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.
16/07/23, 14:40 Caesar Zeppeli (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Caesar_Zeppeli_(JJBA_Supplement) 1/2 Caesar 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. Caesar Anthonio Zeppeli Medium humanoid (Human), neutral good Armor Class 18 (Natural Armor) Hit Points 93 (11d8 + 44) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 18 (+4) 14 (+2) 20 (+5) 16 (+3) Saving Throws Str +8, Dex +9, Con +8, Wis +9 Skills Acrobatics +9, Animal Handling +9, Athletics +8, History +6, Insight +9, Intimidation +7, Investigation +6, Nature +6, Perception +9, Stealth +9, Survival +9 Condition Immunities Blinded, Stunned, Poisoned Senses blindsight 120 ft., passive Perception 16 Languages English, Italian Challenge 11 (7,200 XP) Hamon. Caesar has 10 Hamon points, which he can expend. All expended Hamon points are regained at the end of a long rest. Evasion. If Caesar 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. Caesar can take the dash and disengage actions as bonus actions. ACTIONS Multiattack. Caesar makes two attacks with his Unarmed Strike. Hamon Breathing. Caesar 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, Caesar's unarmed strikes deal radiant damage until the beginning of his next turn. Hamon Jump (1 Hamon Point). Until the end of his turn, Caesar's long jump covers 40 ft., and his high jump covers 15 ft. Bubble Cutter (2 Hamon Points). Ranged Spell Attack: +9 to hit, range 30 ft., one target. Hit: 8 (1d6 + 5) radiant damage. Born on May 13, 1918 in Genoa, Italy, Caesar Anthonio Zeppeli idolized his single father Mario until one fateful day when he was 10 that his father left with no explanation or warning. As his extended family stole anything they had left, he became a violent, angry miscreant. While his younger siblings were cared for by their neighbors, he chose to become a street thug. He was known for starting his fights unexpectedly with a wrench, leaving his opponents on the brink of death, though none ever died. It's said that he committed every crime imaginable short of murder. At 16, he intended to change that when he saw his father in Rome, deciding to tail him for his chance to strike. Entering a secret passage in the Colosseum, he was fascinated by a jewel embedded in what he viewed as a wall carving of three men, who unbeknownst to him were the pillarized bodies of Kars, Esidisi, and Wammu, who would've absorbed him in an instant had Mario not shoved him out of the way, not even knowing he was saving his own son, becoming absorbed instead. Having a newfound respect for the man, he vowed Source [1] (https://jojowiki.com/File:Caesar_Infobox_Ani me.png)
16/07/23, 14:40 Caesar Zeppeli (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Caesar_Zeppeli_(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=Caesar_Zeppeli_(JJBA_Supplement)&oldid=1530165" Content is available under the GNU Free Documentation License 1.3 except where otherwise specified. Advertisements: Sticking and Repelling Hamon (2 Hamon Points). Caesar can walk across liquid, vertical, and difficult terrain as if they were standard terrain until the end of his next turn. Ripple Hypnosis (2 Hamon Points). One creature Caesar 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, Caesar 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). Caesar 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. Bubble Cutter Gliding (3 Hamon Points). Ranged Spell Attack: +9 to hit, range 30 ft., one target. Hit: 11 (1d12 + 5) radiant damage. This attack has advantage. Bubble Lenses (4 Hamon Points). All Undead creatures in a 60 foot radius around Caesar must attempt a DC 16 Constitution saving throw, taking 2d6 + 4 radiant damage on a failure, or half as much on a success. Deep Pass Overdrive. Caesar transfers his remaining Hamon into a creature he can touch or into a bubble of blood that remains where he is for 1 minute or until it is touched, after which the creature who touched it has their Hamon point maximum increases by 10, they gain 1 action that costs Hamon points that Caesar knows of his choice, and they gain advantage on Strength, Dexterity, and Constitution saving throws for 1 minute. revenge against the Pillar Men, seeking out Lisa Lisa for training. In 1938, Caesar and his new ally Joseph Joestar crusaded against the Pillar Men, successfully taking down Esidisi before falling to Wammu alone and passing his strength onto Joseph with his grandfather William's technique.
