Difference between revisions of "Hex Eye (3.5e Martial Discipline)"
Line 31: | Line 31: | ||
{{3.5e Martial Discipline | {{3.5e Martial Discipline | ||
|name=Hex Eye | |name=Hex Eye | ||
− | |class=[[Harbinger (3.5e Alternate Class Feature)|Harbinger]], Any (feat: [[ | + | |class=[[Harbinger (3.5e Alternate Class Feature)|Harbinger]], Any (feat: [[Sublime Training (3.5e Feat)|Sublime Training]] or Martial Study) |
|skill=Spellcraft | |skill=Spellcraft | ||
|skillreason= As the occult forces of a curse need to be manipulated with sapience, this skill is the best way to implement them with martial maneuvers. | |skillreason= As the occult forces of a curse need to be manipulated with sapience, this skill is the best way to implement them with martial maneuvers. |
Latest revision as of 19:10, 7 April 2021
Back to Main Page → 3.5e Homebrew → Class Ability Components → Martial Disciplines |
Add your own Maneuver to Dungeons & Dragons Wiki by clicking the link and following the instructions. |
| |||||||||
Rate this article Discuss this article |
The Hex Eye discipline revolves around the curse power of the hexblades, invented to complement their signature feature with maneuvers and techniques of martial adepts. This discipline is scarcely practised, because of the secretive nature of its masters.
A small group of hexblades were, simultaneously, very magically inclined and eager to increment their personal martial prowess. For this reason, they decided to study the magic of the blade, as they were amazed of the feats this art could produce. Inventive and ambitious, this party of hexblades tried and trained for years to combine their capacities and martial maneuvers. At last they succeeded, opening their own path in the realm of the Nine Disciplines, and founding the Hex Eye discipline and the Harbingers.
Things fell immediately in a spiral of violence and distrust, as the hexblades quarreled and fought with each other, trying to establish who was the master and most important and powerful between them. Many died in these confrontations and the last standing, too injured and fatigued to keep on fighting, decided to leave, each for its own way, never seeing each other again.
Today only few practioners of the discipline remains, as the original masters took few students, for fear of losing their grip on the secrets of the discipline. This behaviour was inherited by the subsequent masters, who also took only some, or even one, disciples, making the art largely unknown and underused, even between hexblades themselves.
Hereafter, the term "curse" refers to the hexblade's curse, and a "cursed" enemy is an enemy affected by the hexblade's curse. Enemies affected by any other kind of curse may be treated as cursed enemies, if the DM allows it.
This discipline uses variant rules, such as rushes and other alternative types of maneuvers.
Contents
Game Mechanics of the Hex Eye
Available To: Harbinger, Any (feat: Sublime Training or Martial Study)
Discipline Skill: Spellcraft (Int) - As the occult forces of a curse need to be manipulated with sapience, this skill is the best way to implement them with martial maneuvers.
Discipline Weapons: Any spear, battleaxe, dagger, falchion, flail, dire flail and heavy flail, glaive, halberd, heavy mace, kukri, morningstar, rapier, scythe, sickle, spiked armor and shield and trident - Harbingers experiments with a variety of weapons, valuing versatility and the capacity to inflict dire wounds, and because they prefer to concentrate their training on their cursed powers, instead of perfecting the use of specific weapons.
Saves: 10 + Maneuver Level + Charisma
Legacy Weapon: Halberd of the Envious
Maneuver Granting Item: Amulet of the Eye
Discipline Feat: Envy Strike
Tactical Feat: Work in Progress
Special: Martial adepts of this school must have the hexblade's curse feature (this rule is optional).
All maneuvers from the Hex Eye discipline are supernatural abilities unless specified otherwise.
Maneuvers of the Hex Eye Discipline[edit]
- To see the full, expanded description of every maneuver, click here.
1st-Level Maneuvers
- Crossing Black Cat: Stance — Force one cursed enemy to reroll a throw.
- Feed on the Weak: Boost — You empower yourself for each enemy cursed.
- Retributive Curse: Counter — Enemy that hits you suffers damage.
- Strike the Accursed: Strike — Inflict extra damage based on the penalty the curse inflicts.
2nd-Level Maneuvers
- Seal of Silence: Flourish — Inflict silence upon cursed target.
- Swearing Gesture: Stance — Aggravate existing curses and increase its potency.
- Vile Attack: Strike — Inflict vile damage to cursed opponent.
3rd-Level Maneuvers
- Close on the Damned: Rush — Teleport near your target.
- Impending Blade of Damocles: Flourish — Enemies suffer damage when cursed.
4th-Level Maneuvers
- Hexed Mirror: Flourish — Invert bonuses on target.
- Reach Through Curse: Assault — Hit from the distance thanks to your curses.
5th-Level Maneuvers
- Maim the Accursed: Strike — Inflict extra damage based on the penalty the curse inflicts.
- Mass Impending Blade of Damocles: Flourish — Like Impending Blade but on more enemies.
- Spilled Salt: Stance — Reverse the normal effects of negative and positive energy.
6th-Level Maneuvers
- Elemental Reverse: Flourish — Invert energy resistance of one target.
- Obscene Burning: Flourish — Consume your opponents with their curse.
7th-Level Maneuvers
- Bane of Magic: Counter — Dispel magic and inflict damage to caster.
- From Damned to Damned: Boost — Jump from enemy to enemy until you complete a full attack.
8th-Level Maneuvers
- Mass Elemental Reverse: Flourish — Invert energy resistance of many targets.
- Shards of the Demonic Mirror: Assault — Deal damage in an area and confuse enemies affected.
9th-Level Maneuvers
- Destroy the Accursed: Strike — Inflict extra damage based on the penalty the curse inflicts.
- Nocebo: Flourish — Possibly kill a cursed opponent or maim it terribly.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Martial Disciplines
the bluez in the dungeonv |
---|
Author | the bluez in the dungeon + |
Class | Harbinger + and Any (feat: Sublime Training or Martial Study) + |
Identifier | 3.5e Martial Discipline + |
Rating | Undiscussed + |
Skill | Spellcraft + |
Summary | The Hex Eye discipline revolves around the curse power of the hexblades, invented to complement their signature feature with maneuvers and techniques of martial adepts. This discipline is scarcely practised, because of the secretive nature of its masters. + |
Title | Hex Eye + |
Weapon | Any spear +, battleaxe +, dagger +, falchion +, flail +, dire flail and heavy flail +, glaive +, halberd +, heavy mace +, kukri +, morningstar +, rapier +, scythe +, sickle + and spiked armor and shield and trident + |