Rubber Soul (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.

Rubber Soul[edit]

Medium humanoid (Human), neutral evil

Armor Class 13 (17)
Hit Points 60 (8d8 + 24)
Speed 30 ft.

16 (+3) 23 (+6) 16 (+3) 13 (+1) 15 (+2) 18 (+4)

Saving Throws Str +6, Con +6
Skills Athletics +6, Intimidation +7, Insight +5, Nature +4, Perception +5, Stealth +9
Damage Immunities slashing, piercing, and bludgeoning damage from no-magical weapons.
Senses passive Perception Expression error: Unexpected number.
Languages Japanese
Challenge 8 (3,900 XP)

Stand Proud Focus. Rubber Soul takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. He also gains advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Rubber Soul 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 Rubber Soul 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.

Yellow Temperance. Rubber Soul can change his physical appearance at will. When Steely Dan grapples a creature, he leaves a small amount of his Stand on them. He gains advantage on checks to locate them, and they take an additional 8 (2d4 + 3) damage from fire and cold damage, and they take 7 (2d6) acid damage at the end of each of their turns. They must spend 1 full turn action to contest a Dexterity (Sleight of Hand) check with Rubber Soul's Constitution saving throw, removing the residue on their success. Rubber Soul can remove the residue as a free action, and may spend 2 spirit points to automatically roll a 20 on the saving throw.

Replication. Rubber Soul can choose 1 other Stand at the end of a long rest that he can see. After doing so, he can use any physical abilities (i.e. Haze’s capsules or Monster’s dinos, not The World’s timestop or Queen’s bombs) he would have if he had that Stand. He has disadvantage with any checks or saves associated with the Stand and any timers are halved. He can spend 1 Spirit Point to instantly change his replicated Stand. He can also spend 2 Spirit Points to not have disadvantage until the end of his next long rest.

Spirit Points. Rubber Soul has 7 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.


Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

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