Pocoloco (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.


Medium humanoid (Human), neutral good

Armor Class 10
Hit Points 13 (3d8)
Speed 30 ft., climb 30 ft.

10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 19 (+4)

Saving Throws Cha +6
Skills Performance +6, Persuasion +6, Survival +2
Senses passive Perception 10
Languages English
Challenge 3 (700 XP)

Stand Proud Focus. Pocoloco takes 3 less damage from non magical piercing, slashing, and bludgeoning damage. They also gain advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Pocoloco takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, they or the Stand can make 1 additional melee attack on each of their turns. They can only have up to 2 "Exchange Blows Stacks" at once. Using extra attacks during their turn does not consume the stacks. They 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 Pocoloco successfully hits a creature with a melee attack, their melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

Hey Ya! Pocoloco has 6 points of luck. He may spend 1 point of luck to gain advantage on any singular d20 roll before or after the original roll, but before the outcome has been decided. Without using his reaction, he can spend 1 luck to roll 1d20 + 10 when an attack roll is made against him. If the roll is higher than the attack roll made against you, it misses.

I’ve never been on ground this easy to ride! Pocoloco ignores difficult terrain.

This is awesome! As a bonus action, Pocoloco targets up to 10 creatures he is aware of. He may only target up to 10 creatures at a time, and may stop targeting creatures as a free action. Targeted creatures automatically fail any d20 rolls if the roll is 3 or less.

I’m counting the clouds in the sky. Pocoloco's rests take half as long (short rests take 30 minutes, long rests take 4 hours).

I really do have ‘one out of one-hundred-thousand luck’! Pocoloco may expend 1 spirit point to automatically count any d20 roll as if it had rolled a 15.

Spirit Points. Pocoloco has 3 Spirit Points which they can expend. All spirit points are regained at the end of a long rest.


Unarmed Strike. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: 4 (1d4 + X) bludgeoning damage.

UH OH! As a bonus action, 1 creature within 5 ft. gains a d8 inspiration, which they may add to any of d20 roll they make before the outcome has been called. Pocoloco may do this up to 10 times, regaining all uses and revoking any unspent inspiration at the end of a long rest. He may spend 1 spirit point to use this an additional time.


UH OH! Pocoloco uses his "UH OH!" action as a reaction.


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