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"Lol Media" +Use the power of teh internets, or whatever passes for it in your setting, to make yourself appear more knowledgeable than you really are.  +
"Smith", the Spymaster +A spymaster so good at concealing his identity he forgot himself.  +
1
10-Foot Pole Proficiency +Wield a 10-foot pole as a weapon.  +
100 Female NPC Names +A chart with 100 first and last names for humanoid female NPCs.  +
100 Fists +Increase the number of attacks from flurry of blows.  +
100 Male NPC Names +A chart with 100 first and last names for humanoid male NPCs.  +
100 Traits +A list of 100 character traits that's fairly different from the one in the DMG.  +
100% Deathball +You create a dark purple or red orb of destruction  +
2
20 Misfortunes +20 curse-like effects to add some flavor to traps, curses or other bad stuff.  +
24-Hour Gym +Make any flat surface a door to a fully-equipped gym!  +
3
3.5e Cleric Domain Preload +<-- Summary of Domain -->  +
3.5e Equipment Preload +  +
3.5e Flaw Preload +<- Summary of trait ->  +
3.5e Grim Alterations +Line of darkness damages enemies, more damage if lights have been absorbed  +, Shadow on the ground causes those touching it to be slowed and damaged  +
3.5e Monster Instructions 2 +A giant orc creature covered in horn plates.  +
3.5e Trait Preload +<- Summary of trait ->  +
341 Special +You gain three moderate feats or one high and two low feats for one Very High feat  +
3D Maneuver Gear +3D maneuver gear is a belt of complex machinery, the 3D maneuver gear is a set of two-spring loaded grappling hooks that rapidly retract as well as pressurized gas powered jets for high speed movement. They provide "flight", provided there are surfaces to grapple onto.  +
3D Maneuver Gear Proficiency +You can use [[3D Maneuver Gear (3.5e Equipment)|3D maneuver gear]] as more than just a pair of [[Hookshot (3.5e Equipment)|hookshots]].  +
5
5-Seconds Cooking +The steak, the grain and the egg are in... now where did I put the carton of milk?  +
50/50 +You always have a 50% chance of defending.  +
50/50 Coin +A lucky coin that lets any game of chance be a 50% chance.  +
541 Special +You gain five low feats for one.  +
5E Spelljammer +This page is a conversion of the Spelljammmmer setting to 5E  +
5e Divine Domain Preload +  +
5e Ring Preload +  +
5e Rod Preload +  +
5e Staff Preload +  +
5e Subclass Preload +  +
5e Wand Preload +  +
A
A Druid's Guide to Redwood Forests' Most Beautiful Places +A leather book about Redwood written by a local druid.  +
A Feast Unknown +You have partaken of the feast most foul and count yourself a king among the ghouls.  +
A Fortitude Quicker Than the Body +Use your Reflex save in place of your Fortitude save.  +
A Life For A Life +You sacrifice one life for another.  +
A Player's Guide to Roles in the Party +Sometimes, people can be confused about the different roles in D&D. They don't know what their place is, or think that the only way to be effective in combat is to kill the enemies as quickly as possible with no thought to depending on other characters or to cast spells that increase the combat effectiveness of their allies. This article helps people who don't quite understand what the different roles are to examine the three main archetypes of roles in a party, as well as some of the major variations of each one.  +
A Shard of Eternity +You gain a +1 Inherent Bonus to all ability scores.  +
A Will Quicker Than the Mind +Use your Reflex save in place of your will save.  +
A'dam +A collar and a bracelet, for keeping a [[Channeler of Saidar (3.5e Class)|Channeler of ''saidar'']] as a pet.  +
A.D.A.M. Unit +Weapons of war refined in towers until they can claim a soul of their own.  +
AC Scouter +Allows you to know the Regular, Touch and Flat-Footed AC of a target.  +
ATRuns +A race of mining constructs with variable builds and traits.  +
ATRuns Extra Features +Gain additional ATRuns Model Features.  +
ATRuns Superior +A racial paragon class for the [[ATRuns (3.5e Race)|ATRuns]].  +
Aarakocra (5e)/Race +Aarakocra are winged [[SRD5:Humanoid|humanoid]]s that can [[SRD5:Fly|fly]].  +
Aarakocra Common +Aarakocra are winged humanoids that can fly.  +
Aarakocra Lineage +Aarakocra are winged humanoids that can fly.  +
Aarnott's Epidemic +The target comes down with a disease of your choice, which with some coaxing can be accelerated rapidly.  +
