Secco (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), lawful evil

Armor Class 21 (natural armor)
Hit Points 77 (14d8 + 14)
Speed 30 ft., swim 60 ft.

26 (+8) 26 (+8) 13 (+1) 17 (+3) 16 (+3) 17 (+3)

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

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

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

Big Lungs. Secco can hold his lungs for 4 minutes.

Spirit Points. Secco has 14 spirit points which he may expend. He regains all spirit points at the end of a long rest.


Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 8) bludgeoning damage and 19 (4d8) acid damage.

Rock Spit. Ranged Weapon Attack: +13 to hit, range 30/60 ft., one target. Hit: 27 (4d8 + 8) piercing damage. Secco can spend a number of spirit points to make an equal number of additional attacks in this manner on the same action.

Oasis. As a bonus action, any large surface in a 60 ft. radius around Secco becomes liquid. It counts as difficult terrain to any other creature, and each 5 ft. area counts as half as much for the sake of movement for Secco. Secco can use his swimming speed to move through liquefied surfaces, including walls and ceilings.

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