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
- Touch Versatility (3.5e Feat) + (Make ranged touch attacks as melee, or vice versa.)
- Moon Boots (3.5e Equipment) + (Make running jumps without needing to move, and make super powered jumps.)
- Ring of the Favorite Spell (3.5e Equipment) + (Make small changes in how you cast your favorite spell.)
- Variant Druid Shapeshift (3.5e Variant Rule) + (Make some slight changes and expand on the ''Shapeshift''<sup>[[Publication:Player's Handbook II|PHB2]]</sup> alternate class feature.)
- Counterbluff (3.5e Skill Trick) + (Make someone believe you swallowed their lie whole.)
- Cranial Explosion (3.5e Power) + (Make someone's head explode.)
- Intoxication (3.5e Spell) + (Make target drunk, or aggravate intoxication.)
- Projected Cloud Mind (3.5e Power) + (Make the ''cloud mind'' power into an area of effect.)
- Runic Ward (3.5e Feat) + (Make the AC granted by spells apply to touch AC.)
- Keen Blood (3.5e Blood Spell) + (Make the blood cells of the victim so sharp they cut through his body.)
- Earth Power (3.5e Spell) + (Make the ground erupt with power — it's like [[SRD:Flame Strike|''flame strike'']], except that it comes from below. (Useful against foes on the ground, not so much against foes in the air.))
- Vibralloy (3.5e Spell) + (Make the metal vibrate until it breaks like glass.)
- Delayed Spell (3.5e Feat) + (Make the poor bastards think they're off the hook, only to crush them once most opportune.)
- Irresistible Incarnum (3.5e Feat) + (Make the save DCs of your soulmelds '''actually ''relevant'''''.)
- Polymorphic Hypnotism (3.5e Spell) + (Make the target believe it has been the subject of ''baleful polymoprh''.)
- Rejuvenate (3.5e Spell) + (Make the target of the spell younger.)
- Create Object (3.5e Power) + (Make things.)
- Three Times’ the Harm (3.5e Maneuver) + (Make three Truespeak checks instead of attack rolls. Use your highest roll with a bonus.)
- Iron Legion (3.5e Maneuver) + (Make two attack rolls for each attack, deal double damage if both hit.)
- Flurry of Possibilities (3.5e Maneuver) + (Make two attack rolls for each attack, use the higher result.)
- Possibility Smite (3.5e Maneuver) + (Make two attack rolls, use lower result for +4d6 damage and doubled critical threat range.)
- Chance's Blessing (3.5e Maneuver) + (Make two attack rolls, use lower result for +6d6 damage and 1d3 Constitution damage.)
- Mightstrike (3.5e Maneuver) + (Make two attack rolls, use lower result for +1d6 damage.)
- Cast the Die (3.5e Maneuver) + (Make two attack rolls, use lower result for +8d6 damage and stunning.)
- Dire Blow (3.5e Maneuver) + (Make two attack rolls, use lower result to deal 1d3 Con damage.)
- Savaging Strike (3.5e Maneuver) + (Make two attacks as a standard action, staggering any foe struck twice.)
- Divine Storm Flurry (3.5e Maneuver) + (Make two extra attacks, but all attacks are at -2.)
- Iron Grasp (3.5e Maneuver) + (Make two melee attacks against an opponent who hits you in melee.)
- Blitzkrieg (3.5e Maneuver) + (Make two melee attacks as a [[SRD:Standard Action|standard action]].)
- Dance of the Dead (3.5e Feat) + (Make undead dance to your bardic music, thus eliminating the threat for now.)
- Practiced Meldshaper (3.5e Feat) + (Make up for lost meldshaper levels, adding +4 to your effective meldshaper level and essentia pool up to your HD.)
- Triple Stat Tripper (3.5e Optimized Character Build) + (Make use of Strength, Intelligence, and Charisma combined with turning into a giant to make massive trip checks.)
- Magical Beast Companion-CE (3.5e Feat) + (Make your animal companion a magical beast.)
- Springed Arms (3.5e Spell) + (Make your arms become extendable springs to gain reach with your fists.)
