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
- 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.)
- Chaos Warp (3.5e Feat) + (You can step through reality into another, but you do so at your own risk...)
- 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.)
- Mists (3.5e Power) + (You make mist that obscures vision; possibly other things too.)
- 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.)
- Boneblade Master (3.5e Feat) + (You have mastered the alchemic processes needed to create boneblades, as well as their use in combat.)
- 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.)
- Whispers of the Otherworld (3.5e Feat) + (You have learned the tricks of torturing a soul past the veil of life, and into the shadow of death.)
- Invulnerable Field (3.5e Spell) + (You protect an area with a force field linked to an object.)
- Wrappings of the Ages (3.5e Feat) + (The ancient secrets by which unlife can be sustained in mummification have been unearthed.)
- Feed the Dark Gods (3.5e Feat) + (You have attracted the attention of dark gods and demon lords, and they are willing to grant dark life to your creations in exchange for pain and power.)
- Body Assemblage (3.5e Feat) + (The discarded husks of life are nothing more than a building material to you.)
- A Feast Unknown (3.5e Feat) + (You have partaken of the feast most foul and count yourself a king among the ghouls.)
- 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.)
- Warrior (3.5e NPC Class) + (Warrior class for mooks.)
- 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 Acrobat (3.5e Class) + (While the common rogue is a thief, con-man, and scout extraordinaire, the thief acrobat is a highly trained specialist in the art of housebreaking and feats of dexterity and acrobatics.)
- 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)
- Righteous Paladin (3.5e Alternate Class Feature) + (You believe you're Good, and effects that detect this agree. This doesn't mean it's true.)
- 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.)
- Combat Crafter (3.5e Feat) + (You make things fast enough to do it in combat.)
- 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.)
- Copy Technique (3.5e Feat) + (You pick up new tricks quickly and easily, able to rely on your companions for the ability to adapt to any situation.)
- 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.)
- Master of Snake Mountain (3.5e Prestige Class) + (Whenever you find a dungeon, take it over. Get eyebeams.)
- 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)
- Knockout Punching (3.5e Feat) + (You hit people so hard they or their equipment flies around.)
- 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.)
- Zen Archery (3.5e Feat) + (You are very calm about shooting people in the face. That's a good place to be.)
- Wings of Evil (3.5e Feat) + (You have sinister bat-like wings growing from your back.)
- Whirlwind (3.5e Feat) + (You are just as dangerous to everyone around you as to anyone around you.)
- Weapon Finesse (3.5e Feat) + (You are incredibly deft with a sword.)
- 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.)
- Shadow Shift (TOToM Spell) + (Lets you turn into a shadow and move around.)
- Track (3.5e Feat) + (You feel at home no matter where you are.)
- Subtle Cut (3.5e Feat) + (You cut people so bad they have to ask you about it later.)
- Stoning Gaze (3.5e Feat) + (You turn people you view into stone.)
- Sting of the Scorpion (3.5e Feat) + (You have a stinger that carries lethal poison.)
- Stealthy (3.5e Feat) + (If someone sees you, you have to kill them.)
- Steady Stance (3.5e Feat) + (You can fight just about anywhere.)
- Spines of Fury (3.5e Feat) + (Spines cover your body, and you may fire these spine at your enemies.)
- Necrotic Poisoner (3.5e Feat) + (You can poison people with Necrotic Cysts, and they don't notice.)
- 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.)
- Point Blank Shot (3.5e Feat) + (You are crazy good using a ranged weapon in close quarters.)
- Pincers (3.5e Feat) + (Two of your hands are converted into pincers.)
- Phalanx Fighter (3.5e Feat) + (You fight well in a group.)
- Persuasive (3.5e Feat) + (When you tell you people something that contradicts the evidence of their own eyes, they believe you.)
- Natural Empath (3.5e Feat) + (You read people like books.)
- 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.)
- Murderous Intent (3.5e Feat) + (You stab people in the face.)
- Mounted Combat (3.5e Feat) + (You are at your best when fighting with an ally that you are sitting on.)
- Mobile Glaive (3.5e Optimized Character Build) + (Quickly move around the battlemap to hit your enemies for massive damage while locking them down.)
- Memories of Death (3.5e Feat) + (You retain your memories perfectly after you are slain and brought back from the dead.)
- Master of Terror (3.5e Feat) + (You scare people so bad they follow you around hoping you won't hurt them.)
- Critical Blast (3.5e Invocation) + (Range of critical hit increases by two steps)
- Arcane Theft (3.5e Spell) + (Touch attack steals magical capabilities.)
- Many-Faced (3.5e Feat) + (You change identities so often even you don't remember what you look like anymore.)
- Soul Crystal (3.5e Spell) + (You stick your soul in a rock and wait for a hapless victim to come and touch it.)
- Mage Slayer (3.5e Feat) + (You have trained long and hard to kill magic users. Maybe you hate them, maybe you just noticed that most of the really dangerous creatures in the world use magic.)
- Lightning Reflexes (3.5e Feat) + (You are fasty McFastFast. It helps keep you alive.)
- Legendary Wrangler (3.5e Feat) + (No one can tell where you end and your ropes begin.)
- Leadership (3.5e Feat) + (You convince people that obeying you is a good career move.)
