Desert Wind (3.5e Martial Discipline)
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. |
Maneuvers of the Desert Wind DisciplineEdit
- To see the full, expanded description of every maneuver, click here.
1st-Level Maneuvers
- Air Scythe: Strike [Air] — Make an attack at long range with a slashing weapon.
- Arson Step: Rush [Fire X-Discipline] — Move, lighting nearby objects on fire.
- Oasis Shade Stance: Stance — Enjoy protection from extreme heat and cold, mobility over loose sand, and never being thirsty.
- Sand Spray: Counter — When the enemy attacks, you kick dirt in their eyes to throw off their aim.
- Simmering Steel Stance: Stance [Fire] — Your melee attacks deal additional fire damage.
2nd-Level Maneuvers
- Dancing Flame: Rush [Fire] — Move, dealing fire damage to adjacent foes.
- Desert Glare: Strike [Light] — With a flash of your blade you redirect the sun into your opponent's eyes, blinding them.
- Searing Foehn: Stance — Your flames burn blue with supernatural energy, allowing you to cut through even those resistant to your attacks!
- Withdraw: Counter [X-Discipline] — Escape attack, vanishing from sight and leaving a mirage behind in your place.
3rd-Level Maneuvers
- Burning Sunrise Assault: Rush [Fire X-Discipline] — Make a super jump check and deal extra fire damage.
- Fire Bending: Strike [Fire] — You use your mastery of desert wind to control fire.
- Haze of Lies: Strike [Mind-Affecting] — Generate a mirage of enemies being allies, and allies enemies.
- Roaring Flames: Stance — You deal more fire damage with your maneuvers, and improve fire maneuvers.
- Sun's Wrath: Boost — You channel the divine light of the sun into your weapon to smite undead!
4th-Level Maneuvers
- Dragonfire Blast Strike: Strike [Fire] — You make a single attack, which can explode into a line of fire.
- Hungry Earth: Strike — Form a pit of quicksand which will suck your opponents in.
- Wind Scorpion Pursuit: Rush — Move with the blazing speed of the wind scorpion!
5th-Level Maneuvers
- Desert Bastion: Strike [Earth] — Whip up a wall of sand and roaring wind, blocking the path of your foes.
- Desert Scorpion's Breath: Strike [Fire] — Breath fire on your opponent until it toasted.
- Path of the Dry Ones: Strike [Teleportation] — Travel through the sand and earth, teleporting from waste to waste.
6th-Level Maneuvers
- Dancing Wildfire: Rush [Fire] — Fly, dealing fire damage to adjacent creatures.
- Ghost of the Desert: Strike [Creation Shadow] — Give life to sand and turn it into a creature to fight for you.
- Jitterbug: Boost [X-Discipline Time] — Convert 1 move action into 2 swift actions or 1 standard action.
- Twist the Sands of Time: Strike [Time] — Haste yourself and slow all nearby enemies.
7th-Level Maneuvers
- All is Dust: Stance — Your attacks inflict a cumulative penalty to Dexterity, slowly turning the struck creature into sand.
- Mirage Mirror: Stance — You're under a constant shimmering haze similar to mirror image.
- Sandstorm Cloak: Strike [Air Earth] — Transform into a swirling cloud of sand.
8th-Level Maneuvers
- Dancing Inferno: Rush [Fire] — Fly twice your speed, damaging and negating fire immunity to adjacent foes.
- Heat Sink: Counter — Absorb the heat in the area and transform it into a burst of healing.
- Solar Blaze: Boost [Light] — Create a massive sunburst to blind a huge amount of foes, or create a long-standing daylight.
9th-Level Maneuvers
- Wrath of the Desert: Strike [Air Earth] — Creating a blazing tornado of fire, wind, and glass, tearing up the landscape around you.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Martial Disciplines