Stand User Class (JJBA Supplement)
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Stand User[edit]
Stands are, in their basic form, the spiritual manifestation of one's own soul and fighting spirit. They come in many shapes and sizes, from the fast and mobile, to the secretive and deadly, to the slow but destructive. Strength and weakness do not apply to Stands; while a Stand's power may seem useless, every one is unrivaled in a certain form of power.
Various humanoid Stands, [Source]. |
Creating a Stand User[edit]
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?
- Quick Build
You can make a Stand User quickly by First making Charisma your highest ability score. The rest is up to you.
Class Features
As a Stand User you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Stand User level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Stand User level after 1st
- Proficiencies
Armor: Light and medium Armor
Weapons: Simple and martial melee Weapons
Tools: one of your choice
Saving Throws: Strength, Charisma
Skills: Any 2 skills
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- One simple or martial melee weapon of your choice
- (a) Extravagant Clothes or (b) Plain Clothes
- (a) Dungeoneer’s Pack or (b) Explorer’s Pack
Level | Proficiency Bonus |
Features | Spirit points |
---|---|---|---|
1st | +2 | Manifestation of Will, Invisible Force, Spirit Points | 2 |
2nd | +2 | Exploit Weakness | 4 |
3rd | +2 | Denting Blows, Stand User Archetype | 6 |
4th | +2 | Ability Score Improvement | 8 |
5th | +3 | Stand User Archetype feature | 10 |
6th | +3 | Stand User's Endurance, Resistant | 12 |
7th | +3 | Stand User Archetype, Extra Attack | 14 |
8th | +3 | Ability Score Improvement | 16 |
9th | +4 | Stand User Archetype feature | 18 |
10th | +4 | Long Travels | 20 |
11th | +4 | Stand User Archetype feature | 22 |
12th | +4 | Ability Score Improvement | 24 |
13th | +5 | Extra Attack | 26 |
14th | +5 | Stand User Archetype feature | 28 |
15th | +5 | Stand Power! | 30 |
16th | +5 | Ability Score Improvement | 32 |
17th | +6 | Stand Proud Focus | 34 |
18th | +6 | Unbreakable Will | 36 |
19th | +6 | Ability Score Improvement | 38 |
20th | +6 | Seasoned Stand User, Requiem | 40 |
Manifestation of Will[edit]
At 1st level, whether by lineage, a stand arrow, holy corpse, or training a skill to an inhuman level, your life energy has manifested as its own force; a Stand. You can call out your Stand within your space or recall your Stand as a bonus action. Your Stand is controlled by you telepathically, acts on your turn, and uses your actions, bonus actions, and reactions and has no hit points or spirit points, but is otherwise mechanically identical to you unless otherwise stated. Whenever your Stand takes damage, you instead take half as much damage. If you may make more than one attack when you take the Attack action, you and your Stand may make attacks.
Any effects that target your Stand affect you instead, though any attack rolls or saving throws made as part of the effect are still made against the Stand. If both you and your Stand are targeted by an effect, only your Stand is targeted. Until you gain your Stand User Archetype at 3rd level, your Stand uses the Any Way You Want It listed at the end of this class's features.
Invisible Force[edit]
At 1st level, your Stand is only visible to other Stand Users and creatures capable of casting spells, or that otherwise have magical or psionic abilities. A creature that your Stand interacts 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. Additionally, your Stand can phase through mundane creatures and objects, and you share your Stand's senses.
Spirit Points[edit]
At 1st level, your Stand's power can be increased using a limited amount of energy represented as a number of spirit points, which can be spent on various Stand User features. Your Stand User level determines the number of points you have, as shown in the Spirit Points column of the Stand User table. You regain all expended Spirit Points at the end of a short rest.
Exploit Weakness[edit]
Starting at 2nd level, you learn to exploit the weakness in a creature's defenses. On a hit with you or your Stand's attacks, you may spend 1 spirit point to decrease the target's AC by -1 to a maximum reduction equal to your proficiency bonus until the end of their next long rest. If a creature is affected by this feature by multiple creatures, this maximum is equal to the highest proficiency bonus among the creatures affecting them.
