The Spin Steel Ball Rider

by NightofKnight

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The Spin Steel Ball Rider

Ranger - The Spin Steel Ball Rider

First lesson

starting At 3rd level, you learn to rotate spherical objects in a splendid way. As a bonus action, you can spend 1 spin point to make a spherical object that fits in your hand for 1 minute. You start with 2 spin points, and gain one more at the 6th, 9th, 11th, 14th, 17th and 20th level. You can use these points to rotate a spherical object, and you recover all points after finishing a short or long rest.

spin. While the spin is active, you can make a melee attack or throw and make ranged attacks (20 feet), you have proficiency with it, the sphere deals 1d6 force damage, this damage increases to 1d8 on the 6th, 1d10 at 11th, 1d12 at 17th level. , the sphere returns to your hand after finishing the ranged attack, unless you don't want it to.

Maneuvers. If the spin is active and the sphere is at least 20 feet away from you, you may use your bonus action to propel it 20 feet in any direction. Should any creature come into contact with the sphere or begin its turn in contact with the spinning sphere, it will suffer force damage equal to the spin die.

spin techniques. After choosing this archetype, you can choose 2 spin styles and you will gain 1 more spin technique at the 6th, 11th and 17th levels. You can also replace a Spin technique you know with a different one. Some spin techniques may require a saving throw to calculate the saving throw DC.

Spin Save DC = 8 + your proficiency bonus +

your Dexterity modifier

Spell attack modifier = your proficiency bonus +

your Dexterity modifier

mount

At 3rd level, his spin techniques require the use of a mount for greater precision. you can cast the spell Find Steed, your mount will cooperate with you and your companions and you can add your proficiency bonus to any test you make involving the mount, while on the mount you gain a +2 bonus on rolls attack and damage with the spherical object. After using this feature, you must complete a long rest before using it again.

second lesson

At 7th level, you can channel the energy of the Spin to enhance your abilities. As a bonus action, you can enter a Spin Surge for 1 minute. During this time, Your movement and your mount's speed are doubled, and you gain advantage on Dexterity and Charisma saving throws. Once you use this feature, you won't be able to use it again until you finish a long one.

third lesson

At 11th level, you can see the best attack angle, You have advantage on ranged attack rolls with your spherical object if the target is exactly 20 feet away from you.

fourth lesson

At 15th level, once per turn, while the spin is active, you can take an action to expend a Ranger spell slot, making a ranged attack roll as you hurl the spherical object at a creature within 30 feet. The damage is augmented by a number of additional spin dice equal to the level of the Ranger's spell slot.

Moreover, this attack disregards cover and shields, bypassing them as if they were insubstantial. It also overcomes spells or forms that would normally mitigate physical damage, such as ethereal form or arcane shield. When making the attack roll, creatures have an AC equal to 10 + your Dexterity modifier.

Rotation style

The Spin styles you choose can only be used once per turn while your Spin is active. After using them, you will need to reactivate your Spin before you can employ these techniques again. You can only apply the effects of your spin techniques after hitting the target (you can choose whether or not the target takes the damage), otherwise it doesn't work. Additionally, with a bonus action, you can end an effect that your sphere has caused.

Whirlwind Strike

You can force a creature to become paralyzed. The target must make a Constitution saving throw against your spin style DC or its walking movement becomes 0, it can repeat the saving throw each end of turn to resume walking.

illusory rotation

Your attack causes nausea to your opponent. She must make an Intelligence saving throw or see various illusions of her choice for 1 minute until she takes damage above her proficiency bonus.

advanced medicine

The creature hit by your attack regains hit points instead of damage and recovers from a condition. This effect cannot be turned off.

Phase change

A creature can become ethereal for a short time, allowing it to move through non-dense objects and become immune to nonmagical damage for 1 minute until it takes damage.

Needle Point

You can try to bypass your opponent's armor. The target must make a Constitution saving throw; on a failed save, any attacks made against the creature have advantage until the start of the next turn.

Spectral Attack

The creature must succeed on a strength saving throw or any attacks made against it ignore resistances and immunities until end of turn.

change of location

A target can have part of its structure deformed in bizarre ways (any way you want). The target must make a Constitution saving throw or a part of its structure will be modified for a number of turns equal to 1 + your Wisdom modifier, you may have advantage or the target may be unable to do anything (at the discretion of the Teacher).