Magenta Magenta (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class was created as part of the Player Equivalent CR variant rule using the Stand User Variant (5e Class) class, and Stand User (5e Background) background, and as such is not follow traditional CR.

Magenta Magenta[edit]

Medium humanoid (Human),


Armor Class 13
Hit Points 22 (3d8 + 9)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 13 (+1) 13 (+1) 12 (+1)

Saving Throws Con +5, Int +3
Skills History +3, Investigation +3, Insight +3, Nature +3
Senses passive Perception 11
Languages English
Challenge 4 (1,100 XP)


Stand Proud Focus. Magenta Magenta takes 3 less damage from non magical piercing, slashing, and bludgeoning damage. They also gain advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Magenta Magenta takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, they or the Stand can make 1 additional melee attack on each of their turns. They can only have up to 2 "Exchange Blows Stacks" at once. Using extra attacks during their turn does not consume the stacks. They 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 Magenta Magenta successfully hits a creature with a melee attack, their melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

People who don’t have anything to lose are the scariest types. While Magenta is prone, he can not have his current or maximum hit points reduced in any way until he is no longer prone. If he takes an action, bonus action, or reaction, he does not benefit from this feature until the beginning of his next turn.

Spirit Points. Magenta Magenta has 5 Spirit Points which they can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Revolver. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Must be reloaded after 6 shots.


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[Source]



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