Open main menu

Dungeons and Dragons Wiki β

Hex Eye (3.5e Martial Discipline)/All Maneuvers

< Hex Eye (3.5e Martial Discipline)



Bane of Magic
Hex Eye (Counter)
Level: 7
Prerequisite: Six Hex Eye maneuvers
Initiation Action: 1 immediate action
Range: 30 feet (9 meters)
Target: Cursed Enemy
Duration: Istantaneous
Saving Throw: see text

You shatter the magic forces invoked by the wizard and make them fall on it.

As an immediate action, you may try to dispel a spell being casted. You make a Spellcraft check against a caster level check.

If you succeed, the spell is dispelled and the caster suffer 8d6 of damage (Will half), as the magic of the spell hits it back.

This maneuver may affect even spell-like abilities, supernatural abilities or spells coming from a magic item


Close on the Damned
Hex Eye (Rush)
Level: 3
Prerequisite: Two Hex Eye maneuvers
Initiation Action: 1 move action
Range: 60 feet (18 meters)
Target: One cursed enemy
Duration: Istantaneous
Saving Throw: None

You fade as you step towards the cursed opponent, reappearing one second later near him, your weapon ready.

You teleport right near one cursed opponent, closing your distance and avoiding any obstacles on your path. You and your opponent must be on the same height.

By initiator level 9th you may teleport towards an opponent on a different height than you.


Crossing Black Cat
Hex Eye (Stance)
Level: 1
Initiation Action: swift; see text
Range: 30 feet (9 meters)
Area: Cursed enemies within the area

The misfortune of your opponent seems to be persistent.

As long as you remain in this stance, you may use an immediate action to force one cursed opponent per round, within 30 feet (9 meters), to reroll an attack, save, ability check, skill check or weapon damage it has made, after knowing the value, but before knowing the result.

After three uses on the same opponent, its curse vanishes, allowing you to curse it again.


Destroy the Accursed
Hex Eye (Strike)
Level: 9
Prerequisite: Eight Hex Eye maneuvers
Initiation Action: 1 standard action
Range: Melee
Target: Enemy
Duration: Istantaneous

A veil of purple force cover your weapon and it makes its way into your opponent when you strike it.

If you hit a cursed enemy, it receives an extra 3d6 of magical damage per every point of penalty the curse inflicts.

This is not a supernatural ability.


Elemental Reverse
Hex Eye (Flourish)
Level: 6
Prerequisite: Five Hex Eye maneuvers
Initiation Action: 1 swift action
Range: 30 feet (9 meters)
Target: Cursed Enemy
Duration: Three Rounds
Saving Throw: Will

A blue flame appears near the demon.

Choose a cursed enemy and choose one of type of energy.

For three rounds the enemy is not resistant to that energy type, if it was, and instead gains damage susceptibility equal to its resistance, or to your initiator level, if it hadn't.

If the enemy is affected by this maneuver, the effect of the curse immediately ends.


Feed on the Weak
Hex Eye (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Three Rounds
Saving Throw: None

When despair rises you become stronger and more confident.

As a swift action, you gain a bonus on attacks and damage rolls, equal to the number of cursed enemies currently present, up to a maximum of your Charisma modifier.


From Damned to Damned
Hex Eye (Boost)
Level: 7
Prerequisite: Six Hex Eye maneuvers
Initiation Action: Swift Action
Range: 60 feet (18 meters)
Targets: Cursed enemies
Duration: Istantaneous
Saving Throw: None

In the blink of an eye you swiftly jump from opponent to opponent, hitting them.

You move yourself between cursed opponents, making a single attack against each of them, until you have used all your attacks for the round.

Each of this attacks deal an extra 3d6 of damage, that ignores damage reduction. You ignore obstacles as you move by teleporting.


Hexed Mirror
Hex Eye (Flourish)
Level: 4
Prerequisite: Three Hex Eye maneuvers
Initiation Action: 1 swift action
Range: 30 feet (9 meters)
Target: One enemy
Duration: see text
Saving Throw: Will

After the casting of bull's strength one should feel stronger, not weaker.

