Difference between revisions of "Empower Maneuver (3.5e Feat)"

From Dungeons and Dragons Wiki
Jump to: navigation, search
(Created page with " {{author |author_name=Zhenra-Khal |date_created=5/22/2017 |status=Complete |balance=Very High }} <onlyinclude>{{3.5e Feat |name=Empower Maneuver |types=Metamaneuver |summary...")
 
m
 
(6 intermediate revisions by the same user not shown)
Line 4: Line 4:
 
|date_created=5/22/2017
 
|date_created=5/22/2017
 
|status=Complete
 
|status=Complete
|balance=Very High
+
|balance=High
 
}}
 
}}
  
Line 10: Line 10:
 
|name=Empower Maneuver
 
|name=Empower Maneuver
 
|types=Metamaneuver
 
|types=Metamaneuver
|summary=You can Empower a Strike maneuver.
+
|summary=You can Empower a maneuver.
|prereqs=<!-- All prerequisites, including feats -->
+
|prereqs=Ability to initiate any maneuver with variable effects, such as damage.
 
|fluff=<!-- Any non-mechanical flavor you want to show -->
 
|fluff=<!-- Any non-mechanical flavor you want to show -->
|benefit=All variable, numeric effects of an Empowered Strike are increased by one-half. You can Empower any Strike you know that is up to 2 levels lower than the highest-level maneuver you know; thus if you could use 8th-level maneuvers, you could Empower any Strike of 6th level or lower.
+
|benefit=All variable, numeric effects (Such as damage, but not saving throws) of an Empowered maneuver are increased by one-half. You can Empower any maneuver you know that is up to 2 levels lower than the highest-level maneuver you know; thus if you could use 8th-level maneuvers, you could Empower any maneuver of 6th level or lower. This is affected by initiator level decreases.
  
Once you initiate an Empowered Strike, you suffer a penalty to your initiator level equal to the maneuver's level for 2 rounds. While this penalty is in effect, your higher-level maneuvers will become unavailable, but aren't expended or lost and will be available once the penalty ends.
+
Once you initiate an Empowered Maneuver, you suffer a penalty to your initiator level equal to the maneuver's level for 2 rounds. While this penalty is in effect, your higher-level maneuvers will become unavailable, but aren't expended or lost and will be available once the penalty ends.
 
|example=<!-- If your feat has a complicated mechanic, give an example of how it works. -->
 
|example=<!-- If your feat has a complicated mechanic, give an example of how it works. -->
 
|normal=
 
|normal=
|special=You can "lose" (As if initiated) a number of readied maneuvers as part of initiating an Empowered Strike. The duration of the initiator level penalty reduced by 1 round per total maneuver level. Thus, expending three 1st-level maneuvers would reduce the duration of the penalty to 1 round. Alternatively, you can choose to increase the maximum level of maneuver you can Empower instead of reducing the penalty's duration. Both can be done, but that's a lot of expended maneuvers. In such an instance, Empowering a 9th-level Strike without penalty would require the expenditure of 8 maneuver levels.
+
|special=
 
}}</onlyinclude>
 
}}</onlyinclude>
  

Latest revision as of 08:27, 19 July 2019


Homebrew.png
Author: Zhenra-Khal (talk)
Date Created: 5/22/2017
Status: Complete
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
ArticleUndiscussed.png
Rate this article
Discuss this article


Empower Maneuver [Metamaneuver] Prerequisites: Ability to initiate any maneuver with variable effects, such as damage.Benefit: All variable, numeric effects (Such as damage, but not saving throws) of an Empowered maneuver are increased by one-half. You can Empower any maneuver you know that is up to 2 levels lower than the highest-level maneuver you know; thus if you could use 8th-level maneuvers, you could Empower any maneuver of 6th level or lower. This is affected by initiator level decreases.

Once you initiate an Empowered Maneuver, you suffer a penalty to your initiator level equal to the maneuver's level for 2 rounds. While this penalty is in effect, your higher-level maneuvers will become unavailable, but aren't expended or lost and will be available once the penalty ends.



Back to Main Page3.5e HomebrewCharacter OptionsFeats

Article BalanceHigh +
AuthorZhenra-Khal +
Identifier3.5e Feat +
PrerequisiteAbility to initiate any maneuver with variable effects + and such as damage. +
RatingUndiscussed +
SummaryYou can Empower a maneuver. +
TitleEmpower Maneuver +
TypeMetamaneuver +