Joseph Joestar, Training (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 20 (Natural Armor)
Hit Points 177 (12d10 + 10d8 + 66)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 18 (+4) 12 (+1) 14 (+2)

Saving Throws Str +7, Dex +10, Con +10, Int +11
Skills Acrobatics +10, Deception +9, Perception +8, Performance +9, Sleight of Hand +10
Senses passive Perception 18
Languages English, Italian, German, Spanish
Challenge 22 (41,000 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 4 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.

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 two attacks with his unarmed strike or clackers.

Unarmed Strike. Melee Weapon Attack: +10 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. 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 18 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 18 Constitution saving throw. On a failure, they take 14 (3d6 + 3) 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 6 (1d6 + 3) 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.


Josef_after.png
[Source]

Shocked that Caesar's master, Lisa Lisa, was a woman following a short fight between the two, Joseph was outfitted with a ripple breathing mask and forced to undergo training harder than anything he or Caesar had ever done should he ever be able to surpass the, pillar, and men after only a month of training. As their first test, the two were thrown into the Hell Climb Pillar, a vertical climb up a sheer pillar coated in oil littered with traps. When Joseph accidentally activated a pressurized wave of oil that created a ceiling above them that could cut a man in half, Caesar carefully used his Hamon to cut through it, while Joseph used his unconventional thinking to slide along it, using his momentum to vault over the the edge, where pressure was the lowest. One step from the top, however, Joseph slipped, only to be caught by Caesar, now officially ex-rivals. At the end of their first week in training, Joseph left his quarters to battle Loggins, his personal Hamon trainer, only to find him dead, with his lungs having been ripped out of his body by Esidisi. After a battle of might and wits, Joseph came out on top, vaporizing Esidisi's body and taking the antidote to one of his wedding rings of death, though the remains of his body were able to escape and take over the body of Suzie Q, Lisa Lisa's caretaker, though he and Caesar were able to come together to defeat him without harming her. With Esidisi defeated and time to gather their surroundings, they discovered that the Red Stone of Aja had been transported to Switzerland, and so the three Hamon masters, along with Caesar's personal Hamon trainer Messina, traveled north, where they would recover the stone with help from Stroheim, though Joseph and the cyborg would have to fight together to repel Kars.

Tracking Kars and Wamuu to an abandoned hotel near a ski lodge, Caesar demanded that they attack in the day, when they could potentially out-maneuver them, but neither Joseph nor Lisa Lisa agreed, believing that to be the obvious option that they would certainly be more prepared for. When Caesar made it about his family's pride, Joseph completely disregarded legacy as a worthwhile concept, unaware of their families' intertwined fates, enraging Caesar, who stormed the hotel alone. By the time Joseph caught back up with Caesar it was too late, with only an echo of his Hamon, his headband, and the antidote to Wamuu's wedding ring of death remaining to empower him.


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