- Juggernaut (3.5e Feat) + (You are an unstoppable Juggernaut.)
- Item Master (3.5e Feat) + (You make magic items do things you want.)
- Iron Will (3.5e Feat) + (You are able to grit your teeth and shake off mental influences.)
- Investigator (3.5e Feat) + (You have an eye for detail and so much patience that going through a 100' by 100' room inch-by-inch doesn't even try it.)
- Megalomaniac (3.5e Feat) + (You dabble in the abilities of the [[World Dominator (3.5e Class)|World Dominator]] and find them to your liking.)
- Insightful Strike (3.5e Feat) + (You hack people down with inherent awesomeness.)
- Hunter (3.5e Feat) + (You can move around and shoot things with surprising effectiveness.)
- Horde Breaker (3.5e Feat) + (You kill really large numbers of people.)
- 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.)
- Heighten Spell-like Ability (3.5e Feat) + (You can treat your spell-like abilities as more powerful spell effects.)
- Harmless Form (3.5e Feat) + (You can assume the likeness of a mortal.)
- Crippling Poker (3.5e Feat) + (You hit people in major organs instead of just bruising them to death.)
- Great Fortitude (3.5e Feat) + (You are so tough. Your belly is like a prism.)
- 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.)
- Ghost Step (3.5e Feat) + (You might as well be incorporeal for all the noise you make.)
- Ghost Hunter (3.5e Feat) + (You smack around those folks in the spirit world.)
- Shrink Item (TOToM Spell) + (It makes plushies out of things.)
- Fiendish Invisibility (3.5e Feat) + (You cannot be seen)
- Extra Summons (3.5e Feat) + (You may use your Fiend Summoning ability two extra times each day.)
- Extra Arms (3.5e Feat) + (You have more arms than normal.)
- Eldritch Horror, Unspeakable Abomination Path (3.5e Racial Paragon Class) + (A huge monstrosity that crushes all in its path.)
- Expert Tactician (3.5e Feat) + (You benefit your allies so good they remember you long time.)
- 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.)
- Vine Trip (3.5e Spell) + (You trip someone with a nearby object.)
- Expert Counterfeiter (3.5e Feat) + (You aren't a common forger, you're an ''artiste''.)
- 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.)
- Elusive Target (3.5e Feat) + (You are very hard to hit when you want to be.)
- 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.)
- Dominions of the Infernal (3.5e Feat) + (When you call, armies of those you have defeated are forced to answer in service.)
- 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.)
- Con Artist (3.5e Feat) + (You can fool some of the people, all of the time.)
- Command (3.5e Feat) + (You lead tiny men.)
- Combat School (3.5e Feat) + (You are a member of a completely arbitrary fighting school that has a number of recognizable signature fighting moves.)
- Ravaged By Abaddon (3.5e Racial Paragon Class) + (For those that have been ravaged by Abaddon.)
- Combat Looting (3.5e Feat) + (You can put things into your pants in the middle of combat.)
- 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.)
- Carrier (3.5e Feat) + (You are a carrier of a dangerous disease, though you are immune to its effects.)
- 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.)
- Breath Weapon (3.5e Feat) + (You have a magical breath weapon.)
- 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.)
- Blitz (3.5e Feat) + (You go all out and try to achieve goals in a proactive manner.)
- Blind Fighting (3.5e Feat) + (You don't have to ''see'' to kill.)
- Battlefield Surgeon (3.5e Feat) + (You like to cut people open with a saw. But it's good for them. Seriously.)
- Attune Domain (3.5e Feat) + (You incorporate the workings of a divine domain into your magic.)
- 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.)
- Apprenticeship (3.5e Feat) + (New Mentor Types for the Lower Planes.)
- Acrobatic (3.5e Feat) + (You can totally flip out and kill someone with your gymnastic prowess.)
- Acquirer's Eye (3.5e Feat) + (You know what you want, even if other people have it right now.)
- Insightful Strikers (3.5e Optimized Character Build) + (You hack people down with inherent awesomeness.)
- 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.)
- Dirty Deeds Done Dirt Cheap (3.5e Feat) + (You can offer a discount on your Deeds since you get to do so many.)
- 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.)
- Cloud Control (3.5e Power) + (You manipulate the sky, producing weather to your specifications.)
- 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.)
- Mage Knight (3.5e Feat) + (You have learned the secrets to combining sword-work and sorcery.)
- Grimoire Fighter (3.5e Alternate Class Feature) + (You learn to deal massive damage with weapons that you've mastered.)
- Ultrametamagical Sorcerer (3.5e Alternate Class Feature) + (You sacrifice knowledge of higher level spells for extra levels of spell slots.)
- 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.)
- Summon Steed (3.5e Spell) + (You call a nearby mount to you.)
- Extra Weapon (3.5e Feat) + (You figure out how to wield one more weapon effectively, by holding it in your teeth or armpit or something.)
- 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.)
- Wrong Place, Right Time (3.5e Feat) + (You get under your opponent's feet at just the right time, causing them to move as you like.)
- 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.)
- Eldritch Summon (3.5e Invocation) + (You use your dark magic to summon minions to aid you mid battle.)
- Future Foresight (3.5e Feat) + (You use your divination to predict incoming attacks.)
