Spin Master (5e Subclass)

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Spin Master(Jojo SBR)[edit]

fighter subclass

"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​

Beginning at 3rd level, gain proficiency in improvised weapons and tools, you don't suffer disadvantage while using improvised weapons and tools. They gain properties depending on what the object is (this's up to discussion with the DM). You can spend a bonus action to attempt a DC 20 investigation check to find an instance of the Golden Ratio in an object. Additionally, you may spend an action to do the same check but with advantage. On a successful check it becomes a spin object with the following benefits:

You gain proficiency expertise in the spin object and this last until ether it runs out of spin modifier or after 10 minute concentration without spin modifier.

Damage and attack rolls using a spin object is equal damage dice (minimum 1d12 when advantage roll double the number of dice keep the highest dice) + strength dice (1d2 minimum but dice size equal to your strength modifier for melee only) or dexterity dice (1d2 minimum but dice size equal your dexterity modifier for range or finesse only) + your proficiency die + spin modifier of magical force damage. Additionally, the damage dice increases in category to a 2d4 at 4th, 2d6 at 5th, 2d8 at 6th, 2d10 at 7th, 2d12 at 8th, 3d4 at 9th, 3d6 at 10th, 3d8 at 11th, 3d10 at 12th, 3d12 at 13th, 4d4 at 14th, 4d6 at 15th, 4d8 at 16th, 4d10 at 17th, & 4d12 18th, 5d4 at 19th, 5d6 20th.


Lesson 2 Work on those Muscles​

At 7th level You can spend an action to give a spin object your proficiency with +2 spin modifier or as a bonus action to give +1 Spin modifier. You can choose to add more spin modifier to the spin object by spending more actions to increase it further, but the amount of spin modifier in one object can't go higher than your Strength modifier (minimum 0) or dexterity modifier (minimum 0) + double your proficiency modifier.

Spin feeds into itself, so whenever a spin object hits another spin object and ether of them contains spin modifier, 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 modifier on an object into another object of +2 spin modifier, to make a total of +4 spin modifier. This's done with no action, bonus action, or reaction required.

A Spin User may also spend a reaction after a roll to increase the Spin modifier of a spin 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 rolls but by doing so reduce spin modifier by the number of spin modifier you use for the roll.

You can use spin to increase your AC but by doing so reduce spin modifier by the number of spin modifier. This AC increase goes down by the damage dice of the attack that fails to hit you.


Lesson 3 Believe in the Spin!​

At 10th level you can spend an action, bonus action, or reaction to a make attack roll with a spin object with a spin modifier 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 modifier or lose all spin modifier to heal yourself.

number Two, Give a target a number of positive or negative modifier on any of their rolls. Lose a number of spin modifier equal positive bonuses or negative penalties.

The healing is = normal spin object damage (look at Lesson 1 Don’t have any weird hopes​), and the positive bonus &/or negative penalty decreases by 1 at the end of every round.


Lesson 4 Pay your Respects​

At 15th level Lesson 2​ no longer caps off, when spin modifier is reduced by more than 1 instead lose 1 spin modifier, and you the AC increase using spin decreases by 1 per attack that failed to hit you.


Lesson 5 The Final Lesson​

At 18th level if a spin object in your possession reaches a spin modifier 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 gains the Golden Spin.

While a spin object has the Golden Spin you may take the attack action with it as a bonus action (you must have enough spin modifier to keep the Golden Spin active per attack losing 1 spin modifier per attack).

When attacking a target with a spin object with the Golden Spin the defending creature can only attempt a Dexterity saving throw, Athletics (strength) check, or Acrobatics (dexterity) check against Golden Spin attack DC = normal spin object damage. (Look at Lesson 1 Don’t have any weird hopes​) The damage counts as a critical hit if the target rolls a natural 1 or fail the roll by 6 or greater, on a success of 5 or less take damage as normal, on a success of 6 or greater take half damage. This damage bypasses temporary hit points, can't be reduced, can't be prevented, can't be redirected, and the damage is done by reducing maximum hit points. Nothing more than a wish for each instance of Golden Spin can restore the maximum hit points per instance.

Any attempts to do anything other than those choices that would bring the target into contact with the Golden Spin automatically fail (meaning the damage is a critical hit).

If the something interrupted the channeling of the Golden Spin, then the Golden Spin ceases, and the spin objects spin modifier is reduced to half. (This reduction bypasses the Lesson 4 Pay your Respects feature.)


Creator notes: (the martials are completely underpowered and if they aren't allowed to have just as much options as a spellcaster then they might as will be better at combat then any caster can ever be.)


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