Blackmore (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This 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.


Medium humanoid (Human), lawful neutral

Armor Class 17
Hit Points 18 (4d8)
Speed 30 ft.

10 (+0) 24 (+7) 10 (+0) 15 (+2) 15 (+2) 19 (+4)

Saving Throws Cha +6
Skills Acrobatics +9, Insight +4, Perception +4, Sleight of Hand +9, Stealth +9
Senses passive Perception 14
Languages English
Challenge 4 (1,100 XP)

Stand Proud Focus. Blackmore takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. They also gain advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Blackmore takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, they or their Stand can make 1 additional melee attack on each of their turns. They can only have up to "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. They 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 Blackmore successfully hits a creature with a melee attack, their melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

Rain Walking. While it is raining, Blackmore gains a flying speed equal to his movement speed as he stops the rain as it falls with his Stand. Any creature that enters his path before the beginning of his next turn must succeed a DC 17 Wisdom saving throw or take a 4 (1d8) piercing damage.

Spirit Points. Blackmore has 3 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.


Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage.

Revolver. Ranged Weapon Attack: +9 to hit, range 30/300 ft., one target. Hit: 14 (2d6 + 7) piercing damage. Must be reloaded as an action after 6 shots.

Rain Armor (1 Spirit Point). While it is raining, one creature within 30 ft. gains 16 (2d8 + 7) temporary hit points that last until they leave the rain.

Rain Weapons (1 Spirit Point). As a bonus action, Blackmore can make rain weapon attacks until he is no longer in the rain.

Rain Weapon. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Minor Rain Teleport (1 Spirit Point). As a bonus action, Blackmore transports one extremity, such as his lips, head or arm, from one point in the rain to another within 60 ft., retaining use of it, until the beginning of his next turn.


Rain Stop. While it is raining, one creature within 30 ft. must succeed a DC 17 Wisdom saving throw or take a 4 (1d8) piercing damage.

Rain Block (1 Spirit Point). While it is raining, one ranged attack against Blackmore fails. For 1 additional spirit point, he may make an attack in the same manner as the original, using his own rolls.

Rain Teleport (2 Spirit Points). Blackmore teleports from one point in the rain to another within 60 ft.


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