Narciso Anasui (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.

Narciso Anasui[edit]

Medium humanoid (Human), neutral evil


Armor Class 13 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 15 (+2) 18 (+4) 16 (+3)

Saving Throws Str +10, Dex +10, Int +7
Skills Acrobatics +10, Athletics +10, History +7, Intimidation +8, Investigation +7, Insight +9, Perception +9, Sleight of Hand +10, Stealth +10
Condition Immunities Charmed, Frightened
Senses passive Perception Expression error: Unexpected number.
Languages English
Challenge 14 (11,500 XP)


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

Exploit the Armor. When Anasui 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 Anasui takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Diver Down 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, Anasui may expend that stack to cause it to deal full critical damage.

Spirit Points. Anasui has 12 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

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


Diver_Down_Infobox_Manga.png
Source [[1]]


Diver Down[edit]

Medium elemental (Stand), neutral good


Armor Class 23 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
26 (+8) 26 (+8) 18 (+4) 15 (+2) 18 (+4) 16 (+3)

Saving Throws Str +13, Dex +13, Int +7
Skills Acrobatics +13, Athletics +13, History +7, Intimidation +8, Investigation +7, Insight +9, Perception +9, Sleight of Hand +13, Stealth +13
Condition Immunities Charmed, Frightened
Senses passive Perception Expression error: Unexpected number.
Languages English
Challenge 14 (11,500 XP)


Manifestation of Will. Any feature that effects Anasui also effects Diver Down. Any damage Diver Down takes is instead dealt to Anasui. Any effect that targets either Diver Down or Anasui targets both of them. Anasui can summon or de-summon Diver Down as a bonus action. If Anasui becomes unconcious, Diver Down instantly de-summons. Diver Down and Anasui use the same action and bonus action, but moving Diver Down uses a free action. Diver Down can only move up to 5 ft. of the Stand user, and moves in parallel with Anasui when he moves beyond the 5 ft. radius.

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

ACTIONS

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 8) bludgeoning damage. Anasui can forgo dealing damage to instead store the destructive energy inside the creature or object he hit. He may only have energy stored once at a time per object, and in as many objects as your Stand's Dexterity modifier.

Power Release. As a bonus action, Anasui releases the destructive energy stored inside a creature. They must attempt a DC 21 Constitution saving throw, and 1 creature of Anasui's choice must attempt a DC 21 Dexterity saving throw. On a failure, they take 26 (4d12) bludgeoning damage.

Stand Storage. One creature within 5 ft. must attempt a DC 21 Dexterity saving throw. On a failure, Diver Down desummons, and the creature takes 11 (4d4) bludgeoning damage at the end of each of their turns until Anasui ends this effect as an action, or bonus action for 1 spirit point, or they leave a 20 ft. radius of him.

Then, celebrate us. It's necessary for a wedding (1 Spirit Point). While Stand Storage is active, Diver Down creates spring traps inside the creature. When a creature comes within 5 ft. of them, the containing creature must attempt a DC 21 Constitution saving throw, taking (3d12) slashing damage on a failure, or half as much on a success. The activating creature must attempt a DC 21 Dexterity saving throw. On a failure, they take 26 (3d8) piercing damage, or half as much on a success.

That's how I like it. I want you to look at me more (1 Spirit Point). As a bonus action, one creature that is effected by "I'm fine on my own...", they regains 19 (2d10 + 8) hit points.

REACTIONS

I'm fine on my own... (1 Spirit Point). One creature Diver Down can touch has its AC increased to 24 unless theirs was already higher, and Diver Down desummons until Anasui ends this effect as an action, or bonus action for 1 spirit point, or they leave a 20 ft. radius of him.



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