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
- Mirrored Ring of Revival (3.5e Equipment) + (This ring will revive you from the dead as per ''raise dead'', but in the process it creates a problem for you in due time.)
- Decoy Suit (3.5e Equipment) + (This robe allows you to cut your health in half and replace yourself with a decoy body that is a bit more expendable. You can also create unmoving clone bodies of yourself.)
- Robe of Adaptation (3.5e Equipment) + (This robe resists the last energy type you got hit with.)
- Rod of Eyes (3.5e Equipment) + (This rod can aid divinations, grant improved vision, or steal the vision of others.)
- Rod of Summons (3.5e Equipment) + (This rod can be used to summon a variety of creatures, none of which are under any control.)
- Rod of Arcane Fire (3.5e Equipment) + (This rod can fire arcane bolts, or stronger bolts by expending spell slots. It also grants some protection against untyped damage.)
- Rod of Concussive Blasts (3.5e Equipment) + (This rod can project powerful concussive blasts outward, and [[SRD:Bull Rush|bull rush]] creatures it hits.)
- Rod of Epic Blasting (3.5e Equipment) + (This rod contains the power of a ''wand of [[SRD:Fireball|fireball]]'', metamagically amplified by [[SRD:Enhance Spell|Enhance Spell]] and double application of [[SRD:Widen Spell|Widen Spell]].)
- Tin Crystallization Catalyst (3.5e Equipment) + (This rod covered in sharply protruding crystals greatly boosts the strength of arcane spellcasting, but at the cost of additional spell slots.)
- Softlight Rod (3.5e Equipment) + (This rod emits a soft blue light which, amongst other things, provides temporary relief from petrification and illumination of traps.)
- Wishing Star Rod (3.5e Equipment) + (This rod has a glass star tip at the end. It looks fragile, even silly, but is durable enough to be swung and can grant your minor wishes.)
- Bell Rod (3.5e Equipment) + (This rod has a large bell on it. It can be used as a sonic-producing mace, and has several sound related abilities.)
- Rod of Webspinning (4e Equipment) + (This rod is engraved with web and spider motifs, and can bring small portions of the arachania directly into contact with other planes.)
- Rod of the First Dragon Queen (3.5e Equipment) + (This rod is inscribed with symbols of regal power, and tipped with a fivefold array of dragon scales..)
- Rod of the Shadowmaster (3.5e Equipment) + (This rod makes your shadow magic more real, but it comes at the cost of your own reality.)
- Rod of the Twinfiend (3.5e Equipment) + (This rod provides three functions: Augment your damage, wrap yourself in destructive shields, and a screaming shockwave done by both heads.)
- Inertial Dampening Rod (3.5e Equipment) + (This rod releases energy nets to catch and slow down high speed moving objects and creatures.)
- Rod of Rhythm (3.5e Equipment) + (This rod, sometimes a pair of rods, not only makes a fair beatstick but employs the power of rhythm in combat.)
- Thief (One) + (This rogue subclass specializes in stealth and quick actions.)
- Four Elements Parma (3.5e Equipment) + (This round shield provides a strong protection against the energy type that hit it last.)
- Accumulative Advantage and Disadvantage (5e Variant Rule) + (This rule allows for especially powerful or weak positions to not be undermined by a single tactical slip-up or adjustment.)
- Broad Leveling Benefits (3.5e Variant Rule) + (This rule is meant to replace the ability score boost to a single ability at 4th level and each 4 level thereafter. Instead the bonus apply to multiple ability score or may be traded altogether.)
- Level Adjustment Dice (3.5e Variant Rule) + (This rule is simple. It turns LA into hit dice.)
- Adjusted SRD Armors (3.5e Variant Rule) + (This rule slightly modifies the statistics of the SRD armors, lessening their total AC range while clarifying their categorical distinctions.)
- Dying, Variant (3.5e Variant Rule) + (This rules change how dying restricts a character's option, including falling into unconsciousness.)
- Sticky Saddle (3.5e Equipment) + (This saddle makes it easier to stay on your mount, but more difficult to get off.)
- Sacred Mist Pellet (3.5e Equipment) + (This sanctified alchemical powder inhibits and grants protection from [[SRD:Undead Type|undead]].)
- Publication:Dread Codex/Magic Items + (A whip that deals lethal damage, and has substantial trip bonuses.)
- Publication:Dread Codex/Magic Items/Unholy Scepter + (This scepter allows the wielder to rule ghouls and ghasts, and both paralyzes and nauseates opponents.)
- School of Conjuration (5e) + (This school focuses on [[SRD5:Conjuration|conjuration]], the bringing things or creature into being (or transfer thereof))
- School of Divination (5e) + (This school focuses on [[SRD5:Divination|divination]], discovery and understanding spells)
- School of Enchantment (5e) + (This school focuses on [[SRD5:Enchantment|enchantment]], the manipulation of other's will.)
- School of Illusion (5e) + (This school focuses on [[SRD5:Illusion|illusion]], the manipulation of the senses)
- School of Necromancy (5e) + (This school focuses on [[SRD5:Necromancy|necromancy]] - withering, disease, and death)
- School of Transmutation (5e) + (This school focuses on [[SRD5:Transmutation|transmutation]], the changing one thing into another)
- Koruwan Champion's Armor (3.5e Equipment) + (This set of +2 aeon nix blue ice kikko armor is hardened and resistant to flames.)
- Gravity, Revised (3.5e Variant Rule) + (This set of rule which revise the effect o … This set of rule which revise the effect of various levels of [[SRD:About Planes#Gravity|gravity]], and add two new levels of gravity. Despite what the name implies, it does not in fact revise the law of gravity. It was not designed to be perfectly accurate or realistic, but offer an interesting set of bonus and penalties while paying lip service to the laws of physic.paying lip service to the laws of physic.)
- Master Tailor Tools (3.5e Equipment) + (This set of tools for a tailor or seamster is enchanted for repairing and mending.)
- Rod of Endless Arms (3.5e Equipment) + (This shapeshifting rod can transform into any weapon of nearly any size, can grants its user a once per day certain strike.)
- Shield of the Practiced Spellcaster (3.5e Equipment) + (This shield allows those lacking behind in caster levels to briefly increase their power.)
- Angel Wing Shield (3.5e Equipment) + (This shield appears to be the wing of an angel. It helps you glide in the air and attack with razor-sharp feathers. Get a pair, and...)
- Shield of Insanity (3.5e Equipment) + (This shield comes with a daily ''[[SRD:Symbol of Insanity|symbol of insanity]]'' engraved upon it, as well as defense against the forces of madness.)
- Crystal Ring Shield (3.5e Equipment) + (This shield has no arcane spell failure, and can shoot rings of light as an attack action.)
- Halfway Shortbow (3.5e Equipment) + (This shortbow doubles your attacks, but halves your damage.)
- Warrior (5e) + (This sidekick is a martial professional)
- Spellcaster Sidekick (5e) + (This sidekick is a practitioner of magic)
- Expert (5e) + (This sidekick is an master of knowledge)
- The Weaver of Twilight (4e Equipment) + (This silver longsword is engraved with intricate webs and spiders, and shines with a golden light, as if it was a part of the twilight web.)
- Midnight Steel (3.5e Equipment) + (This silvery metal has a faint purple sheen, and shimmers light the moon in the cover of darkness.)
- Frustrating Plant (3.5e Equipment) + (This simple friendly houseplant curses all who come near to a life of frustrating existence.)
- Coagulating Serum (3.5e Equipment) + (This simple serum, cause blood to rapidly coagulate, almost instantly stopping any source of bleeding.)
- Guanyin's Mercy (3.5e Equipment) + (This simply hewn necklace strengthens attacks made without intent to kill, and quietly sustains its wearer.)
- Pilot (3.5e Skill) + (This skill allows a creature to operate a construct especially designed to be driven.)
- Truespeech (3.5e Skill) + (This skill allows a creature to speak truespeech phrases and to identify such phrases and their effects.)
- Craft Xeno- (3.5e Skill) + (This skill allows a creature to use substances and technology not of this world. This skill is like other craft skills in that it is a conglomerate of a few different skills, each purchased separately.)
- Eye-Catching Toast (3.5e Equipment) + (This slice of toast looks especially delicious. Why, it smells especially delicious. I bet it would taste wonde- OH GOD MY EYES MY EYES IT HAS MY EYES!!!!)
- Gem of Infinite Despair (3.5e Equipment) + (This slotless jewel drinks the hope out of the mind and soul of its targets, granting several spell-like abilities.)
- Bird of Determined Lift (3.5e Equipment) + (This small bird statue is animated and acts like a normal docile bird. On command it can grab and lift heavy objects and people.)
- Crude Oil Pot (3.5e Equipment) + (This small clay pot can be broken with a heavy impact, releasing a black oil over the surface where it hits.)
- Healing Piton (3.5e Equipment) + (This small cylinder has glowing yellow energy within. Release it to heal everyone in an area over time.)