- Piercing Evocation (3.5e Spell) + (Make your evocations effective against magical defenses.)
- Omnislash v5 (3.5e Maneuver) + (Make your foe say "Oh, crap." as copies of your sword appear around them.)
- 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.)
- Guilt (3.5e Spell) + (Make your opponent feel guilt for what they've done.)
- Verbose Assault (3.5e Feat) + (Make your opponents feel inferior to yourself in every way.)
- Exalted Assassin (3.5e Feat) + (Make your opponents physically blind as they are spiritually blind.)
- Superior Pact Augmentation (3.5e Feat) + (Make your pact augmentation as good as it get.)
- Greater Pact Augmentation (3.5e Feat) + (Make your pact augmentation way stronger.)
- Destroy Immunity (3.5e Maneuver) + (Make your target's next Fortitude save fail automatically.)
- Destroy Evasion (3.5e Maneuver) + (Make your target's next Reflex save fail automatically.)
- Destroy Willpower (3.5e Maneuver) + (Make your target's next Will save fail automatically.)
- Argentum Scourge (3.5e Maneuver) + (Make your weapons count as silver weapons.)
- Noncompliance (3.5e Spell) + (Make yourself immune to compulsions for one round.)
- Dark Elocution (3.5e Invocation) + (Make yourself understood by and understand another intelligent creature.)
- Dull Dagger (3.5e Equipment) + (Make yourself unsensable to [[SRD:Aberration Type|aberrations]].)
- Mantissa's Banana Peel (3.5e Spell) + (Makes a location slippery.)
- Effects of Aging, Revised (3.5e Variant Rule) + (Makes aging less wonky and more customizable. Also repurposes Unearthed Arcana flaws and gives longer lived kindreds more skills.)
- Publication:Dread Codex/New Spells/Undead Friend + (Makes an undead creature perceive you as an allied undead creature.)
- Publication:Dread Codex 2/New Spells/Ramble of the Mad + (Makes creatures unable to communicate, cast spells with verbal components.)
- Shadow II- Cloak (3.5e Phrase) + (Makes many creatures invisible.)
- Stork Call (3.5e Spell) + (Makes one adult, conscious, living, willing creature pregnant by another willing creature of the same species.)
- Stork Call, Lesser (3.5e Spell) + (Makes one adult, conscious, living, willing creature pregnant by another willing creature of the same species.)
- Stork Call, Greater (3.5e Spell) + (Makes one conscious, living, willing creature pregnant by another.)
- Charm of Apathy (3.5e Spell) + (Makes one person apathetic to you.)
- Shadow I- Shadow (3.5e Phrase) + (Makes someone invisible)
- Nealan's Erotic Gaze (3.5e Spell) + (Makes those that you stare at 'lose concentration' at a distance.)
- Power I- Power (3.5e Phrase) + (Makes weapon/armor temporarily magic.)
- Moon Madness (3.5e Disease) + (Makes you belive you are a Were-creature)
- Improved Energy Bite (3.5e Feat) + (Makes your elemental bite even stronger.)
- True Strike (TOToM Spell) + (Makes your next attack strike true.)
- Bludgeoning is Less Lethal; Piercing and Slashing are More Lethal (3.5e Variant Rule) + (Making bludgeoning weapons just a touch less lethal than slashing/piercing weapons)
- Illusion (3.5e Cleric Domain) + (Making things seem as they are not.)
- Channeler of Saidin (3.5e Class) + (Male channelers of the One Power.)
- Wood Woad (5e) + (Man sized, anthropoid tree-like creature.)
- Carib (5e Race) + (Man-eating humans with sharp shark-like teeth and a craving for flesh.)
- Manasa (3.5e Deity) + (Manasa, Starborn goddess of psionics)
- Skydancer's Finesse (3.5e Maneuver) + (Maneuverability goes up by one step, and you may hover.)
- Cross-Discipline Maneuvers (3.5e Variant Rule) + (Maneuvers that belong to more than one school.)
- Scaling Maneuvers (3.5e Variant Rule) + (Maneuvers that deal d6 damage scale with level, as spells.)
- Free Power (3.5e Feat) + (Manifest a power as a free action usable outside of your turn and concentrate on it as a free action.)
