Fighter
Base Class: Fighter

Spinsters are fighters who utilize nature in a peculiar way. Using the spin, an inherent force of nature, you can control nature to some extent, bending it or controlling it.

Body Manipulation

When you choose this archetype at 3rd level, for every turn you keep a spin weapon on something organic's body, you can manipulate it to some extent. Giving a living creature disadvantage on an attack or DEX/STR/CON saving throw, and move or deaden whatever limb its placed on. Placing it on plant matter can allow you to move said plant matter or trigger reactions in it.

Spin Weapon Proficiency

You've attuned yourself with your spin weapons, and can throw them with a spin strong enough to bring them back to you. If you throw a spin-based weapon, you can choose to have it return to you in the same turn.

Golden Ratio

You have learned to utilize the Golden Ratio of nature to create a more powerful spin. With nature in your line of sight, you can add a your DEX modifier to one roll in a spin-based attack, and whenever you keep a spin weapon on a creature, its AC decreases by 1.

Damage Waves

Starting at 11th level, you have become so attuned with the spin in your body, you can use it to move the damage waves that hit you around your body. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Hardened Skin

Sending the spin into your own body, you can harden your own body, allowing yourself to put one spin weapon on your body and add your dexterity modifier to your AC twice while its there.

Cavalry

You've learned to harness the pure spin of a mount and gain advantage on all rolls with spin weapons while on one.

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