Base Class: Fighter
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.
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.
The 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 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.
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