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
- Staff of Rita the Conquerer (3.5e Equipment) + (Magic staff, make my monster GROOOOOW!!!)
- SRD5:Bard + (Magical Musicians)
- Dragonmark Pact Warlock (3.5e Alternate Class Feature) + (Magical abilities often manifest in bloodl … Magical abilities often manifest in bloodlines. The most famous examples of this are the Dragonmarks. Most who bear them have little interest in finding out how they work, preferring to instead spend their time exploiting the gifts they've been given for profit. Some, however, instead seek to master the secrets of the Marks. Most learn little beyond a few tricks for using their mark more efficiently, but others uncover truths about these powers that many feel are better off hidden.wers that many feel are better off hidden.)
- Acid Arrow (One) + (Magical arrow bursts in a spray of acid)
- SRD5:Acid Arrow + (Magical arrow bursts in a spray of acid<br /><br />)
- SRD5:Acid Arrow + (Magical arrow bursts in a spray of acid<br /><br />)
- Magical Beast (3.5e Type) + (Magical beast is practically a catch-all category for the multitude of creatures whose origins cannot be explained by nature or the Outer Planes.)
- Choco-Mage (3.5e Class) + (Magical chocobos wielding powerful arcane magic.)
- Dracohydra (5e) + (Magical combining of [[Chromatic Dragon (5e)|chromatic dragon]]s and [[SRD5:Hydra|Hydra]]s.)
- Architect (3.5e Class) + (Magical crafters who specialist in architecture and buildings.)
- Geo Crystal (3.5e Equipment) + (Magical crystals which imbue the terrain with unique effects, bonuses, and restrictions.)
- Magic Door (3.5e Equipment) + (Magical doorways are a staple of any magically imbued dungeon. From doors that ask riddles, to doors that just shank you, magic doors are fun for everyone (except adventurers).)
- Conjure Volley (One) + (Magical duplicates of your weapon fly to strike targets in a [[SRD5:Cylinder|cylinder]] ([[SRD5:Dexterity|Dexterity]] [[Save (One)|save]] to reduce damage).)
- Energy Leak (TOToM Spell) + (Magical energy leaks out of target, deals damage, distracts.)
- Aetherion (3.5e Other) + (Magical energy that breaks the mind and rends the soul.)
- Spell Drain (3.5e Feat) + (Magical foes damaged by your spell also gain a [[Spellstrained (3.5e Condition)|spellstrained]] level.)
- Arcane Peacekeeper (3.5e Equipment) + (Magical handgun.)
- Autoplate Pilot (3.5e Class) + (Magical mecha pilots, they use animated suits of armor to give them the fighting ability they need.)
- Shoes of Elvenkinds (3.5e Equipment) + (Magical pointy elf shoes. They sure are comfortable! ''*Poof!*'' Then Sally as an elf happened...)
- MADAR (3.5e Equipment) + (Magical radar, for detecting incoming objects.)
- Robes of the Necromancer (3.5e Equipment) + (Magical robes which allow you to animate the dead, and improve your necromantic abilities.)
- Robes of the Illusionist (3.5e Equipment) + (Magical robes which allow you to create false images and sounds, and improve your illusion abilities.)
- Robes of the Abjurist (3.5e Equipment) + (Magical robes which allow you to dispel magic, and improve your abjuration abilities.)
- Robes of the Transmuter (3.5e Equipment) + (Magical robes which allow you to fly, and improve your transmutation abilities.)
- Robes of the Diviner (3.5e Equipment) + (Magical robes which allow you to scry from afar, and improve your divination abilities.)
- Robes of the Enchanter (3.5e Equipment) + (Magical robes which allow you to suggest things to others, and improve your enchantment abilities.)
- Robes of the Conjurer (3.5e Equipment) + (Magical robes which allow you to summon monsters, and improve your conjuration abilities.)
- Robes of the Evoker (3.5e Equipment) + (Magical robes which allow you to throw fireballs, and improve your evocation abilities.)
- Nyx-Fleece Ram (5e) + (Magical sheep)
- Baculus (3.5e Equipment) + (Magical weapon that allows spontaneous casting of divine spells with arcane slots.)
- Enchant Item (3.5e Spell) + (Magically enchant weapons, shields or armor.)
- Choldrith VGtM (5e) + (Magically gene-spliced elf-spider.)
- Choldrith MotM (5e) + (Magically gene-spliced elf-spider.)
- Simic Hybrid (5e) + (Magically gene-spliced humanoids)
- Chitine (5e) + (Magically gene-spliced spider-elf.)
- Bonfire's Rest (3.5e Spell) + (Magically infuse a bonfire or larger fires to increase rest's effectiveness.)
- Hunter's Mark (One) + (Magically mark a [[Creature (One)|creature … Magically mark a [[Creature (One)|creature]]. For spell's duration, inflict bonus [[SRD5:Force|Force]] damage on your first hit each round. Also buff [[SRD5:Perception|Perception]] and [[SRD5:Survival|Survival]] [[SRD5:Check|check]]s to find or track the target. If target dies, use [[SRD5:Bonus Action|Bonus Action]] to change targets.s Action|Bonus Action]] to change targets.)
- Strigoi (5e) + (Magically mutated [[SRD5:Stirge|stirge]].)
- Extract Spell (3.5e Spell) + (Magically pull a spell from one storage device into another.)
- Warforged (5e) + (Magicaly constructed [[SRD5:Humanoid|humanoid]]s)
- SRD5:Magma Mephit + (Magma [[Mephit (5e)|mephit]]s appears similar to [[SRD5:Imp|Imp]]s made of molten rock.)
- Magma (3.5e Equipment) + (Magma weapons deal +1d6 fire damage on every strike, and leave blobs of molten rock in its wake.)
- Magmar (3.5e Monster) + (Magmar is a birdlike lava creature with a penchant for spraying flames from its mouth.)
- SRD5:Magmin + (Magmin appear as small, globular, humanoids make of lava. They are [[Fire Elemental (5e)|Fire Elemental]]s bound into a shell of magma.)
- Magmortar (3.5e Monster) + (Magmortar is the ultimate form of the [[Magmar (3.5e Monster)|Magmar]] line. It's able to use a variety of elemental attacks.)
- Mahaari (3.5e Race) + (Mahaari are a humanoid race from planet Il-Dyn, a highly sociable race they developed a society of influence and hegemony where cutthroat business, diplomatic intrigue and betrayal.)
- Maintain Minor Transfiguration (3.5e Feat) + (Maintain helpful Transmutations for longer, but weakened.)
- Publication:Grim-N-Gritty/Appendix 4/Advanced Maintain Footing (3.5e Feat) + (Maintain your footing for free more than once per round.)
- Eternal Flame (3.5e Invocation) + (Make ''continual flames'', extinguish fires, or make a fire-effect permenant.)
- Strike of Limitless Possibility (3.5e Maneuver) + (Make 20 attacks, with rolls ranging from 1 to 20.)
- Starcaster (3.5e Feat) + (Make Fireballs rain from the stars instead of hurling them.)
- Improved Overrun, Codex (3.5e Feat) + (Make Overrun worth using.)
- Far Step (3.5e Feat) + (Make a 10 ft step instead of a 5 ft step.)
- Expand Area (3.5e Spell) + (Make a 5 ft. cube twice as big on the inside.)
- Brain Rush (3.5e Maneuver) + (Make a Bull Rush at range.)
- Missing Step (3.5e Maneuver) + (Make a Perform check to move out of range of an attack or spell.)
- Strength of Will (3.5e Maneuver) + (Make a Strength check using pooled mental stat bonuses.)
- Whirlwind Lash (3.5e Maneuver) + (Make a Trip or Disarm attempt against all threatened enemies. This does not provoke attacks of opportunity and enemies cannot attempt to retaliate.)
- Dodge Roll (3.5e Maneuver) + (Make a Tumble check in place of a Reflex save or AC to escape an attack by tumbling up to your base speed.)