- Manifest Flayer (3.5e Power) + (Manifest mind flayer servants who follow your orders and act as a mental connection for you.)
- Way of the Astral Self (5e) + (Manifest parts of their spirit body.)
- Aspect of Bahamut (5e) + (Manifestation of [[Bahamut (5e)|Bahamut]])
- Aspect of Tiamat (5e) + (Manifestation of [[Tiamat (5e)|Tiamat]])
- Art Elemental Mascot (5e) + (Manifestation of the spirit of art)
- Swanlight (3.5e Spell) + (Manifests multiple lights which can be turned off and on for the duration.)
- Control Flames (One) + (Manipulate existing flames in an area)
- Control Flames (5e) + (Manipulate existing flames in an area<br /><br />)
- Chapalu's Desert Control (3.5e Spell) + (Manipulate sand to form waves and moving dunes that can attack, reposition, reshape, and bury.)
- Master of Time and Space (Legend Track) + (Manipulate space and/or time)
- Dancing Shadow Snake Stance (3.5e Maneuver) + (Manipulate your shadow to extend how far you can handle and grab things.)
- Ixitxachitl Common (5e) + (Manta-ray looking [[SRD5:Aberration|aberration]].)
- SRD5:Manticore + (Manticore appear as a lion with the face of a man, the wings of a dragon, and a long spiked tail.)
- Lesser Thri-Kreen (3.5e Race) + (Mantis warriors of the desert, thri-kreen are four-armed insectile nomads on the brink of civilization.)
- Thri-kreen Common (5e) + (Mantis-man)
- Thri-kreen Exoskeleton (5e Monster) + (Mantis-man's animated exoskeleton)
- Mantissa's Theft Avenger (3.5e Spell) + (Mantissa didn't think things through before researching this spell. But then, she never does.)
- Fae Pact Warlock (3.5e Alternate Class Feature) + (Many Warlocks appeal to the fey for their … Many Warlocks appeal to the fey for their power. While the stories of children wandering into the woods and returning with terrible gifts of Mab or Oberon are largely exaggerated, even stumbling upon a dryad grove, nymph's pool, or satyr revel can be a path to tremendous magical power. Provided, that is, you can convince the fae you are worthy of their attention, and survive receiving it. Most who follow this path become simple hedge witches (in many cultures, "witch" refers almost exclusively to fae-sworn Warlocks), but the truly powerful among them find themselves drawn into the otherworldly machinations of the great courts.rworldly machinations of the great courts.)
- Mage Monk (3.5e Prestige Class) + (Many adventurers begin as either a martial class or a spell caster and wish to learn the intricacies of the other. This prestige class allows just that, without the worry of stagnating in the original.)
- Rothan (3.5e Race) + (Many centuries ago, the human species bran … Many centuries ago, the human species branched off into two. One, the common human, is adaptable and skillful, the other, rothand, are mental elites capable of telekinesis. Over the decades, they interbred with elves and began to share their physical and mental attributes.hare their physical and mental attributes.)
- Life Surge (3.5e Spell) + (Many creatures get fast healing 20 and haste)
- Plane of Life (3.5e Sourcebook)/Spells and Feats + (Protect your target from the plane of positive energy)
- Refillable Potions (3.5e Variant Rule) + (Many people don't use potions, hoarding them but never actually using them for the most part. This fixes that issue.)
- Desertwalker Step (3.5e Soulmeld) + (Many sand creatures inspired totemists in the way of the desert traveller.)
- Skintight (3.5e Equipment) + (Many thieves and spy need their armor to be easy to hide, although some prefer the added agility and good look of those armor.)
- 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.)
- Wastecrawler (3.5e Race) + (Many-limbed creatures that are at home in the wastelands.)
- Mareep (3.5e Monster) + (Mareep are blue skinned sheep with lovely … Mareep are blue skinned sheep with lovely golden fleece. A Mareep has yellow and black striped horns which are enormously thick and are not sharp. The striped tail of a Mareep ends in a large golden ball that acts as a tesla coil and emits shocking electric jolts. Mareeps hold a large negative charge, which causes their fleece to poof out to ridiculous proportions.ece to poof out to ridiculous proportions.)
