Bruno Bucciarati (JJBA Supplement)
Bruno Bucciarati[edit]
Medium humanoid (human), neutral good Armor Class 19 (natural armor)
Saving Throws Str +9, Dex +9, Con +8, Cha +12 Spirit Points. Bucciarati has 22 spirit point which he may expend. All spirit points are regained at the end of a long rest. Evasion. When Bucciarati is targeted by an area effect that lets him make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save. Denting Blows. If Bucciarati is grappling a creature or being grappled by a creature, his and Sticky Fingers's attacks automatically hit the creature and deal an additional 7 damage. Bucciarati may still make an attack roll to determine if he scores a critical hit. This feature extends to creatures who are too large to be grappled as long as he climbs on to them. Additionally, Bucciarati may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point. Long Travels. Bucciarati has advantage on saving throws against gaining exhaustion from sources that are not creatures. When Bucciarati completes a short rest, he regains twice as many hit points and loses 1 level of exhaustion. Furthermore, as a bonus action for 1 spirit point, Bucciarati may take the dash action and disengage action. Stand Proud Focus. Bucciarati has a +5 bonus to initiative rolls. Brainstorm. When Bucciarati is targeted by an effect in which he must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, he may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success. ACTIONSMultiattack. Bucciarati or Sticky Fingers makes two attacks with his unarmed strike. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage. Dramatic Pose. Bucciarati gains advantage on the next saving throw he makes before the beginning of his next turn. This can be used as a bonus action for 1 spirit point. One Liner. Bucciarati loses 1 condition or gains advantage on his next attack before the beginning of his next turn. This can be used as a bonus action for 1 spirit point. Summon Stand. As a bonus action, Sticky Fingers appears anywhere within 5 feet of Bucciarati or is unsummoned. Stand Power! (3 Spirit Points). For 1 minute, Bucciarati and Sticky Fingers's attacks score a critical hit on a roll of 18-20, he has advantage on saving throws to resist the charmed, frightened, blinded, stunned, and poisoned conditions, Sticky Fingers gains a +3 bonus to attack rolls, damage rolls, its saving throw DC, its AC, and any saving throws it makes as does Bucciarati if he is in the same space as Sticky Fingers, and both Bucciarati and Sticky Fingers may take an action on each of his turns.
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Born in 1980 in a coastal suburb of Naples, Bucciarati's early life was happy. Despite this, when he was 7 years old, conflict regarding his mother's desire to move into the city lead to divorce, and his parents left the choice up to him who he would live with. Even at such a young age, Bruno had the wisdom to know that his mother could live her life in the city, but that loneliness would destroy his father, so he deigned to remain on the coast. Five years later, however, an unfortunate interaction with a couple mafioso drug dealers left him hospitalized from multiple gunshot wounds to the chest. When the mobsters came to finish him off, the twelve year old stabbed the two grown men to death in hot blood before joining the mafia himself to settle their debts. By 2001, Bucciarati was a respected member of the Passione mafia despite his hatred for its drug trade, leading Quartiere B, its inner team consisting of himself, Pannacotta Fugo, Leone Abbacchio, Narancia Ghirga, and Guido Mista, under Polpo, leader of La Squadra Guardie del Corpo. On March 29th, Team Bucciarati mobilized to investigate the sudden death of one of his enforcers. Believing it to be the result of the strange stones his team was being followed by, an altercation with their master revealed that not only was he not the culprit, but that his Stand only pursues those who are fated to die painful deaths. Eventually, Bucciarati tracked down the true culprit: Giorno Giovanna. Following a close fight, Bucciarati dedicated himself to Giorno's goal of reforming the mafia and enrolled him into his team. Following Giorno's assassination of Polpo, the team retrieved a large stockpile of his valuables, replacing him and being trusted to escort the Boss's daughter, Trish Una, to him, setting a clear path to the boss, though La Squadra Esecuzioni, the rogue execution squad also trying to assassinate the Boss, would fight them at every step. |
Sticky Fingers[edit]
Medium elemental (Stand), neutral good Armor Class 22 (natural armor)
