Jotaro Kujo, Variant (5e Creature)
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Jotaro Kujo, Variant
medium humanoid (human), chaotic good
Dorito Physique. Jotaro can stand up from being prone with 5 feet of movement instead of half, and he can make a running long or high jump after only 5 feet of movement as opposed to 10.
Protagonist Effect. If Jotaro is not blinded, deafened, or incapacitated, he has advantage on Dexterity saving throws against effects that he can see, such as traps and spells.
Star Platinum: The World (Recharges on a short or long rest). Jotaro can take one additional action on his turn.
Speed and Precision. Jotaro can replace any amount of Ora attacks with a Star Finger, Precise Ora, Feint, or Overwhelming Force attack if he decides to and has uses of those remaining. They still count as Ora attacks for the purposes of abilities which tie into Ora attacks.
You Pissed Me Off. If Jotaro spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own; if the creature is his equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, AC, Current hp.
Legendary Resistance (1/day). Jotaro can reroll a saving throw that he fails. If he does so, he must use the new roll.
Spirit Points. Jotaro has 4 spirit points he can spend on his abilities.
Multiattack. Jotaro makes three Ora attacks. He can choose to make the attack rolls with advantage, but doing so gives all enemies advantage on attacks against him.
Ora. Melee Attack: +11 to hit, range 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage. Jotaro can also make an Ora attack as a bonus action following this one, or he can expend 1 Spirit point to make a third Ora attack. Whenever he chooses to expend a spirit point and attack three times, if he hits a creature with one of the attacks, he can impose one of the following effects on that target: It must succeed on a DC 17 Dexterity saving throw or be knocked prone, it must make a DC 17 Strength saving throw or Jotaro can push it up to 15 feet away from him, or it can't take reactions until the end of his next turn.
Star Finger. Melee Attack: +11 to hit, range 10 ft., one target. Hit: 13 (1d10 + 1d4 + 5) bludgeoning damage. This, Precise Ora, Feint, Overwhelming Force, Blazing Fists, and Counterattack share uses - only having 5 per short or long rest total.
Precise Ora. Melee Attack: +16 (1d10 + 11) to hit, range 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage. This, Star Finger, Feint, Overwhelming Force, Blazing Fists, and Counterattack share uses - only having 5 per short or long rest total.
Feint Melee Attack: +11 to hit, range 5 ft., one target. Hit: 13 (1d10 + 1d4 + 5) bludgeoning damage. The next attack roll against the target by an attacker other than Jotaro has advantage if the attack is made before the start of his next turn. This, Star Finger, Precise Ora, Blazing Fists, and Counterattack share uses - only having 5 per short or long rest total.
Overwhelming Force. Melee Attack: +11 to hit, range 5 ft., one target. Hit: 13 (1d10 + 1d4 + 5) bludgeoning damage. If the target is Large or smaller, it must make a DC 19 Strength saving throw. On a failed save, Jotaro either knocks the target prone or pushes the target up to 15 feet away from him. This, Star Finger, Feint, Blazing Fists, and Counterattack share uses - only having 5 per short or long rest total.
Star Platinum (3/Day). Bonus Action: Jotaro can summon Star Platinum and gain the following benefits: He has advantage on Strength checks and Strength saving throws, when he makes an Ora attack he gains a +2 bonus to the damage, and he has resistance to bludgeoning, piercing, and slashing damage. Until the start of his next turn, the first creature Jotaro hits with an attack on his turn has disadvantage on any attack roll that isn't against him, and when the target hits a creature other than him with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early when Star Platinum ends, after 1 minute or earlier if Jotaro is knocked unconscious or if his turn ends and he hasn't attacked a hostile creature or taken damage since his last turn. He can also dispel Star Platinum as a bonus action.
Joestar Endurance (Recharges on a short or long rest). Bonus Action: Jotaro can regain 17 (1d10 + 12) hit points.
Blazing Fists. When another creature damages Jotaro with a melee attack, he can reduce the damage by 8 (1d10 + 3). This, Star Finger, Precise Ora, Overwhelming Force, and Counterattack share uses - only having 5 per short or long rest total.
Catch Bullet. Jotaro can deflect or catch the missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 12 (1d10 + 7). If Jotaro reduces the damage to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If he catches a missile in this way, he can spend 1 spirit point to make a ranged attack (+9 to hit, range 20/60 feet, one target) with the weapon or piece of ammunition he just caught, as part of the same reaction. Jotaro can choose to expend one use of Precise Ora to add 1d10 to the attack roll with the weapon, or expend one use of Feint or Overwhelming Force to add 1d10 to the damage roll and invoke their other effect (advantage on an ally's attack roll OR knocking them prone OR pushing them).
Stand Jump. When Jotaro falls, he can reduce any falling damage he takes by 20.
Counterattack. When another creature misses Jotaro with a melee attack, he can make an Ora attack at them with an extra 1d10 damage. This, Star Finger, Precise Ora, Overwhelming Force, and Blazing Fists share uses - only having 5 per short or long rest total.
Jotaro is a Japanese delinquent with Japanese roots from his father's side, and half-British half-Italian roots from his mother's side. Jotaro lives an ordinary life until the Joestar Family's old nemesis, DIO, returns. After seeing his mother Holy fall ill due to DIO's reawakening, Jotaro embarks on a journey across the world alongside his grandfather, Joseph Joestar, and a group of friends in order to save his mother and defeat the Vampire once and for all.