Joseph Joestar, Part 4 (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 Stand User class and Entertainer background, and as such does not follow traditional CR.

Joseph Joestar[edit]

Medium humanoid (Human), neutral good


Armor Class 18 (Natural Armor)
Hit Points 21 (1d10 + 3d6 + 5)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 16 (+3)

Saving Throws Dex +8, Int +8
Skills Acrobatics +8, Deception +8, History +8, Investigation +8, Medicine +6, Perception +6, Performance +8, Sleight of Hand +8
Senses passive Perception 16
Languages English, Italian, Spanish
Challenge 14 (11,500 XP)


Spirit Points. Joseph has 14 spirit points which he can expend. All spirit 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 5 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.

ACTIONS

Multiattack. Joseph makes two attacks with his unarmed strike.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 bludgeoning 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: +11 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 -5 until the end of their next long rest.
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.


Following DIO's defeat, Joseph once again settled down with his wife Suzie in New York. In 1999, at the ripe age of 79, Joseph began to ensure that his affairs were in order, including a romantic affair in 1938 that resulted in his illegitimate son, Josuke Higashikata. After his psychography could only capture an ominous figure, he sent Jotaro Kujo to ensure that Josuke was safe. After Anjuro was dealt with, Joseph came to Morioh where, after a failed attempt on his own life, he attempted to form a relationship with Josuke. While there was some well-deserved pushback initially, their combined efforts in saving an invisible baby, whom Joseph would adopt and name Shizuka Joestar, drew the two together. Following Kira's defeat, Joseph returned to New York with Shizuka, where after some explaining, Joseph and Suzie Joestar continued to live their own quiet life.


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