Dazing Smite (3.5e Maneuver)

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Author: T.G. Oskar (talk)
Date Created: January 21, 2013
Status: Complete
Editing: Clarity edits only please
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Dazing Smite
Champion's Might (Strike)
Level: 2
Prerequisite: Smite class feature
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round/4 levels
Saving Throw: Fortitude negates
You invoke the power of the gods when making your attack, striking the creature’s head with its might. The force of the attack halts the creature in its tracks.

As part of initiating this maneuver, you must execute a smite. If the attack hits, your foe must make a Fortitude save with a DC equal to 12 + your Strength or Charisma modifier (whichever is higher) or become dazed for 1 round, plus 1 round for every four initiator levels (2 rounds at 5th, 3 rounds at 9th, and so on), in addition to the normal benefits of a smite.



Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesChampion's Might

Article BalanceHigh +
AuthorT.G. Oskar +
DisciplineChampion's Might +
Identifier3.5e Maneuver +
Level2 +
RatingUndiscussed +
SummaryCreature affected by smite must succeed on Will save or become dazed for 1 round/4 initiator levels. +
TitleDazing Smite +
TypeStrike +