Spinjitzu User (5e Class)

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Spinjitzu User[edit]

Long before time had a name the first spinjitzu master crafted a technique used to fight many enemies, this technique was dubbed 'spinjitzu'. Spinjitzu is a close combat martial Arts technique that was used my many ninja. Good and bad this power was combined with the power of elements to turn the tide of any battle

Creating a Spinjitzu User[edit]

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Sensei Wu's Spinjitzu from LEGO Ninjago

Why did you become a Spinjitzu User did you learn this technique to help save people from trouble? Did you learn this technique to use for your own gain? Whatever the matter this technique is yours now what shall you do with it? You shall guide it's path to wherever you want

Quick Build

You can make a Spinjitzu User quickly by following these suggestions. First, dexterity should be your highest ability score, followed by Wisdom. Second, choose Whichever background you want it's your story. If you want a suggestion I suggest Hermit this works well for Spinjitzu Users because most of them are ninjas trying to find their own path in life

Class Features

As a Spinjitzu User you gain the following class features.

Hit Points

Hit Dice: 1d10 per Spinjitzu User level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Spinjitzu User level after 1st

Proficiencies

Armor: None
Weapons: Simple martial, Simple martial ranged
Tools: Tinker tools
Saving Throws: Dex, Wis
Skills: choose three from Acrobatics, stealth, sleight of hands, perception, medicine, insight, animal handling

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Explorers pack, One Simple Martial Weapon or (b) dungeoners pack, One Simple Martial Ranged Weapon
  • Cool Ninja Outfit (Can look however you want)

Table: The Spinjitzu User

Level Proficiency
Bonus
Features Martial Arts
1st +2 Martial arts, Unarmored defense 1d4
2nd +2 Spinjitzu 1d4
3rd +2 Elemental subclass 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Airjitzu, Extra Attack 2d4
6th +3 Tornado Vacuum, Spinjitzu Upgrade 2d4
7th +3 Elemental Subclass feature, Drilling 2d4
8th +3 Ability Score Improvement 2d4
9th +4 Quick Clothes Change 3d6
10th +4 True Potential 3d6
11th +4 Elemental Subclass feature, Dragon Rider Training 3d6
12th +4 Ability Score Improvement 4d6
13th +5 Catjitzu 4d6
14th +5 Spinjitzu Burst 4d6
15th +5 Elemental Subclass feature, 4d6
16th +5 Ability Score Improvement 4d6
17th +6 4d6
18th +6 5d6
19th +6 Ability Score Improvement, Elemental Subclass feature, 5d6
20th +6 6d6

Martial Arts[edit]

At 1st level, You have received Ninja training from this training you have learned the Art of Martial Arts u can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes You also do 1d4 bludgeoning damage with your punches unless you have a feature that says otherwise

Unarmored Defense[edit]

At 1st level, You don't need armor you are a ninja you get a cool Ninja outfit this outfit protects you from Damage While wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Proficiency bonus.

Spinjitzu[edit]

At 2nd Level, You have learned the art of Spinjitzu As a action you begin spinning and spinning until you begin spinning around creating a tornado this tornado is the color of your element you choose later on. You can still move your normal Speed you can use your action to attack and if you do you may add a additional 1d6 Force damage to that attack. Once an enemy either starts their turn 5ft from you or moves into your space they must make a DC 10 + Wisdom + Proficiency Bonus Dexterity saving throw or take 2d10 of your element damage you can only keep Spinjitzu on for 2 turns after that you fall over prone as Spinjitzu can take a massive toll on your body you can only use this feature once per long rest

At level 5 you can keep Spinjitzu going for 3 turns and you deal an extra 1d8 Force damage with your attacks
At level 10 you can keep Spinjitzu going for 4 turns and you deal an extra 1d10 force damage with your attacks Also Spinjitzu Does 4d10 instead of 2d10 and you can use Spinjitzu twice per long rest
at level 15 You master Spinjitzu at the point where you can do simple tasks with it which means you can use this feature as many times as you like but it still only lasts a minute also you no longer fall prone after its use

Elemental Subclass[edit]

At 3rd Level, you now choose which element you wish to master along your path to become a Spinjitzu Master. You also have minor control over the element of your choice. Choose From Fire, Lightning, Earth, Ice, Energy, Water, Destruction, or Creation

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 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.

Airjitzu[edit]

At 5th Level, You begin studying the power of Airjitzu after many attempts you pull it off. As a bonus action on your turn you may gain a flying speed equal to your walking speed for 2 rounds you can use this feature equal to your wisdom modifier amount of times per long rest

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Spinjitzu Upgrade[edit]

At level 6, you think begin to understand the art of Spinjitzu more. While using Spinjitzu your speed increase by +20, Also you can jump twice as normal thanks to an aerial boost

Tornado Vacuum[edit]

At level 6, you use your spinjitzu as a sort of vacuum the results are pretty good. As a action while in Spinjitzu you can target an enemy 10 ft away from you. They must make a Dc 10 + Wisdom + Proficiency Bonus Dexterity Saving throw. On failure you suck them in the Spinjitzu and then throw them in any direction you want not only do they take 2d10 + your Wisdom Modifier element damage but they also take damage if they run into objects (DM'S decision) This can also be done with objects they do not need a saving throw unless they are alive and can dodge (Objects do not take the 2d10 element damage) you can only use this once per long rest

Drilling[edit]

At level 7 you learn that if you use Spinjitzu fast enough downward As an action you can drill into the ground once this happens you gain a digging speed equal to your walking speed but this feature can only be used weak surfaces like a board walk.

Quick Clothes Change[edit]

At level 9, You may now use a free action to change into any clothes while in battle as you spin around and put the clothes on. to people they see you as a small tornado spinning around ( A very useless power overall but I just wanted to add this for flavor)

True Potential[edit]

At the start of level 10, You overcome the emotional obstacle that was holding you back you understand what you have to do and why during this state you are surrounded by the colors of your element, and you can freely control and manipulate your elemental powers. As an action you transform and you gain +2 to all stats this can go beyond 20 Also you gain a flying speed equal to your walking speed and you are immune to your element's damage after using this feature it cannot be used again the reason for this is True potential must be maintained its not like you can just keep using your true potential this is mainly a one time thing, After the transformation is over you gain the features at the bottom of your subclass under the "Potential Category" also this mode only lasts an hour

Dragon Rider Training[edit]

At level 11 you learn the knowledge of the elemental dragons and that you can summon one thanks to you finding your true potential you gain proficiency in animal handling or expertise if you have proficiency already and you can ride a dragon with no difficulty

Catjitzu[edit]

At level 13, you learn that a Ancient Spinjitzu User made a Spinjitzu technique called Catjitzu this Spinjitzu technique combines the art of movement and stealth. While using Spinjitzu and Airjitzu you no longer make any sound with your tornado and you gain a climbing speed equal to your movement speed while Spinjitzu is active

Spinjitzu Burst[edit]

At level 14, When you are surrounded by your element your Spinjitzu becomes much stronger in terms of damage when using Spinjitzu as a bonus action you stop your Spinjitzu and begin to absorb your element within your body to the point where you gain an aura of your element and then you begin spinning again but this time your Tornado becomes Huge and Enemies within 10 ft of you need to make a Dex Save or take 5d10 of your element damage and are flung back 10 ft you can do this once per long rest and you can only use this ability if you are surrounded by your element Earth is a good element for this feature because you will always be surrounded by earth

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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