- Rolling Around at the Speed of Sound (3.5e Maneuver) + (Make a Tumble check. The result is your n … Make a Tumble check. The result is your new movement speed (if higher) for the round. You do not provoke for your movement, and you can pass through difficult terrain and effects which slow your movement speed for 1 round. You also have overland travel applications.ou also have overland travel applications.)
- Dance of Death (3.5e Maneuver) + (Make a Whirlwind Attack as a standard action.)
- True Strike (One) + (Make a [[SRD5:Melee Spell Attack|melee spell attack]] with a [[Weapon (One)|weapon]] doing normal damage or [[SRD5:Radiant|Radiant]] damage. At higher levels, do bonus radiant damage.)
- Chill Touch (One) + (Make a [[SRD5:Melee Spell Attack|melee spell attack]] causing [[SRD5:Necrotic|Necrotic]] damage.)
- Quicken Invocation (3.5e Feat) + (Make a [[SRD:Charisma|Charisma]] check to invocate quickly.)
- Still Invocation (3.5e Feat) + (Make a [[SRD:Charisma|Charisma]] check to invocate without moving.)
- Vanguard Feint (3.5e Maneuver) + (Make a [[SRD:Feint|feint]] using an [[SRD:Intimidate Skill|Intimidate]] check.)
- Star Gate (3.5e Power) + (Make a big portal from one place to another)
- Beast's Roar (3.5e Maneuver) + (Make a bolstering shout, granting a bonus to all nearby allies. ''Feral—'' Make a menacing roar which terrify your opponents to oblivion.)
- Iron Caress (3.5e Maneuver) + (Make a called shot with a firearm attack that deals +1d6 damage and a secondary effect.)
- Bicycle Kick (3.5e Maneuver) + (Make a charge attack, then make three unarmed strikes; if all three hit, you can make more.)
- Nanocyte Cloud (3.5e Power) + (Make a cloud of microscopic psionic constructs to harass and kill your enemies and buff your allies.)
- Crow's Grasp (3.5e Maneuver) + (Make a combat maneuver at range.)
- Shattering Strike-CE (3.5e Feat) + (Make a concentration check instead of a strength check to sunder objects.)
- Smoking Aim Mantra (3.5e Maneuver) + (Make a concentration check to effectively gain the effect of true strike on your next ranged firearm attack.)
- Death Throes (3.5e Spell) + (Make a creature explode when it dies for 1d10 damage/level.)
- Quadrupedal (3.5e Feat) + (Make a creature quadrupedal)
- Yau Wei's Engorged Grip (3.5e Spell) + (Make a creature's hands grow abnormally large. They can use larger weapons, but the hands are clumsy and take penalties.)
- Dagger to the Heart (3.5e Maneuver) + (Make a death attack like an [[SRD:Assassin|assassin]].)
- Tactical Shot (3.5e Feat) + (Make a disarm attack at range.)
- Ace Up the Sleeve (3.5e Maneuver) + (Make a feint using a Profession (Gambler) check.)
- Ace in the Hole (3.5e Maneuver) + (Make a feint using a Profession (Gambler) check, additional effects against creatures based on their Sense Motive check.)
- Death's-Head Feint (3.5e Maneuver) + (Make a feint using an [[SRD:Intimidate Skill|Intimidate]] check; additional effects based on result of enemy's check.)
- Extinguish Ball (3.5e Spell) + (Make a fire-eating ball which extinguishes flames. Can explode to extinguish a large area, or used to counterspell a single magical fire effect.)
- Ebon Lotus Blossom Mandala (3.5e Maneuver) + (Make a firearm attack in a line that automatically threatens a critical hit, deals +15d6 or more damage.)
- Blossom of Inevitable Demise (3.5e Maneuver) + (Make a firearm attack in a line, deal +10d6 damage.)
- Blossom of Righteous Fire (3.5e Maneuver) + (Make a firearm attack in a line, deals +6d6 damage.)
- Blossom of Iron Petals (3.5e Maneuver) + (Make a firearm attack in a line.)
- Azure Battle Mandala (3.5e Maneuver) + (Make a firearm attack with a +20 bonus on the attack roll and deal +2d6 damage.)
- Dance of Great Destruction (3.5e Maneuver) + (Make a full attack Whirlwind Attack as a full attack action.)
- Dance of the Apocalypse (3.5e Maneuver) + (Make a full attack Whirlwind Attack as a full attack action to all creatures within your move speed.)
- Crush the Weak (3.5e Maneuver) + (Make a full attack after you down a foe.)
- Improved Whirlwind Attack-CE (3.5e Feat) + (Make a full attack against each target of your whirlwind attack.)
- Improved Flyby Attack (3.5e Feat) + (Make a full attack along any part of your move while flying.)
- Whirling Steel (3.5e Maneuver) + (Make a full attack as a standard action.)
- SRD:Dire Charge + (Make a full attack as part of a charge.)
- Ki Pounce (3.5e Feat) + (Make a full attack at the end of a charge by expending ki points. Finally, monks flurry of blows and speed bonuses synergize.)
- Dire Charge-CE (3.5e Feat) + (Make a full attack at the end of a charge.)
- Victorious Army's Advance (3.5e Maneuver) + (Make a full attack with bonus damage, take 5 foot steps after each attack.)
- Eldritch Flurry (3.5e Invocation) + (Make a full attack with your ''eldritch blast'', [[Pyromaniac (3.5e Class)#Fire Bolt|''fire bolt'']], or [[Wind Mage (3.5e Class)#Wind Bullet|''wind bullet'']].)
- Unflinching Avalanche Fist (3.5e Maneuver) + (Make a full-attack as per flurry of blows, parry incoming attack from the target.)
- Metal Shell (3.5e Power) + (Make a highly protective suit of armor for yourself, or trap your opponent in a prison of iron.)
- Wrath of the Heavens (3.5e Feat) + (Make a holy weapon stronger in your hands, additionally fire a bolt of pure positive energy when smiting.)
- Spirit Ball (3.5e Invocation) + (Make a ki volley that can be redirected and change directions if it misses.)
- Poltergeist (3.5e Spell) + (Make a location temporarily haunted.)
- Fabrication Machine (3.5e Spell) + (Make a machine which ''[[SRD:Fabricate|fabricates]]'' for you.)
- Imperator’s Warning (3.5e Maneuver) + (Make a melee attack after you down a foe.)
- Blade Grasp (3.5e Maneuver) + (Make a melee attack against a target that hits you in melee.)
- Mage's Melee Maneuver (3.5e Spell) + (Make a melee attack, dealing damage based on your casting ability modifier.)
- Weeping Wound Strike (3.5e Maneuver) + (Make a melee attack. If it hits you cause an weeping wound which deals a -5 penalty of attacks, saves, and skill checks, and causes the creature to bleed profusely.)
- Irritating Injury Strike (3.5e Maneuver) + (Make a melee attack. If it hits you cause an irritating wound which deals a -2 penalty of attacks, saves, and skill checks.)
- Force Meld (3.5e Force Power) + (Make a mental connection with your allies, share awareness.)
- Dive for Cover (3.5e Maneuver) + (Make a move action, drawing or reloading your firearm and gain a bonus if you end in cover.)
- Quick Action (3.5e Maneuver) + (Make a non-movement based move action as an immediate action, and do so without provoking.)
- Shieldbreaker Strike (3.5e Maneuver) + (Make a powerful attack that depletes all [[SRD:Temporary Hit Points|temporary hit points]] and hits [[Shield (3.5e Creature Ability)|shields]] extremely hard.)
- Binding Contract (3.5e Spell) + (Make a powerful magical contract between two creatures.)
- Shielded Bull Rush (3.5e Feat) + (Make a powerful shield bash right after a bull rush.)
- Thunder Bolt (3.5e Maneuver) + (Make a ranged touch attack that deals bonus electricity damage.)
- Anonymous Function Call (3.5e Maneuver) + (Make a request of the universe.)
- SRD:Legendary Leaper + (Make a running jump without a running start.)
- Stun Shield (3.5e Feat) + (Make a shield bash that opens up your opponent to attacks of opportunity.)