Stand User Archetype[edit]
At 3rd level, Stand Users choose a specified archetype to follow that shapes their Stand and their destiny. All Stand User Archetypes 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 archetype at 5th, 7th, 9th, 11th, 14th and 20th level.
Denting Blows[edit]
At 3rd level, if you are grappling a creature or being grappled by a creature, you and your Stand's attacks automatically hit the creature and you may add your proficiency bonus to the attack's damage roll. You may still make an attack roll to determine if you score a critical hit. This feature extends to creatures who are too large to be grappled as long as you climb on to them. Additionally, you may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.
Ability Score Improvement[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 Dexterity modifier + your Charisma modifier.
Resistant[edit]
At 6th level, choose one of the following ability scores. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Brawn - Strength
- Evasion - Dexterity
- Endurance - Constitution
- Discernment - Wisdom and Intelligence
- Repulsion - Charisma
Extra Attack[edit]
At 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level.
Long Travels[edit]
Starting at 10th level, your travels have caused you to adapt to the rough obstacles you face. You have advantage on saving throws against gaining exhaustion from sources that are not creatures. When you complete a short rest, you regain twice as many hit points and lose 1 level of exhaustion. Furthermore, as a bonus action for 1 spirit point, you may take the dash action and disengage action.
Stand Power![edit]
At 15th level, as an action for 3 spirit points, you may unleash your Stand Power. For 1 minute with concentration, you and your Stand's attacks score a critical hit on a roll of 18-20, and both you and your Stand may take an action on each of your turns. If your Stand is a phenomenon, you may instead take an additional bonus action and reaction on each of your turns.
Stand Proud Focus[edit]
Starting at 17th level, you live for and thrive in combat; you can add your Strength or Charisma modifier to your initiative rolls, and you gain advantage on saving throws to resist the charmed and frightened conditions while Stand Power! is active.
Unbreakable Will[edit]
Beginning at 18th level, your years of battle have given you the ability to ignore some of the most detrimental conditions of battle. You gain advantage on saving throws to resist the blinded, stunned, and poisoned conditions while Stand Power! is active.
Seasoned Stand[edit]
At 20th level, Stand Power! no longer requires concentration. While you are under the effects of Stand Power!, your Stand gains a +3 bonus to attack rolls, damage rolls, its saving throw DC, its AC, and any saving throws it makes. If your stand is in the same space as you or is a phenomenon, you also gain these bonuses.
Requiem[edit]
Beginning at 20th level, as an action, you may merge your Stand with a Stand Arrow. It gains a powerful, unique bonus that is specific to each Archetype and you gain the effects of Stand Power until you remove the arrow from your Stand as an action.
Stand User Archetypes[edit]
For the sake of page length, the available archetypes have been split into the original universe archetypes, spanning the first 6 parts, and the various other spinoff universes.
Arrow Universe Stand Archetypes (JJBA Supplement)
Saint Universe Stand Archetypes (JJBA Supplement)
Other Universe Stand Archetypes (JJBA Supplement)
Homebrew Universe Stand Archetypes (JJBA Supplement)
Any Way You Want It[edit]
- Stand of Potential
Your Stand's AC is equal to 10 + your Dexterity modifier + your Charisma modifier. Your Stand may be up to 10 feet from you. Any saving throws your Stand causes have a DC equal to 8 + your Stand's Charisma modifier + your proficiency bonus. After you gain your Stand User Archetype, unless you only take the below Additional Features, you can not summon this Stand.
Stand User Perks[edit]
You may take perks in place of Archetype or Sideshow Path features, or as a feat, but you must still gain Archetype features in order unless you already have a perk of identical effect.
- S-Tier Power
Your Stand counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. Additionally, it gains a bonus to any damage it deals equal to your proficiency bonus.