- Eldritch Capture (3.5e Invocation) + (You use your eldritch power to grapple a creature from afar and keep it pinned.)
- Stage Invoker (3.5e Feat) + (You use your invocations to make a name for yourself in the stage magician business, even picking up a few more tricks.)
- Ki Double (3.5e Skill Trick) + (You use your ki to create an afterimage of yourself.)
- Neo Tri Beam (3.5e Invocation) + (You use your ki volley to channel your ki into a shockwave of destructive energy)
- Magic Card Duelist (3.5e Feat) + (You use your knowledge of Children's Card Game to increase your potent arcane powers.)
- Tri Beam (3.5e Invocation) + (You use your life force to channel your ki volley into a shockwave of destructive energy)
- Lightning Parry (3.5e Feat) + (You use your lightning-quick strikes for defense instead of attack.)
- Brutal Shooter (3.5e Feat) + (You use your massive muscles to ensure that your arrows strike true.)
- Fire Bending (3.5e Maneuver) + (You use your mastery of desert wind to control fire.)
- Master of Tango (3.5e Feat) + (You use your mastery of tango in battle.)
- Psionic Scarf (3.5e Power) + (You use your psionic power to create a scarf of pure force, chopping your opponents into pieces.)
- Distracting Barrage (3.5e Feat) + (You use your ranged attacks to worry foes.)
- Seduction (3.5e Skill) + (You use your sensuality and your physical assets to convince and persuade others.)
- Shadow Flank (3.5e Maneuver) + (You use your shadow to flank with yourself for one round.)
- TK Flail (3.5e Power) + (You use your telekinesis to smash large objects on creatures.)
- Invading Vines (3.5e Invocation) + (You use your vine lash to greatly trouble a grappled creature..)
- Draining Vines (3.5e Invocation) + (You use your vine lash to steal the lifeforce of your foes.)
- Unyielding Block (3.5e Maneuver) + (You use your weapon to block incoming attacks, gaining a bonus to AC and the ability to expend attack of opportunity to increase that bonus. ''Feral—'' You block the attacks with your bare arms, gaining DR and making lethal damage into nonlethal damage.)
- Bender's Challenge (3.5e Feat) + (You utter a challenge against the target, giving them a bonus to attack rolls against you, and you a bonus to damage with Bends against them.)
- Telepathic Recap (3.5e Power) + (You view a willing creature's memories.)
- TK Thrust (3.5e Power) + (You violently thrust an creatur using telekinesis, damaging it and breaking barriers.)
- Boots Crushing Skulls (3.5e Maneuver) + (You walk on people's heads when they're lying down.)
- Monster Trainer (3.5e Class) + (You wanna be the very best like no one ever was, to catch monsters is your real test, to train them is your cause!)
- Gloryhound (3.5e Flaw) + (You want glory, prestige or maybe just a real good fight. A gloryhound will typically risk everything for the glory of a challenge. You may be virtuous or wicked but the call of glory truly capture your heart.)
- Regretful Potential (3.5e Feat) + (You want to be really powerful, but you can not concentrate you on all aspects of your potential, this is life...)
- Gift of the Protectors (One) + (You ward one willing [[Creature (One)|creature]] from death due to loss of [[SRD5:Hit Point|hit point]]s.)
- Liefeld's Curse (3.5e Spell) + (You warp an opponents body in disturbing ways.)
- Order of the Riftwalker (5e Subclass) + (You warp space and time to consume your foes, but are just as at risk of being consumed.)
- Flamewind Spikes (3.5e Spell) + (You wave your tail in a spiral, then shoot out several beams of fire from the tip.)
- Hinder (3.5e Spell) + (You weaken foes with the effects of ''bane'' and make them susceptible to weapon attacks.)
- King's Ram (3.5e Soulmeld) + (You wear a crown of might that represents ancient kings.)
- Final Destination (3.5e Spell) + (You weave the probabilities of fate to bring death to your enemy)
- Rune Carver (5e) + (You were a carver of runes.)
- Charlatan (One) + (You were a confidence man/woman.)
- Guard (One) + (You were a guard, police officer, or bodyguard.)
- Progenitor of the Gith (3.5e Prestige Class) + (You were a slave to the illithids. Now you're not, and you've gained from the experience.)
- Criminal (One) + (You were a thief or thug.)
- Giant Foundling (5e) + (You were adopted by giants.)
- Pyrokinesis (3.5e Feat) + (You were blessed by gods of fire. Or maybe you're just a powerful telekinetic. Whatever the cause, you can control fire remotely.)
- Artificial Eye (3.5e Trait) + (You were blind from birth (or by accident … You were blind from birth (or by accident early on in your life), but your caretakers managed to craft, buy, steal, or otherwise procure some kind of device that allowed you to "see" more or less like normal people. Whether it's a pair of enchanted glasses, a magic cloth you wrap around your eyes, or a floating mystic-looking eye orbiting your head like an ioun stone, the description is up to you, but the mechanical function remains the same.the mechanical function remains the same.)
- Born Thief (3.5e Feat) + (You were born and raised as a thief and thus you have gained useful assorted skills.)
- Pit Fighter (3.5e Feat) + (You were born as a slave; not to serve, but to fight. Or you're just a battle freak, fighting as a gladiator as a pastime.)
