16/07/23, 14:15 Jotaro Kujo (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Jotaro_Kujo_(JJBA_Supplement) 1/3 Jotaro Kujo (JJBA Supplement) From D&D Wiki Jump to: navigation, search This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. [Expand] This creature 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 does not follow traditional CR. Jotaro Kujo Medium humanoid (Human), chaotic good Armor Class 16 (natural armor) Hit Points 144 (17d8 + 68) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 24 (+7) 18 (+4) 18 (+4) 18 (+4) 26 (+8) Saving Throws Str +11, Dex +13, Wis +10, Cha +14 Skills Athletics +11, History +10, Insight +10, Intimidation +14, Investigation +10, Nature +10, Perception +10, Stealth +13, Survival +10 Condition Immunities Charmed, Frightened, Unconscious (except when falling to 0 hit points) Senses passive Perception 20 Languages English, Japanese Challenge 17 (18,000 XP) Legendary Resistance (3/Day). If Jotaro fails a saving throw, he can choose to succeed instead. Fleet Footed.' Jotaro can take the dash action as a bonus action. When he is forced to make Dexterity saving throws where you take half damage on success, he instead takes no damage on a success and half damage on a failure. If he fails a Dexterity saving throw, he can spend 1 spirit point to treat it as if he succeeded. Precise Movements. Jotaro has advantage on Perception checks and can not be surprised. Critical hits against a creature with less than 10% of their maximum hit points causes them to become incapacitated and halves their movement speed until the end of their next turn. Because you pissed me off. When attacking a prone creature, Jotaro and Star Platinum's Unarmed Strikes deal critical damage on hit. Furthermore, a creature who hits Jotaro with an attack gains 1 stack of Because You Pissed Me Off. When Jotaro or Star Platinum makes a successful attack on that creature, he may choose to remove all Because You Pissed Me Off stacks from the creature, dealing an additional damage die for every stack they possess. These stacks will be removed after 24 hours, with each new stack they receive refreshing the duration. Stand Proud Focus. Jotaro takes 3 less damage from piercing, slashing, and bludgeoning damage. No one ever said Jotaro Kujo was a nice guy. Born the son of a Japanese jazz artist and Holy, daughter of Joseph Joestar, Jotaro Kujo was a delinquent capable of sending grown men to the hospital for months. Despite this, he has a strong moral compass when in a truly dangerous scenarios, and even more regularly after his mother manifested a Stand due to the shockwave sent throughout the Joestar bloodline from DIO's body. As DIO's evil forced it to attack her, Jotaro was forced to join forces with his grandfather, Muhammad Abdul, and, after liberating them from DIO's control, Noriaki Kakyoin and Jean Pierre Polnareff. After defeating DIO, he studied marine biology and traveled Asia and the Americas in search of dangerous Stand users before going to Morioh to sort out Joseph's inheritance to Josuke Higashikata, also helping put an end to the town's serial killer problem. Deciding to settle down, he married an American woman and had one child, Jolyne Cujoh, before divorcing and returning to the Stand user prowl. Due to his knowledge of DIO, he was targeted by Enrico Pucci, and would ultimately be killed after the penultimate step of the Heaven plan began. [Source (https://jojowiki.com/File:JotaroStarPlat2.png)]
16/07/23, 14:15 Jotaro Kujo (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Jotaro_Kujo_(JJBA_Supplement) 2/3 Star Platinum Exploit the Armor. When Jotaro 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. Exchange Blows. When Jotaro takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Star Platinum can make 1 additional melee attack on each of their turns. He can only have up to 5 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 without using a reaction. All stacks are lost once initiative ends. When landing an extra attack granted by Exchange Blows, Jotaro may expend that stack to cause it to deal full critical damage. Spirit Points. Jotaro has 20 spirit points