Giorno Giovanna (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 Sideshow and Stand User class and Cloistered Scholar background, and as such does not follow traditional CR.

Giorno Giovanna[edit]

Medium humanoid (human), chaotic good


Armor Class 19 (natural armor)
Hit Points 116 (20d6 + 4d10 + 24)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 22 (+6)

Saving Throws Dex +9, Con +8, Int +8, Cha +13
Skills Acrobatics +9, Arcana +8, History +8, Perception +9, Sleight of Hand +9
Senses passive Perception 19
Languages Italian, Japanese
Challenge 24 (62,000 XP)


Spirit Points. Giorno has 24 spirit point which he may expend. All spirit points are regained at the end of a long rest.

Evasion. When Giorno 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 Giorno is grappling a creature or being grappled by a creature, his and Gold Experience's attacks automatically hit the creature and deal an additional 7 damage. Giorno 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, Giorno may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

Long Travels. Giorno has advantage on saving throws against gaining exhaustion from sources that are not creatures. When Giorno 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, Giorno may take the dash action and disengage action.

Stand Proud Focus. Giorno has a +6 bonus to initiative rolls.

Brainstorm. When Giorno 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.

ACTIONS

Multiattack. Giorno or Gold Experience 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. Giorno 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. Giorno 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, Gold Experience appears anywhere within 5 feet of Giorno or is unsummoned.

Stand Power! (3 Spirit Points). For 1 minute, Giorno and Gold Experience'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, Gold Experience gains a +3 bonus to attack rolls, damage rolls, its saving throw DC, its AC, and any saving throws it makes as does Giorno if he is in the same space as Gold Experience, and both Giorno and Gold Experience may take an action on each of his turns.

Fists of Fury (1 Spirit Point). As a bonus action, Giorno gains 20 temporary hit points, he ignores difficult terrain, Gold Experience may make one additional attack when he uses his Multiattack, Gold Experience's unarmed strikes deal 15 (2d6 + 8) bludgeoning damage on a hit, and he is bloodlusted.


Haruno Shiobana was born on April 16th, 1985, to a young, neglectful Japanese mother and a mysterious deadbeat father named DIO. Four years later, Haruno's mother would marry an Italian man, with the two taking on his last name and italianizing his first name, resulting in the name he would be known as for the rest of his life; Giorno Giovanna. Now with a grand total of three neglectful parents, Giorno's life and self-esteem continued to plummet until a chance meeting with a wounded man on the side of the road. When a group of men came looking for the stranger, Giorno lied, unconsciously using his Stand for the first time to conceal him in foliage. Unbeknownst to Giorno, this man was a high ranking member of the mafia who now owed him a life debt, which was repaid through threats to anyone mistreating Giorno. Now a popular boy with a healthy home life thanks to his own action, something stirred in Giorno, perhaps the courage of his true father, and Giorno dedicated his life to reforming the mafia to be more like his mutual savior; to becoming a gang-star.

In 2001, at the age of 15, Giorno came into conflict with a mafia enforcer for pilfering an odd tourist on their turf, which unfortunately resulted in the enforcer's death, drawing the attention of the lead of the local Quartiere, Bruno Bucciarati. Following a hard-won fight, Giorno convinced Bucciarati of his goal and was permitted to join Team Bucciarati, even if it meant treason. Alongside Pannacotta Fugo, Leone Abbacchio, Narancia Ghirga, and Guido Mista, Quartiere B assassinated the lead of La Squadra Guardie del Corpo and 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.


