Yasuho Hirose (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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.

Yasuho Hirose[edit]

Medium humanoid (Human), lawful good


Armor Class 12
Hit Points 91 (14d8 + 28)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 19 (+4) 20 (+5) 20 (+5)

Saving Throws Int +9, Wis +10
Skills Arcana +9, Deception +10, History +9, Investigation +9, Insight +10, Perception +10, Persuasion +10
Senses passive Perception Expression error: Unexpected number.
Languages Japanese
Challenge 14 (11,500 XP)


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

Exploit the Armor. When Yasuho successfully hits a creature with a melee attack, her melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

Exchange Blows. When Yasuho takes damage from a hostile creature or as a bonus action, she makes a DC 11 Constitution saving throw. On a success, she and Paisley Park can make 1 additional melee attack on each of their turns. She can only have up to 5 Exchange Blows Stacks at once. Using extra attacks during her turn does not consume the stacks. She 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, Yasuho may expend that stack to cause it to deal full critical damage.

Spirit Points. Yasuho has 14 spirit points which she may expend. She 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: 4 (1d4 + 2) bludgeoning damage.


PaisleyPark_researching_the_Joestars.png
[Source]


Paisley Park[edit]

Medium elemental (Stand), neutral good


Armor Class 17 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 27 (+8) 20 (+5) 20 (+5)

Saving Throws Int +13, Wis +10
Skills Arcana +13, Deception +10, History +13, Investigation +13, Insight +10, Perception +10, Persuasion +10
Senses passive Perception Expression error: Unexpected number.
Languages Japanese
Challenge 14 (11,500 XP)


Manifestation of Will. Any feature that effects Yasuho also effects Paisley Park. Any damage Paisley Park takes is instead dealt to Yasuho. Any effect that targets either Paisley Park or Yasuho targets both of them. Yasuho can summon or de-summon Paisley Park as a bonus action. If Yasuho becomes unconcious, Paisley Park instantly de-summons. Paisley Park and Yasuho use the same action and bonus action, but moving Paisley Park uses a free action. Paisley Park can only move up to 20 ft. of Yasuho, and moves in parallel with Yasuho when she moves beyond the 20 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Paisley Park, 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 Paisley Park, and it is no longer invisible to them. Paisley Park can phase through creatures/objects and everything seen by Paisley Park is also seen by Yasuho. t Guidance. Pailsey Park always knows the fastest path to any given location, the contents, hit points, and any ongoing effects of any container or creature it sees, and any and all information stored in any electronics it touches. While touching an electronic, it can control every part of it completely. After touching an electronic, it may act as if it is it, or is in possession of it.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

They're coordinates that indicate only one thing in this world. One creature within 10 ft. gains advantage on Intelligence (Investigation) checks until the beginning of your next turn.

This is a story about breaking a curse. Paisley Park shapeshifts into anything form of its choosing, though it is still clearly a Stand. This can include changing its size to any category less than or equal to Medium, transforming its body into a map to display the quickest path, or turning itself into a shadow or puddle granting itself advantage on Dexterity (Stealth) and disadvantage on attack rolls.




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