Funny Valentine (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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 Stand User Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.

President Funny Valentine[edit]

Medium humanoid (Human), lawful neutral


Armor Class 15
Hit Points 144 (17d8 + 68)
Speed 30 ft.


STR DEX CON INT WIS CHA
21 (+5) 21 (+5) 19 (+4) 18 (+4) 16 (+3) 22 (+6)

Saving Throws Str +11, Cha +12
Skills Acrobatics +11, Athletics +11, Deception +12, History +10, Insight +9, Medicine +9, Nature +10, Perception +9, Persuasion +12, Stealth +11, Survival +9
Damage Immunities charmed, frightened
Senses passive Perception 19
Languages English
Challenge 17 (18,000 XP)


Legendary Resistance (3/Day). If the Stand user fails a saving throw, he can choose to succeed instead.

Stand Proud Focus. the Stand user 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 the Stand user 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 the Stand user 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.

I have 'feelings' of 'patriotism'. Every action I have performed was because I judged it to be 'absolutely' for this country's sake. When Valentine drops to 0 hit points, he may immediately use Dimension Hop, and instead drop to 1 hit point. He may do this once, regaining use at the end of a long rest.

Spirit Points. the Stand user has 15 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Revolver. Ranged Weapon Attack: +11 to hit, range 30/300 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Must be reloaded as an action after 6 shots.

Dimension Hop (1 Spirit Point). Valentine, along with 1 creature within 5 feet for 1 additional spirit point, enters an alternate dimension for up to 20 minutes. He, and the other creature if they are within 5 ft. of him when he does so, can return from this dimension up to 60 ft. from where he left at will, along with up to 3 items from this dimension that are no larger than 1 foot cubes (larger objects or creatures cost 1 spirit point/item), and he may spend 2 spirit points to regain 27 (3d10 + 10) hit points. If the creature is a Stand user in this dimension and he brings an alternate version of the creature, he may change their Stand. When a creature or object touches its alternate counterpart, they take 34 (5d8 + 10) force damage.

The one who took the first napkin determines everything (1 Spirit Point). Valentine summons an identical clone of himself that does not have Dirty Deeds Done Dirt Cheap.

REACTIONS

Dojyaaa~~n (2 Spirit Points). All ranged attacks against Valentine have disadvantage until the beginning of his next turn.

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[Source]

Dirty Deeds Done Dirt Cheap[edit]

Medium elemental (Stand), any alignment


Armor Class 26 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
30 (+10) 21 (+5) 19 (+4) 18 (+4) 16 (+3) 30 (+10)

Saving Throws Str +16, Cha +16
Skills Acrobatics +11, Athletics +16, Deception +16, History +10, Insight +9, Medicine +9, Nature +10, Perception +9, Persuasion +16, Stealth +11, Survival +9
Senses passive Perception 19
Languages English
Challenge 17 (18,000 XP)


Manifestation of Will. Any feature that effects the Stand user also effects the Stand. Any damage the Stand takes is instead dealt to the Stand user. Any effect that targets either the Stand or the Stand user targets both of them. The Stand user can summon or de-summon the Stand as a bonus action. If the Stand user becomes unconscious, the Stand instantly de-summons. The Stand and Stand user use the same action and bonus action, but moving the Stand uses a free action. The Stand can only move up to 10 ft. of the Stand user, and moves in parallel with the Stand user when they move beyond the 15 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see the Stand, 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 the Stand, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by the Stand is also seen by the user.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 12 (1d4 + 10) bludgeoning damage.


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[Source]



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