Aaron Tagge +A man wearing a crisp, clean, white, robe, with a slightly forceful yet smooth aura about him.  +
Aartuk +Five-limbed, intelligent plants  +
Aartuk Elder +Aartuk that has grown large with age.  +
Aartuk Priest +Aartuk cleric  +
Aartuk Warrior +Aartuk soldier  +
Aasimar +Aasimar are the great grandchildren of beautiful outsiders.  +
Aasimar +Aasimar are descendants and offspring of a once great angel race, cast down into mortalhood by a curse...  +
Aasimar Lineage +Half-[[SRD5:Human|human]], half-[[SRD5:Celestial|celestial]].  +
Aasimar Race +Half-[[SRD5:Human|human]], half-[[SRD5:Celestial|celestial]].  +
Aasimar-Gr7mm +Here's our missing planetouched, tieflings can't have all the fun can they?  +
Aath Joiner +Creatures who have joined their minds with a slug-like creature known as an Aath  +
Abaddon's Hatred +You strike down your enemies with the hatred of Abaddon.  +
Abaddon's Prowess +Removes the 'one per turn' limit on your proximity blast.  +
Abaddon's Radiance +Radiates your proximity blast to all those nearby.  +
Abandoned Skill +Your course of life has made you abandon a physical, moral or intellectual aspect of your personality.  +
Aberrant +Aberrant feats were originally presented in [[Publication:Lords of Madness|Lords of Madness]]. They represent your character evolving to be closer to the aberration type.  +
Aberrant Mind +These sorcerers tap power from the [[Far Realm (5e)|Far Realm]]  +
Aberrant Summoning +You summon terrible aberrations instead of animals.  +
Aberrant Summons +Summon aberrations to aid you.  +
Aberration Hunter +Aberrations should be hunted, and some deities give clerics the power to do it.  +
Aberro +This is the Patron Lord of runaway parents and sexual affairs.  +
Abhorrent Overlord +Emeciated gray fiends with black leathery skin.  +
Abhorsen +The power of music has a hold on the dead; with the willpower behind it, the dance of the dead can be forced into any tune the singer desires. That is the power of the necromancer, whether or not music is their medium. But as music can raise the dead into undeath, so can it put them back to rest, as well bind those who refuse the final end. That is the duty of an Abhorsen.  +
Abi-Dalzim's Horrid Wilting +Suck the moisture from everything in the area.<br /><br />  +
Abi-Dalzim's Horrid Wilting +Suck the moisture from everything in the area.  +
Ability Blow +An ability blow weapon is tied to a certain ability score. Damage from the weapon goes off the selected ability score, rather than Strength (or whatever ability score is normally used).  +
Ability Damage Reduction +Ability damage needs to break through the ability damage reduction first before a creature is dealt ability damage.  +
Ability Focus +The DC for a special attack increased by 2  +
Ability Focus, Variant +You are focused on one ability.  +
Ability Mastery +Gain a minor bonus to skills and ability checks for a chosen ability.  +
Ability Score Improvement +Boost one [[SRD5:Ability Score|ability score]]s (+2) or two different ability scores (+1). Max. score is 20 or 22 depending on your level.  +
Ability Shield +This armor form a protective barrier around you, powered by your mental faculties.  +
Ability Striking +An ability striking weapon is tied to a certain ability score. Attacks with the weapon go off the selected ability score, rather than Strength (or whatever ability score is normally used).  +
Ability Training +An ability score goes up.  +
Ability Trickster +Combat tricks and special DCs for weapon abilities can be based off the chosen ability score.  +
School of Abjuration +Focuses on [[SRD5:Abjuration|abjuration]]s  +
Abjure Magic +You can use your own baleful power to dispel magical effects and make a barrier of dispelling energy for a time.  +
Abjurer +Wizard that specializes in Abjuration spells.  +
Ablative +Armor with this enhancement can absorb up to 20 points of damage from any physical ranged attack (including siege weapons or massive weapons), after which any damage beyond it taken normally.  +
Ablative Armor +Your armor plating is layered to push back explosively, reducing damage... at least for a little while.  +
