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This page provides a simple browsing interface for finding entities described by a property and a named value. Other available search interfaces include the page property search, and the ask query builder.
List of results
- Conjure Elemental (One) + (Summon an [[SRD5:Elemental|Elemental]] spi … Summon an [[SRD5:Elemental|Elemental]] spirit in a [[SRD5:Cube|Cube]] that can attack and cause damage to [[Creature (One)|creature]]s near it. The damage type depends on the elemental type — [[SRD5:Bludgeoning|Bludgeoning]] (earth), [[SRD5:Cold|Cold]] (water), [[SRD5:Fire|Fire]] (fire), or [[SRD5:Lightning|Lightning]] (air).[[SRD5:Lightning|Lightning]] (air).)
- Chantry of Goog (3.5e Spell) + (Summon an altar to the forgotten deity Goog, gaining divinations based on the public knowledge of others.)
- Lithos Shield (3.5e Spell) + (Summon an animated wall of stone which blocks line of sight in one direction.)
- Conjure Anvil (3.5e Spell) + (Summon an anvil, either for its traditional use or to drop upon the heads of your enemies.)
- Hive Armor (3.5e Spell) + (Summon an armor of hive material, with buzzing bees ready to strike.)
- Bind Spirit (3.5e Utterance) + (Summon an elemental or outsider, or dismiss summoned elementals or outsiders.)
- Summon Elemental (3.5e Spell) + (Summon an elemental.)
- Summon Monster (3.5e Spell) + (Summon an encounter of monsters.)
- Summon Horde (3.5e Spell) + (Summon an encounter with a CR equal to your caster level, with no individual creatures' CR exceeding one half your caster level.)
- Mosquito Drain (3.5e Spell) + (Summon blood sucking bugs that heal you as they attack.)
- Summoning Conversion (3.5e Feat) + (Summon celestial beings and convert them to Vecna immediately)
- Preacher (3.5e Alternate Class Feature)/Preacher Feats + (When reproaching your enemies you instill true fear into their hearts)
- Circlet of Quickened Summoning (3.5e Equipment) + (Summon creatures more quickly.)
- Fungal Summons (3.5e Feat) + (Summon creatures that are plagued by agarican spores)
- Call Creatures (3.5e Feat) + (Summon creatures to your aid.)
- Mark of Retrieval (3.5e Feat) + (Summon marked objects back into your hand as a free action.)
- Mass Mount (3.5e Spell) + (Summon multiple mounts, DO NOT SUMMON THEM IN MID-AIR)
- Conjure Animals (One) + (Summon nature spirits in a [[SRD5:Large|Large]] [[SRD5:Swarm|swarm]] that causes [[SRD5:Radiant|Radiant]] damage to [[Creature (One)|creature]]s in its [[SRD5:Space|space]].)
- Summon Phantasmal Feeders (3.5e Invocation) + (Summon one to five phantasmal feeders which slowly but surely drain away your opponent's health.)
- Charged Bubbler (3.5e Power) + (Summon one, many, or a cloud of charged bubbles to attack or shield yourself with.)
- Black Iron Stormdust Dragon's Body (3.5e Spell) + (Summon part of the Black Iron Stormdust Dragon's Body, later you will be able to summon him as a whole.)
- Chill Horde (3.5e Spell) + (Summon several Small Ice elementals to freeze something or someone.)
- Dance of the Fireflies (3.5e Invocation) + (Summon sparkling living lights that illuminate and dazzle targets, create light, briefly blind, or expend themselves all in a single bright flash.)
- Reckless Summoning (3.5e Feat) + (Summon stronger creatures, but lacking any sort of control.)
- Tarrasque Ex Machina (3.5e Spell) + (Summon tarrasque into the sky; falls and deals damage, then goes on a rampage.)
- Locomotive Breath (3.5e Epic Spell) + (Summon the [[Engineer of Ruin (3.5e Monster)|Engineer of Ruin]] to help you erase your enemies from history.)
- Summon Mosquito (3.5e Blood Spell) + (Summon the most annoying thing on the planet, next to your parents.)
- Phantasmal Summons (3.5e Feat) + (Summon the object mentally, only affecting intelligent creatures.)
- Séance (3.5e Spell) + (Summon the spirits of the dead to talk to you.)
- Swarm of Minions (3.5e Spell) + (Summon two minions per level, who act like a sort of swarm providing small but consistent damage.)
- Rock Paper Scissors (3.5e Spell) + (Summon up a rock, paper, or scissors to attack your foe.)
- Cold Eye Gazer (3.5e Invocation) + (Summon up to three "eyeballs" that emit beams of cold that slow opponents.)
- Meteologic Aport (3.5e Power) + (Summon weather from afar, bringing in weather patterns most unnatural.)
- Skeleton Self (3.5e Spell) + (Summon your own skeleton to fight for you. Be careful not to let your body get hurt.)
- Astral Invader (3.5e Spell) + (Summon yourself into the area of your target so you may assassinate him, without the threat of death of yourself.)
- Boots of the Summoned Hulk (3.5e Equipment) + (Summoned creatures are considered one size larger for special attacks.)
- Summoning Gloves (3.5e Equipment) + (Summoned creatures gain ability increases.)
- Summoning Gloves of Magnificence (3.5e Equipment) + (Summoned creatures gain multiple ability increases.)
- Belt of Temporal Summoning (3.5e Equipment) + (Summoned creatures stay longer.)
- Psychodisc (3.5e Power) + (Summoning a spinning sawblade of energy that you can direct.)
- Shaman (5e Class) + (Summoning: The Class, chalk full of spirit magic to wield against your foes.)
- Pact Familiar Spell (One) + (Summons a [[Pact Familiar Creature (One)|Pact Familiar]].)
- Infernal Calling (One) + (Summons a [[SRD5:Devil|devil]]. The devil may or may not follow your command.)
- Infernal Calling (5e) + (Summons a [[SRD5:Devil|devil]]. The devil may or may not follow your command.<br /><br />)
- Summon Undead (5e) + (Summons a [[Undead Spirit (5e)|Undead Spirit]]<br /><br />)
- Publication:Dread Codex/New Spells/Create Sailors + (Summons a crew of undead sailors to man a ship.)
- Publication:Dread Codex 2/New Spells/Watchful Ghost + (Summons a helpful spirit to watch over the caster.)
- Publication:Dread Codex/New Spells/Spirit Horde + (Summons a horde of spirits that does 1d6 damage per caster level, and negative levels.)
- Summon Rope of Spidersilk (3.5e Spell) + (Summons a length of Spider Silk.)
- Summon Sweaty Strongmen (3.5e Spell) + (Summons a musclebound humanoid to carry stuff for you, and other small tasks.)
- Summon Lesser Demons (5e) + (Summons a number of [[SRD5:Demon|demon]]s of [[SRD5:CR|CR]] 1 or less.<br /><br />)
- Publication:Dread Codex/New Spells/Pack of Ghouls + (Summons a pack of ghouls.)
- Planar Train (3.5e Spell) + (Summons a planar train, allowing you to choo-choo across the multiverse in the safety of an iron carriage.)
- Rave Pit (3.5e Spell) + (Summons a rave party mosh pit, rendering your opponents unable to escape. If they even want to.)
- Divine Mount (3.5e Spell) + (Summons a steed from the outer planes to serve as your mount.)
- Summon Stray (3.5e Spell) + (Summons a stray cat (or similar animal). No, you can't control it. It is useless.)
- Find Familiar (One) + (Summons an [[Otherworldly Familiar (One)|Otherworldly Familiar]] in the form of an animal.)
- Feign Death (One) + (Summons an [[Otherworldly Familiar (One)|Otherworldly Familiar]] in the form of an animal.)
- Eldritch Augur (3.5e Power) + (Summons an eldritch tentacle that knocks your opponent on their back.)
- Worm of the Void (3.5e Power) + (Summons an eldritch worm to devour your opponent. Just make sure to move out of the way.)
- Mist Phantom Spell (3.5e Feat) + (Summons and created objects appear invisible while in a deep mist, as if they had the [[Mist Phantom (3.5e Template)|mist phantom]] template.)
- Publication:Dread Codex 2/New Spells/Corrupting Darkness + (Summons mist that deals difficult-to-heal damage, constitution drain over time.)
- Sumo Overkill (3.5e Prestige Class) + (Sumo wrestlers are big, tough guys who take a lot to take down. This guy's unstoppable.)
- Shifty Shades (3.5e Equipment) + (Sunglasses that change their tint with a thought.)
- Golem-Knight of Mechanus (3.5e Prestige Class) + (Super-crafter and tank extraordinaire.)
- Steam-Powered Armor (3.5e Equipment) + (Super-heavy armor powered by steam.)
- Supercavitating (3.5e Equipment) + (Supercavitating weapons and ammunition work underwater just as they would on land.)
- Supercooled (3.5e Equipment) + (Supercooled weapons make the frost or freezing burst weapon enhancements grow with power with every strike.)
- Pep Talk (3.5e Maneuver) + (Support your allies, granting an improved aid another at range.)
- Additional Maneuver Types (3.5e Variant Rule) + (Four new types of martial maneuvers - Flourishes, Assaults, Warcries, and Strategies.)
