Occult Sovereignty (3.5e Martial Discipline)
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Within the Tippyverse that is the war between the mundane and the magical, the mundane have always lost. There is no recourse to defeating a prepared caster, save for becoming a spellcaster yourself (and perhaps not even then). Forged by those who would seek to challenge their spellcasting tyrants with steel and willpower, the Occult Sovereignty discipline teaches its practitioners the ins and outs of magic, how it works, and how to manipulate it to do your bidding. With a wave of the blade, a disciple of Occult Sovereignty can combat the forces of magic using martial talent and keen knowledge.
Game Mechanics of the Occult Sovereignty
Available To: Any
Discipline Skill: Spellcraft (Int) - One must know the enemy in order to stand a chance against it.
Discipline Weapons: Dagger, Heavy Mace, Light Mace, Longsword, Quarterstaff, and Unarmed Strike. - The classic weapons of wizards and common gishes prove effective against the very wielders of those powers.
Saves: 10 + level of maneuver + Intelligence.
Legacy Weapon: Weavebreaker
Maneuver Granting Item: Sovereign Charm
Discipline Feat: Occult Subjugation
Tactical Feat: Occult Domination
Maneuvers of the Occult Sovereignty DisciplineEdit
- To see the full, expanded description of every maneuver, click here.
1st-Level Maneuvers
- Disrupt the Weave: Strike — Cleave the magic off your foes with your blade!
- Mage's Antipathy: Stance — Make it more difficult for spellcasters to cast in your presence.
- Witch Hunter's Strike: Strike [X-Discipline] — Smite those pesky casters.
2nd-Level Maneuvers
- Cut the Threads: Counter — Counter a spell that enters your threatened area with an initiator check.
- Distracting Blow: Strike [X-Discipline] — Strike a blow that hits a spellcaster where it hurts - his focus.
- Feeblespell: Strike — Bestow 1d4 Spellstrained levels.
- Spell Stealing Mirror: Stance — If you make a save against a spell (up to 6th level), you can choose to absorb it and use it against them.
3rd-Level Maneuvers
- Annoying Blow: Strike [X-Discipline] — Hit your foe with the specific intent of distracting him.
- Flatland's Abstraction: Stance [X-Discipline] — Toy with the fabric of reality and make vertical space your bitch. A creature that flies can still be reached by your attacks, no matter how high above you it may be. In other words, just because a wizard uses fly doesn't mean you can't smack him.
- Know thy Enemy: Boost [X-Discipline Scrying] — The key to victory is to anticipate your opponent's moves, and make sure he can't perform them. Learn what your foe has in store for you, then selectively deprive him of his greatest assets!
- Mystical Plague: Strike [X-Discipline Evil] — Generate a magic-inhibiting infection, then inject it into the target.
4th-Level Maneuvers
- Dimensional Chains: Stance — Aura with the same effect as dimensional lock.
- Irritating Blow: Strike [X-Discipline] — Hit your foe harder with the specific intent of distracting him.
- Magic Drain: Strike — Bestow 2d4 spellstrained levels on an enemy.
- Mind Probe: Boost [X-Discipline Scrying] — Like know thy enemy, but a little bit faster.
- Retributive Spellstrike: Counter/Strike — When you are struck by a spell, copy its effects onto your weapon and return the favor.
5th-Level Maneuvers
- Buzzing Fly: Rush [Sonic] — Dash about the field while making inane noises that make it really, really, really, really hard for enemy spellcasters to concentrate. Just like a housefly, only about a hundred times more aggravating!
- Haywire: Boost — Allows you to drive mindless creatures crazy.
- Mind Scan: Boost [X-Discipline Scrying] — Like know thy enemy, but you actually have time to do other stuff this round.
- Mind Sweep: Strike — Purge six spell slots from your target's mind.
6th-Level Maneuvers
- Aggravating Blow: Strike — Hit your foe really hard with the specific intent of distracting him.
- Mind Peek: Boost [Scrying] — Like know thy enemy, but you actually have time to do other stuff this round.
- Spell Scrambler: Strike [Compulsion] — Target's spells go awry in a humorous and rarely useful fashion. (Wait, wasn't that the summary for something else?)
7th-Level Maneuvers
- Absolute Resistance: Counter — Render yourself immune to magic for 1 round.
- Maddening Blow: Strike — Hit your foe really hard with the specific intent of distracting him.
- Mind Scrub: Strike — Purge eight spell slots from your target's mind.
- Synaptic Shock: Strike [X-Discipline] — Fry your opponent's nervous system.
8th-Level Maneuvers
- Deny Magic: Stance — Generate an antimagic field with a radius of 5 ft./initiator level centered on yourself, with everything that entails (read: spellcasters become utterly impotent).
- Mystical Blight: Strike [X-Discipline Evil Fire] — Generate a highly virulent magic-inhibiting infection, then inject it into the target.
- Removed from the Weave: Stance — Become completely immune to magic, like a golem.
- Screaming Fly: Rush [Sonic] — Fly all over the field while making inane noises that make it really, really, really, really hard for enemy spellcasters to concentrate. Just like a housefly, only about a thousand times more aggravating!
- Spell Baseball: Counter — Strike a spell with your weapon and return it to the sender. ...Yes, you actually do that. You literally whack a spell as if it was a baseball.
9th-Level Maneuvers
- Perfect Counter: Counter — You thrash your blade against any magic, and return it to sender.
- Spell Leech: Boost [Scrying] — Reach into the mind of your target; if the target is a spellcaster, you may erase his spells one by one.
- This is Your Brain on Magic: Strike [Electricity] — Completely and utterly sizzle the opponent's brain, ruining its spellcasting abilities for a very, very long time.
- Unmake Arcane: Strike — With one blow, you eradicate an undesirable bastardization of nature. Hell, you might put an artifact down with this.
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