Stand User (Custom) Variant (5e Class)

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This is based on an existing class go see the original post it is really great and I would suggest looking at it

Stand User (Custom)[edit]

Your next line is, "Good Grief, aren't there enough Stand User Variants on this site?" While you might think that, this Stand User variant is for those who desire to make their very own stand and is designed to be geared towards the more creative to create a custom Stand. No Star Platinums or The Worlds over here.

Stand Users come in all shapes and sizes. Tall, small, wide, scrawny, even some animals have acquired stands. Now it's time to develop yours. How your stand looks, sounds, and its name are up to you, while the rest, powers, skills, and general capabilities will be up to this handy dandy page.

Hold up pal...[edit]

Before you continue further you should know there are requirements to be a Stand User. Such requirements are:

-Having a soul (No constructs) a stand is the manifestation of your soul.

-Not having an existing class (Multi-classing ain't an option here)

Got all of these boxes checked? Good, then let's get to it!

The world is full of many strange things and now you have joined the ranks of them. Sometime in your life you discovered you have an incredible gift: A STAND! But how did this Stand come into your possesion? Were you born with it? Were you gifted it by the power of the Bow and Arrow? Or were you cursed, and through sheer will and good fortune were able to overcome the unspeakable illness that plagued you for 50 days and nights? Whatever the case, welcome to the world of Stand Users!

Quick Build

You can make a Stand User (Custom) quickly by following these suggestions. First, Strength if you are choosing to focus on Durability/Power or Dexterity if you are choosing to focus on Speed/Precision. Second, choose the Folk Hero background.

Class Features

As a Stand USer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Stand USer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Stand USer level after 1st


Armor: Light Armor, shields
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Choose 1
Skills: Choose any three


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

  • (a) leather armor and a shield or (b) leather armor and a quarterstaff
  • (a) a sling and 60 bullets or (b) a light crossbow and 20 bolts
  • (a) an explorer's pack or (b) a scholar's pack
  • 2 daggers
  • (a) A tarot card or (b) A piece of the Arrow

Table: The Stand USer

Level Proficiency
Features Will points
1st +2 Manifest Stand, Stand Focus 0
2nd +2 Stand Power, Will Points 2
3rd +2 Style Feature 4
4th +2 Ability Score Improvement 5
5th +3 Second Focus 5
6th +3 Battle Flurry 6
7th +3 Style Feature 7
8th +3 Ability Score Improvement 7
9th +4 Improved Critical 8
10th +4 Battle Flurry Improvement 10
11th +4 Stand Power Improvement 10
12th +4 Ability Score Improvement 11
13th +5 Third Focus 11
14th +5 Experience is Power 13
15th +5 Style Feature 14
16th +5 Ability Score Improvement 15
17th +6 Final Focus 16
18th +6 Style Feature 18
19th +6 Ability Score Improvement 21
20th +6 Ultimate Stand Power 24

Manifest Stand[edit]

Starting at 1st level, you are able to manifest your Stand. As a bonus action, you may manifest your Stand and as an action, you may command it. It acts on your command and can do anything you can do, including speak, hear, and even attack, but is unable to see on its own. Attacking with your Stand deals 1d8 + your Strength and Dexterity modifier. Your Stand's AC is 13 + Dexterity and any damage your stand takes is dealt to you as well.

It can move within a 40 foot radius of you, has a movement speed of 20 feet, and can pass through physical objects, though if you are unable to see your Stand it will become near impossible to command it. Your stand is also immune to all effects that increase or decrease a creature's abilities, such as True Seeing, Sleep, or Resistance. These effects do not apply to your Stand and only can be applied to you, though you may use some spells to aid you in using your Stand, such as True Seeing.

As a note of reference, you may only use any of your other features should your Stand be manifested, unless specified otherwise. It should also be noted for reference that ordinary people cannot see your Stand. Only you and other Stand Users can see it. The only exception is if someone uses detect magic, see invisibility, or identify or any other means similar to those, they can see your stand.