Ablative Damage Reduction +Barbarian, Sohei and a number of other classes grant DR at such an abysmally slow rate that the feature is utterly useless. This ACF seeks to make the DR noticeable for a couple of hits at least, by turning it from an always active improvement into a stronger improvement that ablates as it gets used.  +
Ablative Gel +Apply a protective gel on your skin that grants you ''[[SRD:Freedom of Movement|freedom of movement]]'' and ablates several kinds of damage.  +
Ablative Jacket +Create a magical vest which grants a bit of temporary hit points.  +
Abode of Earth +You are at home within the earth.  +
Aboleth +Aquatic manta-like aberration with psychic powers  +
Aboleth Disciple +Your psionics awaken some hidden power, revealing the abolethian tainting of your ancestors.  +
Aboleth Pustule +A substance, or perhaps an organ, harvested from aboleths the aboleth pustule when broken and dropped in water causes the water to gel over.  +
Abolishing Flames +You hurl a mass of divine fire at your enemy that expands into an explosive burst.  +
Abominable Form +Turn into an eldritch abomination.  +
Abominable Sinews +  +
Abomination +Abominations have been present throughout history, some making themselves well known such as the Frankenstein monster, whilst many have tried to emulate their hideous appearance, it takes a truly twisted and deformed mind to create such a being. Though it takes much more vision to become one as opposed to giving life to one...  +
Abomination +Horrible half-deity half-monsters, these unloved abomination are anathemic to the divine.  +
Abomination Skin +This ugly hide armor confers a strong protection against the divine.  +
About Feats +Any feat designated as a fighter feat can be selected as a fighter’s bonus feat.  +
Abra +Abras are peaceful and timid creatures. They have powerful minds and are able to craft wondrous dreamscapes for themselves, and often sleep for upwards of 18 hours a day in order to enjoy them. Abras appear similar to bipedal cats with three digits on the end of each limb. Their body is covered in what appears to be yellow or orange chitonous armor – but in reality the shiny and rigid outer layer of an Abra is brittle and serves no protective function at all.  +
Abrupt Withdrawal +Move and hide.  +
Absol +Bringer of Disaster, or misunderstood hero? either way, love that haircut!  +
Absolute +The damage of an absolute weapon cannot be prevented.  +
Absolute Maneuver Mastery +While in this stance, your other maneuvers are improved. Iron Heart maneuvers are improved the most.  +
Absolute Resistance +Render yourself immune to magic for 1 round.  +
Absolute Strike +Regeneration? Immunity? There is no refuge.  +
Absolute Zero +The ultimate heat-draining technique, it can disintegrate foes with a single touch.  +
Absolutely Safe Canopy +An immobile seating area with overhang that protects its occupants by sealing them away. Beware not to become trapped.  +
Absorb Ally +You can absorb fallen allies, taking their dying energy to empower yourself.  +
Absorb Elements +[[SRD5:Resistance|Resistance]] to a type of damage after being hit.<br /><br />  +
Absorb Elements +[[SRD5:Resistance|Resistance]] to a type of damage after being hit.  +
Absorb Enchantment +Temporarily gain the benefits of a destroyed magic item.  +
Absorb Energy +You can absorb the energy of incoming attacks to recover your bio-energy.  +
Absorb Undead +Absorb your undead minions into your body, empowering you, or dismiss it to summon your army back to your command. Also serves as a form of death throes.  +
Absorbing Vial +Grab an incoming projectile, spell, or other effect and keep it in storage until you need it.  +
Abstruse Cardshark +A versatile caster with a casting system much like the Crusader's. This one uses actual suits.  +
Absurdly Sharp Blade +Your sword can cut things better. Yay!  +
Abundant Magic +You may use your major magic spell-like more often.  +
Abundant Spell-like Ability +You gain two additional uses of a spell-like ability.  +
Abyssal Alchemist +An Abyssal Alchemist is a very very special spellcaster, she is an expert of twisting and transmuting the chaotic primal essence of the demons, lords of the abyss.  +
Abyssal Blackguard +A knight of the Abyss, serving their lord with the power of their sword.  +
Abyssal Counsel +Functions as ''contact other plane'', with limited information.  +
Abyssal Gift +Functions as ''minor creation''.  +
Abyssal Heritor +Abyssal Heritor feats are representations of an abyssal bloodline or power source beginning to manifest itself.  +
