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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
- Soul Crystal (3.5e Spell) + (You stick your soul in a rock and wait for a hapless victim to come and touch it.)
- Magical Aptitude (3.5e Feat) + (You're crazy good at manipulating magic.)
- 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)
- 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.)
- 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.)
- Elemental Aura (3.5e Feat) + (Your close relationship with primal elemental forces has manifested in a damaging aura.)
- 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.)
- Detective (3.5e Feat) + (You're good at finding things out just by conversing with townsfolk.)
- Deft Fingers (3.5e Feat) + (Your amazing manual dexterity is the talk of princes and princesses.)
- Danger Sense (3.5e Feat) + (Maybe Spiders tell you what's up. You certainly react to danger with uncanny effectiveness.)
- Cryptographer (3.5e Feat) + (You're good at reading things no one intended you to.)
- 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.)
- Animal Affinity (3.5e Feat) + (You're one of those people animals just won't leave alone for no apparent reason.)
- Alertness (3.5e Feat) + (Your ears are so sharp you probably wouldn't miss your eyes.)
- 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.)
- Disturbing Presence (3.5e Feat) + (Your intimidating actions drives others to madness.)
- Scrolls of Forbidden Lore (3.5e Sourcebook)/Introduction + (Your intimidating actions drives others to madness.)
- Imitate Spellcasting (3.5e Invocation) + (Your invocation can duplicate the effect of low-level spells with some limitations.)
- Eldritch Apotheosis (3.5e Feat) + (Your invocations become supernatural abilities.)
- Weightless (3.5e Equipment) + (Your item has no weight.)
- Wishgranting Jin (3.5e Feat) + (Your jin gain the ability to grant weak wishes.)
- Bestial Intellect (3.5e Flaw) + (Your just a dumb beast.)
- Tainted Brilliance (3.5e Feat) + (Your keen intellect, allows you to gain a different insight into forbidden lore.)
- Gokiburi Sensitivity (3.5e Feat) + (Your keen sense of sound improves.)
- Improved Intimidating Ki (3.5e Invocation) + (Your ki aura disturbs your opponents within 30 feet at all times)
- Master Explosive Wave (3.5e Invocation) + (Your ki explodes from you, pushing all opponents back 20 feet, and then potentially knocking them back even further.)
- Explosive Wave (3.5e Invocation) + (Your ki explodes from you, pushing all opponents back 15 feet, and then potentially knocking them back even further.)
- Dragonscales Monk (3.5e Feat) + (Your ki is drawn from the blood of dragon, granting you multiple draconic monk abilities.)
- Master Beam Blast (3.5e Invocation) + (Your ki volley strengthens and you can channel your ki into a even greater beam of destructive energy)
- Beam Blast (3.5e Invocation) + (Your ki volley strengthens and you can channel your ki into a beam of destructive energy)
- Exiled Ruler (3.5e Prestige Class) + (Your kingdom has been without a rightful ruler long enough)
- Studies of Fauna and Flora (3.5e Feat) + (Your knowledge of a specifics landscape train you more to interact with fauna and flora who dwell in this landscape.)
- Scholar of the Force Fist (3.5e Feat) + (Your knowledge of force spells makes you a scholar of the subject.)
- Spell Ward (3.5e Skill Trick) + (Your knowledge of how spells work helps protect you from them.)
- Regal Presence (3.5e Spell) + (Your knowledge of nobility gives you a commanding presence none can ignore.)
- Arachnid Trainer (4e Feat) + (Your knowledge of spiderkind gives you insight into training arachnids.)
- Scholarly Defence (3.5e Feat) + (Your knowledge of strange creatures and their bizarre anatomy allows you to anticipate their special attacks and avoid some of the damage.)
- Publication:Grim-N-Gritty/Appendix 4/Tactical Aid (3.5e Feat) + (Your knowledge of strategy and tactics lets you guide your allies in combat.)
- Theologist (3.5e Feat) + (Your learning of divine matters gives you power from a deity.)
- Crippled Legs (3.5e Flaw) + (Your legs (or similar appendages) are too weak to support your body, or may be completely paralyzed.)
- Constricting Fiend (3.5e Feat) + (Your legs merge into a long tail, and you gain the ability to squeeze the life from your foes.)
