Sorbet (JJBA Supplement)
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Medium humanoid (Human), chaotic neutral
Saving Throws Wis +9, Cha +8
Stand Proud Focus. Sorbet 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 Sorbet 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 Sorbet 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, Sorbet chooses 1 willing creature he can see, typically Gelato. 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.
Spirit Points. Sorbet 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.
Wants You (1 Spirit Point). Sorbet becomes paralyzed as his mind enters the memory of an object, viewing everything around that object at a specific time of his choosing, for up to 1 minute. He must have a specific time intended to use this.