Abyssal Heritor Warlock +Not all warlocks need damage reduction. For those that don't, gaining a few flavorful feats is a better choice.  +
Abyssal Poison +Your claws drip with a poison as dark as the abyss.  +
Abyssal Sight +Gain the ability so see in magical darkness.  +
Abyssal Tiefling +Tiefling with a [[SRD5:Demon|demon]]ic heritage.  +
Abyssalbred +Intelligent creatures who temporarily escaped the abyss.  +
Abyssalcry Magic +Infuse your magic words with the raw power of demons  +
Acacite Heartstone Amulet +A platinum necklace with a rare magical gemstone, previously owned by a hag.  +
Academic Sorcery +You can add additional spell from a spellbook to your spell known.  +
Academic Trauma +When studying a particular topic, something in your character's past inflicted trauma, which is now associated with that topic.  +
Academy +Schools, Institution of Knowledge, Training Academies  +
Academy Graduate +An academy graduate has been trained at a reputable military academy and exceeded in tactical and weapon training. They eschew the uses of mounts and glorious charges to focus on commanding and inspiring their troops. Through superior training she has learned how to use martial maneuvers and has a superior grasp on tactics.  +
Accelerate Initiative +Your initiative keeps rising even after you've rolled.  +
Accelerate Spell +Cast a spell a little faster, but not too fast.  +
Accelerate The Moon +Step forward in time 1 hour, ceasing to exist, and changing your Season.  +
Accelerate The Wheel +Step forward in time 1 round, ceasing to exist until your next turn, and changing your Season.  +
Accelerate Time +A much more powerful version of haste, but limited to a single creature and one round.  +
Accelerate Vestige +Coax a vestige to replenish the cooldown of its abilities a bit more quickly.  +
Accelerate the World +Step forward in time 1 day, ceasing to exist, and changing your Season.  +
Accelerated Attack +Benefit from [[SRD:Spring Attack|Spring Attack]], or gain an extra attack in the round.  +
Accelerated Decay +Force all creatures in a 30 ft radius to save against disease or poison as if the next duration came to pass.  +
Accelerated Impact +You enhance an attack with heavy gravity, increasing it damage and knocking whoever is struck off their feet.  +
Accelerated Progression +Slow progressions of classes (such as sorcerers to wizard, or wilder to psion) now progress faster.  +
Acceleration Combat +Let your legs get you out of danger  +
Acceleration Ring +You create a barrier which accelerates allies and projectiles passing through, and hampers opponents moving through it. With time, you can use it to launch yourself far distances.  +
Accept Soul +Like Reincarnate, but all in your head. The target is reincarnated as a Sentient Illusion.  +
Access Divine Power +Either through faith or some trickery, you gain access to a domain power which would not normally be yours to use.  +
Access Divine Spell-Likes +As [[Access Divine Spells (3.5e Feat)|Access Divine Spells]], but gain them as 1/day spell-like abilities.  +
Access Divine Spells +You gain further access to your domain of specialization, unlocking the secrets of its inner circle.  +
Access Domain +You gain an additional domain.  +
Access Primal Utterance +You gain access to a Primal Utterance early.  +
Accessory of Human Disguise +A small accessory that allow the wearer to take a human shape with ease. However it is only limited to a very specific shape.  +
Acclimated to Cold +You are well acclimated to intense cold, allowing you to persist even in glacial nights..  +
Acclimated to Heat +You are well acclimated to intense heat, allowing you to resist the hottest of weather.  +
Accomplished +This feat does nothing, but take heart for you can now follow your dreams and live in harmony, harmony--oh love!  +
Accumulative Advantage and Disadvantage +This rule allows for especially powerful or weak positions to not be undermined by a single tactical slip-up or adjustment.  +
Accurate Opportunist +You sacrifice deadliness for increased accuracy.  +
Accursed Blade +Curse an enemy with a successful attack.  +
Accursed Drive +You deal extra unholy damage and curse struck foes with a decaying curse.  +
