Fighter
Base Class: Fighter

Fighters who take this subclass at level 3 devote their lives to the perfection of the Golden Rectangle. The Golden Rectangle, and the Golden Spiral that derives from it, is a force of near perfection in nature. Spin Masters who devote themselves use this force to manipulate the rotational energy that is found around them. Applying this energy can have both destructive and medical effects.

Many practitioners are recluses who hone their skills in mountainous regions. Embracing the world that created their precious Golden rectangle. (Will continue to write I just want to finalize the actual class :D)  

The Golden Spin

Starting at level 3, Spin Masters can use the spiral energy that they see around them. You can infuse any small or tiny object with the Golden Spin and use that object as a projectile attack equaling to 1D6 + your Dex. modifier, force damage. The object that is used for the attack returns to your hands after the attack is finished. This ranged spin attack has a range of 30ft and can be used as long as you have Spin points. Your spin points are equal to half your proficiency (rounded up) plus your Dex. modifier. You regain all your Spin points after any rest. When using this feature to hit a creature, you add your proficiency and Dex. modifier to the roll. 

At level 5, instead of needing an object you can use your fingernails. Your nails need to regrow 1D4 days before you can use them again.

The damage dice is increased by 1D6 at level 5th, 11th, and 14th level.

Also starting at level 3, you gain two additional actions. first, can use your action to "scan". When scanning you throw a small/tiny object that hovers 5ft in the air. Anything within a 15ft-by-15ft cube of the hovering object can be sensed by you. Making it so you can attack targets within the radius without being disadvantaged. The object spins in the air for 1 minute, or when you recall the object to your hands. 

The second action is Reinforced projectile. When making a range weapon attack (That is not using Golden Spin, such as your nails and small objects) you can spend two Spin points to reinforce the attack. Making it so the weapon's long range becomes usable without having to roll disadvantage. Also, when using the weapon's normal range with this feature, it gains an additional damage equal to your proficiency bonus. 

 

Golden Skin

At 7th level, whenever you are attacked you can use your reaction to coat your body with the Golden Spin. Doing so allows you to add your proficiency bonus to your AC for that attack. This requires two Spin points to activate.  

Golden Protection

When you touch a willing creature, you can choose to give them Golden Protection. Golden Protection causes the creature to gain 5 x Spin points used in temporary health for 1 minute. You can choose the amount of Spin points you expend on the target. After using this feature, you cannot use any other action. 

Golden Endurance

When you roll for initiative and have no Spin points remaining, you regain two Spin points.

Ball Breaker

At 18th level, when you have no Spin points left you can use this feature to regain all of them. After doing so you make an all-out attack spending any amount of Spin points you so choose. The range of this attack is 60ft, to hit you have a bonus equal to your Con. modifier and you Dex. modifier added up, and for the damage roll you roll XD8 force damage + Dex. modifier + Proficiency bonus. (X being the number of Spin points used.) This attack is considered magical.

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