Fighter
Base Class: Fighter

 

The Spin
At 3rd level, one learns more about the technique and what their family through them to do with it. You learn how to spin the magnus effect in a hand sized object witch you can throw and in process the rotation can be thrown and or bounce depending on the target. Making an object spin gives you proficiency with it as well as it scales off your dexterity or strength bonus, the time it takes to gain this is only 1 minute long and the object has to be the same size as your hand, if it is bigger it will spin much slower and will not be effective.

-Spin Style save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

-The Spin: If the target hits any creature with a muscle structure it can contort those muscles. If the attack is to be successful one has to make a regular ranged weapon attack with any object that has begun sniping (if the object is bigger than your hand it will not gain any force, and using any objects that are not sphere-like or disk-like have disadvantage on the spin attack).

-The Spin dice: to Spin an object you must expand a spin Dice which is a 1d4 and expands at 7th level (1d6), at 10th level (1d8), at 15th level (1d10), at 18th level (1d12). To initiate a Spin, you must expand a bonus action and then the object will then spin for 1 minute before having to use another spin. If the Spinning object is inside someone, they take the damage of the spin at the start of their turn as well as you can retrieve the spin object with a bonus action. The Spin Styles that mention contortion may only work on creatures with a muscle structure, and cannot pierce Heavy armor unless stated otherwise.You can use only one Spin Styles per attack.

-Any object that is spinning will deal 1d4 Bludgeoning damage plus dexterity or strength modifier (players choice), at 7th level (1d6), at 10th level (1d8), at 15th level (1d10), at 18th level (1d12).

-The objects return back to you once you choose to return it using a bonus action, otherwise you can keep the object spinning on the target as an action.

-Once Unlocking the Spin, you learn from the many Spin Styles of using its power. Once you choose this archatype, you have 3 Spin Styles, you gain 2 additional Spin Style at 7th, 10th, and 15th levels. Each time you learn new Spins, you can also replace one Spin you know with a different one.

head breaker

Head Breaker:
Contort; When someone is hit in the head with the spin, they have a very hard time focusing. You make the Spin attack, when successful they take the Spin damage of a spin and have to make a wisdom saving throw or become stunned for however many turns until the object of the spin is removed.

spin master

Master Spin
At 15th level, your Spin has improved masterfully. Your spin dice become a d10 instead of a d8.

-You then learned to enhance your spin faster than you could imagine. You now can change the trajectory or hold a spin object as a bonus action in the middle of the air, and you can add a spin dice to add to the damage and power on top of the object as a bonus action if it is in your attack range or if it bounces off another object.

-You also recover Spin dice every every time you kill someone or land a critical with a Spin Style move

Knee raiser

Knee Raiser:

Contort; When someone is hit in their legs or near their pelvis by the spin, You make the Spin attack and when successful they take the spin damage as well as have to succeed a dexterity saving throw to not be knocked prone and having their movement reduced by 5 ft with an additional 5 ft reduced per turn

The Golden Ratio

At 10th 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 center of the rectangle. you then can line yourself up to perform the Golden Spin.

-You now make a critical hit on 18-20

-Seeing the beauty in nature and the golden rectangle whenever or wherever you can, you have become proficient in Perception and Investigation. If you were already proficient in that skills, you gain advantage instead.

-The Golden Rectangle: As a separate action you can focus to see the golden rectangle in the environment around you, making your next spin attack or Spin Style a critical hit. You can use this feature a number of times equal to your Wisdom (Perception) modifier, regaining all uses after a short or long rest.

knee raiser

Contort; When someone is hit in their legs or near their pelvis by the spin, You make the Spin attack and when successful they take the spin damage as well as have to succeed a dexterity saving throw to not be knocked prone and having their movement reduced by 5 ft with an additional 5 ft reduced per turn.

Master Spin

Master Spin
At 15th level, your Spin has improved masterfully. Your spin dice become a d10 instead of a d8.

-You then learned to enhance your spin faster than you could imagine. You now can change the trajectory or hold a spin object as a bonus action in the middle of the air, and you can add a spin dice to add to the damage and power on top of the object as a bonus action if it is in your attack range or if it bounces off another object.

-You also recover Spin dice every every time you kill someone or land a critical with a Spin Style move.

The Super Spin

At 18th level, You have mastered the Spin and learned techniques that were past you or your ancestors time. The Super Spin is a power in which you take your own body in the golden ratio and go a step beyond placing your mount in the ratio as well. Once you achieve this there is no defense that you cannot break through. When you move on your mount and fire a spin object, you then break through any kind of barrier set up.

-You gain proficiency in Animal Handling and in riding any one mount of your choice.

-Ball Breaker: The energy generated by this spin is nearly infinite, so much so that it is capable of manifesting itself in a humanoid form made of pure rotational energy, which has the ability to induce dramatic senescence to anything it touches. When you ride your mount and move while on it, the next spin attack or Spin Style move you use on an enemy will ignore armor class and any type of protection or barrier (whether it's magic or not) the target must make a DC 25 Dexterity, on a fail the target takes full damage and is aged 3d10 x10, on a success the damage and aging are halved, whatever the result of the roll, the damage is tripled (This feature ignores immunity to aging). Any Damage that is dealt is also dealt as Force damage instead. You can use this feature a number of times equal to your Dexterity modifier and regain all uses after a short or long rest.

Student of War

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

The final spin

Can never miss when using spin and can use spin to rearrange organ's can make a spin vortex and spin portals. 

Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

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