Dire (JJBA Supplement)

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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 Hamon Warrior class and Hermit background, and as such does not follow traditional CR.

Dire[edit]

Medium humanoid (Human), neutral good


Armor Class 19 (natural armor)
Hit Points 119 (14d8 + 56)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 12 (+1) 9 (-1) 12 (+1)

Saving Throws Dex +6, Cha +6
Skills Athletics +9, Insight +4, Medicine +4, Nature +6, Religion +6
Senses passive Perception 9
Languages
Challenge 14 (11,500 XP)


Hamon. Dire has 5 Hamon points which he can expend. All expended Hamon points are regained at the end of a long rest. If a creature is Undead, they take 3 (1d6) radiant damage for every Hamon point they have at the end of each of their turns.

Hamon Defense. While Dire has at least 1 Hamon point, he gains a +2 bonus to his melee attack and damage rolls and his AC, his jump distances are doubled, his unarmed strikes deal radiant damage, he is immune to the incapacitated condition, he can speak while paralyzed or petrified, and he remains aware of his surroundings while petrified. When he drops to 0 hit points while he has at least 1 Hamon point, he becomes paralyzed instead of unconscious, but he can not spend Hamon points until he regains at least 1 hit point.

Advanced Technique. When Dire uses a Technique as an action, he may spend additional Hamon points equal to half its cost, to a minimum total cost of 2 and a maximum total cost of 8, to use it as a bonus action.

Brawn. When Dire is targeted by an area effect that lets him make a Strength 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.

Imbued Body. Dire' maximum age is 125 and he has advantage on saving throws against gaining exhaustion from sources that are not creatures. When he completes a short rest, he regains twice as many hit points and loses 1 level of exhaustion. Furthermore, as a bonus action for 2 Hamon points, he may take the dash action and disengage action.

ACTIONS

Multiattack. Dire makes two attacks with his unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Hamon Breathing. Dire regains 1 Hamon point. This can be used as a bonus action.

Zoom Punch (1 Hamon Point). As a bonus action, Dire gains 10 additional feet of reach until the end of their next turn.

Tornado Overdrive (2 Hamon Points). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) radiant damage. Dire may move up to 20 ft. in a straight line as part of this action.

Hamon Cutter (2 Hamon Points). Ranged Weapon Attack: +9 to hit, range 30 ft., one target. Hit: 9 (2d4 + 4) radiant damage.

Hamon Afterimages (1 Hamon Point). Until the end of his next turn, Dire gains a +1 bonus to his AC and a +3 bonus to any saving throws he makes, and he ignores difficult terrain.

Thunder Split Attack (3 Hamon Point). While under the effects of Hamon Afterimages, Dire makes a melee attack with a +9 bonus against one creature within 5 feet. On a hit, both him and the target are restrained until the end of his next turn or until they are no longer within his reach. As an action while a creature is restrained in this way, he may force them to make a DC 17 Strength saving throw. On a failure, they take 22 (2d6 + 4 x 2) radiant damage. On a success, they take half as much damage.

Thunder Cross Split Attack (5 Hamon Point). While under the effects of Hamon Afterimages, Dire makes a melee attack with a +9 bonus against one creature within 5 feet. On a hit, both the target is restrained until the end of his next turn or until they are no longer within his reach. As a bonus action while a creature is restrained in this way, he may force them to make a DC 17 Strength saving throw. On a failure, they take 22 (2d6 + 4 x 2) radiant damage. On a success, they take half as much damage.

Sunlight Yellow Overdrive (3 Hamon Points). As a bonus action, Dire may make 2 additional unarmed strikes the next time he takes the Attack action, but all his attacks must be against the same target.

Forced Hamon Breathing. Dire must attempt a DC 25 Dexterity saving throw. On a success, one creature within 5 feet gains a Hamon point maximum of 1 and one technique of their choice. If they later gain levels in the Hamon Warrior class, their Hamon point maximum remains at 1 and their Technique limit remains at 2 until 4th and 5th level respectively.

One Liner. Dire either rids himself of 1 condition or gains advantage on his next attack before the beginning of his next turn.

REACTIONS

Metal Silver Overdrive (1). When Dire is targeted by a melee attack that does not have advantage, he makes an unarmed strike against the attacker. He may spend an additional Hamon point to reduce the damage of the attack by his unarmed strike's damage roll.

Dire_intro.png
Source [1]

A student of Tompetty alongside Straits and William Zeppeli, Dire is the 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 bearing the title of "the perfect vampire killer". He is an honorable warrior above all else before his death at the hands of Dio.


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