The Joestar Clan

Clan Lore




Stand Origins

In the midst of a fierce battle's final moments, a resounding cry echoed across the world - "ZA WORLDO". Time itself froze, yet amidst the temporal stasis, a lone warrior surged forward, landing a devastating punch on both the villain and himself, propelling them into another universe. As the sun rose, the villain was vanquished, leaving only a solitary golden arrow in his stead. Unaware of the presence of the ethereal man behind him, the observer, lacking any chakra, remained oblivious to what was now known as a stand.

Clan Formation

Following a prolonged period of recovery, Jotaro Kujo embarks on a journey to the mountains with a woman, and together, they bring forth a child adorned with the infamous star on their back. In time, other descendants of the Joestar clan converge upon the same secluded mountain hideout. There, for centuries, they choose to isolate themselves from the outside world, dedicating their lives to honing this newfound power that sets them apart from the abilities they have known. Amidst the serenity of the mountains, they train diligently and unravel the mysteries of their unique gifts.

Playing A Joestar

When embodying a member of the Joestar clan, it's essential to understand that you won't typically be a direct descendant of any Joestar from the show. Instead, your character may be a distant cousin or a great-grandchild, ensuring that the lineage remains distinct and diverse. Please refrain from creating characters claiming to be the direct son of Jotaro or any prominent Joestar, as that would deviate from the established lore. Let's respect the lineage and history of the Joestar clan while exploring the exciting possibilities and unique stories of our own characters. Enjoy your journey in the Joestar universe!

Joestar Clan

A         man travels around the globe trying to find    a new place to set up camp with his wife. After traveling for 7 days, the couple eventually stumbles into the Land of Water. Being surroundered...ground, unconsious. - They were surrounded by Jonin, and as they hold their weapons, the man lets out a single shout. Almost instantaneously, the five Jonin fell to the ground, unconcious.

They proceed to run off, eventually finding a mountain. They spend days on days crafting a giant temple made of pure stone, known as Mount Bizzare, with the center focus of the temple being a golden arrow said to give the people that it pierces magical powers. The Symbol of the Temple? A Star.

-- Gengetsu Hozuki
Failed Opperations, Pages 172 and 218

Joestar Traits

Ability Score Increase: +2 Char, +1 Con
Speed: Your base walking speed is 30 feet
Skill Proficiencies: Preformance, Chakra Control

Joestar Features

Joestar Clan Jutsu: The Joestar Clan have access to a separate list of Jutsu unique to their Clan. You can add these Jutsu to your jutsu list instead of selecting jutsu from the Normal jutsu list.

Thematic Posing: You use your clan's famous eccentric personalities to channel your clan's arts. Starting at level 1, when casting a Joestar Clan Hijutsu, you may use Charisma in place of the normal casting modifer. Also, due to this you have a hard time summoning constructs. You may not choose any subclass that would create a construct as a part of one of it's features. You may also not take the Bloodline Latent feat.

Get Bizzare: Your clan is known for being generally weird. Starting at level 1, you add a 1d8 to saving throws to resist the charmed condition. At 11th level, you also gain advantage and finally at 18th, you gain immunity.

Stand User: Starting at 3rd level, you gain your clan's ultimate art passed down from generation to generation, the Stand. The stand is counted as a Large Construct and can be summoned and returned as a free action. In order to use this stand, you must name it. It's name must be a music reference of some kind and shares your actions. The stand acts on your turn, sharing your action economy. Your stand uses the following statistics and follows the following rules;

  • Your Stand can cast any jutsu you know using it's own statistics, and can use any Joestar clan features. you can as if you used them. However it does not gain your class features.
  • Shares your Hitpoints and Chakra Points
  • If you and your Stand would make a saving throw against the same effect, you only make one save, using the higher bonus, instead of two saves, and suffer the effects only once, not twice
  • When the Stand would make a saving throw it calculates its save bonus with half of your Proficincy Bonus + Its own ability score.
  • Gains a plus 2 to any 2 stats for each bonus to your Charisma Modifer (Max 20).
  • Finally, your stand is always under the same conditions as you, and vice versa.

