Sovereign Storm (3.5e Martial Discipline)

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Back to Main Page3.5e HomebrewClass Ability ComponentsMartial Disciplines

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Author: Leziad (talk)
Date Created: November 28, 2012
Status: WIP
Editing: Clarity edits only please
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Lollightning

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


8th-Level Maneuvers


9th-Level Maneuvers




Back to Main Page3.5e HomebrewClass Ability ComponentsMartial Disciplines

Leziad's Homebrew (4523 Articles)
Leziadv
AuthorLeziad +
ClassWIP +
Identifier3.5e Martial Discipline +
RatingUndiscussed +
SummarySovereign Storm is a discipline favoring thrown weapons, dealing with both melee and ranged combat. It calls upon the primordial powers of lightning and wind. +
TitleSovereign Storm +
WeaponSpear +, shortspear +, javelin +, trident +, greatspear +, short bow +, longbow + and greatbow +