Rokku Jishokua (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.

Rokku Jishokua[edit]

Medium humanoid (Human), neutral


Armor Class 18
Hit Points 142 (15d8 + 75)
Speed 30 ft.


STR DEX CON INT WIS CHA
21 (+5) 19 (+4) 20 (+5) 18 (+4) 18 (+4) 19 (+4)

Saving Throws Str +10, Con +10, Int +9
Skills Acrobatics +9, Athletics +10, Intimidation +9, Investigation +9, Insight +9, Perception +9
Condition Immunities Charmed, Frightened, Unconscious (except from falling to 0 hit Points)
Senses passive Perception Expression error: Unexpected number.
Languages English, Japanese
Challenge 14 (11,500 XP)


Stand Proud Focus. Rokku 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 Rokku 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 5 "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 Rokku 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.

Spirit Points. Rokku has 14 Spirit Points which they can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 5) bludgeoning damage.

Lock (2 Spirit Points). Rokku or Lock!Shock!Barrel! touch an inanimate object no larger than 15ft on any side, and it stays in place, for up to 1 minute. For an extra spirit point, they can increase the size of the object by 5ft. They can only have 1 object locked at a given moment.


A relatively quiet young adult, Rokku is easily underestimated as a Stand user. A natural tactician and quick witted, Rokku tries to be precise and get distractions over with so he can just relax. Best friend of Joel Joestar, they naturally got along well with their seemingly lazy attitudes. Rokku first discovered his Stand when a building nearly collapsed onto him and his family during a trip, and his Stand ability prevented their deaths from occurring. Rokku possesses red hair, and commonly wears a hoodie and baggy jeans. Lock!Shock!Barrel! appears a metallic humanoid figure, with black steel bands rapping around its body.

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Lock!Shock!Barrel![edit]

Medium elemental (Stand), chaotic neutral


Armor Class 27 (natural armor)
Hit Points
Speed 30ft.


STR DEX CON INT WIS CHA
30 (+10) 19 (+4) 30 (+10) 18 (+4) 18 (+4) 19 (+4)

Saving Throws Str +15, Con +15, Int +9
Skills Acrobatics +9, Athletics +15, Intimidation +9, Investigation +9, Insight +9, Perception +9
Condition Immunities Charmed, Frightened, Unconscious (except from falling to 0 hit Points)
Senses passive Perception Expression error: Unexpected number.
Languages English, Japanese
Challenge 14 (11,500 XP)


Manifestation of Will. Any feature that effects Rokku also effects the Stand. Any damage the Stand takes is instead dealt to Rokku. Any effect that targets either the Stand or Rokku targets both of them. Rokku can summon or de-summon the Stand as a bonus action. If Rokku becomes unconscious, the Stand instantly de-summons. the Stand and Rokku use the same action and bonus action, but moving the Stand uses a free action. the Stand can only move up to 15 ft. of Rokku, and moves in parallel with Rokku when they move beyond the 15 ft. radius.

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.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (1d6+10) bludgeoning damage.

Shock (1 Spirit Point). Lock!Shock!Barrel! touches one creature, and they must make a DC 19 Constitution saving throw, or be paralyzed for 1 Minute.

Lock (2 Spirit Points). Rokku or Lock!Shock!Barrel! touch an inanimate object no larger than 15ft on any side, and it stays in place, for up to 1 minute. For an extra spirit point, they can increase the size of the object by 5ft. They can only have 1 object locked at a given moment.

Barrel (2 Spirit Points). One object Locked can be sent flying to a point within a range of 40/120. If it hits, it deals 25 (3d6+10) Bludgeoning Damage. This can also be used as a reaction after Locking an object.


Lock!Shock!Barrel!’s name is taken from a 2007 song by The Coffin Caddies, on the album “I Dream of Jack-O-Lanterns.



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