Paladin
Base Class: Paladin

The Spin is a state of rotation defined by its closeness to perfection, that perfection being the Golden Rectangle, more specifically the Golden Spiral that is derived from the Rectangle, a mathematically endless spiral, and a feature said to be omnipresent in the surrounding nature and a fortiori in works of arts.

Unlike the average rotation, the Spin is persistent and produces more rotational energy than it takes to create. That rotational energy is transferred to nearby objects in the form of vibrations and can be wielded for a wide array of purposes.

Paladins which study the spin have to put countless hours into learning and perfecting this technique and as such, usually, the spin is only taught to and learnt by wealthy and noble families.

Spin

At 3rd level, as a bonus action, you can imbue a palm-sized object with spin a number of times equal to your charisma modifier, you must finish a long rest to regain uses of this feature. Objects imbued with spin a considered magical for overcoming resistances and, if you wish, the thrown the object returns back to your hand with no action required. Objects imbued with spin maintain their effects for 10 minutes and then return back to their regular state.

Spin Techniques - Channel Divinity Options

At 3rd level, you start to learn the art of spin, a technique which is a state of perfect or near-perfect rotation which produces a unique form of energy that can be applied for a multitude of uses. Your spin save DC is equal to your spell save DC. You can end any technique no action required on your turn.

The techniques you learn with this feature can only be done while an object is imbued with spin.

When you choose this subclass you learn 2 spin techniques as listed below. Additionally, when you gain a level you can choose to replace one of your learnt techniques.

You can use expend a Channel divinity to use any spin technique you know.

Bouncing Attack

When you make an attack with an object imbued with spin you can choose to make a bouncing attack. No matter if the attack hits or misses you can make another attack against another target with 30ft of the original target as part of the same attack.

Contort

When you make an attack roll against a creature with an object that is imbued with spin, you can choose to contort the target, if the attack hits and the target is not wearing heavy armour, it must make a Strength saving throw. On a failed save the target has disadvantage on attack rolls. The object that is spinning stays attached to the creature's body for 1 minute. They can make a saving throw to resist the effect at the end of their turn.

Disarming spin

When you hit a creature with an attack from an object imbued with spin, the target must make a Strength saving throw. On a failed save, it drops an object you choose. The object lands at its feet. You can choose to keep the object imbued with spin attached to the creature for up to 1 minute. While it is attached the creature can repeat the saving throw at the end of each of its turn, while the object imbued with spin is still attached it cannot use the same limb to pick up the dropped object.

Flatten

As an action, you can attach an object imbued with spin to a creature, while attached in this way you can make the creature flat as long as it is not wearing heavy armour. The creature is considered one size smaller and cannot support their own weight, falling prone for 10 minutes. For this effect to work the creature must be willing, or they must fail 3 constitution saving throws consecutively while the object imbued with spin is attached to their body. This requires concentration as if concentrating on a spell.

Healing Rotation

(Requires 7th level) By forfeiting one of your attacks on your turn you can attach an object imbued with spin to an ally for 1 minute. While the object imbued with spin is attached in this way you can use your lay on hands feature on that ally, as usual, no matter your distance from the target.

Numb Pain

(Requires 7th level) As a bonus action, you can attach an object imbued with spin to a willing creature within range for up to 1 minute, while the object imbued with spin is attached in this way they have resistance to a damage type of your choice from bludgeoning, slashing, piercing, fire and cold. This requires concentration as if concentrating on a spell.

Refract

As an action you can use an object imbued with spin to refract light around you, for 1-minute attacks against you have disadvantage. This requires concentration as if concentrating on a spell. Furthermore if the object imbued with spin leaves your person, you no longer benefit from this effect.

Skin Harden

As a bonus action, you can attach an object imbued with spin to yourself, while attached in this way your AC increases by 2. This requires concentration as if concentrating on a spell.

Steel Balls

The steel balls are known to be the most efficient and effective way of utilising spin. You can spend an hour during a long rest with some metal of weight 1 lb to create a steel ball. This steel ball is considered a martial ranged weapon with a range of 30/120 which you are considered proficient in. Its damage die is 1d4 but increases as you level up. 5th level - 1d6, 10th level - 1d8, 14th level - 1d10, 17th level - 1d12. If you do not have proficiency with steel balls it is considered an improvised weapon. Furthermore, the restriction of the divine smite feature being only on melee weapon attacks, does not apply for the steel balls.

Path to Mastery

At 7th level you have continued to study spin and gain the following benefits:
- You gain proficiency in one toolset of your choice
- You gain proficiency in one of the following - Medicine, Animal handling, Sleight of hand, or investigation.

The Golden Spin

At 15th level, you learn the ancient technique of the golden ratio, 1:1.618 of a rectangle. When you find the ratio in nature, this allows you to create an infinite inward spiral in the centre of the rectangle. You then can line yourself up to perform the Golden Spin.

As a bonus action make a perception check of DC of the DMs choosing (The DC should be based on how hard it is to perceive a natural phenomenon). If you succeed you can enter a stance so that you fit into the golden rectangle. While in this stance you have advantage on all attack rolls and saving throws, additionally you now score a critical hit on a roll of 18-20. While in this stance, if you willingly move, are incapacitated, stunned or are blinded you lose the stance. 

If you succeed in entering the stance, you cannot enter it again until you finish a short or long rest.

Avatar of Infinite Rotation

At 20th level, as an action, you enter the state of the infinite rotation for 1 minute you gain the following benefits:

- Once per turn, when you hit a creature with an object imbued with spin it must make a Constitution saving throw or take on the infinite rotation. For the duration, the creature is considered Paralyzed, if this paralysis is maintained for 30 seconds or more it becomes permanent.
- Additionally, the infinite rotation transcends whichever plane of existence you are on, as an action you can cast plane shift.
- Finally, you can choose to replace walking with teleportation.

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