- Naturally Deaf (3.5e Trait) + (You were born deaf, or perhaps permanently deafened early in your life and maybe mute as well. This led you to be able to ignore most, but not all, of its drawbacks and pick up some useful linguistic skills.)
- Quickling Feet (3.5e Feat) + (You were born unusually quick for your species, and you only get better with practice.)
- Elemental Gem (3.5e Trait) + (You were born with a magical gemstone implanted in your forehead. this stone is attuned to one of the four elements. Mephits and elementals of your element love you!... albeit in... different ways.)
- Wild Born (3.5e Feat) + (You were born with raw magic in the blood which makes your gift a little unreliable, but also gives you special powers.)
- Psychic Potential (3.5e Trait) + (You were born with the seed of psionic potential within you. However, this has caused you to take longer to grow, leaving you less skillful than some of your counterparts.)
- Order Herald (3.5e Alternate Class Feature) + (You were chosen as an herald for a powerful order, keeping their history and legends alive and bolstering knights into combat.)
- Born Cursed (3.5e Trait) + (You were cursed by some kind of creature, a curse that never wears off.)
- Fear of Owlbear (3.5e Trait) + (You were deathly affected by a fateful encounter with this majestic and terrifying creature. You dare not approach or disturb them.)
- Deformed (3.5e Trait) + (You were either born a hunchback, a defaced mutant, maybe just ugly or even perhaps with hidden deformities that greatly undermine your self confidence.)
- Anointed Champion (3.5e Feat) + (You were inducted into a secretive order of crusaders, paladins and war-priests that teach the secret arts of Champion’s Might, a splinter school of Devoted Spirit that teaches how to directly channel divine power into martial maneuvers.)
- Artist of Fast Draw (3.5e Feat) + (You were inducted into the secret swordsmanship school of Speed of Thought, a splinter school of [[Diamond_Mind_(3.5e_Martial_Discipline)|Diamond Mind]] that focuses on the art of fast-drawing weapons to attack)
- Night Wind Disciple (3.5e Feat) + (You were inducted into the secret traditions of Night Wind, a school based on the Desert Wind and Shadow Hand disciplines that harnesses the supernatural cold of night in the same way as its parent discipline harnesses the heat of day.)
- Mark of the Caring Ursine (3.5e Feat) + (You were just born more caring than other bears.)
- Lobotomy (3.5e Flaw) + (You were lobotomized by mind flayers or similarly advanced parties. While you were able to escape the worst of it, you suffer permanent consequences from the surgery.)
- Anti-Communist Machine (3.5e Feat) + (You were made to destroy Reds!)
- Artificial Being (3.5e Trait) + (You were not born like typical creatures of your kind, instead you were made in an arcane lab. While on the surface you appear as a normal creature of your kind, deep down you are unaging and artificial.)
- Ancestral Style (3.5e Alternate Class Feature) + (You were not taught like others of your ki … You were not taught like others of your kind, instead do learning how to fight with weapons you were told a highly advanced unarmed technique. You are stunted in the development of your weapon skills but gained fantastic insight style passed from master to apprentice for generations.from master to apprentice for generations.)
- Outcast (3.5e Feat) + (You were outcast from whatever society/guild/nation you used to belong to. Everyone knows that outcasts are serious badasses.)
- Unhealing Wound (3.5e Flaw) + (You were previously dealt a terrible blow, perhaps with a baneful or cursed weapon. You have a wound on your body still oozing blood occasionally, causing you intense pain.)
- Past Injury (3.5e Flaw) + (You were previously gravely wounded, and the injury resisted even magical healing. You have decreased quality of life, and any further grievous blow can cause intense pain as the injury partially reopens.)
- Cane Dependent (3.5e Flaw) + (You were previously injured, or just getting old, you thus need the help of a cane to move at full speed.)
- Scholarly Background (3.5e Trait) + (You were raised by scholars and masters, allowing you to expand your learning horizon, but it made you rather frail compared to other children of your age.)
- Street Urchin (3.5e Feat) + (You were raised by the street. You had your share of diseases, bullies, and bad luck.)
- Botched Resurrection (3.5e Flaw) + (You were raised from the dead, but the spell was botched or you resisted it somewhat. As a result you are scarred and not quite alive.)
- Raised on Mythology (3.5e Trait) + (You were raised on tales of great heroes and deadly monsters.)
- The Olde Tongue (3.5e Trait) + (You were raised with ye olde tongue, great for Shakespeare, but annoying for normal speech.)
- Mystery Slasher (3.5e Feat) + (You were the killer all along!)
- Academy Graduate (3.5e Alternate Class Feature) + (You were trained in a repeatable military … You were trained in a repeatable military academy where you learned more about tactics than chivalry. This lead to your tactical ability being quite above and beyond the normal cavalier, but your challenge progression being stunted. This is mostly an upgrade to the Cavalier's Tactician ability.grade to the Cavalier's Tactician ability.)
- Fiend Cabalist (3.5e Feat) + (You were trained in the mystic arts by a powerful fiend, and your magical power stems from a dark source.)
- Battle Bard (3.5e Alternate Class Feature) + (You were trained with a weapon since a young age, gaining a solid grasp on how to use it. This comes at the cost of some of your spellcasting abilities.)
