Bug-Eaten (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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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.

Bug-Eaten[edit]

Tiny beast (rat), chaotic evil


Armor Class 15
Hit Points 17 (5d4 + 5)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 20 (+5) 12 (+1) 12 (+1) 20 (+5) 17 (+3)

Saving Throws Con +4, Wis +8
Skills Acrobatics +8, Intimidation +6, Investigation +4, Nature +4, Perception +8, Sleight of Hand +8, Stealth +8, Survival +8
Senses passive Perception Expression error: Unexpected number.
Languages
Challenge 5 (1,800 XP)


Stand Proud Focus. Bug-Eaten takes 3 less damage from piercing, slashing, and bludgeoning damage.

Exploit the Armor. When Bug-Eaten 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.

Exchange Blows. When Bug-Eaten takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Ratt 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 his 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. When landing an extra attack granted by Exchange Blows, Bug-Eaten may expend that stack to cause it to deal full critical damage.

Spirit Points. Bug-Eaten has 11 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.


Ratt_summoned.png
[Source]


Ratt[edit]

Tiny elemental (Stand), chaotic evil


Armor Class 15
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
23 (+6) 20 (+5) 12 (+1) 12 (+1) 20 (+5) 17 (+3)

Saving Throws Con +4, Wis +8
Skills Acrobatics +8, Intimidation +6, Investigation +4, Nature +4, Perception +8, Sleight of Hand +8, Stealth +8, Survival +8
Senses passive Perception Expression error: Unexpected number.
Languages
Challenge 5 (1,800 XP)


Manifestation of Will. Any feature that effects Bug-Eaten also effects Ratt. Any damage Ratt takes is instead dealt to Bug-Eaten. Any effect that targets either Ratt or Bug-Eaten targets both of them. Bug-Eaten can summon or de-summon Ratt as a bonus action. If Bug-Eaten becomes unconcious, Ratt instantly de-summons. Ratt and Bug-Eaten use the same action and bonus action, but moving Ratt uses a free action.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see the Stand, otherwise it is invisible. A creature that can not see Stands can attempt a DC 25 Wisdom saving throw after being damaged by a Stand. On a success, it can sense the Stand, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by the Stand is also seen by the user.

ACTIONS

Sharpshooter. Ranged Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 13 (2d6 + 6) acid damage. Can only be used while Bug-Eaten is within 5 ft. of Ratt. Can be used as Exchange Blows attacks. Bug-Eaten can spend 1 spirit point to gain advantage, and can spend 1 spirit point in the same manner to ignore 1 tier of cover (1 SP for 1/2, 2 SP for 2/3, 3 SP for full). The creature continues to take 2d4 acid damage at the end of each of their turns until they spend their free action, bonus action, reaction, or action to remove the projectile on a successful hit.




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