- Attenuation Attack (3.5e Feat) + (Your lethal attacks deal non lethal as well)
- LA Progression (3.5e Feat) + (Your level adjustment dice stack with one of your base class for the purpose of determining level-dependent abilities.)
- Rumormonger (3.5e Feat) + (Your lies spread.)
- Vita Rebuke (3.5e Maneuver) + (Your life force is overwhelming, those who try to snuff it out only get burned!)
- Anchored Object (3.5e Flaw) + (Your life force is tied to an object. If you get out of range of it, you suffer.)
- Life Animal (3.5e Feat) + (Your life is connected to your animal.)
- Spirit-Linked Heart (3.5e Flaw) + (Your life is linked with that of a spirit. It brings you power, but if it dies, you die.)
- Black Karma (3.5e Flaw) + (Your lifeforce and soul has been tainted by evil. This could be the result of fiends within your parentage, a great evil done in a previous life, or other unfortunate circumstance. Whether to embrace or spurn your heritage is a choice you must make.)
- Neo-Genesis (3.5e Feat) + (Your lifeforce swells, and spills out into the world around you, granting you powers.)
- Art of Flying Daggers (3.5e Feat) + (Your light and one-handed weapons gain the [[SRD:Throwing|Throwing]] and [[Rebound (3.5e Equipment)|Rebound]] enhancements.)
- Electrical Torment (3.5e Feat) + (Your lightning is extremely painful and can be used in excruciating but nonlethal bursts.)
- Hurtling Hitter (3.5e Feat) + (Your limbs aren't too busy while you're running fast to dish out a bit of pain.)
- Hobgoblin Lineage (5e) + (Your lineage if from a [[SRD5:Hobgoblin|hobgoblin]] that remained in the [[SRD5:Feywild|feywild]].)
- Wilds Upbringing (3.5e Alternate Class Feature) + (Your living in nature has trained you to study it, prepare for it and embrace it.)
- Lycan Skin (3.5e Feat) + (Your lycan heritage guards you against all weapons except those crafted with silver.)
- Scrolls of Forbidden Lore (3.5e Sourcebook)/Introduction + (You blood is black like oil, and thick like sludge, seeping out of your wounds and your pores like some grotesque infection.)
- Improved Disturbing Presence (3.5e Feat) + (Your maddening presence is everpresent and getting stronger...)
- Mystical Expanse (3.5e Feat) + (Your magic can cover a truly vast area.)
- Daze Dragons (3.5e Spell) + (Your magic can give even the most mighty monsters pause, if only for a moment.)
- Dark Arts (3.5e Feat) + (Your magic comes from powers from deep below, malignant and horrible)
- Moonlight Dependence (3.5e Flaw) + (Your magic depends on moonlight, perhaps because of a curse or peculiarity of you magical abilities. In any case your magic simply does not blossom without moonlight.)
- Bloodseeking Spell (3.5e Feat) + (Your magic draws out the blood from those it injures, making any injuries more severe.)
- Magical Attacker (3.5e Feat) + (Your magic guides your hand, and through your intelligent predictions, wisdom based awareness, or sheer force of will, your magic touch attacks find their mark.)
- Sky Attunement (3.5e Feat) + (Your magic is attune to the sky, which allow you to regain spells.)
- Toxic Magic (3.5e Feat) + (Your magic is poisonous, causing those affected by it to sicken and die.)
- Cystic Magic (3.5e Feat) + (Your magic's messed up, dude. You just gave that guy magic cancer.)
- Mystical Backlash (3.5e Feat) + (Your magical abilities are too overbearing for your own body, and unless you hold back can cause you intense suffering.)
- Enchanted Familiar (3.5e Feat) + (Your magical power divided with your assistant changes it.)
- Uncontrollable Magic Overload (3.5e Flaw) + (Your magical power emerges from your entire body, expelling uncontrollable waves of energy around you.)
- Inertial Impactor (3.5e Maneuver) + (Your massive impacts hit harder and knock your opponents away.)
- Inertial Obliterator (3.5e Maneuver) + (Your massive impacts hit harder, bull rush, and destroy both bodies and terrain in an area.)
- Epic Blitz (3.5e Feat) + (Your mastery of combat allow you to perform actions extremely quickly.)
