Joseph Joestar, Part 3 (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, Hamon Warrior, and Stand User class and Entertainer background, and as such does not follow traditional CR.

Joseph Joestar[edit]

Medium humanoid (Human), neutral good

Armor Class 19 (Natural Armor)
Hit Points 61 (2d10 + 2d8 + 6d6 + 20)
Speed 30 ft.

10 (+0) 16 (+3) 14 (+2) 18 (+4) 12 (+1) 16 (+3)

Saving Throws Dex +9, Int +10
Skills Acrobatics +9, Deception +9, Perception +7, Performance +9, Sleight of Hand +9
Senses passive Perception 17
Languages English, Italian, German, Spanish
Challenge 20 (25,000 XP)

Spirit Points. Joseph has 24 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Hamon. Joseph has 2 Hamon points, which he can expend. All expended Hamon points are regained at the end of a long rest.

Brainstorm. When Joseph is targeted by an effect in which he must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, he may spend 1 spirit point to contest it with an Intelligence saving throw, completely ignoring the effect on a success.

Discernment. If Joseph is subjected to an effect that allows it to make a Intelligence or Wisdom 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.

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.

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 17 Perception or Investigation check, his choice, when they take the Search action to discover his cheat.

Denting Blows. If Joseph is is grappling a creature or being grappled by a creature, his attacks automatically hit the creature and deal an additional 6 damage. Joseph may still make an attack roll to determine if he scores a critical hit. This feature extends to creatures who are too large to be grappled as long as he climbs on to them. Additionally, Joseph may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

Long Travels. Joseph has advantage on saving throws against gaining exhaustion from sources that are not creatures. When Joseph completes a short rest, he regains twice as many hit points and loses 1 level of exhaustion. Furthermore, as a bonus action for 1 spirit point, Joseph may take the dash action and disengage action.


Multiattack. Joseph makes two attacks with his unarmed strike.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) 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.

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

Hermit Purple Overdrive (3 Hamon Points). For 1 minute with concentration, when Joseph is hit by a melee attack, he may make an unarmed strike against the attacker that deals radiant damage.

Hermit Purple. As a bonus action, Joseph's reach increases by 15 feet; when he ends a grapple he may force the target to attempt a DC 20 Strength saving throw, on a failure, they are thrown 25 feet and are knocked prone, on a success, they are pushed half as far; he may spend spirit points in place of Hamon points; he may control any technology within his reach, even if there is not an available control system; and he gains the following actions until he ends this effect as a bonus action:

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 8 (1d4 + 6) slashing damage and Joseph may spend 1 spirit point to decrease the target's AC by 1 to a maximum penalty of -6 until the end of their next long rest. If this has advantage, Joseph may spend 2 Hamon points to double the damage this deals, which all counts as radiant.
Psychography . Joseph creates an image through any non-transparent medium, such as a camera or television. Roll a d20. On a 1, Joseph is only able to see half of his target. On a 20, Joseph can see the entire target and surroundings up to 60 feet. Joseph must know your target's general appearance. If they are a humanoid, Joseph must also know their name. If they are a humanoid, Joseph must succeed a Deception check with a DC equal to their passive perception or the target knows that someone was trying to locate them. If the medium used to locate a person is a piece of technology capable of generating sound and the target is aware, they can talk to Joseph, though he can not talk to them.

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 17 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.

Following his conquest of the pillar men, 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. However, his life would be turned upside down when he suddenly manifested his Stand, Hermit Purple. In his first summoning, he destroyed an expensive camera in a single motion, which spat out a picture of a man he had never met, but intimately knew; Dio Brando. Fearing the worst for his daughter, he flew to Japan under the guise of an extended business trip, instead working with his friend Abdul to fully manifest the newly-awakened Stand of his grandson, Jotaro Kujo, so that he could begin controlling it. That day only confirmed his fears, however, when Jotaro was attacked by one of DIO's assassins, though this "Noriaki Kakyoin" was a kindhearted Stand user being mind controlled by their shared adversary and promptly allied himself with the three men after being freed from DIO's spell, and when Holly suddenly collapsed, being poisoned by DIO's evil through the distress call being sent from his body; or rather that of his adoptive brother, Joseph's grandfather, Jonathan Joestar.

Alongside his companions, later including Polnareff, another of DIO's brainwashed minions, and Iggy, a dog Stand user apprehended by the Speedwagon Foundation, Joseph traveled the globe by foot, plane, boat, car, and camel to confront DIO in Egypt. While Joseph was instrumental in discerning DIO's Stand power, even his Hamon was ultimately no match, being temporarily killed by DIO, his own blood strengthening DIO's connection to Jonathan's body. After Jotaro defeated DIO, only taking a few seconds outside of stopped time, DIO's blood was transfused back into Joseph, who used his Hamon to purge it of DIO's vampiric essence. From then on, Joseph truly settled down, only participating in one more adventure, and in a much more indirectly supportive role.

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