Fountain of Youth: Having drunk from the Fountain of Youth, Ban’s injuries heal incredibly fast. He also doesn’t need to eat, drink, sleep and cannot be fully killed. As such at the start of each of his turns he regains 3d8+10 hp if at less than full hp and can fully regenerate himself from “death” in 4 hours.
Snatch: An ability that allows Ban to "rob" physical objects, thus grabbing them should Ban attempt this on a creature the must make a Wisdom (Perception) check (DC25) to notice him doing it and then on a success must make a Dexterity save against Ban’s Sleight of Hand check if they win they retain their item if either of the checks fail Ban acquires the item he is going for. Ban can also use Snatch to steal the physical abilities of others, weakening them while gaining more strength and speed, if Ban chooses to do this the creature must make a Constitution save (DC20) on a failed save their Strength, Dexterity, Constitution and Monvement Speed is halved and Ban’s stats increase by the same amount, this effect lasts for 1 minute, until Ban returns the power or Ban uses snatch in this way again.
Courechouse: Ban’s Sacred Treasure, has the ability to lengthen and distort its chain angle, allowing the wielder to attack from any angle at any opponent over a significant distance. Its special ability is Super Concentration, which pushes Ban's physical and mental capabilities to their limit.
Super Concentration: Ban enters a state of heightened awareness whilst wielding Courechouse. As such he cannot be surprised, he has advantage on Dexterity saves and melee attack rolls, also any attack roll against him is made at disadvantage. Also each successive attack made with Courechouse gains 5ft extra reach until the end of Ban’s turn.
Multiattack: Ban makes 5 attacks with Courechouse.
Courechouse: Melee Weapon Attack: +12 to hit, reach 10ft., 1 target. Hit: 21 (3d6 + 12) Piercing damage.
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