- Needles Mastery (3.5e Feat) + (Your mastery of [[Assassin Needles (3.5e Equipment)|assassin needles]] allow you to perform special maneuvers.)
- Sleep of the Ages (3.5e Feat) + (Your mastery of ancient mummification techniques has revealed a secret technique for sleeping away the ages.)
- Tome of Necromancy (3.5e Sourcebook)/Necromancers with Style + (You have partaken of the feast most foul and count yourself a king among the ghouls.)
- Spell Reflection (3.5e Feat) + (Your mastery of batting spells away improves, allowing you to aim them back at the one who would have harmed you.)
- Puppy Dog Eyes, Greater (3.5e Feat) + (Your mastery of begging is astounding)
- Crafting Mastery (3.5e Feat) + (Your mastery of crafting becomes more evident as you train and grow your skills.)
- Feathered Glide (3.5e Feat) + (Your mastery of feather fall allow you to glide with ease, like Mario.)
- Master of Illusion (3.5e Feat) + (Your mastery of illusions allows you to improve them. This is a magical feat that scales with the highest level spell slot you have.)
- Death Throes (3.5e Feat) + (Your mastery of necromancy makes you unwil … Your mastery of necromancy makes you unwilling to die alone in combat. You gain a death throes that triggers whenever you would be brought down to 0 hp. If you are in the Immortal Fortitude stance, this triggers even if you succeed on your saving throw and survive.succeed on your saving throw and survive.)
- Skill Trick Mastery (3.5e Feat) + (Your mastery of skill tricks is such that you can use them multiple times.)
- Dominate Vestige (3.5e Feat) + (Your mastery of soul binding allow you to make vestiges subservient to you, of course if they do gain control it often mean trouble.)
- Perfect Lotus (3.5e Feat) + (Your mastery of the Infinite Lotus allows you great powers in its stances.)
- Still Teleport (3.5e Feat) + (Your mastery of the battlefield and knowledge of countering enemy magics is so complete that you can even stop teleporters from getting away from you.)
- Gripping Vise (3.5e Feat) + (Your mastery of the battlefield grows, enabling you to stop enemies before they have a chance of moving.)
- Master of the Primordial (3.5e Feat) + (Your mastery over raw chaos rivals that of the oldest gods, allowing you to shape it into entire planes of existence.)
- Precise Marksman (3.5e Feat) + (Your mastery with ranged weapons improves, allowing you to carefully shoot foes even as they move about at a distance.)
- Ranged Threat (3.5e Feat) + (Your mastery with ranged weapons improves, allowing you to carefully shoot foes even as they move about at a distance.)
- Increased Biocapacity (3.5e Feat) + (Your maximum [[Bio-Energy (3.5e Creature Ability)|bio-energy]] charges are increased.)
- Extra Martial Recovery (3.5e Feat) + (Your meditation or recalling is more efficient at refreshing maneuvers.)
- Totemic Hunter (3.5e Feat) + (Your meldshaping abilities help your hunt in innovative ways.)
- Publication:Hyperconscious/Psionic Feats/Primordial Surge + (Your melee and ranged attacks against living targets that inflict critical damage shake your foes.)
- Publication:Hyperconscious/Psionic Feats/Wounding Cut + (Your melee and ranged attacks that inflict critical damage against living targets also bleed.)
- Simmering Steel Stance (3.5e Maneuver) + (Your melee attacks deal additional fire damage.)
- SRD:Aligned Attack + (Your melee or ranged attack overcomes your opponent’s alignment-based damage reduction and deals additional damage.)
- Mental Backlash (3.5e Feat) + (Your mental defenses make you hard to detect magically, and even harder to divine.)
- Hungry (3.5e Flaw) + (Your metabolism is too high, and you get hungry and thirsty all the time.)
- Metafailure (3.5e Flaw) + (Your metamagic tends to fumble.)
- First Aid (3.5e Trait) + (Your methods of healing are effective, but temporary until you can obtain real recovery.)
- Mental Pressure (3.5e Flaw) + (Your mind easily cave in to the pressure of mental attack, even if yous shrug off an effect you may find yourself under it effect as you let your will slip.)
