Jonathan Joestar (JJBA Supplement)

Jonathan Joestar

Medium humanoid (Human), lawful good


Armor Class 20 (Natural Armor)
Hit Points 133 (14d8 + 70)
Speed 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 16 (+3) 16 (+3) 18 (+4)

Saving Throws Str +11, Dex +8, Con +10, Cha +9
Skills Acrobatics +8, Animal Handling +8, Athletics +11, Intimidation +9, Perception +8, Persuasion +9, Survival +8
Damage Resistances Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks
Condition Immunities Blinded, Stunned, Poisoned
Senses blindsight 120 ft., passive Perception 19
Languages English
Challenge 14 (11,500 XP)


Hamon. Jonathan has 15 Hamon points, which he can expend. All expended Hamon points are regained at the end of a long rest.

Evasion. If Jonathan is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, he instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Nimble. Jonathan can take the dash and disengage actions as bonus actions.

Heroic Joestar. Jonathan can make 2 bonus actions on each of his turns.

ACTIONS

Multiattack. Jonathan makes two attacks with his Unarmed Strike.

Hamon Breathing. Jonathan regains 1 Hamon point.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage.

Luck & Pluck. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6) slashing damage.

Overdrive (1 Hamon Point). As a bonus action, Jonathan's melee attacks deal radiant damage until the beginning of his next turn.

Sendo Hamon Overdrive (1 Hamon Point). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) radiant damage. This attack ignores cover.

Scarlet Overdrive (1 Hamon Point). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) fire damage. and the target must succeed a DC 18 Constitution saving throw or take 5 (2d4) fire damage at the beginning of each of their turns for 1 minute. They may retry this saving throw at the end of each of their turns. This can also be used to instantly remove the Restrained condition on a willing creature instead of dealing damage. You spend 1 additional Hamon point to use this as a bonus action. This attack ignores cover.

Turquoise Blue Overdrive (1 Hamon Point). Melee Spell Attack: +11 to hit, reach 20 ft., one target. Hit: 10 (1d8 + 6) radiant damage. This attack can only be used while Jonathan is in enough water to extend his arm forward completely in a 90 degree angle.

Zoom Punch (1 Hamon Point). As a bonus action, the Jonathan's melee attacks gain +10 feet of reach.

Hamon Detector (1 Hamon Point). Jonathan becomes aware of the location of every creature within 30 ft. of him.

Hamon Healing (2 Hamon Point). 1 creature within 5 ft. of Jonathan heals 9 (1d8 + 5) hit points.

Life Magnetism Overdrive (2 Hamon Points). Jonathan gains 2/3 cover and does not take falling damage until the end of his next turn.

Sticking and Repelling Hamon (2 Hamon Points). Jonathan can walk across liquid, vertical, and difficult terrain as if they were standard terrain until the end of his next turn.

Sunlight Yellow Overdrive (3 Hamon Points). As a bonus action, Jonathan's melee deal radiant damage and he can make 4 total attacks with his multiattack, but all attacks must be against a single creature. This lasts until the end of his turn.

REACTIONS

Metal Silver Overdrive (2 Hamon Point). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) radiant damage. This can only be used when Jonathan is attacked by a melee attack that does not have advantage. He may spend 1 additional Hamon point to negate the attack's damage.

Scarlet Overdrive (2 Hamon Points). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) fire damage. and the target must succeed a DC 18 Constitution saving throw or take 5 (2d4) fire damage at the beginning of each of their turns for 1 minute. They may retry this saving throw at the end of each of their turns. This can also be used to instantly remove the Restrained condition on a willing creature instead of dealing damage. This attack ignores cover.

Source

When Jonathan Joestar was but an infant, his affluent mother Mary Joestar was killed in a tragic carriage accident that almost took he and his father's lives as well on their way home from a trip to London that would change his life forever. Mistaking the carriage as a looting spot, Dario Brando, father of Dio Brando, accidentally awoke Jonathan's father George Joestar. Believing he had a life debt to the criminal, he vowed to support him in any way possible. Fast forward to a 12 year old Jonathan in 1880, who has just met his new adopted brother Dio, who attempted to systematically ruin every aspect of his life in order to cheat him out of the family fortune via depression. After a squabble revealing Jonathan's true strength as a titan of a man, the two held an uneasy, but friendly relationship until 8 years later. Discovering Dio's intent to poison their father, and that he had done so to his biological father as well, Jonathan left the house to acquire evidence, recruiting a true friend in the process. Upon returning home, Dio stabbed their father, using his blood to activate the stone mask with his blood, becoming a vampire. After defeating Dio in his burning childhood home, he rested for months immobilized until he met William Zeppeli, a strange man who informed him of Dio's survival and beginning conquest of Windknight's Lot. Training in Hamon, he and Zeppeli, along with Tompetty, Dire, and Straits after Zeppeli's death, ripped through the undead town in a single night, but Dio survived as a head carried by a loyal servant of his. Later on, on a trip to his honeymoon with Erina, his childhood love, Dio reared his head once more, killing Jonathan and stealing his body before plunging the both of them to the bottom of the sea for 100 years.


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