Stand User (JJBA Supplement)
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Stand User[edit]
Medium humanoid (human), any alignment Armor Class 14 (natural armor)
Saving Throws Str +2, Cha +5 Spirit Points. The Stand user has 2 spirit points which they can expend. All spirit points are regained at the end of a long rest. ACTIONSUnarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage. Summon Stand. As a bonus action, the Stand user's Stand is summoned in any location within a 10-foot radius of them or is unsummoned. The Stand can not leave this radius, and moves with the Stand user when they move.
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Upon awakening their Stand for the first time, most often at a young age, a Stand has no special ability, but this does not keep it from being a powerful force against normal people. |
Stand[edit]
Medium elemental (stand), any alignment Armor Class 12 (natural armor)
Saving Throws Str +2, Cha +5 Manifestation of Will. The Stand is controlled by the Stand user telepathically, acts on their turn, and uses their actions, bonus actions, and reactions and has no hit points or spirit points of its own unless otherwise stated. If the Stand user may make more than one attack when you take the Attack action, they and their Stand may make attacks. Damage Reflection. Any feature that effects the Stand user also effects the Stand, though any attack rolls or saving throws made as part of the effect are still made against the Stand. If both the Stand and the Stand user are targeted by an effect, only the Stand is targeted. Whenever the Stand takes damage, the Stand user instead take half as much damage. Invisible Force. Only Stand users and creatures with any form of spellcasting can see the Stand, otherwise it is invisible. A creature that can not see Stands can attempt a DC 25 Wisdom saving throw after being damaged by a Stand. On a success, it can sense the Stand, and it is no longer invisible to them. Additionally, the Stand can phase through creatures and objects, and the Stand user shares their Stand's senses. ACTIONSUnarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
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