16/07/23, 14:30 Jonathan Joestar (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Jonathan_Joestar_(JJBA_Supplement) 1/3 Jonathan 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. Jonathan Joestar Medium humanoid (Human), lawful good Armor Class 20 (Natural Armor) Hit Points 133 (14d8 + 70) Speed 30 ft. STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 20 (+5) 16 (+3) 16 (+3) 18 (+4) Saving Throws Str +11, Dex +8, Con +10, Cha +9 Skills Acrobatics +8, Animal Handling +8, Athletics +11, Intimidation +9, Perception +8, Persuasion +9, Survival +8 Damage Resistances Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks Condition Immunities Blinded, Stunned, Poisoned Senses blindsight 120 ft., passive Perception 19 Languages English Challenge 14 (11,500 XP) Hamon. Jonathan has 15 Hamon points, which he can expend. All expended Hamon points are regained at the end of a long rest. Evasion. If Jonathan 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. Jonathan can take the dash and disengage actions as bonus actions. Heroic Joestar. Jonathan can make 2 bonus actions on each of his turns. ACTIONS Multiattack. Jonathan makes two attacks with his Unarmed Strike. Hamon Breathing. Jonathan regains 1 Hamon point. Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage. Luck & Pluck. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6) slashing damage. Overdrive (1 Hamon Point). As a bonus action, Jonathan's melee attacks deal radiant damage until the beginning of his next turn. When Jonathan Joestar was but an infant, his affluent mother Mary Joestar was killed in a tragic carriage accident that almost took he and his father's lives as well on their way home from a trip to London that would change his life forever. Mistaking the carriage as a looting spot, Dario Brando, father of Dio Brando, accidentally awoke Jonathan's father George Joestar. Believing he had a life debt to the criminal, he vowed to support him in any way possible. Fast forward to a 12 year old Jonathan in 1880, who has just met his new adopted brother Dio, who attempted to systematically ruin every aspect of his life in order to cheat him out of the family fortune via depression. After a squabble revealing Jonathan's true strength as a titan of a man, the two held an uneasy, but friendly relationship until 8 years later. Discovering Dio's intent to poison their father, and that he had done so to his biological father as well, Jonathan left the house to acquire evidence, recruiting a true friend in the process. Upon returning home, Dio stabbed their father, using his blood to activate the stone mask with his blood, becoming a vampire. Source [1] (https://jojowiki.com/File:Jonathan_Infobox_An ime.png)
16/07/23, 14:30 Jonathan Joestar (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Jonathan_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=Jonathan_Joestar_(JJBA_Supplement)&oldid=1497025" Content is available under the GNU Free Documentation License 1.3 except where otherwise specified. Advertisements: Sendo Hamon Overdrive (1 Hamon Point). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) radiant damage. This attack ignores cover. Scarlet Overdrive (1 Hamon Point). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) fire damage. and the target must succeed a DC 18 Constitution saving throw or take 5 (2d4) fire damage at the beginning of each of their turns for 1 minute. They may retry this saving throw at the end of each of their turns. This can also be used to instantly remove the Restrained condition on a willing creature instead of dealing damage. You spend 1 additional Hamon point to use this as a bonus action. This attack ignores cover. Turquoise Blue Overdrive (1 Hamon Point). Melee Spell Attack: +11 to hit, reach 20 ft., one target. Hit: 10 (1d8 + 6) radiant damage. This attack can only be used while Jonathan is in enough water to extend his arm forward completely in a 90 degree angle. Zoom Punch (1 Hamon Point). As a bonus action, the Jonathan's melee attacks gain +10 feet of reach. Hamon Detector (1 Hamon Point). Jonathan becomes aware of the location of every creature within 30 ft. of him. Hamon Healing (2 Hamon Point). 1 creature within 5 ft. of Jonathan heals 9 (1d8 + 5) hit points. Life Magnetism Overdrive (2 Hamon Points). Jonathan gains 2/3 cover and does not take falling damage until the end of his next turn. Sticking and Repelling Hamon (2 Hamon Points). Jonathan can walk across liquid, vertical, and difficult terrain as if they were standard terrain until the end of his next turn. Sunlight Yellow Overdrive (3 Hamon Points). As a bonus action, Jonathan's melee deal radiant damage and he can make 4 total attacks with his multiattack, but all attacks must be against a single creature. This lasts until the end of his turn. REACTIONS Metal Silver Overdrive (2 Hamon Point). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) radiant damage. This can only be used when Jonathan is attacked by a melee attack that does not have advantage. He may spend 1 additional Hamon point to negate the attack's damage. Scarlet Overdrive (2 Hamon Points). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) fire damage. and the target must succeed a DC 18 Constitution saving throw or take 5 (2d4) fire damage at the beginning of each of their turns for 1 minute. They may retry this saving throw at the end of each of their turns. This can also be used to instantly remove the Restrained condition on a willing creature instead of dealing damage. This attack ignores cover. After defeating Dio in his burning childhood home, he rested for months immobilized until he met William Zeppeli, a strange man who informed him of Dio's survival and beginning conquest of Windknight's Lot. Training in Hamon, he and Zeppeli, along with Tompetty, Dire, and Straits after Zeppeli's death, ripped through the undead town in a single night, but Dio survived as a head carried by a loyal servant of his. Later on, on a trip to his honeymoon with Erina, his childhood love, Dio reared his head once more, killing Jonathan and stealing his body before plunging the both of them to the bottom of the sea for 100 years.
