Stand User Variant (5e Class)/Work In Progress Stands

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Certain Stands are difficult to fully comprehend, much less flesh out into a complete archetype. This is a workspace to work on said archetypes.

Template[edit]

Please leave this alignment unmodified as a template for ease of access for all users.

Stand of Ability[edit]

The Template Alignment Stand has good stats. Your Stand's ability is equal to your ability + your Charisma modifier + 3, your Stand's ability is equal to your ability + your Charisma modifier + 3. The rest of your Stand's Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma are equal to your own. Your Stand can move up to 0 ft. away from your character's position. Your Stand's AC is equal to 10 + your Stand's ability modifier + your Charisma modifier. Your Stand is also proficient in unarmed attacks, and its unarmed attacks use a d4 for damage rolls.

Feature

At 3rd level,

Feature

At 5th level,

Feature

At 7th level,

Feature

At 9th level,

Feature

At 11th level,

Feature

At 14th level,

Stand Requiem

At 20th level, you may enter Requiem for 1 minute as a bonus action. You may do so again after finishing a long rest.

Norwegian Sunset[edit]

Stand of Day

The Norwegian Sunset Alignment has good dexterity and wisdom. Your Stand's dexterity is equal to your dexterity + your Charisma modifier + 3. Your Stands wisdom is equal to your wisdom + Charisma modifier + 3. The rest of your Stand's Strength, Constitution, Intelligence and Charisma are equal to your own. Your Stand can move up to 250 ft. away from your character's position. Your Stand's AC is equal to 10 + your Stand's dexterity modifier + your charisma modifier. Your Stand is able to fire light rays which has a range of 80/160 feet and deal 1d8 + your Stands Wisdom mod fire damage. Finally, your stand has a flying speed of 25.

Norwegian Sunset ACT 1

At 3rd level, you may choose to have your stand emit bright light for 25 ft and dim light for additional 25 ft.

Additionally, you gain blindsight in a 60 foot radius that you can use via your Stand.

Heavens Light

At 5th level, your Stand can shine a heavenly light. As a Stand action you may command your Stand to shine a bright light in a 60 foot radius. Every hostile creature takes 3d8 radiant damage and must contest a wisdom check against Your stand or be blinded for 3 rounds. Every friendly creature regain 2d8 hit points. You may use this feature a number of times equal to your Stands Wisdom modifier and you can spend 1 spirit point to regain one use.

Norwegian Sunset ACT 2

At 7th level, you can use your Stand's 2nd Act. While your Stand has this form its distance and attack range is halved, but its movement speed is doubled and its AC increases by 2. When you hit a creature with your Stand you can spend 2 spirit points. The creature must roll a 1d6 to determine what happens.

  1. The creature takes 3d10 radiant damage and is knocked prone.
  2. The creature is blind until the start of you next turn.
  3. Any damage it deals is halved.
  4. The creature is stunned for 2 rounds.
  5. The creatures AC drops to 1 until the start of your next turn.
  6. Any damage dealt to the creature is doubled until the start of your next turn.
Burning Punishment

At 9th level, you can spend 3 spirit points to cast fireball. Wisdom is its spellcasting modifier.

Norwegian Sunset ACT 3

At 11th level, your stand has evolved to its peak. Your Stand's range is decreased to a mere 20 feet. Its damage is instead a d10 and you have advantage on attacks against Fiends and Undead. While ACT 3 is active you have immunity against radiant and resistence against necrotic damage and cannot be charmed or frightened by celestials or fiends

Additionally, when you hit a creature with a melee attack you can spend 1 spirit point or more to deal an additional 1d8 Fire or Radiant, to a maximum of 8d8.

Cleansing Light

At 14th level, you can spend 4 spirit points to create a aura of light that emits in a 15 ft radius around you for 1 minute. While this aura exists, you and friendly creatures standing in this aura cannot be subjected to any magic negative effects and have advantage on attack rolls against Fiends.

