OC Stands (5e Subclass)

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OC Stands[edit]

Stand User Variant Subclasses

The following are subclasses designed for the Stand User Variant class that are not products of the original fiction.

Raining Blood[edit]

Stand of Blood

The Raining Blood Alignment Stand is a Stand with high Constitution and Dexterity. Your Stand's Constitution is equal to your Constitution + your Charisma modifier + 3. Your Stand's Dexterity is equal to your Dexterity + your Charisma modifier + 3. Your Stand's Strength, Intelligence, Wisdom and Charisma are all equal to your own. Your Stand can move up to 5ft away from your character's position. Your Stand's AC is equal to 10 + your Stand's Dexterity modifier + your Charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d6 for damage rolls, which increases everytime you gain a feature. Your stand deals necrotic damage.

Blood Portal

At 3rd level, your power allows for mobility rather than combat. As an action for 1 spirit point, you are surrounded by a 10 ft. radius red portal that can be seen by non-Stand users for twice your Constitution modifier minutes (minimum 1), your movement speed can not be reduced, including by effects like difficult terrain. Any creature that starts their turn or enters the portal must attempt a DC 8 + your Stand's Constitution modifier + your proficiency bonus Constitution saving throw. On a failure, they take 1d10 necrotic damage (this increases to 2d10 at 5th level, 3d10 at 7th, 4d10 at 11th and 5d10 at 14th level.) and they gain one level of exhaustion unless they already have 3 or more levels of exhaustion. On a success, they only take half as much damage. You can spend 1 spirit point when a creature fails this saving throw to deal maximum damage, and 1 more point to change change their current levels of exhaustion to 3 unless they already have a higher level.

How fast can you get me there?

At 5th level, you can spend 1 spirit point as an action to teleport to a creature within 60ft of your Stand that is missing at least 1 hit point, and you can use one more spirit point to make one attack against them as part of this action.

Its not what I have done, but what I will do.

At 7th level, your Blood Portal has upgraded, allowing it to take multiple people and things, when you use Blood Portal, you can take a number of creatures equal to your Stand's Constitution modifier. They can be in your blood portal for a number of minutes equal to their Constitution modifier. After this time, the other creatures are safely ejected from the portal. The red pool radius grows 5ft for every creature added to your Blood Portal that's not you. At 14th level, if you travel under a creature and want to attack it you can jump up and surprise attack them giving you advantage on the attack.

Item Storage

At 7th level, you can store objects within the space created by a portal, as in the secret chest spell. Opening and closing the portal can be done as a bonus action, or as a free action for 1 spirit point. The portal has the same storage limitations as a bag of holding.

The rivers will run red for the people you've killed!

At 9th level, you have channeled your anger for a force to be reckoned with. As a bonus action, your Stand's attacks deal an additional 3d6 necrotic for every point used on this feature until the end of your turn. You can expend 2 spirit points to extend this time to the end of your next turn. After you use this feature, you cannot regain spirit points for a number of rounds equal to your Constitution modifier + your proficiency bonus.

This Stand is my will to press forward...

At 11th level, you have advantage on death saving throws and may add twice your Constitution modifier to the saving throws. For 4 spirit points while stable on your turn, you can immediately use Blood Portal.

Heaven seems to be on my side!

At 14th level, God has given you a purpose. As an action for 3 spirit points, you can heal one creature your Stand can touch. This heals 10d10 hit points and removes any poisons and diseases. If used on yourself, this heals 4d10. Every creature within 5 ft. of your Stand has advantage on Constitution saving throws.

Raining Blood Requiem

At 20th level, you can enter Requiem mode for 1 minute as a bonus action. Creatures you choose within 100ft must make a Constitution save or gain 5 levels of exhaustion. They also take 15d20 necrotic damage, you have max spirit points and "How fast can you get me there?"'s range is increase to 180ft. You can activate this twice per day.

Footloose[edit]

Stand of Friction

The Footloose Alignment Stand is a Stand with high Dexterity. Your Stand's Dexterity is equal to your Dexterity + your Charisma modifier + 3. Your Stand's Strength, Constitution, Intelligence, Wisdom and Charisma are all equal to your own. Your Stand can move up to 10ft away from your character's position. Your Stand's AC is equal to 10 + your Stand's Dexterity modifier + your Charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls.

Vertigo Punch

At 3rd level, your punches render people dizzy, leaving them in a stunned state. When you hit a creature with an unarmed attack, the creature must make a DC 8 + your Stand's Dexterity modifier + your proficiency bonus Constitution saving thrown or be rendered prone and stunned. On a success, they are just prone. These conditions end when they are at least 10ft away from your Stand. You can spend 1 spirit point to grant them disadvantage on this saving throw.

Farewell!

At 5th level, when you successfully hit a creature with Vertigo Punch, you can push them 10 ft. directly away from you, and you move 10 ft. toward them immediately after. At 11th level, this distance increases to 20 feet.

Be seeing ya on the flip side.

At 7th level, you have gained control of friction increase. As an action, you can select one 10 ft. by 10 ft. area that is up to 30 feet away. The area is considered difficult terrain as you any friction within it is increased for 1 minute. Ranged attacks going through the area have disadvantage. You can spend 1 spirit point to increase the size to 20 ft. by 20 ft.

How this for a change in pace?

At 9th level, you now have control of friction decrease. You can select one 5 ft. by 15 ft. area that is up to 30 feet away. When a creature steps on one side, they are instantly moved to the opposite side. Ranged attacks going through the area have advantage. You can spend 1 spirit point to increase this size to 10 ft. by 30 ft. Also, "Farewell!" renders the target prone.

This is the part where I kick your ass.

At 11th level, if a creature succeeds against your Vertigo Punch, you can spend 2 spirit points to make two more Vertigo Punch attacks. This can only occur once per round.

Bring it!

At 14th level, your will runs strong. You gain resistance to force damage and ranged attacks have disadvantage against you. Also, "Vertigo Punch"'s DC increases by 3 and your unarmed strikes' damage die becomes 1d6.

Footloose Requiem

At 20th level, you can enter Requiem mode for 1 minute as a bonus action. You are the master of not just the world's friction, but others friction as well. "Farewell!" now pushes creatures 50ft and "Vertigo Punch" is applied to all of your attacks, unarmed or not, costing 0 spirit points. Any creatures of your choice within 120ft of your Stand are restrained. You can activate this once per day.


