Escape Trap (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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Escape Trap
Crazy Gadget (Rush) [Fire]
Level: 3
Initiation Action: Move
Range: See text
Effect: One Escape Mine
Duration: 1 round
Saving Throw: Reflex half

Click. Surprise landmine!

When you initiate this maneuver you can move up to your move speed, and the first 5 ft of your movement does not provoke attacks of opportunity. In addition you drop a tiny explosive with a nearly invisible trailing wire from your wrist which you can detonate when a creature draws near. Choose a square anywhere along your movement. The trap is set there, and is hard to see requiring a Spot check against DC 20 + your initiator level to notice. As a non-action you can activate the trap and any creature within that 5 ft square must make a Reflex save against 1d6 fire damage/level (max 10d6 at initiator level 10).

The explosive goes off at the beginning of your next turn if it hasn't already been triggered.

If an alchemist's fire is consumed as part of initiating, increase the damage by +1d6 and creatures which fail the Reflex save are also knocked prone.


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Eiji-kun's Homebrew (5605 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
DescriptorFire +
DisciplineCrazy Gadget +
Identifier3.5e Maneuver +
Level3 +
RatingUndiscussed +
SummaryYou can withdraw from a situation as a move action, and leave an explosive trap in your wake. +
TitleEscape Trap +
TypeRush +