Cameo (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!
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.


Medium humanoid (human), lawful evil

Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 30 ft.

14 (+2) 14 (+2) 14 (+2) 15 (+2) 14 (+2) 18 (+4)

Saving Throws Wis +6
Skills Athletics +6, History +6, Intimidation +8, Stealth +6
Senses passive Perception 12
Languages English
Challenge 9 (5,000 XP)

Stand Proud Focus. Cameo takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. He also has advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Cameo takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Strength can make 1 additional melee attack on each of their turns. Cameo can only have up to 4 "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 that attacks him without using a reaction. All stacks are lost once initiative ends.

Exploit the Armor. When Cameo 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.

Spirit Points. Cameo has 6 spirit points which they may expend. He regains all spirit points at the end of a long rest.


Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


Medium elemental (Stand),

Armor Class 19 (Natural Armor)
Hit Points 57 (6d8 + 30)
Speed 40 ft.

21 (+5) 21 (+5) 21 (+5) 15 (+2) 14 (+2) 18 (+4)

Saving Throws Wis +6
Skills Athletics +9, History +6, Intimidation +8, Stealth +9
Senses passive Perception 12
Challenge 9 (5,000 XP)

Manifestation of Will. Any feature that effects Cameo also effects Judgement. Cameo can summon or de-summon Judgement as a bonus action. If Cameo becomes unconcious, the Stand instantly de-summons. Judgement and Cameo use the same action and bonus action, but moving Judgement uses a free action. Judgement can only move up to 50 ft. of the Stand user, and moves in parallel with the Stand user when they move beyond the 60 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Judgement, 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 Judgement, and it is no longer invisible to them. Judgement can phase through creatures/objects and everything seen by Judgement is also seen by Cameo.

Autonomous Stand. Judgement acts autonomously and will not actively protect Cameo, only itself. When Judgement is destroyed, it can not be summoned for 1 minute.


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

Hail 2 U! Judgement grants a wish a creature verbally announces and confirms. It may do this up to 3 times per wish. Granted wishes have a monkey's paw effect (i.e. resurrecting a loved one will result in them being an aggressive Undead, getting rich results in being wanted for theft and embezzlement, becoming famous results in becoming a most-wanted criminal, etc.).

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