Jotaro Kujo, Part 6 (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 Stand User Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.

Jotaro Kujo, Part 6[edit]

Medium humanoid (Human), chaotic good

Armor Class 13
Hit Points 104 (16d8 + 32)
Speed 30 ft.

16 (+3) 16 (+3) 15 (+2) 18 (+4) 20 (+5) 20 (+5)

Saving Throws Str +8, Dex +8, Wis +10, Cha +10
Skills Athletics +8, History +9, Insight +10, Intimidation +10, Investigation +9, Nature +9, Perception +10, Stealth +8, Survival +10
Condition Immunities Charmed, Frightened, Unconscious (except when falling to 0 hit points)
Senses passive Perception 20
Languages English, Japanese
Challenge 16 (15,000 XP)

Fleet Footed.' Jotaro can take the dash action as a bonus action. When he is forced to make Dexterity saving throws where you take half damage on success, he instead takes no damage on a success and half damage on a failure. If he fails a Dexterity saving throw, he can spend 1 spirit point to treat it as if he succeeded.

Precise Movements. Jotaro has advantage on Perception checks and can not be surprised. Critical hits against a creature with less than 10% of their maximum hit points causes them to become incapacitated and halves their movement speed until the end of their next turn.

Because you pissed me off. When attacking a prone creature, Jotaro and Star Platinum's Unarmed Strikes deal critical damage on hit. Furthermore, a creature who hits Jotaro with an attack gains 1 stack of Because You Pissed Me Off. When Jotaro or Star Platinum makes a successful attack on that creature, he may choose to remove all Because You Pissed Me Off stacks from the creature, dealing an additional damage die for every stack they possess. These stacks will be removed after 24 hours, with each new stack they receive refreshing the duration.

Stand Proud Focus. Jotaro takes 3 less damage from piercing, slashing, and bludgeoning damage.

Exploit the Armor. When Jotaro successfully hits a creature with a melee attack, his melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

Exchange Blows. When Jotaro takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Star Platinum can make 1 additional melee attack on each of their turns. He can only have up to 5 Exchange Blows Stacks at once. Using extra attacks during his turn does not consume the stacks. He may spend 1 stack to make a melee attack against creature without using a reaction. All stacks are lost once initiative ends. When landing an extra attack granted by Exchange Blows, Jotaro may expend that stack to cause it to deal full critical damage.

Spirit Points. Jotaro has 14 spirit points which he may expend. He regains all spirit points at the end of a long rest.


Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. He may forgo dealing damage to force a Large or smaller target to fall prone on a hit.

Time Stop. As a full turn action, Jotaro stops time for 3 rounds. During this time, he is the only creature that can act or sense anything, his movement speed is doubled, his knife throw is a DC 29 Strength or Dexterity saving throw instead of an attack roll, dealing half as much damage on a success, and his attacks automatically count as criticals. This only applies to creatures not within the Time Stop. Jotaro can use this 6 times, with each additional use granting him 1 level of exhaustion. The number of times he has used this action resets at the end of a long rest. He may spend 1 spirit point to double the duration of this effect so long as he has no levels of exhaustion. If he is subject to another Time Stop, he may choose to move normally inside it for 3 rounds as a reaction.


ORA (1 Spirit Point). When Jotaro is attacked by a creature within 10 ft. of him, he teleports Star Platinum anywhere within 5 ft. of them and makes an Unarmed Strike attack against them. They may halve the damage they take, but doing so will cause all of Jotaro's attacks to automatically hit until the start of his next turn. Jotaro can expend 1 additional spirit point to negate this and deal normal damage.


Star Platinum[edit]

Medium elemental (Stand), chaotic neutral

Armor Class 28 (natural armor)
Hit Points
Speed 30 ft.

24 (+7) 24 (+7) 15 (+2) 18 (+4) 20 (+5) 20 (+5)

Saving Throws Str +12, Dex +12, Con +7, Cha +10
Skills Acrobatics +12, Athletics +12, History +9, Intimidation +10, Investigation +9, Insight +10, Nature +9, Perception +10, Stealth +12, Survival +10
Condition Immunities Charmed, Frightened, Unconscious (except when falling to 0 hit points)
Senses passive Perception 20
Languages English
Challenge 16 (15,000 XP)

Manifestation of Will. Any feature that effects Jotaro also effects Star Platinum. Any damage Star Platinum takes is instead dealt to Jotaro. Any effect that targets either Star Platinum or user targets both of them. Jotaro can summon or de-summon Star Platinum as a bonus action. If Jotaro becomes unconcious, the Stand instantly de-summons. Star Platinum and Jotaro use the same action and bonus action, but moving Star Platinum uses a free action. Star Platinum can only move up to 10 ft. of the Stand user, and moves in parallel with the Stand user when they move 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/objects and everything seen by Star Platinum is also seen by Jotaro.


Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 7) bludgeoning damage. He may forgo dealing damage to force a Large or smaller target to fall prone on a hit. At the end of Jotaro's turn, any creatures hit by this attack must succeed a DC 24 Strength saving throw or become prone.

Star Finger. Ranged Spell Attack: +12 to hit, range 30 ft., one target. Hit: 23 (5d4 + 7) piercing damage and Jotaro can spend 1 spirit point to stun the target until the start of his next turn.

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