Jonathan Joestar, Final (JJBA Supplement)
Jonathan Joestar[edit]
Medium humanoid (human), lawful good Armor Class 20 (natural armor)
Saving Throws Str +10, Con +8 Hamon. Jonathan has 6 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 Jonathan 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, and his unarmed strikes deal radiant damage. Advanced Technique. When Jonathan 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 Jonathan 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. Hand-to-Hand Combat. When Jonathan uses the Attack action on his turn and only makes attacks with unarmed strikes or light melee weapons, he can make one unarmed strike as a bonus action. Action Surge (1/Short or Long Rest). On his turn, Jonathan takes an additional action and bonus action. Improved Critical. Jonathan's weapon attacks score a critical hit on a roll of 19 or 20. ACTIONSMultiattack. Jonathan makes three attacks with his unarmed strikes or Luck & Pluck, makes an unarmed strike and an action that costs Hamon points, or uses two actions that cost Hamon points. Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage. Luck & Pluck. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage while being wielded in one hand, 12 (1d10 + 7) slashing damage while being wielded in two hands. Dramatic Pose. Jonathan gains advantage on the next saving throw he makes before the beginning of his next turn. Second Wind (1/Short or Long Rest). As a bonus action, the Jonathan regains 10 (1d10 + 5) hit points. Hamon Breathing. Jonathan regains 1 Hamon point. This can also be used as a bonus action. Zoom Punch (1 Hamon Point). As a bonus action, Jonathan gains 10 additional feet of reach until the end of his next turn. Sendo Hamon Overdrive (1 Hamon Point). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) radiant damage. This attack ignores cover. Scarlet Overdrive (1 Hamon Point). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) radiant damage and the target must attempt a DC 16 Constitution saving throw. On a failure, they take 5 (2d4) fire damage at the end of each of their turns for 1 minute. They or a creature touching them may retry this saving throw as an action. This can also be used to instantly remove the restrained condition. Turquoise Blue Overdrive (1 Hamon Point). Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 10 (2d6 + 3) radiant damage and the target must attempt a DC 16 Strength saving throw. On a failure, they are thrown 15 feet away from you. On a success, they are pushed half as far. Sunlight Yellow Overdrive (3 Hamon Points). As a bonus action, Jonathan may make 2 additional unarmed strikes the next time he uses his Multiattack, but all his attacks must be against the same target. Life Magnetism Overdrive (2 Hamon Points). As a bonus action, or as a reaction when Jonathan would take damage from falling for 1 additional spirit point, he gains three-quarters cover, and he does not take falling damage until the end of his next turn. As an action, he may allow any creatures touching him to gain this effect as well. REACTIONSMetal Silver Overdrive (1 Hamon Point). When Jonathan 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. |
With Zeppeli's final breath, he passed his years of amassed Hamon to Jonathan, awakening an even greater strength within him, with which he quickly demolished Tarkus. Cremating his master, he journeyed into the town surrounding Dio's castle, slaying a few zombies before being ambushed by three strangers. After a short scuffle, the three introduced themselves as friends from Zeppeli's Hamon hermitage; Dire, Straits, and Tompetty. Quickly slaying Dio's strongest guards, the five warriors confronted Dio, only for him to slay Dire in a single blow. Stepping forward himself to avenge his friends and family while his allies fought off the horde of minions at Dio's disposal, Jonathan's only way to beat Dio's freezing abilities was to light his fists ablaze, filling him with Hamon and throwing him off the castle and into the rising sun. After mourning the death of his adopted brother and destroying the stone mask that started it all, Jonathan finally, truly rested. Marrying Erina Pendleton a mere two weeks after slaying Dio, the two boarded a ship for the Americas for their honeymoon. However, when zombies began rampaging across the ship, a terrifying revelation struck Jonathan; Dio yet lived. Without a body and seeking to steal Jonathan's, he was carried by Wang Chan, his first minion. Being shot in the throat by a pressurized fluid beam, Jonathan used the last of his own Hamon to throw Wang Chan into the ship's engine, begging Erina to climb into the durable coffin Dio had been transported upon to save not only her own life, but the life of their unborn child and the newborn they had saved from a zombified mother. As the ship exploded around the two brothers, Jonathan embraced Dio and welcomed death with a smile. |
Back to Main Page → 5e Homebrew → Campaign Settings → JoJo's Bizarre Adventure World → Bestiary (JJBA Setting)