You must make an initiator level + Charisma modifier check against the caster level check of an ongoing spell that gives some kind of numerical bonus to the target.

If you succed, the bonus is transformed in an equivalent penalty, that lasts as long as the original spell does.


Impending Blade of Damocles
Hex Eye (Flourish)
Level: 3
Prerequisite: Two Hex Eye maneuvers
Initiation Action: 1 standard action
Range: 60 feet (18 meters)
Area: One enemy
Duration: See text
Saving Throw: None

One magical sword appears above your targets, ready to strike.

You may choose one target within 60 feet (18 meters). An insubstantial sword appears above the target's head. This sword is visible to anyone.

When you try to curse one opponent that is subject to the impending blade two outcomes may occur: if the target passes the save, it's freed from the blade, if it does not it suffers the effects of the curse and the sword falls on it, dealing 1d6 per initiator level of damage, up to 5d6. This damage is not subjected to any resistance or damage reduction, but spell resistance applies (it's a supernatural maneuver).

The blade disappear after one round per Charisma modifier, if it's not activated.

By initiator level 10th, you may use this maneuver even on cursed enemies. In this case the blade falls on the target at the start of their next turn, but they may do a Will save to halve the damage. Doing so release them from the curse, and they may be cursed again.


Maim the Accursed
Hex Eye (Strike)
Level: 5
Prerequisite: Four Hex Eye maneuvers
Initiation Action: 1 standard action
Range: Melee
Target: Enemy
Duration: Istantaneous
Black energy envelops your weapon, while you strike down a cursed foe.

If you hit a cursed enemy, it receives an extra 2d6 of magical damage per every point of penalty the curse inflicts.

This is not a supernatural ability.


Mass Elemental Reverse
Hex Eye (Flourish)
Level: 8
Prerequisite: Seven Hex Eye maneuvers
Initiation Action: 1 swift action
Range: 30 feet (9 meters)
Targets: Cursed Enemies
Duration: Three Rounds
Saving Throw: Will

The angels were shocked when the mage's lighting fried their brains.

Choose one cursed target per Charisma modifier and choose one energy type.

For three rounds those enemies are not resistant to that energy type, if they were, and instead gain damage susceptibility equal to their resistance, or to your initiator level, if they hadn't any.

If the enemy is affected by this maneuver, the effect of the curse immediately ends.


Mass Impending Blade of Damocles
Hex Eye (Flourish)
Level: 5
Prerequisite: Four Hex Eye maneuvers
Initiation Action: 1 standard action
Range: 60 feet (18 meters)
Area: One enemy per Charisma modifier
Duration: See text
Saving Throw: None

Magical swords appear above your targets, ready to strike.

This maneuver works like impending blade of Damocles but on multiple targets and the maximum damage is 10d6. You may choose one enemy per Charisma modifier (minimum one), within 60 feet (18 meters). An insubstantial sword appears above the targets' heads. This sword is visible to anyone.


Nocebo
Hex Eye (Flourish)
Level: 9
Prerequisite: Eight Hex Eye maneuvers
Initiation Action: 1 standard action
Range: 30 feet (9 meters)
Target: Cursed Enemy
Duration: Istantaneous
Saving Throw: Will

Black nostrils spread through the target's body.

You exacerbate the curse effect to its limit, forcing the target to pass a Will save or immediately die. You must make a Spellcraft check: the result is the save's DC.

If it passes the save, it still suffers 15d6 of damage and it's stunned for one round.

If an enemy is targeted by this maneuver, the effect of the curse immediately ends, and it may not be cursed again until the next day.


Obscene Burning
Hex Eye (Flourish)
Level: 6
Prerequisite: Five Hex Eye maneuvers
Initiation Action: Full Round Action
Range: 30 feet (9 meters)
Area: Cursed enemies
Duration: Istantaneous
Saving Throw: Will

You speak dark words and a green flame burns cursed enemies.

Cursed enemies take 7d6, half of which is vile damage[1], halved on a successful Will save. After this they are no longer cursed.


