just a bit too much mysticism and power to be called humanoids. Commonly fragile in stature but strong in magical ability, making them very difficult opponents.ity, making them very difficult opponents.)
- Publication:Unearthed Arcana/Racial Paragon Classes + (In most d20 campaigns, the ideas of [[SRD: … In most d20 campaigns, the ideas of [[SRD:Classes|class]] and [[SRD:Races|race]] are separate concepts. But with racial paragon classes, the line between the two becomes blurred. Racial paragons are, as their name suggests, nearly ideal examples of the strengths and abilities of the character’s race.ths and abilities of the character’s race.)
- Death Beads (3.5e Equipment) + (In natalupe and other similar warrior cultures, death beads are a sign of experience and power.)
- Tiny Hammerer (3.5e Prestige Class) + (In pictures of you holding a weapon, it's hard to find you.)