User:Zhenra-Khal/Veiled Knight (3.5e Martial Discipline)

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Author: Zhenra-Khal (talk)
Date Created: 12/18/2016
Status: Work In Progress
Editing: Clarity edits only please
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The way of the Veiled Knight focuses on melding magic seamlessly into combat. Originally developed by a sect of elves in a secluded monastery, spell and martial strike are one in the hands of the Veiled Knight Adept.

Designed by a monastic order of elves, the creators of the Veiled Knight wanted to create a versatile and seamless practice to unify and empower future generations. They studied for centuries every person they came across or that came to their monastery to seek aid, every animal that happened by, every aspect of the natural world, all woven together to create the fabric of magic, the silken cloth of life itself.

They studied the connection between a Ranger and his wolf, a Wizard and his imp, the magic in a Bard's rallying song, and even a Soulknife's mind blade, all things that meld magic into another form. After their studies, they taught that all things are connected, thus magic and steel not only can be used as one, but are, due to the universal law of connection, one and the same as a whole. Thus the Veiled Knight is a warrior whose heart, soul, mind, body, spell and blade are one, bonded eternally by that realized connection that had always existed, but took centuries upon centuries to finally find.

Game Mechanics of the Veiled Knight

Available To: Mystwalker, Swordsage

Discipline Skill: Spellcraft (Int) - A Veiled Knight must have skill in recognizing, forming and structuring magic in order to properly shape his art.

Discipline Weapons: Longsword, Rapier, Scimitar, Bastard Sword, Elven Lightblade, Elven Thinblade, Elven Courtblade - Veiled Knight Adepts still use, by tradition, the weapons favored by elves, not only because these are the easiest weapons through which to channel the special strikes and somatic bits, but also out of respect for the elves, who are widely recognized as masters of melding magic and might. 

Saves: 10 + Initiator's Intelligence modifier + Maneuver's level. 

Legacy Weapon: None yet. 

Maneuver Granting Item: None yet. 

Discipline Feat: None yet. 

Tactical Feat: None yet. 

Special: All Veiled Knight maneuvers, except the stances, suffer Arcane Spell Failure from armor heavier than light armor and from all shields, just as if they were Arcane spells; All Veiled Knight maneuvers are Supernatural abilities unless otherwise noted. Every Veiled Knight initiator keeps a "spellbook", keeping notes about all of their Veiled Knight maneuvers, and must be referred to when preparing their Maneuvers. If the Veiled Knight possesses the Spellstrike I maneuver and its sequels, this spellbook is also where they keep their spells known.

Some DMs may, at their discretion, allow the Veiled Knight initiator to qualify for some things only Arcane casters normally qualify for, using maneuvers instead of spells and initiator level instead of caster level. Examples include the Obtain Familiar and Improved Familiar feats. In this case, they may allow Veiled Knight adepts to apply Metamagic feats to their maneuvers, such as an Extended Elemental Surge, or an Empowered Elemental Strike.


Maneuvers of the Veiled Knight Discipline[edit]

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

1st-Level Maneuvers

  • Energy Ward: Stance [Fire Cold Acid Electricity Sonic] — Gain resistance 10 against selected type of energy; Ability to toggle on/off +1 energy damage to attacks.
  • Lesser Counterweave: Counter — Counterspell an opponent's spell as an immediate action.
  • Lesser Energy Strike: Strike [Fire Cold Acid Electricity Sonic] — Strike; +2d6 energy damage.
  • Lesser Energy Surge: Boost [Fire Cold Acid Electricity Sonic] — Add +1d6 energy damage to your attacks with one weapon for 1 round.
  • Spellstrike I: Strike or Boost; See text [See text] — Learn and cast a single 1st-level spell with a successful Spellcraft check.
  • Survivor's Stride: Stance — Gain +10ft movement, additional +5 for every 5 ranks in Spellcraft; Feather Fall with successful immediate Spellcraft check.