Reach Through Curse
Hex Eye (Assault)
Level: 4
Prerequisite: Three Hex Eye maneuvers
Initiation Action: Full-Attack
Range: 60 feet (18 meters)
Targets: One or more cursed enemy
Duration: Istantaneous
Saving Throw: None

You swing your weapon in the air, apparently striking nothing. Enemies though feel a burning slash.

You make a full-attack and strike one or multiple cursed enemies, choosing which strike hits each one of them. Enemies that are hit are freed from their curse.


Retributive Curse
Hex Eye (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Enemy in melee range
Target: Enemy
Duration: Istantaneous

As the blade cuts through your flesh, a purple force strikes your aggressor.

When a cursed enemy hits you in melee, you may use an immediate action to deal damage to it with a cursed force. It receives 1d6 + your Charisma modifier of damage.

This damage is not subject to any reduction and may hit even incorporeal or concealed enemies, without any miss chance.

In alternative, you may try to curse the opponent that strikes you, if it's not already.


Seal of Silence
Hex Eye (Flourish)
Level: 2
Prerequisite: One Hex Eye maneuvers
Initiation Action: 1 standard action
Range: 30 feet (9 meters)
Target: One cursed enemy
Duration: One round per two initiator levels
Saving Throw: Fortitude

The lips of your target are sealed shut, fusing together.

You must make a Spellcraft and choose one eligible target. It must make a Fortitude save against the result of the skill check.

If it fails it's subjected to the effects of the silence spell, affecting only it, for one round per two initiator levels.


Shards of the Demonic Mirror
Hex Eye (Assault)
Level: 8
Prerequisite: Seven Hex Eye maneuvers
Initiation Action: Full Attack
Range: Circle of 30 feet (9 meters)
Area: Enemies in the circle
Duration: see text
Saving Throw: Reflex and Will

Flying, broken pieces of glass are launched against you opponents.

You unleash a circle of shards around you. Enemies must make a Reflex save to halve the 12d6 of slashing damage they receive. This damage is magical and overcomes adamantine DR.

If someone takes damage from this effect, you must make a Spellcraft check. Targets that suffered damage must save against that result with a Will save. If they fail, they believe their allies are enemies for one round per Charisma modifier.


Spilled Salt
Hex Eye (Stance)
Level: 5
Prerequisite: Four Hex Eye maneuvers
Initiation Action: 1 swift action
Range: 30 feet (9 meters)
Area: One cursed enemy
Duration: One round per Charisma modifier
Saving Throw: Will

You transform your curse in a semblance of death or life.

You must make a Spellcraft with DC 25. If you succed, choose one eligible target within range. It must make a Will save.

If it fails it becomes weak to positive energy, if it was cured by it, or to negative energy, if cured by it.

This effect lasts one round per Charisma modifier and ceases the effects of the curse on the target successfully affected.


Strike the Accursed
Hex Eye (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee
Target: Enemy
Duration: Instantaneous

A greenish sap wraps around your weapon, as you go in for a strike.

If you hit a cursed enemy, it receives an extra 1d6 of magical damage per every point of penalty the curse inflicts.

This is not a supernatural ability.


Swearing Gesture
Hex Eye (Stance)
Level: 2
Prerequisite: One Hex Eye maneuvers
Initiation Action: 1 swift action
Range: 20 feet (6 meters)
Area: Anyone in the area
Duration: see text
Saving Throw: None

A faint, discomforting aura is perceived near you.

As long as you remain in this stance, the save DC to resist your curse is increased by 2, as well as the penalties it inflicts, but only in the area above stated.


Vile Attack
Hex Eye (Strike)
Level: 2
Prerequisite: One Hex Eye maneuvers
Initiation Action: 1 standard action
Range: Weapon
Target: One cursed enemy
Duration: Istantaneous
Saving Throw: None

The curse's energy flows to the wound you just opened in your opponent.

All weapon damage you deal with this attack is vile damage[2].

  1. Book of Vile Darkness
  2. Book of Vile Darkness