- Wraithblade (3.5e Maneuver) + (Make a single attack as an incorporeal touch attack, it deal heavy damage if it hit.)
- Strike of the Titans (3.5e Maneuver) + (Make a single attack that deal massive damage to a target then spread into a 30 ft radius)
- Stone Dragon (3.5e Martial Discipline)/All Maneuvers + (Roll down a mountain and become like a boulder.)
- Telekinetic Sweep (3.5e Maneuver) + (Make a single attack that effects three adjacent squares.)
- Iron Twinblade Strike (3.5e Maneuver) + (Make a single attack, if it hit make an additional attack that deal extra damage, however you become unbalanced if you miss it.)
- Titanic Blow (3.5e Feat) + (Make a single blow that turn your foes to smithereens.)
- Siege Shot (3.5e Feat) + (Make a single devastating attack with a ranged or thrown weapon.)
- Iron Fist (3.5e Maneuver) + (Make a slam attack as a swift action.)
- Snowman Sentry (3.5e Spell) + (Make a snowman which will alert you when creatures come near, and let you see and hear through it.)
- Untamable Charge (3.5e Maneuver) + (Make a special charge which allows you to pass through difficult terrain, and cleave through opponents. ''Feral—'' Make a special charge with pounce.)
- Burnt Spell (3.5e Feat) + (Make a spell much stronger at the cost of yourself.)
- Single Target Spell (3.5e Feat) + (Make a spell with multiple target only affect a single target.)
- Burning Sunrise Assault (3.5e Maneuver) + (Make a super jump check and deal extra fire damage.)
- Infernal Cloud (3.5e Invocation) + (Make a thick burning cloud of gas to scorch your foes.)
- Eldritch Shove (3.5e Invocation) + (Make a touch attack in melee with your eldritch blast, and bull rush them away.)
- Evasive Maneuvers (3.5e Maneuver) + (Make a tumble check as your AC against ranged attacks.)
- Dogfighting (3.5e Maneuver) + (Make a tumble check, if successful you move, render them denied of their [[Dex]], and deal +2d6 damage.)
- Bound Shadow Weapon (3.5e Feat) + (Make a weapon out of bound shadow.)
- Heavy Weapon (3.5e Spell) + (Make a weapon unusually heavy, which could be a boon or a bane.)
- Light Weapon (3.5e Spell) + (Make a weapon unusually light, which could be a boon or a bane.)
- Dense Weapon (3.5e Spell) + (Make a weapon very dense, increasing damage but making you unbalanced after attacks.)
- Weapon Disciplining (3.5e Feat) + (Make a weapon you have [[SRD:Weapon Focus|Weapon Focus]] in a discipline weapon for initiators.)
- Favorite Weather (3.5e Feat) + (Make a weather your favorite)
- Two-Weapon Whirlwind (3.5e Feat) + (Make a whirlwind attack and attack twice.)
- Falling Stars (3.5e Cleric Domain) + (Make a wish... a fiery burning wish.)
- Steady Beat (3.5e Maneuver) + (Make all your attacks at your maximum attack bonus.)
- Shook Ones (3.5e Maneuver) + (Make an Intimidate check instead of an attack of opportunity to immobilize your target for 1 round.)
- Devilish Catharsis (3.5e Maneuver) + (Make an Intimidate check opposed by your target. Depending on the success of your roll, they are either [[SRD:Shaken|shaken]], [[SRD:Frightened|frightened]] or [[SRD:Panicked|panicked]].)
- No Mercy (3.5e Maneuver) + (Make an Intimidate check. Add the result of this check to the damage of your next successful melee attack.)
- Menacing Challenge (3.5e Maneuver) + (Make an [[SRD:Intimidate Skill|Intimidate]] check to block a foe's attack against an ally; enemy must move towards you.)
- Anthropomorphize Animal (3.5e Spell) + (Make an animal more humanoid.)
- Rending Swipe (3.5e Maneuver) + (Make an attack against up to two adjacent creature, dealing an extra 2d6 damage on a hit.)
- Clip the Wings (3.5e Maneuver) + (Make an attack and cripple the wings of the enemy, preventing flight.)
- Infinite Assassin Rain (3.5e Maneuver) + (Make an attack as a move action, attacking all creatures within your movement range once.)
- Legion Assassin Dash (3.5e Maneuver) + (Make an attack as a move action, moving during the attack as if using [[SRD:Spring Attack|Spring Attack]]. You make attack once for every creature you pass.)
- Rapid Assassin Rush (3.5e Maneuver) + (Make an attack as a move action, moving during the attack as if using [[SRD:Spring Attack|Spring Attack]].)
- Quicken Strike (3.5e Feat) + (Make an attack as a swift action by taking a -5 penalty to hit.)
- Sudden Termination (3.5e Maneuver) + (Make an attack as an immediate action, and the attack can be a strike maneuver with a standard action or less.)
- Air Scythe (3.5e Maneuver) + (Make an attack at long range with a slashing weapon.)
- Nonlethal Combat (3.5e Feat) + (Make an attack deal nonlethal damage without penalty.)
- Shinku Hadoken (3.5e Feat) + (Make an attack in a line, and bull rush all the creatures in its area.)
- Mirror Counter (3.5e Feat) + (Make an attack of opportunity against an opponent that you copied using mirror move.)
- Mirage Counterattack (3.5e Feat) + (Make an attack of opportunity against those you mirror trick against.)
- Thread the Needle (3.5e Maneuver) + (Make an attack regardless of intervening barriers)
- Boneguard Strike (3.5e Maneuver) + (Make an attack that deal an extra 8d6 damage and cause the struck opponent to be dazed for 1 round.)
- Shatter The Stone (3.5e Maneuver) + (Make an attack that ignores DR and hardness)
- Shatter the Bolder (3.5e Maneuver) + (Make an attack that ignores DR and hardness and damages Constitution)
- Lunar Strike (3.5e Maneuver) + (Make an attack that ignores armor and [[SRD:Damage Reduction|damage reduction]].)
- Ripple Drive (3.5e Maneuver) + (Make an attack which deals an extra +1d6 damage; spend breath energy to gain a +2 bonus on the attack roll and deals an additional +1d6 damage.)
- Red Ripple Drive (3.5e Maneuver) + (Make an attack which deals an extra +3d6 fire damage and deals damage over time to creatures vulnerable to sunlight; spend breath energy to gain a +2 bonus on the attack roll, deals an additional fire damage and may cause the target to catch fire.)
- Blue Ripple Drive (3.5e Maneuver) + (Make an attack which deals an extra +3d6 c … Make an attack which deals an extra +3d6 cold damage and deals damage over time to creatures vulnerable to sunlight; spend breath energy to gain a +2 bonus on the attack roll, deals an additional cold damage and may cause the target to become immobilized in ice.e the target to become immobilized in ice.)
- Electric Ripple Drive (3.5e Maneuver) + (Make an attack which deals an extra +5d6 electricity damage and deals damage over time to creatures vulnerable to sunlight; spend breath energy to gain a +2 bonus on the attack roll, deals an additional electricity damage and possibly stun the target.)
- Sunlight Ripple Drive (3.5e Maneuver) + (Make an attack which deals an extra +7d6 d … Make an attack which deals an extra +7d6 damage, deals damage over time to creatures vulnerable to sunlight and exposed to creature to sunlight; spend breath energy to gain a +2 bonus on the attack roll, deals an additional damage and possibly blind the target.onal damage and possibly blind the target.)
- Spectral Beam (3.5e Maneuver) + (Make an attack, then another attack at range.)
- Called Shot (3.5e Maneuver) + (Make an especially damaging attack)
- Sudden Bash (3.5e Feat) + (Make an extra attack with shield, all attacks at -2.)
- Divine Wind Flurry (3.5e Maneuver) + (Make an extra attack, but all attacks are at -2.)
- Twitch Dodge (3.5e Maneuver) + (Make an immediate 5 ft step.)
- Phantom Palm (3.5e Spell) + (Make an incorporeal touch attack, and age your opponent briefly.)
