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
- 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.)