Gelato (JJBA Supplement)
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Medium humanoid (Human), chaotic neutral
Saving Throws Wis +9, Cha +8
Stand Proud Focus. Gelato 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 Gelato 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 Gelato 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.
Bound Pair. At the end of each long rest, Gelato chooses 1 willing creature he can see, typically Sorbet. Whenever they attack a creature, he can spend 1 spirit point to attack them as well without spending his reaction, and he can spend 1 further spirit point to gain advantage on the attack. When the creature is attacked, he can spend his reaction to contest an attack with the aggressor's, stopping the attack on his success. If this creature is within 50 ft. of him, his attack rolls gain an additional +2 bonus, and his damage rolls gain 1 additional die.
Camera Stand. Gelato only has 1 free hand.
Spirit Points. Gelato 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.
Chained to You (1 Spirit Point). One creature Gelato can see within 120 ft. of him must succeed a DC 17 Dexterity saving throw or have a picture of them taken that lasts for 24 hours.
Binding Evidence. While Gelato has a picture of a creature created by Chained to You, he forces the creature to succeed a DC 17 Strength saving throw or become restrained and be unable to summon their Stand. He may end this effect as a bonus action, and it can last up to a number of minutes equal to the number of remaining hours the picture has. They may retry this Strength saving throw as an action, ending the restrained condition early on a success.