Base level you can throw up to 15 needles in a short rest each Milestone you will get five needles
Level three make the other enemy roll a constitution saving throw if they do not get over a 12 they are in a transl like status
Level six you may throw up to 7 needles each one makes them roll a D4 of damage
Level 10 you may throw a needle at somebody as a tracking item they act like little security cameras
Level 12 you may throw two needles the other player has to roll a d8 of damage that will damage them over time four rounds
Level 15 you may Stitch any wound making them heal half of their health that they took in battle
Level 17 this move essentially acts like a turret for three term for three of your turns you will have a action a bonus action in the turret gets to hit you may roll a d8 to see how much damage it does
Level 20 the dance of the needle your damage doubles you double your life points but you have to use this move when you are at death after the battle is over that you use this move in You Shall Perish after using it
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