Army of One (3.5e Martial Discipline)/All Maneuvers

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Anvil-Striking Charge
Army of One (Strike)
Level: 4
Prerequisite: One Army of One maneuver
Initiation Action: 1 full-round action
Range: Melee attack
Targets: One or two creatures

You charge across the battlefield, driving one foe forward. With a heroic surge of strength, you force him into one of his allies, sending both sprawling.

As part of this maneuver, you may make a bull rush attempt against a single enemy. Resolve the bull rush attempt normally. If your Strength check exceeds your opponent’s, then you bludgeoning damage equal to 6d6 + your Strength modifier in addition to pushing him back. In addition, if, during the bull rush, you push that enemy adjacent into another enemies’ space, then that enemy must make a Strength check, opposed by your original check made as part of the bull rush. If you succeed, then you may push that enemy in addition to the first one for the rest of the bull rush, and they also takes 6d6 + your Strength modifier damage. If the enemy wins, then your bull rush attempt ends. You do not provoke attacks of opportunity for making a bull rush as part of this maneuver.


Army of One
Army of One (Boost)
Level: 9
Prerequisite: Four Army of One maneuvers
Initiation Action: 1 swift action
Range: 5 ft.
Effect: Two duplicates
Duration: End of turn

Mastering the battlefield, you move with such great speed that you appear to be everywhere at once.

This maneuver functions like vanguard of one, except that the duplicates may each use maneuvers of 6th level or lower. In addition, the duplicates may initiate maneuvers of 7th or 8th level–however, in order to do so, you must have the maneuvers readied, and must expend them as normal.


Army-Felling Blow
Army of One (Strike)
Level: 6
Prerequisite: Two Army of One maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Targets: One or more creatures

With a devastating sweep of your weapon, you can fell an entire legion.

As part of this maneuver, you make a single melee attack against an opponent. If it hits, it deals an additional +6d6 damage. In addition, if the attack hits, and there is an enemy that you threaten adjacent to opponent struck, you may attack them as well, although that attack only deals +4d6 damage. If the second attack hits, and there is an additional enemy adjacent to either target, you may make a third attack, which deals +2d6 damage. You do not make new attack rolls, but instead use the first one to determine if your attack hits. You still make new damage rolls (or rolls to confirm critical hits) for the second and third targets. You may never attack the same creature twice as part of this maneuver.


Break The Tide
Army of One (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Saving Throw: None

With a heavy blow to the gut, you stop a foe dead in its tracks, halting its advance across the battlefield.

Whenever you make an attack of opportunity provoked by a foe who is moving out of one of your threatened squares, you may initiate this maneuver. If your attack of opportunity damages that foe, then their movement immediately ends.


Challenge the Many
Army of One (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Where lesser men would tremble in the face of superior numbers, your fighting spirit is roused. As foe after foe rings around you, you strike out with renewed spirit.

While in this stance, you gain a morale bonus on all melee attacks rolls equal to the number of enemies you threaten, to a maximum of +5.


Courage-Shattering Glare
Army of One (Boost) [Fear]
Level: 7
Prerequisite: Three Army of One maneuvers
Initiation Action: 1 swift action
Range: 30 ft.
Targets: One creature/level
Duration: Instantaneous

You stare down an entire army, breaking their wills with your steely gaze. With their morale shattered, all order breaks down as they frantically try to attack you.

As part of this maneuver, you may make an Intimidate check to demoralize one enemy per two initiator levels. You make a single Intimidate check, opposed by each enemy’s level check. Any enemy that is shaken by your Intimidate check must then immediately move their base land speed, ending their movement in a square you threaten. They will not move through hazardous terrain, or any space that would endanger them. If they cannot end their movement in a square you threaten, they instead end it in the square nearest to you that they can safely move to. They choose the path of their movement.


Crush the Weak
Army of One (Strike)
Level: 8
Prerequisite: Three Army of One maneuvers
Initiation Action: 1 swift action
Range: Melee attack
Targets: One or more creatures

Within seconds, you smite down all your foes, leaving the battlefield slick with their blood.

As part of this maneuver, you may make a full attack. In order to initiate this maneuver, you must have downed a foe this round (typically by dropping it to below 0 hit points or killing it).


