Stand User, 3rd Variant (5e Class)

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Foreword[edit]

I know, there are already several different variants of this seemingly common concept. I am creating this variant, however, hoping to produce a more balanced homebrew, at least in comparison with most other variants of this class which, at times, can be borderline broken. However, I’d like to warn you that I am rather new to D&D, so there is absolutely no guarantee that this will be concisely balanced. I highly recommend revising what I write to ensure the quality of the homebrew that you are using.


I’d also like to endorse the creators of the Stand User Variant class (as well as the creators of the other variants), as I merely use what they wrote and edit it in the slight hope of balancing it.


Stand User, 3rd Variant[edit]

Stands are, in their most basic form, the spiritual manifestation of one's soul. They come in many unique forms, from the swift and speedy, and the secretive and stealthy, to the potent and powerful. Not all stands are created equal; while some may be immensely powerful, others may be practically useless or actually hinder the user. Stands are only visible to those who have one themselves, and any injuries inflicted to the stand is applied to the user.


Creating a Stand User[edit]

What compels your stand user? Are they a mighty hero who uses their stand for the greater good, or are they merely a normal civilian forced into the role of an adventurer? Perhaps your stand user is seeking a peaceful life, and only uses their stand in dire situations? How did you gain your stand? Did you obtain it through magical means, or were you just born with it?

Quick Build

You can make a Stand User quickly by following these suggestions. First, make Charisma your highest ability score. Your next highest score should be either Dexterity or Constitution. Second, choose the stand user background.

Class Features

As a Stand User you gain the following class features.

Hit Points

Hit Dice: 1d8 per Stand User level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Stand User level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Investigation, and Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • (a) extravagant clothes or (b) plain clothes
  • an explorer's pack
  • (a) a tarot card or (b) a piece of the Arrow
  • If you are using starting wealth, you have 3d4x10 GP in funds.

Table: The Stand User

Level Proficiency
Bonus
Features Spirit Points
1st +2 Manifestation of Will, Stand Proud Focus, Invisible Force 0
2nd +2 Exchange Blows, Exploit the Armor 0
3rd +2 Denting Blows, Spirit Points, Stand User’s Path 3
4th +2 Ability Score Improvement 3
5th +3 Stand User Path Feature 5
6th +3 Stand User’s Endurance 6
7th +3 Stand User Path Feature 7
8th +3 Ability Score Improvement 7
9th +4 Stand User Path Feature 8
10th +4 Ari Ari Ari Arrivederci! 9
11th +4 Stand User Path Feature 11
12th +4 Ability Score Improvement 11
13th +5 Long Travels 12
14th +5 Stand User Path Feature, ORAORAORA 13
15th +5 Stando Powa 14
16th +5 Ability Score Improvement 14
17th +6 Unbreakable Will 16
18th +6 Seasoned Stand 17
19th +6 Ability Score Improvement 18
20th +6 Requiem 20

Manifestation of Will[edit]

You can call out or recall your Stand as a bonus action. When you call out your Stand, it occupies the same space as your character, and will follow you of its own accord unless you tell it otherwise. Your Stand has the same size category and movement speed as you unless otherwise stated. You can telepathically order your Stand to move as a bonus action, but ordering your Stand to interact with its surroundings (attack, lift something, etc.) you use up your action for that turn. Your Stand is immune to spells that buff or debuff a creature (Haste, Longstrider, etc.) and any effects of spells that target your Stand affect your character instead. You stand can phase through creatures/objects and everything seen by your stand is also seen by you. A stand's ability scores are not capped at the usual 20 that player stats are capped at and rather they can go up to 30 as they are often beings of immense speed and power often far beyond the capabilities of humans. Your Stand’s movement speed is equal to your own unless otherwise stated. Until you gain your Stand User's Path at 3rd level, your Stand uses the Stand Alignment: Any Way You Want It listed at the end of this class's features.

Stand Proud Focus[edit]

Stand Users live for combat in all forms. They have trained their minds as well as bodies to focus in the heat of battle. While a user is not wearing armor, they take 3 less damage from non-magical piercing, slashing, and bludgeoning damage. They also gain advantage on saving throws to avoid becoming charmed, frightened, and paralyzed.

