Joseph Joestar, Final (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 Sideshow and Hamon Warrior class and Entertainer background, and as such does not follow traditional CR.

Joseph Joestar[edit]

Medium humanoid (Human), neutral good


Armor Class 22 (Natural Armor)
Hit Points 177 (12d10 + 16d8 + 66)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 18 (+4) 18 (+4) 12 (+1) 14 (+2)

Saving Throws Str +8, Dex +12, Con +12, Int +12
Skills Acrobatics +12, Deception +10, Perception +9, Performance +10, Sleight of Hand +12
Senses passive Perception 19
Languages English, Italian, German, Spanish
Challenge 28 (120,000 XP)


Spirit Points. Joseph has 12 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Hamon. Joseph has 10 Hamon points, which he can expend. All expended Hamon points are regained at the end of a long rest.

Natural Hamon. When Joseph would spend spirit points, he may instead spend three times as many Hamon points. When Joseph would spend Hamon points, he may instead spend half as many spirit points.

Hamon Defense. While Joseph 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, his unarmed strikes deal radiant damage, he is immune to the incapacitated condition, he can speak while paralyzed or petrified, and he remains aware of his surroundings while petrified. When he drops to 0 hit points while he has at least 1 Hamon point, he becomes paralyzed instead of unconscious, but he can not spend Hamon points until he regains at least 1 hit point.

Advanced Technique. When Joseph 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.

Discernment and Endurance. If Joseph is subjected to an effect that allows it to make a Intelligence,Wisdom, or Constitution saving throw to take only half damage, he instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Imbued Body. Joseph's maximum age is 132 and he has advantage on saving throws against gaining exhaustion from sources that are not creatures. When he completes a short rest, he regains twice as many hit points and loses 1 level of exhaustion. Furthermore, as a bonus action for 2 Hamon points, he may take the dash action and disengage action.

Joestar Secret Technique. Joseph can take the disengage action as a bonus action. He may spend 1 spirit point to take the disengage or dash action as a free action.

I can beat that move now! When Joseph critically succeeds a Brainstorm saving throw, he may cause the cause of the effect to be targeted by the effect instead. He may spend 1 spirit point to cause this to happen on a non-critical success.

Cheater. Joseph is proficient in playing cards, surface tension games, and baseball. When he attempts to cheat in any of these games, the target must succeed a DC 18 Perception or Investigation check, his choice, when they take the Search action to discover his cheat.

ACTIONS

Multiattack. Joseph makes three attacks with his unarmed strike, makes two unarmed strikes and uses an action that costs Hamon points, makes an unarmed strike and up to two actions that costs Hamon points, or uses up to three actions that cost Hamon points.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If this has advantage, Joseph may spend 2 Hamon points to double the damage this deals, which all counts as radiant.

Hamon Breathing. Joseph regains 1 Hamon point. This can be used as a bonus action.

Dramatic Pose. Joseph gains advantage on the next saving throw he makes before the beginning of his next turn. This can be used as a bonus action for 1 spirit point.

One Liner. Joseph either loses one condition or gains advantage on his next attack before the beginning of his next turn. This can be used as a bonus action for 1 spirit point.

Your next line is... (1 Spirit Point). One creature that can hear Joseph must succeed a DC 20 Charisma saving throw. On a failure, they are stunned until the end of their next turn. This can be used as a bonus action for 1 additional spirit points.

Zoom Punch (1 Hamon Point). As a bonus action, Joseph gains 10 additional feet of reach until the end of his next turn.

Hamon Barrier (3 Hamon Points). Joseph creates a 15-foot line in front of him that counts as full cover despite being transparent that lasts as long as he does not move or use any actions, bonus actions, or reactions.

Hamon Overdrive Beat (2 Hamon Points). One creature within 5 feet that is restrained must attempt a DC 20 Constitution saving throw. On a failure, they take 15 (3d6 + 4) radiant damage. On a success, they take half as much.

Clacker Volley (2 Hamon Points). As a bonus action, Joseph's melee and thrown weapon attacks, not including his unarmed strikes, deal an additional 7 (1d6 + 4) radiant damage until the end of his next turn.

Clacker Boomerang (2 Hamon Points). As a bonus action, Joseph's thrown weapons return to his possession at the beginning of his next turn if it was thrown, making another attack against any creature standing in the same spot as the original target when it does so, until the end of his next turn.

Scarlet Overdrive (1 Hamon Point). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) radiant damage and the target must attempt a DC 20 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: +12 to hit, reach 20 ft., one target. Hit: 11 (2d6 + 4) radiant damage and the target must attempt a DC 20 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, Joseph may make 2 additional unarmed strikes the next time he uses his Multiattack, but all his attacks must be against the same target.

Sunset Orange Overdrive (6 Hamon Points). Ranged Spell Attack: +12 to hit, range 60 ft. line. Hit: 26 (5d6 + 8) radiant damage.