Hail to The King[edit]

Stand of Judgement

The Hail to The King Alignment Stand is a Stand with high Charisma and Intelligence. Your Stand's Charisma is equal to your Charisma + your Intelligence Modifier + 3. Your Stand's Intelligence is equal to your Intelligence + your Charisma modifier + 3. Your Stand's Strength, Constitution, and Wisdom are all equal to your own. Your Stand can move up to 15ft away from your character's position. Your Stand's AC is equal to 10 + your Stand's Intelligence Modifier + your Stands Charisma modifier. Your Stand is also proficient in unarmed attacks, which use its Intelligence or Charisma modifier and deal 1d6 Cold or Bludgeoning Damage.

Swap Step

At 3rd level, space is yours to bend. as a rooting free action, you can swap places with a creature of your choice. They must be within your movement speed from you to teleport with them. This movement happens instantly and does not provoke opportunity attacks. You can spend 1 spirit point to double this range.

For me it's never too late!

At 5th level, as a reaction for 1 spirit point, you can use Swap Step at half your movement distance. You can spend 2 more spirit points to quadruple this distance. If you or the creature you swapped with was the target of an effect, the other becomes the target instead.

Arrows black out all the light.

At 7th level, you regenerate 2d8 + your Constitution modifier every minute at night. Additionally, when you Swap Step at night, you gain temporary hit points equal to your Charisma modifier + your Intelligence modifier.

No mercy from the edge of the blade!

At 9th level, when an ally within Swap Step distance is hit by an attack, before or after the result, you can Swap Step to swap with your ally or the attacker. If you swap with your ally, the attacker must make an attack roll against you. If you swap with the attacker, their attack automatically misses unless a creature is within range of the attack from your original position. You can spend 1 spirit point to double the range of Swap Step.

Inhuman Control

At 11th level, you can charm enemies within your Swap Step distance. They must succeed a DC 8 + your Charisma modifier + your Intelligence modifier Charisma saving throw or be under the effect of geas. This doesn't work against creatures that are immune to the charmed condition. You can spend 3 spirit point to grant them disadvantage on this saving throw.

Watch your tongue, or have it cut from your head.

At 14th level, your Inhuman Control DC increases by 3. Your Inhuman Control is now a 9th level Geas. As a bonus action, you can swap with anyone under Inhuman Control. You can spend 1 spirit point to make an attack after this movement.

Hail to The King Requiem

At 20th level, you can bestow judgement from the most powerful source. You can use your action to go into requiem form for one minute. As your whole turn, you bestow a punishment to a creature who has wronged you. The punishment can be anything from being banished to a custom plane for just you to only being able to speak in truths. When this punishment is decided, the creature must succeed a DC 10 + your Charisma modifier + your Intelligence modifier Intelligence saving throw or be forced to have this punishment forever with them, "dead or not." You can spent 10 spirit points to have this form's duration doubled.

Contact[edit]

Stand of Lightning

The Contact Alignment Stand has high Dexterity and Intelligence. Your Stand's Dexterity is equal to your Dexterity + your Charisma modifier + 3, your Stand's Intelligence is equal to your Intelligence + your Charisma modifier + 3. The rest of your Stand's Strength, Constitution, Wisdom, and Charisma are equal to your own. Your Stand is a phenomenon and thus does not have a traditional summoned form. Your Stand's AC is equal to 10 + your Stand's Dexterity modifier + your Charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks deal 1d4 lightning damage.

Discharge

At 3rd level, when you make an unarmed attack, you can spend 1 spirit point to make electricity jump to 1 additional target within 30 feet of the target dealing 1d4 lightning damage.

We’ve been here so long...

At 5th level, as a full turn action, you can create a charge inside your body. The next unarmed attack or archetype ability you use’s damage die increases by 1 tier. You can only hold 1 charge at a time. Once a charge is spent, you can’t create another charge for 12-your Stand’s Dexterity modifier rounds.

Riding our shiny metal horses.

At 7th level, while you have a charge, your movement speed increases by +15 feet.

Two four, one, ten.

At 9th level, you can delicately excite the neurons of creatures to transmit messages. You can communicate telepathically with any creature within 260 feet.

The rainy September.

At 11th level, while outdoors during a lightning storm or within 90 feet of something with an electrical charge, such as a battery, you are considered to have a charge without taking a full turn action and you no longer have to wait to regain a charge.

Your name’s in the sky.

At 14th level, you gain a fly speed equal to your movement speed.

Contact Requiem

At 20th level, you can create a lightning storm that covers the entire planet. You can direct the lightning from the storm as an action, bonus action, or reaction to up to 3 creatures within 200 feet as a ranged attack. On a hit, it deals 3d8 lightning damage.

Puff[edit]

Stand of Art

The Puff Alignment Stand has high Intelligence and Wisdom. Your Stand's Intelligence is equal to your Intelligence + your Charisma modifier + 3, your Stand's Wisdom is equal to your Wisdom + your Charisma modifier + 3, and your Stand's Intelligence and Wisdom can go up to 30. Your Stand's Strength, Dexterity, Constitution, and Charisma are all equal to your own. Your Stand's AC is equal to 10 + your Intelligence modifier + your Wisdom modifier. Your stand can move up to 20 ft. away from you. Your Stand is proficient in unarmed attacks, which use Wisdom instead of Strength, and use a d4 for damage.

Medium Jumping

At 3rd level, your Stand can “embed” you into any medium of art as if you were originally part of it. As an action, you can command your Stand to send you into any art canvas, stained glass, or similar art mediums. Once your Stand finishes embedding you in the medium, it takes an action to leave the medium, and a bonus action to interact with items in the medium. Your Stand cannot attack while 'Medium Jumping' is in use. You can hide your Stand with you, while you’re in the medium, to prevent it from being attacked, but it must be outside of the medium to pull you out. While your Stand is putting you in or pulling you out of a medium, it cannot move. Additionally, you can turn items into artworks.

For, to have Faith, is to have Wings.

Starting at 5th level, you make perception and investigation checks related to mediums that your Stand embedded you into with advantage, while you’re inside said medium. While within a medium, you can give yourself extra features, such as wings, extra arms, etc. But they wear off upon entering the real world.

It’s a very difficult era...

Starting at 7th level, you can use your Stand to copy your own appearance. At the cost of two spirit points, you can make your Stand look like yourself and telepathically order it to perform actions, however it cannot attack while it copies your form. This lasts until it’s attacked, or until dispelled.

