Stand User, Tusk Variant (5e Class)
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- 1 Johnny Joestar
- 2 Stand User's Features and Abilities
- 2.1 Spirit Points
- 2.2 Manifestation of Will
- 2.3 Stand User's path
- 2.4 Stand Proud Focus
- 2.5 Invisible Force
- 2.5.1 The Spin
- 188.8.131.52 Contortion:
- 184.108.40.206 Head breaker:
- 220.127.116.11 Knee raiser:
- 18.104.22.168 Bounce Ball:
- 22.214.171.124 Mobilizing Spin:
- 126.96.36.199 Disarming Spin:
- 188.8.131.52 Circle Swing:
- 184.108.40.206 Power Spin:
- 220.127.116.11 Revealing Spin:
- 18.104.22.168 Soothing rotation:
- 22.214.171.124 Rotating Trap:
- 126.96.36.199 Spinning reflection:
- 188.8.131.52 Cleansing Spin:
- 184.108.40.206 Relentless Spin:
- 2.5.1 The Spin
- 2.6 Denting Blows
- 2.7 Ability Score Improvement
- 2.8 Stand User's Endurance
- 2.9 Ari Ari Ari Arrivederci!
- 2.10 Long Travels
- 2.11 ORAORAORA
- 2.12 Stando Powa!
- 2.13 Unbreakable Will
- 2.14 Seasoned Stand
- 2.15 Requiem
- 3 Stand User Alignment: Tusk
- 4 Multiclassing
- Note: I used the Stand User Class as a template.
Stand users, in their basic form, are the users of spiritual manifestation of one's own soul and strength. The stands come in many shapes and sizes, from the fast and mobile, the secretive and deadly, and the slow but measurable in their destructive power. Some stands are stronger than others, those who are born into the "Joestar" bloodline tend to have stronger but those who have been touched by "The Arrow" more than once are able to tap into their stand's true strength and obtain a "Requiem Stand". Stands are only visible by those who bear stands or to those who have latent ability, magi and the likes.
|Types of Stands, like Star Platinum, have incredible strength and dexterity|
Creating a Stand User
What compels your Stand User? Are they a con man? Are they a hero who uses their Stand for good or are they a villain who plots for world domination thanks to their powerful Stand? Or is your User only seeking for a peaceful life and only uses their stand to fulfill their more sinister acts? Or perhaps your Stand is simply used to entertain and satisfy the needs of others? Were you hit by the Arrow to get your stand or are you part of the Joestar bloodline, destined to become a hero.
- Quick Build
You can make a Stand User quickly by First making Charisma your second highest ability score and Dexterity your highest score. The rest is up to you.
As a Stand User you gain the following class features.
- Hit Points
Armor: Light and Medium Armor
Weapons: Simple Weapons and Martial Melee Weapons and steel balls
Tools: Cook’s utensils(Pizza Mozzarella!)
Saving Throws: Dexterity, Charisma
Skills: Choose 2: Nature, Perception, Athletics, Acrobatics, Investigation, and Intimidation
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 Steel Balls or (b) One simple or martial melee weapon of your choice
- (a) Extravagant Clothes + Extravagant Scale Mail or (b) Normal Clothes
- (a) Explorer’s Pack or (b) Pack of bug bites
- (a) A Tarot card to name your Stand off of or a piece of music. or (b) A Piece of the Arrow (DM determined)
Only one attunement slot.
|Features||Spirit points||Spin Die stype|
|1st||+2||Manifestation of Will, Stand Proud Focus, Invisible Force||0||0||1d4|
|2nd||+2||The Spin, Exploit the Armor||0||6||1d4|
|3rd||+2||Denting blows, Tusk Act 1||3||6||1d4|
|4th||+2||Ability Score Improvement||3||6||1d4|
|6th||+3||Stand User's Endurance, Ability Score Improvement||4||6||1d4|
|7th||+3||Developed Spin,Tusk Act 2||5||8||1d6|
|8th||+3||Ability Score Improvement||5||8||1d6|
|10th||+4||Ari Ari Ari Arrivederci!||6||8||1d8|
|11th||+4||Tusk Act 3||7||8||1d8|
|12th||+4||Ability Score Improvement||7||8||1d8|
|14th||+5||Tusk Act 4, Ability Score Improvement||8||8||1d8|
|16th||+5||Ability Score Improvement||9||10||1d10|
|19th||+6||Ability Score Improvement||15||10||1d12|
Stand User's Features and Abilities
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.
Manifestation of Will
You have a “Stand”, on a seperate character sheet write down the stats for your stand. The stats will vary based on which alignment you will follow. You can call out your Stand as a bonus action at the start of your turn, or recall your Stand as a bonus action at the end of your turn. When you call out your Stand, it occupies the same space as your character, and will follow you of its own accord within 5 feet unless you tell it otherwise. You can telepathically order your Stand to move, 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. Your stand can phase through creatures/objects and everything seen by your stand is also seen by you.
