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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.
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