Toyohiro Kanedaichi (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.

Toyohiro Kandachi[edit]

Medium humanoid (human), lawful evil


Armor Class 13
Hit Points 39 (6d8 + 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 15 (+2) 17 (+3) 18 (+4)

Saving Throws Dex +7, Wis +7
Skills Acrobatics +7, Athletics +5, History +6, Insight +7, Perception +7, Persuasion +8, Survival +7
Senses passive Perception Expression error: Unexpected number.
Languages Japanese
Challenge 9 (5,000 XP)


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

Exchange Blows. When Toyohiro takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Strength can make 1 additional melee attack on each of their turns. Toyohiro can only have up to 4 "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 that attacks him without using a reaction. All stacks are lost once initiative ends.

Exploit the Armor. When Toyohiro 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.

Superfly. Toyohiro's Stand is bound to a 45 ft. x 45 ft. transmission tower. Any amount of creatures can enter or exit this location, but the last creature who attempts to exit has their speed reduced to 0, and must make DC 15 Constitution saving throws if they continue to attempt to leave. If they fail three of these saving throws, they become petrified as their body is transformed into metal. Re-entering Superfly resets the saving throw count. When a creature attacks Superfly, they must make a DC 15 Dexterity saving throw, taking the full damage of the attack as force damage on a failure, or half as much damage on a success.

Captive Audience. Toyohiro has advantage on Deception and Persuasion checks while both he is inside Superfly.

Specific Redirection. While inside Superfly, Toyohiro has a flying speed equal to hit movement speed.

Spirit Points. Toyohiro has 6 spirit points which they may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Bolt Redirect. Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and for 3 spirit points they must attempt a DC 18 Dexterity saving throw. On a failure, they are restrained as they are pinned to the surface. They may attempt a DC 18 Strength saving throw at the end of each of their turns, ending this effect early on a success.

Mold Tower (1 Spirit Point). As a bonus action, the number of saving throws needed for one creature of your choice to become petrified by exiting Superfly is reduced by 1 until the end of Toyohiro's next turn.


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[Source]



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