Joseph Joestar (JJBA Supplement)
Joseph Joestar[edit]
Medium humanoid (Human), neutral good Armor Class 20 (Natural Armor)
Saving Throws Dex +8, Int +9 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 2 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 +1 bonus to his melee attack and damage rolls and his AC. 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. 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. When he critically succeeds using this feature, 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. ACTIONSMultiattack. Joseph makes two attacks with his unarmed strike, submachine gun, or stock. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Submachine Gun. Ranged Weapon Attack: +9 to hit, range 30/300 ft., one target. Hit: 8 (2d4 + 3) piercing damage 1d4 times. Must be reloaded after 8 shots. Stock. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Fragmentation Grenade (3/day). Each creature in a 20 ft. radius up to 120 ft. from Joseph must make a DC 15 Dexterity saving throw. On a failure, they take 34 (5d6) piercing damage. On a success, they take half as much damage. Hamon Breathing. Joseph regains 1 Hamon point. 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 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. Cola Overdrive (2 Hamon Points). Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 7 (2d4 + 2) radiant damage. This means war! (2 Hamon Points). As a bonus action, Joseph's melee weapon attacks, not including his unarmed strikes, deal an additional 6 (1d6 + 3) radiant damage 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.
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On the surface, Joseph looks like your run-of-the-mill dumb hooligan. Further inspection reveals a powerful warrior, intelligent trickster, and brave hero. Never knowing his parents, he was raised by his grandmother Erina Joestar and her husband's most honorable friend Robert Speedwagon in New York City. Save for a few altercations with criminals after the Speedwagon fortune and a couple cops, Joseph lived a fairly quiet life until a mysterious stranger, who he accurately ascertained to be a vampire, ambushed him outside a diner. After a long fight, he explained why: Speedwagon had discovered something dangerous in Mexico, something only a prodigy Hamon user could defeat; an ancient lifeform still living within a stone pillar. Speeding off to Mexico, he was suddenly ambushed by an assassin; Donovan, a Nazi scout. After quickly defeating his attacker, he interrogated him into revealing his base's location, where both Speedwagon and the pillar man have been relocated. However, as Joseph infiltrated the base's command center, the pillar man, christened Santana suddenly disappeared before slaughtering most of the base's staff. After yet another arduous battle, Santana was drawn with the surprisingly self-sacrificial help of the base's commander, Rudolf von Stroheim, who fought the monster inside his own body before blowing himself up in full view of the sun with a grenade. Before the grenade went off, however, he revealed the location of three more pillar men in a secret chamber in Rome's colosseum. Immediately traveling to Rome, Speedwagon introduced Joseph to Caesar Zeppeli, who he would immediately come to despise, though after a short scuffle they were able to set aside there differences to face the pillar man threat. Despite their preparation, however, they were immediately outmatched by Kars, Esidisi, and Wamuu, though Joseph was able to convince them to give him 1 month to train his naturally powerful Hamon instead of killing him by manipulating their lust for battle; a promise insured by two wedding rings of death. With no other choice, Caesar brought Joseph to Venice to train with his own master, Lisa Lisa. Variant: Colosseum EquipmentGiven that even his Thompson submachine gun and hand grenades were ineffective, and feeling jealous at Caesar's signature bubble weapons, Joseph reworked his equipment to better face the pillar men in Rome. Joseph loses multiattack, submachine gun, stock, grenade, Cola Overdrive, and "This means war!" actions, but gains the following: Multiattack. Joseph makes two attacks with his unarmed strike or clackers. 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. Clacker. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/100 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Joseph has 2 clackers. |
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