And the rest, is Rust and Stardust

At 9th level, your Stand can embed you into books. You appear as a word on the page that shift’s as you move through the story. You can see what goes on within the book’s events, but cannot bring objects out of the book, unlike regular art.

… I am the Captain of my Soul.

Starting at 11th level, your Stand can bring people into the medium with you, allowing you to fight within the medium. If you are killed in the outside world, your body transforms into a piece of art, depicting how you died, and any other creatures inside the medium are released into the real world.

Great Men Are Not Born Great.

At 14th level, you can assume the form of people you have seen, as long as you know them personally, while within a medium. You can gain their skill proficiencies as well at the cost of 5 spirit points, but you cannot attack. This lasts for two minutes.

Puff Daddy, Through The Never

At 20th level, you can enhance yourself further, into a state known as "Through The Never". This is your equivalent to Requiem. You can enter this state as a bonus action for 1 minute. Your capabilities move beyond physical mediums, and your Stand can embed you into music and speeches. When your Stand performs a song or speaks, any creature listening is forced to waste their action to listen or dance to the music. You can only use this ability once per day.

Acclaim[edit]

Stand of Reflections

The Acclaim Alignment Stand is a Stand with high Constitution and Charisma. Your Stand's Constitution is equal to your Constitution + your Charisma modifier + 3. Your Stand's Charisma is equal to your Charisma + your Intelligence modifier + 3. The rest of your Stand's Strength, Dexterity, Intelligence, and Wisdom are equal to your own. Your Stand can move up to 20ft away from your character's position. Your Stand's AC is equal to 10 + your Stand's Constitution modifier + your Intelligence modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d6 for damage rolls.

If it’s Good, It’s Controversial. By Nature.

Starting at 3rd level, you can force people to feel the impacts of their actions. If someone attempts to intimidate or persuade you, they’re similarly persuaded or intimidated by your rebuttal. If a creature attempts to charm or frighten on you, they cannot target you with attacks until the end of their next turn. You can only use this once, regaining use at the end of a short rest.

I guess you just had to be there...

Starting at 5th level, you gain proficiency in Deception and Insight. Additionally, you now gain advantage when saving throws against becoming or remaining frightened or charmed.

Pandering to the Scandal Hungry…? How Irresponsible.

Starting at 7th level, as a bonus action for 1 spirit point, you distract a creature with an Intelligence score of 4 or higher with a scandalous piece of information or act. The creature must roll a DC 8 + your Stand's Charisma modifier + your Proficiency bonus Charisma saving throw. On a failure, they spend their action discussing, arguing, or admiring it. If they have lower than 4 Intelligence, this automatically fails.

The Less You Know, the More You Believe.

Starting at 9th level, your Stand no longer reduces AC with Exploit the Armor. Instead, when you land a hit with your Stand, you can spend 2 spirit points. The creature must make a DC 8 + your Stand’s Charisma modifier + your proficiency bonus Charisma saving throw. On a failure, they become frightened of you, and must use their next action to dash away from you, or avoid you, as best as possible. You can only use this once, regaining use when you roll for initiative.

My standards have always necessitated mutual discomfort.

Starting at 11th level, you gain access the vicious mockery cantrip, and can only use it as a reaction to attempts at being intimidated, persuaded, or deceived, to gain advantage against it. You can only use this once, regaining use at the end of a short or long rest.

I don’t agree with you, but I’ll defend you till’ the end.

At 14th level, as a reaction for 2 spirit points when a creature attacks another, you convince the attacker to target you or your Stand instead. If the attack fails, it backfires, and deals half of it’s damage to the creature. You can only use this once, regaining use when you roll for initiative.

Critical Acclaim, Encore

At 20th level, you can go into a state known as "Encore" as a bonus action for 1 minute. This is your equivalent to Requiem. Your skills with people grow immensely, and your unbridled tongue remains unrivalled. Your Stand can act as a speaker, and force all other creatures within a 40 foot radius to become charmed or frightened of you, and every archetype feature costs 0 spirit points. You can only use this feature once per day.

Seventh Heaven[edit]

Stand of Nullification

The Heaven alignment Stand has high Strength and Charisma. Your Stands Strength is equal to your Strength + your Stand's Charisma modifier, and your Stand's Charisma is equal to your Charisma + your Strength modifier + 3. The rest of your Stands Dexterity, Constitution, Wisdom and Intelligence are equal to your own. Your Stand can move up to 15ft away from your characters position. Your Stands AC is equal to 10 + your Stand's Strength modifier + your Charisma modifier. Your Stand is proficient with unarmed strikes, and their damage die is 2d6 Force.

Nullification

At 3rd level, you unlock Seventh Heavens main ability to nullify distances. As a reaction, you can choose two points that that you can see or are within 30 ft. of you that you and any creatures can travel between instantaneously. You can only have 2 points active at a time. The points don’t have to be in line of sight as long its in a 30ft radius. You can set the point to be at a named location and if the named location switched place, the point will too. If you stick your hand or another body part into the point, it will both exist on the spot you are now, and the other end of your nullification, allowing you to attack creatures within your reach from the other point. If you hit an attack with this feature, you can spend 1 spirit point or stack of Exchange Blows to deal maximum damage.

Teleportation

Starting at 5th level, when you use your nullification ability, you can choose to delete all of your nullification points to use this ability. You can have the two new points be either two Large or smaller creatures or objects, nullifying the distance between earths gravity and the two points you placed which results in a chain reaction, pulling the two objects/creatures to a single place that is equidistant from their original positions instantly, and they must attempt a DC 8 + your Stand's Strength modifier Strength saving throw or take 2d6 force damage. You have resistance to force damage incurred by this feature. Your Stand's maximum nullification points increases to 4.

Touched by the Heavens

At 7th level, your Stand’s nullification is almost at its full potential. You can take two reactions each round, and you can set two additional points when you use nullification. Your Stand's maximum nullification points increases to 6. The number of reactions you have goes up to 3 at level 11, and 4 at level 14. The number of points you have also goes up by 2 at level 11 and 2 more at level 14.

