Spin Wielder (5e Class)
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The Spin[edit]
The Spin is an energy source with mystical and powerful properties, which can be harnessed through a mathematical equation in the shape of a rectangle called the Golden Ratio, which is 16:9. More specifically, user’s of the Spin can imbue objects and people with the power of the Golden Spiral, a mathematically infinite spiral which acts as the activator that kicks off the Spin in whichever vessel they so choose. Creativity and focus is required to use it, and it can be weaker or stronger depending on how creative the user is.
Creating a Spin Wielder[edit]
While the Golden Ratio is usually learned through intense training under someone who already knows of the Spin, it can be learned through other means. Anything relating to rotation or gravity, even an emotional trigger, could allow the user to harness the power of Spin. Even if they don’t fully understand the Golden Ratio until they do more in depth training. The basics of the Spin are deceptively easy to learn, but to master it takes a mixture of time, effort, and skill. Why and how did your character learn the Spin? How do they use it in their everyday lives? Why is your character out and adventuring rather than learning from their master? These are all questions that you should ask yourself when creating a Spin Wielder.
- Quick Build
You can make a Spin Wielder quickly by making Dexterity your highest score and Intelligence your second highest score.
Class Features
As a Spin Wielder you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Spin Wielder level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Spin Wielder level after 1st
- Proficiencies
Armor: Light and Medium Armor
Weapons: Simple, Martial, and Improvised Weapons.
Tools: 2 of your choice.
Saving Throws: Dexterity, Intelligence
Skills: Choose 3 from Athletics, Acrobatics, Arcana, Investigation, Perception, Performance
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two simple weapons of your choice or (b) a martial weapon of your choice
- (a) Any light, mundane armor of your choice or (b) any medium, mundane armor of your choice below 75 gold in cost
- (a) Explorer’s Pack or (b) Dungeoneer’s Pack
Level | Proficiency Bonus |
Spin Points | Spin Damage Die | Features |
---|---|---|---|---|
1st | +2 | 4 | d4 | Lesson 1 |
2nd | +2 | 4 | d4 | Spin Style |
3rd | +2 | 6 | d4 | Fall off your horse! |
4th | +2 | 6 | d4 | Ability Score Improvement |
5th | +3 | 8 | d6 | Mounted Spin |
6th | +3 | 8 | d6 | Ability Score Improvement |
7th | +3 | 10 | d6 | Lesson 2 |
8th | +3 | 10 | d6 | Ability Score Improvement |
9th | +4 | 12 | d8 | Pizza Mozzarella |
10th | +4 | 12 | d8 | Nyo-ho!~ |
11th | +4 | 14 | d8 | Fall off your horse! Again! |
12th | +4 | 14 | d8 | Ability Score Improvement |
13th | +5 | 16 | d10 | Lesson 3 |
14th | +5 | 16 | d10 | Ability Score Improvement |
15th | +5 | 18 | d10 | Golden Spin |
16th | +5 | 18 | d10 | Ability Score Improvement |
17th | +6 | 20 | d12 | Lesson 4 |
18th | +6 | 20 | d12 | Super Spin |
19th | +6 | 20 | d12 | Ability Score Improvement |
20th | +6 | ∞ | d12 | Infinite Spin |
Spin Points[edit]
All Spin abilities require a Spin Point to kick off the rotation. The number of Spin Points you have is shown in the Spin Wielder table. You get additional Spin Points equal to your Intelligence Modifier every two levels. You regain all spent Spin Points after completing a long rest.
Lesson 1[edit]
At 1st level, by spending a Spin Point while touching a weapon, you can give it additional damage equal to the die on the Spin Damage Die table. Anything imbued with Spin gains the finesse property, and anything that isn’t a weapon that is imbued with Spin becomes an improvised weapon. If said thing imbued with Spin is round, you can also add your proficiency bonus to the damage roll rather than just the attack roll. Anything imbued with Spin can be propelled as if it was a projectile shot out of a bow, however anything imbued with Spin that is propelled is treated as a melee attack, not a ranged attack.
Spin Style[edit]
At 2nd level, you’ve become used to the power of Spin and have developed your own creative way to use it. Unlike most wielders of the Spin who trained years with their master, you had to learn your Spin style whilst adventuring, making it unique. For example, perhaps you focus on using your spin to heal by "spinning" wounds closed or cause maximum destruction by splitting the thing you spin apart to hit many opponents at the cost of damage. Talk to your DM about what exactly this entails.
Fall off your horse![edit]
At 3rd level, you have the ability to give a targeted creature disadvantage on their next check or attack by insulting them. You can use this once per long rest.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Mounted Spin[edit]
While this is more situational ability, at 5th level, you are able to harness the rotational energy from anything you are riding on in order to power up your own Spin. When using this feature, you can add your intelligence bonus to your damage roll.
Lesson 2[edit]
At 7th level, you can change the direction of any item you fire off as a Spin projectile mid-air. If you miss a shot, you can expend 2 Spin Points to make your projectile aim for the same target, or a different one. Additionally, anything you imbue with Spin is now considered magical in order to deal with resistances and immunities to mundane attacks.
Pizza Mozzarella[edit]
At 9th level, you have the ability to use the spin on yourself and others to increase your durability, heal wounds, and remove ailments. At the cost of 2 Spin Points and physical contact, you have the choice of giving bonus AC or HP equal to a number you roll using your Spin Damage Die. You also have the choice of removing a condition for 3 Spin Points, but you cannot give bonus AC/HP if you remove a condition, and vice versa.
Nyo-ho!~[edit]
At 10th level, you gain the ability to spend all of your remaining Spin Points in order to survive an attack that would have left you unconscious or completely dead with 1 HP remaining. Additionally, you now regenerate a Spin Point every time you hit an enemy with a non-Spin attack.
Fall off your horse! Again![edit]
At 11th level, the previous feature “Fall off your horse!” gets upgraded so you can use it a number of times equal to your proficiency bonus per long rest. Additionally, you can choose to regain a use of this feature by spending 3 Spin Points.
Lesson 3[edit]
At 13th level, you no longer need to be physically touching something in order to imbue Spin into it, it just needs to be within 30ft of you. Additionally, anything you imbue with Spin now ignores resistances and turns immunities into resistances.
Golden Spin[edit]
At 15th level, you’ve finally unlocked the true power of the Golden Ratio. You can see it in everything, and everytime you imbue Spin, it’s in the perfect 16:9 ratio. Even if the object you imbue Spin into isn’t round, you can now add your proficiency bonus to the damage no matter what.
Lesson 4[edit]
At 17th level, you gain double proficiency in two skills of your choice.
Super Spin[edit]
At 18th level, while riding on something that is moving, you can harness ALL of its rotational energy into yourself, and then imbue the fused energies of yourself and the “mount” into something. Any damage you do while riding on something ignores immunities, cover, and spells.
Infinite Spin[edit]
At 20th level, you have truly harnessed the power of infinity. You gain True Sight. Additionally, you now have infinite Spin Points, and can imbue Spin into anything within your line of sight.
Multiclassing[edit]
You can only multiclass into this class if your intelligence is 14 or higher.
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