Diazepam Pill (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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Diazepam Pill
Crazy Gadget (Rush)
Level: 5
Prerequisite: Needs one Crazy Gadget maneuver
Initiation Action: Move
Range: Personal
Target: Self
Duration: 1 minute; see text
Saving Throw: None

Supposedly these chemicals you brewed up are non-addictive. Really you can stop at any time, they're simply really useful in combat, that's all.

You ingest an alchemical material that calms you in the rush of battle. You are immune to fear and morale effects (positive and negative) for the duration, and your steady aim means you reduce the penalty on attacks for any reason by 2 (such as iterative attacks, range penalties, or two-weapon fighting). You can also take aim, making a single attack as a full attack action but gaining a +8 bonus to the attack roll. Unfortunately it makes you too calm, and after 1 minute you are staggered for 1d4 rounds.


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Eiji-kun's Homebrew (5608 Articles)
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Article BalanceHigh +
AuthorEiji-kun +
DisciplineCrazy Gadget +
Identifier3.5e Maneuver +
Level5 +
RatingUndiscussed +
SummaryCalm the mind and steady your aim, but become staggered after 1 minute passes. +
TitleDiazepam Pill +
TypeRush +