16/07/23, 14:31 Speedwagon (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Speedwagon_(JJBA_Supplement) 1/2 Speedwagon (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. Robert Edward O. Speedwagon Medium humanoid (Human), neutral good Armor Class 15 (Wit) Hit Points 13 (2d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3) Saving Throws Str +4, Dex +5, Wis +2, Int +3 Skills Athletics +4, Persuasion +4, Insight +4 Senses passive Perception 10 Languages English Challenge 2 (450 XP) Brainstorm. Speedwagon can replace any saving throw or his AC with an Intelligence 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. Speedwagon withdraws coolly. Speedwagon can take the Disengage action as a bonus action. He may spend 1 spirit point to take the Dash or Disengage action as a free action. I'll use my body heat to thaw it! Each creature of Speedwagon's choice within 5 feet of him is resistant to cold damage. He may spend 1 spirit point per creature as a bonus action to increase this to immunity. This guy stinks! Speedwagon is aware of the alignment of every creature within 15 ft., even if he is not aware of them. Spirit Points. Speedwagon has 15 Spirit Points which he can expend. All spirit points are regained at the end of a long rest. ACTIONS Golden Hat Rotation. Speedwagon can make a Bladed Bowler Hat attack against every creature on the edge of a 30 ft. radius or smaller circle. Revolver. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Must be reloaded after 6 shots. Bladed Bowler Hat. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Making attacks with this weapon does not require a free hand. A true god among men, Speedwagon was the first true comrade Jonathan Joestar ever had. His second middle name is a mystery to even the greatest investigators as a safeguard against his assumptions on the mechanics of witchcraft. After his encounters with Dio Brando, the stone mask, and becoming a rich oil baron, he created the Speedwagon Foundation, a well-funded shadow organization dedicated toward researching the supernatural and assisting the Joestar family. Source [1] (https://jojowiki.com/File:RobertAppears.png)
16/07/23, 14:31 Speedwagon (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Speedwagon_(JJBA_Supplement) 2/2 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=Speedwagon_(JJBA_Supplement)&oldid=1558105" Content is available under the GNU Free Documentation License 1.3 except where otherwise specified. Advertisements: Sledgehammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Spirit! That's what he needs, and I am to give it to him! Speedwagon gifts a creature that can hear or see him that has a spirit point maximum of 1 or more any amount of spirit points, losing an equal amount of spirit points. REACTIONS I won't allow any of you to touch him. Speedwagon makes an Intelligence saving throw as per Brainstorm against an effect a creature within 30 ft. of him is subject to in addition to their own response (saving throw, comparing attack roll with AC, etc.), with the success and failure effects effecting the creature instead of himself. He may spend 1 spirit point as part of this to regain his reaction. Even Speedwagon is afraid. When a creature within 30 ft. of Speedwagon becomes frightened, charmed, or stunned, Speedwagon can gain the same condition and cure them of it.