- Mareyye Cuu (3.5e Vestige) + (Mareyyye Cuu was once a mortal who seemed to embody perfection)
- Marid (3.5e Race) + (Marids are the genies from the Elemental Plane of Water. A common marid is a creature of enormous power, and only their short attention span and inability to work in organized groups keeps them from dominating the entire plane.)
- Book of Elements (3.5e Sourcebook)/Races of the Elements + (Genasi are the descendents of mortals and genies of various kinds.)
- Marijan (3.5e Race) + (Marijans are a race of partly-hemp humanoids, with long, braided hair and a cultural tendency to use psychoactive substances.)
- Astral Seal (5e Spell) + (Mark a target, to heal your allies when it is struck if it is strong, or to suffer additional damage if it is weak.<br /><br />)
- Githyanki Subrace (5e) + (Martial [[SRD5:Humanoid|humanoid]]s, once slaves of the [[Mind Flayer (5e)|mind flayer]]s.)
- Hero's Edge (3.5e Martial Discipline) + (Martial discipline for defeating opponents larger than oneself.)
- Earth Breaker (3.5e Prestige Class) + (Martial warriors who have linked themselves with the power of earth, imbued with heavy power.)
- Flare Buster (3.5e Prestige Class) + (Martial warriors who have linked themselves with the power of fire, their souls burn with an unquenchable flame to cause all their problems to... explode!)
- Air Cutter (3.5e Prestige Class) + (Martial warriors who have linked themselves with the power of air, they dash at great speed unbound by earth's grip.)
- Deathblows (5e Variant Rule) + (Martials should have more things to do with their extra attacks then just bonk an enemy a few times, this rule intends to address this.)
- Buried Presence (3.5e Force Power) + (Mask your presence to divinations.)
- Cloud Giant Smiling One MotM (5e) + (Masked [[SRD5:Cloud Giant|cloud giant]] tricksters (MotM variant))
- Warmage Fix (3.5e Class) + (A beefed up Warmage)
- Final Destination, Mass (3.5e Spell) + (Mass version of Final Destination)
- Massive Critical (3.5e Equipment) + (Massive Critical weapons increase the critical multiplier of the weapon by one step.)
- Winds of Memory (3.5e Spell) + (Massively affect the memories or thoughts of a creature.)
- Black Beast Blood (3.5e Maneuver) + (Massively damage weapons (and natural weapon attackers) which strike at you in melee.)
- Master Shifter (D20 Modern Advanced Class) + (Master Shifters are Transmutation Specialists or Werewolves. Or Both. They learn to gain extra power while not in their own form, which augments their already impressive abilities.)
- Autoplate Pilot, Variant (3.5e Class) + (Master craftsman and tinkerers whose intelligence is turned to martial bent, in the form of a wondrous suit of mechanical armor.)
- Dwarf, Variant (4e Race) + (Master craftsmen of iron and stone, unyielding as the rock of which they were forged.)
- Red Magus (3.5e Class) + (Master of all, the red magus can cast harmful magic, healing magic, and even tough it out with a sword when needed.)
- Biotechnician (3.5e Class) + (Master of biotechnology, you graft, augment, and change biology to work in your favor.)
- Corpselight Whisperer (3.5e Prestige Class) + (Master of decay, and the secrets of the Will-o-Wisps.)
- Carcinomancer (3.5e Class) + (Master of disease magic)
- Magus Portalus (3.5e Prestige Class) + (Master of the Portal)
- Constructor (3.5e Class) + (Master of the construct, create golems and form an army to fight in battle.)
- Death Magus (3.5e Class) + (Master of the save or die, they feed on death to fuel their abilities.)
- Spellwielder (3.5e Prestige Class) + (Master of the touch spell, you can use them to much greater effect than normal.)
- Master of the Blade (3.5e Feat) + (Master the blade until you use your it with ease and swiftness.)
- Apprentice of the Sublime Way (3.5e Feat) + (Master the sublime way.)
- Portalist (3.5e Prestige Class) + (Master thinking with portals, making shortcuts from A to B.)
