Spinner
Hit Points
Hit Dice: d8 per Spinner level
Hit Points at first Level: 9 + Constitution Modifier
Hit Points at Higher Levels: 1D8(Or 5) + Constitution Modifier
Proficiences
Armor: Light armor and Medium Armor
Weapons: Simple melee weapons, darts, slings, and blow-guns.
Tools: None
Saving Throws: Dexterity and Constitution
Skills: Choose two from:
- Acrobatics
- Athletics
- Insight
- Sleight of Hands
- Stealth
- Survival
- Perception
Overview & Creation
Energy Within
A man in a leather coat sees a bandit mugging an innocent woman. The bandit is wielding a large knife so getting close would be too risky. The man casually grabs a small marble-sized pebble from the ground. He places them between his index and middle finger and points at the bandit's head. The pebble begins to spin at increasingly fast rates. A few seconds later, the pebble flies out of the man's fingers and violently slams into the bandit's head, killing him. The man casually walks past the bandit's corpse as if nothing ever happened.
A young woman is riding on her horse at top speed. She is chasing a wagon of desperados that recently robbed a local blacksmith. One of the ruffians fire a bolt from a crossbow, but the bolt, despite making contact, only seemed to slightly scratch her. She returns by grabbing three ordinary darts from a back pouch and places them between her fingers. A few seconds later, the three darts fire at incredible speeds. Three desperados fall out of the wagon with darts implanted in their heads. The last one loads in another heavy crossbow bolt and is taking aim. The woman, now relatively close to the wagon, boldly leaps off her horse towards the wagon, a sling bullet in hand. For a moment, it looks as if she was flying. The sling bullet quickly launches out of fingers, going straight through the bandit's head. The woman quickly retakes control of the wagon, signalling her horse to return in the meantime.
A Secret Art of Combat
Spinners are the few people that have been training in the ancient martial art simply known as the "Spin technique." They channel their energy into a seemingly perfect spin cycle within them. This allows them to perform tricks and feats that simple dexterity could never achieve.
Spinners are also very adept fighters, capable of turning almost anything into a lethal weapon. By channeling Spin energy into something as simple as a pebble, it can become a weapon that can rival any bow and arrow. Besides making things weapons, they can also weaponize themselves, defend themselves with seemingly supernatural abilities, and even attack through the boundaries of existence.
Building a Spinner
Spinners are made with a combination of dexterity and focus. As such, you'll want Dexterity and Constitution to be your main focus ablities. Dexterity will allow your projectiles to hit straighter and harder. Constitution will allow you to maintain your Spin energy throughout yourself for a longer period of time.
As for why your character became and adventurer, keep in mind that your powers are very unique to you. What are your plans with this power? Do you want to entertain folks or do you want to fight monsters?
Class Features
Spin
At 1st level, your extensive abilities of Spin allow you to gain these bonuses:
- When you're using a weapon that you're proficient in, they all get the "finesse" property.
- If you're using a simple ranged or improvised ranged weapon, you do an extra D4 of damage. This changes as you level up.
- Improvised ranged weapon attacks all have the ranges of 30/60ft.
- You have proficiency with improvised weapons.
Keep in mind that ranged attacks with non-range weapons do not get this bonus.
Spin Defense
At 2nd level, you can now utilize your Spin energy for defensive purposes. By channeling spin into parts of your body, you can increase the sturdiness of your self for a while.
In combat, you can use a Bonus Action to increase your AC by 2 points. If you want to keep this up, you must make a Concentration check of 10 every turn after the initial cast. This can be done a number of times equal to your constitution mod and recharges in a long rest.
Combative Lines
At 3rd level, you will now determine where and how you want to harness your Spin techniques. You may choose between Rider or Slinger.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you have the choice of adding 2 points to one ability score, or 1 point on two ability scores. The maximum is 20 for any ability score.
Shooting Master
At 4th level, you can now directly fire ammunition from your own hands without a weapon. This includes arrows, sling ammo and bolts. These attacks all have the range of 40/80ft and will do 1D6 of their respective damage.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Weapon Return
At 7th level, any missed ranged attacks will have the projectile safely return back to you thanks to Spin. Attacks that land won't return, however. Rolling a natural 1 will also prevent the projectile from returning.
Golden Spin
At 10th level, you have mastered Spin to the point where you can utilize it to create a seemingly infinite amount of energy. This tremendous amount of power can allow you to perform feats that none could even think of doing. You can now perform the following actions:
- You can add proficiency to any Constitution check.
- As an Bonus Action, you can make a Constitution check of 14 in order to enable and use one of the following abilities. This can be stored for up to 24 hours. These can only be done a number of times equal to 1/2 your Spinner Level. you regain 1 use of these abilities with a shrot rest or all of them with a long rest.
- You can give yourself or a creature of your choice a large amount of Spin energy throughout their body. The chosen target will then be completely invulnerable to all attacks that aren't magical. The target will have to make a Concentration check of 12 every turn after the initial cast to keep the effect (1 minute).
- You can force a large amount of energy into any surface and bore a 5x5ft hole into it with a maximum depth of 10ft.
