Base Class: Fighter
Most of the Luzimeria arts are lost to the Caledonian traditions, However, the survive through you. You have studied the arts of Spinning Weapons.
The rare art of Spinning Weapons have been forgotten over the years after the adoption of Caledonian weapon techniques, and know how to use them efficiently. You feel most at home when wielding a Spinning Weapon, the breeze it creates against you is both cooling and reminds you of home, and the thunderous noise that is created comforts you.
This archetype focuses on the ability to create, wield and utilize powerful, magical the rare art of Spinning Weapons. Through creativity, strength and perfect aim, you are frightening and bring the spirit of war with you. However, being a lost science, not many others know the art, so it could become difficult to find more experienced Spinners.
With only a single weapon, the most experience Spinners can shred a target to pieces before they make a move
Luzimeria League
When you choose this archetype at 3rd level, you learn ways to appease Gorum, Luzimeria god of war. Whenever you do a good dead that your god likes, you gain an adoration stack.
Adoration. You start with a number of adoration stacks equal to your Charisma modifier (minimum of 1.) You cannot gain adoration stacks on the same turn that you consume them. When you reach max adoration stacks, you gain a number of bonuses shown below
Gaining Adoration. Each time you deal a killing blow with a spinning weapon, or catch a spinning weapon using a reaction you gain an adoration stack. When you roll a 20 on a d20 for an attack with a spinning weapon, you double the amount of adoration stacks you gain during that combat.
Losing Adoration. Each round that you don't attack, or catch an spinning weapon using your reaction, you lose an adoration stack. Rolling a 1 on a d20 for an attack with a spinning weapon loses you half of your current adoration stacks rounded up.
Max Adoration. When you have max adoration stacks, you gain a plus 2 bonus to your charisma score (You cannot increase a score passed 20 this way). Additionally, you can add an additional 1d4 for each 10 adoration stacks to the first attack roll that turn as long as it doesn't consume adoration stacks an attack of opportunity.
The additional dice increases to a d6 at 7th level, d8 at 10th level, d10 at 15th level and d12 at 18th level.
The maximum adoration stacks you gain is equal to your fighter level x 5. For example; A level 3 fighter would have max of 15 adoration, while a level 20 fighter would have a max of 100 adoration.
Catcher
Upon choosing this archetype at 3rd level, you gain the ability to catch your spinning weapons after an attack using your reaction. When you catch an spinning weapon in this way you may repeat the attack against the same target. You automatically catch the spinning weapon after the bonus attack.
The damage dealt is equal to the amount rolled on the original attack without any modifiers or proficiency bonuses or any additional die. Additionally, this attack does not benefit from critical rolls.
Bonus attacks cannot benefit from strategic throws or gain you adoration stacks.
Once you use this feature, you must finish a long rest before you can use it again. If you have max adoration stacks, you can use it three times before a long rest.
Intimidating Presence.
At 3rd level, Once per short rest, you can attempt to intimidate creatures within 10 feet of you.
Each creature within an 10 feet sphere of you must make a constitution saving throw or become frightened of you (this includes allies.)
If you have max adoration stacks you gain advantage on attacks against creatures frightened of you.
Once you've used this feature you must finish a short or long rest before you can use it again.
Intimidating Presence save DC = 8 + your proficiency bonus + your Charisma (Intimidation) modifier
Bloodrush
When you reach 7th level, you add your proficiency bonus to your initiative. Additionally, you can move an additional 10 feet if you move during an attack.
If you have max adoration stacks you can instead move up to your speed if you move during an attack.
The Crowd Goes wild
Upon reaching 10th level, before you would roll a Charisma ability check, you can consume up to your current adoration stacks to add plus 1 for every 5 stacks consumed to the ability roll.
If you have max adoration stacks you can instead change the result of a Charisma ability check to a 20, before any modifiers are applied.
Once you've used this feature, you must finish a long rest before you can use it again. Starting at 20th level, you can use this feature a number of times equal to your charisma modifier before a rest, but only once every hour.
Whirling Death
Starting at 15th level, when you make an attack with a spinning weapon. On a hit, if your current adoration stacks are equal to the creatures total health. The creature must make a constitution saving throw. On a fail, You can choose to consume your adoration stacks to execute the creature. On a success, the creature takes damage as normal.
If you have max adoration stacks, When you hit the creature with an attack and the creature isn't executed, you can choose to consume your adoration stacks to reduce the creatures max hit points are reduced by quarter instead.