Stand User's path
At first level, Stand Users choose whether they will become a damage dealing juggernaut with the Star Alignment, become a nigh-unkillable, master of time by following the World Alignment, Manipulate the battlefield with traps ranged attacks with the Hierophant Alignment, create an invincible prison with the ultimate defensive capabilities with the Tower Alignment, become an agile, weapon wielding knight by following the Chariot Alignment, become a marksman with infinite power choosing the Tusk Alignment , become the ultimate healer and regenerator by following the Diamond Alignment, become the king of explosions with the Queen Alignment, control forces of life with the Experience Alignment, or rewrite reality itself with the King Alignment
Stand Proud Focus
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 heavy armor they take 3 less damage from non magical piercing, slashing, and bludgeoning damage. They also gain advantage against Charm, Frighten, and Paralysis saving throws.
Your Stand is only visible to other Stand Users and to strong magic users or Psions. Stands can only be damaged by other Stands or by magical damage. Any damage dealt to you is dealt to your stand. A creature that you have your Stand interact with must make a DC 16 wisdom saving throw. If they fail, the Stand remains invisible to them. Otherwise, they become aware of the stands presence but only after they get attacked by it.
At 2nd level, one learns more about the technique and what their family through them to do with it. You learn how to spin the magnus effect in a hand sized object witch you can throw and in process the rotation can be thrown and or bounce depending on the target. Making an object spin gives you proficiency with it as well as it scales off your dexterity or strength bonus, the time it takes to gain this is only 1 minute long and the object has to be the same size as your hand, if it is bigger it will spin much slower and will not be effective.
-Spin Style save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
-You regain your Spin dice after a short or long rest.
-The Spin: If the target hits any creature with a muscle structure it can contort those muscles. If the attack is to be successful one has to make a regular ranged weapon attack with any object that has begun sniping (if the object is bigger than your hand it will not gain any force, and using any objects that are not sphere-like or disk-like have disadvantage on the spin attack).
-The Spin dice: to Spin an object you must expand a spin Dice which is a 1d4 and expands at 7th level (1d6), at 10th level (1d8), at 15th level (1d10), at 18th level (1d12). You start with 6 spin dice and gain two additional spin dice at 7th, and 15th level. To initiate a Spin, you must expand a bonus action and then the object will then spin for 1 minute before having to use another spin dice. If the Spinning object is inside someone, they take the damage of the spin at the start of their turn as well as you can retrieve the spin object with a bonus action. The Spin Styles that mention contortion may only work on creatures with a muscle structure, and cannot pierce Heavy armor unless stated otherwise.You can use only one Spin Styles per attack.
-Any object that is spinning will deal 1d4 Bludgeoning damage plus dexterity or strength modifier (players choice), at 7th level (1d6), at 10th level (1d8), at 15th level (1d10), at 18th level (1d12).
-The objects return back to you once you choose to return it using a bonus action, otherwise you can keep the object spinning on the target as an action. You can recover Spin dice every long rest.
-Once Unlocking the Spin, you learn from the many Spin Styles of using its power, To use a Spin Style you must expand a Spin dice. You have spin dice once you choose this archatype, you have 3 Spin Styles, you gain 2 additional Spin Style at 7th, 10th, and 15th levels. Each time you learn new Spins, you can also replace one Spin you know with a different one.
Contort; When Someone is hit by a spinning object in their body or arms you make the Spin attack with advantage and when successful the target takes the damage of the Spin and if the object is left in their muscle structure, They must make a Strength saving throw or have disadvantage with all melee or ranged attacks for 1 minute or until the spinning object leaves their body.
Contort; When someone is hit in the head with the spin, they have a very hard time focusing. You make the Spin attack, when successful they take the Spin damage of a spin and have to make a wisdom saving throw or become stunned for however many turns until the object of the spin is removed.
Contort; When someone is hit in their legs or near their pelvis by the spin, You make the Spin attack and when successful they take the spin damage as well as have to succeed a dexterity saving throw to not be knocked prone and having their movement reduced by 5 ft with an additional 5 ft reduced per turn.
Contort; When a Spin object gathers enough spin energy, it can release a large amount or energy when bouncing. When you make your next attack with the spin and expand a spin die, you then can make it bounce off an object to effectively remove cover, and double the attack range. If the range is 60 ft, then it becomes 120 ft if doubled.
Contort; When enemies lose their mind enough, you gain the option to bring them further from your position. You can expand a spin die to make an attack with a spin weapon and then contort the first body you strike, and if they fail a Strength saving throw you then have the energy to move them 5 ft away from you. The object of the spin is then stuck in them until called back.
