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
- Atlatl (3.5e Equipment) + (A primitive device that allows for more effective use of [[SRD:Javelin|javelins]].)
- Restructure, Lesser (3.5e Spell) + (As lesser vigor, but for unliving creatures and objects.)
- Kyton, Lesser (3.5e Race) + (Fiendish beings who control terrible iron chains with a thought, they lash out across the battlefield in a dance of pain and fury.)
- Aspect of the Gerridae (3.5e Feat) + (Known coloquially as water striders or water darters, gerridae use their long limbs to walk on liquid and move quickly from place to place.)
- Gemstone Array (3.5e Equipment) + (A gem-encrusted box for storing mana for later use.)
- Yuan-ti (3.5e Race) + (Despite being the lowliest of their race, yuan-ti purebloods are still kickass snake-people.)
- Bender of Time (3.5e Class) + (A dangerous controller of the element of Time, Benders of Time can slow down enemies and speed theirselves up.)
- Phantasmagorical Image (3.5e Spell) + (''[[SRD:Persistent Image|Persistent image]]'' that causes ''[[SRD:Insanity|insanity]]'' to non-believers.)
- Shadow (3.5e Cleric Domain) + (A domain for the shadows.)
- Abyssal Heritor Warlock (3.5e Alternate Class Feature) + (Not all warlocks need damage reduction. For those that don't, gaining a few flavorful feats is a better choice.)
- Racial Genesis (3.5e Power) + (Create a small population)
- Belt of Temporal Summoning (3.5e Equipment) + (Summoned creatures stay longer.)
- Helm of Favorable Alignment (3.5e Equipment) + (This item changes your effective alignment, allowing you to bypass some of the least obvious spells and traps.)
- Enhancement Power Attack (3.5e Feat) + (Trade weapon enhancement bonus for increased base damage.)
- Contagious Mettle (3.5e Feat) + (Provide Mettle to nearby allies.)
- SRD:Fighter (Feat Type) + (Any feat designated as a fighter feat can be selected as a fighter’s bonus feat.)
- Wergard (3.5e Race) + (The wergard take the form of vaguely earth-elemental constructs, with a heart brimming of life, and great bodies that can grow to immense size.)
- Relaxed Warrior (3.5e Class) + (A martial character with something martial characters have always missed out on: the 15 minute workday.)
- SRD:Item Creation (Feat Type) + (An item creation feat lets a spellcaster create a magic item of a certain type.)
- SRD:Divine (Feats Type) + (Divine feats are powered by divine energies in the for of Turn or Rebuke Undead attempts. They are only open to characters with those abilities.)
- SRD:Epic (Feat Type) + (Epic feats are intended for characters of level 21 and above.)
- Wall of Ironize (3.5e Spell) + (The targeted object cannot be sold or used as crafting ingredients.)
- Spellslashing (3.5e Equipment) + (Attacks deal multiple spellstrained level on contact)
- Worldseer (3.5e Class) + (Instead of druids turning into animals and gaining power through devotion, the worldseer obtains druidic casting through perfection of the body, becoming sensitive enough to hear the voice of the planet.)
- Slime (3.5e Cleric Domain) + (For those who like their magic icky.)
- Magician (3.5e Class) + (Spellcasters who spontaneously cast spells from spellbooks)
- Deathblast Spell (3.5e Feat) + (If your spell kills an enemy, they become a waiting proximity mine waiting to explode!)
- Magical Vigor (3.5e Feat) + (Expend magic to heal self.)
- Alchemical Arm (3.5e Equipment) + (This is a limb that resembles your real limb, although it's covered in tattoos and infused deeply with alchemical energy.)
- Hypno (3.5e Template) + (Animals with a special hypnotizing power.)
- Air, Liber Demonica (3.5e Cleric Domain) + (The domain dealing with powers over wind, lightning and so forth.)
- Slip And Slide And Burn (3.5e Equipment) + (The slippery bridge is only half the danger, when they reach halfway over the bridge it tilts, and sends them sliding into a blazing oven below.)
- Way of the Walker (3.5e Prestige Class) + (They are but pale images to their god of martial arts, yet each is an engine to end worlds. They are the followers of the one known as 'Walker'.)
- Sunglasses (3.5e Equipment) + (Eye-coverings that reduce the perceived brightness of one's surroundings.)
- SRD:Gargoyles—Kapoacinths (Race) + (Kapoacinths often appear to be stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes.)
- SRD:Halflings, Lightfoot (Race) + (The lightfoot halfling is the most common halfling variety.)
- SRD:Gnomes, Rock (Race) + (Rock gnomes are the most common variety of gnomes.)
- SRD:Elves, High (Race) + (The high elf is the most common elf variety.)
- Accomplished (3.5e Feat) + (This feat does nothing, but take heart for you can now follow your dreams and live in harmony, harmony--oh love!)
- SRD:Dwarves, Hill (Race) + (Hill dwarves are the most common variety of dwarves.)
- SRD:Gnomes, Deep—Svirfneblin (Race) + (Also called deep gnomes, svirfneblin are said to dwell in great cities deep underground.)
- Zergling (3.5e Monster) + (A fast, scary beast that tears people apart and runs in groups.)
- SRD:Genies—Jann (Race) + (The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the [[SRD:Material Plane|Material Plane]].)
- Spellcutting (3.5e Equipment) + (Attacks deal spellstrained level on contact)
- SRD:Goblins—Blues (Race) + (Blues are a subrace of [[SRD:Goblins (Race)|goblins]] with an innate knack for [[SRD:Psionic Overview|psionics]].)
- SRD:Halflings—Tallfellows (Race) + (Tallfellows are somewhat rare among halfling folk. Tallfellows are 4 feet tall or more and weigh between 30 and 35 pounds.)
- SRD:Ogres—Merrows (Race) + (These cousins of the [[SRD:Ogre|ogre]] dwell in freshwater lakes and rivers.)
- SRD:Planetouched—Aasimars (Race) + (Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.)
- SRD:Planetouched—Tieflings (Race) + (Many tieflings are indistinguishable from [[SRD:Humans (Race)|humans]]. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.)
- SRD:Sprites—Pixies (Race) + (Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes.)
- SRD:Trolls—Scrags (Race) + (A typical adult scrag stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A scrag’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.)
- SRD:Elves, Dark—Drow (Race) + (Also known as dark elves, drow are a depraved and evil subterranean offshoot.)
- Brainchucks (3.5e Equipment) + (A flail made from brain matter.)
- SRD:Dwarves, Gray—Duergar (Race) + (Sometimes called gray dwarves, these evil beings dwell in the underground.)
- SRD:Trolls (Race) + (Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.)
- SRD:Troglodytes (Race) + (A troglodyte stands about 5 feet tall and weighs about 150 pounds.)
- SRD:Satyrs (Race) + (A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black.)
- SRD:Rakshasas (Race) + (A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a [[SRD:Humans (Race)|human]].)
- SRD:Orcs (Race) + (An orc’s hair usually is black. It has lupine ears and reddish eyes.)
- SRD:Ogre Mages (Race) + (The ogre mage is a more intelligent and dangerous variety of its [[SRD:Ogre|mundane cousin]].)
- SRD:Ogres (Race) + (Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds.)
- SRD:Minotaurs (Race) + (A minotaur stands more than 7 feet tall and weighs about 700 pounds.)
- SRD:Lizardfolk (Race) + (A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales.)
- SRD:Kobolds (Race) + (Kobolds are short, [[SRD:Reptilian Subtype|reptilian]] [[SRD:Humanoid Type|humanoids]] with cowardly and sadistic tendencies.)
- SRD:Hobgoblins (Race) + (Hobgoblins are larger cousins of goblins.)
- SRD:Goblins (Race) + (A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds.)
- SRD:Giants, Stone (Race) + (Adults are about 12 feet tall and weigh about 1,500 pounds.)
- SRD:Giants, Hill (Race) + (Adults are about 10-1/2 feet tall and weigh about 1,100 pounds.)
- SRD:Gnolls (Race) + (Gnolls are hyena-headed, evil [[SRD:Humanoid Type|humanoids]] that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur.)
- SRD:Gargoyles (Race) + (Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes.)
- Apocalypse From The Sky (3.5e Spell) + (Call down destruction on a wide radius.)