- Mystic (Legend Track) + (Supporting and somewhat defensive track with a number of long range enchantments.)
- Inquisitor (Legend Track) + (Supporting track to annoy your enemies.)
- Neutrality (3.5e Spell) + (Suppress effects based on alignment on the target.)
- Suppress Curse (3.5e Spell) + (Suppress the effects of a curse, or a cursed or intelligent item, for the duration.)
- Suppress Item (3.5e Utterance) + (Suppress the effects of an item, or allow magic items to work in an ''[[SRD:Antimagic Field|antimagic field]]''.)
- Suppress Influence (3.5e Spell) + (Suppress the influence and sign or one or more vestige, however doing so prevent the binder from using the vestige's powers.)
- Ki Veil (3.5e Skill Trick) + (Suppress your aura and become invisible.)
- Spellburke (3.5e Spell) + (Suppresses one or more of the target creature's [[SRD:Spell-Like Ability|spell-like]] or [[SRD:Supernatural Ability|supernatural]] abilities for the duration of the spell.)
- Stone Sentinel (3.5e Prestige Class) + (Sure, you don't move much in battle but you'll be damned if that stops you from reaching the enemy! Open up the true potential of the Stone Dragon discipline.)
- Shieldsurfing (3.5e Feat) + (Surf away from your problems with your shield!)
- Surge (3.5e Feat Type) + (Surge feats enhance the surges of a [[Surg … Surge feats enhance the surges of a [[Surge Fighter (3.5e Class)|surge fighter]] or enable him to do things with his [[Surge Fighter (3.5e Class)#surge points|surge points]] that he couldn't do before. As an added bonus, all of them grant him bonus surge points as well!them grant him bonus surge points as well!)
- Surgeon's Long Gloves (3.5e Equipment) + (Surgeon's gloves that enhance precision.)
- Pit Fiend, Aarnott (3.5e Monster) + (Surpassed in power by only the Archdevils themselves, pit fiends are a force of terror to be reckoned with.)
- Deceptive Strength (3.5e Feat) + (Surprise your enemies with your incredible might and small body)
- I Am Not Left Handed (3.5e Trait) + (Surprise your opponent by switching from your weak hand to your dominant hand.)
- Flood Pump (3.5e Spell) + (Surround a target in watery orbs which spray high pressure blasts of water and push the target where you want to go.)
- Nocturnal Shadow (3.5e Maneuver) + (Surround area with cold shadows.)
- Digestive Ring (3.5e Maneuver) + (Surround foes with powerful digestive acid.)
- Galea's Energy Corona (3.5e Spell) + (Surround yourself in a damaging corona of magic.)
- Breath of Long Winter (3.5e Maneuver) + (Surround yourself in a freezing blizzard which protects you from harm and empowers your own chill.)
- Conductor of Storms (3.5e Spell) + (Surround yourself in a protective shield as you rain lightning from above.)
- Mantle of Jurikan (3.5e Maneuver) + (Surround yourself in a shell of wind, protecting you from ranged attacks and allowing you to throw blasts of wind.)
- Cloak of the Abyss (3.5e Invocation) + (Surround yourself in smoke that can obscure, hide, or burn as you command)
- Flying Deathscythes (3.5e Spell) + (Surround yourself in spinning animated sickles which attack your enemy.)
- Dispater's Tower (3.5e Spell) + (Surround yourself with protective iron walls, even though it hampers your own ability to attack.)
- Path of the Immortal Warrior (5e Primal Path) + (Survival is victory for this, a regenerating and tireless warrior.)
- Endure Destruction (3.5e Maneuver) + (Survive a blow with at least 1 hp remaining.)
- Volcanic Resilience (3.5e Invocation) + (Survive in the elemental planes of Earth and Fire.)
- Extremophile (3.5e Feat) + (Survive wild temperature extremes, and sleep where you please.)
- Morichro (3.5e Force Power) + (Suspend the life signs of yourself or others for a long time.)
- Shattered Jade (3.5e Maneuver) + (Sustain a -2 penalty to Armor Class, add 1d6 + initiator level to attack damage.)
- Swanmay (3.5e Template) + (Swanmay are females blessed with a strange form of lycanthropy which makes them wereswans. They are protectors of the forest, particularly water fowl, and uphold some mysterious ancient promise.)
- Adaptive Performance (3.5e Feat) + (Swap bardic music uses for spells, and vice versa)
- Mode Change (3.5e Feat) + (Swap between your equipment instantaneously.)
- Swapmetal (3.5e Equipment) + (Swapmetal armors, shields, or weapons can switch a normal item to adamantine, silver, or other materials... provided you've spent the funds for the material itself.)
- Pixil Swarm (5e Monster) + (Swarm of 1/2 inch long winged fey)
- Swarm of Gremishkas (5e) + (Swarm of cat-like creature that reacts, sometimes violently, to magic.)
- Swarmhost (3.5e Template) + (Swarmhost creatures are the unlucky whose bodies have become inhabited by a swarm, whose unnatural link now replaces their vital organs and life force.)
- Swarmbane (3.5e Equipment) + (Swarms have always been a problem for character who use weapons. Not any more.)
- Daring Swordsman (3.5e Feat) + (Swashbuckler and warblade levels stack for initiator level and grace.)
- Duelist (3.5e Class) + (Swashbucklers and dashing swordsman, they use finesse, martial maneuvers, and well timed parries and tricks to carry them to victory.)
- Pungeon Pendragon (3.5e Martial Discipline) + (Swashbuckling heroes are fond of using rap … Swashbuckling heroes are fond of using rapier wit alongside their rapiers, shooting arrows accompanied by shooting puns and even when things look bleak, they throw in a joke before throwing in the towel. Bards and wise men often recall famous words by famous men, used in the past to great effect in orations and battle speeches: all the more proof that the power of wordplay lies and speaks true in all languages, even the most ancient and intricarious ones. Those who learn the most ancient and most intricatastrophic of all and weave it into their combat routines are the practitioners of the Pungeon Pendragon style: their very actions speak truer than Truespeech.very actions speak truer than Truespeech.)
- Shell Necklace (3.5e Soulmeld) + (Swim without penalty.)
- Disguised Class (3.5e Feat) + (Switch between different sets of classes)
- Switch Health (3.5e Spell) + (Switch hp totals for yourself and your target. This could be used to heal allies at your expense, or harm enemies.)
- Tholan's Attribute Theft (3.5e Spell) + (Switch one ability score with that of this spell's target.)
- Dutiful Guardian (4e Feat) + (Switch places with the beneficiary of your constant guardian feat as an immediate interrupt.)
- Genetic Black Sheep (3.5e Trait) + (Switch your ability scores around, resulting in charismatic dwarves or unusually strong gnomes.)
- Shieldmaster (3.5e Prestige Class) + (Sword & Shield style is terribly ineffective. Show them how to REALLY use a shield in combat.)
- Life Flow Blade (3.5e Equipment) + (Sword that heals as it harms)
- Plane of Life (3.5e Sourcebook)/The Stuff + (Allows you to survive on the plane of positive energy.)
- Improved Bladeproof Skin (3.5e Feat) + (Swords and spears just bounce off you due to your scaling DR/bludgeoning.)
- Oath of Virtue (5e Sacred Oath) + (Sworn to pursue each of The Mana's tenets)
- Leaves of My Skin (3.5e Feat) + (Sylvari gets the basic skills of creating armor of his own body.)
- Bark of My Bones (3.5e Feat) + (Sylvari has mastered the creation of a more heavy and strong armor.)
- Tandem Initiative (3.5e Skill Trick) + (Synchronize with your team and act as a group.)
- Follower of the Third (3.5e Prestige Class) + (Synergistic abilities between Diamand Mind and Hero's Edge martial disciplines)
- Way of the Mirage (3.5e Feat) + (Synergistic abilities for Desert Wind and Shadow Hand.)
- Faithful Leader (3.5e Feat) + (Synergistic abilities for Devoted Spirit and White Raven.)
- Bestial Might (3.5e Feat) + (Synergistic abilities for Stone Dragon and Tiger Claw.)
- Synth (3.5e Race) + (Synth are androids build to resemble the various humanoid races. They were born without emotion, but can quickly gain a mind and soul of their own.)
- Synthetic Soul (3.5e Template) + (Synthetic Soul are created by magic, creatures with Synthetic Soul are different then others of it kind.)
- Thogomancer (3.5e Class) + (THOGOMANCER SMASH!)
- TRON Light (3.5e Equipment) + (TRON light adds stylish lines of soft, glowing, colorful light to armor or weapons when willed.)
- Animated Table (5e) + (Table given animation)
- Strain Cost Lists & Spell Fatigue Saves (3.5e Other) + (Tables with spell costs for non-wizard classes using the [[Mana-Based Spellcasting (3.5e Variant Rule)|straincasting rules]].)
- Tactical (3.5e Feat Type) + (Tactical feats were first presented in [[P … Tactical feats were first presented in [[Publication:Complete Warrior|Complete Warrior]]. Feats with this type provides several thematically similar and rather specific options or abilities that generally require some setup or a specific weapon set to utilize.setup or a specific weapon set to utilize.)
- Dire Orc (3.5e Race) + (Tainted by darkness, the dire orc is a vicious brute even among the violence of orckind. Cower before their might!)