16/07/23, 14:32 William Zeppeli (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/William_Zeppeli_(JJBA_Supplement) 1/3 William Zeppeli (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. Baron William Anthonio Zeppeli Medium humanoid (Human), neutral good Armor Class 15 (Natural Armor) Hit Points 104 (16d8 + 32) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 14 (+2) 16 (+3) 20 (+5) 18 (+4) Saving Throws Str +6, Dex +9, Int +7, Wis +9, Cha +8 Skills Acrobatics +9, Animal Handling +9, Athletics +6, History +7, Insight +9, Intimidation +8, Investigation +7, Nature +7, Perception +9, Stealth +9, Survival +9 Damage Immunities Radiant Condition Immunities Blinded, Stunned, Poisoned Senses blindsight 120 ft., passive Perception 19 Languages English, Tibetan, Italian Challenge 10 (5,900 XP) Hamon. Zeppeli has 10 Hamon points, which he can expend. All expended Hamon points are regained at the end of a long rest. Evasion. If Zeppeli 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. Zeppeli can take the dash and disengage actions as bonus actions. ACTIONS Multiattack. Zeppeli makes two attacks with his Unarmed Strike. Hamon Breathing. Zeppeli regains 1 Hamon point. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage. Overdrive (1 Hamon Point). As a bonus action, Zeppeli's unarmed strikes deal radiant damage until the beginning of his next turn. Sendo Hamon Overdrive (1 Hamon Point). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) radiant damage. This attack ignores cover. Born the son of an archaeologist father and a scholarly mother, Zeppeli grew up with a great interest in the unknown, so his joining of his father's archaeology team when he came of age was of no surprise. On one such expedition to Mexico, they unearthed a prehistoric stone mask, among other ancient artifacts. On the long sail back, a mysterious beast began killing of the passengers and crew alike, one by one. Zeppeli was the last survivor of the crew of 60, having dove into the sea, but the beast gave chase. As day broke across the cold Atlantic ocean, it revealed the beast to be none other than his vampiric father, who was reduced to ash in the sun's bright rays. Knowing that his father's fate was the fault of the stone mask, he sought out a way to destroy it for 2 years before meeting a strange healer in India capable of harnessing the power of the sun to heal others. Beseeching him for tutelage, he was directed toward the Hamon monastery in Tibet, and eventually trained under master Tompetty alongside Dire and Straits. When the stone mask reared its ugly head once more in the possession of Dio Brando, he took Jonathan Joestar under his wing, teaching him the way of Hamon in Source [1] (https://jojowiki.com/File:Will_Zeppeli_Infobox _Anime.png)
16/07/23, 14:32 William Zeppeli (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/William_Zeppeli_(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=William_Zeppeli_(JJBA_Supplement)&oldid=1650578" Content is available under the GNU Free Documentation License 1.3 except where otherwise specified. Advertisements: Zoom Punch (1 Hamon Point). As a bonus action, the Zeppeli's melee attacks gain +10 feet of reach. Hamon Jump (1 Hamon Point). Until the end of his turn, Zeppeli's long jump covers 40 ft., and his high jump covers 15 ft. Hamon Detector (1 Hamon Point). Zeppeli becomes aware of the location of every creature within 30 ft. of him. Hamon Cutter (2 Hamon Points). Ranged Spell Attack: +9 to hit, range 30 ft., one target. Hit: 8 (1d6 + 5) radiant damage. Tornado Overdrive (2 Hamon Points). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) radiant damage. Zeppeli moves up to 20 feet regardless of his movement speed immediately before making this attack (this movement incurs attacks of opportunity). Life Magnetism Overdrive (2 Hamon Points). Zeppeli gains 2/3 cover and does not take falling damage until the end of his next turn. Sticking and Repelling Hamon (2 Hamon Points). Zeppeli can walk across liquid, vertical, and difficult terrain as if they were standard terrain until the end of his next turn. Sunlight Yellow Overdrive (3 Hamon Points). As a bonus action, Zeppeli's unarmed strikes deal radiant damage and he can make 4 total attacks with his multiattack, but all attacks must be against a single creature. This lasts until the end of his turn. Forced Hamon Breathing. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: Zeppeli must succeed a DC 25 Wisdom saving throw. On a success, the target gains a Hamon point maximum of 1 and 1 technique of the DM's choice from the Hamon Warrior class. If they later gain levels in this class, their Hamon point maximum remains at 1 and their Technique limit remains at 2 until 4th and 5th level respectively. Deep Pass Overdrive. Zeppeli transfers his remaining Hamon into a creature he can touch. Their Hamon point maximum increases by 10, they gain 1 action that costs Hamon points that he knows of his choice, and they gain advantage on Strength, Dexterity, and Constitution saving throws for 1 minute. preparation for their final battle. While his own life was cut short by Tarkus, it was in part to his Hamon being passed onto Jonathan via his Deep Pass Overdrive, a technique he invented, that gave fall to Dio and his dark horde. Suncar Concessionaria Honda Scopri Di Più
16/07/23, 14:32 Tompetty (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Tompetty_(JJBA_Supplement) 1/2 Tompetty (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. Ngapoi Ngawang Tompetty Back to Main Page → 5e Homebrew → Campaign Settings → JoJo's Bizarre Adventure World → Bestiary (JJBA Setting) Medium humanoid (Human), lawful good Armor Class 18 Hit Points 24 (7d8 - 7) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 8 (-1) 13 (+1) 14 (+2) 12 (+1) Saving Throws Dex +6, Int +4, Wis +5, Cha +4 Skills Acrobatics +6, Animal Handling +5, Arcana +4, History +4, Insight +5, Medicine +5, Nature +4, Perception +5, Religion +4, Stealth +6, Survival +5 Damage Resistances Radiant Condition Immunities Blinded, Stunned, Poisoned Senses passive Perception 15 Languages English, Tibetan Challenge 7 (2,900 XP) Hamon. Tompetty has 6 Hamon points, which he can expend. All expended Hamon points are regained at the end of a long rest. Evasion. If Tompetty 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. Tompetty can take the dash and disengage actions as bonus actions. ACTIONS Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) radiant damage. Hamon Breathing. Tompetty regains 1d4 Hamon points. Precognition (3 Hamon Points). As a bonus action, Tompetty gains advantage on all d20 rolls and attack rolls against him have disadvantage until the beginning of his next turn. Hamon Healing (2 Hamon Points). One creature within 5 ft. of Tompetty regains 11 (3d6) hit points. The grandmaster who trained Dire, Straits, and William Zeppeli, among others, Ngapoi Ngawang Tompetty is a master of Hamon to the greatest degree. His aged appearance is only the echoes of the centuries he has lived thanks to his mastery of Hamon. While his body has withered despite his training, his mind and mastery has not. His single greatest technique allows him to focus Hamon inside his body for a great amount of time, eventually manifesting in a blue glow around his body. This wealth of energy allows his precognition to extend across a creature's entire lifetime with only a grab of their hand. Tompetty focusing his Hamon into a life-long precognition, Source [1] (https://jojowiki.com/File:Tonpetty_intro.png)
16/07/23, 14:32 Straits (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Straits_(JJBA_Supplement) 1/2 Straits (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. Straits Medium humanoid (Human), lawful good Armor Class 18 Hit Points 38 (7d8 + 7) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 13 (+1) 12 (+1) 10 (+0) Saving Throws Dex +6, Con +4, Cha +3 Skills Acrobatics +6, Animal Handling +4, Arcana +4, History +4, Insight +4, Medicine +4, Nature +4, Perception +4, Religion +4, Stealth +6, Survival +4 Damage Immunities Radiant Condition Immunities Blinded, Stunned, Poisoned Senses passive Perception 14 Languages English, Tibetan Challenge 7 (2,900 XP) Hamon. Straits has 10 Hamon points, which he can expend. All expended Hamon points are regained at the end of a long rest. Evasion. If Straits 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. Straits can take the dash and disengage actions as bonus actions. Satiporoja Beetle Cloth. When a creature hits Straits with a melee attack while he has at least 1 Hamon point, they take 6 radiant damage. ACTIONS Multiattack. Straits makes two attacks with his Unarmed Strike. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Hamon Breathing. Straits regains 1 Hamon point. Overdrive (1 Hamon Point). As a bonus action, Straits' unarmed strikes deal radiant damage until the beginning of his next turn. A student of Tompetty alongside Dire and William Zeppeli, Straits thirsted after the eternal youth mastery of Hamon brought. Despite joining the battle against Dio Brando and slaying a horde of undead in vengeance for the death of his comrade, this encounter would seduce him in his later years. After realizing that, despite his efforts, age had allowed him to become his master's successor, and that he himself still aged, he decided that the only true way to resecure his youth would be to use the stone mask, almost killing an elderly Speedwagon in the process. Straits in his youth in 1888 (above) and in 1938 (below), Source [1] (https://j ojowiki.com/File:Straizo_P B_Infobox_Manga.png)[2] (https://jojowiki.com/File:St raizo_Human_BT_Infobox_ Manga.png)
16/07/23, 14:32 Straits (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Straits_(JJBA_Supplement) 2/2 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=Straits_(JJBA_Supplement)&oldid=1558592" Content is available under the GNU Free Documentation License 1.3 except where otherwise specified. Advertisements: Sticking and Repelling Hamon (2 Hamon Points). Straits can walk across liquid, vertical, and difficult terrain as if they were standard terrain until the end of his next turn.