Stand Focus[edit]

Also starting at 1st level, your Stand gains two focus'. This focus will determine future options for powers and abilities, so choose wisely. You are able to choose from the following focuses:

The ability to have strength and raw fighting energy. Choosing this as your focus will allow your stand to make powerful attacks with its bare hands. These attacks deal 1d10 + your Strength modifier of bludgeoning damage. You also gain proficiency in Medium and Heavy armor.
The ability to move and act quickly. Choosing this feature will boost you and your Stand's movement speed to 40 feet. and when your Stand makes an attack you can expend a bonus action to attack again.
The ability to be far away from the user. Choosing this focus increase the range of your Stand to a radius of 80 feet. As well as the range for all attacks made by you increases by 10 feet.
The ability to have your stand manifest and protect you from harm. Choosing this as your Focus will give your Stand an unarmored defense making your Stand's AC equal to 10 + your Constitution Modifier + your Strength Modifier. Also when your Stand is within 5 feet of you your AC equals your Stand's. At any point as a reaction you may spend a will point to have your stand move within 5 feet of you.
you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d10 + your Dexterity modifier + Stand User level. Also when your stand makes an attack on a creature your Stand's attack crits on an 18-20.

Will Points[edit]

At 2nd level, you manifest your will into abilities that your Stand can use. You start with these three abilities:

Stando Rush
You can spend 1 will point to allow your Stand to take the attack action twice on your turn.
Advantage of Will
You can spend 1 will point to add 1d6 to your Stand's roll.
Stone Will
You can spend 1 will point to give yourself immunity to any condition you may not already be immune to for 1 minute.

Stand Power[edit]

At 2nd level, you unlock the true strength of your Stand. You have developed a Stand Power. Spells will function as your Stand's power and you may choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn four cantrips of your choice from that class's spell list. In addition, choose four spells to learn from that same list. You may change these spells upon gaining a new level. The level of these spells must be less than or equal to half your Will Points (rounded down). You learn more spells when you gain new spell levels. To use the spell, you expend a number of Will Points equal to the spell's level.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Stand Styles[edit]

At 3rd level, you chose a Stand Style. Choose between The Style of The Act or The Tarot, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 18th.

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.

Second Focus[edit]

At 5th level, you can choose a second focus for your Stand. You may also improve your current focus. If you are choosing a second focus, then refer to the list provided in the class feature Stand Focus. If improving your current focus, then refer to the list below.

Your Stand's power has grown. Your attacks with your Stand's bare hands now deal 2d6 + your strength modifier of bludgeoning damage. However, your Stand's range is cut in half. when you take the attack action you may make a second attack.
Your stand's speed has increased. Your stand now moves quickly enough to make an extra action on your turn.
Your Stand has even greater range. Your Stand gains a range of 120 feet. Your attack reange further increases by 5.
Your Stand has even more protective power. In addition to your previous feat, you may spend 1 Will point your Stand may take the dodge action for you.
Your Stand moves very precisely and has great reaction speed. In addition to your previous feet, you may spend 1 will point to give your stand advantage on an action on your turn.

Battle Flurry[edit]

At 6th level, you release a battle cry that causes your stand to let loose a flurry of attacks. As an action while your stand is manifested, you may spend 3 of your will points, choose a target within 5 feet, and release a battle flurry. Should this attack successfully hit, roll 1d4 + your spellcasting modifier to determine the amount hits in your flurry. The damage of battle flurry is then equal to 1d6 x the amount of hits in your flurry.

Improved Critical[edit]

At 9th level, your Stand attacks score a critical hit on a roll of 19 or 20. If you have the precision stand focus when you crit you roll an additional die of damage.

Battle Flurry Improvement[edit]

At 10th level, your battle flurry damage die is increased from 1d6 to 1d8 and your flurry hit die is increased from 1d4 to 1d6.

Stand Power Improvement[edit]

At 11th level, you learn 1 additional spell and the cost of all spells above 3rd level are reduced by 1 Will point.

Third Focus[edit]

At 13th level, you can choose a third focus for your Stand. You may also improve your current focus or, if you have one, your second focus. If you are choosing a second or third focus, then refer to the list provided in the class feature Stand Focus. If improving one of your two focuses, refer to the list provided in the class feature Second Focus. If improving a focus that you have already improved, then refer to the list below.

