Step into Night (3.5e Maneuver)

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Author: T.G. Oskar (talk)
Date Created: September 13, 2017
Status: Complete
Editing: Clarity edits only please
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Step into Night
Night Wind (Counter) [Teleportation]
Level: 7
Prerequisite: Two Night Wind maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous; see text

As your foe attacks, you seem to blur. Your opponent finishes his swing, but realizes it has struck a decoy.

You instantly teleport up to 100 ft. away from the opponent. You can only teleport into a square that provides cover, or that otherwise allows you to hide (such as an area of shadowy illumination). As part of this maneuver, you can attempt a Hide check upon arriving at your destination. You also create an illusory duplicate that follows your actions, as if you had cast the mislead spell (except you teleport instead of becoming invisible). This figment remains until the end of your next turn, upon which it disappears from sight. This maneuver is a supernatural ability.



Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesNight Wind

Article BalanceModerate +
AuthorT.G. Oskar +
DescriptorTeleportation +
DisciplineNight Wind +
Identifier3.5e Maneuver +
Level7 +
RatingUndiscussed +
SummaryTeleport into hiding spot; leaves image that lasts for 1 round +
TitleStep into Night +
TypeCounter +