which he may expend. He regains all spirit points at the end of a long rest. ACTIONS Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage. He may forgo dealing damage to force a Large or smaller target to fall prone on a hit. Time Stop. As a full turn action, Jotaro stops time for 3 rounds. During this time, he is the only creature that can act or sense anything, his movement speed is doubled, and his attacks automatically count as criticals. This only applies to creatures not within the Time Stop. Jotaro can use this 6 times, with each additional use granting him 1 level of exhaustion. The number of times he has used this action resets at the end of a long rest. He may spend 1 spirit point to double the duration of this effect so long as he has no levels of exhaustion. If he is subject to another Time Stop, he may choose to move normally inside it for 3 rounds as a reaction. REACTIONS ORA (1 Spirit Point). When Jotaro is attacked by a creature within 10 ft. of him, he teleports Star Platinum anywhere within 5 ft. of them and makes an Unarmed Strike attack against them. They may halve the damage they take, but doing so will cause all of Jotaro's attacks to automatically hit until the start of his next turn. Jotaro can expend 1 additional spirit point to negate this and deal normal damage. Medium elemental (Stand), chaotic neutral Armor Class 28 (natural armor) Hit Points — Speed 30 ft. STR DEX CON INT WIS CHA 30 (+10) 30 (+10) 18 (+4) 18 (+4) 18 (+4) 26 (+8) Saving Throws Str +16, Dex +16, Con +10, Cha +14 Skills Acrobatics +16, Athletics +16, History +10, Intimidation +14, Investigation +10, Insight +10, Nature +10, Perception +10, Stealth +16, Survival +10 Condition Immunities Charmed, Frightened, Unconscious (except when falling to 0 hit points) Senses passive Perception 20 Languages English Challenge 17 (18,000 XP) Manifestation of Will. Any feature that effects Jotaro also effects Star Platinum. Any damage Star Platinum takes is instead dealt to Jotaro. Any effect that targets either Star
16/07/23, 14:15 Jotaro Kujo (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Jotaro_Kujo_(JJBA_Supplement) 3/3 Back to Main Page → 5e Homebrew → Campaign Settings → JoJo's Bizarre Adventure World → Bestiary (JJBA Setting) This page may resemble content endorsed by, sponsored by, and/or affiliated with the JoJo's Bizarre Adventure franchise, and/or include content directly affiliated with and/or owned by Hirohiko Araki. D&D Wiki neither claims nor implies any rights to JoJo's Bizarre Adventure copyrights, trademarks, or logos, nor any owned by Hirohiko Araki. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use (https://en.wikipedia.org/wiki/Fair_use) designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page. Retrieved from "https://www.dandwiki.com/w/index.php?title=Jotaro_Kujo_(JJBA_Supplement)&oldid=1506332" Content is available under the GNU Free Documentation License 1.3 except where otherwise specified. Advertisements: Platinum or user targets both of them. Jotaro can summon or de-summon Star Platinum as a bonus action. If Jotaro becomes unconcious, the Stand instantly de-summons. Star Platinum and Jotaro use the same action and bonus action, but moving Star Platinum uses a free action. Star Platinum can only move up to 10 ft. of the Stand user, and moves in parallel with the Stand user when they move beyond the 10 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Star Platinum, 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 Star Platinum, and it is no longer invisible to them. Star Platinum can phase through creatures/objects and everything seen by Star Platinum is also seen by Jotaro. ACTIONS Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 25 (4d6 + 10) bludgeoning damage. He may forgo dealing damage to force a Large or smaller target to fall prone on a hit. At the end of Jotaro's turn, any creatures hit by this attack must succeed a DC 24 Strength saving throw or become prone. Star Finger. Ranged Spell Attack: +16 to hit, range 30 ft., one target. Hit: 24 (5d4 + 10) piercing damage and Jotaro can spend 1 spirit point to stun the target until the start of his next turn.