Your Stand's power has become incredible. Your attacks with your Stand's bare hands now deal 3d8 + your strength modifier of bludgeoning damage. However, your Stand's range is cut in half once again, reducing it to a fourth of it's former reach.
Your stand's speed is tremendous. Your Stand automatically reacts to danger and prevents creatures from making sneak attacks against you. You also can now make 2 attacks as a bonus action.
Your Stand has even greater range. Your Stand now is capable of becoming an Automated Stand. Its range is unlimited and can perform basic routines and seek out targets without you for up to 1 hour. The damage your Stand receives while automated does not translate to you. Your Stand instead has health equivalent to your hit die x half your Stand User level rounded down. If your Stand is defeated, it returns to you. Your Stand is unable to use features or expend will points, only capable of taking out a selected target with the attack action, taking out those who stand in its way, and chasing down your target. Using this ability expends 5 will points.
Your Stand has even more protective power. In addition to your precious feat, while your Stand is manifested and within 5 feet of you, you have resistance to two damage types. Choose two from lightning, cold, fire, necrotic, force, or acid.
Your Stand is amazingly precise. In addition to your previous feat, your Stand can now memorize events, people, and images and illustrate them perfectly, only requiring a method to display them such as a pencil and piece of paper or a brush and canvas. Your Crit range is now 16-20.

Experience is Power[edit]

At 14th Level, Your experience in battle has given you a wealth of wisdom and hardened your fighting spirit. You permanently boost 2 stats by 2 your maximum for those stats becomes 22.

Final Focus[edit]

At 17th level, your Stand acquires one last focus. You may either gain a first level focus or upgrade a first level/second level focus.

Ultimate Stand Power[edit]

At 20th level, you master the powers of your Stand and unlock a final ability. You choose one 9th level spell as your Ultimate Stand Power and may use this a number times per day equal to half your spellcasting modifier without expending Will points. Your use of this ability is recovered after a long rest. If it's the Wish spell you will still undergo the stress period, but only in one day and there is always a 100 percent chance you can cast it again.

Stand Styles[edit]

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.

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.


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. You may only regain will points after spending them a number of times equal to your Constitution modifier +1.

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.


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 Specialist[edit]

This type of stand is especially used for stands that focus on their power rather then their raw strength.

Will Focus

At 3rd level, you may exchange one or both of your current foci(s) for a will focus which can be the same type as a focus you already have.

The strength of your powers is staggering. When you roll damage for a spell, you can reroll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls. You can use this feature a number of times equal to your Constitution modifier.
Your speed is unmatched when it comes to throwing out powers.When you Cast a Spell that has a Casting Time of 1 action,s you can change the Casting Time to 1 Bonus Action for this casting. You can only use this power once until you finish a long rest.
The distance at which you can project your powers is much greater than most. When you Cast a Spell that has a range of 5 feet or greater, you can double the range of the spell. OR When you Cast a Spell that has a range of touch, you can make the range of the spell 30 feet. You can only use this feature a number of times equal to your Constitution modifier.
You have access to more will because of your mental training. You gain an additional will point this point DOES NOT COUNT when calculating your maximum spell level.
You can easily hit weak points on enemies with your powers. When casting a spell with an attack roll you crit on 18-20.
Reliable Stand Powers

At 7th level, your stand becomes more powerful with its inner strength. A number of times a day equal to your Constitution modifier when you cast a spell using your stand power feature you may reduce the number of will points spent by half. (Rounded Down).

Inner Will

At 15th level, your inner will hardens, giving you access to higher power abilities, You gain additional will points equal to half your level rounded down these points DO NOT COUNT when calculating your maximum spell level.

Rapid fire Powers

At 18th level, You and your stand get so in tuned with your will the stand powers you can unleash multiple powers in quick succession. When you Cast a Spell that has a Casting Time of 1 action, you can spend 3 will points to change the Casting Time to 1 Bonus Action for this casting.

The Bruiser[edit]

This stand is used for users who prefer using fists over special powers.

Supreme Strength

At 3rd level, your stand loses most of its capacity to use its powers, but it becomes marginally stronger in return. The will point cost for your spells is doubled but you gain the power focus if you already have the power focus it gets upgraded to the second level power focus, and when you choose to upgrade a focus at 5th level you can upgrade your power focus to the third level power focus.

Superior Flurry

Starting at 7th level, when you initiate a flurry it takes less out of you, Your battle flurry costs 2 will points.

Fist of Stone

Starting at 15th level, your strikes have extra potency and can stun enemies, when you hit an enemy with a melee attack you can spend 3 will points to force them to make a Constitution saving throw against your spell save DC on a failed save they get stunned until your next turn.


Starting at 18th level, your flurry becomes even more powerful, the hit die becomes 1d10 and the damage die becomes 1d12.

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