Jotaro Kujo, Part 4 (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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 Fighter Stand User class and Athlete background, and as such does not follow traditional CR.

Jotaro Kujo[edit]

Medium humanoid (human), lawful good

Armor Class 18 (natural armor)
Hit Points 90 (20d6 + 20)
Speed 30 ft.

14 (+2) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 20 (+5)

Saving Throws Con +7, Cha +11
Skills Acrobatics +8, Athletics +8, Intimidation +11, Perception +8
Senses passive Perception 18
Languages English, Japanese
Challenge 20 (25,000 XP)

Spirit Points. Jotaro has 16 spirit point which he may expend. All spirit points are regained at the end of a long rest.

Evasion and Endurance. When Jotaro is targeted by an area effect that lets him make a Dexterity or Constitution 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 Jotaro is grappling a creature or being grappled by a creature, his and Star Platinum's attacks automatically hit the creature and deal an additional 6 damage. Jotaro 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, Jotaro may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

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

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

Give me a break... Jotaro gains the effects of Fists of Fury whenever he is Bloodlusted.


Multiattack. Jotaro or Star Platinum makes two attacks with his unarmed strike. Jotaro may decrease the number of attacks he makes by 1 or spend 1 spirit point to increase Star Platinum's reach by +10 feet.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.

Dramatic Pose. Jotaro 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.

Summon Stand. As a bonus action, Star Platinum appears anywhere within 5 feet of Jotaro or is unsummoned.

Stand Power! (3 Spirit Points). For 1 minute, Jotaro and Star Platinum'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, Star Platinum gains a +3 bonus to attack rolls, damage rolls, its saving throw DC, its AC, and any saving throws it makes as does Jotaro if he is in the same space as Star Platinum, and both Jotaro and Star Platinum may take an action on each of his turns.

Fists of Fury (1 Spirit Point). As a bonus action, Jotaro gains 16 temporary hit points, he ignores difficult terrain, Star Platinum may make one additional attack when he uses his Multiattack, Star Platinum's unarmed strikes deal 20 (2d6 + 13) bludgeoning damage on a hit, he is bloodlusted, and he gains the following actions for 1 hour or until he isn't bloodlusted:

You can't pay back what you owe with money! As a full turn action, Jotaro uses his Multiattack and may spend spirit points to make an equal number of additional attacks to a maximum of 6. At the end of his turn, the target must attempt a DC 21 Strength saving throw. On a failure, they are thrown a number of feet equal to 5 times the number of attacks that hit them on Jotaro's turn and are knocked prone. On a success, they are pushed half as far.


Let me show you how scary it can get (1 Spirit Point). When Jotaro is targeted by a ranged attack while Star Platinum is not summoned, he immediately summons Star Platinum in his position and uses S-Tier Speed as part of the same reaction.

After defeating DIO and ending the Joestar family curse, for now at least, Jotaro and Polnareff became agents of the Speedwagon Foundation, looking into DIO's resources, where they discovered DIO's plan for "heaven" and the Stand arrows. As their investigation in Egypt came to a close, Jotaro and Polnareff parted ways, with Polnareff searching for dangerous Stand users in Europe, Africa, and the Middle East while Jotaro did so in Asia and the Americas. During this time, Jotaro became an accomplished marine biologist with near-unparalleled research on sharks and whales, got married to an American woman, and had Joylne, their daughter, though the nature of his work meant he could rarely be home for them. In 1999, as his grandfather Joseph Joestar's health began to decline, Jotaro was sent to investigate Joseph's potential illegitimate son in Mioroh, Josuke Higashikata, as Joseph's psychography was being disrupted by other powerful Stand users in the area. After a brief scuffle, Jotaro and his teenage uncle joined forces in order to uncover why so many Stand users were in Morioh, eventually leading them, Okuyasu Nijimura, Rohan Kishibe, and Koichi Hirose, as well as a number of other befriended Stand users, to Yoshikage Kira. After Kira's defeat, Jotaro found that Koichi was not only powerful, but reliable, sending him to investigate another illegitimate Joestar in Italy in 2001. Jotaro ultimately wouldn't see his family again until 2011, when Jolyne began her own bizarre adventure.

Star Platinum[edit]

Medium elemental (Stand), chaotic good

Armor Class 23 (natural armor)
Hit Points
Speed 30 ft.

24 (+7) 24 (+7) 12 (+1) 12 (+1) 14 (+2) 20 (+5)

Saving Throws Con +7, Cha +11
Skills Acrobatics +13, Athletics +13, Intimidation +11, Perception +8
Senses passive Perception 18
Languages English, Japanese
Challenge 20 (25,000 XP)

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

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Star Platinum, 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 Star Platinum, and it is no longer invisible to them. Star Platinum can phase through creatures and objects, and Jotaro share Star Platinum's senses.

Exploit Weakness. On a hit with Star Platinum's unarmed strikes, Jotaro 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. Star Platinum counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.


Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (1d6 + 13) bludgeoning damage.

Star Platinum: The World (1 Spirit Point). As a full turn action, Star Platinum may attempt to stop time. At the beginning of Jotaro's next turn if he does not lose concentration, stop times until the end of his next turn. While time is stopped, time does not pass and all other creatures count as being unconscious in a way that ignores features or effects that would reduce the effects of being unconscious such as being immune to the condition, and any ranged or thrown attacks you make do not take effect until time resumes.


S-Tier Speed. When Star Platinum or a creature within its reach are hit by a ranged weapon attack or are forced to attempt a Dexterity saving throw for an effect that deals damage, the damage the creature takes from the attack is reduced by 32 (1d10 + 27). Jotaro may spend 1 spirit point as part of this reaction to regain his reaction.

Reactive Time Stop (1 Spirit Point). When Jotaro is subjected to the effects of time stop caused by another creature, he may become immune to the effects of stopped time until the end of his next turn.

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