- Lucky One (3.5e Class) + (Other people are exceptionally skilled or endowed with amazing abilities. You aren't. Things work out for you anyways.)
- Oan (3.5e Deity) + (Benevolent god of growth and potential, he promotes survival through bravery and love. Arch-nemesis to Malazter, and technically a part of the planet itself.)
- SRD:Doppelgangers (Race) + (Doppelgangers are strange beings that are able to take on the shapes of those they encounter. In its natural form, the creature looks more or less [[SRD:Humanoid Type|humanoid]], but slender and frail, with gangly limbs and half-formed features.)
- SRD:Centaurs (Race) + (A centaur is as big as a [[SRD:Horse|heavy horse]], but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds.)
- Dancing and Stabbing Wizard (3.5e Feat) + (The fluidity of your murderous stabs blend with the somatic components of your spells so well, it's like you've choreographed it.)
- SRD:Azers (Race) + (Azers are dwarflike beings native to the [[SRD:Elemental Plane of Fire|Elemental Plane of Fire]]. They wear kilts of brass, bronze, or copper.)
- Dragoon (3.5e Class) + (The dragoon, a heavily armored knight who, in spite of its weight, can leap massive distances to the point where they may as well be flying like the dragons they embody.)
- Counterspell (TOToM Spell) + (Stops one spell or SLA of an equal or lower level.)
- Dancing, Variant (3.5e Equipment) + (A variant of the ''[[SRD:Dancing|dancing]]'' enhancement that actually lets you use it to full effect.)
- Cramped (3.5e Condition) + (A cramped creature finds it harder to act.)
- Templar (3.5e Class) + (Templars are ordained warriors tasked with spreading the faith and defending the faithful, while also beating down the foes of a deity.)
- Heirarque (3.5e Deity) + (God of order and preservation, he offers protection against nature, standing as a symbol for civilization, government, and in extremes, tyranny.)
- Summoning Gloves (3.5e Equipment) + (Summoned creatures gain ability increases.)
- Sputnik (3.5e Deity) + (King of Horses, Sputnik is the bravery of the heroes mounted companions and their role in the fight.)
- Restructure, Greater (3.5e Spell) + (As greater vigor, but for unliving creatures.)
- SRD:Trample (Feat) + (This feat needs a summary.)
- Now I Can! (3.5e Feat) + (Hmm, can anyone in the party swim? No? One sec... now I can!)
- Stasis Energy Field (3.5e Spell) + (Creates a field of electricity that damages and paralyzes.)
- True Darkness (3.5e Spell) + (Creatures true darkness in area)
- Circlet of Quickened Summoning (3.5e Equipment) + (Summon creatures more quickly.)
- SRD:Run (Feat) + (Run at 5 times normal speed, +4 bonus on Jump checks made after a running start.)
- Aspect of the Titan Beetle (3.5e Feat) + (The titan beetle is the largest insect in the world; with your power, you have attained its destructive size and strength for yourself.)
- Planeswalker (3.5e Class) + (A caster with a long recharge time.)
- Scrolls of Forbidden Lore (3.5e Sourcebook) + (Bound within reality and beyond its edge l … Bound within reality and beyond its edge lays the spawn of primal chaos, forces alien to all life. Elder Evils, they are called, some known as the first "beings" to be, others from spaces in which time is not known, and so the concept of "first" is alien to them. The Scrolls of Forbidden Lore is a record of but a few of the terrors known to exist within reach of reality.rs known to exist within reach of reality.)
- SRD:Mounted Combat (Feat) + (This feat needs a summary.)
- Transitive Plane of Figment (3.5e Location) + (The conscious bastardization of the)
- SRD:Maenads (Race) + (Maenads typically stand more than 6 feet tall and weigh about 200 pounds; males are the same height as and only marginally heavier than maenad females. Maenads have no facial or body hair, and they prefer heavier clothing and armor if possible.)
- SRD:Half-Orcs (Race) + (These [[SRD:Orc|orc]]–[[SRD:Humans (Race)|human]] crossbreeds can be found in either [[SRD:Orc|orc]] or [[SRD:Humans (Race)|human]] society (where their status varies according to local sentiments), or in communities of their own.)
- SRD:Half-Elves (Race) + (Half-elves are not truly an [[SRD:Elves (Race)|elf]] subrace, but they are often mistaken for [[SRD:Elves (Race)|elves]].)
- Irresistible Dance (TOToM Spell) + (The best dance ever.)
- Deinonych (3.5e Race) + (These creatures originally evolved from bird-like dinosaurs. They are fast and frightening predators with a hunter society and a love for battle.)
- SRD:Elves, Wood (Race) + (Their hair color ranges from yellow to a coppery red, and they are more muscular than other elves.)
- SRD:Elves, Gray (Race) + (Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards).)
- SRD:Elves, Aquatic (Race) + (Also called sea elves, these creatures are waterbreathing cousins to land-dwelling elves.)
- SRD:Elans (Race) + (Elans typically stand just under 6 feet tall and weigh in the neighborhood of 180 pounds, with men sometimes taller and heavier than women, but not always.)
- SRD:Dwarves, Mountain (Race) + (Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves.)
- SRD:Dwarves, Deep (Race) + (These dwarves live far underground and tend to be more standoffish with non-dwarves.)
- Self-Repair (3.5e Creature Ability) + (Basically, fast repair is fast healing, but for constructs, objects, and undead.)
- Mass Spellcasting (3.5e Feat) + (Add Mass spells to your spell list.)
- Magic Unleasher (3.5e Class) + (Magic Unleashers don't carefully choose which spell to cast; They just decide when it's time to cast "a spell", and then do so.)
- Ontology Deinertializer (3.5e Spell) + (Everything your target has created will be unmade upon their demise)
- Focused Energy (3.5e Feat) + (The destruction you wreak with spells of the chosen energy type increases by leaps and bounds.)
- Conduit of the Lower Planes (3.5e Class) + (A new class-based way to create fiends and characters from the lower planes.)
- Paralyzing Touch (3.5e Feat) + (The touch of your clawed hand freezes the lifeblood of the hardiest of mortals.)
- Hijack Spell (3.5e Spell) + (Steal one spell.)
- Ghost Cut Technique (3.5e Feat) + (Study of the ephemeral essence of incorporeal undead has taught you combat techniques that transcend the limitations of the flesh.)
- Blood Painter (3.5e Feat) + (By painting magical diagrams out of your own blood, you can spontaneously cast spells using only your own life energy. This is especial use to casters who prepare spells, or to casters who have run out of spells.)
- Child Necromancer (3.5e Feat) + (An obsession with death and experimentatio … An obsession with death and experimentation with necromancy early in your childhood perverted your body and blossoming magical talent. As a result, your body never aged past childhood, and you are an adult in a child’s body, magically powerful but physically weak.y, magically powerful but physically weak.)
- Devil Preparation (3.5e Feat) + (By learning dark culinary techniques, you have learned to consume the flesh of devils, demons, and other infernals, absorbing their taint and some of their power.)
- Heavenly Desserts (3.5e Feat) + (By gorging on the sweet flesh of angels, you have digested a portion of their divine essence.)
- Fairy Eater (3.5e Feat) + (By consuming the flesh of fairies, you have absorbed a fraction of their magic.)
- Wrappings of the Ages (3.5e Feat) + (The ancient secrets by which unlife can be sustained in mummification have been unearthed.)
- Body Assemblage (3.5e Feat) + (The discarded husks of life are nothing more than a building material to you.)
- Lizardfolk Variant (3.5e Race) + (The lizardfolk presented in the Monster Manual is intensely unsatisfying. This is a lizardfolk variant that makes lizardfolk [anything] a viable character to play.)
- Widow Queen (3.5e Prestige Class) + (A necromancer with vampiric powers and a web of ensnared minions.)
- Atma Weapon (3.5e Equipment) + (The atma weapon is a sword, or rather a sword's hilt, whose blade is made of light and whose size and shape depends on the user's current health. The healthier the user, the stronger the weapon.)
- Warlock (3.5e Class) + (A Warlock that doesn't suck.)
- True Fiend (3.5e Class) + (A new way to build new and interesting fiend creatures.)
- Thief of Souls (3.5e Prestige Class) + (A thief after the most treasured possessions of all.)
- Tentacle Parasite (3.5e Feat) + (Gain a tentacle attack, but unfortunately it has a mind of its own.)
