Booster Escape (3.5e Maneuver)

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Author: Eiji-kun (talk)
Date Created: 9-6-19
Status: Complete
Editing: Clarity edits only please
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Booster Escape
Crazy Gadget (Rush) [Fire]
Level: 7
Prerequisite: Needs three Crazy Gadget maneuvers
Initiation Action: Move
Range: Personal or Touch; see text
Target: One creature
Duration: Concentration or 1 round; see text
Saving Throw: None

More boosters. Safety is optional.

You activate some random boosters strapped to you, rapidly increasing your speed. You gain a fly speed equal to 10x your land speed with clumsy maneuverability, and the speed bonus persists as long as you continue moving at least 50 ft each round as a move action. Once you cease maintaining this speed you release your grip on the rockets and fall any elevation you may currently have.

Alternatively you can start a bull rush check out to 10 ft by releasing the rockets at your opponent and allowing it to push them. If you end the previous ability's movement within 10 ft of an opponent you can also start a bull rush. You are not limited in the size of the creature you can bull rush, and you use your Intelligence in place of Strength if better with a +8 bonus on your bull rush check.

At the end of the bull rush the rockets explode, dealing 1d10 + 1 an additional point of fire damage per initiator level.


Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesCrazy Gadget

Eiji-kun's Homebrew (5607 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
DescriptorFire +
DisciplineCrazy Gadget +
Identifier3.5e Maneuver +
Level7 +
RatingUndiscussed +
SummaryCatch a ride on a rocket booster, or send opponents flying on a rocket booster. +
TitleBooster Escape +
TypeRush +