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Jonathan Joestar (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 Fighter and Hamon Warrior class and Noble background, and as such does not follow traditional CR.

Jonathan Joestar[edit]

Medium humanoid (human), lawful good


Armor Class 18 (natural armor)
Hit Points 80 (5d8 + 5d10 + 30)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 12 (+1)

Saving Throws Str +8, Con +7
Skills Athletics +8, History +5, Perception +4, Persuasion +5
Senses passive Perception 14
Languages English, Latin
Challenge 10 (5,900 XP)


Hamon. Jonathan has 2 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 +1 bonus to his melee attack and damage rolls and his AC, his jump distances are doubled, and his unarmed strikes deal radiant damage.

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.

ACTIONS

Multiattack. Jonathan makes two attacks with his unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

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.

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). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) radiant damage. This attack ignores cover.

Scarlet Overdrive (1). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) radiant damage and the target must attempt a DC 15 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.

REACTIONS

Metal Silver Overdrive (1). 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.

Jonathan_fighting.png
[Source]

With a broken body but a strong will, Jonathan recovered with the help of his childhood love Erina Pendleton. On a slow walk to maintain his strength, he was suddenly rushed by a strange man who struck him in the chest. Finding himself miraculously healed, the man introduced himself as William Zeppeli, a master of Hamon seeking to destroy all vampires, and informed him that Dio yet lived. In order to defeat Dio, Zeppeli trained Jonathan in the ways of manipulating life energy for 1 week, at the end of which he was ambushed again, this time by a zombified Wang Chan, and while the minion was easily beaten, he was still able to escape and inform Dio of the threat of Hamon. Around the same time, Speedwagon and his associates tracked Dio to the rural village of Windknight's Lot, and thus the three set off to vanquish Dio's evil.

After dealing with Jack the Ripper and numerous other zombies, the team was confronted by Dio in his full might, who sent his two strongest minions against the two in hopes of not needing to fight his own brother again. While Jonathan was able to beat Bruford in a fair fight, even restoring his humanity for a brief moment and earning his respect, he had no such luck against Tarkus, being locked alone in the Chamber of the Two-Headed Dragon, the ideal place for his enemy's Chain Neck Deathmatch. Moments before he would almost certainly die, his compatriots opened the door, allowing Zeppeli to threaten Tarkus before being cut in half. With his final breath, Zeppeli passed his years of amassed Hamon to Jonathan, awakening an even greater strength.

Variant: Luck & Pluck

After defeating Bruford, Jonathan was gifted his legendary sword, Luck. However, the blade was named after Bruford's own qualities, not Jonathan's, thus he rechristened it the sword of Luck & Pluck.

Luck & Pluck. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage while being wielded in one hand, 11 (1d10 + 6) slashing damage while being wielded in two hands.


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