- Spiritual Awareness (3.5e Maneuver) + (Your mind expands to note the location of all targets, giving you the ability to make many attacks of opportunity.)
- Rituals (3.5e Variant Rule) + (You can share your rituals with others.)
- SRD:Mental Resistance + (Your mind is armored against mental intrusion.)
- SRD:Closed Mind + (Your mind is better able to resist psionics than normal.)
- Mental Denial (3.5e Power) + (Your mind is difficult to manipulate, and you have the willpower to power through many status effects.)
- Down to Earth (3.5e Feat) + (Your mind is skeptical towards magic and supernatural things, to the point that you resist them better than others.)
- SRD:Hostile Mind + (Your mind recoils violently against those who use psionics against you.)
- SRD:Wild Talent + (Your mind wakes to a previously unrealized talent for psionics.)
- Magnesium Flame (3.5e Feat) + (Your mitahnese breath weapon has a higher crit range and is very bright.)
- Witch-Born (3.5e Trait) + (Your mom may have been a witch or your dad a warlock.)
- Flowing Style Monk (3.5e Feat) + (Your monastery taught you to be light and agile in combat.)
- Desperation (3.5e Flaw) + (Your morale is easy to break, and in situations of struggles, you often find yourself in great desperation.)
- Mounted Mount (3.5e Feat) + (Your mount may mount its own mount.)
- Giant Maw (3.5e Soulmeld) + (Your mouth enlarges, taking the form of the maws of the mivilorn<sup>MMIII</sup>)
- Deformity, Malformed Beak (3.5e Feat) + (Your mouth is deformed to resemble the shape of a small beak)
- Wirework Fighter (3.5e Feat) + (Your movements and actions defy physics.)
- Move Like Lightning (3.5e Feat) + (Your movements are as fast as lightning)
- Gokiburi Grip (3.5e Feat) + (Your multiple leg allow you to grapple surfaces and climb like a spider.)
- Death Metal (3.5e Spell) + (Your music creates a destructive darkness in your allies hearts.)
- Techno (3.5e Spell) + (Your music electrifies those around you with inspired motion.)
- Unearthly Chorus (5e) + (Your music gives advantage on charisma checks against targets that fail a save.<br /><br />)
- Alternative (3.5e Spell) + (Your music inspires desperate action in allies.)
- Dark Heritage (5e Feat) + (Your mutations provide you actual benefits.)
- Nymph Grace (3.5e Feat) + (Your naiad heritage grant you the unearthly grace ability of a nymph.)
- Deadly Chill (3.5e Maneuver) + (Your next attack deals additional cold damage and leaves a persistent chill.)
- Red Terror Strike (3.5e Maneuver) + (Your next attack deals bleeding damage.)
- Masque of Red Death (3.5e Maneuver) + (Your next attack deals higher Strength-based damage than normal.)
- Deathstroke (3.5e Maneuver) + (Your next attack gains a higher critical chance, especially if the enemy is already weakened.)
- Vile Strike (3.5e Spell) + (Your next attack in the round deals vile damage.)
- Unavoidable Strike (3.5e Power) + (Your next attack will hit and deal damage, no matter what.)
- Inconsiderate Arrival (3.5e Maneuver) + (Your next landing will be quite explosive, dealing 1d8 points of sonic damage per initiator level in an area.)
- Lightning Arrow (5e) + (Your next ranged weapon attack does [[SRD5:Lightning|lightning]] damage to the target and nearby creatures.<br /><br />)
- Lightning Arrow (One) + (Your next ranged weapon attack does [[SRD5:Lightning|lightning]] damage to the target and nearby creatures.)
- Void Meditation (3.5e Feat) + (Your nonthoughts protect you from prying eyes.)
- Advanced Familiar (3.5e Feat) + (Your normal familiar gets improved benefits.)
- Red Nose (3.5e Soulmeld) + (Your nose glow of a familiar red light.)
- Middling Spellcaster (3.5e Feat) + (Your novice spellcasting abilities improve to middling spellcasting.)
- Expose Weakness (3.5e Feat) + (Your opening blow opens the way for additional strikes to deal great damage.)
- Jitterbug (3.5e Power) + (Your opponent can't stop moving, and their twitching bodies disrupts their accuracy.)