- Machop (3.5e Monster) + (This small gray-skinned creature is nonetheless exceedingly strong...if the boulder it's bench-pressing is any indication.)
- Toxic Mine (3.5e Equipment) + (This small mine is a quick trap that can poison unsuspecting opponents.)
- Self-Binding Jar (3.5e Equipment) + (This small red jewel is a focus for ''[[SRD:Magic Jar|magic jar]]'', but it doesn't leave your body (as) vulnerable as you appear on the bodies of those you possess.)
- Throwing Shield, Light (3.5e Equipment) + (This small round shield sails through the air balanced as can be.)
- Minisub (3.5e Equipment) + (This small submersible allows land-based creatures to explore the secret depths of the ocean.)
- Running Deer Tablet (3.5e Equipment) + (This small tablet made of some brittle material inscribed with the picture of a running deer can be used to escape almost any sticky situation.)
- Drow House Insignia, Transmitting (4e Equipment) + (This small unusually shaped amulet bears a strange symbol.)
- Drow House Insignia, Spell (4e Equipment) + (This small unusually shaped amulet bears a strange symbol.)
- Magby (3.5e Monster) + (This small, unassuming critter eyes you warily as you approach. As you get closer, it suddenly spits fire at you!)
- Porygon2 (3.5e Monster) + (This smooth-looking duck floats before you, seemingly impervious to the effects of the plane. There is a strong distortion around it, like space itself was warped.)
- Hetap Soda (3.5e Equipment) + (This soda is somehow so generic, it flips right around to being unique. Drink Hetap!)
- Protective Headphones (3.5e Equipment) + (This solid heavy duty headphones protect the ears from loud noises.)
- Pattern of Refraction (3.5e Soulmeld) + (This soulmeld channels the power of refracted light to produce multiple effects.)
- Complete Superhero (3.5e Sourcebook) + (This sourcebook contains everything that is based directly on characters, weapons, and ideas from comic books because there's no reason why we shouldn't have a wolverine-batman running around fighting green goblins!)
- Dire Petting Zoo (3.5e Sourcebook) + (This sourcebook is a bestiary of dire animals that are actually CR appropriate for a rogue level game.)
- CoDnD- Call of Duty 3.5 (3.5e Sourcebook) + (This sourcebook is for the DnD player who has multi-classed into the FPS Player class. It allows the player to combine two legendary franchises; DnD, and CoD.)
- Book of Gears (3.5e Sourcebook) + (This sourcebook presents an entirely different take on magical items and created beings to make the rules governing them more satisfying.)
- Hyperjump (3.5e Creature Ability) + (This special ability cover extreme jumping abilities)
- Crusading (3.5e Equipment) + (This special enhancement grant the wielder the ability to smite evil or extra uses of it as well as other bonuses for paladins.)
- Onslaught (3.5e Equipment) + (This special enhancement grants the wielder the ability to smite good or extra uses of it as well as other bonuses for fallen paladins.)
- Auracrystal (3.5e Equipment) + (This special material is mainly used to ma … This special material is mainly used to make crystal magic items to protect from the plane of positive energy. In fact, energy surges on the plane of positive energy cause the creation of these crystals (some can also cause the creation of these crystals on their own).creation of these crystals on their own).)
- Plane of Life (3.5e Sourcebook)/The Stuff + (Allows you to survive on the plane of positive energy.)
- Alchemist's Belt (3.5e Equipment) + (This specialized belt is designed to hold potions and other alchemical items in place for easy retrieval.)
- Living Image (3.5e Race) + (This species began when a formless spirit … This species began when a formless spirit of law bound to an illusory figment was commanded to emulate being a living being. Over time that open-ended command enabled the original to evolve, procreate, and ultimately perish. Whether these creatures are actually self aware is debatable, but they seem to think they are.ebatable, but they seem to think they are.)
- Purple Suggestion (3.5e Spell) + (This spell allows you to implant suggestions without limit.)
- Merge Entity (3.5e Epic Spell) + (This spell allows you to merge with one creature, acquiring all of its abilities and advantages, without losing any of yours, or gaining disadvantages.)
- Azore's Trick Candle (3.5e Spell) + (This spell alters a small source of flame so that it resists being put out.)
- Cross Explosion (3.5e Spell) + (This spell causes an explosion which creates two lines, damaging foes and knocking them away and off their feet.)
- Crawl Away Head (3.5e Spell) + (This spell causes the target's head to detach and grow limbs.)
- Anti-Technology Field (3.5e Spell) + (This spell create a field which cause technological equipment to fail.)
- Wei Yu's Tides of Fury (3.5e Spell) + (This spell creates a powerful wave which bludgeon, bull rush and immobilize foes.)
- Acid Bomb (3.5e Spell) + (This spell creates a sphere of acid that flies towards the target.)
- Sunfire Orb (3.5e Epic Spell) + (This spell creates a stable gateway to the primal depths of the [[SRD:Elemental Plane of Fire|elemental plane of fire]], containing an orb 2 feet across of intense fire and heat.)
- Shadow Asgard (3.5e Epic Spell) + (This spell creates violent surges of negative energy in a 60 ft. emanation around the caster, bestowing 4d4 [[SRD:Negative Level|negative levels]] on any living creature in the area.)
- Enchanted Shot (3.5e Spell) + (This spell grant an enhancement bonus to a single arrow or bolt, and the distance and seeking enhancement.)
- Spitting Swarm (3.5e Spell) + (This spell has two functions. One lets you spit forth summoned swarms. The other curses a target to spill swarms from their mouth.)
- Publication:Grim-N-Gritty/Appendix 5/Armor Ignoring Weapon + (This spell makes a weapon magically armor ignoring.)
- Publication:Grim-N-Gritty/Appendix 5/Armor Piercing Weapon + (This spell makes a weapon magically armor piercing.)
- Poison Explosion (3.5e Feat) + (This spell permits the Necromancer to acce … This spell permits the Necromancer to accelerate the decomposition of a corpse to an alarming degree. So rapidly does the corpse putrefy, that the toxic gases, normally accumulated in dead tissue over time, explode forth from the carcass in a cloud of poisonous vapors.he carcass in a cloud of poisonous vapors.)
- Manacle of Guilt (3.5e Spell) + (This spell place a powerful enchantment on a bond creature, forcing it to follow it command and reinforcing what bind her.)
- Ultima (3.5e Epic Spell) + (This spell produces a powerful explosion of disintegrating energy.)
- Superior Darkness (3.5e Spell) + (This spell projects a field of utter darkness, consuming all light within the area into the void.)
- Meteor Span (3.5e Spell) + (This spell rains down meteors spanning over a large area, and lets you call down powerful chunks aimed at particular creatures each round.)
- Enhance Potion (3.5e Spell) + (This spell raises a potion's caster level among other possibilities.)
- Incubate (3.5e Spell) + (This spell regulates the temperature, humidity, and environmental effects of a "nest".)
- Azore's Invisible Ink (3.5e Spell) + (This spell renders nonmagical writing invisible for the duration of the spell.)
- Summon Wyvern (3.5e Spell) + (This spell summons 1 Wyvern to temporarily assist you in battle.)
- Bone Spear (3.5e Feat) + (This spell summons a long shaft of bone issuing forth from the caster and piercing any opponents in its path.)
- Rimus's Summon Monster (3.5e Spell) + (This spell summons some extraplanar beings, permanently.)
- Rimus's Summon Person (3.5e Spell) + (This spell summons some normal people, permanently.)
- Rimus's Gate (3.5e Spell) + (This spell summons the Gate for teleportation only.)
- Brooke's Lupine Transformation (3.5e Spell) + (This spell transform the user into a terrible wolf-like creature.)
- Baleform Burst (3.5e Spell) + (This spell transforms several nearby targets into an animal of the caster's choosing for a short time.)
- Alter Form (3.5e Spell) + (This spell transforms the target's minor and significant physical qualities at the caster's choosing… perhaps forever.)
- Disguise Form (3.5e Spell) + (This spell transforms the target's minor physical qualities at the caster's choosing, with some risk.)
- Jelly Floor (3.5e Spell) + (This spell turns the floor into a thick layer of bouncy jelly.)
- Raise Soul Mask (3.5e Spell) + (This spell turns the spirit of a dead being into a mask, allowing them to live again as long as they have a willing host.)
- Ray of Youth (3.5e Spell) + (This spell turns your enemy into a kid.)
- Maddening Visions, Mass (3.5e Spell) + (This spell works like ''[[Maddening Visions (3.5e Spell)|maddening visions]]'', except that it effects multiple targets.)
- Seer (3.5e Class) + (Fixed List Divination Caster)
- Warden (3.5e Class) + (Spellcaster that specializes in defensive and protective magics)
- Improved Tree Shape (3.5e Spell) + (This spell works like ''[[SRD:Tree Shape|tree shape]]'', but you actually have tree properties.)