- Deriding Comment (3.5e Skill Trick) + (Make an incredibly hurtful comment or insult.)
- Angry Glare (3.5e Skill Trick) + (Make an intimidate check to demoralize as a swift action or prevent people from speaking up against you.)
- Metal Hardening (3.5e Spell) + (Make an object harder)
- Far Fist (3.5e Maneuver) + (Make an unarmed attack as a ranged attack.)
- Cheap Shot, Variant (3.5e Feat) + (Make an unarmed attack as part of a feint.)
- Annoying Combat Noises (3.5e Feat) + (Make annoying noises in battle to distract foes)
- Light in Armor (3.5e Feat) + (Make any armor you wear as one category lighter than normal.)
- 24-Hour Gym (3.5e Equipment) + (Make any flat surface a door to a fully-equipped gym!)
- Span's EverReady Outhouse (3.5e Equipment) + (Make any flat surface a door to a magical restroom! (AF))
- Nimble Steel (3.5e Feat) + (Make armor check penalties a thing of the past.)
- Multiweapon Attack (3.5e Feat) + (Make as many attacks as you have weapons (up to a limit).)
- Power Tap (3.5e Maneuver) + (Make attack as touch attack, deal +4d6 damage, hurl target back.)
- Mighty Tap (3.5e Maneuver) + (Make attack as touch attack, shove target back.)
- Great Tap (3.5e Maneuver) + (Make attack as touch attack.)
- Legion-Slaying Strike (3.5e Maneuver) + (Make attacks against adjacent foes, they become flanked.)
- Counterstroke (3.5e Feat) + (Make attacks of opportunity when others miss you.)
- Create Ultimate Undead (3.5e Spell) + (Make basically any undead creature. Then allow it access to its own portion undead followers.)
- Shining Jade Corpsman (3.5e Prestige Class) + (Make boxing out of shining jade light! Among other things.)
- Called Shot (3.5e Feat) + (Make called shot for save or suck.)
- Pathfinder Skill Point Expenditure (3.5e Feat) + (Make certain skills into combined, single skills, in order to save skill points.)
- Linked Companion (3.5e Feat) + (Make companion-based class more multiclass friendly.)
- Functional Craft Item Rule (3.5e Variant Rule) + (Make crafting items a viable option and not simply a waste of skill points.)
- Functional Craft Trap (3.5e Variant Rule) + (Make crafting traps a viable option, and not just a waste of skill points.)
- Dying is Serious (3.5e Variant Rule) + (Make death actually ''mean'' something — no more revolving door!)
- Spontaneous Combustion (3.5e Feat) + (Make enemies blow up from inside. What a terrible fate.)
- Psionic Saturation (3.5e Power) + (Make everyone around you manifest minor powers at random.)
- Black Whirlwind (3.5e Feat) + (Make extra attacks on when you use [[SRD:Whirlwind Attack|whirlwind attack]].)
- Scoundrel's Luck (3.5e Maneuver) + (Make extra damage rolls after receiving a maximum result.)
- Improved Spurt Shot (3.5e Feat) + (Make foes bleed more easily)
- Resounding Blow, Balmz (3.5e Feat) + (Make foes cower from your attacks)
- Hurl Weapon (3.5e Maneuver) + (Make full attack at range.)
- Alternative Iterative Attacks (3.5e Variant Rule) + (Make full attacks with every attack (including the first) at a set penalty, instead of gradually increasing penalties.)
- Blossoms of Fire (3.5e Weave) + (Make giant explosions of flame.)
- Mage's Antipathy (3.5e Maneuver) + (Make it more difficult for spellcasters to cast in your presence.)
- Structural Weakness (3.5e Skill Trick) + (Make it possible to critical hit objects and constructs.)
- Intelligence and Skill (3.5e Variant Rule) + (Make low Int character less boned in the game of skill.)
- Crystal Intuition (3.5e Maneuver) + (Make mental and perception skill checks in the blink of an eye)
- Multi-Form (3.5e Invocation) + (Make multiple weaker copies of yourself that move at your direction.)
- Disrupt Rejuvenation (3.5e Maneuver) + (Make mundane healing impossible and magical healing difficult.)
- Silver Rain (3.5e Maneuver) + (Make one attack at every enemy within the first range increment of your bow.)
- Basic Fire Weaving (3.5e Weave) + (Make one of a variety of minor effects.)
- Basic Earth Weaving (3.5e Weave) + (Make one of a variety of minor effects.)
- Basic Air Weaving (3.5e Weave) + (Make one of a variety of minor effects.)
- Basic Water Weaving (3.5e Weave) + (Make one of a variety of minor effects.)
- Basic Spirit Weaving (3.5e Weave) + (Make one of a variety of minor effects.)
- Publication:Grim-N-Gritty/Appendix 5/Iron Claw (3.5e Power) + (Make one of your natural weapons armor-piercing.)
- Coinspinner's Form (3.5e Maneuver) + (Make one reroll each round.)
- Pierce the Gap (3.5e Maneuver) + (Make ranged attacks as touch attacks)
- Careful Shooting (3.5e Maneuver) + (Make ranged attacks in melee without provoking attacks of opportunity)
- Touch Versatility (3.5e Feat) + (Make ranged touch attacks as melee, or vice versa.)
- Moon Boots (3.5e Equipment) + (Make running jumps without needing to move, and make super powered jumps.)
- Ring of the Favorite Spell (3.5e Equipment) + (Make small changes in how you cast your favorite spell.)
- Variant Druid Shapeshift (3.5e Variant Rule) + (Make some slight changes and expand on the ''Shapeshift''<sup>[[Publication:Player's Handbook II|PHB2]]</sup> alternate class feature.)
- Counterbluff (3.5e Skill Trick) + (Make someone believe you swallowed their lie whole.)
- Cranial Explosion (3.5e Power) + (Make someone's head explode.)
- Intoxication (3.5e Spell) + (Make target drunk, or aggravate intoxication.)
- Projected Cloud Mind (3.5e Power) + (Make the ''cloud mind'' power into an area of effect.)
- Runic Ward (3.5e Feat) + (Make the AC granted by spells apply to touch AC.)
- Keen Blood (3.5e Blood Spell) + (Make the blood cells of the victim so sharp they cut through his body.)
- Earth Power (3.5e Spell) + (Make the ground erupt with power — it's like [[SRD:Flame Strike|''flame strike'']], except that it comes from below. (Useful against foes on the ground, not so much against foes in the air.))
- Vibralloy (3.5e Spell) + (Make the metal vibrate until it breaks like glass.)
- Delayed Spell (3.5e Feat) + (Make the poor bastards think they're off the hook, only to crush them once most opportune.)
- Irresistible Incarnum (3.5e Feat) + (Make the save DCs of your soulmelds '''actually ''relevant'''''.)
- Polymorphic Hypnotism (3.5e Spell) + (Make the target believe it has been the subject of ''baleful polymoprh''.)
- Rejuvenate (3.5e Spell) + (Make the target of the spell younger.)
- Create Object (3.5e Power) + (Make things.)
- Three Times’ the Harm (3.5e Maneuver) + (Make three Truespeak checks instead of attack rolls. Use your highest roll with a bonus.)
- Iron Legion (3.5e Maneuver) + (Make two attack rolls for each attack, deal double damage if both hit.)
- Flurry of Possibilities (3.5e Maneuver) + (Make two attack rolls for each attack, use the higher result.)
- Possibility Smite (3.5e Maneuver) + (Make two attack rolls, use lower result for +4d6 damage and doubled critical threat range.)
- Chance's Blessing (3.5e Maneuver) + (Make two attack rolls, use lower result for +6d6 damage and 1d3 Constitution damage.)
- Mightstrike (3.5e Maneuver) + (Make two attack rolls, use lower result for +1d6 damage.)
- Cast the Die (3.5e Maneuver) + (Make two attack rolls, use lower result for +8d6 damage and stunning.)
- Dire Blow (3.5e Maneuver) + (Make two attack rolls, use lower result to deal 1d3 Con damage.)
- Savaging Strike (3.5e Maneuver) + (Make two attacks as a standard action, staggering any foe struck twice.)