- Summoner (3.5e Class) + (A master of the summoning arts.)
- Stranger with the Burning Eyes (3.5e Prestige Class) + (Living a parasitic existence, the Stranger occupies bodies of others in a twisted form of immortality.)
- Speaker for the Dead (3.5e Prestige Class) + (A guardian of the souls of the dead, their voices, and their memories.)
- Soul Merchant (3.5e Prestige Class) + (An arbitrator and salesman in the business of souls)
- Skindancer (3.5e Prestige Class) + (A unique type of assassin who wears the skins of his victims)
- Shadowdancer, Tome (3.5e Prestige Class) + (A Shadowdancer variant that doesn't make us cry.)
- Monster Gourmet (3.5e Prestige Class) + (A true connoisseur of the flavors of any creature you can think of, the Monster Gourmet can cook anybody into an exceptionally nutritious meal.)
- Seer of the Tempest (3.5e Prestige Class) + (A half-mad mage of Pandemonium.)
- Seeker of the Lost Wizard Traditions (3.5e Prestige Class) + (Use the old ways of magic to destroy the new ways.)
- Riding Duck (3.5e Monster) + (A large flightless bird that is easy to ride.)
- Samurai, Tome (3.5e Class) + (The master of the quickdraw, whose kiai rend flesh and steel apart with equal ease. A version of the class which is actually playable.)
- Puppeteer (3.5e Class) + (Bioelectric Necromancy!)
- Pumpkin King (3.5e Prestige Class) + (Leader of magical pumpkins)
- Communal Possession (3.5e Class) + (Anyone and everyone who's dead wants your body.)
- Ninja of Gax (3.5e Prestige Class) + (Totally not a ninja!)
- Mummy Paragon (3.5e Racial Paragon Class) + (The Mummy Paragon is an exceptionally tough mummy.)
- Defensive Strike (3.5e Feat) + (By defending yourself expertly you may make sudden strikes against opponents that attack you.)
- Mummy Lord (3.5e Prestige Class) + (The Mummy Lords are the top of the Mummies.)
- Monk, Tome (3.5e Class) + (A version of the Monk that is actually playable.)
- Monitor (3.5e Prestige Class) + (Monitors are nihilistic Monks with their roots in the Kuo-Toa culture)
- Master of the Seven Necromantic Mysteries (3.5e Prestige Class) + (Necromancer extraordinaire, the Master of the Seven Necromantic Mysteries has control over life and death.)
- Zone of Restructuring (3.5e Spell) + (Small zone repairs unliving creatures.)
- Metadeus (3.5e Elder Evil) + (It is the sentient manifestation of fate, the desire for the universe to follow a certain course of action. The stories of time travel where the past refuses to change, the inescapable fate, such is the work of Metadeus.)
- Lurker in the Swarm (3.5e Prestige Class) + (Undead Beekeeper (no, really).)
- Lord of the Damned (3.5e Prestige Class) + (Student of the forces that create undead, you build a veritable army.)
- Lich Paragon (3.5e Racial Paragon Class) + (A paragon class for [[SRD:Lich|Lich]]es that allows them to do new things.)
- Legendary Strategist (3.5e Prestige Class) + (A guy who is good at telling other people what to do and have it work out okay.)
- Mad Philosopher's Stone (3.5e Equipment) + (A red thing that gives you lots of power.)
- Knight, Tome (3.5e Class) + (A 10-level Base Class designed to carry the Knight from his spurs, all the way to joining a prestigious Knightly Order. Heavily focused on defending others.)
- Kantian Paladin (3.5e Class) + (A paladin that's actually playable at every level of the game.)
- Jester (3.5e Class) + (To be a Jester is to see the joke in every tragedy.)
- Initiate of the Black Tower (3.5e Prestige Class) + (An enslaver of fiends)
- Hellwalker (3.5e Prestige Class) + (A wanderer of the lower planes.)
- Heartless Mage (3.5e Prestige Class) + (The Heartless Mage obtains a stoic form of immortality.)
- Genie (3.5e Class) + (A way similar to the [[True Fiend (3.5e Class)|True Fiend]] to create genies, mephits, and similar elemental Outsiders.)
- Perfect Shield (TOToM Spell) + (Creates a shield based on your allegiances.)
- Energy Substitute Spell-Like Ability (3.5e Feat) + (Energy Substitution for spell-like abilities.)
- Fire Mage (3.5e Class) + (A Fire Mage is a guy who likes fire a lot, and also doesn't completely suck.)
- Fighter, Tome (3.5e Class) + (A highly-trained heroic master of battlefield improvisation.)
- Fiendish Brute (3.5e Class) + (A class-based way to create interesting new fiends.)
- Elothar Warrior of Bladereach (3.5e Prestige Class) + (A rather campaign specific prestige class.)
- Drunken Master, Tome (3.5e Prestige Class) + (AKA, the Drunk Monk. Uses Dungeonomicon Monk)
- Dragoon (3.5e Prestige Class) + (Dragoons specialize in fighting extremely large enemies. They prefer spears for this purpose because of the simplicity of use and the reach. With a bit of natural magic and a lot of hard work, they grow to be capable of incredible maneuvers.)
- Blast of Defeat (3.5e Invocation) + (Target cowers [[SRD:Prone|prone]] for a round.)
- Dragon Lancer (3.5e Prestige Class) + (A character who rides a level-appropriate dragon.)
- Cantripologist (3.5e Class) + (Some guy who casts level 0 spells a lot.)
- Demon Samurai (3.5e Prestige Class) + (A warrior who's sworn to the service of a fiend, and granted power for it.)
- Defiler of Temples (3.5e Prestige Class) + (A Defiler of Temples is a divine caster who likes ticking off the enemies of his god.)
- Death Knight (3.5e Prestige Class) + (Combining undeath with the dark blessings of fiends, the Death Knight wields powers of both flame and death, able to raise undead servants and armies on his own through his spell-like abilities.)
- Death King (3.5e Prestige Class) + (The will of the people will at times keep a great hero from dying, having them return time and time again.)
- Improved Wingpin (3.5e Feat) + (Increase options while pinning opponent.)
- Celestial Beacon (3.5e Prestige Class) + (A beacon of light that shines even in the evil of the lower planes.)
- Boneblade Reaper (3.5e Prestige Class) + (A hybrid spellcaster-monk who studies death as a form of dark enlightenment.)
- Bone Rider (3.5e Prestige Class) + (Rider of an undead mount)
- Boatman of Styx (3.5e Prestige Class) + (A ship captain on the River Styx)
- Barrister of the Nine (3.5e Prestige Class) + (A contract broker of the Nine Hells; often times, the contract's collateral is one's soul.)
- Barbarian, Tome (3.5e Class) + (Designed to let the Barbarian run into the middle of a horde of enemies and come out alive. Bonus damage dice and powerful abilities when raging.)
- Assassin, Tome (3.5e Class) + (
:The Assassin is not so much a hired kill … :The Assassin is not so much a hired killer as he is someone who studies how to kill. Large amounts of skills, poison use, medium spontaneous spellcasting, ability to hand out large amounts of damage (rather than the traditional Death Attacks) at intervals.he traditional Death Attacks) at intervals. )
- Adept (3.5e NPC Class) + (An NPC class for spellcasting mooks.)
- Shadow Shift (TOToM Spell) + (Lets you turn into a shadow and move around.)
- Stealthy (3.5e Feat) + (If someone sees you, you have to kill them.)
- Spines of Fury (3.5e Feat) + (Spines cover your body, and you may fire these spine at your enemies.)
- Sharp-Eyed (3.5e Feat) + (Nothing escapes you.)
- Product of Infernal Dalliance (3.5e Feat) + (One of your recent ancestors mated with an infernal creature, and now the tainted blood of a Lower Planar creature flows in your veins. Though you can resist the call of your evil heritage, it manifests itself in an inheritance of fiendish power.)
- Poison Sacs (3.5e Feat) + (One of your natural weapons is envenomed.)
- Pincers (3.5e Feat) + (Two of your hands are converted into pincers.)
- Boots of the Summoned Hulk (3.5e Equipment) + (Summoned creatures are considered one size larger for special attacks.)
- Skill Genius (3.5e Feat) + (If somebody can learn how to do it, you can try to do it without learning how.)
