Jonathan Joestar, Variant (5e Creature)
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Jonathan Joestar, Variant
medium humanoid (human), lawful good
Athlete. Jonathan can stand up from being prone with 5 feet of movement instead of half, and he can make a running long or high jump after only 5 feet of movement as opposed to 10. He counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.
Hamon Breathing. Jonathan is acclimated to high altitude, including elevations above 20,000 feet. He also has 12 Hamon points which recharge on a short rest. Jonathan's attacks count as magical for the purposes of overcoming damage resistances and immunities. He is also immune to poison and disease. Whenever Jonathan or a friendly creature within 10 feet of him makes a saving throw, they gain a +2 bonus. When he is subjected to an effect that allows him to 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. Jonathan can move across liquids on his turn without falling during the move.
Hamon Overload. When Jonathan hits another creature with a melee weapon attack, he can spend 1 Hamon point to attempt a stunning strike. The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of his next turn.
Sunlight Yellow Overdrive. When Jonathan hits a creature with a melee weapon attack, he can expend one spell slot to deal a number of d8s equal to one plus the spell slot's level radiant damage (with an extra d8 if the target is a fiend or undead) to the target, in addition to the damage.
Peaceful Nature. At the end of a long rest, Jonathan gains the following effect until the start of his next long rest: Any creature who targets him with an attack or a harmful spell must first make a DC 18 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect Jonathan from area effects, such as the explosion of a fireball. If he makes an attack or deals damage to another creature, this effect ends.
Spellcasting. Jonathan is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Jonathan has the following paladin spells prepared:
1st level (4 slots): protection from evil and good, divine favor
2nd level (3 slots): magic weapon
Multiattack. Jonathan makes two Ora attacks.
Ora. Melee Attack: +11 to hit, range 5 ft., one target. Hit: 11 (1d8) + 7 bludgeoning damage. Jonathan can also grapple the target after he hits them with this attack, make an Ora attack as a bonus action following this one, or he can expend 1 Hamon point to make a third Ora attack. Whenever he chooses to make 3 attacks, whenever one of them hits, Jonathan can choose to do one of the following: The target must succeed on a DC 18 Dexterity saving throw or be knocked prone, it must make a Strength saving throw or Jonathan can push it up to 15 feet away from him, or it can't take reactions until the end of his next turn.
Hamon Self-Healing (1/day). Jonathan can regain 36 hit points.
Hamon Healing. Jonathan can touch a creature and draw power from a pool of 40 hit points to heal that creature, up to the maximum amount remaining in the pool. Alternatively, he can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. Jonathan can cure multiple diseases and neutralize multiple poisons with a single use, expending hit points separately for each one. This feature has no effect on undead and constructs.
Ripple Sensing (3/day). Until the end of his next turn, Jonathan knows the location of any celestial, fiend, or undead within 60 feet of him that is not behind total cover. He knows the type (celestial, fiend, or undead) of any being whose presence he senses, but not its identity (the vampire Dio Brando, for instance). Within the same radius, Jonathan also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Center Hamon. Jonathan can end one effect on himself that is causing him to be charmed or frightened.
Hamon. Bonus Action: Jonathan spends 1 Hamon point to either dodge, dash, or disengage. If he chooses to dash or disengage, his jumping distance doubles for the turn.
Peaceful Nature (Recharges on a short or long rest). Bonus Action: Jonathan grants himself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. This cannot be used if the Peaceful Nature reaction has been used since the last short or long rest.
Athlete's Endurance (Recharges on a short/long rest). When Jonathan takes damage, he can reduce the damage by 8 (1d12 + 2).
I'll gladly lose a finger or two. Jonathan can deflect or catch the missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 21 (1d10 + 16). If Jonathan reduces the damage to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If he catches a missile in this way, he can spend 1 Hamon point to make a ranged attack (+4 to hit, range 20/60 feet, one target) with the weapon or piece of ammunition you just caught, as part of the same reaction.
Life Magnetism Overdrive. Jonathan can reduce any falling damage he takes by 60.
Peaceful Nature (Recharges on a short or long rest). Immediately after an attacker within 30 feet of him deals damage with an attack against a creature other than him, Jonathan can force the attacker to make a DC 16 Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. This cannot be used if the Peaceful Nature bonus action has been used since the last short or long rest.
Guardian. When a creature within 10 feet of Jonathan takes damage, he can magically take that damage, instead of that creature taking it. This doesn't transfer any other effects that might accompany the damage, and this damage ignores resistances and immunities.
Jonathan is the son of the wealthy businessman George Joestar I and Mary Joestar. He is an honest, kind, and positive man whose life is fraught with tragedy after meeting his adopted older brother - and JoJo's Bizarre Adventure series antagonist - Dio Brando. In his battle against Dio, Jonathan becomes a Ripple user under the tutelage of his master Will Anthonio Zeppeli.