- Rien's Spontaneous Regression (3.5e Spell) + (This spell's target regresses to a more pleasant time, entering a euphoric, stupor-like state.)
- Compressed Spellbook (3.5e Equipment) + (This spellbook only uses one page per spell, regardless of spell level.)
- Delayed Spellcasting (3.5e Variant Rule) + (This spellcasting nerf technically extends spellcasting time by delaying when in initiative the spell goes off.)
- Iris' Spicy Caltrop Bomb! (3.5e Equipment) + (This spicy caltrop bomb is an explosive solution to not having enough caltrops! Created by the '''Totally Legendary Tinkerer, Iris!''')
- Woe Strider (5e) + (This spindly limbed aberant is the twisted result of a creature that defied fate.)
- Fidget Spinner (3.5e Equipment) + (This spinning toy is used to focus one’s mind.)
- Indra's Undying Rule (3.5e Equipment) + (This staff belongs to the high priest of Indra and focuses the power of lightning-based magic.)
- Staff of the Will-o-Wisp (3.5e Equipment) + (This staff creates balls of ghostly magic that can be put to use in different ways.)
- Staff of Evocation (3.5e Equipment) + (This staff increases the power and effectiveness of all damaging [[SRD:Evocation School|evocation]] spells cast.)
- Stance of the Coyote (3.5e Maneuver) + (This stance allow the user to move right after striking and distinguish the smell of black powder from the air.)
- Ferocious Leaper (3.5e Maneuver) + (This stance grants the initiator a limited fly speed through leaping.)
- Ancient Ceramic (3.5e Equipment) + (This state-of-the-art ceramic is as harder than steel and a fraction the weight.)
- Statue of Limitations (3.5e Equipment) + (This statue causes durations to become shorter, even permenant effects.)
- Sheathed Statue Sword (3.5e Equipment) + (This stone longsword is immune to rust, slows creatures on a critical hit, and petrifies coup de graced creatures.)
- Flare Arrow (3.5e Equipment) + (This strange arrow possess a powerful alchemical charge on it head. It deal damage as if it was one size category lower but possess the ability to create a lot of light.)
- Breath Mint (3.5e Equipment) + (This strange round candy fills your mouth with freshness, and your lungs with oxygen.)
- Saddle of Protection (3.5e Equipment) + (This strange saddle made of fine black leather allows the rider to transfer some of her vital energy to her mount.)
- Impact Shield (3.5e Equipment) + (This strange shield is fashioned from extremely sturdy wood and is emblazoned with a metal sparing in the center.)
- Ring of Drow Blood (4e Equipment) + (This strange silver ring appears tarnished in the light, but when viewed in the shadows, it gleams as if highly polished.)
- Track Suit (3.5e Equipment) + (This strange suit from a modern world enhances once physical performance to the limit.)
- Stealth Suit (3.5e Equipment) + (This streamlined black suit of smoothly-interlocked plates is light and nimble enough not to restrict movement.)
- Punch Card (3.5e Equipment) + (This sturdy sheet covered in holes contains preprogrammed instructions for digital machines of all kinds.)
- Swift Parrying Jian (3.5e Feat) + (This style feat grants several benefits when using a longsword in one hand and nothing in the other.)
- Swashbuckler (5e) + (This style focuses on two-weapon two-weapon fighting and stylized attack)
- SRD5:Circle of the Land + (This subclass draws power form the land.)
- Inquisitive (5e) + (This subclass focuses on determining true intent.)
- Seeker (5e) + (This subclass focuses on finding secrets of the wild.)
- Mastermind (5e) + (This subclass focuses on intrigue and manipulation.)
- Monster Slayer (5e) + (This subclass focuses on knowing a foes capabilities and foiling them.)
- Way of Tranquility (5e) + (This subclass focuses on peace.)
- Horizon Walker (5e) + (This subclass focuses on threats from other [[SRD5:Plane|plane]]s)
- Scout (5e) + (This subclass focuses on wilderness survival)
- Battle Master (5e) + (This subclass gains dice to use for maneuvers.)
- Stalker (5e) + (This subclass stalks and eliminates threats to the natural world)
- Deathless (3.5e Subtype) + (This subtype pertains to [[SRD:Undead Type|undead]] that have gained the [[Deathless (3.5e Template)|Deathless]] template.)
- Anthro (3.5e Subtype) + (This subtype pertains to any humanoid or monstrous humanoid creature who appears to be based largely and in part on making an animal anthropomorphic.)
- True Celestial (3.5e Subtype) + (This subtype pertains to celestials that make up the ''Coelesti Hierarchia'' and that inhabit the various celestial spheres that exist in this and any other cosmology (such as the hierarchy of angels, the devagati, and other such places).)
- Legacy (3.5e Subtype) + (This subtype pertains to creatures with the [[Legacy (3.5e Template)|legacy]] template.)
- Gear (3.5e Subtype) + (This subtype pertains to the 'Gear' family of [[SRD:Construct Type|constructs]], beings of gears and clockwork that give them certain strengths and weaknesses.)
- Replicator (3.5e Subtype) + (This subtype pertains to the 'Replicator' family of [[SRD:Construct Type|constructs]], beings consisting of numerous small and identical components known as ''monads''.)
- Xenoblooded (3.5e Subtype) + (This subtype pertains to the Xenoblooded family of creatures very much related to the [[Xenotheric (3.5e Creature Subtype)|xenotheric]], which hail from planes associated with aberrant lifeforms.)
- Xenotheric (3.5e Subtype) + (This subtype pertains to the Xenotheric family of [[SRD:Outsider Type|outsiders]], which hail from planes associated with aberrant lifeforms.)
- Complete Xeno (3.5e Sourcebook)/Introduction + (This subtype pertains to the Xenoblooded family of creatures very much related to the [[Xenotheric (3.5e Creature Subtype)|xenotheric]], which hail from planes associated with aberrant lifeforms.)
- Raptor Armor (3.5e Equipment) + (This suit of full plate is easy to move in and grants limited flight abilities.)
- Energy Charge, Revised (3.5e Creature Ability) + (This supernatural ability sends a burst of vital energy through a touch, which can help the living or harm the undead.)
- Disintegration Ray (3.5e Equipment) + (This superweapon is feared throughout all of the Five Nations. Small, easily concealed, and elegantly wrought from mithral, the sheer destructive power bound up within the ''disintegration ray'' is hard to conceive of.)
- Bleach D20 (3.5e Sourcebook) + (This supplement for the <u>D&D</u> game presents rules for people who wish to roleplay <u>Bleach</u> with a structured ruleset using the well-known revised third edition ruleset.)
- Complete Sublime (3.5e Sourcebook) + (This supplement for the D&D game presents new options for sublime warriors along with integration with subsystems neglected in the original Tome of Battle.)
- Publication:Dread Codex + (This supplement is a toolbox of undead-themed material for the busy GM.)
- Sword of Hakkenslass (3.5e Equipment) + (This sword causes creatures to burst into treats!)
- Tabard of Defiant Rage (3.5e Equipment) + (This tabard grants barbarians options with their additional rage attempts.)
- Tabard of Intransigent Ire (3.5e Equipment) + (This tabard seems somewhat worn as if from battle, even when new and clean.)
- Rokushiki - Tekkai (3.5e Feat) + (This technique hardens the users' muscles to the level of iron, in order to nullify damage taken from attacks.)
- Gargoyle, Specific (3.5e Template) + (This template can be applied to a base [[SRD:Gargoyle|gargoyle]] to create a [[SRD:Gargoyle|gargoyle]] of specific type of stone (i.e A Granite [[SRD:Gargoyle|gargoyle]]).)
- Treant, Specific (3.5e Template) + (This template can be applied to a base [[SRD:Treant|treant]] or [[SRD:Elder Treant|elder treant]] to create a [[SRD:Treant|treant]] of specific type of tree (e.g A Redwood [[SRD:Treant|treant]]).)
- Fey Touched (3.5e Template) + (This template is a means for PC's to play a fey creature without the really high level adjustments.)
- Animated Weapon (3.5e Template) + (This template turns an ordinary weapon into a menacing foe.)
- Robotic (3.5e Template) + (This template turns an organic creature into a robot.)
- Felldrinker Bile (4e Equipment) + (This thick black substance is made from the saliva of a [[Bat (4e Monster)#Felldrinker Bat|felldrinker bat]].)
- Throwing Shield, Heavy (3.5e Equipment) + (This thick round shield sails through the air balanced as can be.)
- Dryad's Milk (3.5e Equipment) + (This thick, green potion grants several benefits of the plant and fey types for its duration.)
- Ditto (3.5e Monster) + (This thing looks like a blob of purple jelly with arm-like stubs and a poorly-drawn face. For a split second before it turns into a gigantic dragon.)
- Triptych of Travel (3.5e Equipment) + (This three paneled artwork displays three different scenes. Touching the scene allows one to teleport to the area.)