Body Manipulation

At 9th level, when you use your nullification ability, you can nullify the distance between your brain and someone else's for 1 spirit point. The target must succeed a DC 8 + your Stand's Strength modifier Intelligence saving throw or become subjected to 2 of the following for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

  • You can perceive through one of the creatures senses.
  • You can speak through its mouth.
  • You grant it disadvantage on 1 type of roll.
  • You can cast the command spell at it as a bonus action.
  • You halve its movement speed.
  • You can use an action to read its mind.
  • You can use an action to read its memory (requires an additional Intelligence saving throw).
Pain Nullification

Your stand can now distance the pain from even the mightiest of gods. Starting at 11th level, you can use a bonus action to ward a creature, including yourself. The next attack that is delivered on the creature deals no damage and will instead be dealt to a creature of your choice. This feature works with attacks that cannot be dodged, such as the magic missile spell. You may use this feature a number of times equal to your stands Cha modifier, regaining all uses after a long rest or pay 3 spirit points to reset your uses.

Additionally, you can spend x number of spirit points to heal creature x number of their hit dice.(example 1 spirit point = 1 hit die) You can also spend 3 spirit points to remove a condition or disease from a creature of your choice.

Force Nullification

Starting at 14th level, as an action, you are able to not only fully nullify the distance between objects, but also the distance between forces and energies such as gravity, weight, electricity, or speed. You can use this ability as many times as your proficiency bonus, regaining all uses at the end of a long rest.

  • Nullify Gravity - All creatures and objects that aren't somehow anchored to the ground in the area fall in one direction of your choice and reach the top of the area when you cast this spell for 1 minute. A creature can make a DC 8 + your Stand's Strength modifier Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
  • Nullify Weight - An object up to 10 ft. x 10 ft. in size becomes up to 10 times lighter or heavier for 1 minute.
  • Nullify Electricity - One creature must attempt a DC 8 + your Stand's Strength modifier Constitution saving throw, taking 2d8 + your Stand's Strength modifier lightning damage on a failure, or half as much on a success.
  • Nullify Speed - Two creatures swap all of their movement speeds that are greater than 0 for 1 minute. If any creature is unwilling, they must make a DC 8 + your Stand's Strength modifier Wisdom saving throw to avoid the effect. An unwilling creature can repeat this saving throw at the end of each of their turns.
Absolute Heaven

At 20th level, your Stand can perfect its nullification as a bonus action. This is your equivalent to Requiem. For 1 minute, you can use your nullification ability in any way you can imagine, as many times as you want. Your radius for this ability becomes infinite. The size of an object you can target becomes a 100ft cube. You can spend 1 spirit point to make the duration 1 minute longer (this stacks to a maximum of 4 additional minutes). You can use this ability once per day.

Drink with the Living Dead[edit]

Stand of a Cowboy

The Drink with the Living Dead Alignment Stand is a truly forbidden Stand. Your Stand does not have unique ability scores. Your Stand can move up to 30 ft. away from your character's position. Your Stand's AC is equal to 10 + your Dexterity modifier + your Charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls. You can not summon your Stand until 5th level.

Just a little drinking game, ya see...

At 3rd level, you can challenge a creature to a drinking game. If they outright refuse, they automatically fail. You and the challenger take turns drinking a drink of a strength agreed upon before the beginning of the game, with the first being decided by coin-toss. A creature loses if they fall unconscious. If you lose, you can not challenge or attack the other creature or any creature they verbally forbit you from doing so for 1 minute. If they lose, a revolver materialized in your hand as you remove their soul with a single gunshot, killing them instantly.

Perhaps the same could be said of all religions.

At 5th level, when you kill a creature with Just a little drinking game, ya see..., their soul enters 1 chamber of your revolver Stand's cylinder. You can summon a number of your Stand equal to the number of souls stored up to your Charisma score. If you gain a soul above this limit, you must free 1 of your choice. Whenever you have 1 or more souls trapped in your Stand's cylinder you may attack, dealing 2d8 piercing damage with a range of 80. Doing so releases the soul. A freed soul will revive its original body if it was removed less than 48 hours ago, otherwise it will pass into the afterlife. All summoned Stands follow the exact same commands simultaneously. If a creature beats you in a drinking game, they may choose to free up to 3 souls of their choice.

The rules were set, now who's next?

At 7th level, when a creature attacks you or forces you to make a saving throw, you may add the number of your Stands you do not have summoned to your AC or roll as a reaction or for 1 spirit point.

31 counts of murder, 30 of witchcraft, and 1 of theft.

At 9th level, each drink strength counts as 1 tier lower, and watered alcohol requires 3 drinks to gain 1 level of intoxication.

Hopes, Fears, Love, Dreams; all stored in my fancy little six-shooters.

At 11th level, you know any information the souls inside your Stand know for as long as you hold their soul. You can gain 1 soul's proficiencies as a bonus action until the end of your next turn for 1 spirit point. You may choose to have the souls that you summon as part of your Stand to take on the form of creature it originally was. While in this form, it can speak, but not act, freely.

Money's one thing, but this is...

At 14th level, your body begins to absorb the nature of the souls inside your Stand. Your type becomes Undead, you and your Stand's melee attacks heal you an amount of hit points equal to the damage dealt, you gain dark vision for 60 ft. unless you already had better, and if damage reduces you to 0 hit points, you may make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, you drop to 1 hit point instead.

Drink with the Living Dead Requiem

At 20th level, souls are your currency, and business is about to get good. As a bonus action, you gain the following for 1 minute once per day. You do not need to win a drinking game to steal a creature's soul, which can be done as a bonus action, action, or reaction.

Chained to You[edit]

Stand of Pictures

The Chained to You Alignment Stand is a phenomenon that takes the form of a camera that must be wielded in at least 1 hand. Your Stand's Wisdom equal to your Wisdom + your Charisma modifier + 3. The rest of your Stand's Strength, Dexterity, Constitution, Intelligence, and Charisma are equal to your own.

Binding Evidence

At 3rd level, as an action for 1 spirit point, one creature you can see within 120 ft. of you must succeed a DC 8 + your Stand's Wisdom modifier + your Proficiency bonus Dexterity saving throw or have your Stand tied to them for 24 hours. While your Stand is bound to a creature, you may force them to succeed a DC 8 + your Stand's Wisdom modifier + your Proficiency bonus Strength saving throw or become restrained and be unable to summon their Stand. You may end this effect as a bonus action, and it can last up to a number of minutes equal to the number of remaining hours your Stand is be bound to them. They may retry this Strength saving throw as an action, ending the restrained condition early on a success.