16/07/23, 14:40 Lisa Lisa (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Lisa_Lisa_(JJBA_Supplement) 1/2 Lisa Lisa (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. Elizabeth Joestar Medium humanoid (Human), neutral good Armor Class 12 (Natural Armor) Hit Points 120 (16d8 + 48) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 16 (+3) 18 (+4) 20 (+5) 16 (+3) Saving Throws Str +7, Dex +9, Con +7, Wis +9 Skills Acrobatics +9, Animal Handling +9, Athletics +7, History +8, Insight +9, Intimidation +7, Investigation +8, Nature +8, Perception +9, Stealth +9, Survival +9 Damage Immunities Radiant Condition Immunities Blinded, Stunned, Poisoned Senses blindsight 120 ft., passive Perception 16 Languages English, Italian Challenge 12 (8,400 XP) Hamon. Lisa Lisa has 12 Hamon points, which she can expend. All expended Hamon points are regained at the end of a long rest. Evasion. If Lisa Lisa is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Nimble. Lisa Lisa can take the dash and disengage actions as bonus actions. Satiporoja Beetle Cloth. When a creature hits Lisa Lisa with a melee attack while she has at least 1 Hamon point, they take 6 radiant damage. ACTIONS Multiattack. Lisa Lisa makes two attacks with her Unarmed Strike. Hamon Breathing. Lisa Lisa regains 1d4 Hamon points. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 7 (1d4 + 5) radiant damage. Hamon Detector (1 Hamon Point). Lisa Lisa becomes aware of the location of every creature within 30 ft. of him. On the way to their honeymoon in the United States, Jonathan Joestar and his wife Erina Joestar, previously Pendleton, were interrupted in their long-earned celebration when the ship was attacked and slowly converted into an undead legion. Unsurprisingly, the incident was a plot by Dio Brando's severed head, being wielded by Wang Chan, to steal Jonathan's body. The only survivors were Erina, her unborn child, and an orphaned infant, all of whom escaped in the Lisa Lisa in her battle outfit (third leg added for motion), Source [1] (https://jojowiki.com/File:LisaLisa_Fightclothes _full.png)
16/07/23, 14:40 Lisa Lisa (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Lisa_Lisa_(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=Lisa_Lisa_(JJBA_Supplement)&oldid=1497019" Content is available under the GNU Free Documentation License 1.3 except where otherwise specified. Advertisements: Hamon Jump (1 Hamon Point). Until the end of her turn, Lisa Lisa's long jump covers 40 ft., and her high jump covers 15 ft. Sticking and Repelling Hamon (2 Hamon Points). Lisa Lisa can walk across liquid, vertical, and difficult terrain as if they were standard terrain until the end of her next turn. Ripple Hypnosis (2 Hamon Points). One creature Lisa Lisa can touch must attempt a DC 17 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, Caesar 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). Lisa Lisa creates a 15 foot line in front of you that counts as full cover that lasts as long as she does not move or use any actions, bonus actions, or reactions. Indigo Blue Overdrive (3 Hamon Points). All creatures in a 15 ft. radius of Lisa Lisa must attempt a DC 17 Dexterity saving throw. On a failure, they take 14 (2d8 + 5) radiant damage. On a success, they take half as much damage. Sunset Orange Overdrive (5 Hamon Points). Ranged Spell Attack: +9 to hit, range 60. line. Hit: 36 (8d6 + 5) radiant damage. This damage can not be reduced. same coffin Dio sneaked onto the ship in. This infant was none other than Lisa Lisa! Being adopted by Straits and trained in Hamon until her 18th birthday, during which she was informed of her past. She would go on to marry George Joestar, a pilot in the Royal British Airforce and have one child with him whom they named Joseph Joestar. Shortly after, he learned that one of the higher ups in the British military was none other than one of Dio's zombies. Despite having no Hamon training, and not knowing that Elizabeth did, he faced the officer himself, dying in the process and having his death blamed on a training accident. Elizabeth knew the truth, reducing him to ash and being branded a criminal in an instant in a blind rage. Fleeing to a longabandoned Venetian Hamon monastery known as Air Supplena Island, where she trained Mario and Caesar Zeppli, as well as her own son.