- Rainbows (3.5e Suit) + (You wield all the colors of the visible spectrum to trick people and mesmerize them.)
- Xingese Alchemist (3.5e Prestige Class) + (You wield the power of Alkahestry to work magic at a distance and heal people more effectively.)
- Meteor (3.5e Cleric Domain) + (You wield the power of the heavens, dropping rocks from the depths of space.)
- War Monkey Stance (3.5e Maneuver) + (You wield tons of weapons, although with some difficulties.)
- Highest Initiative (3.5e Feat) + (You will always be a match for the fastest foes.)
- Exalted Adaption (3.5e Feat) + (You will be protected from the environment around you. Only direct harm threatens your being.)
- Bully Vendetta (3.5e Flaw) + (You will not stand for bullying.)
- Willing Influence (3.5e Feat) + (You willingly fail your binding check for greater power from your vestige.)
- Unspeakable Vow (4e Feat) + (You willingly give yourself to an evil deity or cause, denying yourself an ordinary life to serve your unspeakable ends.)
- Essential Arcanist (3.5e Feat) + (You wish you were a wizard, but all you've got is the ability to channel souls to gain power. You make do.)
- Deformity, Withered (3.5e Feat) + (You withered yourself, being more dexterous and able to act as a smaller creature.)
- Dark Witness (3.5e Feat) + (You witnessed some dark cosmological event which left you shaken but now aware of the eldritch truth of the multiverse.)
- Stance of the Wibble (3.5e Trait) + (You wobble, but you get back up.)
- Winner of The Game (3.5e Feat) + (You won The Game)
- Autolife (3.5e Feat) + (You won't die, even if they kill you.)
- Practiced Wild Shape (3.5e Feat) + (You work hard at your Wild shaping, getting better all the time.)
- Farmhand (3.5e NPC Class) + (You work on a farm. Most of the time you're covered in dirt.)
- Worship of Slaughter (3.5e Feat) + (You worship slaughter as the very concept of life.)
- Worst Direction Sense (3.5e Trait) + (You would have trouble finding your own backyard.)
- Scribe Spell (One) + (You write a spell into your [[SRD5:Spellbook|spellbook]].)
- Sky Lightning Runes (3.5e Spell) + (You write runes in the sky which when read cause the reader to be struck by lightning.)
- Greater Contract (3.5e Spell) + (You write up a contract, and anyone who breaks it feels very dead.)
- Contract (3.5e Spell) + (You write up a contract, and anyone who breaks it feels very guilty.)
- Sudden Spike (3.5e Spell) + (You zap someone in order to distract them.)
- Horn Gore (3.5e Feat) + (You're <strike>horny</strike>horned and bullish.)
- Exalted Zeal (3.5e Feat) + (You're EVIL! That means you have evil guts! CLEAVE AND SMITE YOUR EVIL GUTS!)
- Awakened Horse (3.5e Race) + (You're a horse.)
- Prematurely Aged (3.5e Flaw) + (You're a lot older than you should be. Maybe watch your words around witches in the future.)
- Witch Knight Training (3.5e Feat) + (You're a master at pulling sharp, pointy things, lasers and eldritch nightmares out of seemingly nowhere.)
- Gunkata Monk (3.5e Alternate Class Feature) + (You're a monk from the school of gun-fu.)
- Skin of the Leopard (3.5e Feat) + (You're a monk that's built like a tank.)
- Street Punk (3.5e Feat) + (You're a real troublemaker! Stay away from that kid, he's a bad influence.)
- Science Wizard (3.5e Alternate Class Feature) + (You're a scientist of magic, not unlike an artificer. Your magic is really all magic items.)
- Opportunist (3.5e Trait) + (You're able to hit moving targets quickly, making accurate strike after strike against foes that others would find harder to hit.)
- Ranged Dodge (3.5e Feat) + (You're able to predict the path of projectiles, and get out of the way just in time.)
- Claustrophobia (3.5e Flaw) + (You're afraid of tight spaces.)
- Unstoppable Object (3.5e Feat) + (You're always on the move, you just can't stop!)
- Rage Monk (3.5e Alternate Class Feature) + (You're an angry monk! Screw peace and harmony and feeling the flow of the universe, you're gonna rage out your ki so hard you break reality!)
- Dexterous Bowmanship (3.5e Feat) + (You're an elf who is even better than normal with a bow.)
- Swim Like a Fish (3.5e Feat) + (You're at least as home in the water as you are on land.)
- Bald (3.5e Trait) + (You're bald, likely prematurely so, and highly conscious of it. Your baldness is so bald, it goes beyond ordinary baldness.)
- Assistant (3.5e Trait) + (You're better at helping someone else out in some way, such as when lifting something heavy or recalling a piece of knowledge, than doing it yourself.)
- Teleportation Focus (3.5e Feat) + (You're better at teleporting more and farther, better.)
- Mummy (3.5e Cleric Domain) + (You're big into preservation and gauze.)
- Brickhouse (3.5e Trait) + (You're built like a brick house. You don't let anything past you.)
- Born Tough (3.5e Feat) + (You're built like a wall, it takes ages to make you fall.)
- Instant Reload (3.5e Feat) + (You're capable of reloading in the same amount of time it takes you to blink.)
