Heavenly Burning Palm (3.5e Feat)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 14:51, 22 March 2021 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing type.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Burning_Palm_(3.5e_Feat) Variant


Heavenly Burning Palm [Mastery]

You have mastered the secret of the Heavenly Burning Palm technique.
Benefit: Taking a special attack action you activate your fiery palm ability by gathering energy in your palm using an energy source from the following; a minimum of two Stunning Fist uses, a minimum of two ki points, or a minimum of two Attacks of Opportunity for that round, simultaneously to perform this technique. Because you can use your AOO combined into a single strike to activate this ability you are allowed to use it during a standard AOO. You then make a single attack at your highest base attack bonus and perform the Heavenly Burning Palm technique which sends a surge of holy fire energy throughout the body of the foe dealing 1d6 con damage, per energy source spent, and leaving a bright fiery glowing hand print where you hit. The ability damage may require that the foe make a Fortitude save vs. massive damage. This technique does not affect constructs, ooze, plants, incorporeal creatures or creatures immune to critical hits.The energy exerted through this strike affects undead as a disrupting weapon. The strike disrupts the undead creature’s connection to the plane of negative energy and any undead creature stuck must make a Will Save (DC 10 + ½ level + wisdom modifier) or be destroyed if they succeed one round later they must make another save or be destroyed. Uses per day are restricted to your Wisdom mod.

Back to Main Page3.5e HomebrewCharacter OptionsFeats

Home of user-generated,
homebrew pages!


Advertisements: