How to Build Jotaro Kujo from JoJo’s Bizarre Adventure in D&D 5e
Jotaro Kujo, the stoic and powerful protagonist of Stardust Crusaders, is best known for his Stand, Star Platinum, which excels in precision, speed, and strength. In D&D terms, we’ll use a combination of martial prowess and the features in Way of the Astral Self to recreate Jotaro’s iconic abilities. This build will use a mix of Fighter, Monk, and Warlock (to represent Stand powers), providing a balanced, thematic character from Levels 1 to 20.
Race: Variant Human
As a Variant Human, Jotaro can start with a feat, which is essential for capturing his combat style and abilities early on.
Ability Score Increases: +1 Dexterity, +1 Wisdom (Jotaro is strong and incredibly resilient).
Feat: Tavern Brawler
not for the unarmarmed strikes. We know we’ll be getting that from Monk. We’re choosing tavern brawler for a half feat that Increases our Constitution, and to give us proficiency with improvised weapons. You’ll see why in a minute.
Skill Proficiency: Athletics (for grappling and general physicality) and Insight (Jotaro’s intuition).
Starting Stats
So we’ll be using standard array for our stat spread, but feel free to use whatever Stat Generation System your table usually uses.
The Three stats this build is going to need to focus on is Strength, Dexterity and Wisdom.
Strength: 15 (+1 from Tavern Brawler = 16)
Dexterity: 13 (+1 from Variant Human = 14)
Constitution: 12
Intelligence: 8
Wisdom: 14 (+1 from Variant Human = 15)
Charisma: 10
Background: Soldier
Jotaro’s determination and disciplined nature fit well with the Soldier background.
Skill Proficiencies: Intimidation (for reasons I’m sure you can imagine), Perception (to reflect his commanding presence and sharp senses).
Tool Proficiencies: Vehicles (Land)
Feature: Military Rank — While not a literal soldier, Jotaro’s air of authority makes others follow his lead.
Level By Level
Levels 1-6: Monk (Way of the Astral Self)
Monk is the perfect base class to reflect Jotaro’s martial prowess and The Way of the Astral Self (included in TCoE) subclass captures the Stand’s spiritual and combat capabilities.
Level 1 - Monk
Unarmored Defense: Jotaro relies on his resilience and agility rather than armor.
Martial Arts: His unarmed strikes deal 1d4 damage, and he can make bonus action attacks with his fists.
In order to capture Jotaro’s close-quarters combat prowess, you’re going to need Monk’s unarmed fighting capabilities.
Level 2 - Monk
Ki Points: These represent Jotaro’s inner strength and Stand energy, allowing him to use abilities like Step of the Wind (enhanced mobility) and Patient Defense (focused dodging).
Unarmored Movement: Jotaro’s speed increases, reflecting Star Platinum’s rapid movements.
Level 3 - Monk (Way of the Astral Self)
Arms of the Astral Self: Jotaro can summon Star Platinum’s arms, allowing him to make unarmed strikes with extended range and use Wisdom for attack rolls (though Strength is our focus for thematic reasons).
Level 4 - Monk
Feat: Crusher — This feat lets Jotaro push enemies 5 feet when he hits with bludgeoning damage, reflecting Star Platinum’s sheer force.
Ability Score Improvement: +2 Strength (now 18).
Level 5 - Monk
Extra Attack: Jotaro’s rapid-fire strikes mirror Star Platinum’s signature ORA-ORA barrage.
Stunning Strike: This feature represents Star Platinum’s precise, debilitating punches.
Level 6 - Monk
Visage of the Astral Self: Jotaro’s Stand gains sensory abilities, allowing him to see and hear through his Star Platinum, perfect for his supernatural awareness.
Levels 7-10: Fighter (Echo Knight)
To further reflect Star Platinum’s combat utility, we multiclass into Fighter, specifically the Echo Knight subclass from Explorer’s Guide to Wildemount.
Level 7 - Fighter 1
Second Wind: Reflects Jotaro’s ability to push past injuries with determination.
Level 8 - Fighter 2
Action Surge: Perfect for unleashing a flurry of attacks in a single round, just like Jotaro’s ORA-ORA combo.
Level 9 - Fighter 3 (Echo Knight)
Manifest Echo: This feature is Star Platinum incarnate. Jotaro summons an echo that fights alongside him, attacking enemies within range.
Unleash Incarnation: Grants extra attacks through the echo, mimicking Star Platinum’s ability to strike multiple times simultaneously.
Level 10 - Fighter 4
Feat: Sentinel — Jotaro is a master of battlefield control, stopping enemies in their tracks and punishing their movements.
Levels 11-14: Warlock (Great Old One)
To represent the psychic connection between Jotaro and Star Platinum, we multiclass into Warlock, using the Great Old One patron to reflect the Stand’s supernatural origin.
Level 11 - Warlock 1
Pact Magic: Jotaro gains access to spells. Choose spells like Eldritch Blast (flavored as Star Platinum’s ranged punch) and Armor of Agathys (a psychic aura of resilience).
Awakened Mind: Jotaro can telepathically communicate, reflecting the Stand’s mental bond.
Level 12 - Warlock 2
Eldritch Invocations:
Agonizing Blast (boosts damage for Eldritch Blast).
Repelling Blast (pushes enemies, akin to the force of his Stand’s strikes).
Level 13 - Warlock 3
Pact Boon: Choose Pact of the Blade to summon a spectral weapon, flavored as Star Platinum’s concentrated power.
Level 14 - Warlock 4
Ability Score Improvement: +2 Constitution (now 16).
Levels 15-20: Monk (Way of the Astral Self)
Returning to Monk ensures Jotaro continues developing his Stand’s abilities and combat mastery.
Level 15 - Monk 7
Evasion: Jotaro’s reflexes allow him to dodge area effects, reflecting his ability to avoid incoming threats.
Level 16 - Monk 8
Ability Score Improvement: +2 Strength (now 20).
Level 17 - Monk 9
Unarmored Movement Improvement: Jotaro’s speed increases further, and he can run across walls or water.
Level 18 - Monk 10
Purity of Body: Jotaro is immune to disease and poison, emphasizing his extraordinary endurance.
Level 19 - Monk 11
Body of the Astral Self: Jotaro gains resistance to bludgeoning, piercing, and slashing damage while using his Stand.
Level 20 - Monk 12
Feat: Lucky — Jotaro’s sharp instincts give him the ability to manipulate fate, a nod to his decisive, last-moment victories.