Saving Throws Str +14, Dex +14, Con +8, Cha +12 Manifestation of Will. Sticky Fingers acts on Bucciarati's turn and uses his actions, bonus actions, and reactions. Whenever Sticky Fingers takes damage, Bucciarati instead takes half as much damage. Any feature that effects Bucciarati also effects Sticky Fingers. Any effects that target Sticky Fingers affect Bucciarati instead, though any attack rolls or saving throws made as part of the effect are still made against Sticky Fingers. If both Bucciarati and Sticky Fingers are targeted by an effect, only Sticky Fingers is targeted. Sticky Fingers can only move up to 10 ft. of Bucciarati, and moves in parallel with Bucciarati when he moves beyond the 10 ft. radius. Invisible Force. Only Stand users and creatures with any form of spellcasting can see Sticky Fingers, 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 Sticky Fingers, and it is no longer invisible to them. Sticky Fingers can phase through creatures and objects, and Bucciarati share Sticky Fingers's senses. Exploit Weakness. On a hit with Sticky Fingers's unarmed strikes, Bucciarati may spend 1 spirit point to decrease the target's AC to a maximum penalty of -7 until the end of the target's next long rest. If a creature is affected by this feature by multiple creatures, this maximum is equal to the highest proficiency bonus among the creatures affecting them. S-Tier Power. Star Platinum counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. ACTIONSUnarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (1d6 + 14) bludgeoning damage. Zipper Manifestation (1 Spirit Point). As a bonus action immediately after hitting with its unarmed strike, the target gains a zipper that is up to 30 ft. long and disappears after 1 minute. Bucciarati may spend 1 additional spirit point to regain his bonus action. Each zipper contains a pocket dimension the same size as the target, or optionally to the other side of the object if it is 3 inches wide or thinner and a 5 ft. cube centered on the zipper can be manipulated like cloth, and all zippers on a single target always leads to the same pocket dimension. While a creature other than Sticky Fingers has more than 1 zipper open on their body, they become restrained and must succeed a DC 22 Strength saving throw whenever they attempt to close a zipper on their body in order to do so. A creature that can see Stands can open or close a zipper within their reach as an action. Sticky Fingers can open or close a zipper within twice its reach as a bonus action. Sticky Fingers may up to 7 zippers active at a time. If Bucciarati exceeds this limit, the oldest zipper disappears and all of its effects end, including the zipper being open. If a creature is inside a zipper's pocket dimension when it closes, they are shunted to the nearest open space outside of the zipper immediately before it closes. When Sticky Fingers opens 1 zipper on a creature's body, Bucciarati may spend 1 spirit point to double that creature's reach but grant them disadvantage on any d20 rolls the creature uses their arms as part of. Bucciarati may spend 1 spirit point when he closes a zipper to move anywhere along the zipper in a straight line or to force any creatures touching the zipper to make a DC 22 Strength saving throw. On a failure, they take 34 (1d6 + 14 x 2) slashing damage. On a success, they take half as much damage. Arrivederci! As a bonus action, 1 zipper of Bucciarati's choice disappears, and he may spend 1 spirit point to deal 17 (1d6 + 14) bludgeoning damage to the limb it was on or twice as much damage to an object.
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Throughout their journey, Bruno and Trish became close, and as the highest ranking member of La Squadra Guardie del Corpo, he accompanied her to their meeting point: San Giorgio Maggiore. When the Boss moved to have her killed as a potential breach of his secrecy, Bruno moved to defend her with some prepared support from Giorno. During this fight, Bucciarati was killed, and while he was able to be revived in the aftermath, Fugo refused to betray Passione with them. Following Trish's advice, the tema moved to use Abbacchio's Stand to reveal the Boss's identity in Sardinia, where he met her mother, though they were now pursued by the members of La Unità Speciale. With an image of the Boss's face and help from a mysterious stranger, the team learned his identity, Diavolo, and his goal, to use the arrow to awaken the ultimate power. As the next battle with the Boss came closer, his body began to wither, robbing him of his sight and strength, and though the power of Silver Chariot Requiem extended his life in Diavolo's body, it was inevitable that the power wouldn't last, returning Diavolo's soul to his own body and Bucciarati's soul to the afterlife. Second Act BucciaratiFollowing Bucciarati's first fight with the Boss, his type changes to undead, he gains 60 feet of darkvision, he becomes vulnerable to radiant damage, he loses his Dramatic Pose action, and he gains the following features: Undead Fortitude. If damage reduces Bucciarati to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, he drops to 1 hit point instead. Weakness to Radiance. Any time Bucciarati takes radiant damage, he takes an additional 7 (2d6) radiant. Sunlight Hypersensitivity. If an amount of skin equal to the surface of Bucciarati's head or greater is in direct sunlight, he takes 9 (2d6 + 2) radiant damage at the end of each of his turns, or every 6 seconds outside of initiative. Creatures attempting to reveal Bucciarati may do so as the result of a successful shove attempt. Recovering himself requires an action. Additionally, Bucciarati does not age or need to sleep, and he counts as one size larger for the sake of how much he can push, pull, or lift. |
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