Dio Brando in Dungeons & Dragons

Jul 17, 2024

Building Dio Brando in Dungeons & Dragons

Main Points

  • Creating Dio Brando from JoJo's Bizarre Adventure in Dungeons & Dragons (D&D).
  • Goals: Immortality (vampirism), high damage, stopping time.

Stats

  • Use standard point array from Player’s Handbook.
  • Important stats: Dexterity, Wisdom, Constitution, Charisma, Strength, Intelligence.
  • Dexterity: High for fast punches.
  • Wisdom: High for sharp senses.
  • Constitution: Needed for survival.
  • Charisma: For deception and intimidation skills.
  • Strength: Lower priority.
  • Intelligence: Dump stat.

Race and Background

  • Vampire Race: Use Plane Shift Zendikar for authenticity.
    • +1 Intelligence, +2 Charisma.
    • 60 feet of dark vision.
    • Vampiric resistance (resistance to necrotic damage).
    • Blood Thirst attack: special melee attack dealing necrotic damage.
  • Background: Custom – Proficient in Intimidation and Deception. Equivalent to Charlatan.

Class Progression

Monk

  • Level 1: Monk
    • Skills: Athletics, Insight.
    • Unarmored Defense: AC = 10 + Dexterity + Wisdom.
    • Martial Arts: Unarmed attacks use Dexterity, attack as bonus action.
  • Level 2: Monk
    • Unarmored Movement: Faster when not wearing armor.
    • Ki Points: Step of the Wind (dash/disengage as bonus action), Patient Defense (dodge as bonus), Flurry of Blows (extra unarmed attacks).
  • Level 3: Monk
    • Deflect Missiles: Reduce damage, throw back as bonus action.
  • Level 4: Monk
    • Ability Score Improvement: Focus on Wisdom.
  • Level 5: Monk
    • Stunning Strike: Spend ki point to stun.
    • Extra Attack: Attack twice with action.
    • Martial Arts die increases to d6.
  • Level 6: Astral Self Monk
    • Ki Empowered Strikes: Unarmed strikes count as magical.
    • Visage of the Astral Self: Advantage on Insight and Intimidation, 120 feet darkvision.
  • Level 7: Monk
    • Evasion: Take half damage on failed Dexterity saves, no damage on success.
    • Stillness of Mind: Action to end charmed/frightened.
  • Level 8: Monk
    • Ability Score Improvement: More Wisdom.
  • Level 9: Monk
    • Unarmored Movement Improvement: Move up walls and water.
  • Level 10: Monk
    • Purity of Body: Immunity to disease and poison.
  • Level 11: Astral Self Monk
    • Awakened Astral Self: More benefits with astral arms and visage.
  • Level 12: Monk
    • Ability Score Improvement: Max Wisdom.
  • Level 13: Monk
    • Tongue of the Sun and Moon: Understand/speak all languages.
  • Level 14: Monk
    • Diamond Soul: Proficiency in all saving throws.
  • Level 15: Monk
    • Timeless Body: Age immunity, no food/drink needed.
  • Level 16: Monk
    • Ability Score Improvement: Round off Dexterity and Constitution.
  • Level 17: Astral Self Monk
    • Complete Astral Self: Full stand, various benefits (extra AC, attacks, key recovery).

Cleric

  • Level 1: Cleric (Death Domain)
    • Reaper ability: Learn necromancy cantrips.
      • Chill Touch: Range, necrotic damage, stop healing.
      • Toll the Dead: Higher damage if target not at full health.
    • Guidance, Resistance cantrips.
    • Spells: Inflict Wounds, Bane.
  • Level 2: Cleric
    • Channel Divinity: Touch of Death (necrotic damage).
  • Level 3: Cleric
    • Learn 2nd level spells: Hold Person (paralyze targets).

Key Abilities and Features

  • Huge attack potential with multiple attacks per round using astral self.
  • High mobility and strong defenses (deflect missiles/energy, evasion, 20 AC).
  • Spellcasting for support and utility (necrotic damage spells, paralysis).

Weaknesses

  • Complete Astral Self is ki-intensive, limiting other monk abilities.
  • Limited spell slots for key spells (e.g., Hold Person).
  • Relatively low HP (~150), risky for frontline fighter.