Stand Master (5e Race)

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Stand Master[edit]

Physical Description[edit]

Stand Masters are humans with the ability to summon a Stand, a physical manifestation of their fighting spirit. The appearance of the Stand can vary wildly from Stand Master to Stand Master.

History[edit]

Legend has it that the first Stand Master were regular humans that were struck by a magic arrow that gave them their power, and that all Stand Masters descended from those original few.

Society[edit]

Due too how few they are in numbers, Stands Masters do not have there own society and culture, instead assimilating into human society. In human societies, Stand Masters often take on the role of adventures, due to their natural affinity for combat.

Stand Master Names[edit]

Like other aspects of there culture, Stand Master names are borrowed from humans.

Stand Master Traits[edit]

Ability Score Increase. Your Constitution score increases by 1.
Age. Stand Masters reach maturity at the same age as humans, but after that point, they age significantly slower, and often live a little longer.
Alignment. Stand Masters have no string tendency towards any alignment,
Size. Stand Masters have the same size range as humans. Your size is Medium
Speed. Your base walking speed is 30 feet.
Normal Vision. Normal Vision
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. A Stand Masters capabilities are determined by their Stand. Choose one of the following options, or create your own with your DM’s permission

Star Platinum[edit]

Star Platinum is a close-range Stand that takes the form of a humanoid. It’s known incredible strength, speed, and reflexes, and it’s signature ability, Star Finger, gives it’s Master incredible reach.

Ability Score Increase. Your Strength and Dexterity scores each increase by 1.
Celestial Strength. You gain proficiency in the Athletics skill.
Stand Spellcasting. Your Stand can preform actions for you, represented by the following spells. You know the Mage Hand cantrip, and you can cast the Shield once. Once you reach 3rd level, you can cast the Knock spell once. Once you reach 5th level, you can cast the Haste spell once. You regain the ability to cast these spells after finishing a long rest. Constitution is your spellcasting ability for these spells.

Hermit Purple[edit]

Hermit Purple is a close-range Stand that takes the form of dexterous, purple vines. It’s signature ability allows it’s Master to divine information by projecting psychic images on to reflective surfaces.

Ability Score Increase. Your Dexterity and Wisdom scores each increase by 1.
Hermit’s Insight. You gain proficiency in the Insight skill.
Stand Spellcasting. Your Stand can preform actions for you, represented by the following spells. You know the Thorn Whip cantrip, and you can cast the Entangle spell once. Once you reach 3rd level, you can cast the Spider Climb spell once. Once you reach 5th level, you can cast the Clairvoyance spell once. You regain the ability to cast these spells after finishing a long rest. Wisdom is your spellcasting ability for these spells.

Magician’s Red[edit]

Magician’s Red is a close-range Stand that takes the form of a humanoid with the head of a bird. It’s grants it’s Master control over fire.

Ability Score Increase. Your Strength and Intelligence scores each increase by 1.
Master of Arcana. You gain proficiency in the Arcana skill.
Stand Spellcasting. Your Stand can preform actions for you, represented by the following spells. You know the Produce Flame cantrip, and you can cast the Burning Hands spell as a 1st level spell once. Once you reach 3rd level, you can cast the Hold Person spell as a 2nd level spell once. Once you reach 5th level, you can cast Fireball once as a 3rd level spell. You regain the ability to cast these spells after finishing a long rest. Intelligence is your spellcasting ability for these spells.

Hierophant Green[edit]

Hierophant Green is a long-range Stand that takes the form of an amorphous web of tentacles, held together by a suit of armor. It poses a wide variety of abilities, including mind control, and the Emerald Splash, it’s technique ability that launches a barrage of emerald-like projectiles at a high velocity.

Ability Score Increase. Your Intelligence and Wisdom scores each increase by 1.
Bridge to the Heavens. You gain proficiency in the Religion skill.
Stand Spellcasting. Your Stand can preform actions for you, represented by the following spells. You know the Acid Splash cantrip, and you can cast the Puppet spell once. Once you reach 3rd level, you can cast the Spike Growth spell once. Once you reach 5th level, you can cast the Conjure Barrage spell once, without providing a material component, and using Acid as the damage type. You regain the ability to cast these spells after finishing a long rest. Wisdom is your spellcasting ability for these spells.

