Monk
Base Class: Monk

u spin stuff

Steel Ball Throw

Starting when you choose this tradition at 3rd level, you use your steel balls instead of unarmed strikes. (basically your unarmed strikes become steel balls.) They have a 60ft range and use the monk unarmed table for damage. The damage they deal is considered force damage instead of bludgeoning damage.

You also gain the ability to spend one hour to craft two steel balls from scratch or scrap metal. Additionally, the thrown balls return to you, and when you use a steel ball in an attack granted by your flurry of blows you can apply one of the additional effects to your target by spending one ki point to apply one of the additional effects to your target

-Weaken skin- The target takes a -2 to AC till the end of it's next turn as the steel ball rotates over their skin.

-Drag Down- The steel ball hits the floor after hitting your target,the floor wobbles and drags them down,knocking them prone.

-Transfer Damage- You use the spin to transfer 1/2 of the damage of your original attack to a person within 10ft of the original target

Golden Rotation / Super Spin Guard

At 6th level, you gain the ability to spend a bonus action to gain advantage on your attack roll.

Additionally, you can also spend 3 ki points once per long rest to gain extra AC = to your dexterity modifier (this stacks with unarmored AC) untill the end of your next turn

Advanced Craftsmanship

Beginning at 11th level, you have achieved alot with spin, not quite mastery but you're almost there.

Your steel-balls have advanced to have better craftmanship, and you're alot more familiar with them from when you first started. You gain a +2 to attack rolls and damage rolls made with steel balls.

You also gain the ability to control light, or more accurately how light is percieved with the steel balls. , you can throw a steel ball into a location, where it stays hovering in the air. Any enemy within 15 feet of the steel ball gains disadvantage on all attack rolls while in range of the steel ball. (this is the thingy gyro did with chocolate disco yes)

Infinite Rotation

At 17th level, - you have completely mastered spin. By spending 10 ki points, if you throw a steel ball as an action as a bonus action you can apply infinite rotation to the person. The enemy gains disadvantage on every attack roll made after being hit by this, and is knocked prone untill the end of your next turn with no way to stand up. They can only lose their disadvantage by being hit by an oppositely infinitely rotating steel ball or rotation. Additionally, every 2 turns they make they must make a dex save against your spell save DC or fall prone till the start of their next turn.

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