Whirling Death save DC = 8 + your proficiency modifier + your Strength modifier
Stand Aside
At 18th level, when you deal a killing blow; all creatures within a 10 foot sphere of the target become frightened of you without the need of a saving throw until the end of it's turn. (DM's discretion)
If you have max adoration stacks; when you reduce a creature to half of it's maximum HP, it becomes frightened of you until the end of it's turn.
Hemorrhaging Strike
Upon reaching 18th level, whenever you score a critical hit on an attack with a spinning weapon, the target additionally suffers half of the damage from the attack at the end of its next turn.
If you have max adoration stacks, the target suffers all of the damage from the attack at the end of it's next turn.
Strategic Throws
Strategic Throwing. You learn 3 different strategic throwing techniques which are detailed under "Strategic Throwing" below. Many of these throwing techniques have different effects depending on which you choose. Each use of strategic throwing must be declared before the attack roll is made and consumes adoration stacks to use. You can only use one strategic throw per turn.
You learn additional strategic throws of your choice at 7th, 10th, 15th and 18th level. Each time you learn a new strategic throw, you can also replace one that you know with a different one.
You can use this feature a number of times equal to your strength modifier. You regain all expended uses after a long rest.
Saving Throws. Some of your strategic throws require targets to make a saving throw to resist the throws effects. The saving throw DC is calculated as follows:
Strategic Throw save DC = 8 + your proficiency Bonus + your Strength Modifier
Armor Shred
As part of a spinning weapon attack, you can use your bonus action to consume half of your current adoration stacks (rounded up). On a hit, You divide the number rolled on your damage dice by 2 and add 0.5 for every 5 adoration stacks consumed and remove the total result from the targets AC (Rounded down)
For example. If you roll a 5 on the damage dice and consume 5 adoration stacks. The total result is as follows.
5 on damage dice / 2 = 2.5 + 0.5 from 5 stacks consumed. For a total of 3 AC removed.
3 on damage dice / 2 = 1.5 + 1 from 10 stacks consumed. For a total of 2.5 rounded down, for 2 AC removed.
Bouncing Throw
As part of a spinning weapon attack, you can use your bonus action to consume half of your current adoration stacks (rounded up) in an attempt to bounce your weapon against two opponents. On a hit, the creature takes normal damage and you make an attack roll(plus 1 for every 5 adoration stacks consumed) against another target within 15ft.
Bullying Throw
As part of a spinning weapon attack, you can use your bonus action to consume half of your current adoration stacks (rounded up). Regardless of the result; you make a Charisma (Intimidation) check and add 1 for every 5 adoration stacks consumed.
Concussion Throw
You can consume half of your current adoration stacks (rounded up) while making a spinning weapon attack to attempt to discombobulate a creature. On a hit, the creature takes damage and must make a CON saving throw (DC 8 + your proficiency bonus + your Strength modifier + one for every five adoration stacks consumed) or suffer disadvantage on attacks until the end of their next turn.
Direct Throw
As part of a spinning weapon attack, you can use your bonus action to consume half of your current adoration stacks (rounded up). You can add plus 1 on the attack roll for every 5 adoration stacks consumed.
Disarming Throw
As part of a spinning weapon attack, you can use your bonus action to consume half of your current adoration stacks (rounded up). On a hit, the creature takes damage and must succeed on a STR saving throw (DC 8 + your proficiency bonus + your Strength Modifier plus 1 for every 5 adoration stacks consumed) or drop 1 held object of your choice and have that object be pushed 10 ft. away from you.
Forceful Throw
As part of a spinning weapon attack, you can use your bonus action to consume half of your current adoration stacks (rounded up). On a hit, the creature takes damage and must succeed on a STR saving throw (DC = 8 + your proficiency bonus + your Strength Modifier plus 1 for every 5 adoration stacks consumed) or be pushed 15 ft. away from you.
Knocking Throw
As part of a spinning weapon attack, you can use your bonus action to consume half of your current adoration stacks (rounded up). On a hit, the creature takes damage and must make a STR saving throw (DC = 8 + your proficiency bonus + Your Strength modifier plus 1 for every 5 adoration stacks consumed) or be knocked prone.
Violent Throw
As part of a spinning weapon attack, you can use your bonus action to consume half of your current adoration stacks (rounded up). For every 5 adoration stacks consumed you can roll an additional 1d4 damage die. This damage is doubled on a critical strike