- Divine Weapon Focus (3.5e Feat) + (Take 10 on attack rolls once a round, 20 with a full attack action, and never fumble again.)
- Deft Swing (3.5e Feat) + (Take 10 on melee attacks.)
- Deft Shot (3.5e Feat) + (Take 10 on ranged attacks.)
- Steady Strike (3.5e Maneuver) + (Take 10 on your next attack.)
- Playing Safe is Playing Smart (3.5e Feat) + (Take 12 instead of 10.)
- Post-Traumatic Savagery Disease (3.5e Disease) + (Take Con damage and possible confusion whenever you enter a stressful situation)
- Blood Sacrifice (3.5e Maneuver) + (Take [[Con]] burn to boost your [[Str]] and [[Dex]] scores.)
- Flensing Strike (3.5e Feat) + (Take a −3 penalty to your attack roll or perform an [[Organic Repast (3.5e Martial Discipline)|Organic Repast]] maneuver to chop a bit off your opponent, causing [[SRD:Ability Damaged|ability damage]] and [[Bleedout (3.5e Condition)|bleeding]].)
- Constant Guardian (4e Feat) + (Take a -2 penalty to an attack roll to grant an ally a +2 bonus to AC.)
- Power Strike (3.5e Feat) + (Take a -3 penalty to hit to increase your weapon damage, replace power attack.)
- Wave Dashing (3.5e Feat) + (Take a great number of 5-ft step.)
- Destabilizing Impact (3.5e Feat) + (Take a penalty up to -8 to apply a penalty to others attack rolls.)
- Ki Charging (3.5e Invocation) + (Take ability point loss to replenish ki points)
- Master Ki Charging (3.5e Invocation) + (Take ability point loss to replenish ki points)
- Grand Master Ki Charging (3.5e Invocation) + (Take ability point loss to replenish ki points)
- Portable Alchemist's Lab (3.5e Equipment) + (Take an alchemy laboratory with you while traveling.)
- Armorforged Body (3.5e Feat) + (Take any armor and bind it to your warforged body, and get some bonuses to enhancing it.)
- Control Creatures (3.5e Feat) + (Take control of mooks, possessing them even at range.)
- Kinetic Forcefield (3.5e Spell) + (Take control of the kinetic power.)
- Direct Undead Control (3.5e Feat) + (Take control of undead in your control pool, empowering them with your abilities and spirit.)
- Power Word Pain Variant (3.5e Spell) + (Take damage over time, based on your remaining hp.)
- Drink Life a Dwarf (3.5e Feat) + (Take fewer penalties for drinking.)
- Legendary Rider-CE (3.5e Feat) + (Take no penalties on Ride checks when riding bareback, and never need to make a Ride check to control a mount in combat.)
- SRD:Improved Multiattack + (Take no penalty to secondary natural weapon attacks.)
- Relieve Strain (3.5e Power) + (Take on a character's Strain. Yeah! Martyrdom!)
- Aspect of the Assassin Bug (3.5e Feat) + (Take on the aspects of one of the most demented bugs on the planet)
- Image of Fear (3.5e Power) + (Take on the image of what they fear the most, gaining an aura of fear or expending it to [[SRD:Phantasmal Killer|scare someone to death]].)
- Chainsaw Fiend (3.5e Feat) + (Take one feat. Be lots of chainsaws. Get lots of chainsaw powers.)
- Sharky, Scaling (3.5e Feat) + (Take one feat. Be lots of shark. Get lots of shark powers.)
- Create Thrall (3.5e Spell) + (Take over the minds of weaker individuals who are obviously possessed by your influence.)
- Esurience (3.5e Feat) + (Take penalties to starvation checks for more damage)
- Polydipsia (3.5e Feat) + (Take penalties to thirst checks to do more damage)
- Hot-Blooded Gunman Bravado (3.5e Maneuver) + (Take penalty on firearm attack rolls to deal extra damage.)
- Just A Meatshield (3.5e Feat) + (Take punches, gain HP)
- Martyr's Sacrifice (3.5e Maneuver) + (Take the damage meant for another. It could save their skin.)
- Exalted Wildshape (3.5e Feat) + (Take the forms of the blessed animals in the Beastlands.)
- Maximized Growth (3.5e Feat) + (Take the highest score for HD upon level-up, rather than rolling. Retroactive, applies to improving conditions.)
- Get Over Here! (3.5e Equipment) + (Take the rogue out of the picture and make everyone have a bad day trying to save them with this cruel multi-trap waiting to happen.)
- Mysterious Rose (3.5e Prestige Class) + (Take up the mantle of this generational hero title, become the Mysterious Rose! You are always there in the time of need to throw roses at people! It is surprisingly more effective than it sounds.)
- Pharaoh Plate (3.5e Equipment) + (Taken from the body of a [[Tomb Dynast (3.5e Monster)|Tomb Dynast]], the pharaoh plate is what you'd get if you turned a sarcophagus into a suit of full plate. It carries with it the taint of undeath.)
- Mantle of the Creator (3.5e Template) + (Taking on a fragment of the power of a god of creation, you gain the ability to forge and reforge matter to your whim.)
- Mantle of the Preserver (3.5e Template) + (Taking on a fragment of the power of a god of preservation and protection, you gain the ability to maintain the status quo and repair what has been damaged.)
- Mantle of the Destroyer (3.5e Template) + (Taking on a fragment of the power of a god of destruction and disaster, you gain the ability to break, destroy, and end creation.)
- User:Luigifan18/Somewhere Over The Rainbow (3.5e Maneuver) + (Taking the "hurl 'em off a cliff" tactic t … Taking the "hurl 'em off a cliff" tactic to its logical extreme, this maneuver lets its initiator throw a victim high into the air, potentially slamming them into a ceiling, and [[SRD:Falling|let the fall]] [http://tvtropes.org/pmwiki/pmwiki.php/Main/NotTheFallThatKillsYou finish them off].n/NotTheFallThatKillsYou finish them off].)
- Flavor Utensil (3.5e Equipment) + (Taking the form of spoons, plates, and other cooking or eating utensils, these items flavor the food used with it.)
- Undead Paragon, Boneclaw Hybrid (3.5e Racial Paragon Class) + (Talented necromancers have created methods of making undead hybrids. This is one of them.)
- Kaiton, Ethereal Trickster (3.5e Vestige) + (Tales speak of an arrogant trickster fox who, for making a fool of a God, was utterly destroyed, yet his unresting spirit still torments the God's realm.)
- Soul to Soul Conversation (3.5e Maneuver) + (Talk telepathically at any distance, uninvited.)
- Deeka (3.5e Race) + (Tall and civil humanoids with white skin. Highly motivated, headstrong and dedicated.)
- Aroghin (3.5e Race) + (Tall humanoids with grey skin. They tend towards stoicism and emotional control as a means of dealing with their racial curse.)
- Bangaa (3.5e Race) + (Tall, large build, orange to brown skinned reptilian folk. Very strong but not very nimble.)
- Malaquian (3.5e Race) + (Tall, marine dwelling humanoid folk with a relaxed attitude, colorful skin tones and minor telepathic ability.)
- Heuco (3.5e Race) + (Tall, thin, seemingly a man, the Heuco would pass for little more than gaunt humanoids were they not born, literally, empty.)
- SRD:Elves, Gray (Race) + (Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards).)
- SRD:Halflings—Tallfellows (Race) + (Tallfellows are somewhat rare among halfling folk. Tallfellows are 4 feet tall or more and weigh between 30 and 35 pounds.)
- Tallow Paragon (3.5e Racial Paragon Class) + (Tallow Advanced)
- Talpid (3.5e Race) + (Talpid are a race of quite literal mole men.)
- Wild Rager (3.5e Alternate Class Feature) + (Tap into your inner beast. Mix barbarian with druid.)
- Darkkin (3.5e Race) + (Tar black [[SRD:Humans (Race)|humans]] from a world without natural light.)
- Spirit of Death (5e) + (Target a creature and summon a [[Reaper Spirit (5e)|Reaper Spirit]]<br /><br />)
- Split Spell (4e Feat) + (Target additional target with ranged spell.)
- Bestow Sentience (3.5e Spell) + (Target animate object, golem, or similar creature gains sentience.)
- Feign Death (5e) + (Target appears to be dead and gains protection from damage, disease, and poison.<br /><br />)
- Human Form (3.5e Spell) + (Target assumes appearance and form of a humanoid.)
- Hypothesis Contrary to Fact (3.5e Maneuver) + (Target assumes blame for something that never happened.)
- Monstrous Form (3.5e Spell) + (Target assumes the form of a monster.)
- Obsession (3.5e Spell) + (Target becomes obsessed with subject.)
- Ekbom's Egotistical Episode (3.5e Spell) + (Target becomes obsessed with themselves and prioritizes maintaining their own well-being above all else.)
- Blast of Defeat (3.5e Invocation) + (Target cowers [[SRD:Prone|prone]] for a round.)
- Jelly Thoughts (3.5e Spell) + (Target creature desires jelly to the exclusion of all else.)
