J. Geil (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.

J. Geil[edit]

Medium humanoid (Human), chaotic evil

Armor Class 14
Hit Points 65 (10d8 + 20)
Speed 30 ft.

15 (+2) 18 (+4) 14 (+2) 13 (+1) 19 (+4) 14 (+2)

Saving Throws Con +6, Cha +6
Skills Athletics +6, Intimidation +6, Sleight of Hand +8, Stealth +8, Survival +8
Senses passive Perception 14
Languages English, French
Challenge 12 (8,400 XP)

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

Exchange Blows. When J. Geil takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or can make 1 additional melee attack on each of their turns. He can only have up to 2 "Exchange Blows Stacks" at once. Using extra attacks during your 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.

Exploit the Armor. When J. Geil 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. J. Geil has 8 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.


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

Hanged Man[edit]

Medium elemental (Stand), —

Armor Class 18 (natural armor)
Hit Points
Speed 30 ft.

15 (+2) 23 (+6) 14 (+2) 13 (+1) 24 (+7) 14 (+2)

Saving Throws Con +6, Cha +6
Skills Athletics +6, Intimidation +6, Sleight of Hand +10, Stealth +10, Survival +11
Senses passive Perception 17
Languages English, French
Challenge 12 (8,400 XP)

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

Mirror Stand. Hanged Man can exist any distance from J. Geil, but can only move exist inside reflective surfaces, including within the reflection of a creature’s eye. If a creature becomes blinded or unconscious while Hanged Man is inside its eye reflection, it moves to a reflection within 1/2 J. Geil's movement speed as a reaction or take he takes 55 (8d12) psychic damage. Opportunity attacks made in this forced movement do not have disadvantage. It can move to any other reflective surface within 120 feet in a straight line using its entire movement. Hanged Man can only be hit by attacks of opportunity, which have disadvantage. Any damage Hanged Man receives is multiplied by 4. Creatures must succeed a DC 17 Perception check when Hanged Man moves to be able to attack it. They must only succeed this check once.

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

Shoot Him. Hanged Man can grapple creatures up to 60 ft. from it. Any of its successful attacks against the creature it is grappling count as criticals. It may also make a single attack as part of an action used to attempt a grapple.


Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 60 ft., one target. Hit: 4 (1d4 + 6) slashing damage and they must succeed a DC 18 Dexterity saving throw. On a failure, they are considered prone. On a critical failure, they are considered paralyzed for 1 minute, and may attempt a Constitution saving throw of the same DC at the end of each of their turns, ending this effect early on a success.

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