Diamond Mind (3.5e Martial Discipline)

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Maneuvers of the Diamond Mind Discipline[edit]

To see the full, expanded description of every maneuver, click here.

1st-Level Maneuvers

2nd-Level Maneuvers

  • Diamond Deflection: Counter — Deflect arrows, and sometimes even rays with the edge of your weapon.
  • Flicker Step: Rush — Pass through difficult terrain and move without provoking attacks of opportunity.
  • Twitch Dodge: Counter — Make an immediate 5 ft step.

3rd-Level Maneuvers

  • Diamond Cutter: Strike — Be as an iajutsu master, draw and cut in one single motion.
  • Know thy Enemy: Boost [X-Discipline Scrying] — The key to victory is to anticipate your opponent's moves, and make sure he can't perform them. Learn what your foe has in store for you, then selectively deprive him of his greatest assets!
  • Rapid Step: Rush — Double your movement speed and run on water.

4th-Level Maneuvers

5th-Level Maneuvers

6th-Level Maneuvers

  • Certain Aim: Boost — Gain an effect much like true strike on one attack.
  • Jitterbug: Boost [X-Discipline Time] — Convert 1 move action into 2 swift actions or 1 standard action.
  • Mental Mirror: Counter — Guard your mind against danger, deflecting mental attacks back to their source.
  • One With the Blade: Stance [X-Discipline] — Why stick to blade or fists when you can have the best of both worlds?

7th-Level Maneuvers

  • Persisting Razor: Strike — The damage from your attack persists, and is very good at disrupting spellcasting.
  • Sonic Sight: Boost — You can hear even the slightest movement as if it were plainly visible before you.
  • Timeless Draw: Stance — You concentrate spiritual energy within your weapon.

8th-Level Maneuvers

9th-Level Maneuvers

  • Kurihara's Finisher: Strike [X-Discipline Mind-Affecting Fear] — Move across the battlefield in a flash, then cut up your opposition in ribbons.
  • Quintessent Strike: Strike [Time] — Freeze a victim in time.
  • Step in Time: Stance [Time] — You gain some of the power of a time walker; you may reroll one event or take one extra immediate action per round, and if you do not, you get to make a Concentration check and regain hp.

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