16/07/23, 14:17 Joseph, Hermit (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Joseph,_Hermit_(JJBA_Supplement) 1/3 Joseph, Hermit (JJBA Supplement) From D&D Wiki Jump to: navigation, search This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. [Expand] This creature 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 does not follow traditional CR. Joseph Joestar Medium humanoid (Human), neutral good Armor Class 16 (Natural Armor) Hit Points 78 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 23 (+6) 15 (+2) 14 (+2) 16 (+3) 22 (+6) Saving Throws Str +6, Dex +10, Cha +10 Skills Perception +10 Condition Immunities Blinded, Stunned, Poisoned Senses blindsight 120 ft., passive Perception 16 Languages English, Japanese, Arabic Challenge 12 (8,400 XP) Hamon. Joseph has 3 Hamon points, which he can expend. All expended Hamon points are regained at the end of a long rest. Evasion. If Joseph is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, he instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Stand Proud Focus. Joseph takes 3 less damage from piercing, slashing, and bludgeoning damage. Exploit the Armor. When Joseph 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. Exchange Blows. When Joseph takes damage from a hostile creature or as a bonus action, he makes 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 5 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 without using a reaction. All stacks are lost once initiative ends. When landing an extra attack granted by Exchange Blows, Joseph may expend that stack to cause it to deal full critical damage. Nimble. Joseph can take the dash and disengage actions as bonus actions, and can make grappling checks with a range of 15 ft. America's Joestar. Joseph can replace any saving throw or his AC with a Charisma saving throw. If the effect is a saving throw that allows him to take half damage on a success, he At the age of 69, after neglecting his Hamon training, the awakening of DIO's Stand gifted him the ability to manifest vines perfect for locating his family nemesis and channeling Hamon. Alongside his grandson Jotaro, close friend Muhammad Abdul, and his new friends Kakyoin, Polnareff, and Iggy, he crusaded against DIO's forces for the sake of his daughter Holy, who's own Stand was being poisoned into attacking her by DIO's malice echoing throughout their bloodline. Despite his old age, he fathered a bastard son, Josuke Higashikata, whom he would also support in his own adventure, though to a much lesser amount. Joseph manifesting his Stand in his right hand, Source [1] (https://jojowiki.com/File:Joseph_SC_Infobox_Manga.png)
16/07/23, 14:17 Joseph, Hermit (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Joseph,_Hermit_(JJBA_Supplement) 2/3 Back to Main Page → 5e Homebrew → Campaign Settings → JoJo's Bizarre Adventure World → Bestiary (JJBA Setting) This page may resemble content endorsed by, sponsored by, and/or affiliated with the JoJo's Bizarre Adventure franchise, and/or include content directly affiliated with and/or owned by Hirohiko Araki. D&D Wiki neither claims nor implies any rights to JoJo's Bizarre Adventure copyrights, trademarks, or logos, nor any owned by Hirohiko Araki. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use (https://en.wikipedia.org/wiki/Fair_use) designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page. Retrieved from "https://www.dandwiki.com/w/index.php?title=Joseph,_Hermit_(JJBA_Supplement)&oldid=1497036" Content is available under the GNU Free Documentation License 1.3 except where otherwise specified. Advertisements: instead takes no damage on a success. This does not effect the results of a failure. Spirit Points. Joseph has 5 Spirit Points which he can expend. All spirit points are regained at the end of a long rest. ACTIONS Hamon Breathing. Joseph regains 1 Hamon point. Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 8 (1d6 + 5) bludgeoning or slashing damage. Your Next Line Is... (1 Spirit Point). As a bonus action, 1 creature that can hear or see Joseph must succeed a DC 18 Charisma saving throw. On a failure, they are stunned until the end of their next turn. Yank. Joseph pulls a creature he is grappling into any space of his choice within 5 ft. of him, ending the grapple. Master's Teachings (2 Spirit Points). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) radiant damage. This can only be used as a bonus action on the same turn after using yank. Psychography. Joseph uses his Stand to create an image of something of his choice. He must roll a d20. On a 1, he is only able to see half of the target. On a 20, he can see the entire target and surroundings up to 50 ft. He must know your target’s general appearance. If they are a humanoid, he must also know their name. If they are a humanoid, he must succeed a Deception check with a DC equal to their passive perception or the target knows that someone was trying to locate them. If the medium used to locate a person is a piece of technology capable of generating sound and the target is aware, they can talk to him, though he can not talk to them. Joestar Secret Technique (1 Spirit Point). Joseph takes the Disengage action as a free action. Overdrive (1 Hamon Point). As a bonus action, Joseph's unarmed strikes deal radiant damage until the beginning of his next turn. REACTIONS Counter (3 Spirit Points). Joseph makes a number of unarmed strikes equal to his Exchange Blows stacks or makes a single melee attack that also moves the target 5 ft. in any direction of his choosing on a hit. Amerai il tuo… Denti dritti comodamente da casa. Risultati in breve tempo! A partire da 33€ … dr-smile.it La Farmacia di… Vasto assortimento di articoli per la salute, benessere e bellezza farmawow.it Prenditi cura di te Profumi, make-up, trattamenti viso, corpo e capelli sulla tua profume… marionnaud.it