- Divine Storm Flurry (3.5e Maneuver) + (Make two extra attacks, but all attacks are at -2.)
- Iron Grasp (3.5e Maneuver) + (Make two melee attacks against an opponent who hits you in melee.)
- Blitzkrieg (3.5e Maneuver) + (Make two melee attacks as a [[SRD:Standard Action|standard action]].)
- Dance of the Dead (3.5e Feat) + (Make undead dance to your bardic music, thus eliminating the threat for now.)
- Practiced Meldshaper (3.5e Feat) + (Make up for lost meldshaper levels, adding +4 to your effective meldshaper level and essentia pool up to your HD.)
- Triple Stat Tripper (3.5e Optimized Character Build) + (Make use of Strength, Intelligence, and Charisma combined with turning into a giant to make massive trip checks.)
- Magical Beast Companion-CE (3.5e Feat) + (Make your animal companion a magical beast.)
- Springed Arms (3.5e Spell) + (Make your arms become extendable springs to gain reach with your fists.)
- Piercing Evocation (3.5e Spell) + (Make your evocations effective against magical defenses.)
- Omnislash v5 (3.5e Maneuver) + (Make your foe say "Oh, crap." as copies of your sword appear around them.)
- 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.)
- Guilt (3.5e Spell) + (Make your opponent feel guilt for what they've done.)
- Verbose Assault (3.5e Feat) + (Make your opponents feel inferior to yourself in every way.)
- Exalted Assassin (3.5e Feat) + (Make your opponents physically blind as they are spiritually blind.)
- Superior Pact Augmentation (3.5e Feat) + (Make your pact augmentation as good as it get.)
- Greater Pact Augmentation (3.5e Feat) + (Make your pact augmentation way stronger.)
- Destroy Immunity (3.5e Maneuver) + (Make your target's next Fortitude save fail automatically.)
- Destroy Evasion (3.5e Maneuver) + (Make your target's next Reflex save fail automatically.)
- Destroy Willpower (3.5e Maneuver) + (Make your target's next Will save fail automatically.)
- Argentum Scourge (3.5e Maneuver) + (Make your weapons count as silver weapons.)
- Noncompliance (3.5e Spell) + (Make yourself immune to compulsions for one round.)
- Dark Elocution (3.5e Invocation) + (Make yourself understood by and understand another intelligent creature.)
- Dull Dagger (3.5e Equipment) + (Make yourself unsensable to [[SRD:Aberration Type|aberrations]].)
- Mantissa's Banana Peel (3.5e Spell) + (Makes a location slippery.)
- Effects of Aging, Revised (3.5e Variant Rule) + (Makes aging less wonky and more customizable. Also repurposes Unearthed Arcana flaws and gives longer lived kindreds more skills.)
- Publication:Dread Codex/New Spells/Undead Friend + (Makes an undead creature perceive you as an allied undead creature.)
- Publication:Dread Codex 2/New Spells/Ramble of the Mad + (Makes creatures unable to communicate, cast spells with verbal components.)
- Shadow II- Cloak (3.5e Phrase) + (Makes many creatures invisible.)
- Stork Call (3.5e Spell) + (Makes one adult, conscious, living, willing creature pregnant by another willing creature of the same species.)
- Stork Call, Lesser (3.5e Spell) + (Makes one adult, conscious, living, willing creature pregnant by another willing creature of the same species.)
- Stork Call, Greater (3.5e Spell) + (Makes one conscious, living, willing creature pregnant by another.)
- Charm of Apathy (3.5e Spell) + (Makes one person apathetic to you.)
- Shadow I- Shadow (3.5e Phrase) + (Makes someone invisible)
- Nealan's Erotic Gaze (3.5e Spell) + (Makes those that you stare at 'lose concentration' at a distance.)
- Power I- Power (3.5e Phrase) + (Makes weapon/armor temporarily magic.)
- Moon Madness (3.5e Disease) + (Makes you belive you are a Were-creature)
- Improved Energy Bite (3.5e Feat) + (Makes your elemental bite even stronger.)
- True Strike (TOToM Spell) + (Makes your next attack strike true.)
- Bludgeoning is Less Lethal; Piercing and Slashing are More Lethal (3.5e Variant Rule) + (Making bludgeoning weapons just a touch less lethal than slashing/piercing weapons)
- Illusion (3.5e Cleric Domain) + (Making things seem as they are not.)
- Channeler of Saidin (3.5e Class) + (Male channelers of the One Power.)
- Wood Woad (5e) + (Man sized, anthropoid tree-like creature.)
- Carib (5e Race) + (Man-eating humans with sharp shark-like teeth and a craving for flesh.)
- Manasa (3.5e Deity) + (Manasa, Starborn goddess of psionics)
- Skydancer's Finesse (3.5e Maneuver) + (Maneuverability goes up by one step, and you may hover.)
- Cross-Discipline Maneuvers (3.5e Variant Rule) + (Maneuvers that belong to more than one school.)
- Scaling Maneuvers (3.5e Variant Rule) + (Maneuvers that deal d6 damage scale with level, as spells.)
- Free Power (3.5e Feat) + (Manifest a power as a free action usable outside of your turn and concentrate on it as a free action.)
- Manifest Flayer (3.5e Power) + (Manifest mind flayer servants who follow your orders and act as a mental connection for you.)
- Way of the Astral Self (5e) + (Manifest parts of their spirit body.)
- Aspect of Bahamut (5e) + (Manifestation of [[Bahamut (5e)|Bahamut]])
- Aspect of Tiamat (5e) + (Manifestation of [[Tiamat (5e)|Tiamat]])
- Art Elemental Mascot (5e) + (Manifestation of the spirit of art)
- Swanlight (3.5e Spell) + (Manifests multiple lights which can be turned off and on for the duration.)
- Control Flames (One) + (Manipulate existing flames in an area)
- Control Flames (5e) + (Manipulate existing flames in an area<br /><br />)
- Chapalu's Desert Control (3.5e Spell) + (Manipulate sand to form waves and moving dunes that can attack, reposition, reshape, and bury.)
- Master of Time and Space (Legend Track) + (Manipulate space and/or time)
- Dancing Shadow Snake Stance (3.5e Maneuver) + (Manipulate your shadow to extend how far you can handle and grab things.)
- Ixitxachitl Common (5e) + (Manta-ray looking [[SRD5:Aberration|aberration]].)
- SRD5:Manticore + (Manticore appear as a lion with the face of a man, the wings of a dragon, and a long spiked tail.)
- Lesser Thri-Kreen (3.5e Race) + (Mantis warriors of the desert, thri-kreen are four-armed insectile nomads on the brink of civilization.)
- Thri-kreen Common (5e) + (Mantis-man)
- Thri-kreen Exoskeleton (5e Monster) + (Mantis-man's animated exoskeleton)
- Mantissa's Theft Avenger (3.5e Spell) + (Mantissa didn't think things through before researching this spell. But then, she never does.)
- Fae Pact Warlock (3.5e Alternate Class Feature) + (Many Warlocks appeal to the fey for their … Many Warlocks appeal to the fey for their power. While the stories of children wandering into the woods and returning with terrible gifts of Mab or Oberon are largely exaggerated, even stumbling upon a dryad grove, nymph's pool, or satyr revel can be a path to tremendous magical power. Provided, that is, you can convince the fae you are worthy of their attention, and survive receiving it. Most who follow this path become simple hedge witches (in many cultures, "witch" refers almost exclusively to fae-sworn Warlocks), but the truly powerful among them find themselves drawn into the otherworldly machinations of the great courts.rworldly machinations of the great courts.)
- Mage Monk (3.5e Prestige Class) + (Many adventurers begin as either a martial class or a spell caster and wish to learn the intricacies of the other. This prestige class allows just that, without the worry of stagnating in the original.)
- Rothan (3.5e Race) + (Many centuries ago, the human species bran … Many centuries ago, the human species branched off into two. One, the common human, is adaptable and skillful, the other, rothand, are mental elites capable of telekinesis. Over the decades, they interbred with elves and began to share their physical and mental attributes.hare their physical and mental attributes.)