16/07/23, 14:33 Dire (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Dire_(JJBA_Supplement) 1/2 Dire (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. Dire Medium humanoid (Human), lawful good Armor Class 18 Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 12 (+1) Saving Throws Str +6, Dex +6, Con +5, Cha +4 Skills Acrobatics +6, Animal Handling +3, Arcana +3, History +3, Insight +3, Medicine +3, Nature +3, Perception +3, Religion +3, Survival +3 Condition Immunities Blinded, Stunned, Poisoned Senses passive Perception 13 Languages English, Tibetan Challenge 8 (3,900 XP) Hamon. Dire has 10 Hamon points, which he can expend. All expended Hamon points are regained at the end of a long rest. Evasion. If Dire 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. Dire can take the dash and disengage actions as bonus actions. ACTIONS Multiattack. Dire makes two attacks with his Unarmed Strike. Hamon Breathing. Dire regains 1 Hamon point. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Withering Rose (1 Hamon Point). Ranged Weapon Attack: +6 to hit, range 20/40 ft., one target. Hit: 3 (1d4 + 3) radiant damage. Dire may use this action immediately before falling to 0 hit points or being killed instantly. Tornado Overdrive (2 Hamon Points). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) radiant damage. Dire moves up to 20 feet regardless of his movement speed immediately before making this attack (this movement incurs attacks of opportunity). A student of Tompetty alongside Straits and William Zeppeli, Dire is an ideal vampire slayer. While his understanding of and relationship with the spiritual side of Hamon is questionable at best, his prowess in slaying the legions of the undead can not be understated, as best shown in his signature Thunder Cross Split Attack's title as the "perfect vampire killer". He is an honorable warrior above all else before his death at the hands of Dio. Source [1] (https://jojowiki.com/File:Dire_intro.png)
16/07/23, 14:33 Dire (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Dire_(JJBA_Supplement) 2/2 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=Dire_(JJBA_Supplement)&oldid=1496998" Content is available under the GNU Free Documentation License 1.3 except where otherwise specified. Advertisements: Overdrive (1 Hamon Point). As a bonus action, Dire's unarmed strikes deal radiant damage until the beginning of his next turn. Thunder Split (3 Hamon Points). As a full turn action, Dire gains the following until he cancels this as an action, which is the only use his action has while this is active. He moves 15 feet in a straight toward one creature of his choice, ignoring difficult terrain, on each of his turns. Attacks against him have disadvantage, and he has advantage on Dexterity and Constitution saving throws. When he is within 5 feet of the target, they must attempt a DC 13 Intelligence saving throw. On a failure, they are restrained until the end of his next turn. On his next turn, if he did not take damage since his previous turn, he makes a Thunder Split Attack and every effect of this feature ends. Thunder Split Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) radiant damage. On a miss, this still deals half as much damage. This can only be done at the end of a Thunder Split. Thunder Cross Split (5 Hamon Points). As a full turn action, Dire gains the following until he cancels this as an action, which is the only use his action has while this is active. He moves 30 feet in a straight toward one creature of his choice, ignoring difficult terrain, on each of his turns. Attacks against him have disadvantage, and he has advantage on Dexterity and Constitution saving throws. When he is within 5 feet of the target, they must attempt a DC 13 Intelligence saving throw. On a failure, they are restrained until the end of his next turn. On his next turn, if he did not take damage since his previous turn, he makes a Thunder Cross Split Attack and every effect of this feature ends. Thunder Split Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (3d8 + 3) radiant damage. On a miss, this still deals half as much damage. This can only be done at the end of a Thunder Cross Split.