(Name of Stand)

Large Construct, True Neutral


  • Armor Class 10 + Dex Mod + Cod Mod + Half Prof
  • Hit Points Shares Users
  • Speed 30ft

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Condition Immunities Charmed
  • Senses Darkvision 30ft, passive Perception 10

Immutable Form This construct is immune to any Jutsu or effect that would alter it's form.
Chakra Construct This constructs attacks are chakra enhanced
Unseeable Stand This construct can not be seen by others when not in combat unless they have chakra sight or true sight. Otherwise, this construct can only be seen once in combat.

Actions

ORAORAORA Melee stength unarmed attack: one target. Hit: 1d6 + STR bludgeoning

Stand Improvement: Your ability with your stand has grown immensely since obtaining it. Starting at level 7, your stand can now make 2 attacks with ORAORAORA and it's damage step is increased by 1. At levels 15 and 18, the amount of attacks and damage step increases by 1. (D4>D6>D8>D10>D12)

D-rank

Stand Ability: Stone Ocean

Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Reaction when targeted by an attack or when making a Dexterity Saving Throw
Range: Self
Duration: 1 Round
Components: HS, CM
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu
Description: Your ancestor temporarily gives you her power in order to protect you at all cost, turning your body into string to dodge the attack. When you cast this jutsu, you increase your AC by +5 and you have advantage on all Dexterity Saving Throws you make until the start of your next turn.
If this jutsu is casted by your construct granted to you via the Stand User feature, you may have it gain this jutsu as a new ability for this combat, as well as the following passive ability. If you or your stand would make a Dexterity saving throw and fail, you and your stand only take half as much damage and no damage on a success. You may not have any other passive abilities granted to you by Joestar clan Hi-Jutsu in order to use this effect.

Stand Ability: Gold Experience

Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Self (30 foot sphere)
Duration: Concentration (1 Minute)
Components: HS, CM
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Medical
Description: Your ancestor temporarily gives you his power to heal life through the power of nature itself. While concentrating on this jutsu, at the start of a friendly creature turn, they gain 2d8+Nin Mod hitpoints.
If this jutsu is casted by your construct granted to you via the Stand User feature, you may have it gain this jutsu as a new action for the combat, giving it the following additional effect. Creatures who are healed by this jutsu may also gain temp HP equal to half of the result
At Higher Ranks: For every rank casted above D, you may increase the chakra cost by 3. Increase the amount healed by 1d8 and the radius by 15 feet.














Stand Ability: Killer Queen

Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: Instant(Special)
Components: HS, CM
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu
Description: Your ancestor's enemy grants you a terrifying ability that only your stand can use. Upon casting, your stand gains a new action it can use called Killer Queen. It loses this action if you were to cast another jutsu that gives the stand a new action. The action is as follows;

Killer Queen You create a set of 2 paper bombs and fire them at the enemy, choose 1 target in a 60 foot range. That target and any targets within 5 feet of them must make a Dexterity Saving Throw for each bomb, on a fail, they take 2d6 fire damage for each one, or half as much on a failed save.

At Higher Ranks: For every rank casted above D, you may increase the chakra cost by 3. Increase the amount of bombs generated by 1 and the radius by 10

Stand Ability: Tusk

Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: 60 Feet
Duration: Instant
Components: HS, CM
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu
Description: Your ancestor temporarily gives you his power to shoot your fingernails as weapons. Choose one creature within range and make a Ranged Ninjutsu attack against it. On a hit, the creature taked 4d6 piercing damage and must make a Constitution saving throw,gaining 1 rank of bleed on a fail.
If this jutsu is casted by your construct granted to you via the Stand User feature, you may have it gain this jutsu as a new action for the combat, giving it the following additional effect. You no longer pay chakra to use this action and targets hit by this jutsu automatically gain 1 rank of bleed.

