Sovereign Storm (3.5e Martial Discipline)
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Lollightning
Contents
Game Mechanics of the <- name of discipline ->
Available To: <- classes that may take discipline, write "Any" if no restrictions past normal ->
Discipline Skill: <- skill of discipline -> (<- Unless this is a special Craft, Knowledge, Perform, or Profession, delete this line, otherwise, write what specialization it is ->) - <- Reasons why this skill was chosen as the discipline skill. ->
Discipline Weapons: <- weapons of discipline -> - <- Reasons why these weapons were chosen as discipline weapons. ->
Saves: <- If you have a standard save DC, the formula goes here. ->
Legacy Weapon: <- Name of legacy weapon ->
Maneuver Granting Item: <- Name of magic item that provides a maneuver from this discipline. ->
Discipline Feat: <- Discipline feat, usually based on skill and usually prereq for tactical feat ->
Tactical Feat: <- Tactical feat of discipline ->
Special: <- Anything mechanical of note that is different than usual. ->
Maneuvers of the Sovereign Storm Discipline
- To see the full, expanded description of every maneuver, click here.
1st-Level Maneuvers
- Jolting Aura: Stance [Electricity] — Striking you creates a small cone of electric sparks, dealing 1d6 electricity damage.
- Jolting Blow: Strike [Electricity] — You make a melee or ranged attack; if it hits, it deals an additional 1d6+1 per initiator level (maximum +5) electricity damage. Can be channeled.
- Reflective Conductivity: Stance [Electricity] — Get scaling resistance to electricity; at the end of the round, you redirect all electricity damage absorbed as a bolt of lightning.
- Wind Stride: Boost [Air] — You increase your land speed by 30 ft and may run or charge over liquid. Can be channeled.
2nd-Level Maneuvers
- Flash Step: Rush [Electricity] — Move at 3 times your speed in a straight line.
- Jolt Javelin: Strike [Electricity] — You throw a bolt of lightning much like a javelin, dealing electricity damage to all within its path and more to the initial target. Can be channeled.
- Wind of Freedom: Counter [Air] — Grant yourself freedom of movement for a single round.
3rd-Level Maneuvers
- Spark Shot: Strike [Electricity X-Discipline] — Shoot an electric bolt that easily hits metal.
4th-Level Maneuvers
5th-Level Maneuvers
- Atlatl Arm: Boost — Throw spears six times as far.
6th-Level Maneuvers
- Luigifan18/Super Smash Assault: Strike [X-Discipline] — Send enemies flying with a mighty blow. The more badly injured they are, the further they fly, just like in Super Smash Bros.!
7th-Level Maneuvers
- Awesome Atlatl Arm: Stance — Throw ranged weapons four times as far.
8th-Level Maneuvers
9th-Level Maneuvers
- Searing Brass: Boost [X-Discipline] — Gain the benefits of the Combat Reflexes, Improved Combat Reflexes, Punishment Combat Reflexes, and Super Snipe feats for 1 round.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Martial Disciplines
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Author | Leziad + |
Class | WIP + |
Identifier | 3.5e Martial Discipline + |
Rating | Undiscussed + |
Summary | Sovereign Storm is a discipline favoring thrown weapons, dealing with both melee and ranged combat. It calls upon the primordial powers of lightning and wind. + |
Title | Sovereign Storm + |
Weapon | Spear +, shortspear +, javelin +, trident +, greatspear +, short bow +, longbow + and greatbow + |