Homebrew Spin Species Details
Legendary Technique
Spin is a phenomenon through which a creature imparts near-perfect rotation to an object, unlocking a sea of unique possibilities. The most accomplished users reproduce the proportions of the Golden Ratio, allowing them to approach a state of truly perfect rotation.
An object that achieves near-perfect rotation is called an object with Spin.
When an object with Spin comes into contact with another creature or object, it transfers its rotation into the point of impact. Every technique associated with Spin, whether it bends matter, interferes with movement, closes wounds, or warps the passage of time, is a direct result of this phenomenon.
Any creature can learn at least some form of Spin, provided it has a functioning hand or a comparable appendage capable of manipulating an object with precision. Most users learn the technique from a Spin master. In rare cases, however, an individual may discover it through self-realization after experiencing a series of sufficiently significant or triggering events.
There is no fixed order in which most Spin techniques must be learned. Object Bending serves as the fundamental starting technique, while other techniques may be learned individually, several at once, or in any combination appropriate to the user’s training and circumstances, as determined by the DM.
Rules of Spin
Objects with Spin
You can impart Spin to almost any object you can physically manipulate.
Unless a feature states otherwise, an object with Spin retains its rotation until it strikes something, is retrieved by you, or otherwise loses its momentum, as determined by the DM.
The basic application of Spin does not deal damage on its own. However, it can be used to curve an object’s trajectory, stabilize its movement, alter its balance, bend its structure, or produce another comparable effect approved by the DM.
Free of Hand
An object must be free of your hand when it makes contact with its target for the Spin to transfer.
You can hold an object while imparting Spin to it, but you must throw, release, drop, or otherwise separate yourself from it before impact. Unless a feature states otherwise, an object that remains in your grasp cannot transfer Spin.
Spin Attacks
Some features require you to make a ranged Spin attack. A ranged Spin attack is a special ranged weapon attack made using an object with Spin. It is not a spell attack.
Unless a feature states otherwise, you use your Dexterity modifier for the attack and damage rolls of ranged Spin attacks.
Ranged Spin Attack: your proficiency bonus + your Dexterity modifier to hit.
If a Spin feature requires a saving throw, it uses your Spin save DC.
Spin save DC: 8 + your proficiency bonus + your Dexterity modifier.
Recalling an Object with Spin
Immediately after you throw an object as part of a Spin feature, you can use your reaction to pull it back toward you.
If the path between you and the object is unobstructed, it returns to your hand. If the path is obstructed, the object travels as far toward you as possible before falling.
Spin-Touched
Certain Spin techniques cause the point of impact on a creature or object to become Spin-Touched.
A Spin-Touched area retains residual rotational energy for 1 minute, unless a feature states otherwise. A creature or object can have multiple Spin-Touched areas, but the same area cannot become Spin-Touched more than once at a time.
Passive Abilities
Ball Knowledge
To use Spin correctly, and especially to reach its true potential, a user must dedicate themselves to studying anatomy and the biological systems responsible for movement.
This knowledge includes the location of muscles and vital organs, the points at which biological systems intersect, and the ways rotational force travels through living tissue.
Spin does not depend solely on anatomical knowledge. However, if your total bonus to Wisdom (Medicine) checks is +2 or higher, you gain the following benefits.
Whenever you make an attack roll as part of a Spin technique that targets a creature and deals damage, you can add 1d4 to the attack roll.
Whenever one of your Spin techniques restores hit points to a creature, that creature regains an additional 1d8 hit points.
Having a Wisdom (Medicine) bonus lower than +2 imposes no penalty.
Surfaces of an Object with Spin
Spin works best when applied to rounded objects with finely polished surfaces, such as Steel Balls. A smooth surface reduces air resistance and allows the object to maintain a far more precise rotation.
When you make a ranged Spin attack using a rounded, smooth object, you gain a +1 bonus to the attack roll.
You can instead use a pointed, rough, or jagged object with protruding edges, such as the wrecking ball used by certain Spin practitioners. When you hit with a ranged Spin attack using such an object, the attack deals an additional 1d6 piercing damage.
An object can benefit from only one of these properties at a time. Whether an object is smooth, jagged, or neither is determined by the DM.
Active Abilities
Object Bending
Object Bending is the default technique learned by a Spin user and serves as the foundation from which most other applications of Spin develop.
As an action, you impart Spin to one object you are touching.
You can use this broad application of Spin to alter the object’s balance, curve its movement, maintain its rotation, bend its structure, or temporarily manipulate its physical properties. The exact result is determined by the DM based on the object, its material, and the manner in which you use the rotation.
When you attempt to bend, twist, curve, or reorient a nonmagical object no larger than you without immediately breaking it, make a Dexterity check. The DM determines the DC based on the object’s size, thickness, material, and structural complexity.