Gold Experience[edit]

Medium elemental (Stand), chaotic good


Armor Class 25 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
26 (+8) 26 (+8) 12 (+1) 12 (+1) 14 (+2) 22 (+6)

Saving Throws Dex +15, Con +8, Int +8, Cha +13
Skills Acrobatics +15, Arcana +8, History +8, Perception +9, Sleight of Hand +15
Senses passive Perception 19
Languages Italian, French
Challenge 24 (62,000 XP)


Manifestation of Will. Gold Experience acts on Giorno's turn and uses his actions, bonus actions, and reactions. Whenever Gold Experience takes damage, Giorno instead takes half as much damage. Any feature that effects Giorno also effects Gold Experience. Any effects that target Gold Experience affect Giorno instead, though any attack rolls or saving throws made as part of the effect are still made against Gold Experience. If both Giorno and Gold Experience are targeted by an effect, only Gold Experience is targeted. Gold Experience can only move up to 10 ft. of Giorno, and moves in parallel with Giorno when he moves beyond the 10 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Gold Experience, 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 Gold Experience, and it is no longer invisible to them. Gold Experience can phase through creatures and objects, and Giorno share Gold Experience's senses.

Exploit Weakness. On a hit with Gold Experience's unarmed strikes, Giorno 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.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) bludgeoning damage.

Life Giver (3 Spirit Points). A Small or smaller object becomes a beast or plant of equal size. If the chosen creature has a CR higher than 3, it is transformed at the end of Giorno's next turn if he maintains concentration. If the object was part of a larger object or belonging to a creature, the beast moved toward the object or creature at any given opportunity and always knows the direction the creature is in. Otherwise, these creatures act as any beast or plant of the chosen species would. When a creature deals damage to one of these creatures, they take the damage instead.

When this creates a plant, Giorno may spend 1 spirit point to double the size of the plant created and force every creature within 5 feet of the plant to attempt a DC 23 Strength saving throw. On a failure, they take Gold Experience's unarmed strike's damage. On a success, they take half as much damage.

Creative Healing (3 Spirit Points). A Tiny object becomes part of a creature within Gold Experience's reach, causing them to regain hit points equal to the damage Gold Experience's unarmed strikes deal. This can restore body parts that are destroyed, and can restore hit points to higher tiers of a body part's hit points.

Life Sensor. Giorno learns the CR or level of any creatures Gold Experience's reach.

Life Shot (3 Spirit Points). As a bonus action immediately after Gold Experience hits a creature with an unarmed strike, the target must attempt a DC 23 Constitution saving throw. On a failure, they gain or lose up to 7 levels of exhaustion for 1 minute. On a failure, they gain 3 levels of exhaustion They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

S-Tier Precision (1 Spirit Point). As a bonus action, or as a free action for 2 spirit points, Gold Experience enters Precision Mode until the beginning of Giorno's next turn. Giorno may spend 1 spirit point when this feature would end to extend its benefits to the beginning of his next turn. While in Precision Mode, when Gold Experience would deal no damage, it instead deals half as much; when Gold Experience would deal half as much damage by any effect other than this feature, it instead deals full damage; and Gold Experience gains advantage on Perception and Investigation checks.


After a failed attack on the Boss, which ultimately cost Fugo's loyalty to La Squadra Guardie del Corpo and Bruno's life, though Giorno was able to temporarily bring his soul back into his body, Team Bucciarati followed Trish's advice 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. While the second fight with the Diavolo was even more costly than the first, it was ultimately successful when Giorno gained the true power of the arrow first in the form of Gold Experience Requiem. With Diavolo defeated, Giorno revealed himself to Passione as the Boss, with Mista, Trish, and Polnareff as his closest allies, cooperating with the Speedwagon Foundation whenever necessary and ordering his underlings to cease selling drugs to children. When this caused La Sezione Droghe, the Narcotics Team, to turn traitor, Giorno assigned their destruction Fugo, Sheila E, and Cannolo Murolo, re-earning his former friend's respect in the process.

Gold Experience Requiem

While Giorno has Gold Experience Requiem, he gains the effects of Stand Power! and the following: Return to 0 (1 Spirit Point). At will when a creature within 20 feet of Gold Experience acts in any way, it fails.

Death Loop. If Gold Experience would reduce a creature to 0 hit points, they are killed instantly as their soul experiences death in every possible way in every universe in every universal reset, and these deaths can not be avoided.


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