Tamami Kobayashi (JJBA Supplement)

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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.

Kobayashi Tamami[edit]

Medium humanoid (Human), lawful evil

Armor Class (natural armor)
Hit Points 13 (3d8)
Speed 30 ft.

10 (+0) 10 (+0) 10 (+0) 13 (+1) 14 (+2) 16 (+3)

Saving Throws Wis +4, Cha +5
Skills Animal Handling +4, Deception +5, History +3, Intimidation +5, Insight +4, Perception +4, Performance +5, Persuasion +5, Religion +3, Sleight of Hand +2
Senses passive Perception Expression error: Unexpected number.
Languages English, Japanese
Challenge 3 (700 XP)

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

Exchange Blows. When Tamami takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or Osiris 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 your 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 Tamami 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.

Spirit Points. Tamami has 5 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.

The Lock. One creature within 60 ft. must succeed a DC 16 Charisma saving throw or have The Lock appear on them, which can only be seen by Stand Users, which forces the following effects onto them until the give him an amount of money he believes he deserves:

  • When they knowingly commit an evil act, which includes attacking Tamami, the take 3 (1d6) psychic damage.
  • All d20 rolls the creature makes have a -2 penalty.
  • All Deception checks have disadvantage.
  • If they would knowingly lie (which counts as an evil act), they must make a DC 14 Deception check or take 15 (4d6) psychic damage on a failure or take half damage on a successful save.
  • If the first bullet occurs once, they can not take the dash action and their movement speed is reduced by 10 ft.
  • If the first bullet occurs twice, they gain disadvantage on all attack rolls.
  • If the first bullet occurs four times, they can not concentrate, take more than one action per turn, or make reactions.


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