- Virtue (5e) + (Target creature gains [[SRD5:Temporary Hit Point|temporary hit point]]s.<br /><br />)
- Hex (One) + (Target creature has [[SRD5:Disadvantage|disadvantage]] on one [[Ability Check (One)|ability check]] (of your choice). Also, you cause [[SRD5:Necrotic|necrotic]] damage if you hit it with an attack.)
- Hex (5e) + (Target creature has [[SRD5:Disadvantage|disadvantage]] on [[SRD5:Check|ability checks]] (of your choice) for the spell's duration. Also, you cause [[SRD5:Necrotic|necrotic]] damage if you hit it with an attack.<br /><br />)
- Jellify (3.5e Spell) + (Target creature is transformed into jelly.)
- Warp Light (3.5e Power) + (Target creature or object became invisible)
- Dementia (3.5e Spell) + (Target creature's wisdom is reduced to 1.)
- Publication:Dread Codex/New Spells/Skeletal Spurs + (Target deals damage on successful grapple attacks.)
- Power Word Pain (5e) + (Target experiences excruciating pain, hampering its [[SRD5:Movement|movement]], [[SRD5:Attack Roll|attack roll]]s, [[SRD5:Ability Check|ability check]]s, [[SRD5:Saving Throw|saving throw]]s, and [[SRD5:Spellcasting|spellcasting]].<br /><br />)
- Power Word Pain (One) + (Target experiences excruciating pain, hampering its [[SRD5:Movement|movement]], [[Attack Roll (One)|attack roll]]s, [[Ability Check (One)|ability check]]s, [[SRD5:Saving Throw|saving throw]]s, and [[SRD5:Spellcasting|spellcasting]].)
- Fiend Form (3.5e Spell) + (Target gains form of a fiendish race, as well as some of their abilities.)
- Form of Death (3.5e Spell) + (Target gains qualities of an undead creature.)
- Syl's Greater Fabricate (3.5e Spell) + (Target gains the ability to immediately use fabricate several times within the next 24 hours.)
- Sibling Rivalry (3.5e Spell) + (Target grows jealous of allies and attacks them.)
- Ekbom's Imaginary Insects (5e Spell) + (Target hallucinates insects all over their body and attacks themselves.<br /><br />)
- Ekbom's Imaginary Insects (3.5e Spell) + (Target hallucinates insects all over their body and attacks themselves.)
- Fight or Flight (3.5e Spell) + (Target has a fight or flight response and is panicked and/or enraged.)
- Publication:Dread Codex/New Spells/Divine Heart + (Target is immune to all fear effects.)
- Rebuking Blow (3.5e Maneuver) + (Target is subject to a rebuke undead attempt by a cleric of your initiator level.)
- Turning Strike (3.5e Maneuver) + (Target is subject to a turn undead attempt by a cleric of your initiator level.)
- Silencing Surprise (3.5e Maneuver) + (Target is too shocked to speak)
- Dungeonomicon (3.5e Sourcebook)/Maginomicon + (You are transformed into a creature of your choosing.)
- Polymorph Other, Tome (3.5e Spell) + (Target is transformed into an alternate creature (revised polymorph).)
- Animate Jelly (3.5e Spell) + (Target jelly gains semblance of life and mobility.)
- Open I- Open (3.5e Phrase) + (Target lock is opened, if the DC is 30 or lower.)
- Give the Adept Harm (3.5e Maneuver) + (Target loses a readied maneuver and takes damage based on the level of the maneuver lost.)
- Fatal Geas (3.5e Spell) + (Target must complete geas or die, but is under no other compulsion.)
- Pierce Soul (3.5e Maneuver) + (Target must make a fortitude or be paralyzed.)
- None Truly Control the Dead Forever (3.5e Maneuver) + (Target must make a will save or lose control of undead it controls.)
- Frostbite (One) + (Target must save or take [[SRD5:Cold|cold]] damage and have [[SRD5:Disadvantage|disadvantage]] on [[SRD5:Attack Roll|attack roll]]s)
- Frostbite (5e) + (Target must save or take [[SRD5:Cold|cold]] damage and have [[SRD5:Disadvantage|disadvantage]] on [[SRD5:Attack Roll|attack roll]]s<br /><br />)
- Crisis of Faith (3.5e Power) + (Target questions even its deepest-held beliefs.)
- Enemies Abound (One) + (Target sees all creatures as enemies and must attack a random one.)
- Enemies Abound (5e) + (Target sees all creatures as enemies and must attack a random one.<br /><br />)
- Restful (3.5e Spell) + (Target sleeps better and quicker.)
- Schizophrenia (3.5e Spell) + (Target suffers conditions similar to schizophrenia.)
- Sugar Rush (3.5e Invocation) + (Target surges with glucose and moves faster. Cavities are just a side effect.)
- Bio (3.5e Spell) + (Target takes 1d6 damage/level (max 10d6), 2 Constitution damage.)
- Life Drain (3.5e Maneuver) + (Target takes 1d6 extra damage and half the damage from the attack is changed into healing energy you may bestow on yourself or an ally.)
- Mental Prison (One) + (Target takes [[SRD5:Psychic|psychic]] damage and is [[SRD5:Restrained|restrained]] for the spell's duration.)
- Mental Prison (5e) + (Target takes [[SRD5:Psychic|psychic]] damage and is [[SRD5:Restrained|restrained]] for the spell's duration.<br /><br />)
- Dungeonomicon (3.5e Sourcebook)/Maginomicon + (You are transformed into a creature of your choosing.)
- Lycanthropy (3.5e Spell) + (Target takes on the form of an animal or magical beast.)
- Acid Stream (5e) + (Target takes ongoing acid damage<br /><br />)
- Momento Vixisti (3.5e Maneuver) + (Target undead takes various penalties as it recalls life.)
- Ell's Dramatic Action (3.5e Spell) + (Target's actions appear more awesome, possibly photoshopped even.)
- Jelly Bones (3.5e Spell) + (Target's bones are transformed into jelly, reducing its Dexterity score to 0.)
- Bouncy Jelly Boots (3.5e Spell) + (Target's feet are covered with jelly, providing a boost to movement and jumps.)
- Stop the Soldier (3.5e Maneuver) + (Target's initiator level is reduced.)
- Jelly Legs (3.5e Spell) + (Target's legs become gelatinous, limiting its mobility.)
- Spelling Sabotage (3.5e Spell) + (Target's spells go awry in a humorous and rarely useful fashion. Only those with godlike intelligence will have even a faint hope of casting their spells properly.)
- Spell Scrambler (3.5e Maneuver) + (Target's spells go awry in a humorous and rarely useful fashion. (Wait, wasn't that the summary for [[Misspell (3.5e Spell)|something else]]?))
- Misspell (3.5e Spell) + (Target's spells go awry in a humorous and rarely useful fashion.)
- Azore's Speaking Tome (3.5e Spell) + (Targeted book or scroll reads its contents aloud.)
- Torn From Within (TOToM Spell) + (Targets are torn apart from the inside.)
- Love II- Bond (3.5e Phrase) + (Targets can hear each others thoughts.)
- Dazzling Fire (4e Feat) + (Targets hit by your ''Darkfire'' power are [[4e Index (4e Other)#Dazed|dazed]].)
- Fear of Death (3.5e Maneuver) + (Targets must make a will save or be frightened for 1d4 rounds.)
- Grasp of Hadar (5e) + (Targets of your ''[[SRD5:Eldritch Blast|eldritch blast]]'' are pulled.)
- Sadness I- Sadness (3.5e Phrase) + (Targets suffer from great sadness.)
- Burn the Dead (3.5e Maneuver) + (Targets take extra fire damage and undead with light vulnerability take further damage.)
- Flash Before the Eyes (3.5e Grim Alteration) + (Targets within a 60 foot cone become [[SRD:Fascinated|fascinated]].)
- Gorgon's Glare (3.5e Spell) + (Targets within cone become petrified, succumbing at once or slowly over several rounds.)
- Casting Runes (3.5e Trait) + (Tatoos of power are inscribed on your skin.)
- Taunt (3.5e Spell) + (Taunt creatures to attack you.)
- Lesser Scorpionfolk (3.5e Race) + (Taurics born in the harsh desert, lesser scorpionfolk are half human, half scorpions.)
- Shock Sting (3.5e Spell) + (Taze your opponents to stun them, or take them in nonlethally.)
- Team Rocket Executive (3.5e Prestige Class) + (Team Rocket blasts off at the speed of light!)
- Red Moon Claw (3.5e Maneuver) + (Tear a grievous bleeding wound in your foe, at the cost of being reckless and easier to hit.)
- Crimson Moon Fang (3.5e Maneuver) + (Tear a grievous wound in your opponent, crippling one of their limbs.)
- Essence Rip (3.5e Spell) + (Tear away part of your target's [[Essence (3.5e Other) | Essence]].)
- Restore Essence (3.5e Spell) + (Tear away part of your target's [[Essence (3.5e Other) | Essence]].)
- Blood Moon Frenzy (3.5e Maneuver) + (Tear the enemy limb from limb, dismembering them.)
- Flaying Strike (3.5e Maneuver) + (Tear the skin, reducing the opponent's natural armor bonus.)
- Demon Goat Mask (3.5e Equipment) + (Technically a cursed item, the demon goat mask is the skull of a particular brand of fiend which enables dark powers over the natural world.)
