Joseph, Hermit (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.

Joseph Joestar[edit]

Medium humanoid (Human), neutral good

Armor Class 16 (Natural Armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft.

14 (+2) 23 (+6) 15 (+2) 14 (+2) 16 (+3) 22 (+6)

Saving Throws Str +6, Dex +10, Cha +10
Skills Perception +10Skills Athletics +6, Deception +10, Intimidation +10, Investigation +6, Insight +7
Condition Immunities Blinded, Stunned, Poisoned
Senses blindsight 120 ft., passive Perception 16
Languages English, Japanese, Arabic
Challenge 12 (8,400 XP)

Hamon. Joseph has 3 Hamon points, which he can expend. All expended Hamon points are regained at the end of a long rest.

Evasion. If Joseph 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.

Stand Proud Focus. Joseph takes 3 less damage from piercing, slashing, and bludgeoning damage.

Exploit the Armor. When Joseph 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 Joseph takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he can make 1 additional melee attack on each of their turns. He can only have up to 5 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, Joseph may expend that stack to cause it to deal full critical damage.

Nimble. Joseph can take the dash and disengage actions as bonus actions, and can make grappling checks with a range of 15 ft.

America's Joestar. Joseph can replace any saving throw or his AC with a Charisma saving throw. If the effect is a saving throw that allows him to take half damage on a success, he instead takes no damage on a success. This does not effect the results of a failure.

Spirit Points. Joseph has 5 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.


Hamon Breathing. Joseph regains 1 Hamon point.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 8 (1d6 + 5) bludgeoning or slashing damage.

Your Next Line Is... (1 Spirit Point). As a bonus action, 1 creature that can hear or see Joseph must succeed a DC 18 Charisma saving throw. On a failure, they are stunned until the end of their next turn.

Yank. Joseph pulls a creature he is grappling into any space of his choice within 5 ft. of him, ending the grapple.

Master's Teachings (2 Spirit Points). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) radiant damage. This can only be used as a bonus action on the same turn after using yank.

Psychography. Joseph uses his Stand to create an image of something of his choice. He must roll a d20. On a 1, he is only able to see half of the target. On a 20, he can see the entire target and surroundings up to 50 ft. He must know your target’s general appearance. If they are a humanoid, he must also know their name. If they are a humanoid, he must succeed a Deception check with a DC equal to their passive perception or the target knows that someone was trying to locate them. If the medium used to locate a person is a piece of technology capable of generating sound and the target is aware, they can talk to him, though he can not talk to them.

Joestar Secret Technique (1 Spirit Point). Joseph takes the Disengage action as a free action.

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


Counter (3 Spirit Points). Joseph makes a number of unarmed strikes equal to his Exchange Blows stacks or makes a single melee attack that also moves the target 5 ft. in any direction of his choosing on a hit.

Joseph manifesting his Stand in his right hand, Source [1]

At the age of 69, after neglecting his Hamon training, the awakening of DIO's Stand gifted him the ability to manifest vines perfect for locating his family nemesis and channeling Hamon. Alongside his grandson Jotaro, close friend Muhammad Abdul, and his new friends Kakyoin, Polnareff, and Iggy, he crusaded against DIO's forces for the sake of his daughter Holy, who's own Stand was being poisoned into attacking her by DIO's malice echoing throughout their bloodline. Despite his old age, he fathered a bastard son, Josuke Higashikata, whom he would also support in his own adventure, though to a much lesser amount.

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