Josefumi Kujo (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 Stand User Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.

Josefumi Kujo[edit]

Medium humanoid (Human), neutral good


Armor Class 14 (Natural Armor)
Hit Points 97 (15d8 + 30)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 16 (+3) 18 (+4) 20 (+5)

Saving Throws Wis +9, Cha +10
Skills Acrobatics +9, Arcana +8, Athletics +8, Insight +9, Investigation +8, Medicine +9, Nature +8, Perception +9, Persuasion +10, Sleight of Hand +9, Survival +9
Senses passive Perception 19
Languages Japanese
Challenge 15 (13,000 XP)


Stand Proud Focus. Josefumi takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. He also gains advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Josefumi takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or Soft and Wet can make 1 additional melee attack on each of their turns. He can only have up to 5 "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 Josefumi 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. Josefumi has 14 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.


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[Source]

Soft and Wet[edit]

Medium elemental (Stand), neutral good


Armor Class 23 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 26 (+8) 14 (+2) 16 (+3) 18 (+4) 20 (+5)

Saving Throws Wis +9, Cha +10
Skills Acrobatics +13, Arcana +8, Athletics +8, Investigation +8, Insight +9, Medicine +9, Nature +8, Perception +9, Persuasion +10, Sleight of Hand +13, Survival +9
Senses passive Perception 19
Languages Japanese
Challenge 15 (13,000 XP)


Manifestation of Will. Any feature that effects Josefumi also effects Soft and Wet. Any damage Soft and Wet takes is instead dealt to Josefumi. Any effect that targets either the Stand or user targets both of them. Josefumi can summon or de-summon Soft and Wet as a bonus action. If Josefumi becomes unconcious, the Stand instantly de-summons. The Stand and Stand user use the same action and bonus action, but moving the Stand uses a free action. The Stand can only move up to 10 ft. of the Stand user, and moves in parallel with the Stand user 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.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 12 (1d4 + 10) bludgeoning damage.

Bubble Generation. Soft and Wet creates up to 3 bubble that must be within 60 ft. from Josefumi or itself that moves up to 20 ft. as part of their action. He may create 1 additional bubble for 2 spirit points any amount of times on the same action, but any bubbles above 3 active at a time automatically pop at the end of his next turn.

As a bonus action, the bubble may be popped. If a bubble is popped near an object or smell, Josefumi can choose to trap it within the bubble, allowing Josefumi to move it along with the bubble. If the bubble is popped again, the object is released, and can be used as normal. If the object is being held or worn by a creature, they must attempt a DC 20 Strength saving throw, keeping the object on a success, or losing it on a failure.

When a bubble is popped, Josefumi may cause any small objects within 20 ft. to fly 10 ft. away from the bubble and any creatures within 20 ft. to attempt a DC 20 Dexterity saving throw. On a failure, they take 5 (2d4) force damage. He may also force 1 creature or object to attempt a DC 24 Dexterity saving throw. On a failure, he can make them blind by taking their sight, make them make no sound in any way by taking their sound, cause them to gain 1 level of exhaustion by taking their hydration, or force them to be permanently prone and become stunned and slide 20 ft. in a random direction if they try to stand up by taking their friction. Movement in this manner activates opportunity attacks. This lasts for 1 minute, and they may retry this effect's saving throw at the end of each of their turns.

That's my precious image of happiness (1 Spirit Point). One creature within 15 ft. is trapped within a bubble. They become restrained and Josefumi may move them in any direction (including straight up) for 1 minute or until the bubble takes 10 damage.

Take back the past I lost. Josefumi grafts two similar objects together permanently, such as grafting a piece of a plant to a different one or fusing a chair to a wall. This can not effect living creatures.




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