- Warp Dust (3.5e Equipment) + (Technically a drug, warp dust is a rare and potent substance refined from the sand and rocks of lands touched by the Far Realm's presence.)
- Dream Haze (3.5e Equipment) + (Technically a poison, this powerful hallucinogen can show you the future... or bring you on a bad trip.)
- Local Anesthetic (3.5e Equipment) + (Technically a useful poison employed by medics, local anesthetics dull the pain in an area.)
- Blood Pin Hilt (3.5e Equipment) + (Technically an augmentation to a pre-existing weapon hilt, this blood pin has a small needle which can sample blood, or inject poison as a trap.)
- Technomage (3.5e Class) + (Technomages are magic users that works similarly to warlocks, but they have a more academic approach and are also experts with technology, constructs and bots.)
- Telekill Alloy (3.5e Equipment) + (Telekill alloy is a silvery metal, which is non-magnetic and highly resistant to rust and corrosion. The particular call to fame of telekill alloy is that it possesses a strong anti-telepathy channel, which make it useful in various uses and applications.)
- L'ei Kaszim Graviton Manipulation (3.5e Power) + (Telekinesis was small time, this version is the big daddy.)
- Crush (3.5e Maneuver) + (Telekinetically constrict your opponent.)
- Psychic Pin (3.5e Maneuver) + (Telekinetically grapple your opponent.)
- Psionic Mass Charge (3.5e Power) + (Telekinetically move with near light speed, flinging creatures out of your way.)
- Ghostwise (5e) + (Telepathic Halflings)
- Space Hamster (5e) + (Telepathic hamster native to [[Wildspace (5e)|Wildspace]].)
- Galea's Get Up Get Down (3.5e Spell) + (Teleport a creature to be standing or laying down in the same space.)
- Rook's Flight (3.5e Maneuver) + (Teleport a long distance in a straight line and maybe stab someone at the end.)
- User:DraconicMan/Teleport (3.5e Spell) + (Teleport a short distance with a small delay.)
- Eldritch Escape (3.5e Invocation) + (Teleport a short distance, dealing area damage both where you teleported from and where you land.)
- Area Teleport (3.5e Spell) + (Teleport an entire ship, castle, or town.)
- Shadow Death Strike (3.5e Maneuver) + (Teleport and make a single attack; Fortitude save or death, attack is considered a critical hit)
- Step of the Shadow Assassin (3.5e Maneuver) + (Teleport and make a single attack; attack is considered an automatic critical hit)
- Shadow Drop (3.5e Maneuver) + (Teleport and make a single attack; target becomes flat-footed against this attack.)
- Lightning Strikes Twice (3.5e Spell) + (Teleport anywhere in Long range, enemies near your beginning and end points take electricity damage.)
- Step into Night (3.5e Maneuver) + (Teleport into hiding spot; leaves image that lasts for 1 round)
- Close on the Damned (3.5e Maneuver) + (Teleport near your target.)
- Blood Walk (3.5e Maneuver) + (Teleport through the bodies of blood bearing creatures, and sometimes arrive on the other end with explosive results.)
- Sands I- Sands (3.5e Phrase) + (Teleport through time.)
- Single Step (3.5e Maneuver) + (Teleport to where you can go.)
- Knight's Move (3.5e Maneuver) + (Teleport up to twice your movement speed, though you must teleport next to an opponent.)
- Temporary Teleport (3.5e Spell) + (Teleport, but it doesn't last and you are shunted back shortly after.)
- Improved Dimension Door (3.5e Spell) + (Teleports you a short distance, and allows you to act immediately afterwards.)
- Ishara's Enticing Directive (3.5e Spell) + (Tell one creature to give you object, creature approaches, gives over.)
- Hindsight (3.5e Spell) + (Tells you whether certain actions will bring good or bad result, but only after the event has already transpired.)
- Telum Weaponmaster (3.5e Racial Substitution Levels) + (Telum fighters, being literally embodied weapons, seek to become masters of combat and deepen their connection with their weapon souls.)
- Templar (3.5e Class) + (Templars are ordained warriors tasked with spreading the faith and defending the faithful, while also beating down the foes of a deity.)
- SRD5:Paladin + (Temple guards and holy warriors)
- Passive Immunity (3.5e Maneuver) + (Temporarily boost your immune system with extra antibodies to fend off stuff that tries to hurt you from the inside.)
- Causal Reductionism (3.5e Maneuver) + (Temporarily convince everyone that the target is to blame for some event.)
- Skill Empowerment (One) + (Temporarily doubles the [[SRD5:Proficiency Bonus|proficiency bonus]] one one skill of the target creature.)
- Skill Empowerment (5e) + (Temporarily doubles the [[SRD5:Proficiency Bonus|proficiency bonus]] one one skill of the target creature.<br /><br />)
- Absorb Enchantment (3.5e Maneuver) + (Temporarily gain the benefits of a destroyed magic item.)
- Borrowed Life, Greater (3.5e Spell) + (Temporarily raises one creature from the dead as a pseudo-vampire using the caster's own life force.)
- Borrowed Life (3.5e Spell) + (Temporarily raises one creature from the dead as a pseudo-zombie using the caster's own life force.)
- Holt's Energy Booster (3.5e Spell) + (Temporarily relieve fatigue, become tired after spell ends.)
- Aerobic Step (3.5e Blood Spell) + (Temporarily relieve fatigue, or allow the target(s) to hustle for long distances.)
- Maneuvers Turquoise (3.5e Feat) + (Temporarily replace Warblade maneuvers.)
- Publication:Dread Codex/New Spells/Slow Aging + (Temporarily stops aging.)
- Fairy Godmother's Wand (3.5e Equipment) + (Temporarily transform clothing and change the colors of things.)
- Soul Shield (3.5e Maneuver) + (Temporary Deflection bonus to AC.)
- Reticulating Splines (3.5e Spell) + (Terraform the land around you into a shape more fitting for your desires.)
- Volcano (3.5e Epic Spell) + (Terraforming at its finest, you can create entirely new land.)
- Terris (3.5e Deity) + (Terris is the goddess of blacksmithing, redemption and chance. Her followers help those less fortunate than others and provide the chance to exceed their ill fate through blacksmithing and helping others.)
- Deformity, Dark Beauty (3.5e Feat) + (Thanks to dark magic, pacts and maybe natural good look. You made yourself a being of true beauty, although still disturbing you are aesthetically pleasing.)
- Point Blank Shot (5e Feat) + (Thanks to intense training using ranged weapons in close-quarters combat, you gain several benefits.)
- Improved Wild Shape (5e Feat) + (Thanks to intense training you are now quicker when it comes to transforming, you gain several benefits.)
- Shadow Claws (3.5e Feat) + (Thanks to magic or a curse, you may shape shadowcrafted claws as weapons.)
- Coffee (3.5e Equipment) + (That bitter brown liquid that wakes you up in the morning.)
- Swear Jar (3.5e Equipment) + (That's enough of your language!)
- Thin One (3.5e Race) + (The "Thin One" is a human of alien origin. They seem almost entirely human but there's something wrong about them. Something not of this world.)
- Craven (3.5e Race) + (The "main race" of Cravenholm, these long-armed people have just a hint of undead ancestry, although many hate such creatures for infesting their land.)
- Identity Disc (3.5e Equipment) + (The ''Tron'' Identity Disc in psionic flavor.)
- Pure Incendiary Cloud (3.5e Spell) + (The ''[[SRD:Incendiary Cloud|incendiary cloud]]'' spell that deserves an 8th level slot. It burns, blinds, and chars objects to ash.)
- Hashshashin (3.5e Class) + (The 'Holy' Assassin.)
- Legion of 5000 (3.5e Vestige) + (The 5000 was a supposedly group of 5000 de … The 5000 was a supposedly group of 5000 demons among the uncountable armies which took on Philomactous the swordsman in his final battle. The power he released rips him from reality, and he took the 5000 with him into his journey into the void of non-existence.is journey into the void of non-existence.)
- Adversarialist (3.5e Prestige Class) + (The Adversarialist embody the idea of the opposer, causing discord and opposing the Gods.)
- The Afro of Power (3.5e Equipment) + (The Afro of Power)
- Valkyrie (3.5e Race) + (The Agents of Ysgard on the material plane, Valkyries seek the soul of dying brave warriors to send to Ysgard.)
- Aghori Guru (3.5e Prestige Class) + (The Aghori are a small cult of occult monks that worship a deity of destruction and rejuvanation, delving into eldritch arts and specializing in grappling foes.)
- Blue Vizier/Al-Zwuri (3.5e Prestige Class) + (The Al-Zwuri, or Blue Viziers, are hydromancer warlocks. They get their powers from pacts with mighty marids and use them for ruling, knowledge and religious ceremonies.)
- The Amazing Firecat (3.5e NPC) + (The Amazing Firecat was originally an ordinary person, but he was bitten by a radioactive housecat that happened to be on fire, and transformed into a cat with the ability to fling tremendous fireballs.)
- Anklet of the Coyote (3.5e Equipment) + (The Anklet of the Coyote lets you ignore gravity for a few brief but critical seconds.)
