Shigekiyo Yangu (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.

Shigekiyo Yangu[edit]

Medium humanoid (human), neutral

Armor Class 13
Hit Points 82 (11d8 + 33)
Speed 30 ft.

18 (+4) 17 (+3) 16 (+3) 16 (+3) 17 (+3) 18 (+4)

Saving Throws Dex +8, Wis +8
Skills Arcana +8, Deception +9, Investigation +8, Medicine +8, Nature +8, Sleight of Hand +8, Stealth +8
Senses passive Perception 13
Languages Japanese
Challenge 13 (10,000 XP)

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

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

Spirit Points. Shigeki has 11 spirit points which he may expend. He regains all spirit points at the end of a long rest.


Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Order. Shigeki orders any amount of his Stand to complete a simple task within an allotted time, during which they act autonomously and do not have to be directly controlled. Shigeki can end this effect as a bonus action.

Revive (1 Spirit Point). Shigeki re-summons up to 20 Harvest units that have been destroyed.



Tiny elemental (Stand), neutral

Armor Class 8 (natural armor)
Hit Points 1
Speed 50 ft.

18 (+4) 21 (+5) 16 (+3) 16 (+3) 24 (+7) 18 (+4)

Saving Throws Dex +10, Wis +12
Skills Arcana +8, Deception +9, Investigation +8, Medicine +12, Nature +8, Sleight of Hand +10, Stealth +10
Senses passive Perception 17
Languages Japanese
Challenge 13 (10,000 XP)

Manifestation of Will. Any feature that effects Shigeki also effects Harvest. Any damage Harvest takes is instead dealt to Shigeki. Any effect that targets either Harvest or Shigeki targets both of them. Shigeki can summon or de-summon Harvest as a bonus action. If Shigeki becomes unconcious, Harvest instantly de-summons. If any Harvest units have been destroyed, they can not be re-summoned until the end of Shigeki's next long rest. Harvest and Shigeki use the same action and bonus action, but moving Harvest uses a free action. Harvest can only move up to 1 mile of the Stand user, and moves in parallel with Shigeki when he moves beyond the 1 mile 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.

Colony Stand. Shigeki can summon and control up to 250 units of Harvest. 10 units can occupy the same 5 ft. space. Harvest gains an AC bonus equal to the number of units in a 5 ft. area (i.e. 1 unit's AC is 8, but 10 units' AC is 17). Each Harvest unit can carry up to 5 lbs.

Mobility Stand. At least 10 units can carry a Medium creature.


Unarmed Strike. +10 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Defend (1 Spirit Point). As a bonus action, one creature within Harvest's range gains an AC bonus equal to 1/10 the number of units sent to defend them, as well as a number of temporary hit points equal to the number of units sent. If these temporary hit points are lost, the same number of units are destroyed. These units can not be used for any other means until they are recalled as a bonus action.

Alcohol Spike. At least 5 units occupying the same space inject alcohol into a creature's veins. They must succeed a DC 20 Constitution saving throw, gaining disadvantage on all rolls until the end of their next turn.

Wall (1 Spirit Point). At least 50 units create a wall that has an AC of 22 and takes up a number of cubic feet equal to the number of units used arranged however Shigeki wishes. Hostile creatures that start their turn, end their turn, or enter within 5 feet of a section of the wall must attempt a DC 15 Dexterity saving throw, taking 11 (3d6) piercing damage on a failure, or half as much damage on a successful save. Shigeki may spend 1 spirit point as a reaction to collapse the wall onto a creature that would’ve triggered the above ability to make a grapple check against them and deal damage equal to half the amount of your Stands that made up the wall.

Barrage. One creature within Harvest's range must succeed a DC 13 + 1/5 the number of units used in this action Dexterity saving throw. The target takes 3 (1d6) bludgeoning damage for every 5 units (rounded down) that are used on this action on a failure, or half as much damage on a successful save.

Wave. Every creature in 30 ft. line must attempt a DC 13 Dexterity saving throw, taking 3 (1d6) bludgeoning damage for every 10 Stands used, and they fall prone. On a successful save, they take half as much damage and are not knocked prone.

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