Invisible Force[edit]

Your Stand is only visible to other Stand Users and to strong magic users or Psions. Any damage dealt to your Stand is dealt to you unless stated otherwise. A creature that you have your Stand interact with must make a DC 20 Wisdom saving throw. On a failure, the Stand remains invisible to them. On a success, they become aware of the Stand's presence.

Exchange Blows[edit]

At 2nd level, when a Stand User is damaged by a hostile creature, you make a DC 11 Constitution check. On a success, you gain 1 stack of Exchange Blows. You can only have up to your proficiency bonus amount of stacks, and you may make an additional attack when you take the attack action for each stack. You can use your bonus action to roll a check for an extra stack of Exchange Blows, as long as you have at least 1. These extra attacks are shared by both you and your Stand. Using extra attacks during your turn does not consume the stacks. You may spend 1 stack to make a melee attack against a creature during their turn if they are within range without using a reaction. All stacks are removed once you can no longer fighting any hostile creatures.

Exploit the Armor[edit]

Starting at 2nd level, you learn to exploit the weakness in a creature's armor, causing you and your Stand's successful melee attacks to a creature to ignore 1 point of their armor class per hit. This feature can stack with every successful hit up to 5 stacks. If their AC becomes less than 5, their AC instead becomes 1 and cannot go lower nor higher. This effect persists for the next 24 hours.

Denting Blows[edit]

At 3rd level, if you are grappling a creature or being grappled, your and your Stand's attacks do not miss and you add your proficiency bonus to the damage roll if its not there already. Roll to attack to determine if you can score a critical hit. If the creature has an AC of 5 or less, it automatically takes critical damage, but roll to attack anyway to see if they take critical damage again. This feature extends to creatures who are too large to be grappled as long as you climb on to them. Furthermore, unarmed and gauntlets both now have the Light and Finesse properties when used by you or your stand. You can now attack with your stand using your bonus action as well; this does not require you to make an attack with you or your stand beforehand.

Spirit Points[edit]

Many Stand abilities require expending Spirit Points to activate. The number of spirit points you have is shown in the Stand User table. You regain all expended Spirit Points after completing a long rest.

Stand User’s Path[edit]

At 3rd level, Stand Users choose a specified path to follow that shapes the abilities of their stand and their destiny. All Stand User's Paths are listed at the end of this class description. Certain Stands are “phenomenon”. These Stands can not be summoned externally and instead directly grant the user their features when summoned. Certain phenomenon Stands, such as the Scary Monsters Alignment, have restrictions on being summoned. You gain additional features from your alignment at 5th, 7th, 9th, 11th, 14th, and 20th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Stand User’s Endurance[edit]

Starting at 6th level, your AC when not wearing armor is equal to 10 + your Constitution modifier + your Dexterity modifier. Furthermore, when you are forced to make a Strength or Constitution saving throw that causes you to take half damage if you succeed, you instead take no damage if you succeed and half damage if you fail. If you are restrained, you may expend 1 spirit point as a bonus action to immediately break free of it; you can then use your bonus action to break out of any further restraints put on you by the same creature without spending any spirit points.

Ari Ari Ari Arrivederci![edit]

Starting at 10th level, you live for and thrive in combat; you can add your Strength or Charisma modifier to your initiative rolls. You also become immune to both Charmed and Frightened conditions.

Long Travels[edit]

Starting at 13th level, your travels have caused you to adapt to the rough obstacles you face. You cannot become exhausted from environmental hazards. When you complete a short rest, you recover twice the normal amount of hit points and remove 1 level of exhaustion. Furthermore, you can now use your bonus action to dash or disengage.

ORAORAORA[edit]

At 14th level, your Strength and Constitution scores can not be reduced, and your hit point maximum can not be reduced. You gain advantage to attack rolls against any creature you have successfully landed a hit on the same turn. Furthermore, you automatically gain 1 stack of Exchange Blows instead of rolling for them. Your critical hits for both your and your stand's attack rolls are now 18-20.