Death's-Head Feint
Army of One (Strike) [Fear]
Level: 4
Prerequisite: One Army of One maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

Your aura of menace suffuses your foes with fear, leaving them helpless and vulnerable.

As part of this maneuver, make a feint against an opponent, using an Intimidate check in place of a Bluff check. Rather than opposing it with a Sense Motive check, the opponent rolls 1d20 + their character level + any Wisdom bonus they have + any bonus on saves against fear they have. Then, make a single melee attack against that opponent, which deals an additional 4d6 damage. In addition, if that creature failed their level check to oppose your feint, they suffer additional effects, depending on how badly they failed it. If they failed the check by less than 5, then they are shaken for 5 rounds. If they failed the check by more than 5, then they are shaken for one minute. If they failed the check by 10 or more, then they are frightened for 1d4 rounds, and shaken for the duration of the encounter. However, instead of running away from you, enemies frightened by a death's-head feint will move so that they end their movement within a square threatened by you if possible.


Driving Lance
Army of One (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Targets: One or two creatures

With a heaving lunge, you pierce through a foe, spearing both it and the enemy behind it.

As part of this maneuver, you make a single melee attack against an opponent. In addition, if the attack hits, and there is an enemy that you threaten who is behind the opponent, you may attack them as well. You do not make a new attack roll, but instead use the first one to determine if your attack hits. You still make a new damage roll (or rolls to confirm critical hits) for the second target.


Foe-Drawing Challenge
Army of One (Strike) [Fear]
Level: 1
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
Duration: One round
Saving Throw: Will negates

With a bellowed war cry, menacing glare, or taunting gesture, you provoke a foe, drawing it into battle against you.

As you initiate this maneuver, you choose one foe to challenge. If they fail a Will save (DC 11 + your Intelligence or Charisma modifier, whichever is higher), then they give in to your provocation. On your next round, they must take a move action to move towards you, ending in any square that you threaten. They will not move through hazardous terrain, or any space that would endanger them. If they cannot end their movement in a square you threaten, they instead end it in the square nearest to you that they can safely move to. They may choose whether to move at the beginning or end of their turn, and they choose the path of their movement.


Golden Phalanx Assault
Army of One (Stance)
Level: 8
Prerequisite: Three Army of One maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You become a veritable regiment in one man, darting across the battlefield at unbelievable speeds.

You are treated as occupying each square adjacent to you for purposes of flanking enemies. In addition, whenever you make a melee attack, you may choose to be treated as occupying any adjacent square for determining which squares that attack threatens. Squares that are occupied entirely by structures, such as walls or buildings, or that are occupied by a creature whose space you could not move through, are not affected by this stance. This stance does not increase your space.


Golden Phalanx Defense
Army of One (Stance)
Level: 5
Prerequisite: Two Army of One maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You revel in taking on superior numbers, taking advantage of the clumsiness of your foes to dodge their attacks, and to land devastating counterattacks.

While in this stance, you gain a morale bonus to AC equal to the number of enemies you threaten, to a maximum of +10. In addition, whenever an enemy makes a melee attack against you while flanking you with at least one other creature (even if you cannot be flanked), then you may make a single melee attack at your highest base attack bonus against any of the enemies that are flanking you with the enemy attacking you (however, you may not attack the enemy who is attacking you). You must take an immediate action to make this counterattack.


Hero’s Challenge
Army of One (Counter) [Fear]
Level: 2
Initiation Action: 1 immediate action
Range: See text
Target: One creature
Duration: One round

As a foe prepares to deal a devastating blow to one of your allies, you break its focus with a shout or a taunt, drawing its attention to you.

Whenever an enemy that threatens you makes a melee attack against one of your allies, you may initiate this maneuver. If you do, make an Intimidate check, opposed by that opponent’s attack roll. If you succeed, then the target of their attack changes from that ally to you. You may initiate this maneuver after you see the result of that enemy’s attack roll.


Imperator's Rebuke
Army of One (Counter)
Level: 5
Prerequisite: Two Army of One maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You

Your foes know not to let their guard down in your sight, lest you take advantage of their weakness to strike them down.

