Joseph Joestar (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.

Joseph Joestar[edit]

Medium humanoid (Human), neutral good


Armor Class 20 (Natural Armor)
Hit Points 123 (13d8 + 65)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 20 (+5) 14 (+2) 20 (+5) 18 (+4)

Saving Throws Str +9, Dex +10, Con +10, Cha +9
Skills Acrobatics +10, Athletics +9, Intimidation +9, Investigation +7, Insight +10, Perception +10, Survival +10
Condition Immunities Blinded, Stunned, Poisoned
Senses blindsight 120 ft., passive Perception 16
Languages English
Challenge 13 (10,000 XP)


Hamon. Joseph has 12 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.

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

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.

ACTIONS

Multiattack. Joseph makes two attacks with his Unarmed Strike.

Hamon Breathing. Joseph regains 1 Hamon point.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Clacker. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or 20/60, one target. Hit: 7 (1d4 + 5) bludgeoning damage. Joseph only has 2 clackers, and thus can not use this action if he has thrown both without retrieving any of them.

Submachine Gun. Ranged Weapon Attack: +10 to hit, 80/240 one target. Hit: 12 (2d6 + 5) piercing damage. Joseph only has 2 clackers, and thus can not use this action if he has thrown both without retrieving any of them.

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.

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.

Clacker Volley (2 Hamon Points). Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or 20/60, one target. Hit: 10 (2d4 + 5) radiant damage. This requires 1 clacker, which returns at the beginning of his next turn if it was thrown, making another attack against any creature standing in the same spot as the original target. The first time this second attack is used against a specific creature, it has advantage, but every additional use has disadvantage.

Rebuff Overdrive (2 Hamon Points). As part of a melee attack that Joseph has advantage on, he deals double damage which all counts as radiant.

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

Hamon Overdrive Beat (2 Hamon Points). One creature Joseph can touch that is restrained must attempt a DC 18 Constitution saving throw. On a failure, they take 12 (2d6 + 5) radiant damage. On a success, they take half as much damage.

Ripple Hypnosis (2 Hamon Points). One creature Joseph 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, Joseph 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). Joseph 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.


Joseph_young_BT_Infobox_Anime.png Joseph_Joestar_Infobox_Manga.png
Joseph before (above) and after (below) his Hamon training [1][2]

On the surface, Joseph looks like your run-of-the-mill dumb hooligan. Further inspection reveals a powerful warrior, intelligent trickster, and brave hero. The child of Lisa Lisa and George Joestar, Joseph never knew his parents, instead being raised by his grandmother Erina Joestar. His long, complicated history would lead to him combating his own adoptive-grandfather-turned-vampire, joining forces with Caesar Zeppeli, Rudolf von Stroheim, and his own mother, and even defeating beings of god-like strength. He would dodge the Joestar curse of bravery, monogamy, and an early death by a hair's width, assisting his grandson on his own journey in his old age.



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