Jotaro Kujo (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 Fighter Stand User class and Athlete background, and as such does not follow traditional CR.

Jotaro Kujo[edit]

Medium humanoid (human), chaotic good


Armor Class 21 (natural armor)
Hit Points 124 (16d6 + 8d10 + 24)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 20 (+5)

Saving Throws Str +10, Dex +10, Con +8, Cha +12
Skills Acrobatics +10, Athletics +10, Intimidation +12, Perception +9, Sleight of Hand +6, Stealth +6
Senses passive Perception 19
Languages English, Japanese
Challenge 24 (62,000 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 7 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 Power! (3 Spirit Points). For 1 minute with concentration, Jotaro and Star Platinum's attacks score a critical hit on a roll of 18-20, and both Jotaro and Star Platinum may take an action on each of his turns.

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

Action Surge (1/Short or Long Rest). On his turn, Jotaro takes an additional action and bonus action.

Unarmed Fighting. At the start of each of Jotaro's turns, he can deal 2 (1d4) bludgeoning damage to one creature grappled by him.

Improved Critical. Jotaro's attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete. When Jotaro makes a running long jump, the distance he can cover increases by 3 feet.

ACTIONS

Multiattack. Jotaro or Star Platinum makes four 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: +10 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 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. This can be used at will for 1 spirit point.

Second Wind (1/day. As a bonus action, Jotaro regains 13 (1d10 + 8) hit points.

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 22 (2d6 + 15) 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 8. At the end of his turn, the target must attempt a DC 23 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.


Jotaro_SC_Infobox_Manga.png
[Source]

No one ever said Jotaro Kujo was a nice guy. Born the son of Sadao, a Japanese jazz artist and Holy Kujo, daughter of Joseph Joestar, Jotaro Kujo was a delinquent capable of sending grown men to the hospital for months. Despite this, he has a strong moral compass when in a truly dangerous scenarios, and even more regularly after his mother manifested a Stand due to the shockwave sent throughout the Joestar bloodline from DIO's body, or more accurately that of his great great grandfather Jonathan Joestar. Believing his Stand to be some sort of evil spirit, he had himself locked away in prison, where Joseph and Abdul presented to him the truth behind his Stand; his fighting spirit, as well as his family's legacy with DIO. After being attacked at school the next day by one of his classmates, Noriaki Kakyoin, Jotaro brought his unconscious body to his family's property where Jotaro's strength and Joseph's Hamon removed the flesh bud in his head, returning Kakyoin to the side of good. When DIO's evil forced Holy's Stand to attack her, the four crusaders, in addition to Polnareff, another of DIO's brainwashed minions, and Iggy, a dog Stand user apprehended by the Speedwagon Foundation, traveled the globe by foot, plane, boat, car, and camel to confront DIO in Egypt. While Jotaro lost many friends on this journey, he was able to slay DIO by the skin of his teeth. After a heartfelt goodbye to Polnareff and his grandfather, he went to college to study marine biology and traveled Asia and the Americas in search of dangerous Stand users as an agent of the Speedwagon Foundation.


Star Platinum[edit]

Medium elemental (Stand), chaotic good


Armor Class 27 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
26 (+8) 26 (+8) 12 (+1) 12 (+1) 14 (+2) 20 (+5)

Saving Throws Str +15, Dex +15, Con +8, Cha +12
Skills Acrobatics +15, Athletics +15, Intimidation +12, Perception +9, Sleight of Hand +11, Stealth +11
Senses passive Perception 19
Languages English, Japanese
Challenge 24 (62,000 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 -8 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.

Don't go underestimating a kid like me. When Star Platinum uses Jotaro's reaction, he may spend 1 spirit point to regain his reaction.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 18 (1d6 + 15) bludgeoning damage.

S-Tier Precision (1 Spirit Point). As a bonus action, or as a free action for 1 additional spirit point, Star Platinum enters Precision Mode until the beginning of Jotaro's next turn. Jotaro 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 Star Platinum would deal no damage, it instead deals half as much; when Star Platinum would deal half as much damage by any effect other than this feature, it instead deals full damage; and Star Platinum gains advantage on Perception and Investigation checks.

REACTIONS

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 29 (1d10 + 24). Jotaro may spend 1 spirit point as part of this reaction to regain his reaction.

Star_Platinum_SC_Infobox_Manga.png
[Source]

Variant: Star Platinum: The World

During his battle with DIO, Jotaro discovered that his Star Platinum and DIO's The World were the same kind of Stand, and thus shared a similar ability; the ability to stop time. Star Platinum gains the following actions:

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.

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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