Rai Mamezuku (JJBA Supplement)
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Medium humanoid (Human), lawful neutral
Saving Throws Dex +13, Wis +10
Stand Proud Focus. Rai 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 Rai 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 "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 Rai 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.
Doggy Style. Rai can make grapple checks at 30 ft., may spend 1 spirit point to automatically succeed any Arcana or Nature check, and may interact with objects up to 60 ft. away.
Spirit Points. Rai has 14 Spirit Points which they can expend. All spirit points are regained at the end of a long rest.
Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 30 ft., one target. Hit: 10 (1d4 + 8) bludgeoning damage.
Crossbow. Ranged Weapon Attack: +13 to hit, range 65/260 ft., one target. Hit: 12 (1d8 + 8) piercing damage.
Flesh Spike (1 Spirit Point). Ranged Spell Attack: +13 to hit, range 60 ft., one target. Hit: 26 (5d4 + 13) piercing damage and Rai can spend 1 additional spirit point to stun the target until the start of his next turn.
Promises are "sacred" (1 Spirit Point). Rai transforms one of his arms into any ranged weapon of his choice that he has seen and disassembled. The chosen arm counts as one hand wielding it, and he must still have its respective ammunition. By default, this is used as his crossbow action.
What kind of world would an "immortality industry" be? When Rai takes damage, he may completely unravel himself. He becomes paralyzed until the end of his next turn, he becomes prone, and creatures must succeed a DC 21 Wisdom saving throw (or they automatically fail for 1 spirit point) or believe he is dead (and he takes half as much damage for 1 spirit point) until he is no longer prone or he takes any action.