Silver Chariot[edit]

Silver Chariot is a close-range Stand that take the form of a heavily armored humanoid. It wields a rapier, which it’s very skilled with, and it can move at incredible speeds.

Ability Score Increase. Your Dexterity and Intelligence scores each increase by 1.
Speed of the Chariot. You gain proficiency in the Sleight of Hand skill.
Stand Spellcasting. Your Stand can preform actions for you, represented by the following spells. You know the Booming Blade cantrip, and you can cast the Zephyr Strike spell once. Once you reach 3rd level, you can cast the Mirror Image spell once. Once you reach 5th level, you can cast the Thunder Step spell once as a 3rd level spell. You regain the ability to cast these spells after finishing a long rest. Intelligence is your spellcasting ability for these spells.

Yellow Temperance[edit]

Yellow Temperance is a close-range Stand that can take any form it wishes. It can also change the appearance of it’s Master.

Ability Score Increase. Your Dexterity and Charisma scores each increase by 1.
Truth in Temperance. You gain proficiency in the Deception skill.
Stand Spellcasting. Your Stand can preform actions for you, represented by the following spells. You know the Friends cantrip, and you can cast the Disguise Self spell once. Once you reach 3rd level, you can cast the Blur spell once. Once you reach 5th level, you can cast the Major Image spell once as a 3rd level spell. You regain the ability to cast these spells after finishing a long rest. Charisma is your spellcasting ability for these spells.

The Emperor[edit]

The Emperor is a close-range Stand that takes the form of a firearm. It’s Master can fire that firearm, and has full control of the bullets’ trajectory.

Ability Score Increase. Your Dexterity and Wisdom scores each increase by 1.
Deadeye. You gain proficiency in the Perception skill.
Stand Spellcasting. Your Stand can preform actions for you, represented by the following spells. You know the Fire Bolt cantrip, and you can cast the Hunter's Mark spell once as 1st level spell. Once you reach 3rd level, you can cast the Scorching Ray spell once as a 2nd level spell. Once you reach 5th level, you can cast the Flame Arrows spell once as a 3rd level spell. You regain the ability to cast these spells after finishing a long rest. Wisdom is your spellcasting ability for these spells.

Death Thirteen[edit]

Death Thirteen is a close-range Stand that takes the form of a clown. It haunts the dreams of those who fall asleep near it’s Master, and any injuries sustained during one such dream, including fatal ones, appear on the victim after waking up.

Ability Score Increase. Your Intelligence and Charisma scores each increase by 1.
Nightmarish Presence. You gain proficiency in the Intimidation skill.
Stand Spellcasting. Your Stand can preform actions for you, represented by the following spells. You know the mind sliver cantrip, and you can cast the Sleep spell once as 1st level spell. Once you reach 3rd level, you can cast the Phantasmal Force spell once. Once you reach 5th level, you can cast the Enemies Abound spell spell once. You regain the ability to cast these spells after finishing a long rest. Intelligence is your spellcasting ability for these spells.

The Fool[edit]

The Fool is a close-range Stand that lacks a physical form, instead being bound to sand. It can control the sand it is made of, and even change it’s appearance into anything it wishes.

Ability Score Increase. Your Dexterity and Charisma scores each increase by 1.
Foolish Tricks. You gain proficiency in the Performance skill.
Stand Spellcasting. Your Stand can preform actions for you, represented by the following spells. You know the Mold Earth cantrip, and you can cast the earth tremor spell once as 1st level spell. Once you reach 3rd level, you can cast the Alter Self spell once. Once you reach 5th level, you can cast the Tiny Hut spell spell once. You regain the ability to cast these spells after finishing a long rest. Charisma is your spellcasting ability for these spells.

The World[edit]

The World, often called the Ultimate Stand, is a close-range Stand that’s very similar to Star Platinum. It is one of the strongest Stands, and has the ability to stop time.

Ability Score Increase. Two ability score of your choice increases by 1.
The Ultimate Stand. You gain proficiency in one skill of your choice.
Stand Spellcasting. Your Stand can preform actions for you, represented by the following spells. You know the Eldritch Blast cantrip, and you can cast the Feather Fall spell once. Once you reach 3rd level, you can cast the Misty Step spell once. Once you reach 5th level, you can cast the Haste spell spell once. You regain the ability to cast these spells after finishing a long rest. Charisma is your spellcasting ability for these spells.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
′ ″ + lb. × () lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

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