On a successful check, the object changes shape in the manner you intended, provided the result remains physically possible within the limits determined by the DM.
Object Bending does not represent the full extent of Spin. Instead, it serves as the most basic example of how precise rotation can manipulate the physical properties of an object.
Spin to Win
Spin to Win is the primary offensive application of Spin. You impart powerful rotation to an object and release it in a straight line, using the object’s shape, surface, and rotational intensity to pierce, explode, or burn anything in its path.
You can use this feature a number of times equal to your Dexterity modifier, to a minimum of once. You regain all expended uses when you finish a long rest.
As an action, you impart Spin to one object and release it using one of the following styles.
The damage dealt by each style is shown in the Spin to Win table.
Piercing Spin
You launch the object in a line that is 60 feet long and 5 feet wide.
Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes piercing damage equal to the damage shown in the Spin to Win table + your Dexterity modifier. On a successful save, it takes half as much damage.
The object pierces creatures and nonmagical matter in the line, provided the material is no more than 5 feet thick. Magical barriers, artifacts, and exceptional materials may resist this effect, as determined by the DM.
Exploding Spin
You impart so much rotational energy to the object that it shreds and separates the oxygen surrounding it, collecting the unstable material along its surface.
Choose a point you can see within 30 feet of you. When the object reaches that point, it creates a 20-foot-radius explosion.
Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes fire damage equal to the damage shown in the Spin to Win table + your Dexterity modifier. On a successful save, it takes half as much damage.
Burning Spin
You force the object to rotate with such violent friction that it ignites the air around it, leaving a burning trail between you and your target.
Make a ranged Spin attack against one creature within 30 feet of you.
On a hit, the target takes fire damage equal to the damage shown in the Spin to Win table + your Dexterity modifier.
The path between you and the target becomes a 5-foot-wide trail of fire that lasts for 1d4 rounds. A creature takes 1d4 fire damage when it enters the trail for the first time on a turn or starts its turn there.
The target must also make a Constitution saving throw. On a failed save, it burns for 1d4 rounds. At the start of each of its turns while burning, it takes 1d4 fire damage.
A burning creature can use its action to extinguish the flames.
| Character Level | Spin to Win Damage |
|---|---|
| 1st | 2d8 |
| 5th | 3d8 |
| 7th | 4d8 |
| 13th | 5d8 |
| 15th | 6d8 |
| 18th | 8d8 |
Spin Shield
You can use this feature a number of times equal to your Dexterity modifier, to a minimum of once. You regain all expended uses when you finish a long rest.
Spin can affect the body by temporarily hardening its structure and allowing incoming force to travel through it rather than remain concentrated at the point of impact.
When you use this feature, choose one of the following applications.
Sustained Shield
As an action, choose yourself or one willing creature you can see within 15 feet of you. The target gains a bonus to its Armor Class equal to your proficiency bonus.
This effect lasts for up to 1 minute and requires concentration, as if concentrating on a spell. The effect ends early if the target moves more than 15 feet away from you.
Immediate Deflection
When you or a creature you can see within 15 feet of you is hit by an attack, you can use your reaction to roll 1d6 and subtract the number rolled from the triggering attack roll, potentially causing it to miss.
You can use this reaction after you know the attack would hit, but before its damage or other effects are resolved.
Hit & Run
You can use this feature a number of times equal to your Dexterity modifier, to a minimum of once. You regain all expended uses when you finish a long rest.
As an action, you impart near-perfect rotation to an object and throw it at one creature within 30 feet of you.
Make a ranged Spin attack against the target.
On a hit, the target takes bludgeoning damage equal to the damage shown in the Hit & Run table + your Dexterity modifier, and the point of impact becomes Spin-Touched.
The target must then make a Constitution saving throw. On a failed save, choose one of the following effects.
Restrain. The transferred rotation locks the target’s muscles. The target is restrained until the start of your next turn.
Disarm. The transferred rotation interferes with the target’s grip. The target drops one object of your choice that it is holding, and the object lands at its feet.
If the target is wearing armor, the Spin warps the armor at the point of impact. The target still takes the damage and suffers the chosen effect, but the armor may prevent any additional consequence from reaching the body beneath it, as determined by the DM.
A use of this feature is not expended if the attack hits and the thrown object returns to your hand before the end of the same turn.
| Character Level | Damage |
|---|---|
| 1st | 2d8 |
| 5th | 3d8 |
| 7th | 4d8 |
| 13th | 5d8 |
| 15th | 6d8 |
| 18th | 8d8 |
Incapacitate
You can use this feature a number of times equal to your Charisma modifier, to a minimum of once. You regain all expended uses when you finish a long rest.
