Mental Rush (3.5e Maneuver)

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Author: DaTedinator (talk)
Date Created: 1/14/2010
Status: Complete
Editing: Clarity edits only please
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Mental Rush
Mental Grip (Stance)
Level: 8
Initiation Action: 1 swift action
Range: Personal
Target: you
Duration: Stance
Saving Throw: Reflex partial; see text

As your opponents close in around you, you concentrate for a moment, appearing defenseless, then just as they prepare to strike, you let loose unending waves of mental energy, hurling them all back.

Anyone who ever gets within 10 feet of you, whether because of their movement or yours, takes 2d6 damage, is knocked back 1d6x5 feet (so 1d6 squares; if they would be unable to move the full distance, they stop whenever they hit something and take 1d6 damage), and falls prone; A successful Reflex save (save DC 18 + Charisma modifer) negates the knockback and knockdown effects.

Any opponent who is prone is immune to the effects of this stance.

If you are psionically focused, all die rolls for this maneuver are maximized (so you deal 12 damage, and knock opponents 30 feet; they take 6 damage if they hit something).



Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesMental Grip

AuthorDaTedinator +
DisciplineMental Grip +
Identifier3.5e Maneuver +
Level8 +
Rated ByEiji-kun +
RatingRating Pending +
SummaryDamage and throw back all adjacent opponents. +
TitleMental Rush +
TypeStance +