Whenever an enemy provokes an attack of opportunity from you, you may initiate this maneuver. Instead of making a basic melee attack, you may instead initiate a martial maneuver to make the attack of opportunity with. The maneuver must be a strike of 3rd level or lower that has an initiation action of 1 standard action, and must allow you to make a single melee attack. You must know the maneuver you initiate, but you do not need to have it readied, and it is not expended.


Imperator’s Warning
Army of One (Strike)
Level: 1
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature

Your presence on the battlefield is a dire warning to your foes. As you down one, you whirl about to strike another.

As part of this maneuver, you make a single melee attack against an opponent. In order to initiate this maneuver, you must have downed a foe this round (typically by dropping it to below 0 hit points or killing it). If you down a foe while this maneuver is expended, then you may take an immediate action to recover it, but you cannot initiate it that round.


Infinite Procession of Steel
Army of One (Strike)
Level: 8
Prerequisite: Three Army of One maneuvers
Initiation Action: 1 full-round action
Range: See text
Targets: See text

With a heroic war cry, you charge across the battlefield, striking down entire armies.

As part of this maneuver, you charge an opponent. Your charge attack deals an additional 10d6 damage. In addition, each time an enemy other than your target comes into your reach during the charge, you may make a secondary attack against them at your highest base attack bonus. These secondary attacks are treated as being made as part of a charge, and deal an additional 5d6 damage. For every secondary attack you make, the attack made at the end of the charge deals an additional 1d6 damage. Any foe you damage with an attack during this maneuver must make a Will save, DC 18 + your Strength modifier, or be shaken for 5 rounds (this is a [fear] effect). You do not provoke attacks of opportunity for moving as part of the charge.


Iron Legion
Army of One (Boost)
Level: 7
Prerequisite: Three Army of One maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You seem to become a one-man onslaught, each attack seeming to enclose your foes.

Whenever you make a melee attack this round, you make two attacks rolls. If either one hits, then your attack hits as normal. However, if both hit, then the attack’s base damage (the weapon’s damage plus your Strength modifier) is doubled.


Legion of One
Army of One (Boost)
Level: 6
Prerequisite: Two Army of One maneuvers
Initiation Action: 1 swift action
Range: 5 feet
Effect: Two duplicates
Duration: End of turn

You are as a force of many men, becoming a veritable legion upon the battlefield.

This maneuver functions like vanguard of one, except that the duplicates may each use maneuvers of 3rd level or lower.


Legion-Slaying Strike
Army of One (Strike)
Level: 4
Prerequisite: One Army of One maneuver
Initiation Action: 1 full-round action
Range: Melee attack
Targets: All threatened creatures
Duration: One round

You become a whirlwind of speed, striking an entire army of foes in mere seconds.

You make a single melee attack against each enemy you threaten at your highest base attack bonus, but you take a -2 penalty on each attack roll. Resolve each attack separately. If an enemy is damaged by your attack, then it is thrown off balance. You and all your allies gain the benefits of flanking whenever you attack that enemy for one round.


Lunar Strike
Army of One, Iron Heart (Strike) [X-Discipline]
Level: 4
Prerequisite: One Army of One or Iron Heart maneuver
Initiation Action: 1 standard action
Range: Melee
Target: One creature
Duration: Instantaneous

Focusing your energy, you strike so hard that you utterly penetrate your enemy's armor.

As part of this maneuver, make a single melee attack. This attack is resolved as a touch attack, and if it connects, it ignores any qualities the foe may have that would reduce damage (like damage reduction), except for those that place a hard cap on how much damage they can sustain from a single blow (such as indomitability[1], Sturdy, or VFX Mirage).

This maneuver's ability to defeat damage reduction and other damage-reducing qualities is a supernatural effect; however, the touch attack is an extraordinary effect.


Master of the Field
Army of One (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You warily guard yourself, your blade lashing out at any foe who drops their guard. Your fierce shouts and ruthless lunges lay low anyone foolish enough to try to move past you.

While in this stance, you gain a bonus on all melee damage rolls made for attacks of opportunity based on your ranks in Intimidate. In addition, you may make an additional number of attacks of opportunity each round equal to your Intelligence or Charisma modifier, whichever is higher. The bonus attacks of opportunity from this stance do not stack with those from the Combat Reflexes feat or any other ability.