- Life Surge (3.5e Spell) + (Many creatures get fast healing 20 and haste)
- Plane of Life (3.5e Sourcebook)/Spells and Feats + (Protect your target from the plane of positive energy)
- Refillable Potions (3.5e Variant Rule) + (Many people don't use potions, hoarding them but never actually using them for the most part. This fixes that issue.)
- Desertwalker Step (3.5e Soulmeld) + (Many sand creatures inspired totemists in the way of the desert traveller.)
- Skintight (3.5e Equipment) + (Many thieves and spy need their armor to be easy to hide, although some prefer the added agility and good look of those armor.)
- 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.)
- Wastecrawler (3.5e Race) + (Many-limbed creatures that are at home in the wastelands.)
- Mareep (3.5e Monster) + (Mareep are blue skinned sheep with lovely … Mareep are blue skinned sheep with lovely golden fleece. A Mareep has yellow and black striped horns which are enormously thick and are not sharp. The striped tail of a Mareep ends in a large golden ball that acts as a tesla coil and emits shocking electric jolts. Mareeps hold a large negative charge, which causes their fleece to poof out to ridiculous proportions.ece to poof out to ridiculous proportions.)
- Mareyye Cuu (3.5e Vestige) + (Mareyyye Cuu was once a mortal who seemed to embody perfection)
- Marid (3.5e Race) + (Marids are the genies from the Elemental Plane of Water. A common marid is a creature of enormous power, and only their short attention span and inability to work in organized groups keeps them from dominating the entire plane.)
- Book of Elements (3.5e Sourcebook)/Races of the Elements + (Genasi are the descendents of mortals and genies of various kinds.)
- Marijan (3.5e Race) + (Marijans are a race of partly-hemp humanoids, with long, braided hair and a cultural tendency to use psychoactive substances.)
- Astral Seal (5e Spell) + (Mark a target, to heal your allies when it is struck if it is strong, or to suffer additional damage if it is weak.<br /><br />)
- Githyanki Subrace (5e) + (Martial [[SRD5:Humanoid|humanoid]]s, once slaves of the [[Mind Flayer (5e)|mind flayer]]s.)
- Hero's Edge (3.5e Martial Discipline) + (Martial discipline for defeating opponents larger than oneself.)
- Earth Breaker (3.5e Prestige Class) + (Martial warriors who have linked themselves with the power of earth, imbued with heavy power.)
- Flare Buster (3.5e Prestige Class) + (Martial warriors who have linked themselves with the power of fire, their souls burn with an unquenchable flame to cause all their problems to... explode!)
- Air Cutter (3.5e Prestige Class) + (Martial warriors who have linked themselves with the power of air, they dash at great speed unbound by earth's grip.)
- Deathblows (5e Variant Rule) + (Martials should have more things to do with their extra attacks then just bonk an enemy a few times, this rule intends to address this.)
- Buried Presence (3.5e Force Power) + (Mask your presence to divinations.)
- Cloud Giant Smiling One MotM (5e) + (Masked [[SRD5:Cloud Giant|cloud giant]] tricksters (MotM variant))
- Warmage Fix (3.5e Class) + (A beefed up Warmage)
- Final Destination, Mass (3.5e Spell) + (Mass version of Final Destination)
- Massive Critical (3.5e Equipment) + (Massive Critical weapons increase the critical multiplier of the weapon by one step.)
- Winds of Memory (3.5e Spell) + (Massively affect the memories or thoughts of a creature.)
- Black Beast Blood (3.5e Maneuver) + (Massively damage weapons (and natural weapon attackers) which strike at you in melee.)
- Master Shifter (D20 Modern Advanced Class) + (Master Shifters are Transmutation Specialists or Werewolves. Or Both. They learn to gain extra power while not in their own form, which augments their already impressive abilities.)
- Autoplate Pilot, Variant (3.5e Class) + (Master craftsman and tinkerers whose intelligence is turned to martial bent, in the form of a wondrous suit of mechanical armor.)
- Dwarf, Variant (4e Race) + (Master craftsmen of iron and stone, unyielding as the rock of which they were forged.)
- Red Magus (3.5e Class) + (Master of all, the red magus can cast harmful magic, healing magic, and even tough it out with a sword when needed.)
- Biotechnician (3.5e Class) + (Master of biotechnology, you graft, augment, and change biology to work in your favor.)
- Corpselight Whisperer (3.5e Prestige Class) + (Master of decay, and the secrets of the Will-o-Wisps.)
- Carcinomancer (3.5e Class) + (Master of disease magic)
- Magus Portalus (3.5e Prestige Class) + (Master of the Portal)
- Constructor (3.5e Class) + (Master of the construct, create golems and form an army to fight in battle.)
- Death Magus (3.5e Class) + (Master of the save or die, they feed on death to fuel their abilities.)
- Spellwielder (3.5e Prestige Class) + (Master of the touch spell, you can use them to much greater effect than normal.)
- Master of the Blade (3.5e Feat) + (Master the blade until you use your it with ease and swiftness.)
- Apprentice of the Sublime Way (3.5e Feat) + (Master the sublime way.)
- Portalist (3.5e Prestige Class) + (Master thinking with portals, making shortcuts from A to B.)
- Shinobi (3.5e Class) + (Masterful ninja, you stalk the night. All will fear the assassin in the dark: the shinobi!)
- Meteoric Explosive Wave (3.5e Invocation) + (Mastering the explosive wave invoaction has allowed for unique uses for it)
- Ninja of the Ebon Shadow (3.5e Prestige Class) + (Masters of stealth that use shadow magic to foil sensors and confuse enemies.)
- Aspect of the Dragonfly (3.5e Feat) + (Masters of the air, they are proof power can come in small packages.)
- True Archer (3.5e Class) + (Masters of the bow and crossbow, the true archer is the prime example of power at a distance.)
- Biomancer (3.5e Class) + (Masters of the world unseen, good Biomancers heal and improve the body, and evil ones are masters of disease, decay, and suffering.)
- Time Mage (3.5e Class) + (Masters of time and space, the Time Mage can cause opponents to freeze or the stars to fall upon them.)
- SRD5:Monk + (Masters of unarmed combat and ki)
- Skycutter (3.5e Class) + (Masters of wind, these free spirits dance in the skies with their air elemental brethren.)
- Adult Kruthik (5e) + (Mature Kruthik)
- Kruthik Hive Lord (5e) + (Mature Kruthik)
- Vegepygmy Chief (5e) + (Mature [[Vegepygmy (5e)|vegepygmy]], capable of reproduction via spores.)
- Maw Demon (5e) + (Maw demons look like a nightmare version of a [[Xorn (5e)|Xorn]].)
- 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.)
- Maximize Strike (3.5e Feat) + (Maximize the damage of your attack by taking a -6 penalty to hit.)
- Maximize Spell (4e Feat) + (Maximized damage to one target, as if a Critical Hit)
- Mayahuel (3.5e Deity) + (Mayahuel is the only female deity in the brachyuran pantheon appearing as a [[Brachyura (3.5e Race)|brachyura]] with a snake tail bottom and endless claw pincers along her entire length, like a centipede.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Danger Sense (3.5e Feat) + (Maybe Spiders tell you what's up. You certainly react to danger with uncanny effectiveness.)
- Shunned Energy (3.5e Flaw) + (Maybe fire elementals killed your mom, or you got dropped in acid as a baby. Whatever the case, there’s an energy type that freaks you out and you avoid anything to do with it.)
- Self-Experimenter (3.5e Alternate Class Feature) + (Maybe it because you ran out of test subjects or perhaps you have a twisted sense of ethic, but you make dangerous bizarre experiment upon yourself. This grant you strange and powerful abilities beyond most chemist but distract you from)
- Animal Hatred (3.5e Trait) + (Maybe you are cursed, or perhaps you just don't have a way with critters, but animals really have a distaste for you.)