- You can add an extra D10 to your attack and damage roll. Roll the D10 once and add the number to both rolls.
- When you make and land a ranged attack, the projectile launched will violently explode, dealing 1D6 damage to all creatures standing next to the target.
Interdimensional Strikes
Beginning at 13th level, all attacks done by you will now be able to hit creatures that are linked with other planes of existence. You can now easily detect a dimension-shifting creature's position and be able to attack them normally. Even if the creature is on another plane of existence, they will still receive damage dealt by you.
Improved Spin Power
Your Spin Energy is now even more refined than before. At 14th level when you make your simple ranged or improvised ranged weapon attack, your added
D4 turns into a D6.
Blanking Strike
At 15th level, all of your ranged attacks deal Magic damage. You can also choose to use a Bonus Action to make another Constitution check of 12 in order have the attack stun the target for 1D4 rounds.
Mastered Spin Power
You have finally fully mastered the power of Spin. At 18th level, your extra D6 of damage changes to a D10.
Ultimate Spin Strikes
Your abilities have gone above and beyond with Spin. At 20th level, when you land a ranged attack, the projectile quickly arcs to another target up to 10ft away. The damage done to the initial target is the same for the next target(s) and you don't need to roll to hit again. This projectile can keep on targetting as many creatures as you want as long as the creatures remain within 10ft of every consecutive creature hit (Can not hit the same creatures twice).
Starting Equipment
Select from the list, along with your background equipment.
- Leather armor
- Spear or any Simple weapon
- Sling and a pouch of 20 sling bullets
- Explorer's pack or Diplomat's pack
Subclass Options
Rider
Spinners have always had an affinity with mount-riding. By taking the Rider subclass, you not only gain bonuses to yourself, but to your mount that you ride.
Easy Riding
At 3rd level, you gain advantage on Animal-Handling checks and mount controlling. On top of that, thanks to your Spin energy, your mount that you control is no longer affected by any movement penalties or difficult terrain penalties.
Quick Gallop
At 6th level, your mount's speed gains a +10ft. On top of that, your mount can now Dash or Disengage as a Bonus Action.
Mounted Slam
Riding a mount along with harnessing Spin Energy has finally paid off. At 9th level, as an Action, you can make a Concentration check to channel Spin Energy into your mount. If you then move in a straight line towards a target, you can use a Bonus Action to attack the target and shove them 10ft away and be knocked prone if they fail a DC 18 Strength save. If they make the save, they are only knocked back by 5ft.
Ride and Fire
Beginning at 11th level, when your mount moves at least 30ft in a straight line, it generates a sizeable amount of Spin Energy for you. You can then make a ranged attack with advantage and add an extra D6 to the damage.
Leap of Faith
At 17th level, you gain the ability to leap off your mount as a Bonus Action. The distance is up to 15ft. If you choose to land on a target, you can do a Grapple action with advantage. If you make the check, the target is incappacitated for 1D6 rounds.
Trainer
As a Trainer, you decide to further your training with more vigor and persistence than ever. Your Spin powers will gradually become more and more powerful.
First Strike
At 3rd level, you can give yourself advantage on any ranged weapon attack you make. The amount of times you can do this is equal to 1/2 your current Spinner level (rounded down).
Hovering Blast
At 6th level, you can now prepare any projectile to strike anything whenever you let it. As a Bonus Action, you can make a projectile of yours spin in mid-air. On your next turn, use an Action to make a ranged attack against a target using your hovering projectile. Roll your normal attack dice for the action.
Unravel
At 8th level, you can make a Dexterity check of 14 to use Spin to quickly unravel and open anything. Hollow items will open up automatically, although magical locks can prevent this. Solid items will unravel like rope. If you use this against a creature (melee Action), they must make a Constituion save of 14 or be violently launched back 15ft and get knocked out for 3 rounds.
Melee Shot
At 9th level, you can now channel Spin into melee weapons. You are now proficient in rapiers, shortswords, and longswords. You now have the the ability to use said weapons as ranged weapons and deal their respective one-handed damages. Their ranges are 30/60ft and you can add proficiency. The weapon, due to their larger size, can not come back to you.
Spun Storm
At 11th level, you can use Spin to create a dust devil to wreak havoc upon your enemies. As an Action, you can summon a small raging 5x5ft tornado that will travel in a straight 30ft line in front of you. Anyone that is in the way of it or standing directly next to its travel path will be sucked in and take 1D6 bludeoning damage. You can do this
3 times per long rest. Keep in mind that doing this action whithin an enemy's reach will provoke an opportunity attack.
Spin Phantasm
Your Spin Energy has increased so much to the point where your inner spirit creates a spiritual phantasm. At 17th level, you can use a Bonus Action to make another Constitution check of 16. If you make it, your created Spin Energy manifests a spiritual phantasm. You can command it to move up to 15ft and make either a ranged attack or a melee attack. The melee attack is a D10 + Strength. The ranged attack is a D8 + Dexterity. The phantasm fades out after 4 rounds. Successful summons can only be performed
once per long rest.