Stand User (JJBA Supplement)

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Design Note: This creature is not from the series, and is instead to diversify and expand upon concepts established in canon.

Stand User

Medium humanoid (Human), any alignment


Armor Class 12 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Skills Arcana +2, Athletics +3, Perception +2
Senses passive Perception 10
Languages any one language
Challenge 2 (450 XP)


Stand Proud Focus. The Stand user takes 3 less damage from from non magical piercing, slashing, and bludgeoning damage. They also gain advantage on saving throws against being Charmed, Frightened, and Paralyzed.

Exchange Blows. When a Stand user takes damage from a hostile creature or as a bonus action, they make a DC 11 Constitution saving throw. On a success, they or their Stand can make 1 additional melee attack on each of their turns. They can only have up to 2 "Exchange Blows Stacks" at once. Using extra attacks during your turn does not consume the stacks. They 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 the Stand user successfully hits a creature with a melee attack, their melee attack rolls gain a +1 bonus against the target for 24 hours. This can stack up to +5.

Spirit Points. The Stand User has 3 Spirit Points which he can expend. All spirit points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


JotaCharmy.png
A Stand user who has not developed his Stand [1]

Upon awakening their Stand for the first time, most often at a young age, a Stand has no special ability, but this does not keep it from being a powerful force against normal people.

Stand

Medium elemental (Stand), any alignment


Armor Class 12 (natural armor)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Skills Arcana +2, Athletics +3, Perception +2
Senses passive Perception 10
Languages any one language
Challenge 2 (450 XP)


Manifestation of Will. Any feature that effects the Stand user also effects the Stand. 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 15 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.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.



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