Judo Flip (3.5e Maneuver)

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Author: Luigifan18 (talk)
Date Created: September 24, 2015
Status: Complete
Editing: Clarity edits only please
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Judo Flip
Setting Sun (Counter)
Level: 2
Initiation Action: Immediate
Range: Melee reach
Target: One creature
Duration: Instantaneous

The Setting Sun discipline emphasizes using your opponent's strength, speed, and momentum against them. For example, you can redirect the momentum of a creature charging at you and turn it towards the ground.

You may initiate this maneuver in response to a creature charging at you. When a creature charges at you, at the moment that it attempts its attack, you may attempt to grab that creature, making a melee touch attack and (if you hit) a grapple check against it. The grapple check is made with a +2 bonus. If you succeed, you completely negate your opponent's attack (they don't even get to make an attack roll) and use the momentum from your opponent's charge to lift it into the air, flip it directly over your head, and slam it to the ground behind you, dealing 2d6 damage + 1 per initiator level (maximum 2d6+5) and rendering that opponent prone. (Essentially, you pull your opponent through your square and force them to end their movement on a space within 5 feet of you, on the opposite side of where they tried to attack you from.) You must initiate this maneuver after your opponent enters your threatened area and/or declares their attack, but before your opponent makes their attack roll (and, by extension, before you know whether they hit or missed). If you lose the grapple check or miss on the melee touch attack, you are considered flat-footed against your opponent's attack, and they gain a +1 bonus to their attack and damage roll (in addition to the bonuses from charging).

If your opponent's melee reach is greater than yours, and they attack you before entering your threatened area, you can still initiate this maneuver, but you are forced to grab whatever part of your opponent is attempting to strike you, rather than aiming for your opponent's body. If your opponent's weapon is part of their body (such as a natural weapon or unarmed strike) or securely attached to it (such as a gauntlet), you can grab your opponent, but forfeit the +2 bonus to the grapple check this maneuver would normally give you (a limb is a smaller target than a torso). If your opponent's weapon is not part of their body or securely attached to them, you attempt to disarm them instead of grappling them (you are still flat-footed if you fail the disarm attempt).



Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesSetting Sun

Luigifan18's Homebrew (383 Articles)
Luigifan18v
Article BalanceModerate +
AuthorLuigifan18 +
DisciplineSetting Sun +
Identifier3.5e Maneuver +
Level2 +
Rated BySpanambula + and Leziad +
RatingRating Pending +
SummaryGrab a creature lunging at you and flip it over your head, slamming it to the ground behind you. +
TitleJudo Flip +
TypeCounter +