Giorno Giovanna (JJBA Supplement)

Giorno Giovanna

Medium humanoid (Human), neutral good


Armor Class 21 (Natural Armor)
Hit Points 127 (17d8 + 51)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 16 (+3) 20 (+5) 16 (+3) 26 (+8)

Saving Throws Dex +11, Int +11, Wis +9, Cha +14
Skills Acrobatics +11, Animal Handling +9, Athletics +9, Intimidation +14, Insight +9, Nature +11, Perception +9, Performance +14, Persuasion +14, Sleight of Hand +11
Senses passive Perception 19
Languages Italian
Challenge 17 (18,000 XP)


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

Exchange Blows. When Giorno takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or Gold Experience can make 1 additional melee attack on each of their turns, and they both gain +1 AC. He can only have up to 8 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. He 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 Giorno 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.

'MUDAAAAA. Giorno and Golden Experience's attack rolls can not be made with disadvantage if they are aware of the attacker. On each of his turns, if all of Giorno's attacks except his last hit the same creature, his last attack automatically hits, counts as a critical, and deals its maximum damage.

Son of DIO. When Giorno is reduced to 0 hit points, he cannot gain any failed death saving throws until after his next turn, and he cannot gain more than 1 failure each round. He can still take his turn as normal when he is at 0 hit points while forced to make the death saving throws as a free action, but doing so halves his movement speed, and he falls unconscious after he has succeeded 3 saving throws. He may use his action to spend 1 spirit point to either remove 1 failure or gain 1 success.

Gang-Star. While Giorno and at least 1 ally are within 15 ft. and aware of each other, they both gain advantage on Strength and Constitution saving throws.

Spirit Points. Giorno has 15 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

MUDAAAAA (1 Spirit Point). As a bonus action, Giorno gains the maximum number of Exchange Blows stacks. For 1 additional spirit point, or for the base cost if he already has maximum stacks, all of Giorno's attacks automatically hit until the start of his next turn, and he may spend 1 additional spirit point after this to cause all successful attacks to automatically count as criticals for the same duration.


[Source]

Gold Experience

Medium elemental (Stand), chaotic good


Armor Class 25 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 27 (+8) 20 (+5) 16 (+3) 26 (+8)

Saving Throws Dex +11, Int +11, Wis +9, Cha +14
Skills Acrobatics +11, Animal Handling +9, Athletics +9, Intimidation +14, Insight +9, Nature +11, Perception +9, Performance +14, Persuasion +14, Sleight of Hand +11
Senses passive Perception 19
Languages Italian
Challenge 17 (18,000 XP)


Manifestation of Will. Any feature that effects Giorno also effects Gold Experience. Any damage the Stand takes is instead dealt to the Stand user. Any effect that targets either the Stand or user targets both of them. The Stand user can summon or de-summon the Stand as a bonus acton. If the Stand user becomes unconcious, the Stand instantly de-summons. The Stand and Stand user use the same action and bonus action, but moving the Stand uses a free action. The Stand can only move up to 10 ft. of the Stand user, and moves in parallel with the Stand user when they move beyond the 10 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: +11 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage and they must attempt a DC 23 Constitution saving throw. If they fail, their consciousness is "sped up" and unable to properly coordinate their bodies. When that creature makes an attack roll, they have a disadvantage and has a -10 penalty on their roll. In addition, when that creature takes damage from an attack, they take additional 8 psychic damage. Gold Experience can use this additional effect up to 17 times, regaining all uses at the end of a long rest, and Giorno may expend 1 spirit point to regain 1 use.

Give Life. As a bonus action, Golden Experience transforms an object it touches that is no larger than a 5 ft. cube into a beast or plant of Giorno's choice. It gains an unarmed strike using 1d4 as its damage die, it automatically seeks the object it was once a part of it its object was a fragment, Giorno can telepathically order it to carry out a simple task as a bonus action, and Golden Experience can revert it back into the same object as a bonus action. If the creature is attacked, the attacker takes the damage instead.

Heal. One creature Golden Experience touches regains 15 (2d6 + 8) hit points. Gold Experience can use this up to 17 times, regaining all uses at the end of a long rest, and Giorno may expend 1 spirit point to regain 1 use.



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