16/07/23, 14:16 Muhammad Abdul (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Muhammad_Abdul_(JJBA_Supplement) 2/4 This creature 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 does not follow traditional CR. Muhammad Abdul Magician's Red Medium humanoid (Human), neutral good Armor Class 13 (natural armor) Hit Points 97 (15d8 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 15 (+2) 18 (+4) 20 (+5) 20 (+5) Saving Throws Int +9, Wis +10, Cha +10 Skills Animal Handling +10, Arcana +9, Athletics +9, History +9, Insight +10, Nature +9, Perception +10, Religion +9, Survival +10 Condition Immunities Charmed, Frightened Senses passive Perception 21 Languages English, Japanese, Arabic Challenge 14 (11,500 XP) Stand Proud Focus. Abdul takes 3 less damage from piercing, slashing, and bludgeoning damage. Exploit the Armor. When Abdul 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. Exchange Blows. When Abdul takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Magician's Red can make 1 additional melee attack on each of their turns. He can only have up to 5 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 without using a reaction. All stacks are lost once initiative ends. When landing an extra attack granted by Exchange Blows, Abdul may expend that stack to cause it to deal full critical damage. Luck. While unconscious, Abdul can spend 1 spirit point to succeed 3 death saving throws once, regaining use at the end of a long rest. Spirit Points. Abdul has 12 spirit points which he may expend. He regains all spirit points at the end of a long rest. ACTIONS Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage. Source [[1] (https://jojowiki.com/File:AvdolHeritage.gif)] Medium elemental (Stand), neutral good Armor Class 25 (natural armor) Hit Points — Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 24 (+7) 23 (+6) 18 (+4) 20 (+5) 20 (+5)
16/07/23, 14:16 Muhammad Abdul (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Muhammad_Abdul_(JJBA_Supplement) 3/4 Back to Main Page → 5e Homebrew → Campaign Settings → JoJo's Bizarre Adventure World → Bestiary (JJBA Setting) This page may resemble content endorsed by, sponsored by, and/or affiliated with the JoJo's Bizarre Adventure franchise, and/or include content directly affiliated with and/or owned by Hirohiko Araki. D&D Wiki neither claims nor implies any rights to JoJo's Bizarre Adventure copyrights, trademarks, or logos, nor any owned by Hirohiko Araki. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use (https://en.wikipedia.org/wiki/Fair_use) designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page. Retrieved from "https://www.dandwiki.com/w/index.php?title=Muhammad_Abdul_(JJBA_Supplement)&oldid=1497070" Saving Throws Int +9, Wis +10, Cha +10 Skills Animal Handling +10, Arcana +9, Athletics +9, History +9, Insight +10, Nature +9, Perception +10, Religion +9, Survival +10 Condition Immunities Charmed, Frightened Senses passive Perception 21 Languages English, Japanese, Arabic Challenge 14 (11,500 XP) Manifestation of Will. Any feature that effects Abdul also effects Magician's Red. Any damage Magician takes is instead dealt to Abdul. Any effect that targets either Magician or Abdul targets both of them. Abdul can summon or de-summon Magician as a bonus action. If Abdul becomes unconcious, Magician instantly de-summons. Magician and Abdul use the same action and bonus action, but moving Magician uses a free action. Magician can only move up to 10 ft. of the Stand user, and moves in parallel with Abdul when he moves beyond the 10 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Magician's Red, 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 Magician, and it is no longer invisible to them. Magician can phase through creatures/objects and everything seen by Magician is also seen by Abdul. ACTIONS Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage. Red Bind. One Large or smaller creature within 15 ft. must succeed a DC 24 Dexterity saving throw or become restrained for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success and taking 2 (1d4) fire damage on a failure. Crossfire Hurricane (1 Spirit Point). One creature within 30 feet must succeed a DC 24 Dexterity saving throw or take 12 (1d12 + 6) Fire damage. If the target fails, Abdul may spend 3 additional Spirit Points to make the target take an additional 26 (2d12 + 12) fire damage. Life Detector (1 Spirit Point). Magician creates a ball of fire that detects the locations of all living creatures within 50 ft. of it for 1 minute. If can be moved up to 15 ft. at the end of Abdul's turn. Blazing Weapon. Until the end of a creature within 30 ft.'s turn after their next turn, one of their weapons, including their unarmed strike, deals an additional 21 (2d20) fire damage on a hit. He can target one weapon being used by a creature that isn't magical as an action for 1 Spirit Point to deal 3 fire damage at the beginning of each of Adbul's turns (fragile weapons have 3 (1d6) hit points, resilient weapons have 10 (3d6) hit points).