Accursed Smite +Creature affected by smite must succeed on Will save or take -4 penalty on all attack rolls, saving throws, skill checks and ability checks  +
Accursed Visage Amulet +Increases the duration of Transmutation effects, but sickens the wearer for half the time.  +
Accustomed to Society +You grew up in a place where food was bought in a marketplace, you could always take convenient shelter from natural weather elements and were well protected from wild animal encounters.  +
Ace Dogfighting +As the Dogfighting maneuver, except deals additional damage and move to their blind spot.  +
Ace Feathered Crest +Grants a maneuver from the [[Aerial Ace (3.5e Martial Discipline)|Aerial Ace discipline]], similar to the Crown of White Ravens<sup>ToB</sup>.  +
Ace Up the Sleeve +Make a feint using a Profession (Gambler) check.  +
Ace in the Hole +Make a feint using a Profession (Gambler) check, additional effects against creatures based on their Sense Motive check.  +
Achilles's Heel +You have a tragically exploitable weak point, any blows to it will truly hurt you no matter how tough you are.  +
Achiralium +The perfect mirror, this shiny reflective substance is not formed from traditional matter, and is more akin to a continuous field of force, a deformation in space time that reflects energy in equal and opposite strength.  +
Acid +The domain for melting people's faces.  +
Acid +Creatures with the Acid subtype are infused with corrosive energies or materials, and often are composed of caustic slime, decaying matter, or corrosive vapors.  +
Acid Arrow +Magical arrow bursts in a spray of acid  +
Acid Arrow +Magical arrow bursts in a spray of acid<br /><br />  +
Acid Bomb +This spell creates a sphere of acid that flies towards the target.  +
Acid Fog +Creates a fog that also burns people with acid.  +
Acid Glob +An glob of acid that streaks towards your enemies.  +
Acid Rain +You conjure a cloud of acidic precipitation that melts down whatever is caught inside.  +
Acid Sheath +Cover yourself in acid, resist acid damage, hurt attackers.  +
Acid Splash +Conjures bubble of [[SRD5:Acid|acid]] that can hit [[Creature (One)|creature]]s in a 5 foot [[SRD5:Sphere|sphere]], [[SRD5:Dexterity|Dex]] [[Save (One)|save]] to avoid.  +
Acid Splash +Conjures bubble of acid that can hit 2 creatures within 5 feet of each other<br /><br />  +
Acid Stream +Target takes ongoing acid damage<br /><br />  +
Acid Trip +Cause the target to experience an acid trip  +
Acolyte +The NPC cleric, with minor miracles and religous knowledge.  +
Acolyte +Person of the cloth  +
Acolyte +Served in a temple  +
Acolyte +Junior members of a clergy  +
Acolyte of the Skin +Having found the skin of some strange creature, you have been able to bind yourself to the skin's original occupant, calling them forth in times of need.  +
Acquire Class Ability +An alternative to gestalt.  +
Acquire Domain +You gain a domain in a divine class that does not normally gain domains.  +
Acquire Mind Blade +You can create a weapon made of your own thoughts at will.  +
Acquire Skill +You gain a class skill.  +
Acquire Telepathy +You gain [[SRD:Telepathy|Telepathy]] with a ranged based on your strongest telepathy power.  +
Acquirer's Eye +You know what you want, even if other people have it right now.  +
Acquisitive +You love gifts, and cannot refuse one, even if you know accepting the bribe is a bad idea.  +
Acrid Rime +An Acrid Rime weapon is a made of a supercool acid kept within a magical containment field overlaid upon the original weapon.  +
Acrobatic +Move out of the way!  +
Acrobatic +You can totally flip out and kill someone with your gymnastic prowess.  +
Acrobatic Pokemaniac +For the Thief-Acrobat (Dungeonomicon) who wants a pokemon companion  +
Acrobatic Savant +There are many different acrobatic traditions all across the world. Some types of acrobats include gymnasts, circus performers, dancers, and martial artists. A potential acrobat needs to have good balance, agility, and motor coordination. As an acrobatic savant, you have these traits in abundance. You routinely perform feats of acrobatics that awe and amaze enemies and allies alike.  +
Act Fast +You act before others in initiative.  +
Act of Treason +A quick mind altering drug.  +
Action Without Motion +Move, returning [[SRD:Attack of Opportunity|AoOs]] and gaining Sudden Strike damage.  +
Active Immune System +You don't get sick often, but when you do, it's unpleasant.  +
