Base Class: Monk
Passed down through the generations, the ancient techniques of the Spin Masters and their Spin Globes have carved their way into legends of old, today very few capable of mastering this technique still exist. Armed with only the mystical Spin Globes, their techniques and mastery makes them truely a sight to behold
Lesson 1: "If you have the will, then do it!"
Once you choose this path at 3rd level, you gain the following:
Proficiency in both animal handling and Leatherworker’s tools
Starting when you choose this tradition at 3rd level, you can hurl spinning globes of magical force
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is force, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
- When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
- When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Spin Techniques
at 3rd level, this character gains the following abilities -
- Harden Skin - Using the rotation energy of a spin globe, you contort and tighten your flesh. As a reaction to being hit by an attack, you may spend 1 ki point to decrease the damage taken by a number equal to your proficiency score + your martial arts die
- Double up - After successfully hitting a creature with a Spin Globe attack, you may use your reaction and spend 1 ki point to send the spin globe towards another enemy, making an additional attack at another hostile creature within 10 feet of the first target.
- Powerful toss - you may spend 1 ki point to double the range of your Spin Globe attack this turn, a target struck by the spin globe can be shoved backwards up to 10 feet
Lesson 2: "Work Those Muscles"
At 6th level you gain the following features:
Strong Arm - The range of your Spin Globe attacks increases to 50 feet
Enhanced Spin - Your Spin Globe attacks become +1 to both hit and damage rolls. (This Bonus becomes +2 at 11th level and +3 at 17th level)
Your Spin techniques gain new improvements as well:
- Harden Skin - may be used on any ally within 30 feet of you.
- Double up - You may continue to spend Ki points and bounce the Globe again, making additional attacks up to a maximum equal to your wisdom modifier.
- Powerful toss - Any creature hit by this strong attack takes an additional Martial Arts die of damage.
Lessons 3 & 4: "Believe In the Spin" and "Pay Your Respects"
At 11th level you gain the following features:
- Overdrive - The first time you make an attack with your Spin Globe on your turn, you may spend 2 ki points to change the damage type to one of the following: Fire, Cold, Thunder, Lightning, or Radiant. This change in damage lasts for 1 minute, after which it returns to Force damage.
- Mighty Arm - Your Spin Globe range become 100 feet.
- Wrecking Ball - As an action, you hurl multiple Spin Globes simultaneously at a point you choose within your current Spin Globe range, where it erupts into a blast of rotational energy for a brief but deadly instant. Each creature in that 15-foot-radius sphere must succeed on a Constitution saving throw or take 3d6 of damage based on the current damage type of your Spin Globe. Any creatures that fail the save are also Blinded and Deafened until the start of your next turn. You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6. You may use this feature twice before needing a short or long rest.
Lesson 5 : "The shortest route is the detour."
At 17th Level you gain the following feature.
「Ball Breaker」- Your Martial Arts die becomes a d12 and attacks with your Spin Globes ignore Half and 3/4 cover.
- Additionally, when you successfully hit a creature with a Spin Globe attack, you may spend 3 ki points. You flood the targets body with Rotating energy, the target must succeed a Ki save or become Paralyzed until the start of your next turn.







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