- Shinobi (3.5e Class) + (Masterful ninja, you stalk the night. All will fear the assassin in the dark: the shinobi!)
- Meteoric Explosive Wave (3.5e Invocation) + (Mastering the explosive wave invoaction has allowed for unique uses for it)
- Ninja of the Ebon Shadow (3.5e Prestige Class) + (Masters of stealth that use shadow magic to foil sensors and confuse enemies.)
- Aspect of the Dragonfly (3.5e Feat) + (Masters of the air, they are proof power can come in small packages.)
- True Archer (3.5e Class) + (Masters of the bow and crossbow, the true archer is the prime example of power at a distance.)
- Biomancer (3.5e Class) + (Masters of the world unseen, good Biomancers heal and improve the body, and evil ones are masters of disease, decay, and suffering.)
- Time Mage (3.5e Class) + (Masters of time and space, the Time Mage can cause opponents to freeze or the stars to fall upon them.)
- SRD5:Monk + (Masters of unarmed combat and ki)
- Skycutter (3.5e Class) + (Masters of wind, these free spirits dance in the skies with their air elemental brethren.)
- Adult Kruthik (5e) + (Mature Kruthik)
- Kruthik Hive Lord (5e) + (Mature Kruthik)
- Vegepygmy Chief (5e) + (Mature [[Vegepygmy (5e)|vegepygmy]], capable of reproduction via spores.)
- Maw Demon (5e) + (Maw demons look like a nightmare version of a [[SRD5:Xorn|Xorn]].)
- Metamagic Spells And Metapsionic Powers (3.5e Variant Rule) + (Replaces metamagic and metapsionic feats with spells and powers of the same level as the feat's effective adjustment.)
- Maximize Strike (3.5e Feat) + (Maximize the damage of your attack by taking a -6 penalty to hit.)
- Maximize Spell (4e Feat) + (Maximized damage to one target, as if a Critical Hit)
- Mayahuel (3.5e Deity) + (Mayahuel is the only female deity in the brachyuran pantheon appearing as a [[Brachyura (3.5e Race)|brachyura]] with a snake tail bottom and endless claw pincers along her entire length, like a centipede.)
- Races of War (3.5e Sourcebook)/Warriors with Style + (You don't have to ''see'' to kill.)
- Danger Sense (3.5e Feat) + (Maybe Spiders tell you what's up. You certainly react to danger with uncanny effectiveness.)
- Shunned Energy (3.5e Flaw) + (Maybe fire elementals killed your mom, or you got dropped in acid as a baby. Whatever the case, there’s an energy type that freaks you out and you avoid anything to do with it.)
- Self-Experimenter (3.5e Alternate Class Feature) + (Maybe it because you ran out of test subjects or perhaps you have a twisted sense of ethic, but you make dangerous bizarre experiment upon yourself. This grant you strange and powerful abilities beyond most chemist but distract you from)
- Animal Hatred (3.5e Trait) + (Maybe you are cursed, or perhaps you just don't have a way with critters, but animals really have a distaste for you.)
- Obvious Weak Spot (3.5e Flaw) + (Maybe you should cover up that big red flashing weak spot on your chest. No? Alright then.)
- Feral Child (3.5e Feat) + (Maybe you were abandoned as a child by accident or maybe you have an ancient demon fox bound to your body that makes you shout stupid things and run around on all fours. Whatever it is, you're really quite feral.)
- Mercedes Powers (3.5e NPC) + (Mayor of the city of Rhine and former adventurer, the one-eyed archer is retired. For now.)
- Cave Bear (5e) + (Mean, subterranean bear)
- Anvilwrought Raptor (5e) + (Mechanical bird (raptor))
- Gold-Forged Sentinel + (Mechanical creature (goat?).)
- Burnished Hart (5e) + (Mechanical hart (deer).)
- Bronze Sable (5e) + (Mechanical sable (martin) made of bronze.)
- Steamcog Wings (3.5e Equipment) + (Mechanical steampunk wings grant flight, but be wary of the icing problem.)
- FT42 Plasma Armor (3.5e Equipment) + (Medium alien armor.)
