Deadly Chill (3.5e Maneuver)
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Dire Winter (Boost) [Cold] | |
Level: | 2 |
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Initiation Action: | Swift |
Range: | Personal |
Target: | Self |
Duration: | Instantaneous and 5 rounds |
Saving Throw: | None |
The initial hit was cold, but the chill that came after was much colder.
You use your master of the Dire Winter discipline to significantly cool down your weapon, your next attack deals an additional 1d6 points of cold damage. Additionally you leave an insidious chill on the target, causing it to bleed heat significantly faster than normal. At the start of each of its turns for 5 rounds, the struck creature takes 2 points of cold damage. It does not take that damage on each turn it is actively warming itself up, such as holding a lit torch or standing adjacent to a fire.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Martial Disciplines → Dire Winter
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Facts about "Deadly Chill (3.5e Maneuver)"
Article Balance | High + |
Author | Leziad + |
Descriptor | Cold + |
Discipline | Dire Winter + |
Identifier | 3.5e Maneuver + |
Level | 2 + |
Rating | Undiscussed + |
Summary | Your next attack deals additional cold damage and leaves a persistent chill. + |
Title | Deadly Chill + |
Type | Boost + |