Season's Wheel (3.5e Martial Discipline)

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Author: Zhenra-Khal (talk)
Date Created: 12/27/2018
Status: In Progress
Editing: Clarity edits only please
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A discipline of cycles, change, seasons and the elements. Druids have long watched the season's change, and their magic sometimes reflects this, changing from earth to fire, to air, to water, and back again. A thousand years ago, a warrior-druid melded the dance of the elements and the cycle of the year into a fighting style, shifting fluidly from ability to ability.

From this came the Season's Wheel discipline, a martial fighting style that focuses on being predictably unpredictable, cycling through the seasons just as the rest of the world around you does.


Game Mechanics of the Season's Wheel

Available To: Blade Witch

Discipline Skill: Concentration (Con) - It takes great willpower to attune yourself with the elements in the first place, and even moreso to learn to cycle through clashing elemental power without getting lost in the eternal chaos.

Discipline Weapons: Longbow, Trident, Scythe, Longspear, Quarterstaff, Warhammer, Heavy/Light Shield, Scimitar - Weapons favored by warrior-druids and symbolic of the elements are usually used to channel the Season's Wheel. 

Saves: DC 10 + Maneuver's level + Wisdom modifier. 

Special: The Season's Wheel discipline focuses on changing tactics constantly to always remain on top of the battle. When you ready maneuvers, choose a season to attune yourself to. Whenever you initiate a non-stance maneuver, your season changes, in the following order, following the pattern of the year: Spring > Summer > Autumn > Winter > Spring. You can, as a full-round action that doesn't provoke attacks of opportunity, change your Season to any Season of your choice; In doing so, you regain one expended maneuver for every Season you're skipping - Thus, skipping from Spring to Winter would recover three maneuvers, as you're skipping over Spring, Summer and Autumn.

Almost all maneuvers from the Season's Wheel discipline have varying effects based on the season the initiator is attuned to when he initiates them, and those that don't have varying effects instead can usually only be used while attuned to a certain season.


Maneuvers of the Season's Wheel Discipline

To see the full, expanded description of every maneuver, click here.

1st-Level Maneuvers

  • Accelerate The Wheel: Counter [Time Teleportation] — Step forward in time 1 round, ceasing to exist until your next turn, and changing your Season.
  • Autumn Breeze: Rush [Air Teleportation] — Run like the wind.
  • Reverse The Wheel: Stance [Time] — Reverse the cycle of your power.
  • Season's Herald: Stance — Attune yourself to the elements.
  • Spring Bloom: Boost [Earth Healing] — Heal and protect your allies.
  • Summer's Kiss: Strike [Fire Light] — Touch your target with the fires of the summer sun.
  • Turn Back The Wheel: Counter [Time Teleportation] — Return to the season and location you had 1 round ago.
  • Winter's Breath: Strike [Cold Water] — Exhale a breath of frozen wrath.


2nd-Level Maneuvers

  • Dance of the Seasons: Stance [Time] — Choose what path your seasonal wheel takes, cutting out seasons you don't want to use.
  • Halt The Wheel: Boost [Time] — Hold back the wheel, growing in power - Just try not to get crushed.
  • Shield of the Seasons: Counter [Time] — Guard yourself with the power of the season you're attuned to.
  • Strike of the Seasons: Strike [Time] — Whack your foes across the face with the power of one of the seasons.


3rd-Level Maneuvers

  • Circle Starts Again: Boost [Time] — Recover a maneuver from your current season after 1 round.
  • Decaying Breath: Strike [Air] — Breathe a clinging mist of pure decay on your targets.
  • Malignant Verdancy: Strike [Earth Plant Poison] — Fill your foe's veins with paralytic, plantlike poison.
  • Snowflake Step: Rush [Water Cold] — Leave ice in your wake.
  • Solar Insight: Boost [Fire Light] — Look past the surface and see beauty - Or horror - Under the gloom.


4th-Level Maneuvers

  • March of Time: Stance [Time] — Slowly wear away at your foes with the power of the seasons.
  • Opposing Spokes: Stance [Time] — Use two opposing Seasons at once.


5th-Level Maneuvers

  • Accelerate The Moon: Counter [Time Teleportation] — Step forward in time 1 hour, ceasing to exist, and changing your Season.
  • Humusque Gale: Boost [Air] — In a brief whirlwind, launch yourself to the skies.
  • Turn Back The Moon: Counter [Time Teleportation] — Return to any location you've been in the last hour, change your season, and recover more maneuvers.


6th-Level Maneuvers


7th-Level Maneuvers


8th-Level Maneuvers


9th-Level Maneuvers

  • Accelerate the World: Counter [Time Teleportation] — Step forward in time 1 day, ceasing to exist, and changing your Season.
  • Turn Back The World: Counter [Time Teleportation] — Return to any location you've been in the last day, change your season, and recover all maneuvers.




Back to Main Page3.5e HomebrewClass Ability ComponentsMartial Disciplines

AuthorZhenra-Khal +
ClassBlade Witch +
Identifier3.5e Martial Discipline +
RatingUnrated +
SkillConcentration +
SummaryA discipline of cycles, change, seasons and the elements. +
TitleSeason's Wheel +
WeaponLongbow +, Trident +, Scythe +, Longspear +, Quarterstaff +, Warhammer +, Heavy/Light Shield + and Scimitar +