Caesar Zeppeli (JJBA Supplement)

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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.

Caesar Anthonio Zeppeli[edit]

Medium humanoid (Human), neutral good

Armor Class 18 (Natural Armor)
Hit Points 93 (11d8 + 44)
Speed 30 ft.

18 (+4) 20 (+5) 18 (+4) 14 (+2) 20 (+5) 16 (+3)

Saving Throws Str +8, Dex +9, Con +8, Wis +9
Skills Acrobatics +9, Animal Handling +9, Athletics +8, History +6, Intimidation +7, Investigation +6, Insight +9, Nature +6, Perception +9, Stealth +9, Survival +9
Condition Immunities Blinded, Stunned, Poisoned
Senses blindsight 120 ft., passive Perception 16
Languages English, Italian
Challenge 11 (7,200 XP)

Hamon. Caesar has 10 Hamon points, which he can expend. All expended Hamon points are regained at the end of a long rest.

Evasion. If Caesar is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, he instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Nimble. Caesar can take the dash and disengage actions as bonus actions.


Multiattack. Caesar makes two attacks with his Unarmed Strike.

Hamon Breathing. Caesar regains 1 Hamon point.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Overdrive (1 Hamon Point). As a bonus action, Caesar's unarmed strikes deal radiant damage until the beginning of his next turn.

Hamon Jump (1 Hamon Point). Until the end of his turn, Caesar's long jump covers 40 ft., and his high jump covers 15 ft.

Bubble Cutter (2 Hamon Points). Ranged Spell Attack: +9 to hit, range 30 ft., one target. Hit: 8 (1d6 + 5) radiant damage.

Sticking and Repelling Hamon (2 Hamon Points). Caesar can walk across liquid, vertical, and difficult terrain as if they were standard terrain until the end of his next turn.

Ripple Hypnosis (2 Hamon Points). One creature Caesar can touch must attempt a DC 16 Charisma saving throw. On a failure, they lose or gain the blinded, charmed, deafened, or frightened condition for 1 minute. If the creature is CR 1/2 or level 2 or lower, Caesar may choose to have them fall unconscious for 1 minute. A creature that gained a condition may retry this saving throw at the end of each of their turns, ending the effect early on a success.

Hamon Barrier (3 Hamon Points). Caesar creates a 15 foot line in front of you that counts as full cover that lasts as long as he does not move or use any actions, bonus actions, or reactions.

Bubble Cutter Gliding (3 Hamon Points). Ranged Spell Attack: +9 to hit, range 30 ft., one target. Hit: 11 (1d12 + 5) radiant damage. This attack has advantage.

Bubble Lenses (4 Hamon Points). All Undead creatures in a 60 foot radius around Caesar must attempt a DC 16 Constitution saving throw, taking 2d6 + 4 radiant damage on a failure, or half as much on a success.

Deep Pass Overdrive. Caesar transfers his remaining Hamon into a creature he can touch or into a bubble of blood that remains where he is for 1 minute or until it is touched, after which the creature who touched it has their Hamon point maximum increases by 10, they gain 1 action that costs Hamon points that Caesar knows of his choice, and they gain advantage on Strength, Dexterity, and Constitution saving throws for 1 minute.

Source [1]

Born on May 13, 1918 in Genoa, Italy, Caesar Anthonio Zeppeli idolized his single father Mario until one fateful day when he was 10 that his father left with no explanation or warning. As his extended family stole anything they had left, he became a violent, angry miscreant. While his younger siblings were cared for by their neighbors, he chose to become a street thug. He was known for starting his fights unexpectedly with a wrench, leaving his opponents on the brink of death, though none ever died. It's said that he committed every crime imaginable short of murder. At 16, he intended to change that when he saw his father in Rome, deciding to tail him for his chance to strike. Entering a secret passage in the Colosseum, he was fascinated by a jewel embedded in what he viewed as a wall carving of three men, who unbeknownst to him were the pillarized bodies of Kars, Esidisi, and Wammu, who would've absorbed him in an instant had Mario not shoved him out of the way, not even knowing he was saving his own son, becoming absorbed instead. Having a newfound respect for the man, he vowed revenge against the Pillar Men, seeking out Lisa Lisa for training. In 1938, Caesar and his new ally Joseph Joestar crusaded against the Pillar Men, successfully taking down Esidisi before falling to Wammu alone and passing his strength onto Joseph with his grandfather William's technique.

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