- Lloyd's Talisman (3.5e Equipment) + (This throwable item weakens the effects of healing magic on the target.)
- Figurine of Gunmetal Motorcycle (3.5e Equipment) + (This tiny toy [[Warforged Cycle (3.5e Monster)|warforged motorcycle]] transforms into the real thing.)
- Warble Whistle (3.5e Equipment) + (This tiny wooden whistle, when blown, makes the sound of a small warbling perching bird, summoning a little helpful birdy friend.)
- Feather Token Stone (3.5e Equipment) + (This token becomes a large boulder when thrown.)
- Feather Token Sword (3.5e Equipment) + (This token can be used to smuggle in a sword where otherwise one may be unable. Helpful for would-be assassins.)
- Feather Token Bind (3.5e Equipment) + (This token can lock doors or hold creatures in place.)
- Feather Token Jug (3.5e Equipment) + (This token creates a flood of water for use.)
- Feather Token Spoon (3.5e Equipment) + (This token creates a meal for up to 16 people, and the bowl it creates can cure mummy rot.)
- Feather Token Harbor (3.5e Equipment) + (This token forms a pier to make docking easier, or just for walking further into the water.)
- Feather Token Wing (3.5e Equipment) + (This token grants a contingent feather fall to all creatures and objects in a 5 ft cubic space.)
- Feather Token Eye (3.5e Equipment) + (This token grants the user brief ''true seeing'', allows the weak to observe prismatic effects, and can cure the blind in limited fashion.)
- Feather Token Finger (3.5e Equipment) + (This token teleports the user to where they are pointing.)
- Feather Token Arbor (3.5e Equipment) + (This token turns the user into a tree. You're about as sapient as a tree as well.)
- Feather Token Key (3.5e Equipment) + (This token will permit passage through a wall, gate, or door.)
- Trollblood Tonic (3.5e Equipment) + (This tonic invigorates the natural healing of a creature. Whenever they get injured, the body gives a burst of recovery.)
- Toppest Hat (3.5e Equipment) + (This top hat is the tallest.)
- Iron Linen (3.5e Equipment) + (This tough fabric is a product of modified flax, which has been hardened through magic.)
- Wake Barrier (3.5e Equipment) + (This tower shield can protect you and your allies from area of effect attacks.)
- Portal Shield (3.5e Equipment) + (This tower shield is actually a portal gate to the Astral Plane. It can re-direct attacks elsewhere, though it can cause some trouble if left on...)
- Theurgy (5e) + (This tradition draws its power from the Gods of Magic (Loki, Circle, etc.))
- School of Invention (5e) + (This tradition focuses magical experimentation.)
- War Magic (5e) + (This tradition focuses on casting in combat)
- SRD5:School of Evocation + (This tradition focuses on magic that creates powerful elemental effects)
- Order of Scribes (5e) + (This tradition focuses on recording and describing magic.)
- Technomancy (5e) + (This tradition focuses on the magic of technology)
- Onomancy (5e) + (This tradition focuses on true names.)
- Bladesinging (5e) + (This tradition focuses on using a weapon as a focus.)
- Way of the Ascendant Dragon (5e) + (This tradition is inspired by dragons)
- College of Spirits (5e) + (This tradition pulls inspiring stories from beyond the grave and material plane.)
- Way of the Drunken Master (5e) + (This tradition uses deception and agility to surprise the opponent.)
- The Undead (5e) + (This tradition's patron is a powerful undead.)
- Curious (3.5e Trait) + (This trait symbolizes how curious about learning and investigating the person is.)
- Man-Eating Grass (3.5e Equipment) + (This trap is actually a hazard, a particularly vicious brand of grass which kills with a subtle acidic poison.)
- Trenchcoat and Fedora of Obscurity (3.5e Equipment) + (This trenchcoat and fedora combo is the perfect disguise for some reason. You could even walk around the streets even if you're man-sized mutant turtle monsters.)
- Favored of the Fiends (3.5e Alternate Class Feature) + (This twisted soul is not serving divine be … This twisted soul is not serving divine beings but fiendish ones. The favored of the fiends is a champion of corruption and wickedness. They indulge in sins of various kinds and their fiendish patrons lend them some powers through a form of magical pact stolen from deities, that grants far more power their patrons should be able to give.ower their patrons should be able to give.)
- Abomination Skin (3.5e Equipment) + (This ugly hide armor confers a strong protection against the divine.)
- Shimshon's Shmasher (3.5e Equipment) + (This unassuming donkey's jaw holds within it a power beyond mortal ken.)
- Idol of Mammon (3.5e Equipment) + (This unassuming statue of a fat demon god has the power to eat magic items and dispense various return gifts.)
- Gloamwing (5e) + (This undead look like a horse-sized nightmare bat.)
- Robot Unicorn (3.5e Monster) + (This unicorn follows its dreams and makes your wishes come true!)
- Animated Manipulators (3.5e Equipment) + (This unique pair of mechanical arms strap to your back and help you hold additional objects. Though it seems to have a mind of its own...)
- Monoeye Helmet (3.5e Equipment) + (This unnerving one-eyed helmet protects from dazzling and blinding. It lets you ''[[SRD:Detect Magic|detect magic]]'' as well.)
- Shining Shadow (3.5e Equipment) + (This unusually thick, saber-like [[SRD:Rapier|rapier]] +1 is a detailed blade marked with strange arcane runes and tattoos on its hilt and guard, black glyphs on sharply contrasted bone white material.)
- Psychic Halo (3.5e Utterance) + (This utterance create a disc of psychic energy. which can be used offensively or defensively.)
- Unspoken Mind (3.5e Prestige Class) + (A class that mix psionic and truenaming.)
- Scaling Item Qualities (3.5e Variant Rule) + (This variant aims to make weapon and armor qualities scale along with their effective value.)
- Feature Trading (3.5e Variant Rule) + (This variant allows one to trade features in one class for those in another. When ranking in a class, a player can choose to replace features earned at a particular level, with equal or lesser features from a different class.)
- Publication:Unearthed Arcana/Legendary Weapons + (This variant is a simple rule system that … This variant is a simple rule system that allows the abilities of weapons to improve along with those of their wielders. A character wielding a legendary weapon—whether that weapon is a sword, axe, bow, or even a magic staff—is eligible for one of the scion prestige classes presented below.he scion prestige classes presented below.)
- Publication:Unearthed Arcana/Craft Points + (This variant is designed specifically for … This variant is designed specifically for campaigns that don't offer a lot of "downtime" to the PCs. It unifies the rules for crafting items and creating magic items, while also replicating a character's ability to come up with just the thing he needs for a specific task in the nick of time. It glosses over the realities of such work-tool kits, alchemical reagents, laboratories, long hours of toil, and the like-to keep the game moving along at an exciting pace. After all, fighting giants, demons, and dragons is generally a lot more fun than waiting for the wizard to finish crafting a new ''ring of protection''.ish crafting a new ''ring of protection''.)
- Variant Dread Necromancer (3.5e Alternate Class Feature) + (This variant of the Dread Necromancer remove some of the least useful ability, rework it spell list and it progression to make it better suited for a VH Game. The change include expanding their spell list and granting them significant ability changes.)
- Chymic Mutation (5e Subclass) + (This variant of the Spider-Monk gains augmented senses and extra arms.)
- Vorpal, Variant (3.5e Equipment) + (This variant of the classic head-severing vorpal ability functions as a [[SRD:Keen|keen]] weapon and is actually worth the cost you incur.)
- Useful Ability Scores (3.5e Variant Rule) + (This variant rule adds additional abilities and variables to ability scores, as well as correcting some of their shortcomings.)
- Revised Magic Arms and Armor (3.5e Variant Rule) + (This variant rule aims to introduce a more gradual power curve to magical weapons, armors and shields.)
- All Ability Skills (3.5e Variant Rule) + (This variant rule gives focused skill points based on all ability scores, giving non-Intelligence focused classes something to do while also specializing them appropriately.)
- Revised Riding Rules (3.5e Variant Rule) + (This variant rule is designed to streamline the actions available in the ride system, and to make it scale more appropriately to more fantastic, and higher CR, mounts.)
- Regeneration, Variant (3.5e Variant Rule) + (This variant rule present two different variant of regeneration which cause far less in-game problems and both offer more design space.)
- Variant Multiclass Skill Points (3.5e Variant Rule) + (This variant rule removes the imbalance in skill points that can occur if you take one class at first level instead of another.)
- Feral Ronin - Tome Adaption (3.5e Class) + (This version of the Feral Ronin, originally created by transientanima, has been adapted for use in a Tome setting.)
- Astral Escape Vest (3.5e Equipment) + (This vest inflates over 3 rounds and spirits you away to safety.)
- Bathroom Troll, the Filth-Licker (3.5e Vestige) + (This vestige grants you dominion over disgusting things.)