Hamon Healing (2 Hamon Points). One creature within 5 feet of Joseph regains 4 (1d8) + the target's Constitution modifier hit points unless they are a construct, elemental, or undead.

Bubble Cutter (2 Hamon Points). Ranged Weapon Attack: +12 to hit, range 30 ft., one target. Hit: 9 (2d4 + 4) radiant damage.

REACTIONS

Metal Silver Overdrive (1 Hamon Point). When Joseph 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.

Josef_headband.png
[Source]

When Joseph and Lisa Lisa caught up with Caesar, all that remained was a bloodstained bubble containing Wamuu's antidote ring, Caesar's headband, and a large cross-shaped rock. Touching it, Joseph was not only filled with an incredible amount of Hamon, but understanding of his friend's passing. Allowing themselves a single moment of mourning, they pushed on into the hotel. In Kars and Wamuu's inner chamber, the two very quickly found themselves surrounded by the pillar men's vampire army, forcing them to bluff regarding a supposed bomb attached to the Red Stone of Aja that, without being reset or disarmed, would destroy is enough to make using it to become the ultimate lifeform impossible. Instead, they would only give up the stone if they were defeated in two one-on-one competitions, with the pillar men declaring the nearby Skeleton Heel Stone arena to be the ideal location.

In the first competition, Joseph and Wamuu engaged in a chariot race to the death lead by a pair of vampire horses. After seemingly making the wrong choice at every turn, but then using said choice to turn the tables on Wamuu, they were left without their horses in the middle of the arena, Wamuu without his arms and Joseph unable to move and low on Hamon without the time to regain it due to Wamuu's Atmospheric Rift. Throwing a Molotov cocktail he had prepared before the race, Wamuu quickly destroyed the projectile, allowing Joseph to throw Caesar's headband, causing the oil-soaked shreds to be sucked into Wamuu's body and burn him apart from the inside.

While Wamuu was an honorable warrior to the end, Kars immediately resorted to trickery in his duel with Lisa Lisa, using a vampire disguised as him to get the drop on her. Before could land the killing blow, however, Stroheim, Speedwagon, and a platoon of UV soldiers arrived, obliterating Kars' vampire army and forcing him to retreat with Joseph's help. As Kars lay in a pit of spikes, Speedwagon revealed Lisa Lisa's true name to Joseph; Elizabeth Joestar, Joseph's mother, forced into hiding after killing the RAF commander and zombie minion of Dio responsible for the death of his father, George Joestar. As the Speedwagon Foundation forces crowded around the pit to finish off Kars, however, he revealed the true intent of his plot; he had already taken the red stone. Using the UV light and his stone mask, Kars ascended to the state of the ultimate lifeform. Holding no animosity to the humans that had allowed him to achieve his dream, he focused his full attention on Joseph, the one who killed his comrades. Snagging the Aja, he used his secret technique, knowing that his friends and family weren't targets, climbing aboard a plane with Stroheim. Pursued by Kars aloft powerful wings firing beasts of all sort to consume the plane, Joseph found his target, a volcanic island just off the coast. Taking a hard landing, the crust of the island cracked, plunging Kars into the magma below, but even this couldn't kill the ultimate lifeform, who ascended clad in crustacean armor to sever Joseph's hand before finishing Joseph off with a Hamon-infused strike. Unconsciously, Joseph raised the red stone, sending a blast of Hamon into the volcano, forcing an eruption. As the pair rose into the atmosphere, small rocks pelted Kars out of orbit, with Joseph making one final attack; claiming that he had planned it all along.

Miraculously, Joseph survived falling from orbit due to the large chunk of rock he was on descending slowly with air resistance, though every bone in his body was broken for weeks. After being nursed back to health by Suzie Q and outfitted with a robotic hand by Stroheim, he crash his own funeral, shocking everyone. The next 47 years of Joseph's life would be fairly peaceful, marrying Suzie Q, becoming a wealthy world-wide real estate agent, and doting on his daughter, Holly Joestar, though he would never respect her husband, Sadao Kujo, for leaving her at home while traveling as a musician. Still, this would not spell the end for Joseph's adventures.

Variant: Chariot Weaponry

During his chariot race against Wamuu, multiple sets of weapons were laid out, granting Joseph the following actions:

Multiattack. Joseph makes three attacks with his unarmed strike warhammer, or large crossbow, makes two attacks and uses an action that costs Hamon points, makes an attack and up to two actions that costs Hamon points, or uses up to three actions that cost Hamon points.

Warhammer. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage while being wielded in one hand, 9 (1d10 + 4) bludgeoning damage while being wielded in two hands.

Large Crossbow. Ranged Weapon Attack: +12 to hit, range 100/400 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. This attack has disadvantage. This must be reloaded as an action after 1 shot.

Molotov Cocktail (1/day). Each creature in a 20 ft. radius up to 60 ft. from Joseph must make a DC 15 Dexterity saving throw. On a failure, they take 5 (1d10) fire damage and begin burning for 1d4 rounds. On a success, they take half as much damage.


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