At Higher Ranks: For every rank cast above D Rank, you may increase the chakra cost by 3 and the damage dealt by 2d6.

C-Rank

Stand Ability: King Crimson

Classification: Hijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Self
Duration: 1 Minute
Components: HS, CM
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu
Description: You perform a technique done by an adversary of one of your ancestors to fuse with your stand. When casting this jutsu, your stand becomes a part of you. Your AC is calculated as 14 + Your Charisma Modifier + Half of your proficiency bonus for the duration. All jutsu you cast use whichever modifer is higher between you and your stand. Once per turn, when you would make an unarmed attack, you may make one more attack as a part of the same action. Finally, you gain all of your Stands Actions and Abilities for the duration.

At Higher Ranks: For every rank casted above C Rank, you may increase the chakra cost by 3. When this jutsu is Casted at B-Rank, increase the duration to 10 Minutes. At A-Rank, 1 hour, and at S-Rank 8 Hours.

Stand Ability: Diamondheart

Classification: Hijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Touch
Duration: Instant
Components: HS, CM
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Medical
Description: Your ancestor temporaily grants you their ability to restore things to their original state. When casting, you may touch one creture. That creature regains 4d10+Mod hitpoints. If that creature is missing a limb of any kind, that limb is also restored. You may also choose to use this ability on a destroyed item,, instantly repairing it.
If this jutsu is casted by your construct granted to you via the Stand User feature. You may have it gain this jutsu as a new action for the combat, giving it the following additional effect. A creature healed by this jutsu also gains addtional temp hp equal to your proficiency bonus X 2
At Higher Ranks: For ever rank casted above B Rank, you may increase the chakra cost by 3 and the healing die by 1















Stand Ability: Soft and Wet

Classification: Hijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 60 Feet
Duration: Instant
Components: HS, CM
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu
Description: Your ancestor temporarily gives you his power to steal an item by sending a bubble towards them. You may choose an object or creature in this jutsu's range that you can see. If you choose an object it can be no bigger than a medium sized object. Make a Ranged Ninjutsu attack against the creature or object. If the target is an object, the object appears in your hand. If the target is a creature, the creature takes 4d10 force damage as the bubble explodes. The creature must then make a Constitution save, becoming blinded until the start of your next turn on a failed save.
If this jutsu is casted by your construct granted to you via the Stand User feature, you may have it gain this jutsu as a new action for the combat, giving it the following additional effect. You may now give this jutsu a 1 minute concentration that you do not pay the cost for. The blind condition now lasts until you lose concentration on this jutsu and they remake the save at the end of their turns.
At Higher Ranks: For ever rank casted above C Rank, you may increase the chakra cost by 3 and the damage dealt by 2d10

B-Rank

Stand Ability: Heavens Door

Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 60 Feet
Duration: Instant
Components: HS, CM
Cost: 13 Chakra
Keywords: Hijutsu, Genjutsu,
Description: You learn a technique past down by a close ally to many of your ancestors that allows you to see memories. Choose one target within range. That target must make a Wisdom saving throw.


  • Crticial Succsess: The Affected Creature is able to resist this jutsu's effects and becomes immune to this jutsu's effects for 1d4 of its turns
  • Success: The Affected Creature is able to resist this jutsu's effects.
  • Failure: You see one of any targets memory, as a part of their skin turns into a page. Their skin returns to normal after viewing the memory.
  • Critical Failure: The Affected Creature becomes incompacitated for 1 Rounds. You may as a bonus action or action on your turn, view a memory of the creature. Then you may have them remake their saving throw. On another fail, you may slightly alter one of their memories, such as forgetting an encounter for the first time, or forgetting what they ate for lunch today. Memories altered this way can only be undone as a result of this same Jutsu, or any jutsu that dispells a jutsu. If you use this effect of the jutsu the jutsu ends.