- Category 1 Krasis (5e) + (Medium sized [[Krasis (5e)|krasis]])
- SRD5:Medusa + (Medusa appear as a humanoid with snakes for hair.)
- Medusa (3.5e Equipment) + (Medusa weapons petrify creatures on a critical hit or with a standard action cone attack. It can also petrify those slain by the weapon, or unpetrify creatures.)
- Sleeping Sovereign Medusa (5e) + (Medusa who is sovereign of the [[Sleeping Court (5e)|Sleeping Court]].)
- Meenlock (5e) + (Meenlocks are vaguely insect-looking evil fey)
- Mega Ampharos (3.5e Monster) + (Mega Ampharos looks very similar to its co … Mega Ampharos looks very similar to its cousin, the [[Ampharos_(3.5e_Monster)|Ampharos]], except that it flaunts a thick mane of soft white fur down the back of its neck and another bright patch of fur covering its long tail. Unlike the other members of its family ([[Mareep (3.5e Monster)|Mareep]], [[Flaaffy (3.5e Monster)|Flaaffy]], and, of course, [[Ampharos_(3.5e_Monster)|Ampharos]]), the Mega Ampharos has evolved to become a Dragon-type creature. Due to this quirk of evolution, they may speak Draconic. Other than that, they share very few similarities to other true dragons.ry few similarities to other true dragons.)
- Bodytaker Plant (5e) + (Megalomaniac [[SRD5:Plant|plant]] that creates [[Podling (5e)|Podling]]s.)
- Meganium (3.5e Monster) + (Meganium are horse-sized plants with giant … Meganium are horse-sized plants with giant flowers on their necks. Meganium do not have leaves on their heads, but do have pistils growing out of their heads which give them much the same sensory information. Meganium lurk in trees, and drop down upon potential victims. They have huge red flowers on their necks, so it isn't like creatures don't see them from a mile off, but Meganium are fast like hippos and nearly as dangerous.fast like hippos and nearly as dangerous.)
- Mantle of the Dust Devil (3.5e Soulmeld) + (Meldshapers from desert lands channel the force of the sand and wind to their advantage. Devisouled are unique in this approach, as they claim this power directly by the araton<sup>Sa</sup>, the real dust devil.)
- Publication:Hyperconscious/Psionic Feats/Visceral Surge + (Melee and ranged attacks against living targets that inflict critical damage shake your foe.)
- Snake Reverse Molts (3.5e Maneuver) + (Melee attack for +9d6 damage. If you succeed, disguise yourself as the target.)
- Blade of Cocytus (3.5e Maneuver) + (Melee attacks deal +3d6 cold damage +1/initiator level)
- Champion of Fate (3.5e Maneuver) + (Melee attacks deal 50% extra damage.)
- Andellion Warrior (3.5e Class) + (Melee warriors who share in the power of a goddess known as Eden.)
- Tome (Legend Item) + (Melee, range [Melee], [Brutal 2], [Thrown])
- Initiate of High Sorcery (5e) + (Member of [[Mages of High Sorcery (5e)|Mages of High Sorcery]] - gain access to specific [[SRD5:Cantrip|cantrip]]s and [[SRD5:Spell|spell]]s.)
- Guild Artisan (5e) + (Member of an artisan guild)
- Nyxbane (3.5e Race) + (Members of a cursed tribe of humans who dabbled with the shadows, they now live in constant fear of being swallowed by the darkness.)
- Memorize (3.5e Spell) + (Memorizes an arcane spell cast, and allows the caster to reproduce its effects.)
- Mental Altarx (3.5e Feat) + (Mental ability score penalties have a capped minimum.)
- Mephistopheles, Lord of the Eight (3.5e Witch Patron) + (Mephistopheles is the inventor of Hellfire and the Lord of Cania, the frozen eight layer of the Nine Hell.)
- Quill and Vellum of Translation (3.5e Equipment) + (Messages written become understood by any literate reader of any language.)
- Meta Spellfire (5e Subclass) + (Meta Spellfire path)
- Meta-Orbs (3.5e Equipment) + (Meta-orbs are objects that are in high demand amongst the magi of the world, and rightfully so, for they can turn even the lowest spell into a mighty force of magic.)
