Iron Heart (3.5e Martial Discipline)
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Contents
Maneuvers of the Iron Heart Discipline[edit]
- To see the full, expanded description of every maneuver, click here.
1st-Level Maneuvers
- Cold Iron Cancel: Counter — Cancel the special abilities of your enemy's enhanced weapons for a round.
- Cut and Run: Rush — Gain the benefits of the Spring Attack feat.
- Iron Twinblade Strike: Strike — Make a single attack, if it hit make an additional attack that deal extra damage, however you become unbalanced if you miss it.
- Shattered Jade: Stance — Sustain a -2 penalty to Armor Class, add 1d6 + initiator level to attack damage.
- Temper Blade: Boost — Briefly improve your weapon so the next hit tears through DR, hardness, and makes critical confirmations easy.
2nd-Level Maneuvers
- Master of Weapons: Stance — Give yourself the effects of greater magic weapon on all weapons you wield.
- Samurai's Salute: Boost — Challenge an opponent to single combat; if they do not accept by attacking you, you do bonus damage to them.
- Shieldbreaker Strike: Strike — Make a powerful attack that depletes all temporary hit points and hits shields extremely hard.
3rd-Level Maneuvers
- Heart of a Champion: Rush — As Iron Heart Surge, but useable as a move action and clarified to allow for maximum usefulness.
- Iron Heart Breaker: Strike — Severely damage your opponent's weapon with a melee attack, making it less effective.
- Ogreslayer Stance: Stance — You gain an additional 5 feet of reach, bonus damage against creatures larger than you.
4th-Level Maneuvers
- Absolute Maneuver Mastery: Stance — While in this stance, your other maneuvers are improved. Iron Heart maneuvers are improved the most.
- Hammer and Anvil: Counter — Hit an opponent as an immediate action, knocking them prone if you interrupted their movement.
- Heart of Stone: Strike — Deal bonus damage based on how weakened the target already is.
- Lunar Strike: Strike [X-Discipline] — Make an attack that ignores armor and damage reduction.
- Ninja Cross Cut: Counter [X-Discipline] — When a creature charges you, charge them at the same time. As you cross paths, one of you will die.
- Solar Strike: Strike [X-Discipline] — Strike with an attack that restores your health, equivalent to the damage done to your enemy.
5th-Level Maneuvers
- Clash of Wills: Rush — Mow through people, forcing them to either move or exchange attacks with you.
- Epiphany of Steel: Stance — Critical hits apply even to creatures normally immune, and critical damage multipliers are increased.
6th-Level Maneuvers
- Aether: Strike [X-Discipline] — A dramatic leaping attack that allows you to leech your enemy's health, then override their defenses.
- Fulcrum Cutter: Counter — Reflect any attack or effect requiring an attack roll with a superior opposed attack roll.
7th-Level Maneuvers
- Forlorn Hope: Strike — Charge, deal massive damage if it's the first round of combat.
- Iron Jawed Angel: Counter — Gain DR X/-, where X is equal to the result of your Appraise check.
- Martial Blitz: Strike, Boost [X-Discipline] — Expend another maneuver, and make one attack per level of the expended maneuver.
- Pyrrhic Victory: Strike — Attack reduces you to −1 hit points, number of hit points lost is added to your attack damage.
- Resist and Bite: Stance — Never surrender. Never falter. Death is your only rest.
- Synostokiai: Boost [X-Discipline] — Expend a maneuver to regain hp based on the other maneuver's strength.
8th-Level Maneuvers
- Deliverance: Stance — Deal 1d8 points of damage per two initiator levels to all foes you threaten in melee each turn that you maintain this stance.
- Iron Flesh Sheathe: Stance — Piercing and slashing weapons get struck in your body. If you use them, the pain they gave you translates into power.
- Iron Sharpens Iron: Boost — All successful attacks made until the beginning of your next turn are automatically confirmed critical hits, and victims of these attacks cannot be raised normally.
- Thousand Knives: Strike — Attack repeatedly with cumulative -2 penalties until you miss, adding damage for each previous hit.
9th-Level Maneuvers
- Kurihara's Finisher: Strike [X-Discipline Mind-Affecting Fear] — Move across the battlefield in a flash, then cut up your opposition in ribbons.
- Stopping Power: Counter — Hard cancel anything. ANYTHING.
- Sword of Judgment: Strike — Successful attack is an automatic critical hit, adds 10 points of damage per intiator level which can be exchanged for attack bonuses.
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