- Mobile Glaive (3.5e Optimized Character Build) + (Quickly move around the battlemap to hit your enemies for massive damage while locking them down.)
- Critical Blast (3.5e Invocation) + (Range of critical hit increases by two steps)
- Arcane Theft (3.5e Spell) + (Touch attack steals magical capabilities.)
- Legendary Wrangler (3.5e Feat) + (No one can tell where you end and your ropes begin.)
- Psychic Thesis (3.5e Feat) + (As Arcane Thesis, for psionic powers)
- Susceptible Strike (3.5e Invocation) + (Gives creatures Susceptible Condition)
- Hellscarred (3.5e Feat) + (Having had your mind or body twisted by the essence of a fiend, you have gained some sensitivity and immunity to their power.)
- Giant Slayer (3.5e Feat) + (Everyone has a specialty. Yours is miraculously finding ways to stab creatures in the face when it seems improbable that you would be able to reach that high.)
- Corrupt (3.5e Cleric Domain) + (A domain of the evil powers of the demons.)
- Shrink Item (TOToM Spell) + (It makes plushies out of things.)
- Eldritch Horror, Unspeakable Abomination Path (3.5e Racial Paragon Class) + (A huge monstrosity that crushes all in its path.)
- Box of Holding and Traveling (3.5e Equipment) + (The control panels can be used to transport the Box of Holding and Traveling to any place ''and time'' on the same plane, provided that you make sufficiently good Knowledge (Arcana) checks.)
- Evil Eye (3.5e Feat) + ("Go ahead. Try it. I dare you.")
- Essence Gourmand (3.5e Feat) + (Even among soul-eating fiends, you are an accomplished eater.)
- Elush's Explosive Exsanguination (3.5e Spell) + (Explode creatures with blood to kill them, scare others.)
- Dreadful Demeanor (3.5e Feat) + (People know you're a badass motherfvcker the instant you enter the room.)
- Omerta Endecha (3.5e NPC) + (Famous bard possessed by the elder evil Algollied.)
- Devour the Soul (3.5e Feat) + (As a fiend, you gain nourishment from devouring souls.)
- Danger Sense (3.5e Feat) + (Maybe Spiders tell you what's up. You certainly react to danger with uncanny effectiveness.)
- Craft of the Soulstealer (3.5e Feat) + (By studying stolen souls, you have learned to fully tap their power for your magical creations.)
- Ravaged By Abaddon (3.5e Racial Paragon Class) + (For those that have been ravaged by Abaddon.)
- Combat Casting (3.5e Feat) + (Having a sword sticking out of your chest doesn't noticeably impede your ability to do... well, just about anything.)
- Broker of the Infernal (3.5e Feat) + (Due to the study of the Infernal laws, you have learned to harness the powers of True Names in your summoning magic.)
- Grease (TOToM Spell) + (Creates a patch of slippery terrain, or coats something in grease.)
- Blood War Squaddie (3.5e Feat) + (Due to your time during the Blood War, you’ve been tainted, honed, and hardened by the horrors you’ve seen.)
- Blood War Sorcerer (3.5e Feat) + (As a battle magician in the blood War, you’ve learned killing arts that would amaze common spellcasters.)
- Apprenticeship (3.5e Feat) + (New Mentor Types for the Lower Planes.)
- Bio (3.5e Spell) + (Target takes 1d6 damage/level (max 10d6), 2 Constitution damage.)
- Mummy (3.5e Template) + (A 3.x Mummy Template. For level 5 or above.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Flaying Wind (3.5e Spell) + (Create a blast of wind that strips flesh from bones.)
- Tome of Fiends (3.5e Sourcebook) + (This is the second entry in our line of articles begun with the the Tome of Necromancy, which is a reflection of how the rules for fiends ought to function.)
- Races of War (3.5e Sourcebook) + (No longer are we allowing our Fighting Men to go without a last name unless and until they get to fourth level without being eaten by an owlbear.)
- Corpselight Whisperer (3.5e Prestige Class) + (Master of decay, and the secrets of the Will-o-Wisps.)
- What's That? (3.5e Spell) + (Hey, did you just see that? Too late, made you look, you just provoked an [[SRD:Attack of Opportunity|AoO]]! Mwahahahaha!)
- Sahuagin (3.5e Race) + (Known to all others as sea devils, sahuagin have a reputation of being deadly raiders who strike at seaborne vessels and terrorize land settlements with destructive fury.)
- Berserker (3.5e Class) + (An adrenaline-filled junkie who cares only about the next foe before him.)
- Spell Drain (3.5e Feat) + (Magical foes damaged by your spell also gain a [[Spellstrained (3.5e Condition)|spellstrained]] level.)
- Nullstrain (3.5e Equipment) + (Gain protection against spellstrained.)
- Miniature Blast (3.5e Invocation) + (Negate most firing penalties.)
- Holt's Crushing Hand (3.5e Spell) + (As ''[[Holt's Clenched Fist (3.5e Spell)|Holt's clenched fist]]'', except the hand crushes its victims to death.)
- Shadows of the Mage-Lords (3.5e Spell) + (Call up shadows, deal negative levels in area.)
- Die Pool for Ability Scores (3.5e Variant Rule) + (Roll lots of d6 and place 3 results into each ability to determine ability scores.)
- Dork In A Bottle (3.5e Equipment) + (The players aren't afraid of a simple pit trap, at least not until this one.)
- Decanter of Endless Kittens (3.5e Equipment) + (It's a decanter. I'm sure you can guess what comes out of it.)
- Still Invocation (3.5e Feat) + (Make a [[SRD:Charisma|Charisma]] check to invocate without moving.)
- Cashooie (3.5e Deity) + (Cashooie can perceive the past perfectly, and therefore sees no reason for anything to exist for more than a moment.)
- Bio, Mass (3.5e Spell) + (As ''[[Bio (3.5e Spell)|bio]]'', but 20d6 maximum damage and affects all creatures in a spread and it deals 4 Con damage.)
- Sublime Hobgoblin (3.5e Race) + (Because stealth is for regular [[SRD:Goblin|goblins]]…)
- Marathon (3.5e Power) + (Double overland speed.)
- Detonation (TOToM Spell) + (A big burst of energy that knocks people over and blinds or deafens them.)
- SRD5:Cleric + (Warrior Priests)
- Zakya Rakshasa (5e) + (Warrior Rakshasa)
- Warrior (3.5e NPC Class) + (Warrior class for mooks.)
- Archer (NPC) (5e) + (Warrior who specializes in the bow)
- Thayan Warrior (NPC) (5e) + (Warriors associated with the [[Red Wizard (5e)|Red Wizard]]s of [[Thay (5e)|Thay]].)
- SRD5:Barbarian + (Warriors from outside civilization)
- Hybrid Elite Warrior (3.5e Class) + (Hybrid Elites are half mortal, half green … Hybrid Elites are half mortal, half green magic. At some point early in their life a Hybrid Elite is infused with strong amounts of arcane energy. This painful infusion of potent magic can show physically in many ways such as scars or strange green eyes. The powerful energies that now course through their body grant them unnatural feats of strength.dy grant them unnatural feats of strength.)
- SRD5:Ranger + (Warriors of the Wilderness)
- Dragon Aspirant (3.5e Prestige Class) + (Warriors who bind themselves to draconic mentors, gaining potent draconic magics)
- SRD5:Fighter + (Warriors, Archers, Mercenaries, Guards, Enforcers)
- Wartortle (3.5e Monster) + (Wartortles are larger than [[Squirtle (3.5e Monster)|Squirtles]], and they have distinctive, non-functional wings on the sides of their head. Wartortles are a darker blue than Squirtles are.)
- Lavation (3.5e Spell) + (Wash away the filth.)
- Marid (5e) + (Water Elemental Genie)
- Elnade (3.5e Race) + (Water elementals with healing abilities naturalized to the material plane.)
- Dry Ray (3.5e Spell) + (Water evaporates before your eyes, dessicating creatures and drying objects.)
- Jellification (3.5e Spell) + (Water in target's body turns to jelly.)
- Aquaphobia, Kasi Variant (3.5e Flaw) + (Water scares you, you've heard what it's like to drown...)
- Water of Youth (3.5e Equipment) + (Water that make you young again.)
