Fibonarch

A Fibonarch is defined by their trademark weapon, a Steel Ball, and their technique of rotating said ball with an acceleration close to that of the Fibonacci Sequence. This creates a source of immense energy, allowing them to devastate their enemies, control the battlefield, and enhance or heal themselves and their allies.

Class Features

As a Fibonarch, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Fibonarch level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Fibonarch level after 1st

Proficiencies


  • Armor: Light armor, Medium armor
  • Weapons: Simple weapons, Steel Balls
  • Tools: Mason’s Tools
  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose two from Persuasion, Performance, Acrobatics, Sleight of Hand, Deception, and Stealth

Equipment

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

  • Two Steel Balls
  • (a) Two daggers or (b) a longsword
  • Leather armor

16:9

Starting at 1st level, your understanding of the golden ratio allows you to calculate trajectory and ricochets perfectly. As a Bonus Action, you can choose a surface or structure you can see. Until the start of your next turn, your attack rolls with a Steel Ball ignore Half Cover and Three-Quarters Cover.

Fibonarch Technique

Starting at 3rd level, you choose a Fibonarch Technique that determines your specialized combat style: Prime, Conplexus, or Kentro. Your choice grants you features at 3rd level, and again at 7th, 13th, and 17th level.

Reinforcement

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, you can add your Wisdom modifier (minimum of +1) to the damage rolls of your Steel Ball attacks.

Misdirection

Starting at 10th level, you can use both of your Steel Balls in tandem to create density disturbances in the air, creating mirages. As a Magic action, you can spend one minute rotating both Steel Balls to cast the mirror image or silent image spell without expending a spell slot or material components. Wisdom is your spellcasting ability for these spells. Once you cast a spell in this way, you can’t do so again until you finish a Short or Long Rest.

Advanced Control

Starting at 15th level, you gain precise control over the Golden Rotation imbued in items you throw. Once per turn when you miss with a ranged attack roll using a Steel Ball, you can reroll the attack roll against the same target or a different target within 20 feet of it. If the rerolled attack hits, it deals damage equal to half the weapon’s normal damage. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Fibonarch Mastery

Starting at 20th level, you can imbue creatures or animals with the Golden Rotation, causing internal spasms. As a Magic action, you can target a creature you can see within 60 feet of you. The target must succeed on a Dexterity saving throw (DC equal to 8 + your Proficiency Bonus + your Wisdom modifier) or be forced to immediately use its reaction to make a melee attack against the nearest creature of your choice. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.


Prime

A Fibonarch technique long-forgotten, dubbed “Prime” by those who still practice it, uses the Sectio Aurea—a hidden-in-plain-sight secret that allows the user to imbue their Steel Balls with a near-infinite amount of energy.

Starting Ahead

Starting at 3rd level when you choose this technique, your understanding of the Golden Ratio allows you to imbue your Steel Balls with immense energy. When you hit a creature with a Steel Ball, the damage increases to 2d4 plus the ability modifier used for the attack roll.

Scan

Starting at 7th level, you can use a Magic action to rotate a Steel Ball on a solid surface, sending out a radar-like ripple. For 1 minute, you gain Blindsight out to a range of 30 feet centered on the Steel Ball, and you can sense the location of any hidden or invisible creatures in that area. At the end of the duration, or if you use a Bonus Action to recall it, the Steel Ball returns to your hand. While the Steel Ball is scanning, your movement speed is reduced by 10 feet.

Golden Templates

Starting at 13th level, you can harness the Golden Ratio present in your surroundings (such as a 16:9 aspect ratio) to charge your throws. When you make a weapon attack roll with a Steel Ball and can see an object displaying the Golden Ratio, the damage of your Steel Balls increases to 2d6 plus the ability modifier used for the attack roll.

Golden Ratio Mastery

Starting at 17th level, your mastery allows you to perfectly match the Golden Spiral, wreaking havoc using infinite rotational energy. As a Bonus Action, you can enter a state of infinite rotational energy for 1 minute. During this time, the damage of your Steel Balls increases to 2d10 plus the ability modifier used for the attack roll. You can use this feature twice, and you regain all expended uses when you finish a Long Rest.


