Rip Van Winkle (JJBA Supplement)

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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.

Rip Van Winkle[edit]

Medium humanoid (Human), chaotic evil


Armor Class 14
Hit Points 90 (12d8 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 16 (+3) 18 (+4) 17 (+3)

Saving Throws Dex +8, Cha +7
Skills Acrobatics +8, History +7, Insight +8, Perception +8, Stealth +8
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Senses passive Perception Expression error: Unexpected number.
Languages English, German, French
Challenge 12 (8,400 XP)


Regeneration. Rip regains 13 (2d6 + 6) hit points and the start of his turn if she has at least 1 hit point and isn't in sunlight. She may spend 1 spirit point when this happens to double the hit points regained. If Rip takes radiant damage, this trait doesn't work until the start of her next turn. When she is reduced to 0 hit points, she may spend 1 spirit point to remain at 1 hit point instead. If she would be killed, she must spend 2 spirit points and become incapacitated until the end of her next turn.

Your human eyes are not to be trusted, all they'll do is lie to you. Rip may make attacks with ranged weapons up to their maximum range without disadvantage while she has at least 1 spirit point. She can see creatures that are invisible, including Stands, and is not effected by visual illusions while she has at least 1 spirit point.

Spirit Points. Rip has 7 spirit points which she may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Multiattack. Rip makes 2 unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage. She regains a number of hit points equal to the damage dealt. If a creature is killed by this attack, they are raised as an Undead under his control after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to Undead, they gain dark vision for 60 ft. unless they had better, and their unarmed attacks gain this effect, but not this attack itself. If damage reduces them to 0 hit points, they must make a DC 5 + damage taken Constitution saving throw, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under your control until they die and control over Rip's minions cannot be taken from her.

Musket. Ranged Weapon Attack: +11 to hit, range 40/120 ft., one target. Hit: 10 (1d12 + 4) piercing damage. This has the armor piercing (-2) property.


Herr_Van_Winkle.png
[Source]

The most human among the strongest military unit within Millennium known as the Werewolves, Rip Van Winkle is childish, impulsive, and fearful of those who she senses to be stronger than her. However, above all, she is a member of Millennium, holding the Major's word above anything else.



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