ZZ (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!
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.


Medium humanoid (human), neutral evil

Armor Class 11
Hit Points 33 (6d8 + 6)
Speed 30 ft., climb 30 ft.

16 (+3) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 20 (+5)

Saving Throws Str +7, Cha +9
Skills Acrobatics +5, Athletics +7, Intimidation +9, Investigation +5, Insight +5, Nature +5, Perception +5, Performance +9
Senses passive Perception Expression error: Unexpected number.
Languages Arabic
Challenge 9 (5,000 XP)

Stand Proud Focus. ZZ 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 ZZ 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. ZZ 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 ZZ 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. ZZ has 6 spirit points which they may expend. He regains all spirit points at the end of a long rest.


Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Wheel of Fortune[edit]

Large elemental (Stand), any

Armor Class 22 (Natural Armor)
Hit Points &mdash
Speed Top speed 650 ft. (65 mph); acceleration 65 ft. (6 ½ mph) per round.

24 (+7) 20 (+5) 20 (+5) 12 (+1) 12 (+1) 20 (+5)

Saving Throws Str +11, Cha +9
Skills Acrobatics +9, Athletics +11, Intimidation +9, Investigation +5, Insight +5, Nature +5, Perception +5, Performance +9
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Senses passive Perception Expression error: Unexpected number.
Languages English
Challenge 10 (5,900 XP)

Manifestation of Will. Any feature that effects ZZ also effects Wheel of Fortune. Any effect that targets either ZZ or Wheel of Fortune targets both of them. ZZ can summon or de-summon Wheel of Fortune as a bonus action. While de-summoned, Wheel of Fortune becomes a rowboat. If ZZ becomes unconcious, Wheel of Fortune instantly de-summons. ZZ and Wheel of Fortune use the same action and bonus action, but moving Wheel of Fortune uses a free action. Wheel of Fortune can only move up to 15 ft. from ZZ, and moves in parallel with ZZ when he moves beyond the 15 ft. radius. Wheel of Fortune can choose

Bound Stand. While summoned, Wheel of Fortune takes the form of a car. Wheel of Fortune can control every mechanism of the car. Wheel of Fortune has a damage threshold of 10. Up to 4 creatures can be grappled by Wheel of Fortune at once, and are restrained instead of grappled. ZZ can spend a number of spirit points to increase the maximum number of grappled creatures by an equal amount.


Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.

Gasoline Blast (Recharge 5-6). All creatures in a 30 foot cone originating from anywhere within Wheel of Fortune must attempt a DC 17 Constitution saving throw. On a failure, they take 16 (2d8 + 7) piercing damage. On a success, they take half as much damage. ZZ may spend 1 spirit point to recharge this action instantly.

Ignite. Any creature in a 30 ft. line who has been damaged by Gasoline Blast within 1 minute must succeed a DC 15 Dexterity saving throw or take 16 (2d8 + 7) fire damage and take 7 (1d4 + 5) fire damage at the end of each of their turns for 1 minute. They may retry this saving throw, ending this effect early on a success.

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