- S-Tier Speed
You can use your reaction to deflect or catch the missile when your Stand or a creature within its reach are hit by a ranged weapon attack or are forced to attempt a Dexterity saving throw for an effect that deals damage. When you do so, the damage the creature takes from the attack is reduced by 1d10 + your Stand's Dexterity modifier + your Stand User level. You may spend 1 spirit point as part of this reaction to regain your reaction. Additionally, your Stand gains a +1 bonus to its AC.
- S-Tier Range
The distance your Stand can be from you is doubled. If your Stand does not have a range, such as from being a phenomenon, it instead gains a Humanoid form. You still benefit from its features whenever it is summoned, but your Stand can move up to 10 ft. away from your character's position while summoned and is identical to you and benefits from Invisible Force, even if it did not originally. You may spend 1 spirit point as a bonus action to double your Stand's range until the beginning of your next turn. You may spend 1 spirit point when this feature would end to extend its benefits to the beginning of your next turn.
- S-Tier Durability
Your Stand gains a +2 bonus to its AC, damage reduction, damage threshold, and any saving throws it makes. As a bonus action, you may double any of these bonuses for 1 spirit point each until the beginning of your next turn. You may spend 2 spirit points when this feature would end to extend its benefits to the beginning of your next turn.
- S-Tier Precision
As a bonus action for 1 spirit point, or as a free action for 2 spirit points, you may cause your Stand to enter Precision Mode until the beginning of your next turn. You may spend 1 spirit point when this feature would end to extend its benefits to the beginning of your next turn. While in Precision Mode, when your Stand would deal no damage, it instead deals half as much; when your Stand would deal half as much damage by any effect other than this feature, it instead deals full damage; and your Stand gains advantage on Perception and Investigation checks.
- S-Tier Potential
Your Stand can adapt to any challenge. At the end of a long rest, or at the end of a short rest for 2 spirit point, one of your Stand's ability scores becomes equal to your ability score + twice your Charisma modifier until you use this feature again. You may spend an additional 2 spirit points when you do this to have this feature effect a second ability score.
- Stand Leap
The amount your Stand can push, pull, and lift are doubled, and your jump distances are doubled while you are within 5 ft. of your Stand. Additionally, you may make any form of applicable jump as an action.
- Cardiac Massage
As an action, you may enter a death-like_state by stopping your heart. This does not effect your Stand for 18 seconds (3 rounds). If you stay in this form for 20 minutes, you die instantly. As an action for 1 spirit point, your Stand may cause the heart of a creature that has 0 hit points, is unconcious, and/or is in a death-like_state to start beating, causing them to regain 1 hit point and lose the aforementioned conditions. If you stopped your own heart with this feature, you may restart with your Stand it as a bonus action.
- Stand Finger
When you take the Attack action, you may decrease the number of attacks you make by 1 or spend 1 spirit point to increase your Stand's reach by +10 feet as you focus its power into part of it, causing the part to stretch.
- Stand Shrinking
As a bonus action, you may focus on your Stand, shrinking it to any size of your choice lower than its original, but you must maintain concentration.
- Stand Inhale
As a bonus action, your Stand may inhaling your surroundings at a massive rate in one large breath. Any creatures and loose objects within a number of feet equal to 5 times your proficiency bonus must attempt a Strength saving throw. On a failure, they are moved a number of feet equal to 5 times your Stand's Strength modifier toward you, and any effects within the area that can be dispelled by a strong wind are.
- Stand Slingshot
As a bonus action, your Stand can pull you anywhere within 5 ft. of it, including anywhere within the Stand itself, as long as you can physically reach the space. Alternatively, you can pull your Stand to anywhere within 5 ft. of you, following the same requirements. This movement does not provoke opportunity attacks.
- Stand Crash
As an action for 1 spirit point, your Stand may make a single unarmed strike against a Stand within its reach. On a hit, it is unsummoned unless it has its own hit points in addition to taking damage, and its Stand user can not summon it again until the end of their next turn.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Stand User class, you must meet these prerequisites: Strength 13 and Charisma 13
Proficiencies. When you multiclass into the Stand User class, you gain the following proficiencies: Intimidation
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