- Aquatic Initiator (3.5e Feat) + (Water type Wuxia, whooo.)
- Waywalker (3.5e Prestige Class) + (Waywalkers are slayers of evil, and who gain powers from the five elements: Earth, Air, Fire, Water, and Void. Most of them are vague, koan-spewing monks.)
- Alchemical Torch (3.5e Equipment) + (We combined a torch and a tindertwig.)
- Manicranial Replacement (3.5e Equipment) + (We simply remove your hand and replace it with another head.)
- Long Fall Boots (3.5e Equipment) + (We told this Test Subject to just go ahead and try to land on her head. Heh heh! She can't do it! Good work, boots.)
- Ink in my Blood (3.5e Feat) + (Weak shadowcasting as innate spell-like abilities.)
- Enfeebling Charm (3.5e Feat) + (Weaken foes resolve your charm)
- Bonesplinter (3.5e Spell) + (Weakens a creature's skeleton so that the next hit it takes will be fatal.)
- Weakening (3.5e Spell) + (Weakens a single object, making it easier to break.)
- Famael (3.5e Monster) + (Weakest of the celestial logos, they are observers whose purpose is to look for problems and report them higher up the chain of command for other logos to address.)
- Proficiency Purchase (3.5e Variant Rule) + (Weapon and armor proficiency is often a waste of a feat. Learn them by giving up time, gold, and xp instead of a precious feat slot. It is also more representative to those who train to become weapon masters.)
- Crystal of Venom (3.5e Equipment) + (Weapon deals poison damage and holds poisons for longer.)
- Publication:Dread Codex/New Spells/Necrotize Weapon + (Weapon deals strength damage in addition to its ordinary damage, and makes undead flee.)
- Weapon Enhancement Specialization (3.5e Feat) + (Weapon enhancement damage increases in your hands.)
- Critical Crystal (3.5e Equipment) + (Weapon gains increased critical probability and may make critical hits to creatures normally immune.)
- Publication:Dread Codex/Magic Items/Celestial Bone + (Weapon material is converted to celestial bone, and gains a number of special properties.)
- Signature Kill (3.5e Equipment) + (Weapon using the signature kill enhancement leave a specific mark on the corpse of any creature it killed.)
- Focused (3.5e Equipment) + (Weapon-wielders rarely have a fair shake on DCs tied to mental scores. This fixes that problem.)
- Bystander (3.5e Equipment) + (Weaponize peace to avoid interference from other enemies.)
- Animated Armory (3.5e Maneuver) + (Weapons and shields fight on their own.)
- Hyper (3.5e Equipment) + (Weapons and shields that are bigger on the inside than they are on the out.)
- Brysten Glass (3.5e Equipment) + (Weapons are not typically made of glass du … Weapons are not typically made of glass due to its fragility unless somehow alchemically or magically treated, yet brysten glass focusing on increasing its damage instead of its durability. This results in a powerful weapon but one which is in constant danger of breaking.e which is in constant danger of breaking.)
- Disrupting Flame (3.5e Equipment) + (Weapons enhanced with this ability have an undead-banishing flame, and it can cause corpses felled by it to explode with divine flame. It flames change color in the presence of undead.)
- SRD:Chaotic Rage + (Weapons gain Anarchic enhancement while you rage.)
- SRD:Thundering Rage + (Weapons have the thundering enhancement while you rage.)
- A.D.A.M. Unit (5e Race) + (Weapons of war refined in towers until they can claim a soul of their own.)
- Gunarms (3.5e Equipment) + (Weapons with the gunarm enhancement send shocks down their stabbing, slashing, and smashing parts for additional damage. It can also be used as a ranged weapon in a pinch.)
- Recoil (3.5e Equipment) + (Weapons with the recoil enhancement can bull rush opponents away as a standard action, and also can knock you back as well.)
- Revenge (3.5e Equipment) + (Weapons with the revenge enhancement allow you to strike back with fury against those who have harmed you.)
- Publication:Dread Codex/Magic Items/Vampiric + (Weapons with the vampiric quality siphon the life energy of creatures they wound in combat.)
- Bonerender (3.5e Equipment) + (Weapons with this enhancement are enemy to skeletal and exoskeletal creatures everywhere. It can also temporarily gel internal skeletons.)
- Endless Extension (3.5e Equipment) + (Weapons with this enhancement can extend their length to absurd amounts, striking targets at fantastic distances.)
- Stormbringer (3.5e Equipment) + (Weapons with this enhancement hold the power of the storm within, charging up a tempest about it and even launching shockwaves of wind.)
- Sanguiobelic Mask (3.5e Equipment) + (Wear the face of a [[Bloodstorm Devil (3.5e Monster)|bloodstorm devil]] and challenge your opponents to a duel to the death. Of course, there is a catch...)
- Publication:Dread Codex/Magic Items + (A whip that deals lethal damage, and has substantial trip bonuses.)
- Publication:Dread Codex/Magic Items/Bone-Breaker Ring + (Wearer of the ring can ignore DR and critical immunity of undead creatures.)
- Gloves of Ambidexterity (3.5e Equipment) + (Wearing these gloves removes your off hand, allowing you full strength to off-hand attacks.)
- Dauntless, Greater (3.5e Equipment) + (Wearing this armor offers significant protection against attacks that target the mind.)
- Dauntless, Improved (3.5e Equipment) + (Wearing this armor offers solid protection against attacks that target the mind.)
- Dauntless (3.5e Equipment) + (Wearing this armor offers some scant protection against attacks that target the mind.)
- Comfort (3.5e Equipment) + (Wearing this armor provides comfort against the elements and allows one to sleep in any armor and resist discomfort.)
- Ring of Blades (3.5e Equipment) + (Wearing this ring adds +1, +5, or +10 damage to all your attacks.)
- Ring of Magic Renewal (3.5e Equipment) + (Wearing this ring builds up charges which let you refresh your spells as a free action.)
- Ring of the Glass Eye (3.5e Equipment) + (Wearing this ring causes one of your eyes to become glassy and able to be removed, yet you can still see from it.)
- Weather (3.5e Feat Type) + (Weather feats are feats which interact with or change the local environment around you. You may only have one active at a time, and can switch which is active as a 1 round action.)
- Nerubian Reality Weaver (3.5e Prestige Class) + (Weavers of Reality tear and sew space and time using for this purpose the power of psionics and the speed of reaction of their mind.)
- Burden (3.5e Spell) + (Weighs the target down with a magical load.)
- Weirdstone (3.5e Equipment) + (Weirdstone alters the probability of events around it, making fortune for good and ill and causing strange chaotic mutations.)
- Delver's Pick (3.5e Equipment) + (This magical tool bolsters its user and breaks through minerals with ease.)
- Life Nexus (3.5e Location) + (Well of Positive Energy)
- Wergard Paragon (3.5e Racial Paragon Class) + (Wergards grow slowly into their true form, the form of titans, massive and powerful.)
- Wergerth (3.5e Race) + (Wergerths are wolf-like shapechangers with a passion for the hunt.)
- User:Jota/NPC 2 + (Wesker is a bounty hunter of some repute in a few less-reputable circles. He uses his connection to the dead and his quick tongue to get what he wants, for the most part.)
- Air Dry (3.5e Spell) + (Wet clothes are such a drag. Dry clothes are where it's at.)
- Lesser Unweaving Strike (3.5e Maneuver) + (Whack an enemy in the face with a lesser version of a targeted ''Dispel Magic.'')
- Unweaving Strike (3.5e Maneuver) + (Whack an enemy in the face with a targeted ''Dispel Magic.'')
- Greater Unweaving Strike (3.5e Maneuver) + (Whack an enemy in the face with a targeted ''Greater Dispel Magic.'')
- Strike of the Seasons (3.5e Maneuver) + (Whack your foes across the face with the power of one of the seasons.)
- Ambidexterity (3.5e Feat) + (What Ambidexterity from 3.0e should've been.)
- Mahûd (3.5e Race) + (What a Neanderthal is to the tundra, a Mahûd is to the desert.)
- Cursed Nights (3.5e Cleric Domain) + (What a terrible night to have a curse.)
- Wings of Forever Flying (3.5e Equipment) + (What appears to be [[SRD:Wings of Flying|Wings of Flying]] does indeed fly. On its own. Straight up. Forever.)