- Wrapped in Scars (3.5e Feat) + (You're covered in scars. It's ugly but has some benefits.)
- Magical Aptitude (3.5e Feat) + (You're crazy good at manipulating magic.)
- Bad Attitude (3.5e Trait) + (You're difficult to motivate and manipulate and others generally don't get along well with you.)
- Ridiculously Skilled Fellow (3.5e Feat) + (You're good at a skill. If you get Ridiculously Skilled in more than one skill, all of the bonuses will increase.)
- Expeditious Dodge Improved (3.5e Feat) + (You're good at avoiding attacks while moving quickly and you improve your dodging skills with time.)
- Fortress Mage (3.5e Feat) + (You're good at building magic items that stay in one place.)
- Manipulative Wordcasting (3.5e Feat) + (You're good at controlling people with words.)
- Detective (3.5e Feat) + (You're good at finding things out just by conversing with townsfolk.)
- Adventurous Wordcasting (3.5e Feat) + (You're good at moving around with words.)
- Rumormonger (3.5e Trait) + (You're good at picking up not entirely accurate information.)
- Protective Wordcasting (3.5e Feat) + (You're good at protecting people with words.)
- Cryptographer (3.5e Feat) + (You're good at reading things no one intended you to.)
- Bloody Wyrm Brawler Style (3.5e Feat) + (You're good with Dragon Claws, so why not extent that to their big brother?)
- Weapon Finesse, Tome (3.5e Feat) + (You're good with your fingers)
- Haunted (3.5e Flaw) + (You're haunted by a spooky force, and it keeps messing with your gear.)
- Burn (3.5e Feat) + (You're hot. You're on fire. You like to burn things.)
- Share Malady (3.5e Spell) + (You're hurt, but you can share your suffering.)
- Just as Planned (3.5e Power) + (You're in a bad situation, fortunately you remembered to bring the exact right tools for the job.)
- Wildshape Monk (3.5e Alternate Class Feature) + (You're in tune with nature, allowing you to transform into kung-fu bears.)
- Beloved Trader (3.5e Trait) + (You're loved by your people, so prices are cheaper for you.)
- Poppet Doisyl (3.5e Trait) + (You're made of cloth rather than wood and ceramic.)
- Super Fighting Robot (3.5e Feat) + (You're mega-useful, equipped with a bunch of mega-abilities.)
- Bot Programming (3.5e Flaw) + (You're not a normal construct; you are much more limited in scope when it comes to your programming.)
- Backstabbing Bard (3.5e Alternate Class Feature) + (You're not a spoony bard and you don't sing. You charm your opponents and then knife them in the back. A mix of bard and rogue.)
- Monstrous (3.5e Trait) + (You're not quite humanoid.)
- Variable Design (3.5e Feat) + (You're not satisfied with just one method of attack.)
- Haunting Flashbacks (3.5e Flaw) + (You're occasionally met with flashbacks that hinder your ability to function normally.)
- Animal Affinity (3.5e Feat) + (You're one of those people animals just won't leave alone for no apparent reason.)
- Electric Torture (3.5e Feat) + (You're particularly good at making people faint from the pain when you electrocute them, with no permanent physical damage.)
- Summoning Mastery (3.5e Feat) + (You're really good at pushing extraplanar creatures around.)
- Heavyweight (3.5e Flaw) + (You're really heavy, and thus slow and steady.)
- Despotic Furor (3.5e Feat) + (You're really persuasive when you're angry.)
- Unskill Focus (3.5e Flaw) + (You're slightly worse at a few skills that you should be okay at. You make up for it with a [[Dungeons and Dragons Wiki:Article Balance#Low Balance|Low]] feat.)
- Painzerker (3.5e Trait) + (You're sluggish when you're healthy, but injury makes you a force to be reckoned with.)
- Clumsy Dodge (3.5e Feat) + (You're so clumsy that you accidentally dodge out of the way when caught unaware.)
- Grand Artifice (3.5e Feat) + (You're so good at crafting, you get ''[[SRD:Fabricate|fabricate]]'' at will.)
- Interminable Intestines (3.5e Feat) + (You're so hungry you could eat a horse. Even though you're a mouse.)
- Boogie Fever (3.5e Disease) + (You're so sick, all you can do is cut up the dance floor.)
- Skin Like Armour (3.5e Feat) + (You're so tough that you can walk around naked and people still can't hurt you.)
- Frontline Warlock (3.5e Alternate Class Feature) + (You're still a spellcaster...but you prefer to cast fist.)
- Feet of the Blackbird (3.5e Feat) + (You're such a good monk, you can run as fast a vehicle named after a dark-colored bird.)
- EMP Vulnerable (3.5e Flaw) + (You're susceptible to EMP blasts.)
- Dastardly Nature (3.5e Flaw) + (You're the Starscream of the group.)
- Epic Pokémon Mastery (3.5e Feat) + (You're the best of the best, as long as it's with Bug-types. Otherwise, not so much.)
- Pokémon d20 (3.5e Sourcebook)/The Pokémaster + (You caught a Golem!)
- Logical Paladin (3.5e Alternate Class Feature) + (You're the thinking man's paladin. Working for the greater good is the only logical choice.)