Conplexus

A dangerous method of the Fibonarch Golden Rotation is the Conplexus Art, utilizing the energy of the Steel Balls to control or dominate the battlefield.

Many Roads Lie Ahead

Starting at 3rd level when you choose this technique, you replace your standard Steel Balls with Wrecking Balls. A Wrecking Ball is a martial melee weapon that weighs 2 lb., deals 1d6 bludgeoning damage, and has the Finesse, Light, Thrown (range 20/60 feet), and Versatile (1d8) properties. It has eight miniature satellites embedded in its shell.

Satellite Shrapnel

Starting at 7th level, you can eject the satellites from your Wrecking Ball. When you hit a creature or solid surface with a Wrecking Ball attack, you can cause the eight satellites to eject in eight directions, each flying to a point 10 feet away. A creature in the path of an ejecting satellite must succeed on a Dexterity saving throw (DC equal to 8 + your Proficiency Bonus + your Dexterity modifier) or take 1d4 bludgeoning damage. A creature can only be affected by one satellite per use of this feature.

Right Side Ataxia

Starting at 13th level, the motion of your satellites disrupts the equilibrium of your foes. When a creature starts its turn within 5 feet of a satellite’s path, or enters that area for the first time on a turn, it must succeed on a Constitution saving throw (DC equal to 8 + your Proficiency Bonus + your Dexterity modifier) or suffer Right Side Ataxia until the end of its next turn. A creature suffering from Right Side Ataxia has Disadvantage on Strength and Dexterity checks, Strength and Dexterity saving throws, and attack rolls. You can use this feature twice, and you regain all expended uses when you finish a Short or Long Rest.

Wrecking Ball Finale

Starting at 17th level, you can throw a Wrecking Ball with explosive force. As a Magic action, you throw the Wrecking Ball at a point you can see within 60 feet of you, causing it to explode into a hail of shrapnel. Each creature within a 40-foot-radius sphere centered on that point must make a Dexterity saving throw (DC equal to 8 + your Proficiency Bonus + your Dexterity modifier). A creature takes 8d10 piercing damage and suffers from Right Side Ataxia on a failed save, or takes half as much damage and doesn’t suffer from Right Side Ataxia on a successful save. You can use this feature twice, and you regain all expended uses when you finish a Long Rest.


Kentro

The Kentro Technique is a method built with healing and support in mind, seeking to soothe or enhance allies rather than inflict violence. Users of this technique commonly work jobs involving numbing pain, such as midwives, executioner assistants, and battlefield medics.

Executioner’s Touch

Starting at 3rd level, you can use the rotation of your Steel Balls to numb pain. As a Magic action, you can touch a willing creature with a Steel Ball, granting it 1d6 temporary hit points that last for 1 minute. You can use this feature three times, and you regain all expended uses when you finish a Long Rest.

Midwife’s Touch

Starting at 7th level, you can stimulate the natural healing of a creature. As a Magic action, you touch a creature with a Steel Ball, and the target regains hit points equal to the amount shown in the Kentro Healing table + your Wisdom modifier. You can use this feature a number of times equal to the amount shown in the table, and you regain all expended uses when you finish a Short or Long Rest.

Kentro Healing
LevelHealingUses
7th1d6 + Wisdom modifier1
10th2d6 + Wisdom modifier2
13th3d6 + Wisdom modifier3
15th4d6 + Wisdom modifier4
17th5d6 + Wisdom modifier5

Knight’s Touch

Starting at 13th level, you learn how to tighten flesh using the rotation of the Steel Balls to speed reflexes. As a Magic action, you can touch a creature with a Steel Ball. The creature can immediately take one additional action on its turn. While the creature is benefited by this feature, that Steel Ball remains attached to it and cannot be used by you. Once you use this feature, you can’t use it again until you finish a Long Rest.

Cleric’s Touch

Starting at 17th level, you can release a wave of restorative energy. As a Magic action, you choose any number of creatures within 15 feet of you. Each chosen creature regains 8d8 hit points. Once you use this feature, you can’t use it again until you finish a Long Rest.