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Metamaneuver (3.5e Feat Type)

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[Metamaneuver] FeatsEdit

Metamaneuver feats are like metamagic feats for initiators. Pretty straightforward, you can apply the Metamaneuver feat to any appropriate maneuver at the time of initiation, but they can only be used on maneuvers of a certain level or lower, according to the spell level increase of the corresponding metamagic feats.

As a counter to the extra power, once you use a Metamaneuver feat on a maneuver, it (Usually) reduces your initiator level, applies a penalty such as fatigue, or prevents you from recovering the maneuver again for awhile, in addition to possibly having limited uses per day or per encounter. Lastly, you can only apply one Metamaneuver effect to a maneuver at any given time, unless otherwise noted.

 

Metamaneuver Feats

Feat Summary Prerequisites Balance Point
Augment Metamaneuver Use more than one metamaneuver effect on a single maneuver at once. Three or more other Metamaneuver feats Very High
Bend Strike Your strike ignores some cover. Ability to initiate a Strike of 2nd level or higher Very High
Blood Maneuver Use your life essence to empower your maneuver. None Very High
Brutal Westler What's left if weapons don't work? Use raw Strength. Power attack, Base Attack Bonus +6, Strength 18+ Very High
Empower Maneuver You can Empower a maneuver. Ability to initiate any maneuver with variable effects, such as damage. High
Extend Boost Double the duration of a Boost. Ability to initiate any Boost maneuver. Very High
Greatreach Maneuver You can use a maneuver from farther away. Ability to initiate any touch-range or melee-range maneuver. Very High
Heighten Maneuver Heighten a Maneuver. Ability to initiate at least 2nd-level maneuvers. High
Lasting Stance You continue to gain the benefits of your Stance for a few rounds after it ends. Ability to initiate a Stance of 4th-level or higher Very High
Legion Maneuver Share a Boost, Rush or Counter with allies. Ability to initiate Boosts, Rushes or Counters of 4th level or higher. Very High
Lunatic Strike Confuse targets you damage with a Strike. Ability to initiate at least one Strike that deals damage. Very High
Maximize Maneuver You can Maximize a maneuver. Ability to initiate any maneuver with variable effects, such as damage. High
Mediocre Maneuver You can make your maneuvers reliable but unimpressive. None Moderate
Persistent Boost You can continue a Boost until you initiate another Maneuver. Ability to ready and initiate 3rd-level maneuvers (Including at least one Boost), Extend Boost. Very High
Quicken Maneuver You can Quicken a maneuver. Ability to initiate any maneuver with an initiation time of a full round or less. Very High
Repeat Maneuver You can recover part of your Ki right after using it. Ability to initiate any non-Stance maneuver. Very High
Twin Ready Ready the same maneuver twice. Ability to ready and initiate 5th-level or higher maneuvers. Very High
Uncentering Strike Uncenter opponents you hit with a Strike. Ability to initiate at least one Strike. High



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