- Alchemical Space (3.5e Equipment) + (This vial of liquid cause time and space to bend around it as evaporate.)
- Ancient Spellbook (Legend Item) + (This volume contains knowledge long thought lost to the mists of time.)
- Wand of Summoning (4e Equipment) + (This wand is adept at summoning.)
- Wand of Swarms (4e Equipment) + (This wand is engraved with images of spiders.)
- Master's Wand of Toxic Bolt (4e Equipment) + (This wand is exudes deadly poison.)
- Wand of Retriever's Eye (4e Equipment) + (This wand is imbued with the mastery of one of the retriever's eye rays.)
- Master's Wand of Spydric Tide (4e Equipment) + (This wand unleashes a deadly burst of swarming spiders.)
- Unstoppable (3.5e Equipment) + (This weapon carries on regardless of what is in the way, destroying walls of force and breaking through damage reduction and hardness.)
- Powerful (3.5e Equipment) + (This weapon counts as one size larger for the purpose of how much damage it deals.)
- Merciful Crystal (3.5e Equipment) + (This weapon crystal functions similar to the [[SRD:Merciful|Merciful]] weapon property however it deals no extra damage.)
- Bloody Mercy Crystal (3.5e Equipment) + (This weapon crystal nonlethal damage, but gives the illusion of dealing lethal wounds.)
- Murderous Crystal (3.5e Equipment) + (This weapon crystal turns non-lethal weapons into lethal ones.)
- Entropic (3.5e Equipment) + (This weapon deals additional [[Entropy (3.5e Other) | Entropy]] damage with each hit.)
- Essence Edge (3.5e Equipment) + (This weapon deals additional [[Essence (3.5e Other) | Essence]] damage with each hit.)
- Sublime Bane (3.5e Equipment) + (This weapon deals extra damage against initiators.)
- Striking Precision (3.5e Equipment) + (This weapon enhancement allow the wielder to use her agility in addition to her normal strength when striking with her weapon.)
- Adaptive (3.5e Equipment) + (This weapon enhancement allows you to use part of your true potential when wielding it.)
- Holyflame (3.5e Equipment) + (This weapon enhancement make a weapon burn with a holy flame which deal great damage against evil outsider.)
- Stardust (3.5e Equipment) + (This weapon expel dangerous shining sparkles, which burns and damage things around them.)
- Prismatic Glow (3.5e Equipment) + (This weapon glow with intense prismatic energy which burn, melt and electrocute those struck by it.)
- Sa'angreal Weapon (3.5e Equipment) + (This weapon happens to also allow access to truly ridiculous amounts of firepower.)
- Reaching (3.5e Equipment) + (This weapon has its reach extended by an extra 25 ft., granting superior reach.)
- Disguised Weapon (3.5e Equipment) + (This weapon looks like an ordinary household object when not in use.)
- Dispelling (3.5e Equipment) + (This weapon removes spell effects as per the ''[[SRD:Greater Dispel Magic|greater dispel magic]]'' spell.)
- Drowcraft Weapon (4e Equipment) + (This weapon, forged by the finest drow smiths, is more effective in the area of an earthnode, but slowly melts away under sunlight.)
- Snake-Fang Whip (4e Equipment) + (This whip has snakes in place of lashes. If is a favoured weapon of particulaly cruel female clerics of Lolth.)
- Hag's Milk (3.5e Equipment) + (This wicked potion grants several supernatural abilities themed around the powers of the hags.)
- Starfield Witch Hat (3.5e Equipment) + (This witch hat is decorated with stars. It grants the ability to shoot small bolts of energy, keep one aware of the heavens, and perform astronomy.)
- Ring of Miraculous Failure (3.5e Equipment) + (This wondrous ring increases your effective caster level, but comes with a heavy price...)
- Spider Staff (4e Equipment) + (This wooden staff is covered in silver chasing in weblike patterns.)
- Ghost in the Machine (5e) + (This worlock's patron, so to speak, is an Artificial Intelligence in modern or futuristic times.)
- Torn From Within (3.5e Spell) + (Thorns tear apart the victims from within.)
- Brambleroot (3.5e Spell) + (Thorny bushes spring up, damaging and providing difficult terrain. If damaged, they explode into needles.)
- Five Point Exploding Heart (3.5e Spell) + (Those affected by this ability must not take action, or they die.)
- Spatial Shuffle (3.5e Spell) + (Those affected by this spell move around randomly at the start of their turns.)
- Curse of Spell Allergy (3.5e Spell) + (Those affected go into sneezing and coughing fits when around magic.)
- Sunvenom (3.5e Equipment) + (Those afflicted by this poison glow brightly, and eventually go blind!)
- Plaguehive (3.5e Template) + (Those afflicted with a incredibly severe case of fiendish disease usually simply die, but a rare unfortunate few not only survive, but come out tougher and yet more rotten for it.)
- Contagious Fireball (3.5e Spell) + (Those hit by this ''[[SRD:Fireball|fireball]]'' become explosive, and can detonate into other ''fireballs'' as well.)
- Spider Cocoon (3.5e Invocation) + (Those hit by your eldritch blasts risk entanglement, cocooning, and death.)
- Gord (3.5e Bloodline) + (Those of born into this bloodline are filled with great intelligence and charisma. It started with a human family and spread to the offspring of those married into it.)
- Warp Seeker (3.5e Feat) + (Those pesky teleporting demons and Wizards won't get away from you so easily.)
- Ape Warrior (3.5e Prestige Class) + (Those that attune themselves with the revered power of great apes gain the power to transform themselves into apes and retain some of their abilities.)
- Potion of Motion (3.5e Equipment) + (Those that drink this potion gain an extra move action each round that can only be used to move, but the user ''must'' move up to their full speed with this bonus action.)
- Vest of Phantom Limbs (3.5e Equipment) + (Those that wear this vest gain an extra pair of phantom arms which can be used to grasp and hold objects.)
- Balorscale (3.5e Equipment) + (Those wearing this armor can set themselves on fire to protect themselves from grapplers.)
- Capra Spawn (3.5e Prestige Class) + (Those who don the cursed mask of the capra demon can call on its power, and transform into something like a capra demon themselves.)
- Bloodcryst (3.5e Other) + (Those who get this fatal disease inevitably have their blood harden into crystalline form. Extremely contagious.)
- Necropolitan (3.5e Template) + (Those who have chosen to, or forced to take upon themselves the mantle of undeath.)
- Gildencursed (3.5e Template) + (Those who have lived steeped in greed for their entire lives are punished in the afterlife by being dipped in molten gold.)
- Godspark (3.5e Template) + (Those who have obtained a divine rank 0 possess the spark of divinity. While not much stronger initially, they can begin the process of rising through the ranks to a position of power.)
- Death Toller (3.5e Class) + (Those who hear the ringing never live past the night they hear it.)
- Publication:Unearthed Arcana/Live My Nightmare (Feat) + (Those who magically pry into your mind become privy to your most frightening dreams.)
- Improved Stench of the Dead (3.5e Feat) + (Those who persist in your stinking aura will become nauseated.)
- Whitechapel, the Blinded Truth (3.5e Vestige) + (Those who poke around forbidden tomes and … Those who poke around forbidden tomes and ancient evils usually end up dead or worse, and the wise leave such things well alone. One man was to be another of the unfortunate former group when equally unspoken forces spirited him away, but they left something behind...im away, but they left something behind...)
- Divetongue Casting (3.5e Feat) + (Those who speak Divetongue can vocalize, but not cast, underwater. This feat allows Divetongue to be the vocal components for spells, and thus permit underwater casting.)
- Empty Hands Curse (3.5e Maneuver) + (Those who strike or steal become supernaturally sick with guilt.)
- Caelistis (3.5e Campaign Setting)/Classes/Magi + (Those who study the limits of divine magic)
- Publication:Unearthed Arcana/False Pretenses (Feat) + (Those who try to charm you get an unpleasant surprise.)
- Berserker Torch (3.5e Equipment) + (Those who use this [[War Torch (3.5e Equipment)|war torch]] can let off a large number of attacks, but it leaves them open.)
- Publication:Unearthed Arcana/Ineluctable Echo (Feat) + (Those who use words of power around you hear the sound of their own voices.)
- Safehouse (3.5e Equipment) + (Those who wear this armor automatically be … Those who wear this armor automatically benefit from the effect of ''[[SRD:Sanctuary|sanctuary]]'' at the start of combat (even during a surprise round) with a DC of 11 + your highest mental ability modifier. In addition, over the course of 10 minutes, you can cause your armor to transform into a protective domicile from which you and others can rest.micile from which you and others can rest.)
- Shadowmorph (3.5e Template) + (Those whose souls have been tainted with the essence of "shadowstuff" find their spiritual powers as mailable as the Shadow Plane itself.)
- Reflecting Carapace, Tarrasque (3.5e Equipment) + (Those wielding this shield deflect all rays, lines, cones, and even magic missile spells.)
