Josuke Higashikata (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 Stand User class and Athlete background, and as such does not follow traditional CR.

Josuke Higashikata[edit]

Medium humanoid (human), chaotic good


Armor Class 20 (natural armor)
Hit Points 92 (20d6 + 4d10)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 22 (+6)

Saving Throws Dex +10, Con +7, Int +7, Cha +13
Skills Acrobatics +10, Athletics +10, Deception +13, Insight +7
Senses passive Perception 10
Languages Japanese
Challenge 24 (62,000 XP)


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

Brawn. When Josuke is targeted by an area effect that lets him make a Strength saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Denting Blows. If Josuke is grappling a creature or being grappled by a creature, his and Crazy Diamond's attacks automatically hit the creature and deal an additional 6 damage. Josuke 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, Josuke may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

Long Travels. Josuke has advantage on saving throws against gaining exhaustion from sources that are not creatures. When Josuke 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, Josuke may take the dash action and disengage action.

Stand Proud Focus. Josuke has a +5 bonus to initiative rolls.

WHAT DID YOU SAY ABOUT MY HAIR?! Josuke gains the effects of Fists of Fury whenever he is Bloodlusted.

Brainstorm. When Josuke 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.

ACTIONS

Multiattack. Josuke or Crazy Diamond makes two attacks with his unarmed strike.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.

Dramatic Pose. Josuke 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.

Your next line is... (1 Spirit Point). One creature that can hear Josuke 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.

Summon Stand. As a bonus action, Crazy Diamond appears anywhere within 5 feet of Josuke or is unsummoned.

Stand Power! (3 Spirit Points). For 1 minute, Josuke and Crazy Diamond's attacks score a critical hit on a roll of 18-20, he has advantage on saving throws to resist the charmed, frightened, blinded, stunned, and poisoned conditions, Crazy Diamond gains a +3 bonus to attack rolls, damage rolls, its saving throw DC, its AC, and any saving throws it makes as does Josuke if he is in the same space as Crazy Diamond, and both Josuke and Crazy Diamond may take an action on each of his turns.

Fists of Fury (1 Spirit Point). As a bonus action, Josuke gains 20 temporary hit points, he ignores difficult terrain, Crazy Diamond may make one additional attack when he uses his Multiattack, Crazy Diamond's unarmed strikes deal 23 (2d6 + 16) bludgeoning damage on a hit, he is bloodlusted, and he gains a +3 bonus to Athletics checks and Charisma saving throws for 1 hour or until he isn't bloodlusted.

REACTIONS

There's no reason he has to die (1 Spirit Point). When Crazy Diamond causes a piece of a target that regained hit points using Fix to return to the target, Josuke or any creatures of his choice may hold on tightly to the pieces until they are anywhere within 5 feet of the target.

In 1988, when Josuke was only 5 years old, he fell suddenly and deathly ill from an unidentifiable disease. With no other option, his single mother Tomoko attempted to drive him to the closest hospital in the middle of a blizzard, but she got stuck in a snowbank. From out of nowhere, a delinquent clearly fresh from a fight appeared, taking off the jacket protecting him from the cold in order to free the vehicle. Josuke never saw this boy again, but that act of heroism inspired him, modeling his appearance and lifestyle off of him, even when his obnoxious pompadour had fallen far out of style.

In 1999, Josuke entered high school in Morioh, he was confronted by Jotaro Kujo, a man 8 years his senior, introduced himself as his nephew, coming on behalf of Josuke's elderly absentee father Joseph Joestar. Following a brief scuffle after Jotaro involuntarily insulted Josuke's hair, the two cut a swath through Morioh's Stand user population, making a good number of close friends and defeating some serious evil. However, the defining feature of every fight Josuke had was defined by one thing: wrongdoing always got its comeuppance. That was until Shigekiyo Yangu, one of Josuke's classmates and friends, was murdered in broad daylight in their own high school with no sign of the killer other than a single button. This vile act sent Morioh's now-united Stand user population on a city-wide manhunt, ultimately directing them toward Yoshikage Kira.


Crazy Diamond[edit]

Medium elemental (Stand), chaotic good


Armor Class 26 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
28 (+9) 28 (+9) 10 (+0) 10 (+0) 10 (+0) 22 (+6)

Saving Throws Dex +16, Con +7, Int +7, Cha +13
Skills Acrobatics +16, Athletics +16, Deception +13, Insight +7
Senses passive Perception 10
Languages Japanese
Challenge 24 (62,000 XP)


Manifestation of Will. Crazy Diamond acts on Josuke's turn and uses his actions, bonus actions, and reactions. Whenever Crazy Diamond takes damage, Josuke instead takes half as much damage. Any feature that effects Josuke also effects Crazy Diamond. Any effects that target Crazy Diamond affect Josuke instead, though any attack rolls or saving throws made as part of the effect are still made against Crazy Diamond. If both Josuke and Crazy Diamond are targeted by an effect, only Crazy Diamond is targeted. Crazy Diamond can only move up to 10 ft. of Josuke, and moves in parallel with Josuke when he moves beyond the 10 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Crazy Diamond, otherwise it is invisible. A creature that can not see Stands can attempt a DC 25 Wisdom saving throw after being damaged by a Stand. On a success, it can sense Crazy Diamond, and it is no longer invisible to them. Crazy Diamond can phase through creatures and objects, and Josuke share Crazy Diamond's senses.

Exploit Weakness. On a hit with Crazy Diamond's unarmed strikes, Josuke may spend 1 spirit point to decrease the target's AC to a maximum penalty of -6 until the end of the target's next long rest. If a creature is affected by this feature by multiple creatures, this maximum is equal to the highest proficiency bonus among the creatures affecting them.

S-Tier Power. Crazy Diamond counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 19 (1d6 + 16) bludgeoning damage.

Fix (1 Spirit Point). As a bonus action, one creature or object within 5 ft. of Crazy Diamond regains hit points equal to the damage its unarmed strikes deal. Josuke may spend 1 additional spirit point to cause the target to regain twice as many hit points, lose any conditions or ongoing effects of his choice, or lose 1 level of exhaustion. Josuke cannot use this feature on himself, and this can restore body parts that are destroyed as long as the body part is still in this plane of existence and not completely decomposed, and can restore hit points to higher tiers of a body part's hit points. If the target was missing pieces, Josuke may choose whether to have all pieces fly to the pieces Crazy Diamond possess or to have its pieces fly to the target, both taking the fastest path. Josuke may only choose the latter if the target is a creature. Objects move 75 feet at the end of each of Josuke's turns when moving in this manner.

Additionally, when Crazy Diamond causes an object to regain hit points, it may reshape it into any other object with the same mass that is not a ranged weapon. If this new object would be within a creature's space, they must attempt a DC 24 Dexterity saving throw or become restrained until the object is destroyed. They may attempt a DC 24 Athletics or Acrobatics check as an action, no longer being restrained on a success.

S-Tier Precision (1 Spirit Point). As a bonus action, or as a free action for 2 spirit points, Crazy Diamond enters Precision Mode until the beginning of Josuke's next turn. Josuke may spend 1 spirit point when this feature would end to extend its benefits to the beginning of his next turn. While in Precision Mode, when Crazy Diamond would deal no damage, it instead deals half as much; when Crazy Diamond would deal half as much damage by any effect other than this feature, it instead deals full damage; and Crazy Diamond gains advantage on Perception and Investigation checks.



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