Ken Oyanagi (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 (JJBA Supplement) class and Child background, and as such does not follow traditional CR.

Ken Oyanagi[edit]

Small humanoid (Human), chaotic neutral


Armor Class 14 (natural armor)
Hit Points 20 (3d6 + 9)
Speed 30 ft., climb 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 16 (+3) 8 (-1) 8 (-1) 18 (+4)

Saving Throws Dex +4, Cha +7
Skills Acrobatics +4, Animal Handling +2, Athletics +4, Sleight of Hand +4
Senses passive Perception 9
Languages Japanese
Challenge 8 (3,900 XP)


Spirit Points. Ken has 8 spirit points which he can expend. All spirit points are regained at the end of a long rest.

Discernment. When Ken is targeted by an area effect that lets him make an Intelligence or Wisdom 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 Ken is grappling a creature or being grappled by a creature, his and Boy II Man's attacks automatically hit the creature and deal an additional 3 damage. Ken 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, Ken may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.

Runaway Child. Ken may take the Disengage action as a bonus action

ACTIONS

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.

Summon Stand. As a bonus action, Boy II Man appears anywhere within 5 feet of Ken or is unsummoned.

Game Set (1 Spirit Point). Ken challenges a creature to a game with a gaming set. Once he and the target agree to the rules, Boy II Man ensures the outcome, causing any transfer of goods agreed to beforehand to occur the moment a creature consigns themself to defeat.

As part of defining the rules for a game ensured by Boy II Man, Ken and/or the target may wager part of the target's Stand power. If Ken wins such a game, they lose the highest level feature from their Stand archetype they have, and Ken gains the lowest level feature from their Stand archetype he does not already have. If Ken loses, this effect is reversed.


Born in 1988, Ken Oyanagi was by all means a typical kid; persistent, ambitious, and excessively energetic. In 1999, he was one of multiple Stand users awakened by Yoshihiro Kira's arrow. Rather than telling his goal, Yoshihiro explained that Rohan Kishibe, famed comic book author, was also a Stand user, and that this power was partially the source of his success, driving Ken to try to take his Stand with a series of rock-paper-scissors matches. However, with a combination of luck and an invisible baby, Rohan won, convincing Ken to use his power for the good of others, not just to further his ambition.


Boy II Man[edit]

Medium elemental (Stand), chaotic neutral


Armor Class 16 (natural armor)
Hit Points
Speed 30 ft., climb 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 16 (+3) 16 (+3) 16 (+3) 18 (+4)

Saving Throws Dex +4, Cha +7
Skills Acrobatics +4, Animal Handling +6, Athletics +4, Sleight of Hand +4
Senses passive Perception 13
Languages Japanese
Challenge 8 (3,900 XP)


Manifestation of Will. Boy II Man acts on Ken's turn and uses his actions, bonus actions, and reactions. Whenever Boy II Man takes damage, Ken instead takes half as much damage. Any feature that effects Ken also effects Boy II Man. Any effects that target Boy II Man affect Ken instead, though any attack rolls or saving throws made as part of the effect are still made against Boy II Man. If both Ken and Boy II Man are targeted by an effect, only Boy II Man is targeted. Boy II Man can only move up to 5 ft. of Ken, and moves in parallel with Ken when he moves beyond the 5 ft. radius.

Exploit Weakness. On a hit with Boy II Man's unarmed strikes, Ken may spend 1 spirit point to decrease the target's AC to a maximum penalty of -3 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.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.



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