Ringo Roadagain (JJBA Supplement)

Ringo Roadagain

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 18
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.

[Source]

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