Josuke Higashikata (JJBA Supplement)
Josuke Higashikata
Medium humanoid (Human), chaotic good Armor Class 15 (Natural Armor)
Saving Throws Str +11, Dex +11, Wis +9, Cha +14 Stand Proud Focus. Josuke 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 Josuke takes damage from a hostile creature or as a bonus action, he makes a DC 11 Constitution saving throw. On a success, he or Crazy Diamond can make 1 additional melee attack on each of their turns. 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 Josuke 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. Josuke has 15 Spirit Points which he can expend. All spirit points are regained at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage. DORA! (5 Spirit Points) Josuke gains the following until the end of initiative or until he ends it as a bonus action: his maximum stacks of Exchange Blows increases by 1, Crazy Diamond's unarmed strikes deal more damage and gain an additional effect, he can take the dash action or make a trip attack as a bonus action, and he can not use Fix. What did you say about my hair?! As a bonus action while Josuke has the maximum amount of Exchange Blows stacks, he gains the following until the end of his next turn: he can make an equal amount of unarmed strikes as his Exchange Blows stack maximum. His failed attacks deal the damage they would have on a hit, and normal successful attacks deal twice as much damage. He becomes immune to all effects that require use of any of his senses, such as Horrifying Visage, and all conditions, and he can not gain any Exchange Blows stacks.
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Crazy Diamond
Medium elemental (Stand), chaotic good Armor Class 28 (natural armor)
Saving Throws Str +16, Dex +16, Wis +9, Cha +14 Manifestation of Will. Any feature that effects Josuke also effects Crazy Diamond. 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 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. Spirit Points. The Stand user has 0 Spirit Points which he can expend. All spirit points are regained at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 12 (1d4 + 10) bludgeoning damage. Unarmed Strike (DORA!!). Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 25 (4d6 + 10) bludgeoning damage. He may forgo dealing damage to force a Large or smaller target to fall prone on a hit. At the end of Josuke's turn, any creatures hit by this attack must succeed a DC 24 Strength saving throw or become prone. Fix. As a bonus action, Crazy Diamond touches a creature, not including itself or Josuke, or object within 5 ft., healing them for 59 (5d6 + 25) hit points, they lose all conditions and effects that have a duration (including positive effects), and they lose 1 level of exhaustion. If the creature has died within the last hour or has been killed instantly on the same or previous round, he may spend 2 spirit points to have them be revived and conscious. Josuke may choose whether to have the pieces of he possesses when repairing an object or creature to return to the others, causing the object to fly away to repair itself with its origin. Josuke may return a creature to their maximum hit points using this as a full turn action for 2 spirit points. Meet my Homing Missile! If Josuke has taken any amount of damage since his previous turn, he may select a target within 15 ft. and throw a "wave" made from his dried blood. The target makes a DC 16 Dexterity saving throw or takes 12 (2d6 + 5) slashing damage. If the attack succeeds, Josuke may spend 1 spirit point as a bonus action to send a second projectile, requiring the target to make a second Dexterity Saving throw or take another 12 (2d6 + 5) slashing damage.
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