- Obvious Weak Spot (3.5e Flaw) + (Maybe you should cover up that big red flashing weak spot on your chest. No? Alright then.)
- Feral Child (3.5e Feat) + (Maybe you were abandoned as a child by accident or maybe you have an ancient demon fox bound to your body that makes you shout stupid things and run around on all fours. Whatever it is, you're really quite feral.)
- Mercedes Powers (3.5e NPC) + (Mayor of the city of Rhine and former adventurer, the one-eyed archer is retired. For now.)
- Cave Bear (5e) + (Mean, subterranean bear)
- Anvilwrought Raptor (5e) + (Mechanical bird (raptor))
- Gold-Forged Sentinel + (Mechanical creature (goat?).)
- Burnished Hart (5e) + (Mechanical hart (deer).)
- Bronze Sable (5e) + (Mechanical sable (martin) made of bronze.)
- Steamcog Wings (3.5e Equipment) + (Mechanical steampunk wings grant flight, but be wary of the icing problem.)
- FT42 Plasma Armor (3.5e Equipment) + (Medium alien armor.)
- Category 1 Krasis (5e) + (Medium sized [[Krasis (5e)|krasis]])
- SRD5:Medusa + (Medusa appear as a humanoid with snakes for hair.)
- Medusa (3.5e Equipment) + (Medusa weapons petrify creatures on a critical hit or with a standard action cone attack. It can also petrify those slain by the weapon, or unpetrify creatures.)
- Sleeping Sovereign Medusa (5e) + (Medusa who is sovereign of the [[Sleeping Court (5e)|Sleeping Court]].)
- Meenlock (5e) + (Meenlocks are vaguely insect-looking evil fey)
- Mega Ampharos (3.5e Monster) + (Mega Ampharos looks very similar to its co … Mega Ampharos looks very similar to its cousin, the [[Ampharos_(3.5e_Monster)|Ampharos]], except that it flaunts a thick mane of soft white fur down the back of its neck and another bright patch of fur covering its long tail. Unlike the other members of its family ([[Mareep (3.5e Monster)|Mareep]], [[Flaaffy (3.5e Monster)|Flaaffy]], and, of course, [[Ampharos_(3.5e_Monster)|Ampharos]]), the Mega Ampharos has evolved to become a Dragon-type creature. Due to this quirk of evolution, they may speak Draconic. Other than that, they share very few similarities to other true dragons.ry few similarities to other true dragons.)
- Bodytaker Plant (5e) + (Megalomaniac [[SRD5:Plant|plant]] that creates [[Podling (5e)|Podling]]s.)
- Meganium (3.5e Monster) + (Meganium are horse-sized plants with giant … Meganium are horse-sized plants with giant flowers on their necks. Meganium do not have leaves on their heads, but do have pistils growing out of their heads which give them much the same sensory information. Meganium lurk in trees, and drop down upon potential victims. They have huge red flowers on their necks, so it isn't like creatures don't see them from a mile off, but Meganium are fast like hippos and nearly as dangerous.fast like hippos and nearly as dangerous.)
- Mantle of the Dust Devil (3.5e Soulmeld) + (Meldshapers from desert lands channel the force of the sand and wind to their advantage. Devisouled are unique in this approach, as they claim this power directly by the araton<sup>Sa</sup>, the real dust devil.)
- Publication:Hyperconscious/Psionic Feats/Visceral Surge + (Melee and ranged attacks against living targets that inflict critical damage shake your foe.)
- Snake Reverse Molts (3.5e Maneuver) + (Melee attack for +9d6 damage. If you succeed, disguise yourself as the target.)
- Blade of Cocytus (3.5e Maneuver) + (Melee attacks deal +3d6 cold damage +1/initiator level)
- Champion of Fate (3.5e Maneuver) + (Melee attacks deal 50% extra damage.)
- Andellion Warrior (3.5e Class) + (Melee warriors who share in the power of a goddess known as Eden.)
- Tome (Legend Item) + (Melee, range [Melee], [Brutal 2], [Thrown])
- Initiate of High Sorcery (5e) + (Member of [[Mages of High Sorcery (5e)|Mages of High Sorcery]] - gain access to specific [[SRD5:Cantrip|cantrip]]s and [[SRD5:Spell|spell]]s.)
- Guild Artisan (5e) + (Member of an artisan guild)
- Nyxbane (3.5e Race) + (Members of a cursed tribe of humans who dabbled with the shadows, they now live in constant fear of being swallowed by the darkness.)
- Memorize (3.5e Spell) + (Memorizes an arcane spell cast, and allows the caster to reproduce its effects.)
- Mental Altarx (3.5e Feat) + (Mental ability score penalties have a capped minimum.)
- Mephistopheles, Lord of the Eight (3.5e Witch Patron) + (Mephistopheles is the inventor of Hellfire and the Lord of Cania, the frozen eight layer of the Nine Hell.)
- Quill and Vellum of Translation (3.5e Equipment) + (Messages written become understood by any literate reader of any language.)
- Meta Spellfire (5e Subclass) + (Meta Spellfire path)
- Meta-Orbs (3.5e Equipment) + (Meta-orbs are objects that are in high demand amongst the magi of the world, and rightfully so, for they can turn even the lowest spell into a mighty force of magic.)
- Metacombat (3.5e Feat Type) + (Metacombat feats are like metamagic for melee classes. You take some form of attack penalty, and gain special bonuses and effects on your attacks.)
- Solidify (3.5e Spell) + (Metal objects touched become nigh-indestructible and rustproof.)
- Mage of the Iron Cross (3.5e Feat) + (Metal spells become harder to avoid.)
- Sanguine Adept (5e Feat) + (Metamagic Adept, now with extra Edge (tm).)
- SRD:Metamagic (Feat Type) + (Metamagic feats allow a spellcaster to change the way a spell is cast, often by increasing the spell's level and the slot it is cast from.)
- Metamaneuver (3.5e Feat Type) + (Metamaneuver feats are like metamagic feats for initiators.)
- Khonsou's Zoomorphism (3.5e Spell) + (Metamorphose into a myriad of different creatures.)
- Metaphrase (3.5e Feat Type) + (Metaphrase feats allow a truespeaker to alter their phrases in slight ways.)
- SRD:Metapsionic (Feat Type) + (Metapsionic feats allow a manifester to change the way a power functions, often by increasing the power's cost.)
- Improved Metapsionics-CE (3.5e Feat) + (Metapsionic powers you manifest cost 2 power points less than normal (to a minimum of 1 power point).)
- Mewling (3.5e Race) + (Mewlings are condemned or punished souls that have been confined to the physical restrictions of that of a domestic house cat.)
- Mey'tra (3.5e Deity) + (Mey'tra considers the farmer, the druid, the barbarian, the ranger, the animal her children. Treating them with maternal love, however with a "The Strong Survive" reaction.)
- Micoyan (3.5e Race) + (Micoyans are hairy, bestial humaniods with an opposable toe on each foot.)
- SRD5:Hunter Shark + (Mid-size [[Shark (5e)|shark]])
- Giff (5e Race) + (Militant Hippo-people with guns.)
- Griffon Cavalry Rider (5e) + (Military [[SRD5:Griffon|griffon]] rider)
- Miluda Quivira (3.5e NPC) + (Miluda is the leader of the Sand Rats, a g … Miluda is the leader of the Sand Rats, a group of bandits which prowl the Desert of Illusions in Piesok. They make a living off of preying on traveling merchants and bands of adventurers, stripping them of their gear and using their city contacts to sell it for goods.their city contacts to sell it for goods.)
- Mimic (3.5e Template) + (Mimics are imitation, a mockery of nature. Mimics are very similar in apparence and personality to the base creature. However they are aberration with an instinctive loyalty toward it master.)
- Sublime Soulknife (3.5e Feat) + (Mind blade is discipline weapon, soulknife levels increase initiator level.)
- Mindbreak (3.5e Variant Rule) + (Mindbreak represents the assimilation of harmful eldritch knowledge.)
- Cross the Bridge (3.5e Maneuver) + (Mindless undead treat you as undead and you take less damage from some forms of vile damage.)
