Jean Pierre Polnareff (JJBA Supplement)
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Jean Pierre Polnareff
Medium humanoid (Human), lawful good
Armor Class 15 (natural armor)
Saving Throws Dex +11, Wis +9
Stand Proud Focus. Polnareff takes 3 less damage from from non-magical piercing, slashing, and bludgeoning damage. He also has advantage on saving throws against being Charmed, Frightened, and Paralyzed.
Exchange Blows. When Polnareff takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or can make 1 additional melee attack on each of their turns. He can only have up to 6 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. He 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 Polnareff successfully hits a creature with a melee attack, his melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.
Spirit Points. Polnareff has 13 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Hora, Hora, Hora! Polnareff de-summons Chariot and has it rotate around him at terrifying speed. Until the start of hit next turn, any projectiles fired at him are automatically reflected toward the creature that fired it as if they were attacking themselves. He may use his reaction, or a free action for 1 spirit point, to select a projectile within 15 ft radius of him to fall under this effect. He may spend 1 spirit point to change its course to something else. If the projectile has a damage type that is not bludgeoning, piercing, or slashing, Polnareff may forgo reflecting it to grant Chariot's Rapier an additional 1d8 of that type. He loses this feature at the end of his next turn if you successfully landed a hit on a creature, or for 1 minute otherwise. He may spend 1 spirit point to benefit from two uses of this feature at once.
Medium elemental (Stand), lawful good
Armor Class 27 (natural armor)
Saving Throws Dex +15, Wis +9
Manifestation of Will. Any feature that effects Silver Chariot also effects Polnareff. Any damage Silver Chariot takes is instead dealt to Polnareff. Any effect that targets either Silver Chariot or Polnareff targets both of them. Polnareff can summon or de-summon Silver Chariot as a bonus acton. If Polnareff becomes unconcious, Silver Chariot instantly de-summons. Silver Chariot and Polnareff use the same action and bonus action, but moving Silver Chariot uses a free action. Silver Chariot can only move up to 15 ft. of Polnareff, and moves in parallel with 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.
Rapier. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) piercing damage. Silver Chariot can make 1 additional attack with their rapier when it takes the attack action.
Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 11 (1d4 + 9) bludgeoning damage.
Remove Armor As a bonus Polnareff's AC decreases by -1 and Chariot's AC decreases by -2, and Polnareff loses any conditions he is effected by. Chariot can make 1 additional attack when it takes the attack action, Polnareff takes 1.5x as much damage (rounded down) when Chariot is attacked, moving Chariot can be done as a free action, and when Chariot forced to make a Dexterity saving throw where it take half damage on success, it instead take no damage on success and half damage on failure. This lasts until Polnareff ends it as a bonus action.
Secret Technique. Chariot makes a single rapier attack against a creature within 60 ft. of it, dealing an additional 1d8 piercing damage, after which he can not use his rapier. After using this feature, he must either retrieve the part, using a free item interaction if its within reach, or automatically regain it at the end of a short or long rest. . You may spend 1 spirit point to have this attack ignore cover.
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