Yoshihiro Kira (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.

Yoshihiro Kira[edit]

Tiny humanoid (Human), lawful evil


Armor Class 12 (natural armor)
Hit Points 13 (3d4 + 6)
Speed 15 ft., fly 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 13 (+1)

Saving Throws Dex +4
Skills Intimidation +3, Perception +4
Senses passive Perception Expression error: Unexpected number.
Languages Japanese, English
Challenge 1/2 (100 XP)


Stand Proud Focus. Yoshihiro 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 Yoshihiro takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, he can make 1 additional melee attack on each of their turns. He 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 Yoshihiro 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. Yoshihiro has 3 spirit points which he can expend. All spend spirit points are regained at the end of a long rest.

ACTIONS

Stand Arrow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage and they must attempt a DC 15 Charisma saving throw. On a failure, they gain 1 level of exhaustion at the beginning of their turn and are paralyzed until the arrow is removed by another creature as an action. On a success, they gain 1 level of the Stand User class. Yoshihiro can spend 1 spirit point to grant this attack advantage.


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[Source]



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