Ringo Roadagain (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.

Ringo Roadagain[edit]

Medium humanoid (Human), neutral


Armor Class 13
Hit Points 33 (6d8 + 6)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 13 (+1) 15 (+2) 20 (+5) 16 (+3)

Saving Throws Wis +8, Cha +6
Skills Acrobatics +6, Animal Handling +8, Athletics +3, History +5, Intimidation +6, Investigation +5, Insight +8, Medicine +8, Nature +5, Perception +8, Persuasion +6, Survival +8
Senses passive Perception Expression error: Unexpected number.
Languages
Challenge 6 (2,300 XP)


Stand Proud Focus. Ringo 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 Ringo 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 5 "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 Ringo 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.

Spirit Points. Ringo has 6 Spirit Points which they can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Multiattack. Ringo makes 2 revolver attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Revolver. Ranged Weapon Attack: +8 to hit, range 40/120 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Must be reloaded after 6 shots.

Mandom. Time rewinds 1 round (6 seconds), making everything except every creature's mental state and Ringo's spirit points rewind with it. Any creature that doesn’t know the effect of Mandom must attempt a DC 16 Wisdom saving throw. On a fail, they are forced to use up their turn and look around and get their bearings. On a success, they can still use their action. If a creature succeeds 3 times in a row on this effect, they understand this ability and no longer need to make the Wisdom saving throw. This can be used as a bonus action for 1 spirit point. Ringo can not use this if he can not touch his watch.

REACTIONS

You are a mere ‘conformist’ (1 Spirit Point)! Ringo makes a ranged attack, and can not take his multiattack action on his next turn.

This is ‘The True Man’s World’ (2 Spirit Points). Ringo uses Mandom twice.

RingoMandom.png
[Source]



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