Inseparable Pair

At 5th level, you’ve formed a dependence on another creature. At the end of a long rest, you may choose one creature. Until the end of your next long rest, they are your partner. This grants you several bonuses for working in tandem with them. Whenever they attack a creature, you can spend 1 spirit point to attack them as well without spending your reaction, and you can spend a further spirit point to gain advantage on the attack. When your partner is attacked, can spend your reaction to contest your Stand's attack roll with the aggressor's, stopping the attack on a success. Finally, if your partner is within 50 ft. of you, your attack rolls gain an additional +2 bonus, and your damage rolls gain 1 additional die.

Trust me, we've got time.

At 7th level, while your Stand is tied to a creature and summoned, you are aware of their direction and distance in relation to you.

Oh man, it's gonna take me all day to figure out a name for this!

At 9th level, while your Stand is summoned, your unarmed attacks deal 1d4 + your Strength modifier bludgeoning damage on a hit, and you may make a ranged attack with a range of 60 ft. This attack benefits from Exchange Blows. On a hit, the creature becomes blinded until the end of their next turn.

What's my angle on this?

At 11th level, the benefits of Trust me, we've got time. lasts for 24 hours regardless of if your Stand remains bound to them and does not require your Stand to be summoned. While your Stand is summoned, you may see anything within 60 ft. of the creature regardless of darkness, but you can not discern color.

Madonna santa, Cioccolata, ci vediamo all'inferno!

At 14th level, when your partner is reduced to 0 hit points, you may take the Attack Action and gain your maximum stacks of Exchange Blows as a reaction at the same moment.

Chained to You Requiem

At 20th level, your Stand may enter Requiem for 1 minute as a bonus action once per day. While in Requiem, any creature you can see is immediately effected by Binding Evidence, and your unarmed attacks while your Stand is summoned benefit from both effects of Oh man, it's gonna take me all day to figure out a name for this!

Wants You[edit]

Stand of Gates

The Wants You Alignment Stand is a phenomenon that takes the form of a large gate that follows behind you while summoned, but can not be damaged in any way. Your Stand's Wisdom equal to your Wisdom + your Charisma modifier + 3. The rest of your Stand's Strength, Dexterity, Constitution, Intelligence, and Charisma are equal to your own.

Data Dive

At 3rd level, as an action for 1 spirit point, you become paralyzed as your mind enters the memory of an object, viewing everything around that object at a specific time of your choosing, for up to 1 minute. You must have a specific time intended to use this.

Inseparable Pair

At 5th level, you’ve formed a dependence on another creature. At the end of a long rest, you may choose one creature. Until the end of your next long rest, they are your partner. This grants you several bonuses for working in tandem with them. Whenever they attack a creature, you can spend 1 spirit point to attack them as well without spending your reaction, and you can spend a further spirit point to gain advantage on the attack. When your partner is attacked, can spend your reaction to contest your Stand's attack roll with the aggressor's, stopping the attack on a success. Finally, if your partner is within 50 ft. of you, your attack rolls gain an additional +2 bonus, and your damage rolls gain 1 additional die.

Now let's see where the goods are hidden.

At 7th level, you may use Data Dive as an unarmed attack against a creature. If they are unaware of you, they remain so.

What a golden opportunity.

At 9th level, when you use Now let's see where the goods are hidden, the target becomes paralyzed for the same duration, and they retain no memories of being effected by your Stand.

More layers than my wallet.

At 11th level, while in a memory, you may spend 1 spirit point to delve into the memory of an object or creature in that memory, following the same rules save for activating automatically for creatures. These "memory memories" do not have memories of experiences after the initial memory. The total time of your Data Dive is still limited to 1 minute.

Put down the knife, we can take him down together.

At 14th level, when your partner is reduced to 0 hit points, you may take the Attack Action and gain your maximum stacks of Exchange Blows as a reaction at the same moment.

Wants You Requiem

At 20th level, your Stand may enter Requiem for 1 hour as a bonus action once per day. While in Requiem, you are not paralyzed. You may Data Dive up to your Stand's Wisdom modifier creatures at a time.

617[edit]

Stand of Telepathy

The 617 Alignment Stand augments your mind through time dilation. Your Stand's Intelligence is equal to your Intelligence + your Charisma modifier + 3, your Stand's Wisdom is equal to your Wisdom + your Charisma modifier + 3. The rest of your Stand's Strength, Dexterity, Constitution, and Charisma are equal to your own. Your Stand is a phenomenon, and thus does not have a traditional summoned form.

Telepathy

At 3rd level, you can memorize the "mental number" of a creature you touch. Once memorized, you are able to telepathically communicate verbally with a number of creatures up to your Stand's Intelligence modifier over any distance while your Stand is summoned. You may change 1 creature you are communicating with as an action. Creatures may choose to deny this “telepathic link”.

Think of it as a ‘thought dimension’ where no time passes

At 5th level, any communication done through your Stand happen instantaneously, allowing for hours of deliberation to happen in moments. Additionally, your reflexes are augmented by your time dilation, granting your Stand a Dexterity score equal to your Dexterity modifier + your Charisma modifier + 3.

Psionic Blast

At 7th level, as an action for 1 spirit, you may force any creatures you have a telepathic link with to make a DC 12 + your Stand’s Intelligence modifier Charisma saving throw. On a failure, they take 1d6 + your Stand’s Wisdom modifier psychic damage. You may deal an additional amount of damage equal to the number of creatures you are telepathically communicating with but not actively targeting with this effect.

Direct Connection

At 9th level, as an action for 2 spirit points, any creatures of your choice that you have a telepathic link with has their Intelligence, Wisdom, and Dexterity scores increased by your Charisma modifier + 3 for 1 minute.

Forced Connection

At 11th level, you may change 1 creature you have a telepathic link with as a bonus action. When a creature denies your telepathic link, you may make a Charisma saving throw with a DC equal to their passive Perception, creating the link until the beginning of your next turn.

Assuming direct control

At 14th level, while you have a telepathic link with a creature, you may force them to attempt a DC 12 + your Stand’s Intelligence modifier Charisma saving throw for 1 spirit point as an action. On a failure, you control them on each of their turns for 1 minute. They may retry this saving throw at the each of their turns, ending this effect on a success. You may only have 1 creature under this effect at a time.

617 Requiem

At 20th level, you may enter Requiem for 1 minute as a bonus action once per day. While in Requiem, you may communicate with any number of creatures at a time, switch creatures as your free action, action, bonus action, and reaction; creatures can no longer deny your telepathic link; and you may have any number of creatures targeted by Assuming direct control at a time.