When you hit a creature with a Spin attack, you can expend one Spin die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
When Two people are sitting at least 10 ft next to each other, you can make an attack with advantage on the first enemy and disadvantage on the adjacent one to strike them both in one hit. Once you do so, whoever the last target you strike is will have the Spinning object in them.
Contort; When An ally or yourself is struck by the spin, you may choose to not harm them as well as store the targets muscle power. The Strength of the Spin dice is then added to any attack, athletics or acrobatics roll they perform. If they choose to resist the Power they may perform a Dexterity save.
Contort; When you fire a Spin attack at an enemy, you contort their body to reveal their weak points. You make a melee attack on a target and then contort their body with the spin until your next turn and the next ally to strike them has advantage on their attack. You're rotation device will be in them until the start of your next turn.
Contort; As a major action, you may penetrate an ally or your own body and help them calm their muscles as well as recover from wounds. This power allows one to expand a spin die to send a spinning object to an ally and help them recover health in correspondence to the value of the spin die. Allies that gain the benefits also have advantage on their next acrobatics, athletics, and stealth checks.
You may drop a ball as a free action and empower it with the power of the spin expanding a spin die to have it stand on the ground for 1 round. At the start of your turn, you place or throw the spin object and have it empowered with the spin die. If an enemy steps or comes in range to the ball he will take the damage of the spin and any other tools associated. The weapon will activate automatically at the start of your own turn and it has a 5 ft radius in which it spins and fires. One may also spend 2 turns to charge the ball as a major action in order to increase the radius of the release to 10 ft but one who is doing this is concentrating as if they were to cast a spell.
When an enemy tries to attack you, you may as a reaction then expand a spin die to revolve the spin object(s) around you or an ally at least within 15 ft. You then roll however many spin die for however many spin objects revolve around you to gain their number for AC to become protected against that attack one attack. This bonus goes away at the start of the next turn.
Contort; As a major action, you may expand a spin die on an ally or yourself, doing this will contort their body and remove any physical issues that trouble them. If a status effect is magically caused, this ability will have no effect. However, if an ally suffers from a physical status effect, you can use the die to remove any status effects that ale them. You may choose to keep the Spinning object in them as long as you want until 10 turns.
You may push the sphere with more pressure than ever before, you may expand a spin dice as a bonus action if you miss an attack to add the bonus of the spin roll to the to-hit bonus and damage roll. If the attack hits the spin then remains in them and you may not retrieve it until next turn while it deals damage to the target continuously.
At 3rd level, if you are grappling a creature or being grappled, you make attacks against the creature with advantage. Furthermore, unarmed strikes 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.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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
Starting at 6th level, your AC when not wearing armor is equal to 12 + your Constitution modifier + your proficiency bonus. 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.
At 7th level, your Spin has improved significantly. Your spin dice become a d6 instead of a d4.
-You learned more about ones body and the structure of the build of not just humanoids, but also animals. Their structure is less foreign to you.
-You gain proficiency with any tool set of your choice.
-You also gain proficiency in one of the following Medicine, Animal handling, Sleight of hand, or investigation.
Ari Ari Ari Arrivederci!
Starting at 10th level, you live for and thrive in combat; starting at level 10, you can add your strength or charisma modifier to your initiative rolls. You also become immune to both charmed and frightened conditions.You have become proficient in perception. If you were already proficient in the skill, you double the bonus.Contortion moves may now work on any enemy regardless of them having a muscle structure or not.
Starting at 13th level, your travels have caused you to adapt to the rough obstacles you face. You cannot become exhausted from using dash or from environmental hazards. When you complete a short rest, you recover double the normal amount of hit points from hit dice.
At 14th level, your strength and constitution scores can not be reduced, and your hit point maximum can not be reduced. Once per turn, you gain advantage to attack rolls against any creature you have successfully landed a hit on (from this 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 19-20.
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 1 stack of Stando Powa! to re-roll the attack roll. 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 max 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.
Beginning at level 17, 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 take a reduced 3d10 damage from critical hits and hostile creatures cannot gain advantage on you if you are restrained.
At 18th level, your stand gains an additional +3 to hit if they were proficient with whatever they were using.
Beginning at level 20, your stand finally unlocks its inner potential. Some stands gain an ultimate ability that can be used to achieve one's wishes, others gain a temporary form called requiem which grants them unparalleled power, and some stands achieve a power even greater than both of those combined, as they ascend to heaven. In addition, your stand can now move up to 30 ft away and, with your bonus action, can use any class feature you possess. You can move your stand as a free action now. You stand will now always remain invisible to all non-stand users.
