Enchanted Arms (3.5e Feat)

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Author: Leziad (talk)
Date Created: 14th June 2015
Status: Finished
Editing: Clarity edits only please
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Enchanted Arms [Arcane Combat] Prerequisites: Fighter level 4Benefit: As a swift action you can cause the inner magic in any weapon you wield to surge, dealing 1d6 magic damage per point of flat enhancement bonus in the weapon on each attack for 3 rounds. Additionally this extra damage is dealt if you hit the target touch AC if you miss the target's actual AC.

The enhancement bonus must come from the weapon itself, outside source like greater magic weapon or scaling benefit do not count. The extra d6s are not multiplied on successful critical hit, they are maximized instead. Example: A +2 longsword would do an additional +2d6 damage, a +1 flaming longsword would deal an additional +1d6 damage (alongside the flaming enhancement) naturally.Special: Effects that increase the damage of flat bonus stack with enchanted arms but are not transformed by this feat, by example a orichalcum weapon would deal 1d6+1 for every point flat enhancement it has, not 2d6.



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Leziad's Homebrew (4510 Articles)
Leziadv
Article BalanceHigh +
AuthorLeziad +
Identifier3.5e Feat +
PrerequisiteFighter level 4 +
Rated ByEiji-kun + and Ghostwheel +
RatingRating Pending +
SummaryYou make the best out of magic weapons. +
TitleEnchanted Arms +
TypeArcane Combat +