Intimidate Ranks Damage Bonus
4-8 +3
9-13 +5
14-18 +7
19+ +10


Menacing Challenge
Army of One (Counter) [Fear]
Level: 4
Prerequisite: One Army of One maneuver
Initiation Action: 1 immediate action
Range: 30 ft.
Target: One creature
Duration: One round

You menace your foes, harrying them as they attempt to prey on your allies. They cannot help but make a desperate charge against you, their nerve broken by your intimidating glare.

Whenever an enemy makes a melee attack against one of your allies, you may initiate this maneuver. You make an Intimidate check, opposed by their attack roll. If you succeed, their attack misses. In addition, they must immediately move their base land speed, ending their movement in a square you threaten. They will not move through hazardous terrain, or any space that would endanger them. If they cannot end their movement in a square you threaten, they instead end it in the square nearest to you that they can safely move to. They choose the path of their movement.


Ominous Presence
Army of One (Boost)
Level: 3
Prerequisite: One Army of One maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

Your fighting spirit surges as you find yourself faced with shattered troops, enemies who lack the morale to fight.

For one round, you gain a morale bonus on melee damage rolls based on how frightened the foe you are attacking is:

Opponent Bonus
Unfrightened +5
Shakened +10
Frightened +15
Panicked +20


Push Back
Army of One (Strike)
Level: 2
Initiation Action: 1 full-round action
Range: Melee attack
Targets: All threatened creatures

Spinning your spear in a vicious circle, you force back foes who draw too close.

As part of this maneuver, make a Strength check. Each enemy you threaten makes a Strength check, opposed by yours. You may push any enemy that fails its save back 5 feet. If they cannot move 5 feet because of an obstacle, then they instead take 1d6 damage as they are forced into it. This movement does not provoke attacks of opportunity.


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Author: Parakee (talk)
Date Created: August 2019
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Rebuke the Hoard
Army of One (Boost)
Level: 7
Prerequisite: Two Army of One Maneuvers
Initiation Action: Full-Round Action
Range: Personal
Target: You
Duration: 1 round


You may make several attack actions, as if making a full-attack, gaining a number of attacks depending on your BAB, with all penalties applied as usual. However, these attacks do not need to be made consecutively, and can be applied outside of your turn, possibly interrupting an opponents action. In other words, treat each attack as a readied action, except you do not need to specify the triggering event. Any attacks not used by the beginning of your next turn are wasted.

At your option, you may make additional attacks beyond those granted by your BAB, essentially taking a second full-attack, as above. However, each such additional attack borrows inertia from your attack routine and sets you increasingly off-balance, applying a cumulative -5 penalty to your BAB and AC for the entirety of the next round.


Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesArmy of One


Slayer of Worlds
Army of One (Strike)
Level: 9
Prerequisite: Four Army of One Maneuvers
Initiation Action: 1 full-round action
Range: See Text
Targets: As many creatures as you can manage.
Duration: See Text
Saving Throw: None
You don't fancy yourself a soldier as much as an artist. The battlefield, your canvas, the blade, your brush. And damn if that wall of soldiers isn't screaming "free paint."

As part of this maneuver, initiate a full attack. If you down at least one creature this way, you may teleport to any other creature in the area that you know the location of, and make two attacks against it, of which can be other maneuvers of standard action length, which will be expended as normal. If you choose, you may offer this creature an attack of opportunity against you before you strike. If you do, you acquire a stack of Mettle. If the creature takes its attack and misses, it is rendered flanked. It it hits you, the maneuver does not end. If you down a creature with the attacks granted after teleporting, you may repeat the process. On any of your teleports beyond the first, you may call your next strike as the "ender", and it will end the maneuver. The ender is a confirmed critical if it hits, and deals an extra d12 (maximum 20d12) for each stack of Mettle you accumulated during the maneuver.

If you choose, any of the creatures you killed with the full attack at the maneuver's start, killed after offering an attack of opportunity to, or killed with the ender can have their body and soul rended to annihilation. The body will be unusable for resurrection or reanimation, and the soul will require a wish or miracle to recreate, and another to restore to life.