- Untarnished Beauty (3.5e Feat) + (You're too pretty to harm)
- Mirage Mirror (3.5e Maneuver) + (You're under a constant shimmering haze similar to ''[[SRD:Mirror Image|mirror image]]''.)
- Finishing Blow (3.5e Feat) + (You're very good at landing the finishing blow.)
- Mental Gymnastics (3.5e Feat) + (You're very good at making yourself think in specific ways at the drop of a hat.)
- Artillery Spell (3.5e Feat) + (You're very good at working with other casters to blow things up from very far away.)
- Dungeon Veteran (3.5e Prestige Class) + (You're well-suited to exploring and surviving dungeons.)
- SRD:Craft Construct + (You've always wanted to build your own monster.)
- Core Transcendence (3.5e Feat) + (You've awakened something you don't quite understand. But it promises to help you reach enlightenment.)
- Quick Reconnoiter (3.5e Feat) + (You've become used to the flow of combat, and can take stock of situations far faster than your peers could ever hope to.)
- Wounded (5e Background) + (You've been crippled, but you have worked around your weakness.)
- Dark Medium (3.5e Invocation) + (You've been granted power to communicate with the other side. Use it wisely.)
- Stalker of the Wild (3.5e Feat) + (You've been hunted and ambushed, and you tend to pick up on those things when they happen.)
- Born Under A Bad Sign (3.5e Trait) + (You've been scarred by dark powers, but those old wounds pulse with black strength just beneath the skin.)
- Blowhard (3.5e Trait) + (You've been stabbed, poisoned, shot, dragged through the dirt and left in the freezing night, but you still won't shut up!)
- Diehard, Tome (3.5e Feat) + (You've been stabbed, poisoned, shot, dragged through the dirt and left in the freezing night to die. You didn't. And now you are back to kick some ass!)
- Starspawn Host (3.5e Prestige Class) + (You've been touched by eldritch forces from beyond, and now your body and mind shifts to better suit their dark purposes.)
- Sublime Psychic (3.5e Feat) + (You've been trained in the exotic discipline of the [[Mental Grip (3.5e Martial Discipline)|Mental Grip]].)
- Hero Of Legend (3.5e Feat) + (You've chosen to write your own legends - Autobiography of a Hero.)
- Ghostwalker (3.5e Feat) + (You've combined your Riftwalker and Cryptic training.)
- Discipline Dabbler (3.5e Trait) + (You've dabbled in one of the psion's disciplines, and picked up a power. Unfortunately, the mental stress of reaching out across disciplines taxes your mind.)
- Elusive (5e Feat) + (You've developed a knack for keeping just outside of harm's way.)
- Whiskey Witch (3.5e Class) + (You've drunk the special whiskey, and now you're all magic. And still drunk.)
- Studious Soulsmith (3.5e Feat) + (You've figured out how to create items you've never seen before.)
- Flexible Achiever (3.5e Feat) + (You've figured out how to qualify for feats with different ability scores.)
- Yamabushi (3.5e Alternate Class Feature) + (You've found that one of the best ways to hone yourself spiritually is to perfect the vessel that your spirit dwells in, and that one of the best ways to do that is through combat training.)
- Rapid Blast (3.5e Alternate Class Feature) + (You've gained enough proficency with your eldritch blast that you're capable of firing it off much more quickly than normal.)
- Hiveplague Savant (3.5e Prestige Class) + (You've given into the [[Ruinous Hiveplague (3.5e Disease)|terrible diease afflicting you]], and now it gives back and makes you stronger.)
- Dullahan (5e Race) + (You've got a disembodied, floating head!)
- Overland Rush (3.5e Feat) + (You've got some distance to cover. Best do it in a montage, it's faster that way.)
- Animal Head (3.5e Flaw) + (You've got the head of an animal. And the vocal cords of one too. That's going to put a damper on speaking.)
- Reliable Pinger (3.5e Feat) + (You've gotten pretty good at making sure nothing you do is completely unlikely to work, especially things like death attacks and cantrips.)
- Cybernetics (3.5e Trait) + (You've gotten upgraded! Be it a metal eye, plugs in your body, or cell phone on your wrist, you have an unusually large amount of metal in your frame.)
- Traumatic Flashback (3.5e Flaw) + (You've had something traumatic happen to you, and every so often it comes back to haunt you.)
- Advanced Design (3.5e Feat) + (You've improved your Progressive Design weapon of choice to deadly effect.)
- Focused Mind (3.5e Feat) + (You've learned how to push your psionic talents to the limit.)
- Elven Trance (3.5e Feat) + (You've learned how to trance like the elves.)
- Harrier Mage (5e Feat) + (You've learned techniques to ensure that your spells land home.)
- Fey Skirmisher (3.5e Feat) + (You've learned that staying and fighting isn't the smartest idea. As such, you've adopted the hit-and-run tactics of guerrilla fighters.)
- Sweeping Strike, Zhen Variant (3.5e Feat) + (You've learned to angle your attacks to hit more than one target.)
- Professional Luddite (3.5e Feat) + (You've learned to break machines because you're an antitechnology fanatic -- or maybe you just work for the local protection racket.)
- Dark Spiral Aura (3.5e Invocation) + (You've learned to create and manipulate orbs of life essence.)
