Spin to Win!
Level 3
Counterspin.
(1/Round) Reaction: When you are attacked within Reach 1, deal KEYd4 Bludgeoning and divide the dice as you choose amongst any number targets in Reach. Spend up to DEX Stamina and change 1d4 » 1d8 per every point of spent Stamina.
Trudgeon Twirl.
Reduce the next instance of damage taken from an attack by your Counterspin’s rolled sum.
Level 7
Cull the Strong!.
If all of your Counterspin dice are used on a single target, they deal their max value instead of rolling.
Hurricane of Steel and Sword.
(KEY/Day) When you kill or crit with a Reach attack, you may immediately use Counterspin for free. You may choose to use Piercing or Slashing instead of Bludgeoning for Counterspin.
Level 11
Counter-Counterspin!.
Your Counterspin can be used 2/Round, up to Reach 2. You may spend up to 2xDEX Stamina, and change any 1d4 » 1d8 and 1d8 » 1d12 per Spent Stamina.
Level 15
Ceaseless Top.
When you roll Initiative, gain 2 uses of Hurricane of Steel and Sword (this expires at the end of combat if unused). Gain 1 Stamina for every kill with Counterspin.