If you fail to down a creature after teleporting, the maneuver ends early. If you teleport 200 times over the course of this maneuver, your turn ends, but you continue the maneuver on your next turn. Most people don't kill whole civilizations in 6 seconds. You might need a minute or two.

Although the word "teleport" is used, it's the only easy way to describe your speed, and is not true teleportation. Therefore, it is still extraordinary.


Spear Dance
Army of One (Stance)
Level: 3
Prerequisite: One Army of One maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your spear becomes an extension of your arm, whirling to strike at enemies. Your hands fly up and down its haft, allowing you to strike foes near and far.

While in this stance, you may use reach weapons to attack adjacent enemies, even if you normally could not. However, you cannot attack both adjacent enemies and enemies who are not adjacent in the same round–you must choose one or the other.


Thousand-Swords Bulwark
Army of One (Stance)
Level: 3
Prerequisite: One Army of One maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You dodge and parry with unmatched speed, leaving foes who miss you gaping with surprise, as you take advantage of their clumsy movements.

Whenever an opponent misses you with a melee attack while you are in this stance, you and all your allies gain the benefits of flanking whenever you attack that enemy for one round.


Vanguard Feint
Army of One (Strike) [Fear]
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

With a growled threat or a frightening lunge, you intimidate a foe into dropping its defenses.

As part of this maneuver, make a feint against an opponent, using an Intimidate check check in place of a Bluff check. Rather than opposing it with a Sense Motive check, the opponent rolls 1d20 + their character level + any Wisdom bonus they have + any bonus on saves against fear they have. Then, make a single melee attack against that opponent.


Vanguard of One
Army of One (Boost)
Level: 3
Prerequisite: One Army of One maneuver
Initiation Action: 1 swift action
Range: 5 ft.
Effect: Two duplicates
Duration: Until end of turn

With a feat of all-but-superhuman speed, you rush across the battlefield, attacking many foes all at once.

Two duplicates of you appear, in an adjacent square of your choice. The duplicates are not magic copies or clones — instead, they result from you moving so fast you appear to be in multiple places. Each duplicate has all your class features, abilities, and equipment. If one duplicate is damaged or effected by an ability, so are all of them (as well as you) — anything that happens to one duplicate happens to the rest. If an ability would effect multiple duplicates at once, it is instead only treated as affecting one. Each duplicate may take a single move action to move up to its base land speed, and a single standard action to either make a single melee attack or initiate any maneuver with an initiation action of one standard action. Duplicates are capable of initiating maneuvers of only 1st level. You must know the maneuvers your duplicates use, but you do not need to have them readied, and they are not expended.

Duplicates cannot take full round actions or swift actions, nor may they use their standard and move actions to do anything other than move, attack, or initiate. Duplicates can never recover maneuvers. At the end of your turn, the duplicates disappear. You may choose to remain in your own square, or to appear in a square that was occupied by one of your duplicates (this movement is not teleportation). You cannot use this maneuver if you are grappled, physically restrained, or otherwise incapable of movement.


Victorious Army's Advance
Army of One (Strike)
Level: 5
Prerequisite: Two Army of One maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Targets: One or more creatures

You force your way through the battlefield, leaving a trail of slaughtered enemies in your wake.

As part of this maneuver, make a full attack. Each attack that hits deals an additional 3d6 damage. In addition, after each attack, you may take a 5 foot step.


Victorious Morale
Army of One (Boost)
Level: 6
Prerequisite: Two Army of One maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: See text

Your heart fills with ferocity as you deal blow after blow to the foes surrounding you.

Every time you damage a foe with a melee attack, you gain a +1 morale bonus on all attack rolls, and a +5 morale bonus on damage rolls. If you damage multiple foes, then the morale bonuses stack, to a maximum of +5 on attack rolls and +25 on damage rolls. This maneuver’s duration lasts until the end of your next turn.


Whirling Steel
Army of One (Boost)
Level: 7
Prerequisite: Three Army of One maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You attack at superhuman speeds, your blows become mere blurs of steel.

Until the end of your turn, you may make a full attack as a standard action instead of a full-round action. This does not allow you to make a full attack at the end of a charge, or in place of a single attack made as part of a maneuver.