16/07/23, 14:17 Noriaki Kakyoin (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Noriaki_Kakyoin_(JJBA_Supplement) 2/4 This creature 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 does not follow traditional CR. Noriaki Kakyoin Hierophant Green Medium humanoid (Human), lawful good Armor Class 15 (natural armor) Hit Points 82 (15d8 + 15) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 13 (+1) 17 (+3) 16 (+3) 20 (+5) Saving Throws Dex +10, Cha +10 Skills Acrobatics +10, Animal Handling +8, Arcana +8, History +8, Investigation +8, Nature +8, Perception +8, Sleight of Hand +10, Stealth +10 Condition Immunities Charmed, Frightened Senses passive Perception 21 Languages English, Japanese, Arabic Challenge 14 (11,500 XP) Stand Proud Focus. Kakyoin takes 3 less damage from piercing, slashing, and bludgeoning damage. Exploit the Armor. When Kakyoin 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. Exchange Blows. When Kakyoin takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Hierophant can make 1 additional melee attack on each of their turns. He can only have up to 5 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 without using a reaction. All stacks are lost once initiative ends. When landing an extra attack granted by Exchange Blows, Kakyoin may expend that stack to cause it to deal full critical damage. Spirit Points. Kakyoin has 14 spirit points which he may expend. He regains all spirit points at the end of a long rest. ACTIONS Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage. Source [[1] (https://jojowiki.com/File:Kakyoin_pl.GIF)] Medium elemental (Stand), neutral good Armor Class 19 (natural armor) Hit Points — Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 28 (+9) 13 (+1) 17 (+3) 16 (+3) 20 (+5) Saving Throws Dex +14, Cha +10 Skills Acrobatics +14, Animal Handling +8, Arcana +8, History +8, Investigation +8, Nature +8, Perception +8, Sleight of Hand +14, Stealth +14 Condition Immunities Charmed, Frightened
16/07/23, 14:17 Noriaki Kakyoin (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Noriaki_Kakyoin_(JJBA_Supplement) 3/4 Senses passive Perception 21 Languages English, Japanese, Arabic Challenge 15 (13,000 XP) Manifestation of Will. Any feature that effects Kakyoin also effects Hierophant Green. Any damage Hierophant takes is instead dealt to Kakyoin. Any effect that targets either Hierophant or Kakyoin targets both of them. Abdul can summon or de-summon Hierophant as a bonus action. If Kakyoin becomes unconcious, Hierophant instantly desummons. Hierophant and Kakyoin use the same action and bonus action, but moving Hierophant uses a free action. Hierophant can only move up to 15 ft. of Kakyion, and moves in parallel with Kakyoin when he moves beyond the 10 ft. radius. It can move up to 60 ft. away, dealing half as much damage from all sources. Kakyoin may spend 1 spirit point to increase this range to 120 ft. until the end of his next turn. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Hierophant Green, 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 Hierophant, and it is no longer invisible to them. Hierophant can phase through creatures/objects and everything seen by Hierophant is also seen by Kakyoin. Coiled Body. Hierophant can grapple more than one creature, and grappling does not restrict its movement, but if one creature escapes the grapple, every creature does. ACTIONS Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage. Hierophant Detector. Hierophant de-summons and covers a 60 ft. radius around Kakyoin, becoming aware of every creature and object within the area. Creatures must succeed a DC 22 Wisdom saving throw to detect Hierophant. This lasts until it is ended as an action, and Hierophant can be summoned anywhere within this radius without halving its damage while this is active. Kakyoin may spend 1 spirit point to increase this range to 120 ft. until the end of his next turn. Any creature that moves while inside this area is targeted by Emerald Splash. Hierophant Grapple. As a bonus action or free action, Hierophant moves Kakyoin anywhere within 5 ft. of it. Emerald Splash. 