The Captain (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.

The Captain[edit]

Large humanoid (Human), lawful neutral


Armor Class 18 (Natural Armor)
Hit Points 153 (18d10 + 54)
Speed 60 ft.


STR DEX CON INT WIS CHA
20 (+5) 21 (+5) 17 (+3) 14 (+2) 16 (+3) 16 (+3)

Saving Throws Str +10, Dex +10, Con +8
Skills Acrobatics +10, Animal Handling +8, Athletics +10, Deception +8, History +7, Investigation +7, Insight +8, Nature +7, Perception +8, Stealth +10
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
Condition Immunities blinded, stunned, prone, charmed, frightened, unconcious (except when falling to 0 hit points)
Senses passive Perception Expression error: Unexpected number.
Languages Common
Challenge 16 (15,000 XP)


Variant Languages. If the Captain is being used in a modern campaign with real-world languages, he can speak and write English, German, and Latin.

Legendary Resistance (3/day). If the Captain fails a saving throw, he can choose to succeed instead.

Regeneration. The Captain regains 10 (2d4 + 5) hit points and the start of his turn if he has at least 1 hit point and has at least 1 spirit point. He may spend 1 spirit point when this happens to double the hit points regained. When he is reduced to 0 hit points, he may spend 1 spirit point to remain at 1 hit point instead. If he would be killed, he must spend 2 spirit points and become incapacitated until the end of his next turn.

Spirit Points. The Captain has 12 spirit points which he may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Multiattack. The Captain makes 3 unarmed strike attacks or 2 Mauser C96 attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft. radius. Hit: 8 (1d6 + 5) slashing damage.

Mauser C96. Melee Weapon Attack: +10 to hit, range 50/150 ft. radius. Hit: 12 (2d6 + 5) piercing damage. They must be reloaded after 20 shots.

Mist/Wolf Form. As a bonus action, the Captain either has his size increases by 1 category and has his movement speed decreased by 15 ft., all damage he takes and deals is halved, or benefits from neither effect. The Captain may only benefit from one instance of this feature.


Long ago, a species of human capable of shifting partially, or even entirely, into various beasts were plentiful across the world. Technically categorized as demons, these completely natural "werewolves" are viewed as affronts to all that is holy by nature of their very birth. Due to both this and their immense strength, outshining even the most powerful vampires, they were hunted down and gradually became effectively extinct. Now the last werewolf, the man stoic, speechless man known only as "the Captain" has been alive for at least 155 years as of 1998, feeding his eternal body with the moonlight. Native to the land currently dubbed Germany, he joined the country's military might under the Wehrmacht, rather than the Waffen-SS, due to fighting for the sake of his countrymen, rather than any fervor for the beliefs of the Nazi party. Joining the ranks of Millennium after the party's absolute defeat at the battle of Berlin, the supernaturally inclined portion of the military, he rose to second-in-command and head of a unit known as the Werewolves, only below his cyborg superior known only as the Major, and ranking alongside the sole creator of their primary weapon in 1998's plot for eternal war including but not limited to a massive horde of vampires.



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