Actor +Boost to [[SRD5:Charisma|Charisma]], [[SRD5:Advantage|advantage]] on impersonation attempts, reduced [[DC (One)|DC]] to mimic a person or sound.  +
Acute Heavy Metal Poisoning +The result of consuming a lot of toxic heavy metals at once. If not treated immediately it may have serious long term effects.  +
Ad Hominem +You point out a character flaw in your opponent, and nobody listens to them any more.  +
Ad Misericordiam +You are so pitiful-looking, nobody would want to kill you.  +
Adam's Apple Agony +Adam's Apple expands suddenly, causing damage.  +
Adamant Defense +Your defenses improve while you're focused.  +
Adamant Focus +Your have improved upon your innate ability to focus.  +
Adamantine Body, Tome +A warforged feat which doesn't make us cry.  +
Adamantine Devil +The adamantine devil, also known as a silexaversio, are lawful evil outsiders found on Acheron who are the result of evil spirits possessing a suit of armor, transforming it into a huge monstrous tank.  +
Adamantine Monk +An improvement to the monk, one which really does turn their body into a living weapon... and armor.  +
Adamantine Resilience +You gain DR/Adamantine equal to 1 + 1/2 your ECL.  +
Adamantine Resolve +Double your crusader's steely resolve ability.  +
Adamantine Skin +Increase DR/Adamantine and sunder weapons on contact.  +
Adamantine Stomach +Those you swallow won't be getting out.  +
Adamantine Tracery +Your warforged slam attack becomes adamantine.  +
Adapt Psychic Knife +Your psychic knife gains the properties of a special crafting material  +
Adaptable Stunning Fist +You can spend extra stunning fist usages to improve your attack.  +
Adaptable Technique +Your constant training has allowed you access to an unconscious collective of sorts, allowing you to pull new tricks and techniques from thin air.  +
Adapted Training +Every monastery has its own prefered weapons.  +
Adaptive +This weapon enhancement allows you to use part of your true potential when wielding it.  +
Adaptive Dodge +You gain a cumulative dodge bonus against a single creature.  +
Adaptive Energy Resistance +When the creature takes enegy damage, its body changes to resist to that destructive energy.  +
Adaptive Eyesight +You gain several benefits to your vision.  +
Adaptive Performance +Swap bardic music uses for spells, and vice versa  +
Adaptive Regeneration +Adaptive Regeneration is a special kind of regeneration which adapt to damage.  +
Adaptive Shell +Slowly adapt to your environment.  +
Adaptive Shift +You expend a readied maneuvers to ready another.  +
Adaptive Singer +You can roll [[4e#arcana skill|arcana]] [[4e#skill check|ckecks]] twice and use the highest result.  +
Adaptive Skin +Gain the effects of ''[[SRD:Adapt Body|adapt body]]''.  +
Adaptive Style Errata +Reworking the poorly thought out prerequisites on a feat to allow for future classes.  +
Adaptive Ward +A low-level reactionary Stoneskin, meant to replace Absorb Elements.<br /><br />  +
Adaptive Weapon +Reassign the special abilities of a class-granted weapon.  +
Addiction +You are addicted to something, and you get cranky when you can't stop the craving.  +
Additional Combat Special Attacks +Additional special attacks beyond the basics, such as bull rush, disarm, and grappling.  +
Additional Element Affinity +You gain an affinity with another element.  +
Additional Elemental Damage +Three new types of elemental damage, Air, Earth and Water, to complement the traditional elements of D&D  +
Additional Epic Spell Factors +Additional epic spell factors, for creating new epic spells.  +, Extra epic spell factors from where the epic level handbook forgot a few changes.  +
Additional Forlorn Learning +Increase the number of spells that are forbidden to you, increase the number of spell slots you have.  +
Additional Magic Item Space +This feat needs a summary.  +
Additional Magic Item Space-CE +Double the amount of magic item slots you possess.  +
Additional Maneuver Types +Four new types of martial maneuvers - Flourishes, Assaults, Warcries, and Strategies.  +, Create a column of natural darkness to hinder enemy sight.  +, Create a column of inky shadow to hinder enemy sight.  +,
Additional Spirit Bond +Gain an additional spirit bond for the [[Hairbinder (3.5e Class)|hairbinder]].  +
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