Monk
Base Class: Monk

You follow a monastic tradition dedicated to mastery of a natural phenomenon known as the Golden Spin. The Spin creates persistent rotational energy which has very versatile uses that monks of this path train to perfection in order to fully uncover the limitless potential of the Spin. It comes from the golden spiral, a mathematical spiral which goes on forever, with ratio of 1:1.618. The golden ratio appears to be found in many works of art and often seen in nature, and observing it in nature is what allows you to spin things with a rotation close to the golden spiral. This tradition grants you access to steel balls, the main instrument of the Spin, and the many versatile implementations of spin, for both combat and out-of-combat situations.

 

Steel Balls

Starting when you choose this tradition at 3rd level, you are able to craft the perfect vehicle for the Golden Spin: steel balls. By spending 1 hour and 1 gp worth of steel during a long rest, you are able to create a steel ball. In order for your steel balls to gain the following benefits, you must attune to them and you can only attune to 2 steel balls at once. Attuning to your steel balls represents the time invested in maintaining them as perfect spheres ideal for using the spin. A steel ball's weight is 1lb. For any creature that is not a Path of the Golden Spin Monk, it counts as an improvised weapon. For you, it is treated as a thrown melee weapon (30/90) with which you are proficient and you also treat it as a monk weapon. A steel ball's damage die is 1d6 or equal to your martial arts die (whichever is the greater) and it deals bludgeoning damage. 

Spin

Additionally at 3rd level, you gain the ability to imbue objects with rotational energy. As a bonus action, you can apply the spin to 1 or 2 (expending 2 uses of this feature) objects which fit in your hand. For 10 minutes or until you end the spin as an action, the object(s) will continue to spin and gain special properties. When thrown, you can choose for a spinning object to immediately return to you and it can be used for spin techniques detailed below. You can use this feature a number of times up to your wisdom modifier (minimum of 1) and regain all expended uses when you finish a long rest. (Note: when you make a thrown attack with an object that returns to your hand, it cannot be used again as part of the same attack action such as with the feature Extra Attack or Flurry of Blows)

Spin Techniques

When you make any use of an object which has the spinning property from your ability, you can cause special effects to occur by using spin techniques. At the end of every long rest, you can prepare 2 spin techniques from the list below and you lose the techniques you prepared at the end of your previous long rest. At 11th level, you can prepare 3 spin techniques instead of 2 at the end of a long rest, and at 17th level this increases to 4. Some techniques refer to your Spin save DC, which is equal to 8 + your wisdom modifier + your proficiency bonus. An object imbued with spin can only make use of 1 spin technique when you attack with it. 

Contort

When you hit a creature with a spinning object, you can spend 1 ki point in order to attempt to contort its body. The creature must succeed on a strength saving throw against your Spin save DC or have disadvantage on all of its attacks until the end of your next turn.

Controlled Throw

When you throw one of your spinning objects, you can exercise greater control of it as it goes. When you make a ranged attack roll with an object imbued with spin, you can spend 1 ki point to give yourself advantage on the attack roll. You can choose to use this feature after you have rolled, but before you know whether the attack hits or misses.

Destructive Spin

When you hit a creature with a spinning object, you can spend 1 ki point to deal extra damage equal to your martial arts die. This damage is bludgeoning damage which counts as magical for the sake of overcoming resistances. You can spend more than 1 ki point to add additional martial arts dice, but you can only use this technique once on your turn. If you hit an object with this ability, you treat all damage rolls as being the maximum. The highest number of ki points you are able to spend on this is equal to your proficiency bonus.

Detection

Vibrations in your spinning object can allow you to examine the terrain ahead of you. When you throw a spinning object, you can choose to spend 1 ki point to detect all traps and hidden passages in a 50ft radius centred around the object.

Disarm

When you hit a creature with a spinning object, you can spend 1 ki point to try to disable its arm. The creature must succeed on a dexterity saving throw against your Spin save DC or drop the equipment from an arm of your choice and be unable to hold anything with that arm until the end of your next turn.

