Spin Master (5e Subclass)

This page needs grammatical help. Reason: Terminology does not use rules of D&D 5e.


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Spin Master(Jojo SBR)

"The spin" is a powerful phenomenon defined by its striving for the perfect Rotation. This Rotation is related to the Golden Rectangle, and its subsequent Golden Ratio. Learning to use Spin is to strive for the perfect rotation, and to find the Golden Ratio in many different things. When channeled properly, the spin can be implemented either for medicine or for battle.


Lesson 1 Don’t have any weird hopes​

Gain proficiency in non-grounded spherical objects and you can spend a action to attempt a DC 20 investigation check to find an instance of the Golden Ratio in the object. On a successful check it becomes a spin object with the following benefits:

You gain proficiency with in that object, if you already have proficiency with it then gain expertise in it, and this last until ether it runs out of spin bonus or 1 minute concentration without spin bonus.

But on a failure you can’t use the spin to on the object and you can’t use this feature again until you finish a short rest.

Damage from attacks using a spin object or spin bonus is equal damage dice (minimum 1d4) + your strength modifier (melee only) or your dexterity modifier (range only) + your proficiency modifier + spin bonus of force damage.

You cannot reroll or gain advantage in any Rolls with spin objects &/or anything with spin bonus.


Lesson 2 Work on those Muscles​

At 7th level You can spend a action to give a object your proficiency with to give it a 2 spin bonus object or bonus action to give a Spin bonus. You can choose to add more spin bonuses to the spin object by spending more actions to increase it further, but the amount of spin bonuses in one object can't go higher than your Strength (minimum 0) or dexterity modifier (minimum 0) + your proficiency modifier.

Spin feeds into itself, so whenever an object which contains Spin hits another object that contains spin, the Spin user can move the Spin from the first object to the second, or vice versa. This means a Spin user can move 2 Spin bonus on a object into another object of 2 spin bonus, to make a total of 4 spin bonus.

A Spin User may also spend a reaction after a roll to increase the Spin Bonus of an object in their possession, so long as they can reason to their DM how the action resulted in the object’s “momentum” increasing.

You can use spin for any strength, dexterity, and constitution based rolls but by doing so reduce spin bonus by 1.


Lesson 3 Believe in the Spin!​

At 10th level you can spend a action, bonus action, or reaction to a make attack roll with a object with spin bonus at a target, instead of dealing damage you can do one of two things:

number One, the Spin heals a target or yourself. When targeting someone else lose 1 spin bonus or lose all spin bonus to heal yourself.

number Two, give a target a number of positive bonuses or negative penalties on their next physical roll. Lose a number of spin bonus equal positive bonuses or negative penalties.

The healing is equal to 1d20 + the Spin Bonus, the positive bonus decreases by 1 at the end of every round, and the negative penalties decreases by 1 at the end of every round.


Lesson 4 Pay your Respects​

At 15th level Lesson 2​ no longer caps off and when spin bonus is reduced by more then 1 instead lose 1 spin bonus.

Lesson 5 The Final Lesson​

At 18th level If an object in your possession reaches a Spin Bonus higher than your Strength (minimum 1), dexterity (minimum 1), Constitution (minimum 1), Intelligence (minimum 1), Wisdom (minimum 1), and Charisma (minimum 1) modifiers combined, then it unlocks the Golden Spin.

When attacking the target with a object with the golden spin the defending creature can only attempt a Dexterity saving throw, Athletics (strength) check, or Acrobatics (dexterity) check agaist gold spin attack DC = the strength (melee only) or dexterity (ranged only) modifier + your proficiency bonus + spin bonus of the object.

But any attempts to do anything other then those choices that would bring the target into contact with the Golden Spin automatically fail (meaning the target takes full damage).

If the something interrupted the channeling of the Golden Spin, then the Golden Spin ceases, and the objects spin bonus is reduced to half.



Back to Main Page 5e Homebrew Character Options Subclasses [[Category:]]

gollark: At $50€ per car no sellers want to sell any cars so no cars are sold.
gollark: The quantity is the total amount sold and the price is the unit price. I don't see the problem.
gollark: ???
gollark: That isn't what that means. At $50, nobody is willing to sell their car.
gollark: ¡¡¡
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.