Emporio Alnino (JJBA Supplement)
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Small humanoid (Human), neutral good
Saving Throws Int +6, Wis +5, Cha +8
Stand Proud Focus. Emporio 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 Emporio 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 Emporio 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. Emporio 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: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Ghost Revolver. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Burning Down the House (1 Spirit Point). Emporio creates any object that was destroyed in the location he is at or touching. This can be up to 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. Ghost weapons do not need to be reloaded.