Stand User (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Stand User class and Charlatan background, and as such does not follow traditional CR.

Stand User[edit]

Medium humanoid (human), any alignment


Armor Class 14 (natural armor)
Hit Points 9 (2d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 16 (+3)

Saving Throws Str +2, Cha +5
Skills Athletics +2, Deception +5, Perception +2, Sleight of Hand +4
Proficiency Bonus +2
Senses passive Perception 12
Languages any three languages
Challenge 2 (450 XP)


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.

ACTIONS

Unarmed 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.


JotaCharmy.png
A Stand user who has not developed his Stand [Source]

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)
Hit Points
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 16 (+3)

Saving Throws Str +2, Cha +5
Skills Athletics +2, Deception +5, Perception +2, Sleight of Hand +4
Proficiency Bonus +2
Senses passive Perception 12
Languages any three languages
Challenge 2 (450 XP)


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.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.



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