Spin User (JJBA Supplement)
Spin User
Medium humanoid (Human), any alignment Armor Class 12
Skills Investigation +3, Perception +4, Persuasion +5, Sleight of Hand +2 Dormant Ability. The Spin user can see Stands. Brainstorm. The Spin user can replace any saving throw or their AC with an Intelligence saving throw. If the effect is a saving throw that allows them to take half damage on a success, they instead takes no damage on a success. This does not effect the results of a failure. ACTIONSSteel Ball. Melee or Thrown Weapon Attack: +4 to hit, reach 5 ft. or range 20/100, one target. Hit: 5 (1d8 + 2) bludgeoning damage. The Spin user only has 2 steel balls, but they return to them at the beginning of each of their turns after being thrown.
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The Spin is a supernatural phenomenon that occurs when an object's rotation nears the golden ratio. With mastery, the Spin can accomplish amazing feats including but not limited to creating infinite energy, trapping a person in an inter-dimensional rift, or aging someone to death in an instant, but early in one's training they exist merely as a set of enhanced metal projectiles. Where a Spin user is, their horse is often quick to follow due to the enhanced generation of Spin two creatures can produce. |
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