- Nova (3.5e Spell) + (What do stars do? Shine!)
- Coconut of the Horseless Traveller (3.5e Equipment) + (What do you do if you need to travel a long distance, but don’t have a horse and can’t teleport? Use coconuts)
- Magical Defibrillation (3.5e Variant Rule) + (What do you do when an ally dies in combat, there is no healer in the party (or worse, the one who died was the healer), and you don’t have time to trek back to a temple? Jump start their heart with magical electricity..)
- Greater Fireball (3.5e Spell) + (What fireball always wanted to be.)
- Skyward Smack (3.5e Maneuver) + (What goes up, must go down. Including your opponent.)
- 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.)
- Arcane Trickmaster (3.5e Prestige Class) + (What if Arcane Trickster didn't suck so much...)
- Mage Knight (3.5e Prestige Class) + (What if Eldritch Knight wasn't boring...)
- Durable (3.5e Equipment) + (What if the Invulnerability enhancement was actually useful? Gain damage reduction.)
- The Shadow (3.5e Vestige) + (What if the shadow found out?)
- Butterfree (3.5e Monster) + (What initially looked like an ordinary butterfly is actually the size of a human child as you approach it. Its enormous red compound eyes stare at you unblinkingly as it flaps in place.)
- Cure Light Magic Missile (3.5e Spell) + (What is ''[[SRD:Magic Missile|magic missile]]'' was positive energy instead?)
- Butter Paladin (3.5e Class) + (What is more good than butter, the ingredient of the gods? Enraptured by its taste, the butter paladin defends culinary perfection with butter knife in hand.)
- Rage Mage (3.5e Prestige Class) + (What one gets when the fury of a barbarian and the spellcasting of a sorcerer mix.)
- Grizzade (3.5e Equipment) + (What were you thinking when I said I was going to throw a bear trap at them?)
- Cultist Robes (3.5e Equipment) + (What's an eldritch summoning of the lord of all destruction without these fashionable dark robes with matching hood?)
- Chain Fist (3.5e Equipment) + (What's better than a metal fist? How about a metal fist which shoots out on a chain! ROCKET PUNCH!)
- Familiar Swarm (3.5e Feat) + (What's better than a rat familiar? How about a million of them?)
- Obtain the Worst Familiar Swarm (3.5e Feat) + (What's better than a terrible familiar? How about a million of them?)
- Theft (3.5e Cleric Domain) + (What's yours is mine. This is the domain for those who would take what they see fit.)
- Animated Wheels (3.5e Equipment) + (Wheels which move on their own, they are often synchronized with each other and used to provide 4x4 transportation methods.)
- Qi Banish (3.5e Maneuver) + (When I said POW, right to the moon... I wasn't kidding about that.)
- Spell Amber (3.5e Equipment) + (When a Living Spell is slain, the residue that is left behind hardens into a material called spell amber.)
- Epic Pokémon Control (3.5e Feat) + (When a Master Ball just isn't enough.)
- Pokémon d20 (3.5e Sourcebook)/The Pokémaster + (You caught a Golem!)
- Nerubian Shadow-web Spinner (3.5e Prestige Class) + (When a Nerubian devotes magic and mysteries enough time, the darkness surrounding the society of spiders seeps into the canvas created by the webspinner.)
- Bloodhound (3.5e Equipment) + (When a bloodhound weapon wounds a creature, you may track their position for up to 24 hours or until they return to full hp.)
- Publication:Unearthed Arcana/Reducing Level Adjustments + (When a character with a [[SRD:Race Descrip … When a character with a [[SRD:Race Descriptions#Level Adjustment|Level Adjustment]] advances in experience, the Level Adjustment he started with becomes more and more of a burden. Eventually, the benefits of the creature type may come to be eclipsed by those of his class features, and the player may regret his choice of [[SRD:Races|race]]. Under this variant system, the character can pay an experience cost at certain intervals to decrease the burden of his Level Adjustment.crease the burden of his Level Adjustment.)
- Vengeful Rage (3.5e Feat) + (When a chosen ally dies, you go into a rage.)
- Rolling Launcher (3.5e Maneuver) + (When a creature attacks, throw them instead. More effective if the attacker was moving or charging.)
- Ninja Cross Cut (3.5e Maneuver) + (When a creature charges you, charge them at the same time. As you cross paths, one of you will die.)
- Petitioner (3.5e Template) + (When a creature dies and passes onto the a … When a creature dies and passes onto the afterlife, barring any transformation into a creature like a lemure or the like, they become a petitioner. Though they are a shadow of their material selves, their abilities are simply locked away waiting to be freed.re simply locked away waiting to be freed.)
- Half-Painted (3.5e Template) + (When a creature has been in the Plane of Pictures for an extended period of time, they might become what’s known as a half-painted)
- Critical Recovery (3.5e Equipment) + (When a creature wearing this armor is struck with a confirmed critical hit, the armor erupts in a burst of positive energy to save them.)
- Punishing Ward (5e Eldritch Invocation) + (Reversed Lifedrinker, with a little extra kick.)
- Enervation Explosion (3.5e Feat) + (When a psionic creature is dazed, their trapped psionic energy explodes outward uncontrolled.)
- Vitageist (3.5e Template) + (When a strong soul meets a font of positive energy, a strange solidified ghost of positive energy may form.)
- Alchemical Sheath (3.5e Equipment) + (When a weapon is placed inside a primed alchemical sheath, the stored item is applied to the weapon as it is drawn.)
- Lucky Pig Ring (3.5e Equipment) + (When activated this pig themed ring seeks out a type of item which may be in the area.)
- Life Support (3.5e Equipment) + (When activated with a helmet, life support armor becomes form fitting and seals you from the outside environment.)
- Dampen Affliction (3.5e Feat) + (When afflicted by a few of the more crippling status effects, you can choose to take on a different effect instead.)
- Silver, Alchemically-Inverse (3.5e Equipment) + (When alchemically alloyed with [[SRD:Mithral|mithral]], its flexibility grants increased resistance to physical damage.)
- Monkey Grip (3.5e Feat) + (When all else fails, get a bigger sword.)
- Friendly Fire (3.5e Flaw) + (When an ally is in range of your attacks, be careful or you're apt to hit them by accident.)
- Hands of a Healer (4e Feat) + (When an ally within 2 squares spends a [[4e#healing surge|healing surge]], that ally regains additional [[4e#hit points|hit points]] equal to your [[4e#Ability scores|Wisdom]] [[4e#ability modifiers|modifier]].)
- Graze (3.5e Equipment) + (When an attack misses your AC by 5 or less, you may make a 5 foot step as a non-action action.)
- Half-Damage on Hit Roll equal to AC (3.5e Variant Rule) + (When an attack roll equals the target's AC, the damage done by the damage roll is halved.)
- Sarg (3.5e Race) + (When an honorable, loved hevier perishes with unfinished business and his soul does not become an aethra, sometimes the priests of Ghremlond will bring him back as something strong and powerful, a ghost in an artifical shell.)
- Harvest Lifeforce (3.5e Feat) + (When an opponent is killed you gain incredible strength.)
- Opportune Action (3.5e Feat) + (When an opponent provokes, you take a move action instead.)
- Fake Mimic (3.5e Equipment) + (When applied to an item (typically a chest) it makes the chest act like a mimic. Except it's immobile. And not dangerous at all.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Two-Weapon Fighting (3.5e Feat) + (When armed with two weapons, you fight with two weapons rather than picking and choosing and fighting with only one. Kind of obvious in retrospect.)
- Spectral Beam (3.5e Equipment) + (When attacking with a spectral beam weapon, a beam of blue light extends from the weapon which extends to a cone)
- Improved Whirlwind Hurricane Kick (3.5e Feat) + (When attacking you swirl around like a hurricane.)
- Clarity of Rage (3.5e Feat) + (When blinding rage pushes you forward, you still tend to end up right where you wanted to be.)
- Metanode Spell (4e Feat) + (When casting a spell with a metamagic feat in the area of an earthnode, that metamagic feat does not count towards the maximum number of metamagic feats you can use per round.)
- Indigo Channeling (3.5e Feat) + (When channeling a spell, you regain hit points.)
- Extheoria (3.5e Elder Evil) + (When civilization reaches great heights and society is at its richest, it comes from the darkness above to harvest the sentience of the world and make it part of its own. It is Exthoria, Reaper of Minds)
- Clarity Through Violence (3.5e Feat) + (When confused, all results are "attack".)