- Metacombat (3.5e Feat Type) + (Metacombat feats are like metamagic for melee classes. You take some form of attack penalty, and gain special bonuses and effects on your attacks.)
- Solidify (3.5e Spell) + (Metal objects touched become nigh-indestructible and rustproof.)
- Mage of the Iron Cross (3.5e Feat) + (Metal spells become harder to avoid.)
- Sanguine Adept (5e Feat) + (Metamagic Adept, now with extra Edge (tm).)
- SRD:Metamagic (Feat Type) + (Metamagic feats allow a spellcaster to change the way a spell is cast, often by increasing the spell's level and the slot it is cast from.)
- Metamaneuver (3.5e Feat Type) + (Metamaneuver feats are like metamagic feats for initiators.)
- Khonsou's Zoomorphism (3.5e Spell) + (Metamorphose into a myriad of different creatures.)
- Metaphrase (3.5e Feat Type) + (Metaphrase feats allow a truespeaker to alter their phrases in slight ways.)
- SRD:Metapsionic (Feat Type) + (Metapsionic feats allow a manifester to change the way a power functions, often by increasing the power's cost.)
- Improved Metapsionics-CE (3.5e Feat) + (Metapsionic powers you manifest cost 2 power points less than normal (to a minimum of 1 power point).)
- Mewling (3.5e Race) + (Mewlings are condemned or punished souls that have been confined to the physical restrictions of that of a domestic house cat.)
- Mey'tra (3.5e Deity) + (Mey'tra considers the farmer, the druid, the barbarian, the ranger, the animal her children. Treating them with maternal love, however with a "The Strong Survive" reaction.)
- Micoyan (3.5e Race) + (Micoyans are hairy, bestial humaniods with an opposable toe on each foot.)
- SRD5:Hunter Shark + (Mid-size [[Shark (5e)|shark]])
- Giff (5e Race) + (Militant Hippo-people with guns.)
- Griffon Cavalry Rider (5e) + (Military [[SRD5:Griffon|griffon]] rider)
- Miluda Quivira (3.5e NPC) + (Miluda is the leader of the Sand Rats, a g … Miluda is the leader of the Sand Rats, a group of bandits which prowl the Desert of Illusions in Piesok. They make a living off of preying on traveling merchants and bands of adventurers, stripping them of their gear and using their city contacts to sell it for goods.their city contacts to sell it for goods.)
- Mimic (3.5e Template) + (Mimics are imitation, a mockery of nature. Mimics are very similar in apparence and personality to the base creature. However they are aberration with an instinctive loyalty toward it master.)
- Sublime Soulknife (3.5e Feat) + (Mind blade is discipline weapon, soulknife levels increase initiator level.)
- Mindbreak (3.5e Variant Rule) + (Mindbreak represents the assimilation of harmful eldritch knowledge.)
- Cross the Bridge (3.5e Maneuver) + (Mindless undead treat you as undead and you take less damage from some forms of vile damage.)
- Belladone's Curse of Inconvenience (3.5e Spell) + (Minor curses which are really annoying, and mostly temporary.)
- SRD5:Wyvern + (Minor dragon creature with no forelegs.)
- Minor Fixes (Legend Variant Rule) + (Minor fixes to the game that make sense.)
- Blood-Toll Harpy (5e) + (Minor harpy)
- Cantrips Mastery (3.5e Feat) + (Minor magic is second nature to you.)
- Disappointing Runes (3.5e Spell) + (Minor rune goes off with a plip of daunting disappointment.)
- Popping Rune (3.5e Spell) + (Minor rune goes off with a pop of force.)
- Minotaur Lineage (5e) + (Minotaur as playable lineage)
- Baphomet (5e) + (Minotaur-like demon lord)
- Youkai Oni (3.5e Race) + (Mischievous and strong humanoids with horns, these alcohol-loving spirits known for being both paragons of justice and cruel destroyers.)
