Mannish Boy (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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.

Mannish Boy[edit]

Tiny humanoid (Human), chaotic evil


Armor Class 10 (natural armor)
Hit Points 6 (4d4 - 4)
Speed 5 ft.


STR DEX CON INT WIS CHA
6 (-2) 6 (-2) 8 (-1) 20 (+5) 20 (+5) 15 (+2)

Saving Throws Int +8, Wis +8, Cha +5
Skills Animal Handling +8, Athletics +1, History +8, Intimidation +5, Investigation +8, Insight +8, Nature +8, Perception +8, Stealth +1, Survival +8
Senses passive Perception Expression error: Unexpected number.
Languages Arabic
Challenge 5 (1,800 XP)


Stand Proud Focus. Mannish Boy 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 Mannish Boy 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 3 "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 Mannish Boy 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. Mannish Boy has 10 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 0 (1d4 - 2) bludgeoning damage.



Death 13[edit]

Medium elemental (Stand),


Armor Class 22 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 20 (+5) 20 (+5) 15 (+2)

Senses passive Perception 15
Languages
Challenge 5 (1,800 XP)


Manifestation of Will. Any feature that effects Death 13 also effects Mannish Boy. Any damage Death 13 takes is instead dealt to Mannish Boy. Any effect that targets either Death 13 or Mannish Boy targets both of them. Mannish can summon or de-summon Death 13 as a bonus action, but only in the Dream World. Death 13 and Mannish Boy use the same action and bonus action, but moving Death 13 uses a free action.

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

Dream World. When creatures are unconscious within 60 feet of Mannish Boy, their minds are transported to a “dream dimension”. These creatures can only have what they had on them when they fell unconscious, including their Stand if it was summoned. Anything that happens to them in the dream happens to their physical body. The landscape of the dream is determined by Mannish Boy. Death 13 can only manifest anywhere within this dream world. When a creature wakes up from the dream, they do not remember anything that happened in it.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 4 (1d12 + 10) slashing damage.

Lali-ho!. One creature Death 13 can see must attempt a DC 20 Intelligence saving throw or become restrained. They, or their Stand if it is in the dream, may retry this saving throw at the end of each of their turns, ending this effect on a success.

Farce (1 Spirit Point). As a bonus action, Death 13 creates 1 CR 2 or lower creature within the dream world. There can only be an equal number of creatures created in this manner as creatures within the dream world.




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