Crimson Nightmare Strike (3.5e Maneuver)

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Author: Eiji-kun (talk)
Date Created: 12-29-13
Status: Complete
Editing: Clarity edits only please
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Crimson Nightmare Strike
Blood Feast (Boost)
Level: 7
Prerequisite: Two Blood Feast maneuvers
Initiation Action: Swift
Range: Personal
Target: Self
Duration: See Text
Saving Throw: None

You cut to the point where the creature is lost in a spray of red. There's more blood outside of it than inside!

This maneuver acts like Scarlet Horror Strike, but you now deal 1 point of bleed per initiator level. In addition, any fast healing and regeneration ceases while the creature is bleeding, and limbs cannot be regrown until the bleeding is stopped. Stopping the bleeding is a DC 25 Heal check as a standard action, or if they are brought to full hp or are subject to a regenerate spell. For example, a 15th level crusader deals 15 bleed damage, and they won't stop until they are fully healed.



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Eiji-kun's Homebrew (5608 Articles)
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Article BalanceHigh +
AuthorEiji-kun +
DisciplineBlood Feast +
Identifier3.5e Maneuver +
Level7 +
RatingUndiscussed +
SummaryAll your attacks cause heavy bleeding damage until the beginning of your next turn, and bleed is multiplied on a critical hit. The bleeding stops all fast healing and regeneration until cured. +
TitleCrimson Nightmare Strike +
TypeBoost +