Stand User Alignment: Tusk
Stand of Spin
The Tusk Alignment Stand has high dexterity. Your Stand's dexterity is equal to your dexterity + your charisma modifier, as it evolves along the way it gains a +1 to its dexterity and strength for every act after the first. The rest of your Stand's strength, constitution, intelligence, wisdom and charisma are equal to your own. Your Stand can move up to 5ft away from your character's position at 3rd level, at 7th level its 10ft, at 11th level its 20ft and at 20th level its 30ft. Your Stand's AC is equal to 10 + your Stand's dexterity modifier + your charisma modifier. Your Stand becomes proficient in Unarmed Strikes at 14th level.
Tusk Act 1
Starting at level 3, you learn the secret of the spin and the power to awaken your stand. You learn how to rotate your nails at an incredibly fast pace and fire them like bullets. You have as many rounds as there are fingers on your hands and feet. You become proficient in attacking with the nail bullets. The range of the bullets is 10ft and 20ft with disadvantage. The bullets deal 1d6 + your dexterity modifier as Piercing damage and they reload automatically after a full round of combat.
Starting at level 5, you may spend a spirit point to attack twice a round, you must take a short or long rest to use this feature again. Additionally, you learned to be proficient in one instrument of your choice as well as have proficiency on perform checks and ridding a mount and mounted combat.
Tusk Act 2
Starting at level 7, your stand is changed physically from its original form and now has new features and powers as your determination and spirit grows along with it. The nail bullets that originally accompanied you have now evolved along side the stand. The range of the bluets changed to 40ft and 60ft with disadvantage. The bullets now deal 2d6 + your dexterity modifier as Piercing damage, however they do not reload anymore and you must spend a short or long rest to regain them. You may also spend a Spirit point to recover one nail bullet as a bonus action. If your bullet misses the target, it will land 2d10 feet away and you can spend a spirit point to move the hole left over by the shot and move it a maximum of 10ft closer to hit the original target. the target must make a wisdom saving throw to notice the hole following him.
Starting at level 9, you now have the ability to refresh your inner psyche and remove any mental disabilities weather imposed by magical or non-magical effects. You must take a long rest before using this power again. You also gain the power to cast locate object and locate person as cantrips.
Tusk Act 3
Starting at level 11, you and your stand have grown, the stronger your mental psyche the more powerful the stand. Your left over holes from your nail bullets can now move to their original target if they missed wherever they are, regardless of magical barrier or however far they are. If you have seen them or used locate person or locate object, you can find them. Your nail bullets increase in power dealing 4d6 + dex piercing damage. You can additionally travel or send any body part as well as send your stand through these holes as a move action, and to wherever the end of the hole is and if you are close enough to a hole. You can also split yourself and only have a limited amount of your body go through. You may also not bring any other person or object with you as it will be destroyed if you try to.
Tusk Act 4
Starting at level 14, your stand has no more room to grow. You and it have reached a masterful level of power, though at the cost of some sort of sacrifice. You gained the power of infinity. When you ride your mount or walk and use movement points in a round, and then strike a target with your stand, you make them spin for an infinite amount of times. This attack works if your stand gets close enough to hit the target. It can only do this through a melee attack by the stand, and once the target starts spinning the only way to end it is with an equal amount of spin force in the opposite direction/flow. You may spend 1 spirit point to have Act 4 also have advantage on the next melee attacks when the enemy has some kind of armor or spell that increases ones defense. Your nail bullets evolve as well, they now deal 5d6 + dexterity modifier as piercing damage to an enemy. When an enemy is struck by the melee attack of Act 4 with the infinite spin, they will begin to spin and damage a target for 2d6 Slashing damage for 5 ft of movement, for every other 5 ft of movement done during the turn of the attack the damage increases by 2d6, it slowly travels through their body starting at their feet and moving one body part up per turn till it reaches the head. If you move and attack while on a mount, the damage doubles. For every turn until their death or opposed by another equal force. Be careful when using this stand, whatever its target is, it will not end its spin even if you tell it to. You may spend 1 spirit point to have the stand deal the same damage of a nail bullet on a successful attack.
Starting at level 20, Tusk has evolved beyond the level of his infinite spin, reaching the power of the Dimensional Spin. As a bonus action, you can transform Tusk into a Bullet and fire him. You no longer need to build up any energy to reach infinite spin and you can collect the energy from yourself on the spot, once you do that you will not be able to move on next turn. The Spin can also be controlled, you can stop or start it at any point on any target you have struck with your nail bullets, stand fists or own hands. It begins at 6d6 + dex Slashing damage in the whole body and it will return the target to their original location at the end of their turn. You may spend 1 Spirit as a bonus action point to increase the damage done to a target by 2d6. Once you have the Stand set on a target, no spell can stop it. It is immune to magic.
You cannot multiclass into this class nor can you multiclass out of it. You must choose this class from the beginning, as it would otherwise be too powerful with other classes.