- Meazel (5e) + (Miserable humanoids of the [[Shadowfell (5 … Miserable humanoids of the [[Shadowfell (5e)|shadowfell]], meazels stealthy ambush the unwarry. They are grey-brown in color with sparse spots and tufts of hair at elbows and knees. They have large, pointed ears the tips of which splay out away from the head.ips of which splay out away from the head.)
- Vampiric Mist (5e) + (Mist of blood that was a destroyed vampire.)
- Mist Phantom (3.5e Template) + (Mist phantoms aren't creatures per se. They are either magical effects given life, or brief ghosts bound to enhanced smoke and fog. Either way, these invisible foes prove quite a challenge.)
- Publication:Dread Codex/New Spells/Draining Mist + (Misty spread deals 1 strength damage / 2 levels.)
- SRD:Multiweapon Fighting + (Mitigate multiweapon fighting penalties.)
- Martial Rogue (3.5e Feat) + (Mix Fighter and Rogue for the purpose of sneak attack, fighter level, and bonus feats.)
- Nuclear Spell (3.5e Feat) + (Mix force, fire, acid and sonic damage to destroy your opponents.)
- War Breakdancer (3.5e Prestige Class) + (Mixing music and unarmed combat, the War Breakdancer spins across the battlefield, a flurry of fists, feat, and song.)
- Witch Knight (3.5e Prestige Class) + (Mixing your Mind Blade and Eldritch Blast into a seamless whole.)
- Orb of Light (3.5e Spell) + (Mobile ball of light provides illumination.)
- Tree Blight (5e) + (Mobile carnivorous tree)
- Masked Knight (3.5e Prestige Class) + (Mobile fighters who barrage their opponents with a storm of blades.)
- Thorn Slinger (5e) + (Mobile plant that can throw its thorns.)
- Corpse Flower (5e) + (Mobile plant that scavenges and reanimates corpses)
- Zegway (3.5e Equipment) + (Mobile platform which gives a 40ft base land speed.)
- Oaken Bolter MToF (5e) + (Mobile, animated ballista platform)
- Oaken Bolter MotM (5e) + (Mobile, animated ballista platform)
- Fey Kelpie (5e Monster) + (Modification of the [[Kelpie (5e)|Kelpie]] - a preditory seaweed. It can assume other forms (notably that of a beautiful woman).)
- Modify Spell (One) + (Modify a [[Spell (One)|spell]] you have prepared. Changes can include: Components, concentration, damage type, range, ritual, or targets.)
- Adjusted Pact Making (3.5e Feat) + (Modify the length of time you remain bound to a vestige.)
- Daze (5e Spell) + (Momentarily disorient a creature<br /><br />)
- Githzerai Subrace (5e) + (Monastic [[SRD5:Humanoid|humanoid]]s, once slaves of the [[Mind Flayer (5e)|mind flayer]]s.)
- Mongrelfolk (5e) + (Mongrelfolk were [[SRD5:Humanoid|humanoid]]s that have been magically transformed, or descendants of other mongrelfolk. They have some features of various [[SRD5:Beast|beast]]s.)
- Monitor (3.5e Prestige Class) + (Monitors are nihilistic Monks with their roots in the Kuo-Toa culture)
- Ascetic Initiator (3.5e Feat) + (Monk and Tome of Battle base classes stack for Unarmed Strike and one ToB ability)
- Monk (3.5e Feat Type) + (Monk feats are feats that a monk can take as a monk bonus feat. They may dictate what level they are available as a bonus feat, but many allow pre-requisites to be ignored if taken as a monk bonus feat.)
- Improved Monk Unarmed Strike (4e Feat) + (Monk unarmed strike damage improves to 1d10)
- Sea Monkey (5e Monster) + (Monkeys of the sea.)
- Anima River (3.5e Martial Discipline) + (Monks and incarnates who sought power thro … Monks and incarnates who sought power through enlightement and spirituality found ways to understand and train their soul as one would their body. In times of battle, this allows them to strike at the invisible flow of life and wound their opponents most grievously.and wound their opponents most grievously.)
- Flurry Monk (3.5e Alternate Class Feature) + (Monks are fast but can't take advantage of it, they need to stand still to flurry. Well, not anymore.)