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Joseph Joestar (JJBA Supplement) - D&D Wiki

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Published by goroiamanuci, 2023-07-16 08:44:02

Joseph Joestar (JJBA Supplement) - D&D Wiki

Joseph Joestar (JJBA Supplement) - D&D Wiki

16/07/23, 14:40 Joseph Joestar (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Joseph_Joestar_(JJBA_Supplement) 1/3 Joseph Joestar (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 20 (Natural Armor) Hit Points 123 (13d8 + 65) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 20 (+5) 14 (+2) 20 (+5) 18 (+4) Saving Throws Str +9, Dex +10, Con +10, Cha +9 Skills Acrobatics +10, Athletics +9, Insight +10, Intimidation +9, Investigation +7, Perception +10, Survival +10 Condition Immunities Blinded, Stunned, Poisoned Senses blindsight 120 ft., passive Perception 16 Languages English Challenge 13 (10,000 XP) Hamon. Joseph has 12 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. Nimble. Joseph can take the dash and disengage actions as bonus actions. 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 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 Multiattack. Joseph makes two attacks with his unarmed strike, clacker, or submachine gun. Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage. Clacker. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or 20/60, one target. Hit: 7 (1d4 + 5) bludgeoning damage. Joseph only has 2 clackers, and thus can not use this action if he has thrown both without retrieving any of them. On the surface, Joseph looks like your run-of-the-mill dumb hooligan. Further inspection reveals a powerful warrior, intelligent trickster, and brave hero. The child of Lisa Lisa and George Joestar, Joseph never knew his parents, instead being raised by his grandmother Erina Joestar. His long, complicated history would lead to him combating his own adoptive-grandfather-turned-vampire, joining forces with Caesar Zeppeli, Rudolf von Stroheim, and his own mother, and even defeating beings of god-like strength. He would dodge the Joestar curse of bravery, monogamy, and an early death by a hair's width, assisting his grandson on his own journey in his old age. Joseph before (above) and after (below) his Hamon training [1] (https://jojowiki. com/File:Joseph_young_BT _Infobox_Anime.png)[2] (ht tps://jojowiki.com/File:Jose ph_Joestar_Infobox_Manga. png)


16/07/23, 14:40 Joseph Joestar (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Joseph_Joestar_(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_Joestar_(JJBA_Supplement)&oldid=1732650" Content is available under the GNU Free Documentation License 1.3 except where otherwise specified. Advertisements: Submachine Gun. Ranged Weapon Attack: +10 to hit, range 60/600 ft., one target. Hit: 10 (2d4 + 5) piercing damage 1d4 times. Must be reloaded after 8 shots. Hamon Breathing. Joseph regains 1 Hamon point. 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. 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. Clacker Volley (2 Hamon Points). Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or 20/60, one target. Hit: 10 (2d4 + 5) radiant damage. This requires 1 clacker, which returns at the beginning of his next turn if it was thrown, making another attack against any creature standing in the same spot as the original target. The first time this second attack is used against a specific creature, it has advantage, but every additional use has disadvantage. Rebuff Overdrive (2 Hamon Points). As part of a melee attack that Joseph has advantage on, he deals double damage which all counts as radiant. Sticking and Repelling Hamon (2 Hamon Points). Joseph can walk across liquid, vertical, and difficult terrain as if they were standard terrain until the end of his next turn. Hamon Overdrive Beat (2 Hamon Points). One creature Joseph can touch that is restrained must attempt a DC 18 Constitution saving throw. On a failure, they take 12 (2d6 + 5) radiant damage. On a success, they take half as much damage. Ripple Hypnosis (2 Hamon Points). One creature Joseph can touch must attempt a DC 16 Charisma saving throw. On a failure, they lose or gain the blinded, charmed, deafened, or frightened condition for 1 minute. If the creature is CR 1/2 or level 2 or lower, Joseph may choose to have them fall unconscious for 1 minute. A creature that gained a condition may retry this saving throw at the end of each of their turns, ending the effect early on a success. Hamon Barrier (3 Hamon Points). Joseph creates a 15 foot line in front of you that counts as full cover that lasts as long as he does not move or use any actions, bonus actions, or reactions.


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