2nd-Level Maneuvers

  • Cloak Of Mist: Stance — Blur, as a stance.
  • Lesser Spellparry: Counter — Parry a spell right back at the caster.
  • Lesser Unweaving Strike: Strike — Whack an enemy in the face with a lesser version of a targeted Dispel Magic.
  • Quickrazor Slash: Counter [Force] — Lash out with a blade of force as an immediate action.
  • Spellstrike II: Strike or Boost; See text [See text] — Learn and cast a single 2nd-level spell with a successful Spellcraft check.


3rd-Level Maneuvers

  • Counterweave: Counter — Counterspell an opponent's spell as an immediate action.
  • Energy Strike: Strike [Fire Cold Acid Electricity Sonic] — Strike; +3d6 energy damage.
  • Energy Surge: Boost [Fire Cold Acid Electricity Sonic] — Add +2d6 energy damage to your attacks with one weapon for 1 round.
  • Mist Chain: Boost — Change your next Strike to arc to additional targets.
  • Mist Step: Rush [Air Teleportation] — Vanish in a cloud of mist; Teleport a short range.
  • Spellstrike III: Strike or Boost; See text [See text] — Learn and cast a single 3rd-level spell with a successful Spellcraft check.
  • Temporal Compression, Minor: Stance — Haste, as a stance.


4th-Level Maneuvers

  • Mist Beam: Boost — Change your next Strike to affect a line.
  • Quickrazor Flurry: Counter [Force] — Lash out with several blades of force as an immediate action.
  • Spellparry: Counter — Parry a spell right back at the caster.
  • Spellstrike IV: Strike or Boost; See text [See text] — Learn and cast a single 4th-level spell with a successful Spellcraft check.
  • Steelmist Skin: Stance [Earth X-Discipline] — Stoneskin, as a stance.
  • Unweaving Strike: Strike — Whack an enemy in the face with a targeted Dispel Magic.


5th-Level Maneuvers

  • Improved Energy Strike: Strike [Fire Cold Acid Electricity Sonic] — Strike; +5d6 energy damage.
  • Improved Energy Surge: Boost [Fire Cold Acid Electricity Sonic] — Add +3d6 energy damage to your attacks with one weapon for 1 round.
  • Mist Cone: Boost — Change your next Strike into a Cone-shaped effect.
  • Spellstrike V: Strike or Boost; See text [See text] — Learn and cast a single 5th-level spell with a successful Spellcraft check.


6th-Level Maneuvers

  • Greater Counterweave: Counter — Counterspell an opponent's spell as an immediate action.
  • Greater Spellparry: Counter — Parry a spell right back at the caster.
  • Mistwalk: Rush [Air Teleportation] — Vanish in a cloud of mist; Teleport a long distance.
  • Quickrazor Tempest: Counter [Force] — Lash out with many blades of force as an immediate action.
  • Spellstrike VI: Strike or Boost; See text [See text] — Learn and cast a single 6th-level spell with a successful Spellcraft check.
  • Temporal Compression: Stance — An improved version of Haste, as a stance.


7th-Level Maneuvers

  • Greater Unweaving Strike: Strike — Whack an enemy in the face with a targeted Greater Dispel Magic.
  • Spellstrike VII: Strike or Boost; See text [See text] — Learn and cast a single 7th-level spell with a successful Spellcraft check.


8th-Level Maneuvers

  • Quickrazor Bloodbath: Counter [Force] — Lash out with a storm of force blades as an immediate action.
  • Spellstrike VIII: Strike or Boost; See text [See text] — Learn and cast a single 8th-level spell with a successful Spellcraft check.


9th-Level Maneuvers

  • Sojourn of Mist: Rush [Air Teleportation] — Vanish in a cloud of mist; Teleport wherever you want.
  • Spellstrike IX: Strike or Boost; See text [See text] — Learn and cast a single 9th-level spell with a successful Spellcraft check.




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