OC Stands (5e Subclass)

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Contents

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.

Stand User Alignment: Raining Blood[edit]

Stand of Blood[edit]

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.

Blood Portal[edit]

At 3rd level, your power allows for mobility rather than combat. As an action for 2 spirit points, 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 1d6 necrotic damage (this increases to 2d6 at 7th level, 6d4 at 11th , and 7d8 at 14th) 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?[edit]

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.[edit]

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[edit]

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![edit]

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...[edit]

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![edit]

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[edit]

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.


Stand User Alignment: Footloose[edit]

Stand of Friction[edit]

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[edit]

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![edit]

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.[edit]

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?[edit]

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.[edit]

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![edit]

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[edit]

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.


Stand User Alignment: Hail to The King[edit]

Stand of Judgement[edit]

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 Intellegence 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 Intellegence 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[edit]

At 3rd level, space is yours to bend. In place of your movement, 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![edit]

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 point to quadruple this distance.

Arrows black out all the light.[edit]

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![edit]

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[edit]

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.[edit]

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[edit]

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.

Stand User Alignment: Contact[edit]

Stand of Lightning[edit]

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[edit]

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...[edit]

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.[edit]

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

Two four, one, ten.[edit]

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.[edit]

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.[edit]

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

Contact Requiem[edit]

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.

Notes[edit]

I named this Stand after the Trocadero song because it was based on the unnamed Stand of the natural resource worker who came in contact with the meteor from Part 5. -Ref3rence (talk) 12:11, 16 August 2019 (MDT)


Stand User Alignment: Puff[edit]

Stand of Art[edit]

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 is proficient in unarmed attacks, which use Wisdom instead of Strength, and use a d4 for damage.

Medium Jumping[edit]

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.

For, to have Faith, is to have Wings.[edit]

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...[edit]

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[edit]

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.[edit]

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.[edit]

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[edit]

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.

Notes[edit]

This is one of the first two DnD adjusted versions of Stands made by TheStandMaster on Instagram. Go give him a follow, and ask him for any Stand you want made. He does it for free. CaptainBakura (talk) 4:45, 24 October 2019 (EST)

Stand User Alignment: Acclaim[edit]

Stand of Reflections[edit]

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.[edit]

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...[edit]

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.[edit]

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.[edit]

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.[edit]

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.[edit]

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[edit]

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.

Notes[edit]

This is one of the first two DnD adjusted versions of Stands made by TheStandMaster on Instagram. Go give him a follow, and ask him for any Stand you want made. He does it for free. CaptainBakura (talk) 4:45, 24 October 2019 (EST)


Stand User Alignment: Seventh Heaven[edit]

Stand of Nullification[edit]

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 5 + your Stand's Strength modifier + your Stand's Charisma modifier. Your Stand is proficient with unarmed strikes, and their damage die is 2d4 Force.

Nullification[edit]

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 4 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[edit]

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[edit]

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.

Body Manipulation[edit]

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).

Force Nullification[edit]

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 for 1 minute.

Absolute Heaven[edit]

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.

Notes[edit]

Made by King Henrik ;)

Stand User Alignment: Drink with the Living Dead[edit]

Stand of a Cowboy[edit]

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...[edit]

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.[edit]

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. 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?[edit]

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.[edit]

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.[edit]

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.

Feature[edit]

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[edit]

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.

Notes[edit]

From the moment I heard this song, I knew it had to be a Stand. Figured there could always be more colony Stands, and a D'Arby-like Stand is always a fun idea. --Ref3rence (talk) 21:41, 2 October 2020 (MDT)

Minor Stands[edit]

Stand User Alignment: Chained to You[edit]

Stand of Pictures[edit]

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[edit]

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[edit]

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.

Notes[edit]

This is intended to be an adaptation of Gelato's Stand as inspired by [this video]. I'll probably flesh this out into a full archetype later, but the same could be said of all minor Stands. --Ref3rence (talk) 10:47, 2 October 2020 (MDT)

Stand User Alignment: Wants You[edit]

Stand of Gates[edit]

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[edit]

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[edit]

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.

Notes[edit]

This is intended to be an adaptation of Sorbet's Stand as inspired by [this video]. I'll probably flesh this out into a full archetype later, but the same could be said of all minor Stands. --Ref3rence (talk) 10:47, 2 October 2020 (MDT)


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