- Belladone's Curse of Inconvenience (3.5e Spell) + (Minor curses which are really annoying, and mostly temporary.)
- SRD5:Wyvern + (Minor dragon creature with no forelegs.)
- Minor Fixes (Legend Variant Rule) + (Minor fixes to the game that make sense.)
- Blood-Toll Harpy (5e) + (Minor harpy)
- Cantrips Mastery (3.5e Feat) + (Minor magic is second nature to you.)
- Disappointing Runes (3.5e Spell) + (Minor rune goes off with a plip of daunting disappointment.)
- Popping Rune (3.5e Spell) + (Minor rune goes off with a pop of force.)
- Minotaur Lineage (5e) + (Minotaur as playable lineage)
- Baphomet (5e) + (Minotaur-like demon lord)
- Youkai Oni (3.5e Race) + (Mischievous and strong humanoids with horns, these alcohol-loving spirits known for being both paragons of justice and cruel destroyers.)
- Meazel (5e) + (Miserable humanoids of the [[Shadowfell (5 … Miserable humanoids of the [[Shadowfell (5e)|shadowfell]], meazels stealthy ambush the unwarry. They are grey-brown in color with sparse spots and tufts of hair at elbows and knees. They have large, pointed ears the tips of which splay out away from the head.ips of which splay out away from the head.)
- Vampiric Mist (5e) + (Mist of blood that was a destroyed vampire.)
- Mist Phantom (3.5e Template) + (Mist phantoms aren't creatures per se. They are either magical effects given life, or brief ghosts bound to enhanced smoke and fog. Either way, these invisible foes prove quite a challenge.)
- Publication:Dread Codex/New Spells/Draining Mist + (Misty spread deals 1 strength damage / 2 levels.)
- SRD:Multiweapon Fighting + (Mitigate multiweapon fighting penalties.)
- Martial Rogue (3.5e Feat) + (Mix Fighter and Rogue for the purpose of sneak attack, fighter level, and bonus feats.)
- Nuclear Spell (3.5e Feat) + (Mix force, fire, acid and sonic damage to destroy your opponents.)
- War Breakdancer (3.5e Prestige Class) + (Mixing music and unarmed combat, the War Breakdancer spins across the battlefield, a flurry of fists, feat, and song.)
- Witch Knight (3.5e Prestige Class) + (Mixing your Mind Blade and Eldritch Blast into a seamless whole.)
- Orb of Light (3.5e Spell) + (Mobile ball of light provides illumination.)
- Tree Blight (5e) + (Mobile carnivorous tree)
- Masked Knight (3.5e Prestige Class) + (Mobile fighters who barrage their opponents with a storm of blades.)
- Thorn Slinger (5e) + (Mobile plant that can throw its thorns.)
- Corpse Flower (5e) + (Mobile plant that scavenges and reanimates corpses)
- Zegway (3.5e Equipment) + (Mobile platform which gives a 40ft base land speed.)
- Oaken Bolter MToF (5e) + (Mobile, animated ballista platform)
- Oaken Bolter MotM (5e) + (Mobile, animated ballista platform)
- Fey Kelpie (5e Monster) + (Modification of the [[Kelpie (5e)|Kelpie]] - a preditory seaweed. It can assume other forms (notably that of a beautiful woman).)
- Modify Spell (One) + (Modify a [[Spell (One)|spell]] you have prepared. Changes can include: Components, concentration, damage type, range, ritual, or targets.)
- Adjusted Pact Making (3.5e Feat) + (Modify the length of time you remain bound to a vestige.)
- Daze (5e Spell) + (Momentarily disorient a creature<br /><br />)
- Githzerai Subrace (5e) + (Monastic [[SRD5:Humanoid|humanoid]]s, once slaves of the [[Mind Flayer (5e)|mind flayer]]s.)
- Monitor (3.5e Prestige Class) + (Monitors are nihilistic Monks with their roots in the Kuo-Toa culture)
- Ascetic Initiator (3.5e Feat) + (Monk and Tome of Battle base classes stack for Unarmed Strike and one ToB ability)
- Monk (3.5e Feat Type) + (Monk feats are feats that a monk can take as a monk bonus feat. They may dictate what level they are available as a bonus feat, but many allow pre-requisites to be ignored if taken as a monk bonus feat.)
- Improved Monk Unarmed Strike (4e Feat) + (Monk unarmed strike damage improves to 1d10)
- Sea Monkey (5e Monster) + (Monkeys of the sea.)
- Anima River (3.5e Martial Discipline) + (Monks and incarnates who sought power thro … Monks and incarnates who sought power through enlightement and spirituality found ways to understand and train their soul as one would their body. In times of battle, this allows them to strike at the invisible flow of life and wound their opponents most grievously.and wound their opponents most grievously.)
- Flurry Monk (3.5e Alternate Class Feature) + (Monks are fast but can't take advantage of it, they need to stand still to flurry. Well, not anymore.)
- Wirefighting Monk (3.5e Alternate Class Feature) + (Monks are wuxia warriors who look like their fighting on wires, defying gravity and all that fun stuff.)
- Dancing Blossom Stance (3.5e Feat) + (Monks fly through the air as if on wires, balance on a single mote of dust, and walk on water.)
- Monk Weapon Focus (3.5e Feat) + (Monks now can apply their unarmed damage to a special monk weapon.)
- Way of the Turtle (5e Monastic Tradition) + (Monks of The Way of the Turtle focus on the body, and how Ki can push it to unthinkable heights.)
- Way of the Crane (5e Monastic Tradition) + (Monks of the Way of the Crane focus on the more mental and mystical side of martial arts.)
- Way of Shadow (5e) + (Monks of this tradition are ninjas and assassins.)
- Way of the Time Phaser (5e Monastic Tradition) + (Monks who dabble in Chronomancy to enhance their fighting potential.)
- Way of the Force (5e Monastic Tradition) + (Monks who focus on the ebb and flow of the universal life force, and combine it with the power of glowing swords and fancy spins.)
- Radiant Wave Monk (3.5e Prestige Class) + (Monks who focus on their inner ki, allowing them to shoot blasts of energy, fly, and perform other supernatural feats.)
- College of Hunters (5e Bard College) + (Monster indentification, now in Bard flavor.)
- Ba Summoner (3.5e Class) + (Monster summoners capable of manifesting the spirits of the dead.)
- Sea Lion (5e)/Monstrosity + (Monster with the head and claws of a lion and a fish-like tail.)
- SRD5:Winter Wolf + (Monstrous [[SRD5:Wolf|wolf]] adapted to arctic climes.)
- Shell Shark (5e) + (Monstrous [[Shark (5e)|shark]] blessed by [[Sahuagin Priestess (5e)|Sahuagin Priestess]] of [[Sekolah (5e)|Sekolah]].)
- Monstrous (3.5e Feat Type) + (Monstrous feats are for non-humanoid characters.)
- Snarrgoth (3.5e Race) + (Monstrous humanoids with long arms that are distantly related to halflings.)
- Duck (4e Race) + (Moo!)
- Moogle (3.5e Race) + (Moogles are cute and fluffy which creatures who enjoy wandering, learning new things and celebrating.)
- Blademind (3.5e NPC Class) + (Mooks cool enough to be able to create and wield psychic knives, but even more underpowered than the actual Soulknife.)
- Fount of Moonlight (One) + (Moonlight envelops you providing illumination. It also provides [[SRD5:Resistance|Resistance]] to and provides bonus [[SRD5:Radiant|Radiant]] damage. It can also [[SRD5:Blinded|blind]] opponents.)
- Moosu (3.5e Race) + (Moose-headed creatures from the frozen north, they are well known for their strength, endurance, and politeness. They are the epitome of the gentle giant.)
- Rune Carver Adept (5e) + (More casting with the [[Rune Carver Apprentice (5e)|Rune Carver Apprentice]] [[SRD5:Feat|feat]])
- Octosuit (3.5e Equipment) + (More collar than armor, this half-armor half-wondrous item gives four tentacles and the ability to traverse the water with ease.)