Leopard-Print Pill-Box Hat[edit]

Stand of Impermanence

The Leopard-Print Pill-Box Hat Alignment Stand is both everywhere and nowhere. Your Stand is a phenomenon, and does not have any unique statistics.

Schrödinger's Cat

At 3rd level, all of your hit dice and any hit dice you may gain at later levels or by any effect become d4, and your hit die size can not be increased by any means, and your health does not benefit from your constitution modifier. While no creatures are actively observing you in any way that would change with the following effect (i.e. hearing, seeing, touching, but not smelling), You may choose to instantly erase and recreate your mortal form, allowing you to do a number of things. As an action ( or reaction if to taking damage ) as a spirit point, you may choose to reset your entire body to its peak state, this heals you back up to your hit-point maximum, removes any injuries and conditions with the exception of prone or restrained ( You can only reset yourself, not what position you are in or if you are being restrained or not ) at 8th level you may choose to change an item you are holding into another item of the same group that you know of( EX turning a pistol into a revolver ( firearm - Other firearm ) or turning a shortsword to a long sword ( Sword - Other Sword )) As an action that costs 3 spirit points and may only be used once every hour.

You may do this even if you should otherwise not be able to take any forms of actions, such as if you are dead or incapacitated, unless you have already taken an action this turn and it is still your turn.

Ooh, my arms are all glowy this time!

At 5th level, when you use Schrödinger's Cat, you may choose 1 ability score of your choice. This ability score becomes your Stand's ability score until the next time you use Schrödinger's Cat. Your Stand's ability score is equal to your ability score + your Charisma modifier + 3. You may spend 1 spirit point to treat this stat as if it were your natural stat for 1 minute

I think, therefore I am

At 7th level, when you use Schrödinger's Cat, you may teleport to any location you can visualize, along with anything you are wearing carrying or holding, though you may decide to leave anything like that behind should you so wish.

Don't you have anything better to do?

At 9th level, when you use Schrödinger's Cat, you may roll 1d20 instead of spending 1 spirit point. On a roll of 16-20, you do not need to spend the spirit point. On a roll of 6-15, you must spend 1 spirit point or have the feature fail. On a roll of 1-5, the feature automatically fails, and you may not attempt to use it until the end of your next turn. Upon rolling a natural 20, your next use of Schrödinger's Cat is also free. Upon rolling a natural 1, you still loose a spirit point but do not get to use Schrödinger's Cat until the end of your next turn.

Heads or Tails

At 11th level, once per turn when a creature consumes part of your body (including by features like Blood Drain), they gain 1 use of Schrödinger's Cat, which still costs 1 spirit point. When they use Schrödinger's Cat, they must roll 1d20. On a roll of 11 or higher, they may use the feature normally. On a roll of 10 or lower, they fail to harness their impermanent nature, removing them from reality altogether. They may attempt a DC 30 Charisma saving throw once per year in the exact moment this happened. On a success, they are reconstituted where they originally disappeared.

It's not like I was gonna banish you to infinite, extradimensional torment or anything

At 14th level, you may choose whether or not a creature is effected by Heads or Tails, and you may cause them to automatically succeed or fail the d20 roll or Charisma saving throw as a reaction. Doing so consumes your next turn's action, or bonus action for 1 spirit point.

Everywhere and Nowhere

At 20th level, you may enter Requiem for 1 minute as a bonus action. When you use Schrödinger's Cat, you do not spend spirit points and temporarily become aware of all of reality. You become immune to all effects ( Unless you want to be effected by something ), including being frozen in stopped time and being bound to (and thus able to be predicted by reading) fate, until the end of your next turn. Additionally, you may teleport into illusions and minds with I think, therefore I am, and you may leave any non-native dimensions, such as those entered by this feature, the Dirt Cheap alignment, or the Death 13 alignment, without any negative effects when you use Schrödinger's Cat. Once you use this feature, you may no to do again for 1d6 x 3 days.

Feline Frisky[edit]

Stand of The Cat

The Feline Frisky Alignment Stand is a Stand with high Dexterity and Wisdom. Your Stand's Dexterity is equal to your Dexterity + your Charisma modifier + 3. Your Stand's Wisdom is equal to your Wisdom + your Charisma modifier + 3. Your Stand's Strength, Constitution, Intelligence, and Charisma are all equal to your own. Your Stand can move up to 5ft away from your character's position. Your Stand's AC is equal to 10 + your Stand's Dexterity modifier + your Charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d6 for damage rolls, and the damage type is Slashing.

Cat’s Luck/Cat’s Curse

At 3rd level, you can influence others’ luck. You can spend 1 Spirit Point to select a creature that isn’t you or your Feline Frisky. And choose one of the following effects:

Cat’s Fortune: the creature selected may roll a d4 and add it to any ability check, attack roll, or saving throw of their choice for 1 hour. This effect doesn’t stack, and it doesn’t add a d4 to the Target’s death saving throws should they need to make any.

Cat’s Curse: the creature selected rolls a d4 and subtracts the number rolled on the d4 when they make any ability check, attack roll, or saving throws for 1 hour. This doesn’t affect their death saving throws should they need to make any during that time.

You can do this a number of times equal to your Charisma Modifier +your level before needing to take a long rest. If you try to use this before you’ve taken a rest, you spend double the spirit points, and you automatically inflict the Cat’ Curse effect on yourself.

Cellular Acceleration

At 5th level, you can spend 4 spirit points and you or your stand touch a creature. It regains 5 (1d8) hit points, and at the end of each of its turns, it regains another 5 (1d8) hit points for 1 minute (10 rounds of combat). If the target is undead, it takes radiant damage in the same manner instead of healing.

Cats are fast, like me!

At 7th level, your speed is increased by 5ft., and your stand can move up to 10ft. farther away from you. Additionally, if you end your turn moving, you have advantage on Dexterity checks and saving throws, and you add +2 to your AC.

If I speed the cells up faster, they’ll die

Also at 7th level, when you use Cellular Acceleration on a creature, you can instead choose for them to make a Constitution saving throw, or take 2d6 Necrotic damage, as you begin to exceed the lifespan of their Cells. The save DC is equal to 8 +your proficiency bonus + your Charisma Modifier.

Some live for the Thrill of the Hunt!

At 9th level, you gain proficiency in the Perception skill, or if you're already proficient, you gain expertise in it, and if you are aware of an attack, you cannot take disadvantage on attacks against them.

Catlike Reflexes

At 11th level, you gain proficiency in Dexterity saving throws if you aren’t already, you gain advantage on any Acrobatics skill check made, and your Ability Score cap for Dexterity increases from 20 to 24. All other Ability Score Caps Remain as 20.

