Soundman (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.

Soundman/Sandman[edit]

Medium humanoid (Human), neutral good


Armor Class 15
Hit Points 33 (6d8 + 6)
Speed 45 ft., climb 45 ft., swim 45 ft.


STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 13 (+1) 15 (+2) 16 (+3) 17 (+3)

Saving Throws Dex +8, Int +5
Skills Acrobatics +8, Animal Handling +6, Athletics +3, History +5, Intimidation +6, Investigation +5, Medicine +6, Nature +5, Perception +6, Sleight of Hand +8, Stealth +8, Survival +6
Senses passive Perception 16
Languages English, Spanish, Quechan
Challenge 6 (2,300 XP)


Stand Proud Focus. the Stand user takes 3 less damage from non magical piercing, slashing, and bludgeoning damage. They also gain advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When the Stand user takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, they or the Stand can make 1 additional melee attack on each of their turns. They can only have up to 5 "Exchange Blows Stacks" at once. Using extra attacks during their turn does not consume the stacks. They may spend 1 stack to make a melee attack against creature without using a reaction. All stacks are lost once initiative ends.

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

Spirit Points. the Stand user has 6 Spirit Points which they can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.


In_a_Silent_Way_Infobox_Manga.png
[Source]


In a Silent Way[edit]

Medium elemental (Stand), any alignment


Armor Class 12 (natural armor)
Hit Points
Speed 45 ft., climb 45 ft., swim 45 ft.


STR DEX CON INT WIS CHA
11 (+0) 26 (+8) 13 (+1) 15 (+2) 16 (+3) 17 (+3)

Saving Throws Dex +11, Int +5
Skills Acrobatics +11, Animal Handling +6, Athletics +3, History +5, Intimidation +6, Investigation +5, Medicine +6, Nature +5, Perception +6, Sleight of Hand +11, Stealth +11, Survival +6
Senses passive Perception 16
Languages English, Spanish, Quechan
Challenge 6 (2,300 XP)


Manifestation of Will. Any feature that effects the Stand user also effects the Stand. Any damage the Stand takes is instead dealt to the Stand user. Any effect that targets either the Stand or the Stand user targets both of them. the Stand user can summon or de-summon the Stand as a bonus action. If the Stand user becomes unconscious, the Stand instantly de-summons. the Stand and the Stand user use the same action and bonus action, but moving the Stand uses a free action. the Stand 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 the Stand, 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 the Stand, and it is no longer invisible to them. The Stand can phase through creatures/objects and everything seen by the Stand is also seen by the user.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 8) bludgeoning damage.

Sound Storage. Soundman charges an object with sound. If a creature touches a charged object, all creatures within a 10 ft. radius of it must succeed a DC 21 Dexterity saving throw, taking 20 (1d10 + 15) damage of Soundman's choosing upon creation on a failure, or half as much damage on a success. Soundman must spend 1 spirit point to make this a damage type beyond slashing, bludgeoning, or piercing; and 2 spirit points to make it force damage. Soundman and In a Silent Way are unharmed by any charged objects they are aware of. Soundman may spend 1 spirit point to adjust the sound upon detonation, making it affect only the creature that activated/possesses it, and dealing full critical damage (25) to them. He may also spend 2 spirit points to increase the range of the sound, giving it up to 20 additional ft. radius. All charged objects lose their sound at the end of his next long rest.

Sound Homunculus. Soundman turns a relevant amount of inanimate matter into a pseudomimic with a movement speed of 30 ft. instead of a flying speed. He may control them all simultaneously alongside your Stand (i.e. all creatures move 30 ft. as a free action, all creatures attack as an action, etc.), and may have up to 8 Sound Homunculi at a time. This may be done as a bonus action or reaction for 1 spirit point.

REACTIONS

Sound Construct. When Soundman is targeted by an attack or must make a saving throw, he may create a three-dimensional representation of a sound opposite to the intended effect, causing the attack to automatically fail or Sounman to automatically succeed the saving throw. He may regain his reaction after doing this for 1 spirit point.


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