Stando Powa![edit]

At 15th level, you now gain 1 stack of Stando Powa! each time you or your Stand fail an attack roll against a creature. When a creature makes an attack against you, you can use 1 stack of Stando Powa! to completely negate the damage/effect; this does not consume a reaction. Projectiles are deflected and attacks are countered by you or your Stand's weapons. Furthermore, if you fail an attack roll, you may expend 3 stack of Stando Powa! to change the failed roll into a success. You can have up to your proficiency bonus amount of stacks. If you are at max stacks, you may expend all of them instead of the usual 1 stack to have your attack become a critical hit that uses the maximum damage roll. You do not gain stacks from a successful hit caused by expending a stack. Stando Powa! stacks stay with you until you are no longer fighting any hostile creatures.

Unbreakable Will[edit]

Beginning at 17th level, your years of battle have given you the ability to ignore some of the most detrimental conditions of battle. You are immune to being blinded, stunned, or poisoned. You no longer take extra damage from critical hits and hostile creatures cannot gain advantage on you from you being restrained.

Seasoned Stand[edit]

At 18th level, your stand gains +5 to hit and all damage from your Stand's attacks are doubled, if they were proficient with whatever they were using. If your stand is in the same space as you, you also gain these bonuses. At 20th level, they gain +7 to hit and damage is tripled instead.

Requiem[edit]

Beginning at 20th level, you can touch your Stand with the arrow as a bonus action. It gains a powerful, unique bonus that is Path specific. Your Stand can now move an additional 15 ft. away, you gain an additional action on your turn, you can move your Stand as a free action, and your Stand Proud Focus extends to all forms of damage.

The Act[edit]

This style of stand particularly rare among users, as this style focuses on multiple power levels to a Stand, each increasing the power substantially. Recommended for Stands with lower power.

Encore

At 3rd level, at the end of your turn if you expended will points this turn you regain 1 will point. Additionally, you regain 1 will point whenever you defeat an enemy.

Act 2

At 7th level, your Stand gains what is called a "Second Act". This is a new version of your Stand that you may call upon at will. By spending 3 will points, you may call upon your Second Act for 5 minutes. This version of your Stand has temporarily improved focuses, increasing their improvement level by one. If you have two base level focuses, they are both now level 2 focuses. If you have one level 2 focus, it has become a level 3 focus. If you are unsure of the abilities provided by the improvement of your focus/focuses, refer to the lists provided in the class features Second Focus and Third Focus.

Bravissimo

At 15th level, your power extends to others in your party. You may expend a Will point to applaud an ally for a successful action on their turn and bless them with a bit of your Stand's power, giving them a chance to perform a second action. This ability does not stack with multiple successes.

Act 3

At 18th level, your Stand gains a Third Act. This is your final and most powerful version of your Stand. You may enable this form of your Stand for 1 minute by expending 6 Will points. In this new form, your Stand's range is cut to a mere 15 feet, unless your Stand's range should be shorter. However, not only do you retain the temporary focus improvement of your Second act, your Battle flurry cost is reduced to 2 will points and it gains an element or condition. Your first option is you may choose to add an element (such as fire, electricity, necrotic, or cold) to add 3d8 of that element's damage to your flurry. Your second option is to add a condition that afflicts your opponent (stunned, restrained, or blinded). The condition ends when your Third Act ends.

The Tarot[edit]

This Style of stand is particularly common among those who are part of a greater journey. Even if their role is small, it plays a part in a grander scheme and the fates smile upon them with power.

I'll be the Judge

At 3rd level, you gain proficiency in insight and arcana or expertise if you were already were proficient. Additionally, you can see through your stand's eyes as if it were blindsight.

Guiding Stardust

At 7th level, you learn how to see lines of stardust in the words people say you can read this stardust to see if someone is lying to you. When you talk to someone you have advantage on insight checks to see through deception. If someone willingly lies to you and you detect it you can read their thoughts as if they were under the effect of the detect thoughts spell. You may make the person tell the truth.

Mark of Devil's Fate

At 15th level, a mark appears on your ear as given by a greater power, granting you abilities to see certain outcomes of actions and you can try to make those outcomes go your way. a number of times per day equal to your con modifier, you may add +2 to any failed check, saving throw, or missed attack roll in an attempt to succeed.

Fate of a Fortune Teller

At 18th level, greater powers and a fair amount of intelligence has granted you the ability to see small glimpses of the future. creatures that attack you have disadvantage, you also have advantage on all saving throws and you cannot be suprised as long as you are conscious.


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