- Imbued Conversion (3.5e Feat) + (When converting creatures to your faith you give them buffs as divine gifts)
- Preacher (3.5e Alternate Class Feature)/Preacher Feats + (When reproaching your enemies you instill true fear into their hearts)
- Chain-Smoking Badass (3.5e Feat) + (When defeating the hordes of darkness isn't enough, try lung cancer.)
- Aspect of the Stinkbug (3.5e Feat) + (When disturbed, the stinkbug releases a malodorous gas that debilitates would-be predators. With your supernaturally strengthened anatomy, you can use it to become the hunter instead of the hunted.)
- Potion of Suicidal Rage (3.5e Equipment) + (When drunk, this potion fills you with rage for a short time. However the side effects are draining.)
- Fallen (3.5e Variant Rule) + (When dying is serious and the heal skill is useful)
- Good Is Not Soft (3.5e Feat) + (When evil TRULY crosses the line, you know the only way to decrease net suffering is to destroy those who forsake redemption.)
- Flareon (3.5e Monster) + (When exposed to a Fire Stone, an [[Eevee ( … When exposed to a Fire Stone, an [[Eevee (3.5e Monster)|Eevee]] becomes a Flareon. The Eevee's body self-immolates and its fur becomes long, soft, and totally on fire. Flareons develop an internal gland which contains and refines fire. Flareons are hot enough to burn wood, but the compartment inside them is hot enough to melt steel.t inside them is hot enough to melt steel.)
- Sand Veil (3.5e Feat) + (When in a sandstorm, you gain total concealment and can see through them.)
- Stab in the Gap (3.5e Feat) + (When in close combat, you can strike with unerring precision.)
- Improved Blood Component (3.5e Feat) + (When infused with your blood, your magic is far more powerful.)
- Forge (3.5e Class) + (When it comes to creating arms and armor, you are a master of your craft. Your expertise even lends itself to the practical usage of your creations, after all the best way to learn about how to make the best weapons is by using them!)
- Dominating Ego (3.5e Feat) + (When it comes to ego battles, you always come out on top.)
- Spell Macgyver (3.5e Feat) + (When it comes to logical casting you know how to make those around you ask, "How did he do that?")
- Fiendish Pact Warlock (3.5e Alternate Class Feature) + (When it comes to the trade of souls for po … When it comes to the trade of souls for power, few do more business than the fiends. Among every people of the world, there are those desperate enough for power to accept even the most terrible of prices. Contrary to popular expectation, these are not all howling madmen, or fools seduced by false promises of power. Many who offer up their souls do so with eyes open, believing their cause important enough to be worth risking everything for. Of course, many of these stories end in tragedy nonetheless, with victorious Warlocks defeating invading armies only to inflict back the cruelties their people suffered tenfold, calling up demonic servants to extract a terrible revenge on those who have wronged them.le revenge on those who have wronged them.)
- Domestic Tarrasque (3.5e Martial Discipline) + (When it comes to those delicate items your … When it comes to those delicate items your opponents are wielding, you're like a Tarrasque in a potion shop. While other disciplines focus on getting you places and killing people, the Domestic Tarrasque discipline helps you get over people and destroy objects.s you get over people and destroy objects.)
- Weapon Prodigy (3.5e Feat) + (When it comes to your chosen weapon there are few who can match your skill.)
- Cantrip Prodigy (3.5e Trait) + (When learning magic you were so focused on cantrips that you neglected your more advanced spells.)
- Spiritual Skirmisher (3.5e Feat) + (When lightly armored you add a bonus to your armor class based on your mental abilities.)
- Vitalized Livemetal (3.5e Equipment) + (When living metal<sup>MoF</sup>, a steel which grows and repairs its own wounds, it taken to the positive energy plane it sometimes soaks in the radiant life force, transforming it into a vibrant living steel known as vitalized livemetal.)
- All or nothing Save (5e Variant Rule) + (When making a save against a spell that does half damage on a successful save, take no damage on a natural 20 and double damage on a natural 1)
- Aethra (3.5e Race) + (When mortals die, they may become petitioners on the outer planes, but when a Hevier dies, they may become an Aethra, ethereal spirit manifest in material skin.)
- Unforgotten (3.5e Feat) + (When nobody remembers you, you return to life.)
- Olive of Art (3.5e Equipment) + (When placed on an object (usually, but not always food), those observing it consider the piece "art".)
- Yellow Tearstone Ring (3.5e Equipment) + (When reduced to 20% health or lower, time seems to slow around you.)
- Speckled Tearstone Ring (3.5e Equipment) + (When reduced to 20% health or lower, your abilities increase in various ways.)
- Blue Tearstone Ring (3.5e Equipment) + (When reduced to 20% health or lower, you take 50% less damage from attacks.)
- Red Tearstone Ring (3.5e Equipment) + (When reduced to 20% health or lower, you deal 50% more damage with physical attacks.)
- Purple Tearstone Ring (3.5e Equipment) + (When reduced to 20% health or lower, you deal 50% more damage with physical attacks and take 50% less damage from attacks.)
- Imbued Reproaching (3.5e Feat) + (When reproaching infidels you can cast damaging spells onto them at the same time)
- Dreadful Reproach (3.5e Feat) + (When reproaching your enemies you instill true fear into their hearts)
- Rocket Path (3.5e Skill Trick) + (When someone fires siege weaponry at you, you not only avoid it but use it as a leg up to your destination.)
- Stasis Coffin (3.5e Equipment) + (When someone is placed inside this coffin, they are nearly frozen in time, aging very slowly.)
- Double Donkey Kick (3.5e Feat) + (When startled, kick the face.)
- Super Rebound (3.5e Feat) + (When striking foe with your pinball slam, you cause them to be projected on on side and you on the other.)
- Academic Trauma (3.5e Flaw) + (When studying a particular topic, something in your character's past inflicted trauma, which is now associated with that topic.)
- Eccosteel (3.5e Equipment) + (When swung through the air this alloy makes a barely audible ultrasonic hum. With careful strikes or sonic vibrations, one can make the metal reveal its secrets.)
- Smoke Adverse (3.5e Flaw) + (When the air quality goes down, you tend to suffer.)
- Mirroring Presence (3.5e Feat) + (When the creature is hit, its body create illusory images of itself.)
- Burst of Wrath (3.5e Feat) + (When the creature takes a critical hit, it enters in a powerful wrath.)
- Adaptive Energy Resistance (3.5e Feat) + (When the creature takes enegy damage, its body changes to resist to that destructive energy.)
- Sand Spray (3.5e Maneuver) + (When the enemy attacks, you kick dirt in their eyes to throw off their aim.)
- Flurry of Opportunities (3.5e Skill Trick) + (When the enemy drops its guard you hit multiple times.)
- Half-Giant, Non-Psyonic (3.5e Race) + (When the half-[[SRD:Giant_Type|giants]] revolted against their slavers not all that survived were gifted with mental prowess. As such some half-[[SRD:Giant_Type|giant]] offspring don't inherit their ancestors psychic gifts.)
- Bloodsteel (3.5e Equipment) + (When the iron from a warrior's blood forged by blacksmiths and refined Bloodsteel is formed.)
- Deadman's Switch (3.5e Equipment) + (When the owner of the paired deadman's switch dies, the other knows about it.)
- Wild Magic (3.5e Variant Rule) + (When the world was created, it is said tha … When the world was created, it is said that all magic was wild, but over the years, with all the use by wizards, clerics, and others, the magic was bound into the form we know today. However, there still exist places where the magic hasn't been tamed yet. Wild Magic is an environmental effect in certain locations, considered to be extremely unreliable. In these environments, magic might be strengthened, weakened, or randomly altered. These alterations might radically alter the spell to another type, a new and unique expression of reality alteration, or even make the spell fizzle and do nothing.even make the spell fizzle and do nothing.)
- Eater of Souls (3.5e Feat) + (When things die, you feel satisfied.)
- Homunculus Bottle (3.5e Equipment) + (When this bottle is thrown it creates a homunculus which persists for 4 hours before breaking down into a slurry of raw elements.)
- Bane Oil (3.5e Equipment) + (When this oil coats your weapon, it gives it the Bane enhancement for 1 minute.)