When both you and another creature are touching the same object with Spin, you can use your action to slightly alter its rotation and lock the individual muscle fibers throughout the creature’s body.
The target must be no more than one size larger than you and must make a Constitution saving throw.
On a failed save, the target is incapacitated and its speed becomes 0.
This effect lasts for a number of rounds equal to your Charisma modifier, to a minimum of 1 round, and requires concentration, as if concentrating on a spell.
For the duration, you must maintain contact with the object with Spin. While maintaining this contact, you are restrained. If either you or the target ceases touching the object, the effect ends immediately.
At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success.
俺の足: Ore no Ashi
You can use this feature a number of times equal to your Dexterity modifier, to a minimum of once. You regain all expended uses when you finish a long rest.
As an action, you impart Spin to an object and throw it at one creature within 30 feet of you.
Make a ranged Spin attack against the target.
On a hit, the object adheres to the target and interferes with the muscles, joints, or comparable biological systems responsible for its movement. The target must make a Constitution saving throw.
On a failed save, you hijack the target’s next movement. At the start of its next turn, you move it up to 30 feet in a direction of your choice.
This forced movement occurs as part of the target’s turn, requires no action or movement from it, and does not provoke opportunity attacks. The object then detaches, and the effect ends.
If the target falls as a result of this movement, it takes falling damage normally.
HBB Note: You can also launch the target vertically. Why not?
Keep Spinning
You can use this feature a number of times equal to your Charisma modifier, to a minimum of once. You regain all expended uses when you finish a long rest.
When a creature or object you can see within 60 feet of you has a Spin-Touched area, you can use your reaction to force the residual rotation in one such area to accelerate.
If the target is a creature, it must make a Constitution saving throw. On a failed save, it takes 2d8 + your Dexterity modifier bludgeoning damage.
If the Spin-Touched area is an extremity or another part of the target capable of breaking, tearing, or becoming severely deformed, the target must make a second Constitution saving throw after taking the damage.
On a failed save, the affected area suffers an appropriate injury, deformation, or loss of function, as determined by the DM.
If the target is an object, the DM determines whether the accelerated Spin damages, breaks, bends, or deforms it.
After this feature resolves, the affected area ceases to be Spin-Touched, regardless of whether the target succeeds or fails its saving throw.
Spinning Acupuncture
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
The healing aspect of Spin follows principles similar to acupuncture, but replaces needles with precise rotational force.
You can tighten muscles to improve blood flow, shift water through damaged tissue to relieve swelling, or rotate the edges of an injury until the wound closes and seals itself.
As an action, you impart Spin to one object that you can physically manipulate and throw it at yourself or one willing creature within 30 feet of you. The object must be free of your hand when it makes contact with the target, following the normal Free of Hand rule.
When the object makes contact, the target regains hit points equal to 2d6 + your Charisma modifier.
This feature can heal wounds caused by physical trauma, including cuts, punctures, impact injuries, burns, and comparable bodily damage. It cannot restore hit points lost solely to psychic damage or another effect that leaves no physical wound, unless the DM determines otherwise.
Golden Spin
You can use this feature a number of times equal to your Dexterity modifier, to a minimum of once. You regain all expended uses when you finish a long rest.
You master the true nature of Spin, reproducing the Golden Ratio with enough precision to achieve absolute rotational power, a rotation capable of twisting the very fabric of time.
As an action, you impart Golden Spin to an object and throw it at one creature within 30 feet of you.
Make a ranged Spin attack against the target.
On a hit, the target takes 4d10 + your Dexterity modifier bludgeoning damage, and the point of impact becomes Spin-Touched.
The object does not stop spinning when it strikes. Instead, its rotation accelerates so violently that it warps time around the point of impact, rapidly aging the affected area. The target takes an additional 2d6 necrotic damage.
Ball Breaker
Golden Spin awakens a Stand known as Ball Breaker, a Tiny humanoid entity that dwells within the very essence of perfect rotation.
Ball Breaker manifests in the target’s space when Golden Spin hits and remains there until the start of your next turn. It travels with the object through which Golden Spin was delivered.
Only creatures capable of perceiving Stands can see or target Ball Breaker.
Ball Breaker has an Armor Class equal to 10 + your proficiency bonus and 1 hit point. It is immune to all conditions and cannot move independently from the object on which it manifests.
If Ball Breaker is reduced to 0 hit points, it disappears, and you cannot use Golden Spin again until you finish a long rest. At the end of that rest, Ball Breaker reemerges from the essence of the technique.
Spin Traits
Spin lets a creature impart perfect rotation to objects, enabling ranged attacks, body manipulation, healing, movement control, and Golden Ratio techniques capable of warping time itself.Previous Versions
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7/11/2026 7:41:40 PM
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