Feline Frisky
Dimensional Nexus

At 14th level, your stand has evolved and gained a new ability. For 8 spirit points, you and 5 friendly creatures of your choice, or 1 hostile creature, are drawn into your specialized Pocket dimension, and it acts as if you had cast Mordenkainen’s Magnificent Mansion for you and your allies. If you forced a hostile creature into the pocket world, it may make a Wisdom or Charisma saving throw (the relevant ability is the hostile creature’s choice) every hour. On a success, it forces its way out of the Nexus world, and on a failure, it’s stuck in the Nexus world. If it failed the DC by 10 or more, it doesn’t make another save until 5 hours have passed. The DC is equal to 8 + your proficiency bonus +your Charisma or Wisdom Modifier.

Feline Frisky Requiem

At 20th level, you can enter Requiem mode for 1 minute as a bonus action. When you do, using Cat’s Luck/Cat’s Curse doesn’t expend Spirit Points, and the die is upgraded from a d6 to a d8. Also, when you use Cellular Acceleration to heal or deal damage, the damage die is upgraded from 1d8 to 3d8. If you reduce a creature to 0 hit points using that damage, their body is instantly reduced to ashes, as you kill every cell in their body. Requiem form can be used once per day.

Panama[edit]

Stand of Radiation

The Panama alignment Stand is a Stand with high Constitution and strength but low Dexterity. Your Stand's Constitution is equal to your Constitution + your Charisma modifier + 3. Your Stand's Strength is equal to your Strength + your Charisma modifier + 3. Your stands Dexterity is equal to your Dexterity - 6 (minimum of 1). The rest of your Stand's Wisdom, Intelligence and Charisma are equal to your own. Your Stand can move up to 50 feet away from your character's position. Your Stand's AC is 20 and is immune to acid and poison attacks. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a 2d4 for damage rolls.

Behold, the result of mankind ingenuity.

At 3rd level your stand gains the ability to store radiation inside itself, every hour your stand gains 1 stack of radiation, maximum of 100, every 5 stacks of radiation adds 1 extra hit point to your stand, you can spend 5 spirt points to add 5 stacks of radiation, your stand requires radiation to function, at 0 stacks of radiation your stand becomes paralyzed and has vulnerability to every type of damage until gains a stack of radiation, you can spend up to 5 stacks of radiation to add 2d4 acid or poison damage (your choice)per stack to your attack as a bonus action. Additionally you are immune to radiation generated by your stand unless otherwise stated.

I wouldn't suggest touching that

At 5th level, your stand also erects an aura of radiation each creature with in area equal to the amount of stack of radiation your stand has divided by 4 rounded down (besides you) must make a DC 8 + your Stand's Constitution modifier + your proficiency bonus, Constitution save or take 1d6 poison or acid damage (your choice) and becomes poisoned until the leave the area and for 1d4 turns afterwards.

You fool, you just spelled your own death

At 7th level, when your stand takes damage you can use your reaction and spend 5 spirit points to cause your stand's armor to burst causing shrapnel to fly everywhere, everyone in a 60 foot radius to make a must make a DC 8 + your Stand's Constitution modifier + your proficiency bonus, Dexterity save or take 10d4 piecing damage or half on a successful save, after this your stand becomes a humanoid mote of radiation, during this transformation your stands Dexterity and Constitution stats are swapped, the aura as outlined in "I wouldn't suggest touching that" becomes even more powerful becoming 2d12 poison damage and 2d8 acid damage, you are also longer unaffected by the effects of this aura but you have advantage on the saving throw, your stands unarmed strikes damage become acid damage and deal 2d6 damage, this transformation lasts 4 hours after that the plates regrow.

I am the greatest genius of the century, while you on the other hand...

At 9th level, you can fire radiation as a projectile, you can spend up to 10 stack of radiation as an action to fire up to ten (depending on the stacks of radiation spent) energy orbs as a ranged attack, dealing 2d4 poison damage, 2d4 acid damage and 1d4 lightning damage per orb or 4d4 poison damage, 4d4 acid damage and 1d8 lightning damage while under the effects of "You fool, you just spelled your own death"

Do you even understand what I'm saying, or does it go in one ear and out the other

At 11th level, you gain an new ability, you can now summon a handheld Geiger counter, and your stand can now move up to 500 miles away from you, you can also command your stand to do a task for you, such as assassinating someone, at which it will carry out the task automatically, you can view your stand's eyes via your Geiger counter and can teleport it to a empty location near you, you can also teleport to your stand as an action, you can also swap places with your stand.

Nuclear fission.

At 14th level, you can implant radiation bombs on surfaces, when your stand attack someone you can spend 2 spirit points to implant a bomb on them you can set a fuse timer for when the bomb will go off or you can detonate it with your Geiger counter, a character can make a Dexterity ( Slight of hand) check, the DC for this check is 8 + your Stand's Constitution modifier + your proficiency bonus, if they fail this check they must make a Dexterity saving throw at the same DC, if they fail this save the bomb detonates as if you have detonated it, when a bomb detonates, everyone with in a 15 foot radius must make a Dexterity saving throw and take 5d4 acid damage and 5d4 poison damage, or half as much on a successful saving throw, detonating bombs detonate all other bombs in a 15 foot radius.

Nuclear star

At 20th level, as a bonus action for 1 minute once per day, you can unleash the full power of radiation, and call on a phenonium, called the nuclear star, during this time you gain 10 stack of radiation every turn and your stands dexterity becomes your dexterity modifier + your charisma modifier + 5, during this time you gain immunity to acid and poison damage and the poisoned condition, the range of your stand's aura, as stated in "I wouldn't suggest touching that", triples

Treasure Pleasure[edit]

Stand of Combat

The Panama alignment Stand is a Stand with high Constitution, Dexterity and Strength. Your Stand's Constitution is equal to your Constitution + your Charisma modifier + 3. Your Stand's Dexterity is equal to your Dexterity + your Charisma modifier + 3. Your Stand's Strength is equal to your Strength + your Charisma modifier + 3. The rest of your Stand's Wisdom, Intelligence and Charisma are equal to your own. Your Stand can move up to 10 feet away from your character's position. Your Stand's AC is 10 + your Stand's constitution modifier + your stand's dexterity modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a 1d6 + its Strength mod for damage rolls. Your stand's DC is equal to 8 + your proficency bonus + your stand's strength modifier

Adrenaline!

