Forever (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 beast (Orangutan), neutral evil

Armor Class 12
Hit Points 52 (8d8 + 16)
Speed 30 ft., climb 30 ft.

16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +7, Con +6
Skills Athletics +7, Intimidation +4, Perception +5, Performance +4
Senses passive Perception 15
Challenge 9 (5,000 XP)

Stand Proud Focus. Forever 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 Forever 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. Forever 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 Forever 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. Forever has 6 spirit points which they may expend. He regains all spirit points at the end of a long rest.


Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.


Gargantuan elemental (Stand), any

Armor Class 21 (Natural Armor)
Hit Points &mdash
Speed 40 ft.

19 (+4) 14 (+2) 17 (+3) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +8, Con +7
Skills Athletics +8, Intimidation +4, Perception +5, Performance +4
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Senses passive Perception 15
Languages English
Challenge 10 (5,900 XP)

Manifestation of Will. Any feature that effects Forever also effects Strength. Any effect that targets either Forever or Strength targets both of them. Forever can summon or de-summon Strength as a bonus action. While de-summoned, Strength becomes a rowboat. If Forever becomes unconcious, Strength instantly de-summons. Forever and Strength use the same action and bonus action, but moving Strength uses a free action. Strength can only move up to 15 ft. from Forever, and moves in parallel with Forever when he moves beyond the 15 ft. radius. Strength can choose

Bound Stand. While summoned, Strength takes the form of a 1,200 ft. x 160 ft. x 50 ft. cargo ship. Strength counts as fulfilling the entire ship's crew. Up to 4 creatures can be grappled by Strength at once, and are restrained instead of grappled. Forever can spend a number of spirit points to increase the maximum number of grappled creatures by an equal amount.


Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.

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