- Donkey Kick (3.5e Feat) + (When threatened, Onocentaurs can unleash a devastating kick)
- Spider Pot (3.5e Equipment) + (When thrown, the swarm bursts out and immediately comes to life, scattering in all directions, but not before crawling all over the poor victims caught inside and causing nausea.)
- Shadow Door Oil (3.5e Equipment) + (When thrown, this potion makes a door to the Plane of Shadow for allies to hide in for a short time.)
- Pocket Vault (3.5e Feat) + (When undeployed, your Monster Control Vault is small and light enough to fit in your pocket.)
- Incessant Momentum (3.5e Spell) + (When under the effects of this spell, its like you're ice skating on frictionless feet whenever you get going.)
- Devoted Arrow (3.5e Feat) + (When using ''devoted spirit'', you can heal people with ranged attacks.)
- Reliable Ability (3.5e Feat) + (When using an ability with limited use per day, you can use the ability again if it fails.)
- Greater Paper Magic (3.5e Feat) + (When using the Paper Magic feat, you gain a +1 bonus on CL on certain schools of magic.)
- Versatile Tactician (3.5e Feat) + (When using the tactician class features, you can grant any feats you know. This feat improve as the ability improve.)
- Impossible Cover (3.5e Spell) + (When using this spell you can gain total cover from objects which otherwise are too small or thin.)
- Dire Vim (3.5e Feat) + (When very low on health, hit harder)
- Vril Drow-Hunter (3.5e Racial Substitution Levels) + (When vrils manage to escape drow enslavement, they reach out to elven communities to learn drow-hunting techniques.)
- Boots of Wallrunning (3.5e Equipment) + (When wearing these boots, you can run along the walls. Just don't run out of movement!)
- Loincloth of Goro (3.5e Equipment) + (When wearing this loincloth, you grow an extra set of arms!)
- Horsebreaking Cleave (3.5e Feat) + (When wielding a [[Horsebreaker (3.5e Equipment)]], you can cut through a horse and its rider in one stroke.)
- Two-Handed Power Strike (3.5e Feat) + (When wielding a weapon two handed, you hit harder than most.)
- Publication:Dread Codex/Magic Items/Felbin's Ring + (When worn by a class that can turn undead, Felbin’s ring gives the wearer a +4 sacred bonus to turning checks and +2d6 turning damage.)
- Ring of Subtitles (3.5e Equipment) + (When worn, all your words are also displayed as text. The text can be in a language you are not speaking.)
- Mask of the Mysterious Foreigner (3.5e Equipment) + (When worn, your face takes on a new appearance and you speak a language only your allies can understand.)
- Reactive Combat Maneuver (3.5e Feat) + (When you [[Reactive Parry (3.5e Feat) | Parry]] an attack and make your [[Reactive Riposte (3.5e Feat) | counterattack]], you can choose to perform a special attack on the opponent instead.)
- Burst Through (3.5e Feat) + (When you [[SRD:Overrun|overrun]] somebody, it's really, ''really'' painful.)
- Song of the Inspirited Guardian (4e Feat) + (When you are [[4e#bloodied|bloodied]] and use a healing power, grant [[4e#hit points|hit points]] an ally other than the target.)
- Infectious Affliction (3.5e Spell) + (When you are afflicted by a status effect, your body becomes a carrier capable of passing the effect off to another by touch.)
- Split Shade (3.5e Feat) + (When you are brought to under 50% hp, you generate a shadow copy of yourself.)
- Roll with the Blow (3.5e Maneuver) + (When you are hit with an attack, you roll with the damage and reposition yourself.)
- SRD5:One with Shadows + (When you are in an area of [[SRD5:Dim Ligh … When you are in an area of [[SRD5:Dim Light|dim light]] or [[SRD5:Darkness|darkness]], you can use your [[SRD5:Action|action]] to become [[SRD5:Invisible|invisible]] until you [[SRD5:Movement|move]] or take an [[SRD5:Action|action]] or a [[SRD5:Reaction|reaction]].|action]] or a [[SRD5:Reaction|reaction]].)
- Slayer's Gambit (3.5e Maneuver) + (When you are in this stance you lose hp each round in exchange for additional damage.)
- Easy Target (3.5e Flaw) + (When you are not at your best you are much easier to hit.)
- Burning Feet (3.5e Feat) + (When you are on fire, you're faster than normal.)
- Desperate Spell (3.5e Feat) + (When you are pushed, you are able to cast a powerful and extremely quick damaging spell.)
- Blinding Blow (3.5e Flaw) + (When you are struck by a meaningful blow you become blinded, welcome to hard mode.)
- Retributive Spellstrike (3.5e Maneuver) + (When you are struck by a spell, copy its effects onto your weapon and return the favor.)
- Sky Iron Fortress (3.5e Power) + (When you are this powerful of a psychic, you need to travel in style. From the ruins of your enemies, you craft the greatest sight the world has ever seen...)
- Schrodinger's Companion (3.5e Feat) + (When you aren't paying attention to your familiar or animal companion, they aren't there.)
- Dancing Edge Style (3.5e Feat) + (When you attack with a curved blade you can move.)
- Stardust Strike (3.5e Feat) + (When you attack, sparks fly out! So even if you miss, you're likely to hit something.)
- Copypasta (3.5e Feat) + (When you attack, you move your arms in overly symetric patterns.)
- Assassin's Escape (3.5e Spell) + (When you attack, you teleport back to safety.)
- Overchannel (4e Feat) + (When you augment a power, spend 1 extra power point for +1 damage)
- Excessive Bleeding (3.5e Flaw) + (When you bleed, you bleed. A lot.)
- Fog Bank (3.5e Feat) + (When you blow your horn, you can emit even more fog than others.)
- Mist Double (3.5e Feat) + (When you call for the fog to help you, it may answer in a peculiar way.)
- Dominions of the Infernal (3.5e Feat) + (When you call, armies of those you have defeated are forced to answer in service.)
- Whirling Cleave (3.5e Feat) + (When you carry through someone with a strike, you ''really'' carry through.)
- SRD5:Agonizing Blast + (When you cast ''[[SRD5:Eldritch Blast|eldritch blast]]'', add your [[SRD5:Charisma|Charisma]] [[SRD5:Modifier|modifier]] to the damage it deals on a hit.)
- SRD5:Eldritch Spear + (When you cast eldritch blast, its range is 300 feet.)
- Magical Enervation (3.5e Flaw) + (When you cast or manifest you risk overloading and hurting yourself.)
- Efficient Casting (3.5e Feat) + (When you cast spell there is a chance you don't use the spell slot.)
- Quick Crafting (3.5e Spell) + (When you cast this spell, any crafting you do goes three times as fast!)
- Stinging Charge (3.5e Feat) + (When you charge or dive you make a deadly sting attack.)
- Darting Charge (4e Feat) + (When you charge you gain a +2 bonus to damage rolls and to bull rush attempts.)
- Versatile Charge (3.5e Feat) + (When you charge, you are able to use any standard action rather than a simple attack.)
- Expert Combat Reflexes (3.5e Feat) + (When you choose to avoid attacks instead of throwing your own, you have more opportunity to punish your foes.)
- Scourge Cleave (3.5e Feat) + (When you cleave an opponent with a [[Grim (3.5e Class)#Scourge Attack|Scourge Attack]], your cleave attack may also be a [[Grim (3.5e Class)#Scourge Attack|Scourge Attack]].)
- Cleave and Smite Evil (3.5e Feat) + (When you cleave, you automatically smite without expending a smite attempt.)
- User:Luigifan18/Ukemi (3.5e Feat) + (When you collide with a solid surface, you can bounce off of it and spring to your feet, negating a small amount of damage.)
- Blood Rejection (3.5e Flaw) + (When you come into contact with blood other than your own, it burns like a terrible acid.)
- Death of Enemies-CE (3.5e Feat) + (When you confirm a critical hit against your favored enemy, they must make a save vs death.)
- Devastating Critical-CE (3.5e Feat) + (When you confirm a critical hit with your weapon, they must make a save vs becoming helpless.)
- Critting Spree (3.5e Feat) + (When you confirm a critical, your luck spreads to others.)
- Heart of the Enemy (3.5e Feat) + (When you defeat an opponent, you draw energy from their death.)