Sale (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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 Variant (5e Class) class and Stand User (5e Background) background, and as such does not follow traditional CR.

Sale[edit]

Medium humanoid (human), neutral evil


Armor Class 13
Hit Points 49 (9d8 + 9)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 12 (+1) 15 (+2) 17 (+3) 17 (+3)

Saving Throws Dex +7, Cha +7
Skills Acrobatics +7, Athletics +5, Deception +7, Intimidation +7, Perception +7, Sleight of Hand +7, Stealth +7
Senses passive Perception 17
Languages Italian
Challenge 11 (7,200 XP)


Stand Proud Focus. Sale takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. He also has advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When Sale takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he and Strength can make 1 additional melee attack on each of their turns. Sale can only have up to 4 "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 that attacks him without using a reaction. All stacks are lost once initiative ends.

Exploit the Armor. When Sale 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.

Spirit Points. Sale has 9 spirit points which they may expend. He regains all spirit points at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

This bullet here is all charged up! As an action or bonus action, Sale taps an object he has locked. As a bonus action, he releases it, making the following ranged attack using Kraft Work's Dexterity modifier:

Release. Ranged Weapon Attack: +10 to hit, range 10 x taps ft., one target. Hit: taps x 5 + 5 (2 x taps d4 + 6) piercing damage.


Sale_fullbody.png
[Source]


Kraft Work[edit]

Medium elemental (Stand),


Armor Class 19 (Natural Armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 23 (+6) 12 (+1) 15 (+2) 23 (+6) 17 (+3)

Saving Throws Dex +10, Cha +7
Skills Acrobatics +10, Athletics +5, Deception +7, Intimidation +7, Perception +10, Sleight of Hand +10, Stealth +10
Senses passive Perception 20
Languages Italian
Challenge 11 (7,200 XP)


Manifestation of Will. Any feature that effects Sale also effects Kraft Work. Sale can summon or de-summon Kraft Work as a bonus action. If Sale becomes unconcious, the Stand instantly de-summons. Kraft Work and Sale use the same action and bonus action, but moving Kraft Work uses a free action. Kraft Work can only move up to 15 ft. of the Stand user, and moves in parallel with the Stand user when they move beyond the 15 ft. radius.

Invisible Force. Only Stand users and creatures with any form of spellcasting can see Kraft Work, 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 Kraft Work, and it is no longer invisible to them. Kraft Work can phase through creatures/objects and everything seen by Kraft Work is also seen by Sale.

I can easily deflect a bullet from your puny little pistol. While Kraft Work is summoned, both Sale and Kraft Work have a damage threshold of 10 as objects are frozen in relation to them on contact.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage.

Lock. As a bonus action, one object Soft Machine is touching has its position locked in relation to an object or the earth, and can not be moved in relation to the object in anyway. This can be used on a creature for 1 spirit point after a successful unarmed strike on the same creature, or if the creature touches an object already effected by Lock, must succeed a DC 18 Dexterity saving throw or be effected by this, using the same criteria and also ending if Kraft Work moves beyond 60 ft. of the effected creature.

I'm not letting you get away. Soft Machine or Sale throw 15 Tiny objects, freezing them anywhere within 30 ft. of the thrower. If there is 1 object per 5 foot cube, it counts as difficult terrain and Sale may traverse it. If there is at least 2 objects per 5 feet, Sale may traverse it normally.


Kraftwork_anime_ref.png
[Source]



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