- Anulo Ra'a, Sky Drow Variant (4e Race) + (The Anulo Ra'a Clan of Drow have pulled away from their evil Drow cousins, and now inhabit the skies of Nor Galad.)
- Aquatoid (3.5e Monster) + (The Aquatoid is a genetically engineered, ancient alien race closely related to their space/land based cousins, the Sectoid race.)
- Aisled (3.5e Race) + (The Artificial Intelligence Shell Light Em … The Artificial Intelligence Shell Light Emitting Display, or AISLED, is a type of robot inhabited by the ghostly digital spirit of a robotic being, so that it may experience the world. It's humanoid body is noted for a face being naught more than a video screen, so that one mass produced form can take on many appearances.roduced form can take on many appearances.)
- The Axe (3.5e Prestige Class) + (The Axe is there axe and the best at using axes!)
- Azal (5e Race) + (The Azal are tall goat people with a perchance for dealing with extraplanar beings.)
- Beginner's Quickspell Bracers (3.5e Equipment) + (The Beginner's Quickspell Bracers allow beginners of the magical arts to quickly fire off a spell or two almost as though they were a full-fledged practitioner.)
- Bender of Energy (3.5e Prestige Class) + (The Bender of Energy talked to a big reptile, and can permanently remove people's abilities now.)
- Tzeentch (3.5e Deity) + (The Bird god of Change.)
- Black Arrow Ninja (3.5e Alternate Class Feature) + (The Black Arrow Clan fought not using blades, but bows and arrows. They soon faded into legend but some schools of shinobi still teach their art.)
- Blackguard, Project Heretica (3.5e Class) + (The Blackguard as a 20-level class, using the same chassis and design process as the Project Heretica Paladin)
- Blackthorn Punk (3.5e Alternate Class Feature) + (The Blackthorn Punk are brawler rogues who … The Blackthorn Punk are brawler rogues whop fights with their fist combined with [[SRD:Spiked Gauntlet|spiked gauntlet]]. They are adept at unarmed combat and fighting in urban environments. However they lack the normal versatile proficiency of a rogue and do not deal with traps.ncy of a rogue and do not deal with traps.)
- Messianic Soul (3.5e Alternate Class Feature) + (The Blood of the Gods run in your vein, making your abilities much more personal than the typical favored soul. This alternate class feature improve the Favored Soul at the cost of some of their martial abilities.)
- Flavorless Blue Mage (3.5e Alternate Class Feature) + (The Blue Mage class was obviously created … The Blue Mage class was obviously created with a specific campaign setting in mind, and many of its abilities reference creatures and organizations that are not defined in the given material; And because it's so ill-defined and specific, it doesn't fit the usual customization that D&D classes tend to exhibit. The class is absolute genius, using an obvious Incarnum theme with a completely unique set of rules. However, I'd like to draw inspiration from this and create my own variant, both with my own ideas and my takes on the original author's ideas, and with a more vague, malleable fluff that is closer to the Totemist/Necrocarnum in style.s closer to the Totemist/Necrocarnum in style.)
- Calcinite (3.5e Monster) + (The Calcinites are horrible masses of cybernetically enhanced protoplasm, with claws stronger than steel, hiding in the diving suits of captured human enemies.)
- CODD (4e Quest) + (The Camp of Destiny (Doom) is a level scaleable, tactical based combat oriented quest, focusing on wave based encounters (An advanced wave based dungeon crawl designed for all levels), very similar to a "Lair Assault")
- The Caretaker (3.5e Deity) + (The Caretaker serves the Creator by blessing the land and watching over the livestock.)
- Cauldron Chanter (3.5e Prestige Class) + (The Cauldron Chanter can cast spells from any distance, although it takes a lot of time. This is a pure casting prestige class that is casting system independent.)
- Coastal Sphinx Paragon (3.5e Racial Paragon Class) + (The Coastal Sphinxes Paragon is a racial paragon class whose purpose is to allow players to play strong, customizable and fun sphinxes without getting the shaft.)
- The Commander (3.5e Deity) + (The Commander serves the Creator by empowering the nobels and the warriors .)
- Cool Mastermind (3.5e Alternate Class Feature) + (The Cool Mastermind is an extremely capable manipulator with a tendency to pull quick one. They however do not possess any alchemical abilities, simply relying on their moxie to get their job done.)
- The Crafter (3.5e Deity) + (The Crafter serves the Creator primarily by inspiring the mortal world with new crafts and techniques.)
- Crazy Gadget (3.5e Martial Discipline) + (The Crazy Gadget discipline is all about using tools, devices, and other oddities in combat, or augmenting pre-existing tools.)
- Crimson Inheritor (3.5e Prestige Class) + (The Crimson Inheritor has realized the power in combining the bloods of demons and dragons that run through they're veins, those who have fully realized this potential deign to use magic like a blunt instrument.)
- SRD:Ability Focus + (The DC for a special attack increased by 2)
- Rocks Fall (3.5e Spell) + (The DM's angry, rocks fall you die. This spell ensures the eventual death of those cursed with it.)
- DaJinni (3.5e Race) + (The DaJinni are a race of lesser genies hailing from the plane of dreams.)
- Hollowblood Magus (3.5e Alternate Class Feature) + (The Death Magus draw her power from destru … The Death Magus draw her power from destruction, feeding off death in order to fuel her abilities. While most do so like a cleric, using death and destruction as a channel of some sort. Others can manifest their abilities as a Sorcerer do, most likely due to fiendish or other dark bloodline dwelling in the Magus's family history.ne dwelling in the Magus's family history.)
- Deathmoth Disciple (3.5e Alternate Class Feature) + (The Deathmoth Disciple hail from a forbidd … The Deathmoth Disciple hail from a forbidden tradition, enshrining the Deathmoth, a terribly poisonous flying insect as a sacred being. The Deathmoth Disciple are skilled in the use of poison, including eventually creating the legendary toxin itself. Unlike the typical Iaijutsu Master, they sacrifice their ability to react quickly and instead become extremely skilled in delivering injury and contact poison through their favored weapons.tact poison through their favored weapons.)
- Deceitful Fox Style (3.5e Feat) + (The Deceitful Fox Style combines a shoddy looking stance and overly flourishing move to make you look like an amateur and hiding your real skills. A master of the style learns how to feint her opponents and take advantage of their overconfidence.)
- Deep One (3.5e Monster) + (The Deep Ones are captured humans perverted into monstrosities via the aliens science.)
- Deities of Rom (3.5e Pantheon) + (The Deities of Rom are comprised of three primary orders. Sosha Genia are at the top, followed by Sosha Orsa and Sosha Ixa. Additionally, there are various celestial and elemental lords filling the lower ranks.)
- Dervish of the Dark Dance (3.5e Prestige Class) + (The Dervish of the Dark Dance is the blade dance Personified, wielding his Greatsword with an almost unnatural grace.)
- Dire Winter (3.5e Martial Discipline) + (The Dire Winter disciple is an esoteric and magic martial discipline, whose main focus is cold, ice and cruelty.)
- Dire (3.5e Template) + (The Dire template is a template variant of dire animals that already exist. They are generally tougher, more ferocious and more cunning and prevalent in battle.)
- Djinn,Variant (3.5e Race) + (The Djinn are mostly spellcasters.The olde … The Djinn are mostly spellcasters.The oldest of the race are completely changed into charwood constructs. The Djinn are a proud race of people that will do anything to get what they want. Or think they rightly deserve.>They are a brutal race and are mostly mercenaries.)
They are a brutal race and are mostly mercenaries. - Dragonborn - Rewrite (5e Race) + (The Dragonborn are underpowered and clunky; Here's a good rewrite of them.)
- Dragoon Edgemaster (3.5e Alternate Class Feature) + (The Dragoon Edgemaster is a master combatant who does not bother with heavier armor and magic, instead possessing heightened weapon skills and the ability to strike with incredible speed.)
- Dual Soul (3.5e Template) + (The Dual Soul is a person that houses two souls within their body. One soul may communicate with the other, and provide assistance if needed.)
- Dungeon Master (3.5e Class) + (The Dungeon Master loves to have complete mystical control of the outcome of his life, he can change the world around him to fit his need.)
- Publication:Dragon (magazine)/Dragon 304/Prestige Races + (The Dungeons & Dragons rules create a … The Dungeons & Dragons rules create a world where heroes can experience rapid advances in their skills and power. Surviving adventure and risk-taking are real learning experiences that cause physical and mental change. In this kind of world, creatures might even alter their forms by gaining experience. The ''Oathbound'' campaign setting, produced by [[Canon:Bastion Press|Bastion Press]], presented the concept of "prestige races," allowing characters to do just that. By expending XP, any creature can alter its form and gain new abilities.ure can alter its form and gain new abilities.)
- Argonian (5e Subrace) + (The Elder Scrolls variant of Lizardfolk)
- Elf, Ur'Bosan (3.5e Race) + (The Elves from Ur'Bos.)
- Apocalypse Tarrasque (3.5e Monster) + (The End of All Things)
- Enduring Cardshark (3.5e Alternate Class Feature) + (The Enduring Cardshark is capable of lasting more than a single encounter at low level and is much like the warlock.)
- The Entheomancer (3.5e Prestige Class) + (The Entheomancer is anathema to outsiders and divine spellcasters.)