16/07/23, 14:40 Stroheim (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Stroheim_(JJBA_Supplement) 1/2 Stroheim (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. Colonel Rudolf von Stroheim Medium construct, lawful neutral Armor Class 18 (Cyborg Body) Hit Points 115 (11d8 + 66) Speed 40 ft. STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 22 (+6) 16 (+3) 22 (+6) 12 (+1) Saving Throws Str +10, Dex +8, Con +10, Cha +5 Skills Athletics +10, History +7, Intimidation +5, Perception +10 Damage Vulnerabilities Lightning Damage Resistances Necrotic, Slashing Damage Immunities Poison Condition Immunities Charmed, Frightened, Unconscious (except when falling to 0 hit points) Senses passive Perception 16 Languages German, Spanish, English Challenge 10 (5,900 XP) 27,375 PSI. Stroheim has advantage on grappling contests, and checks and saves to avoid becoming restrained. Internal Machinery. Stroheim can spend 1 spirit point to reload any of his weapons as a free action. Cyborg. Stroheim's maximum hit points can not be reduced. When Stroheim is reduced to 0 hit points, he becomes paralyzed instead of unconscious. He may spend 3 spirit points while paralyzed in this manner to return to 13 (2d6 + 6) hit points, and he becomes prone until he returns to his maximum hit points. Spirit Points. Stroheim has 10 spirit points which he may expend. He regains all spirit points at the end of a long rest. ACTIONS Multiattack. Stroheim makes 2 Unarmed Strike or Finger Gun attacks. Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d4 + 9) bludgeoning damage. Naval Machine Gun. Ranged Weapon Attack: +8 to hit, range 80/240 ft., one target. Hit: 19 (4d6 + 4) piercing damage. This attack does not require use of either hand. Originally a despicable Nazi major in charge of the dig site around Santana's pillar, Rudolf von Stroheim had no choice but to team up with Joseph Joestar to take down the Pillar Man. After his attempted suicide via grenade in order to expose Santana to the sunlight, he was reborn as a cyborg specifically created to combat the remaining 3, and as a man willing to fight for the safety of the world with a group of foreigners, now including Lisa Lisa and Caesar Zeppeli. After Kars' ultimate defeat, he was deployed to Stalingrad where he fought bravely in hopes that his country would survive long enough to make amends. Source [1] (https://jojowiki.com/File:Stroheim_Cyborg_Inf obox_Manga.png)
16/07/23, 14:40 Stroheim (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Stroheim_(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=Stroheim_(JJBA_Supplement)&oldid=1497034" Content is available under the GNU Free Documentation License 1.3 except where otherwise specified. Advertisements: Finger Gun. Ranged Weapon Attack: +8 to hit, range 50/150 ft., one target. Hit: 11 (2d6 + 4) piercing damage. UV Eye Laser (1 Spirit Point). Every creature in a 30 ft. cone must attempt a DC 16 Dexterity saving throw. On a failure, they take 27 (6d6 + 4) radiant damage. This plane will be your grave (2 Spirit Points). One creature within 100 ft. must succeed a DC 16 Dexterity saving throw or become restrained for 1 minute and take piercing damage equal to the remaining range. On a success, they take half as much damage and are not restrained. They may attempt a DC 16 Strength saving throw, ending this effect early on a success. After using this once, Stroheim loses his Multiattack until he moves to the space the target was at and retrieves his action as an action. After using this twice without retrieving either of his hands, he can only use his Naval Machine Gun and UV Eye Laser. Greatest In The World (2 Spirit Points). Stroheim makes 5 attacks with his Naval Machine Gun.
16/07/23, 14:45 Hamon User (JJBA Supplement) - D&D Wiki https://www.dandwiki.com/wiki/Hamon_User_(JJBA_Supplement) 1/2 Hamon User (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. Design Note: This creature is not from the series, and is instead to diversify and expand upon concepts established in canon. Hamon User Medium humanoid (Human), any alignment Armor Class 12 Hit Points 5 (1d8 + 1) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 12 (+1) 12 (+1) 11 (+0) 11 (+0) Saving Throws Dex +3, Cha +2 Skills Insight +2, Medicine +2, Nature +3, Perception +2, Religion +3 Senses passive Perception 12 Languages any one language (usually Tibetan) Challenge 1/2 (100 XP) Hamon. The Hamon user has 1 Hamon point, which he can expend. All expended Hamon points are regained at the end of a long rest. ACTIONS Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Hamon Breathing. The Hamon user regains 1 Hamon point. Sendo Hamon Overdrive (1 Hamon Point). Melee Spell Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) radiant damage. This attack ignores cover. Zoom Punch (1 Hamon Point). As a bonus action, the Hamon user's melee attacks gain +10 feet of reach. The intermediary level of Hamon mastery between healer and master, basic Hamon users are most often authorized by their masters to fight basic zombies, but to flee when faced with significantly powerful zombies or any form of vampire. Two Hamon users in training, Source [1] (https://jojowiki.c om/File:Loggins%26messina_intro.png)