- Reflective Carapace, Lesser (3.5e Equipment) + (Those wielding this shield have a 20% chance to deflect any rays or ranged touch attacks away from them, as long as they benefit from their shield bonus and are not flatfooted.)
- Reflective Carapace, Greater (3.5e Equipment) + (Those wielding this shield have a 50% chance to deflect any rays or ranged touch attacks, as well as ''magic missile'' spells, away from them, as long as they benefit from their shield bonus and are not flatfooted.)
- Angel Disciple (3.5e Prestige Class) + (Those with angelic heritage can draw on their blood to transform into a higher power of good.)
- Dragonblooded (3.5e Class) + (Those with dragon blood awaken to their draconic natures.)
- Architecture (3.5e Cleric Domain) + (Those with this domain wish to help in the building and augmentation of nature into the civilized world.)
- Reborn Hero (3.5e Template) + (Those with this template are heroes (and villains) of ancient past reborn in new form, often to replay the events of their past yet again.)
- Lethargic Frame of Mind (3.5e Flaw) + (Those without sleep have to sleep, albeit less than the standard 8 hours.)
- Baneful Light (3.5e Maneuver) + (Those you strike begin to burn in the sunlight.)
- Adamantine Stomach (3.5e Feat) + (Those you swallow won't be getting out.)
- Hard Light Shield (3.5e Equipment) + (Though it appears to be made out of force, the hard light shield is a product of science which turns energy into a force able to stop attacks.)
- Eternal Shikai (3.5e Feat) + (Though sheer spiritual pressure, a harmonic connection, or other feat, it seems that you are always in shikai state even when relaxed.)
- Elvaan (3.5e Race) + (Though they appear similar to elves, they are strong instead of swift, and militaristic instead of peaceful.)
- Legacy of Darkness (3.5e Campaign Setting) + (Thousands of years ago, the world shattered, dividing into hundreds of tiny spheres. Now, under the yoke of the Palantium Empire, you must fulfill your destiny among the shards .)
- Threat (3.5e Class) + (A tall lithe man with dark seedy looking eyes and tassled brown hair, wearing a simple adventurer's garb, but overly decked out in pockets that seemed packed to the bring with every supply you could think of to get out of a tight spot.)
- Greater Versatile Spellcaster (3.5e Feat) + (Three 1st-level spell slots, when added together, equal Fireball. Boom.)
- Tin Soldier (5e) + (Three foot tall tin soldier that has been magically animated.)
- Additional Elemental Damage (3.5e Other) + (Three new types of elemental damage, Air, Earth and Water, to complement the traditional elements of D&D)
- Underworld Cerberus (5e) + (Three-headed canine monstrosity of the [[Underworld (5e)|Underworld]].)
- Thri-kreen Gladiator (5e) + (Thri-kreen employed as warrior-as-entertainer.)
- Thri-kreen Mystic (5e) + (Thri-kreen guide and [[Spelljammer (5e)|spelljammer]].)
- Thri-kreen Hunter (5e) + (Thri-kreen hunters of game, crimnals, or bouties.)
- Psychic Rider (3.5e Alternate Class Feature) + (Through a connection with nature spirit or … Through a connection with nature spirit or perhaps the planet itself, some psychics establish a link with a mount. These psychics possess a trusty steed or other mount and have access to nature magic. Some psychic riders become protectors and servants of natural spirits alongside druids, while others use their ability for their own gains.ers use their ability for their own gains.)
- Tough Guy (3.5e Feat) + (Through a life of taking blows, you have hardened your body to a fine degree.)
- Way of the Old Blood (5e Subclass) + (Through accessing your Stangnant blood you’ll gain access to the abilities granted by the stagnant waters.)
- One-Eye (3.5e Flaw) + (Through an accident or simple misfortune, you only have one eye.)
- Damnation of the Earth (3.5e Spell) + (Through an intense rapture, you save the soul of good-aligned creature, punish evil-aligned one and them into walking corpses.)
- Publication:Hyperconscious/Psionic Feats/Student of the Shallows + (Through careful study of the Shallows and its essentially predatory nature, you have learned to impose your will over some aspects of the [[Publication:Hyperconscious|Shallows]].)
- Enraging Taunt (3.5e Skill Trick) + (Through clever diversion or intimidation, you can make enemies fly into rage.)
- Mutant Arm (3.5e Feat) + (Through dark infusion you turn one of your arms into a monstrous abomination.)
- Extraordinary Empathy (3.5e Feat) + (Through deeply divine awareness of life energy, gain the ability to passively perceive the feelings of all recently-encountered sentient beings.)
- Ki Blade (3.5e Alternate Class Feature) + (Through endless meditation and practice a … Through endless meditation and practice a Mind Blade user gain the ability to channel her psionic power in more monastic ways than their brethren. The Ki Blade do not wear armor, instead having learned the ability to project a shield of psychic energy over her body. A Ki Blade also learn a more advanced and specialized psychic strike, although it carry risks and can only be used against those unaware of her presence. Some Ki Blade eschew the user of a blade and become [[Soulfist (3.5e Alternate Class Feature)|soulfists]].3.5e Alternate Class Feature)|soulfists]].)
- Rampage (3.5e Template) + (Through inherent nature or magical and scientific accident, you can transform into a giant, and uncontrolled, monster.)
- Boneblade (3.5e Class) + (Through inherent necromatic aberrations or bizaare magic, you are able to weaponize your own skeleton, and the bones of others.)
- Psychic Hovering (3.5e Trait) + (Through intense practice of your psionic mind, you have found a way to gently hover off the ground.)
- Elven Ascender (3.5e Prestige Class) + (Through intense training and magic, ascend into an elven form.)
- Master Blaster (3.5e Feat) + (Through intense training you know how to lend your blasting spells even more firepower despite the fact that you haven't focused on them entirely.)
- Lifelink (3.5e Template) + (Through powerful magics or rituals, creatures with this template have gained a shared life force.)
- Poison Master (3.5e Feat) + (Through practice, you have learned how to swiftly apply poison to the blade, and to make it more deadly.)
- Lord of Madness (3.5e Feat) + (Through research of the dark dreams from beyond, or perhaps you own tainted blood, you have found the way of becoming one of the nightmarish creature itself.)
- False Honor (3.5e Feat) + (Through self control and discipline, you are able to cloak your true motivations, even to the eyes of magic. This technique is extremely popular among ninjas, assassins, and other shady people.)
- Sumo (3.5e Feat) + (Through sheer bulk and endurance you force your way through!)
- Fiery Prohibition (3.5e Flaw) + (Through some curse of the gods, you unable to partake of some of the finer things in life.)
- Biohazard (3.5e Template) + (Through some horrible arcane accident or simply a magically corrupted environment some creatures are born extremely toxic to others, these creatures are often named biohazard.)
- Lunatic (3.5e Feat) + (Through some trauma your mind is shattered into pieces... the voices in your head mess with your thoughts, but also make it difficult for magic to bind your will.)
- Sword Dancer (3.5e Prestige Class) + (Through swordsmanship and spell casting, some warriors can charge their blade with magical energy and gain great acrobatic prowess.)
- Dragon Marshal (3.5e Class) + (Through the power of dragonblood, the Drag … Through the power of dragonblood, the Dragon Marshal radiate powerful aura and inspire men and women to their best. They also gain multiple draconic ability, such as breathing fire. An hybrid class between the Dragon ShamanPHB2 and MarshalMH.n<sup>PHB2</sup> and Marshal<sup>MH</sup>.)
- Half-Rylvain (3.5e Racial Paragon Class) + (Through this class, a Half-Rylvain can gains a better understanding of both his human and Rylvain lineage and draws upon both to increase his power.)
- Half-Nymph (3.5e Racial Paragon Class) + (Through this class, a [[Half-Nymph_(3.5e_Race)|Half-Nymph]] can gains a better understanding of both her human and nymph lineage and draws upon both to increase her power.)
- Ascended Super Saiyan (3.5e Feat) + (Through training you have asended to a level beyond a Super Saiyan. As such, when you transform into a Super Saiyan, you may choose to "asend" and be even more powerful.)
- Ki Adept (3.5e Feat) + (Through vigorous training, you have unlocked the secrets of ki.)
- Music Major (3.5e Feat) + (Through your performances you are able to evoke physical manifestations.)
- Turtle Monk (3.5e Feat) + (Through your training, you have learned how to use a shield without it interfering with your abilities.)
- Death Pact Warlock (3.5e Alternate Class Feature) + (Throughout history, countless magical secr … Throughout history, countless magical secrets have been discovered, hoarded, and taken to their inventor's grave. Necromancy being what it is, those secrets aren't always as lost as some might want to think. Many Warlocks rise to power on the back of the ancient lore held by Lich Queens, Vampire Lords, or Ghost Princes. Some of these were even Warlocks in life, passing on their knowledge in a twisted sort of apprenticeship. Others employ magic like speak with dead to learn of these forgotten magics without needing to consort with unliving horrors, or simply plunder the tombs of ancient mages. Regardless of the source of their power, those who follow this path inevitably surrender to the temptation of eternal unlife.ender to the temptation of eternal unlife.)