- Epoch (3.5e Equipment) + (The Epoch is an incredible flying machine which comes from the distant future; its recorded data indicates that the world of its origin time is a burnt-out husk.)
- The Evil Eye (3.5e Witch Patron) + (The Evil Eye is not a patron like most others, it is more of a concept which witches are capable of biding to in order to get their powers.)
- Samyaza (3.5e Elder Evil) + (The Father of Devils, The Fallen One, The Grigori Lord.)
- Flowing Style Shinobi (3.5e Alternate Class Feature) + (The Flowing Style Shinobi is practicing a … The Flowing Style Shinobi is practicing a style of rapid strikes with her weapon, basing their movement on flowing water. Unlike their stealthy counterpart, they do not rely on sneak attack to get the job done. Rather they use consecutive deadly attacks used in quick succession to bring any foe down.in quick succession to bring any foe down.)
- Fuuma Ninja (3.5e Prestige Class) + (The Fuuma ninja is a member of the myserious Fuuma clan, who seeks to undermine whatever society your world has with insidious plots and sleeper agents.)
- Destrato (3.5e Sacrifice) + (The Gate is a source of endless power. For every death in the world, another mote of power swells behind the Gate. After eons, it blazes like the sun itself, a terrible frothing destruction waiting for release.)
- Gatling Laser (3.5e Equipment) + (The Gatling Laser is a Gatling Gun which fire laser beams rather than bullets.)
- Gillman (3.5e Monster) + (The Gillmen are the first or second "alien … The Gillmen are the first or second "alien" species you will encounter. More precisely, they are an Earthly species and have prostrated themselves before the Aliens in an attempt to save their miserable hides. Luckily for X-Com, Gillmen are rather slow and make poor soldiers.en are rather slow and make poor soldiers.)
- Githyanki/Githzerai (3.5e Race) + (The Githyanki and Githzerai are two physically near-identical races who live in great voids and hate each other only slightly less than Illithids.)
- The court of the Sun King (5e Pantheon) + (The Gods of Apiron.)
- Graven (3.5e Bloodline) + (The Graven family are a group of Necromanc … The Graven family are a group of Necromancers whom try to use their skills for good and not evil. It is believed that they hold many spells in that school that remain unknown because of of the power necromancy holds. Furthermore, it has been known that even the younger of the family members can learn necromancy at a extremely young age. The youngest known was a elf at the age of 85. Lastly, they instill in their children a high sense of good and morality. They must be any good alignment for have this bloodline.ny good alignment for have this bloodline.)
- The Great Flayer (3.5e Equipment) + (The Great Flayer is a large great axe apparently made of [[Meteoric Iron (3.5e Equipment)|meteoric iron]]. The ritual in order to unlock it potential can only be performed by a [[Wolfblood Slayer (3.5e Prestige Class)|wolfblooded slayer]].)
- Leviathan (3.5e Deity) + (The Great Serpent of the Waves, Leviathan, celestial god of water.)
- Great Swamp Caster (3.5e Trait) + (The Great Swamp was renowned for it powerful fire mage, through the use powerful alchemical rituals, drug uses and esoteric lore they were able to develop a unique kind of magic that do not depend on the caster's mind.)
- Grimoire of Passing (3.5e Equipment) + (The Grimoire of Passing allows the owner of the book to make anyone they know by face and name die.)
- The Demi Samich (3.5e Equipment) + (The Half-eaten Food of the Gods!)
- Heartless Mage (3.5e Prestige Class) + (The Heartless Mage obtains a stoic form of immortality.)
- Hero of Time (3.5e Optimized Character Build) + (The Hero of Time excels as an adventurer, insightful in his knowledge of both combat and puzzles. (Based loosely on Link from the Zelda series.))
- Hex Eye (3.5e Martial Discipline) + (The Hex Eye discipline revolves around the curse power of the hexblades, invented to complement their signature feature with maneuvers and techniques of martial adepts. This discipline is scarcely practised, because of the secretive nature of its masters.)
- Horn of Valhalla, Revised (3.5e Equipment) + (The Horn of Valhalla but fixed and expanded. This horn summons barbarians to fight for you.)
- Inanomancer (3.5e Prestige Class) + (The Inanomancer wields [[Word_Wizard_(3.5e_Class)|Spell]] [[Wordmaster_(3.5e_Class)|Words]] like a blunt instrument applied swiftly to the head, causing confusion, havoc, and very little to do with careful spell design.)
- Indeterminable (3.5e Prestige Class) + (The Indeterminable is a three level presti … The Indeterminable is a three level prestige class that adds a bit of versatility to a character. With good Saves and BAB, he doesn't lose out on his combat abilities, and his ability to keep calm in any situation allows him to make checks that others could not.him to make checks that others could not.)
- Infernal Train (3.5e Elder Evil) + (The Infernal Train exists for one purpose: to unmake creation and return all to oblivion.)
- Ioun Master (3.5e Prestige Class) + (The Ioun Master has unlocked the true abilities of Ioun Stones, he my use them as weapons and gain further abilities form them.)
- Neritan (3.5e Race) + (The Island people of water!)
- The Jester (3.5e Deity) + (The Jester serves the Creator by bringing laughter and hope to the masses.)
- Human, Kanatian (3.5e Race) + (The Kanatian are humans with minor inherent telepathic abilities which allow them to affect and eventually bond with insects.)
- Karma (3.5e Cleric Domain) + (The Karma domain is closely tied to the system of good deeds and bad deeds and equivalent rewards and punishment. It spells focus on punishing your enemies for attacking you and inducing bad luck upon them.)
- The Keeper (3.5e Deity) + (The Keeper serves ballance and life by making sure all souls get to their afterlife and no one cheats ballance.)
- Ki Mystic (3.5e Alternate Class Feature) + (The Ki Mystic is a Ki master who enjoy great harmony with her ki, however it come at the cost of being less sturdy and the need to focus before unleashing hell.)
- Glaive (3.5e Prestige Class) + (The King's Glaive is an elite group of rog … The King's Glaive is an elite group of rogue-ish fighters who specialize in a teleporting maneuver called Warp Strike. These people gain their power from a royal line of magical kings, these are among the most elite strike forces in the world able to wield magic as well as hold themselves up in battle.c as well as hold themselves up in battle.)
- User:Johnnya4344/Kissah (3.5e Race) + (The Kissah are a small humanoid-feline race covered in fur. Their ears are pointed, they have whiskers, and th)
- Armoured Pokemaniac (3.5e Class) + (The Knight (Races of War, not PHBII), but for Pokemon d20)
- Knowledge Mage (3.5e Class) + (The Knowledge Mage wields the pure essence of knowledge to smack his enemies to death. Sort of.)
- Kor (3.5e Race) + (The Kor are nomadic people, with a gift for artifacy. Metal working, Stone cutting, etc. Special barbs on males grant blindsense.)
- Krachtdwerg (3.5e Race) + (The Krachtdwerg, better known as the Craft Dwarves, are a species of dwarf whose skills manifest in the crafting and production of items both mundane and magical.)
- Drow (3.5e Race) + (The LA+0 Drow that people actually want to play.)
- Liantia (3.5e Race) + (The Liantia (Li-ant-e-ah) are a race known … The Liantia (Li-ant-e-ah) are a race known for their vast intelligence, long life spans, extreme physical beauty and their natural and masterful manipulation of the mystical arcane arts. Their cities are just as beautiful as the Liantia themselves and are often centers of arcane power, and one of the front runners in the advancement of the arcane arts and integrating magical technologies into everyday life.g magical technologies into everyday life.)
- SRD5:Life Domain + (The Life domain focuses on the positive energy that sustains all life.)
- Lobsterman (3.5e Monster) + (The Lobsterman, as per its namesake, is an alien humanoid that looks like a lobster. It is a formidable and violent opponent.)
- Lizardfolk - Gr7mm (5e Race) + (The MM race, now a PC race with subraces!)
- Ixtab (3.5e Deity) + (The Mad Goddess as they call her, unpredictable, violent, and wild. She is rarely worshiped because of this except by the mad, foolish seekers of knowledge, and those wishing for destruction.)
- Marune (3.5e Race) + (The Marune are a race of moon rabbit, who are mostly humanoid in appearance.)
- Master of Celerity (3.5e Class) + (The Master of Celerity is trained to fight effectively with two weapons. They use there superior speed to out maneuver their opponents.)
- Master of Everything (3.5e Class) + (The Master of Everything seems like the most powerful character in existence. Until you try to get him to do something a minute later, of course.)
- Master of the Living Light (3.5e Vestige) + (The Master of the Living Light was either … The Master of the Living Light was either the title of a great wizard, his creation, or some eldritch and unknown entity this wizard worshiped. The wizard was known to have weaved great miracles and even produced life, yet his fate is a mystery. Only his obscure creations remain.stery. Only his obscure creations remain.)