At 3rd level, You may spend 3 spirit points to enter Adrenaline mode as a bonus action, which lasts until combat ends. While in Adrenaline mode, you gain the following benefits: you may dash as a bonus action. You may make one additional attack when you take the Attack action (stacks with Exchange Blows attacks). Your unarmed strikes deal 2d6 + your proficiency bonus + your stand's strength modifier bludgeoning damage from your stand's fists (the damage die increases to 2d8 at level 8, 2d10 at level 12, and 4d6 at level 16). Your stand gains a bonus to its AC and attack modifier equal to half your proficiency bonus (rounded up) . While Adrenaline is active If you so choose, you may use your bonus action to make any target you have hit with your stands unarmed strike that turn to move the target to a number equal to your stand’s strength modifier x 5 feet away from you. At 6th level, While you are in Adrenaline mode, you are unable to fall asleep or become unconscious.

Rush after rush

At 5th level, you have gotten a lot better at fighting multiple times a day. When entering combat for more than the first time that day, you gain advantage on a number of attacks equal to half your stand's dexterity modifier (rounded down) . At 13th level, you instead gain advantage on a number of a attacks equal to your dexterity modifier.

Goals are meant to be set high anyway.

At 7th level, you gain extra attacks equal to the amount of enemies that are within 60 ft. of you in combat. The maximum amount of extra attacks you gain can not execed your stand's dexterity modifier.

Knock down!

At 9th level, your stand gains the ability to knock people prone with its unarmed strike. At the cost of 2 spirit points after a succesful hit, the target must make a stregth saving throw against your DC, or be knocked prone.

Let's go! Just a bit more

At 11th level, you can gain advantage on death saving throws. You may use this ability a number of times equal to your constitution modifier.

As long as I fight, it gives me pleasure, that's my treasure.

At 14th level, you start to thrive in combat. After a round passes, you gain an additonal attack and an extra 10 ft. of movement speed. Theese bonuses stack up to your stand's constitution modifier.

I'll just laugh it off.

At 20th level, you gain immunity to non-magical bludgeoning, piercing, and slashing damage. You also gain resistance to ALL types of damage. Finally, you may expended spirit points to heal yourself. The amount of hitpoints you gain back are equal to how many spirit points you spend x your stand's constitution modifier.

Sabaton[edit]

Stand of Manifestation

The Sabaton Alignment Stand is one of high Wisdom and Dexterity. Your Stand’s Wisdom is equal to your Wisdom + your Charisma modifier + 3. Your stand’s Dexterity is equal to your Dexterity + your Charisma modifier + 3. Your Stand’s Strength, Intelligence, Constitution and Charisma are equal to your own. Your Stand’s AC is equal to 10 + your Stand’s {{5a|dex} modifier + your Charisma modifier. Your Stand can move up to 15 ft. away from you. Your Stand does not have proficiency in unarmed attacks, and its unarmed attacks use a d4 for damage rolls.

A True Artist’s Work is Alive

Starting at 3rd level, your Stand earns the ability to create artworks of simple melee weapons(which requires Painter’s Tools or some other way to create drawings) and bring them into the real world through a DC13 Wisdom check made with your Stand’s stats, otherwise, it stays in the canvas. Furthermore, for each turn you spend drawing, you need to make a DC12 Dexterity check, made with either your own or your Stand’s stats, depending on who is drawing, otherwise, the artwork is a fail and must be redrawn. Only two weapons can be manifested at a time(which increases to three at level 5, four at level 7, six at level 9, eight at level 11 and ten at level 14). Once a weapon that exceeds the limit is summoned, one of the previously present weapons is automatically destroyed, either randomly or at the stand user’s choice(at the DM’s decision). The time spent on the creation of a drawing varies between weapons, as displayed below:

  • Dagger, handaxe, light hammer, sickle - 1 turn
  • Club, javelin, quarterstaff, spear - 2 turns
  • Greatclub, mace - 3 turns
I Let The Paint Rain From The Skies

Starting at 5th level, your Stand can now also manifest simple ranged weapons. Weapons with the Ammunition weapon property that are manifested by the Stand do not require additional ammo.

  • Dart - 1 turn
  • Shortbow, sling - 2 turns
  • Light crossbow - 3 turns
If To See Is To Know, Art Is The Essence Of Knowlege

Beginning at 7th level, anyone holding the weapons summoned by your stand automatically has proficiency with said weapon until they let go of it. Additionally, when drawing a weapon, the user can spend one additional turn and either spend 3 spirit points or gain 1 level of exhaustion to grant either a +1 bonus or add or remove a weapon property of their choice from the aforementioned weapon. This process can be repeated up to three times. Weapon properties do not stack, meaning you can’t have a melee weapon with a reach of 15 ft. or above.

Beauty Is Subjective

At 9th level, your skill begins to sharpen, decreasing the time needed to draw simple melee weapons by 1 turn(the required time cannot go below one turn). Moreso, you can now draw melee martial weapons, though keep in mind that the time displayed below is not affected by the timer decrease.

  • Scimitar, shortsword - 1 turn
  • Battleaxe, flail, longsword, morningstar, pike, rapier, trident, war pick, warhammer, whip - 2 turns
  • Glaive, greataxe, greatsword, halberd, lance, maul - 3 turns
True Art Is Uncontrollable

At 11th level, you begin to understand the complexity of moving parts, allowing you to draw ranged martial weapons(and firearms, if the campaign setting permits them). This also decreases the time required to draw simple ranged weapons by 1 turn.

  • Blowgun - 1 turn
  • Net - 2 turns
  • Hand crossbow, longbow - 3 turns
  • Heavy crossbow - 4 turns
Then I Will Name This Painting "Ash"

At 14th level, your skills in both creation and manifestation have nearly reached their peak potential, reducing the Wisdom check required to manifest your weapon to a DC10, as well as reducing the Dexterity check required to draw each turn to a DC10 check. Additionally, the time required to draw martial weapons - both melee and ranged - decreases by 1 turn.

The Unkillable Soldier

At 20th level, your stand’s artistic skill has reached perfection, and you can draw and create a perfect copy of a unique magic weapon that you have previously seen. “If To See Is To Know” cannot apply bonuses or edit the properties of these weapons. This action does not require any Dexterity or Wisdom checks but it can only be done once per long rest - twice with Enhanced Requiem - and the weapon dissipates at the end of combat.

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