- Griffon Rider (3.5e Prestige Class) + (Throughout history, people have fought on top of their loyal steeds, however, there is that rare warrior who goes beyond the standard land- or sea- based steeds. Thus, we find the Griffon Riders!)
- Net Launcher (3.5e Maneuver) + (Throw a [[SRD:Net|net]] as a gadget, or use it as a trap.)
- Pumpkin Explosion (3.5e Spell) + (Throw a ball of Halloween at your opponent. A round later, it explodes into Jack O' Lanterns.)
- Dust Bomb (3.5e Spell) + (Throw a ball of dust and grit which obscures vision and reveals invisible beings.)
- Galea's Drenching Orb (3.5e Spell) + (Throw a ball of water that puts out fires.)
- Lightning II- Storm (3.5e Phrase) + (Throw a bolt of exploding lightning.)
- SRD:Storm of Throws + (Throw a light weapon at each enemy within 30 feet.)
- Maleficent Curse (3.5e Invocation) + (Throw a powerful curse one someone with this nasty invocation.)
- Throw Force (3.5e Spell) + (Throw a pulse of kinetic force that damages and knocks creatures away.)
- Flower's Flame (3.5e Spell) + (Throw a small explosive with just enough time for the target to choose how to react.)
- Fastball Special (3.5e Maneuver) + (Throw ally at opponent, ally makes charge attack with bonus damage.)
- Chem Grenade (3.5e Maneuver) + (Throw an advanced alchemical grenade to explode in the enemy's face.)
- Sudden Caltrops (3.5e Maneuver) + (Throw caltrops out as part of an attack. Use actual caltrops to make them more potent.)
- Alestorm (3.5e Spell) + (Throw down the sky an hell of a party.)
- No Rest for the Wicked (3.5e Maneuver) + (Throw grabbed ally or foe 10 feet as an immediate action.)
- Stone Shower (3.5e Feat) + (Throw lots of stones for an area attack)
- Fistful of Blows (3.5e Skill Trick) + (Throw many punches as a singular strike.)
- Decoy Chaff (3.5e Maneuver) + (Throw off a doppleganger shell to give yourself a one-time 50% miss chance for 1 round.)
- Rain of Fireballs (3.5e Spell) + (Throw out a ton of fireballs at one time. However, their damage doesn't stack, so its wisest to spread it out as far as possible.)
- Mighty Arms (3.5e Maneuver) + (Throw people twice as far as normal.)
- Throw Potion (3.5e Feat) + (Throw potions at targets to have potion affect target.)
- Awesome Atlatl Arm (3.5e Maneuver) + (Throw ranged weapons four times as far.)
- Catapult Launch (3.5e Feat) + (Throw rocks as far as a siege weapon does)
- Rock Toss (3.5e Maneuver) + (Throw rocks as if you had a sling, with a bonus to attack and damage. You can even throw two-handed.)
- Stone Dragon (3.5e Martial Discipline)/All Maneuvers + (Roll down a mountain and become like a boulder.)
- Skipping Toss (3.5e Feat) + (Throw rocks at unexpected angles.)
- Surface Wrecking (3.5e Maneuver) + (Throw rocks at your foe.)
- 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.)
- Jubilant Dazzler (3.5e Prestige Class) + (Throw sparkles and magic fireworks around, somehow efficient at it too.)
- Atlatl Arm (3.5e Maneuver) + (Throw spears six times as far.)
- Feather Token Crown (3.5e Equipment) + (Throw this token and you too can look like you're worth a million bucks!)
- Feather Token Legs (3.5e Equipment) + (Throw this token on an object and it grows legs, allowing it to move at your command.)
- Feather Token Flame (3.5e Equipment) + (Throw this token to create a fire that resists being put out, and doesn't consume its fuel.)
- Feather Token Chest (3.5e Equipment) + (Throw this token to make a chest that always weighs 5 lbs, regardless of contents.)
- Feather Token Bridge (3.5e Equipment) + (Throw this token to produce a 5 ft x 10 ft bridge, connected to any solid surface.)
- Machine Gun Assassin (3.5e Optimized Character Build) + (Throw up to 16 shurikens every 6 seconds as touch attacks while adding Sudden Strike to each one.)
- Far Throw (3.5e Feat) + (Throw weapons 3 range increments without penalty and increase maximum range increments.)
- Storm of Throws-CE (3.5e Feat) + (Throw weapons at all targets within 30 feet as a full round action.)
- Solar Catapult (3.5e Spell) + (Throw your enemies into the sun. The trip takes a while.)
- Hurl Weapon (3.5e Power) + (Throw your weapon and have it boomerang back to you.)
- Spirit Throw (3.5e Maneuver) + (Throw your weapon in a line, dealing damage. Then your weapon flies back.)
- Smokeout Grenade (3.5e Equipment) + (Throwing this glass vial breaks open an oil that rapidly ignites and fills the area with smog.)
- Strong Throw (3.5e Feat) + (Throwing two-handed weapons becomes an attack option.)
- Bola (5e Weapon) + (Throwing weapon that grapples)
- Lightning I- Lightning (3.5e Phrase) + (Throws a bolt of lightning.)
- Erzebet's Skull Bomb (3.5e Spell) + (Throws a skull, explodes for damage, slow.)
- Thrudstone (3.5e Equipment) + (Thrudstone is a powerful and dense rock which is highly durable and extremely heavy. It is a potent defense against fire and lightning, as well as physical attacks.)
- Graverod (3.5e Equipment) + (Thsi rod bolster necromantic spells and can be sued to deliver necromancy touch spells with an attack.)
- Thunk Puff (3.5e Equipment) + (Thus eijilundian pastry gives brief, but very vague, insight into the future.)
- Abyssal Tiefling (5e) + (Tiefling with a [[SRD5:Demon|demon]]ic heritage.)
- Feral Tiefling + (Tieflings with fiendish physical manifestations.)
- Tierrix (3.5e Race) + (Tierrix are a strange breed of animal-like … Tierrix are a strange breed of animal-like humanoids. They used to have fluent cities and excellent technology, but the main civilization came to a halt as the human race soon dominated the earth. Although you may still meet a tierrix out there, they usually live out in the wilds or the forest, thriving off the land.ilds or the forest, thriving off the land.)
- Hourglass Dervish (5e Roguish Archetype) + (Time Rogue. Wallrun, remind yourself, and even stop time.)
- Time Bender (3.5e Class) + (Time benders, beings with the unorthodox power to alter the flow of eternity. Few time benders survive to master their profession without the help of a fetch: a specially crafted [[SRD:Homunculus|homunculus]].)
- Time Leaf (3.5e Equipment) + (Time leaves, taken from time trees, have a bit of quintessence within them. On touch, they freeze creatures in time.)
- Eternal Soliloquy (3.5e Maneuver) + (Time stop effect on you and one foe, Truespeak checks deal damage.)
- Lesser Time Stop (3.5e Spell) + (Time stop, but comes with a drawback of rendering yourself slow and vulnerable afterward.)
- Avenger (3.5e Feat) + (Time to get revenge in the name of justice!)
- Aspect of the Cicada (3.5e Feat) + (Time to make some noise and shed some skin)
- Time Walker (3.5e Class) + (Time walkers are people with the strange a … Time walkers are people with the strange ability to exist 'outside' of time, and comprehend its unexplainable rhythm to the degree that they can manipulate it to their own ends. Upon the battlefield, a time walker is a seemingly unkillable foe that can rend at the enemies' very souls.that can rend at the enemies' very souls.)
- Vector Runner (3.5e Alternate Class Feature) + (Time-traveling rascals from the future, ve … Time-traveling rascals from the future, vector runners are a strange breed of rogues. Gaining their power from strange magical experiments, quantum devices and other odd methods, they have the ability to move through time non-linearly. Most vector runner are little more than incredibly fast nuisance, who use their ability to outrun town guards and spray paint over governmental buildings. However a few become heroes, few of a very rare breed, and use their abilities to bring evil-doers to justice. This archetype is based on the [https://libraryofmetzofitz.fandom.com/wiki/Voyager Voyager] psionic class.m.com/wiki/Voyager Voyager] psionic class.)
- Faerie Dragon (5e) + (Tiny dragon with butterfly wings)
- Chwinga Astronaut (5e) + (Tiny elementals that inhabit [[Wildspace (5e)|wildspace]].)
- Quickling (5e) + (Tiny feral elf looking fey. Unless dead, they look like a blur to most creatures.)
- SRD5:Bat + (Tiny flying mammal.)
- Expeditious Messenger (5e) + (Tiny homunculus created to be a quick messenger)
- Sword Gauntlets (3.5e Soulmeld) + (Tiny levitating knives surround your hands and arms.)