1 creature within 60 ft. must attempt a DC 22 Dexterity saving throw. On failure, they take 28 (6d6 + 5) bludgeoning or piercing damage. On a success, they take half as much damage. If they cannot see or sense Hierophant, this deals twice as much damage. Kakyoin may spend 1 spirit point to grant them disadvantage on this roll. If they already have disadvantage and he spends the spirit point, they automatically fail instead. Emerald Area. Kakyoin designates a 30 ft. cone as a full turn action. Any creature that moves, starts their turn, or attacks another creature from inside this area is targeted by Emerald Splash. During this time, Hierophant can't move, can only use Emerald Splash as its action, and can only use its bonus action to end this effect. Marionette Control. Hierophant enters the body of a creature within 15 ft. that automatically fails Strength saving throws or has been dead for no longer than 24 hours. It gains the creature's Strength, Dexterity, and Constitution scores, can move any distance from Kakyoin, and can not use any of the creature's features that Kakyoin or Hierophant does not
16/07/23, 14:17 Noriaki Kakyoin (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Noriaki_Kakyoin_(JJBA_Supplement) 4/4 Back to Main Page → 5e Homebrew → Campaign Settings → JoJo's Bizarre Adventure World → Bestiary (JJBA Setting) This page may resemble content endorsed by, sponsored by, and/or affiliated with the JoJo's Bizarre Adventure franchise, and/or include content directly affiliated with and/or owned by Hirohiko Araki. D&D Wiki neither claims nor implies any rights to JoJo's Bizarre Adventure copyrights, trademarks, or logos, nor any owned by Hirohiko Araki. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use (https://en.wikipedia.org/wiki/Fair_use) designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page. Retrieved from "https://www.dandwiki.com/w/index.php?title=Noriaki_Kakyoin_(JJBA_Supplement)&oldid=1497067" Content is available under the GNU Free Documentation License 1.3 except where otherwise specified. Advertisements: already have. Upon leaving the creature's body and returning to 5 ft. of Kakyoin as a bonus action, they take 17 (3d10) force damage. This damage can be doubled for 1 spirit point. REACTIONS Unravel (1 Spirit Point). When Hierophant takes damage from being attacked or fails a saving throw, the effect's damage is halved. The damage can be completely negated for 2 additional spirit points. Trova il tuo modello C'è una Crocs per ogni tuo stile, cerca il modello che fa al caso tuo! crocsitalia.it Ti piace Starbucks? Le tue bevande di Starbucks preferite a casa tua, semplicemente… dolce-gusto.it Leroy Merlin Vieni in negozio** e prenota il tuo sopralluogo gratuito! leroymerlin.it
16/07/23, 14:18 Jean Pierre Polnareff (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Jean_Pierre_Polnareff_(JJBA_Supplement) 1/3 Jean Pierre Polnareff (JJBA Supplement) From D&D Wiki Jump to: navigation, search This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. [Expand] This creature 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 does not follow traditional CR. Jean Pierre Polnareff Medium humanoid (Human), lawful good Armor Class 15 (natural armor) Hit Points 127 (17d8 + 51) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 17 (+3) 14 (+2) 16 (+3) 22 (+6) Saving Throws Dex +11, Wis +9 Skills Arcana +8, Athletics +10, Perception +9, Stealth +11 Senses passive Perception 19 Languages English, French, Italian Challenge 17 (18,000 XP) Stand Proud Focus. Polnareff 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 Polnareff takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or can make 1 additional melee attack on each of their turns. He can only have up to 6 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. He 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 Polnareff 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. Polnareff has 13 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. Hora, Hora, Hora! Polnareff de-summons Chariot and has it rotate around him at terrifying speed. Until the start of hit next turn, any projectiles fired at him are automatically reflected toward the creature that fired it as if they were attacking themselves. He may use his reaction, or a free action for 1 spirit point, to select a projectile within 15 ft radius of him to fall under this effect. He may spend 1 spirit point to change its course to something else. If the projectile has a damage type