- Sporeling (3.5e Template) + (The Mindless Spawn of the [[Precursor Spore (3.5e Template)]])
- Lu Tunaki (5e Deity) + (The Mistress of the Hunt, The commander of Nature's Crusades)
- Monstrous Wildblade (3.5e Alternate Class Feature) + (The Monstrous Wildblade is a monster in th … The Monstrous Wildblade is a monster in the skin of a man, a beast only waiting to erupt. A monstrous wildblade is not bound by the natural code of conduct wildblades normally are, instead they are driven by their instinct and must either attempt to resist it and embrace it. These monsters are not in peace or harmony with themselves, nevermind the forces of nature.hemselves, nevermind the forces of nature.)
- Mortician (3.5e Class) + (The Mortician is more or less a diabolical surgeon. He learns abilities to bring the dead to life while also stitching back up the living. He improves what he works on, and eventually has a nice super army of zombies at his command.)
- The Dueling Moustaches (3.5e Equipment) + (The Moustaches of Good & Evil)
- Mummy Lord (3.5e Prestige Class) + (The Mummy Lords are the top of the Mummies.)
- Mummy Paragon (3.5e Racial Paragon Class) + (The Mummy Paragon is an exceptionally tough mummy.)
- Performer (3.5e NPC Class) + (The NPC bard, they don't grasp magic but can still inspire others with their songs.)
- Acolyte (3.5e NPC Class) + (The NPC cleric, with minor miracles and religous knowledge.)
- Fortune Teller (3.5e NPC Class) + (The NPC diviner, who uses cards, crystal balls, smoke, or other things to tell the future in vague terms.)
- Naturalist (3.5e NPC Class) + (The NPC druid, they are hippies who follow the rules of nature.)
- White Belt (3.5e NPC Class) + (The NPC monk class. Inb4 "but monk is an NPC class".)
- Prestidigitator (3.5e NPC Class) + (The NPC sorcerer, their magic blood runs thin and so they aren't quite as strong.)
- Miner (3.5e NPC Class) + (The NPCs who dig the trenches, and favorite class of non-combatant kobolds and dwarves everywhere.)
- Nac Mac Feegle (3.5e Monster) + (The Nac Mac Feegle (aka The Wee Free Men) are a clan of hard-drinking, sheep-stealing, sword-wielding, 6-inch tall blue men with red beards who are as fierce and proud as they are funny.)
- Name Mage (3.5e Prestige Class) + (The Name Mage is a spellcaster who focuses on the useage of Name magic, and gains power through his True Name and the True Names of others.)
- Namekian (3.5e Race) + (The Namekians are humanoid race with plant … The Namekians are humanoid race with plant and slug-like characteristics, and incredible regenerative capabilities. They possess green skin and antennae on their bald heads. They are the exclusive creators of the legendary [[Dragon Balls (3.5e Equipment)|Dragon Balls]].gon Balls (3.5e Equipment)|Dragon Balls]].)
- Narrow Bridge (3.5e Martial Discipline) + (The Narrow Bridge was first studied by an … The Narrow Bridge was first studied by an order of monks who studied the border of life and death. The practitioners of The Narrow Bridge understand that death and life are more closely intertwined than most realize. Those trained in the proper martial arts can cross the narrow bridge that separates life from unlife. While most practitioners of The Narrow Bridge are living, it is not uncommon for undead martial warriors to also dabble in the techniques.warriors to also dabble in the techniques.)
- Natalupe Paragon (3.5e Racial Paragon Class) + (The Natalupe is a hunter, the wolf of the seas. The paragon of hunters, the natalupe learns to tap into their bestial strength.)
- Zalgo (3.5e Elder Evil) + (The Nezperdian hive-mind of chaos.)
- Nightmare Blade (3.5e Equipment) + (The Nightmare Blade is a terrible cursed shapeshifting blade which is nevertheless prized for its destructive capabilities. It takes on an organic appearance, forged from meat and bone, but is as hard as steel.)
- Nito Master (3.5e Prestige Class) + (The Nito Master is a samurai who specializes in using his katana and wakizashi at the same time.)
- Oath of Martyrdom (5e Subclass) + (The Oath of Martyrdom is perhaps the most selfless of all oaths: to protect and serve, to the death if necessary)
- Ogre, Ur'Bosan (3.5e Race) + (The Ogres of Ur'Bos)
- Cronenrith of the Old Flesh (3.5e Elder Evil) + (The Old Flesh was born from a world where … The Old Flesh was born from a world where all flesh grew to the intellect and sapience of human, and gained the power to live independently of each other. Imagine the instinctual aspects of a hungry white blood cell, a hungry expansive tumor, and other body parts and grant them the power to change the world, and you will imagine the hell it has brought to life.l imagine the hell it has brought to life.)
- The Farmind Overlords (3.5e Pantheon) + (The Old Gods of any campaign.)
- Ooze (3.5e Cleric Domain) + (The Ooze Domain is focused on slimes and traits associated with the slippery, the sticky, the acidic, and the amorphous.)
- Oroboros Tattoo (3.5e Feat) + (The Oroboros is a symbol of infinity and immortality, by bearing its mark you gain some of its power.)
- Brilliant Blade (3.5e Spell) + (The Paladin blesses a melee weapon with bonus damage against armored targets.)
- Holy Light (3.5e Spell) + (The Paladin calls forth holy beams of light from the sky to heal his allies and purge the undead.)
- Brilliant Blade, Greater (3.5e Spell) + (The Paladin gives his weapons [[SRD:Brilliant Energy|Brilliant Energy]].)
- Right the Wrongs (3.5e Spell) + (The Paladin raises the dead)
- Divine Shield (3.5e Spell) + (The Paladin shields himself from everything.)
- Beam of Radiance (3.5e Spell) + (The Paladin shoots bright lasers from his eyes, causing discomfort.)
- Pantheren (3.5e Race) + (The Pantheren are quick, agile, stealthy and come in a variety of colors. They usually roam the world alone.)
- Pegasus Knight, Fire Emblem (3.5e Class) + (The Pegasus Knight is the king of aerial combat. While arrows might be the best way to take them down, they make incredible adversaries utilizing their class features to make them powerful allies and foes alike.)
- Planar Blade (3.5e Class) + (The Planar Blade attunes himself to a plethora of planes in order to gain their power and become invulnerable.)
- Mrityulok (3.5e Location) + (The Plane of Infinite Swords, so it is called. It seems to serve as a battleground for a million wars before and yet to come. Within it several layers exist which seem to corralate with martial disciplines.)
- The Zenith (3.5e Location) + (The Plane of Ultimate Destruction)
- Palkia (3.5e Monster) + (The Pokémon revered as the deity of space in the Sinnoh region, Palkia is an incredibly powerful dragon with power over space.)
- Dialga (3.5e Monster) + (The Pokémon revered as the deity of time in the land of Sinnoh, Dialga is an incredibly powerful dragon with power over time.)
- Exposcient (3.5e Class) + (The Psionic Warlock, with a tiny but self-regenerating Power Point pool. The perfect candidate for Metamind.)
- Psychic Arrow (3.5e Martial Discipline) + (The Psychic Arrow discipline is a ranged discipline which uses psychic power to focus their shots.)
- Psychic Shaman (3.5e Alternate Class Feature) + (The Psychic Shaman draw from the collective mind of spirits, greatly changing her methods of casting in the process.)
- Raging Hulk (3.5e Prestige Class) + (The Raging Hulk is a barbarian thats anger has reached a point where he actually increases in size when he rages.)
- Raier (3.5e Race) + (The Raier (Pronounced Ray-er) are a a group people that live in forests. They are a peaceful group that look down on evil intent. They have special relationship with nature and a strange understanding of divine magic.)
- Faithsworn Hunter (3.5e Prestige Class) + (The Ranger, a stealthy huntsmen capable of delivering death from melee or at range. The Paladin, stalwart warrior of the Faith. Combined, they are a force to be feared.)
- Regal Beast (3.5e Martial Discipline) + (The Regal Beast discipline was founded on the principle that in all warrior there is an inner beast, and that it can be both tamed and unleashed.)
- Resonant Beam (3.5e Equipment) + (The Resonant Beam enhancement allow the wielder to fire a powerful beam from the weapon as an attack action, the beam require a ranged touch attack, it range and power depend on the health of the wielder.)
- Riftstriker (3.5e Alternate Class Feature) + (The Riftstriker is a more martial-focused jaunter, who rely on the clever use of portals to fight her foes. While they are more versatile fighter than most jaunter, they tend to be less knowledgeable and do not possess the disrupting touch ability.)
- Ring of Clean (3.5e Equipment) + (The Ring of Clean always looks immaculately shiny and untarnished. When worn, you fall under the cleaning effect of ''[[SRD:Prestidigitation|prestidigitation]]''.)
- Rod of Animal Affinity (3.5e Equipment) + (The Rod of Animal Affinity brings domination over a whole species of animals of a certain kind.)
- Rojobuzzian (5e Race) + (The Rojobuzzians, are cursed humanoids from space.)
- Rolling Pin Tunnel (3.5e Equipment) + (The Rolling Pin Trap gives you a choice of being run over, or drowning, with no place to run.)
- Ronso (3.5e Race) + (The Ronso are a combative warrior race of leonine humanoids. The Ronso live a reclusive tribal life on and around some of the highest mountains in the world. They are strong and competitive with an even stronger sense of honor, duty and bravery.)
- Sacred Light (3.5e Equipment) + (The Sacred Light enhancement allow a weapon to fire a line of damaging holy light.)