Numb Pain

(Prerequisite: 11th level)

You are able to keep yourself moving against high amounts of pain. If you have a spinning object on your person, you can use your reaction when you drop to 0 hit points to numb the pain with spin by spending 2 ki points. For 30 seconds, until you die, or until you are at more than 0 hit points, you are able to act as normal whilst you are at 0 hit points. During this time, you make death saving throws as normal and taking damage from any source counts as a failed death saving throw. At the end of this time, you fall unconscious if you have not been healed and have not died.

Refraction

(Prerequisite: 6th level)

By having 2 spinning objects on your person, you can create mirages around yourself and distort the view of the air. As a bonus action, you can spend 2 ki points to give creatures disadvantage on attack rolls against you for 1 minute. This effect ends if either object leaves your person or if you choose to end it (no action required). A creature is not affected by this if they rely on something other than vision to see (e.g. blindsight) or if they can see through illusions (e.g. truesight).

Skin Harden

You can harden your skin in order to be more resistant to enemy attacks. As a bonus action you can spend 1 ki to use a spinning object to give yourself a +2 bonus to your armour class for 1 minute. This effect ends if the object leaves you.

Spin-Empowered Steel Balls

Starting from 6th level, you gain a greater mastery over the Spin. When you throw your steel balls, they always have some spin within them. Whenever you make a ranged or melee attack with a steel ball, its damage counts as magical for the purpose of overcoming resistance and its thrown range increases to (40/90). Furthermore, you can choose for your steel balls to return to your hand if they hit your intended target. In addition, when you would use your bonus action for an unarmed strike or your Flurry of Blows feature you can instead choose to make attacks with your steel balls.

Proficiencies

As part of your greater mastery of Spin, you are able to use it as a medium for using tools precisely and effectively

  • You gain proficiency in 1 tool set of your choice
  • You gain proficiency in the medicine skill. If you already have proficiency in this skill, then choose 1 other skill to take proficiency in 

Jump-Start

Starting from 11th level, you gain the ability to jump start someone's muscles with a spinning object. When you hit a creature with an attack with a spinning object, you can choose instead to do no damage and to cause their muscles to move. When affected by this, the creature immediately attacks another creature of your choice within range and deals extra damage with their attack equal to your proficiency bonus. In addition, for 1 minute, the creature's movement speed is increased by 10ft, their armour class increases by 2 and their attack rolls gain a bonus equal to your wisdom modifier. If you use this on a creature on 0 hit points, they are restored to a number of hit points equal to your monk level. When the effect on the creature ends, they have disadvantage on all strength and dexterity checks until the end of their next long rest. Once you use this ability, you cannot use it again until you finish a long rest.

The Golden Spin

Starting from 17th level, you gain perfect mastery of the spin. You have found the golden ratio in nature and are able to utilise it to create the strongest possible spinning power. You can spend 6 ki points when you throw one of your steel balls to imbue it with infinite spinning energy, gained from achieving a perfect golden ratio. When a target is hit by your infinitely spinning steel ball, they must make a strength saving throw against your Spin save DC. On a success, they take 10d12 bludgeoning damage which cannot be resisted and ignores immunity. On a failure, the target takes the same damage and becomes paralysed permanently. This paralysis cannot be undone by any type of magic, due to the infinite nature of the attack. While they are paralysed, all the individual cells of their body spin independently and cause them to be unable to move. On each round that they are affected by the spin, they take 2 damage. If a creature is reduced to 0 hit points by the initial attack, the constant damage, or in any way while their body still spins, their body scatters into dust and they cannot be revived by anything other than a True Resurrection spell. The only way to undo this effect on the creature is to hit them with infinite spin in the opposite direction to cancel out the effect. A creature is anchored to the point where they were hit while they are still spinning, and they cannot be transported to other planes or away from that point.

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