16/07/23, 14:18 Jean Pierre Polnareff (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Jean_Pierre_Polnareff_(JJBA_Supplement) 2/3 Silver Chariot that is not bludgeoning, piercing, or slashing, Polnareff may forgo reflecting it to grant Chariot's Rapier an additional 1d8 of that type. He loses this feature at the end of his next turn if you successfully landed a hit on a creature, or for 1 minute otherwise. He may spend 1 spirit point to benefit from two uses of this feature at once. Medium elemental (Stand), lawful good Armor Class 27 (natural armor) Hit Points — Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 29 (+9) 17 (+3) 14 (+2) 16 (+3) 22 (+6) Saving Throws Dex +15, Wis +9 Skills Arcana +8, Athletics +10, Perception +9, Stealth +15 Senses passive Perception 19 Languages English, French, Italian Challenge 17 (18,000 XP) Manifestation of Will. Any feature that effects Silver Chariot also effects Polnareff. Any damage Silver Chariot takes is instead dealt to Polnareff. Any effect that targets either Silver Chariot or Polnareff targets both of them. Polnareff can summon or de-summon Silver Chariot as a bonus acton. If Polnareff becomes unconcious, Silver Chariot instantly desummons. Silver Chariot and Polnareff use the same action and bonus action, but moving Silver Chariot uses a free action. Silver Chariot can only move up to 15 ft. of Polnareff, and moves in parallel with when they move beyond the 15 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see the Stand, 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 the Stand, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by the Stand is also seen by the user. ACTIONS Rapier. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) piercing damage. Silver Chariot can make 1 additional attack with their rapier when it takes the attack action. Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 11 (1d4 + 9) bludgeoning damage. Remove Armor As a bonus Polnareff's AC decreases by -1 and Chariot's AC decreases by -2, and Polnareff loses any conditions he is effected by. Chariot can make 1 additional attack when it takes the attack action, Polnareff takes 1.5x as much damage (rounded down) when Chariot is attacked, moving Chariot can be done as a free action, and when Chariot forced to make a Dexterity saving throw where it take half damage on success, it instead take no damage on success and half damage on failure. This lasts until Polnareff ends it as a bonus action. Secret Technique. Chariot makes a single rapier attack against a creature within 60 ft. of it, dealing an additional 1d8 piercing damage, after which he can not use his rapier. After using this feature, he must either retrieve the part, using a free
16/07/23, 14:18 Jean Pierre Polnareff (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Jean_Pierre_Polnareff_(JJBA_Supplement) 3/3 Back to Main Page → 5e Homebrew → Campaign Settings → JoJo's Bizarre Adventure World → Bestiary (JJBA Setting) This page may resemble content endorsed by, sponsored by, and/or affiliated with the JoJo's Bizarre Adventure franchise, and/or include content directly affiliated with and/or owned by Hirohiko Araki. D&D Wiki neither claims nor implies any rights to JoJo's Bizarre Adventure copyrights, trademarks, or logos, nor any owned by Hirohiko Araki. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use (https://en.wikipedia.org/wiki/Fair_use) designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page. Retrieved from "https://www.dandwiki.com/w/index.php?title=Jean_Pierre_Polnareff_(JJBA_Supplement)&oldid=1497061" Content is available under the GNU Free Documentation License 1.3 except where otherwise specified. Advertisements: item interaction if its within reach, or automatically regain it at the end of a short or long rest. . You may spend 1 spirit point to have this attack ignore cover. Parafarmacia e… Le nostre offerte: profumi, farmaci, integratori, infanzia e make-up.… farmacosmo.it Amerai il tuo… Denti dritti comodamente da casa. Risultati in breve tempo! A partire da 33€ … dr-smile.it Tutto per il tuo pet! Oltre 5mila prodotti tra cibo e accessori, 10% sconto al 1°ordine e spedizione… bauzaar.it