- Unlock Aura (3.5e Feat) + (You've learned to tap into your internal energy reserves, generating an Aura to protect your body from harm.)
- Signet Ring Channeling (3.5e Feat) + (You've learned well the lessons required to keep yourself presentable and keep from having unfortunate accidents.)
- Penetrating Strike (3.5e Feat) + (You've learned where the weak spots are on even the strangest individual.)
- Lost Past (3.5e Flaw) + (You've lost your memory, and with it your experience suffers.)
- Dragoon Charge (3.5e Feat) + (You've mastered gaining momentum from a stand still to charge your foes with terrifying fury.)
- Master of Concoctions (3.5e Feat) + (You've mastered poisons to the extent that they are virtually irresistible by weaker foes.)
- Gunchuck Gun Fu (3.5e Feat) + (You've mastered the use of gunchucks, and can become a whirling storm of pain.)
- Bender Dabbling (3.5e Feat) + (You've picked up a bit of the Bending arts in your spare time.)
- Resourceful (3.5e Trait) + (You've picked up a thing or two beyond your normal training.)
- Gunsmith (3.5e Feat) + (You've practiced crafting guns.)
- Swordsmith (3.5e Feat) + (You've practiced crafting swords.)
- Cold Iron Forger (3.5e Feat) + (You've practiced crafting with cold iron and know its secrets.)
- Leatherworker (3.5e Feat) + (You've practiced crafting with leather, hides and furs.)
- Otherworld Apostle (5e Class) + (You've seen visions from another reality, and power from it has begun to manifest.)
- Timevoid (3.5e Feat) + (You've spent hours in nontime training yourself to react even in heavy armor, and utilizing your control over time to warp your hungry Gate.)
- Skilled (3.5e Trait) + (You've spent more time broadening your mind than broadening your pecs. Or whatever you use to take hits.)
- Studious Strike (3.5e Feat) + (You've studied the blade more than you've practiced.)
- Eternal Inheritor (3.5e Feat) + (You, young elf, have inherited the weapon of a great elven warrior of an order known as the Eternal Blades.)
- Juvenile Kraken (5e) + (Young [[Kraken (5e)|Kraken]])
- Rejiksson (3.5e Deity) + (Youngest of the Sosha Genia, Rejiksson was … Youngest of the Sosha Genia, Rejiksson was born out of [[Rejik (3.5e Deity)|Rejik]] after being struck by [[Myillz (3.5e Deity)|Myillz]] in a sparring contest. His path is different than His Father’s, however, as He seeks to directly aid mortals and uphold goodness and honor.aid mortals and uphold goodness and honor.)
- Favor of the Chain Master (One) + (Your ''[[Pact Familiar (One)|Pact Familiar]]'''s ''Eldritch Strike'' is more powerful.)
- Lifedrinker (One) + (Your ''[[Pact Weapon (One)|Pact Weapon]]'' does extra [[SRD5:Necrotic|necrotic]] damage that also heals you.)
- Binding Blast (3.5e Invocation) + (Your ''eldritch blast'' or ''wind bullet'' prevents creatures from teleporting away.)
- Major Hand (3.5e Feat) + (Your ''mage hand'' is much more versatile and functional.)
- SRD:Improved Arrow of Death + (Your Arrow of Death is more potent.)
- Durable Shield (3.5e Feat) + (Your Astral Shield has more health.)
- Regenerative Shield (3.5e Feat) + (Your Astral Shield has more health.)
- Retributive Shield (3.5e Feat) + (Your Astral Shield is hurts your attackers.)
- Hardened Shield (3.5e Feat) + (Your Astral Shield is tougher and harder to damage.)
- Energy-Resistant Shield (3.5e Feat) + (Your Astral Shield takes less damage from one type of energy.)
- Spellwarding Shield (3.5e Feat) + (Your Astral Shield's Spell Resistance applies against more things.)
- Practiced Attacker (3.5e Feat) + (Your BAB rises up to +4, though no higher than your HD.)
- Fey Grace (3.5e Feat) + (Your Charisma improves your saves and AC.)
- Strobe Lights (3.5e Spell) + (Your Dancing lights gain a ranged ray attack)
- Explosive Eldrich Blast (3.5e Feat) + (Your Eldrich Blasts can deal an unlimited amount of damage.)
- Toxic Warlock (3.5e Feat) + (Your Eldritch Blast deals acid damage, and your invocations can poison enemies.)
- Entropic Blast (3.5e Invocation) + (Your Eldritch Blast is infused with the deterioration-inducing power of time.)
- Bloodline Soulsword (3.5e Feat) + (Your Eldritch Soulsword carries even greater power now.)
- Mortal Blast (3.5e Feat) + (Your Eldritch blast becomes stronger against the living, but weaker against the unliving creatures and objects)
- Combat Equivalency Degree (3.5e Feat) + (Your HD counts as your BAB, but only for the purpose of pre-requisites.)
- Powerful Heart (3.5e Feat) + (Your Heart Spirit is more powerful than most.)
- Radial Hex (3.5e Feat) + (Your Hexblade's Curse now effects all enemies within an area instead of a single target.)
- Practiced Initiator (3.5e Feat) + (Your Initiator Level rises by 4, up to the limit of your HD)