Thunder McQueen (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!
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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.

Thunder McQueen[edit]

Medium humanoid (Human), chaotic evil


Armor Class (natural armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 10 (+0) 10 (+0) 10 (+0)

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


Stand Proud Focus. Thunder 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 Thunder 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 Thunder 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. Thunder has 5 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

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

Highway to Hell. Thunder binds his Stand to one creature within 30 ft. Until he ends this effect as an action, any damage dealt to himself deals an equal percentage of damage to the creature it is bound to.


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[Source]



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