16/07/23, 14:19 Iggy (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Iggy_(JJBA_Supplement) 2/3 This creature 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 does not follow traditional CR. Iggy The Fool Medium beast (Boston Terrier), chaotic neutral Armor Class 15 Hit Points 60 (11d8 + 11) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 12 (+1) 12 (+1) 20 (+5) 18 (+4) Saving Throws Con +6, Wis +10 Skills Acrobatics +10, Animal Handling +10, Athletics +9, Investigation +6, Nature +6, Perception +10, Survival +10 Senses passive Perception 20 Languages Challenge 13 (10,000 XP) Stand Proud Focus. Iggy takes 3 less damage from piercing, slashing, and bludgeoning damage. Exploit the Armor. When Iggy 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. Exchange Blows. When Iggy takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and The Fool can make 1 additional melee attack on each of their turns. He can only have up to 5 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 without using a reaction. All stacks are lost once initiative ends. When landing an extra attack granted by Exchange Blows, Iggy may expend that stack to cause it to deal full critical damage. Spirit Points. Iggy has 11 spirit points which he may expend. He regains all spirit points at the end of a long rest. ACTIONS Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage. Flee. Iggy doubles his and The Fool's burrowing speed for 1 minute. Medium elemental (Stand), chaotic neutral Armor Class 17 Hit Points — Speed 30 ft., fly 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 23 (+6) 25 (+7) 17 (+3) 12 (+1) 20 (+5) 18 (+4) Saving Throws Con +8, Wis +10 Skills Acrobatics +12, Animal Handling +10, Athletics +11, Investigation +6, Nature +6, Perception +10, Survival +10 Damage Immunities All damage.
16/07/23, 14:19 Iggy (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Iggy_(JJBA_Supplement) 3/3 Back to Main Page → 5e Homebrew → Campaign Settings → JoJo's Bizarre Adventure World → Bestiary (JJBA Setting) This page may resemble content endorsed by, sponsored by, and/or affiliated with the JoJo's Bizarre Adventure franchise, and/or include content directly affiliated with and/or owned by Hirohiko Araki. D&D Wiki neither claims nor implies any rights to JoJo's Bizarre Adventure copyrights, trademarks, or logos, nor any owned by Hirohiko Araki. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use (https://en.wikipedia.org/wiki/Fair_use) designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page. Retrieved from "https://www.dandwiki.com/w/index.php?title=Iggy_(JJBA_Supplement)&oldid=1497077" Content is available under the GNU Free Documentation License 1.3 except where otherwise specified. Advertisements: Senses passive Perception 20 Languages Challenge 13 (10,000 XP) Manifestation of Will. Any feature that effects Iggy also effects The Fool. Any damage The Fool takes is instead dealt to Iggy. Any effect that targets either The Fool or Iggy targets both of them. Iggy can summon or de-summon The Fool as a bonus action. If Iggy becomes unconcious, The Fool instantly de-summons. The Fool and Iggy use the same action and bonus action, but moving The Fool uses a free action. The Fool can only move up to 10 ft. of the Stand user, and moves in parallel with Iggy when he moves beyond the 10 ft. radius. ACTIONS Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 bludgeoning damage. Enhanced Unarmed Strike (1 Spirit Point/minute). +12 to hit, reach 30 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage. I'll just hide here... (2 Spirit Points). The Fool creates a 10 ft. dome of earth around Iggy that counts as full cover to any creatures inside it. He may spend 1 additional spirit point to double the dome's size. Sand Doppleganger (2 Spirit Points). The Fool creates an identical copy of a creature Iggy has seen. This copy is identical to the original, save for having an AC of 10 and 8 hit points. They retain any physical attacks that the original possesses, but cannot use magical attacks or ranged weapons. A creature can see the doppleganger as a fake with a successful DC 18 Insight check. If successful, the copy appears to be made out of sand. These copies last for up to 1 minute. Moving a doppleganger can be done in the same manner as The Fool with a distance of 30 ft. Mold Earth. The Fool uses [mold earth (https://www.dndbeyo nd.com/spells/mold-earth)]. Negozio online di… Gli Outfit perfetti per assaporare ogni attimo dixiefashion.com Varietà a prezzi… Grandi e piccoli elettrodomestici: arreda la tua casa con RDN Stree… rdnstreetmarket.it La tua Farmacia… Miglior prezzo su cosmetici, integratori, farmaci da banco,… farmaciarealefire…