If this jutsu is casted by your construct granted to you via the Stand User feature. You may have it gain this jutsu as a new ability for the combat, giving it the following new effect. You can choose 1 allied creature within touch distance. That creatures gains another action they can use to Cast a Jutsu. You may not have any other passive abilities granted to you by Joestar clan Hijutsu in order to use this effect.
At Higher Ranks: For ever rank casted above B Rank, you may increase the chakra cost by 3. When this Jutsu is casted at S rank, increase the ammount creatures targetted by 1.


















Stand Ability: Star Platinum

Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Full Turn Action
Range: Self (Special)
Duration: Special
Components: HS, CM
Cost: Special (13 Chakra)
Keywords: Hijutsu, Ninjutsu
Description: You use one of your ancestor's strongest stand abilities yet, Star Platinum, temporarily freezing time. After casting this jutsu, you freeze time, stopping everything around you. After taking this action, it automatically becomes your turn again, as if a new round had started. You then can use your stand to make an ORAORAORA attack, increasing the damage die by 2. These attacks automatically hit and can not crit. You may not use this jutsu while under the effects of Stand Ability: King Crimson. After making your attack, time resumes back to normal, and you can not cast this jutsu again for 1d4+3 rounds.
If this jutsu is casted by your construct granted to you via the Stand User feature. You may have it gain this jutsu as a new ability for the combat, giving it the following additional effect. Increase the attacks made by ORAORAORA by 1

At Higher Ranks: For ever rank casted above B Rank, you may increase the chakra cost by 3 and the damage die by 1

A-Rank

Ultimate Stand: Golden Arrow REQUIEM

Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Full Turn Action (Special)
Range:Weapons Range (Melee)
Duration: 1 Minute
Components: HS, CM
Cost: 25 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You produce your ancestor's ancient relic said to give a stand a power even further beyond, the Golden Arrow. When casting this jutsu, your stand goes into a state that has only been heard of in myths, gaining the following benefits

  • All base ability scores of this stand are set to 20.
  • This stand no longer has a limit on abilities and actions it can have due to Joestar Clan Jutsu, regardless on what the Jutsu says.
  • All Joestar Clan Hijutsu Actions and Abilities used with this Stand do an extra 3 die of damage, as well as your Stands ORAORAORA action

At the end of this duration, you lose control of your stand. You must spend 25 weeks of Downtime in order to regain control of your stand, being unable to summon it otherwise.

Joestar Clan Feats

Pose Pose POSE

Category: Clan
Prerequisite: Joestar Clan
Your clans flamboyance has ascended to the next level. You gain the following benefits:

  • Increase your Charisma or Constiution score by 1, to a maximum of 20.
  • You gain expertise in the Preformance skill
  • You strike a pose anytime you cast a jutsu. Once per turn when you would cast a Joestar Clan Hijutsu through your stand that targets a creature, they must also make a Charisma saving throw, giving the creature one rank of Dazzled on a failed save. You can only use this feature a number of times equal to your Charisma modifier per long rest.

Hammon

Category: Clan
Prerequisite: Joestar Clan, Level 4+
You are given a technique dating all the way back from your very first ancestor. You gain the following benefits;

  • Increase your Charisma or Constiution score by 1, to a maximum of 20.
  • You gain the Medical Release Keyword
  • You learn how to embew you strikes with the power of sunlight by mastering your breathing, when you would make an unarmed strike as a part of the attack action, you may change the damage to force.
  • If you were to roll a critical hit on an unarmed strike, you ignore resistences and temp HP

Your Next Line Is...

Category: Clan
Prerequisite: Joestar Clan, Level 8+
You are influenced by the second desendant of your clan's uncanny ability to predict what people would say next. You gain the following Benefits;

  • Increase your Charisma or Intelligence score by 1, to a maximum of 20.
  • You have advantage on persuasion checks made against people you already know
  • You may as an action on your turn when fighting a Player Character, Solo, or Iconic adversary. Roll a contested Persuasion check contested by their Charisma save. On a success, you predict the next line they say, causing them to s gaining the Stunned Conditon. You may only use this ability once per long rest.