Withdraw (3.5e Maneuver)

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Author: Zhenra-Khal (talk)
Date Created: 5/21/2017
Status: Complete
Editing: Clarity edits only please
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Withdraw
Desert Wind, Night Wind, Psychic Arrow (Counter) [X-Discipline]
Level: 2
Prerequisite: One Desert Wind or Night Wind maneuver
Initiation Action: One immediate action
Range: Personal
Target or Effect: You; one illusory double
Duration: Instantaneous and 1 round
Saving Throw: None


When you initiate this counter, you leap away, moving up to half your land speed (This movement doesn't provoke attacks of opportunity unless the creatures can see invisibility). As you do so, you become invisible until the end of your next turn, leaving an illusory image of yourself in your place. The image lasts until the beginning of your next turn or until struck, whichever comes first. The invisibility ends early if you attack, as per the Invisibility spell.



Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesDesert Wind Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesNight Wind

Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesPsychic Arrow

Article BalanceVery High +
AuthorZhenra-Khal +
DescriptorX-Discipline +
DisciplineDesert Wind +, Night Wind + and Psychic Arrow +
Identifier3.5e Maneuver +
Level2 +
RatingUndiscussed +
SummaryEscape attack, vanishing from sight and leaving a mirage behind in your place. +
TitleWithdraw +
TypeCounter +