- Ktip (5e Monster) + (Tiny prankster fey)
- Velociraptor (5e) + (Tiny, bipedal, pack hunting dinosaur.)
- Pocket Golem (3.5e Equipment) + (Tiny, intelligent figurine of an Iron Golemn that can repair, fabricate, and animate objects.)
- Expanded Unique Powers (3.5e Alternate Class Feature) + (Tired of being limited to such a tight selection of unique powers per day? Get some more!)
- Publication:Grim-N-Gritty + (Tired of players who lack fear of death and wade into the thick of battle without batting an eye? Want to add a sense of danger to your game? Do you want your monsters to be MONSTERS?)
- Third Time's The Charm (3.5e Maneuver) + (Title says it all.)
- Tlazolli (3.5e Deity) + (Tlazolli is the closest thing the [[Brachyura (3.5e Race)|brachyura]] have to a "god of nature". Worshiping him is as simple as respecting the natural underwater environment.)
- Lustling (3.5e Monster) + (To a Succubus/Incubus what an Imp is to a Pit Fiend, Lustlings are tiny, seductive demons.)
- Most Holy Knight (3.5e Prestige Class) + (To a commoner, a Paladin is a Holy Knight … To a commoner, a Paladin is a Holy Knight who strives to uphold the highest devotion to the ideals of his church or holy order. They look to these warriors with awe and wonder. Paladins look at Most Holy Knights the same way that commoners look at Paladins.same way that commoners look at Paladins.)
- Almost Level 20 Mystic Theurge (3.5e Guide) + (To anyone who want to play a Arcane/Divine caster the Mystic Theurge class allows easily to build a character who at level 20 casts as a 17th level in one kind of magic and 13th in the other.)
- Jester (3.5e Class) + (To be a Jester is to see the joke in every tragedy.)
- Blind Fighter (3.5e Prestige Class) + (To become a blind fighter, you must first blind yourself.)
- User:Freeman210/Deadman (3.5e Class) + (To cut this man is a dangerous thing to do.)
- Broken Blade (3.5e Martial Discipline) + (To develop this new discipline, they tried … To develop this new discipline, they tried to focus on the commonalities among all the martial disciplines to thus better understand their weaknesses. The discipline they tried to develop revealed to them that all martial disciplines could be best thought of as facets of a single all encompassing discipline. Truly, there was only one Sublime Way. Due to the lack of official approval, only a small number studied the discipline.nly a small number studied the discipline.)
- Drunken Rage (3.5e Flaw) + (To fly into rage you need to drink first.)
- Einherjar Paragon (3.5e Racial Paragon Class) + (To realize the potential granted to them as re-born warriors, einherjar become paragons.)
- Delayed Recognition (3.5e Power) + (To the target, they're always 1 round behind on your apparent actions.)
- Iron Liver (3.5e Feat) + (To you there is no such thing as "Getting Drunk")
- ToP Skill (3.5e Feat Type) + (ToP Skill feats are a type of scaling feat that grants increasing bonuses based on your ranks in a specific skill in the Tome of Prowess skill system.)
- Togekiss (3.5e Monster) + (Togekiss are bulbous birds that spread happiness wherever they go.)
- Togepi (3.5e Monster) + (Togepi are weird little egg looking things … Togepi are weird little egg looking things that have spikes sticking out of their heads. Togepi have no real control over what magical power they have, and are a danger to themselves and others. Togepi are somewhat luckier than other creatures, and are good-natured. Legends say that Togepi can bring their happiness and luck to other people - especially if they are balanced properly in their sleep.they are balanced properly in their sleep.)
- Alchemist (3.5e Class) + (Tome of Element Alchemist)
- Identifying Vestiges (3.5e Variant Rule) + (Tome of Magic forgot to include rules for identifying vestiges. Well, here they are.)
- Toon's Resilience (3.5e Feat) + (Toon physic grant you improved durability.)
- Tormentor (3.5e Prestige Class) + (Tormentors are terrible spellcasters able to tap into pain and suffering for great power.)
- Tortoise Folk (3.5e Race) + (Tortoise folk are a race of tortoise-humanoids that have various traits depending on their heritage.)
- Torture (3.5e Feat Type) + (Torture feats grant new abilities with which to wring information or compliance out of people.)
- Climbhazard (3.5e Maneuver) + (Toss 'em up, cut 'em down.)
- Caltrop Attack (3.5e Feat) + (Toss a bag of caltrops at a foe and watch it burst and scatter at their feet.)
- Crashing Stone (5e Spell) + (Toss a pebble that turns into a boulder mid-flight.<br /><br />)
- Pyrokinesis (3.5e Power) + (Toss fire about. Indulge that pyromania.)
- Caltrop Panic (3.5e Skill Trick) + (Toss out caltrops as an immediate action.)
- Pellet of Quick Escape (3.5e Equipment) + (Toss this little pellet on the ground and disappear in a puff of smoke or a flash of light)
- Invulnerability (3.5e Spell) + (Total protection from harm for a brief duration.)
- Ninja of Gax (3.5e Prestige Class) + (Totally not a ninja!)
- Transform into Light (3.5e Spell) + (Touch a creature or object and transform part... or all... of its mass into light.)
- Nealan's Erotic Touch (3.5e Spell) + (Touch a target to force them to, ahem, 'lose concentration'.)
- Arcane Theft (3.5e Spell) + (Touch attack steals magical capabilities.)
- Energy Grasp (3.5e Power) + (Touch deals 1d6 energy damage.)
- Irk (5e Spell) + (Touch your opponent to annoy them; The opposite of Guidance.<br /><br />)
- Summer's Kiss (3.5e Maneuver) + (Touch your target with the fires of the summer sun.)
- Death's Door (3.5e Spell) + (Touched creature can survive at up to –20 hit points.)
- Warstrider (3.5e Spell) + (Touched creature gains +2 to attack and +10 bonus on movement speeds.)
- Contract Seal (3.5e Spell) + (Touched creature immediately loses all contracts with called creatures.)
- Lose Face (3.5e Spell) + (Touched creature loses face; you gain it.)
- Jerri's Constant Body Alteration (3.5e Spell) + (Touched creature's body changes daily.)
- Troglodyte Champion of Laogzed (5e) + (Tough, smarter troglodyte that can spit acid.)
- Behemothian (3.5e Template) + (Towering over all others, behemothian creatures are of massive size and scale. These giant creatures of legend supposedly walked the ancient earth in times long past.)
- Townhouse (3.5e Equipment) + (Townhouses are the homes of urban middle-class dwellers. Housing is smaller and more compact than a ranch house, but has the convenience of living in walking distance to all the delights of the city.)
- Flatland's Abstraction (3.5e Maneuver) + (Toy with the fabric of reality and make ve … Toy with the fabric of reality and make vertical space your bitch. A creature that flies can still be reached by your attacks, no matter how high above you it may be. In other words, just because a wizard uses [[SRD:Fly (Spell)|''fly'']] doesn't mean you can't smack him.'fly'']] doesn't mean you can't smack him.)
- Publication:Dread Codex 2/New Spells/Track the Blood + (Track a creature by tasting its blood.)
- Perfection - Graceful (3.5e Feat) + (Trade -2 Con for +2 Dex with your graceful beautiful body and poise.)
- Perfection - Gallant (3.5e Feat) + (Trade -2 Dex for +2 Con with your stately powerful presence.)
- Energy Sneak Attack (3.5e Feat) + (Trade 1d6 sneak attack damage to deal energy damage)
- Bardic Familiar (3.5e Alternate Class Feature) + (Trade Suggestion and Mass Suggestion out for a familiar and other bonuses.)
- Third Eye Psion (3.5e Alternate Class Feature) + (Trade a psionic bonus feat or psicrystal for a third eye.)
- SRD:Combat Expertise + (Trade attack bonus for [[SRD:Armor Class|AC]] (max 5 points).)
- SRD:Power Attack + (Trade attack bonus for damage (up to base attack bonus).)
- Power Attack, Balmz (3.5e Feat) + (Trade attack for power)
- Tough Wizard (3.5e Alternate Class Feature) + (Trade class ability for "Arcane Toughness")
- Reckless Offense, Balmz (3.5e Feat) + (Trade defense for offense)
- Keen Enhancement (3.5e Feat) + (Trade enhancement bonus for increased critical range.)
- Bonus Invocationer (3.5e Alternate Class Feature) + (Trade off damage reduction for more invocations)
- Classic Healer (3.5e Alternate Class Feature) + (Trade out armor proficiencies and gain arcane spell failure for ranged healing, more spell slots, and superior healing abilities.)
- Dedicated Manifester Wilder (3.5e Alternate Class Feature) + (Trade out wilder's gish-traits like BAB and HD for more powers known.)
- Slowing Sneak Attack (3.5e Feat) + (Trade sneak attack damage for a slowing attack)