Donatello Versus (JJBA Supplement)
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Medium humanoid (Human), lawful neutral
Saving Throws Str +6, Int +6, Cha +8
Stand Proud Focus. Donatello takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. He also has advantage on saving throws against being Charmed, Frightened, and Paralyzed.
Exchange Blows. When Donatello takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or can make 1 additional melee attack on each of their turns. He can only have up to 3 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. He may spend 1 stack to make a melee attack against creature without using a reaction. All stacks are lost once initiative ends.
Exploit the Armor. When Donatello successfully hits a creature with a melee attack, his melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.
Spirit Points. Donatello has 10 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Underworld (1 Spirit Point). Donatello creates any object that was destroyed in the location he is at or touching. This can be up to the size of a room. In the case of an immovable "ghost object" overlapping with or contained inside a real object, it can be accessed as an action by interacting with a small crack in the object's surface that can only be seen by Stand users and requires a DC 16 Perception check to notice. The object plays back its history through a period of time dictated by Donatello.