Additionally, all creatures in the aura deal 1d6 extra radiant damage.

Born this way Requiem

At 20th level,

father[edit]

Stand of photos

The father Stand has good strength. Your Stand's strength is equal to your strength + your Charisma modifier + 3. The rest of your Dexterity, Constitution, Intelligence, Wisdom and Charisma are equal to your own. Your Stand is bound to an object. Your Stand's AC is equal to 10 + your Stand's ability modifier + your charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls.

I have

At 3rd level,

Feature

At 5th level,

Feature

At 7th level,

Like father like son

At 9th level,

Feature

At 11th level,

Feature

At 14th level,

Father Requiem

At 20th level,

Wonder of U[edit]

Stand of Calamities

The Wonder of U Alignment Stand has good intelligence and charisma. Your Stand's intelligence is equal to your intelligence + your Charisma modifier + 3, your Stand's charisma is equal to your charisma + your Charisma modifier + 3. The rest of your Stand's Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma are equal to your own. Your Stand can move up to 30 ft. away from your character's position. Your Stand's AC is equal to 9 + your Stand's charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls. Your stand is automatic and can move 300 feet away from you. It also has it’s own personality and shares your ideal, bond and flaw, it’s personality traits are determined by you

Did you perhaps come here intending to pursue me?

At 3rd level,

Feature

At 5th level,

Feature

At 7th level,

Feature

At 9th level,

Feature

At 11th level,

Feature

At 14th level,

Wonder of You Requiem

At 20th level,

Modest Mouse[edit]

Stand of Cartoons

The Modest Mouse Stand Alignment is a humanoid stand that takes the form of a green mouse-like creature that resembles a stuffed animal with dentigrade legs and swirls in its ears. Act 1 is roughly half of the size of the user. Act 2 grows to fit the proportions of the user, and the face is replaced with a visor. Act 3 looks relatively the same as act 2 but now has a large speaker in its chest. Your Stand's Dexterity is equal to your Dexterity + your Charisma modifier + 3. Your Stand's Constitution is equal to your Constitution + your Charisma modifier + 3. Every Act your Stand gains increases its Dexterity and Strength scores by +2 as do their maximums but you and your stand's wisdom is reduced by 2, and its movement speed by +20 feet after Act 1. The rest of your Stand's Strength, Intelligence, Wisdom and Charisma are equal to your own. Your Stand can move up to 5 ft. away from your character's position. Your Stand's AC is equal to 10 + your Stand's Dexterity modifier + your Charisma modifier. Your Stand is also proficient in unarmed attacks, and its unarmed attacks use a d4 for damage rolls. As your Stand evolves and gains new acts, you are still able to use all your previous Act's abilities, but only one Act can be active at a time. You can freely cycle through any of your stand's obtained acts at will, but cannot use the features of the later ones if you choose a lower one. Your stand's movement speed is equal to your movement speed + your stand's dexterity modifier multiplied by 2, + your charisma modifier multiplied by 4. (MS + (Dex * 2) + (Cha * 4))

This Heart of Mine Is Just Some Broke Machine

At the 3rd level, you unlock your stand's ability. You can use your stand to change anything you touch to have cartoonish characteristics. (Think old cartoons like Tom & Jerry, Looney Toons, or Mickey Mouse.) This could be anything from giving a knife a mouth that will lick its lips and bite when it gets close to a creature or giving a bullet a face and arms, that will stop dead in its tracks after missing just to turn around and hit its target. The downside to this ability is that it causes the user to lose sanity the more it is used. Tiny and small targets have almost no effects on the user, but the medium will cause you to have to roll from the short term madness table, large from the long term madness table, huge from the indefinite madness table, and every size class above that would count as an extra indefinite madness. You cannot roll the same effect twice and must reroll if you get multiple of the same effect. If you get all 12 indefinite madness effects, you and your stand's wisdom scores become 0, and you are completely insane. It takes a bonus action to change a tiny target, action for a small, a minute for medium, 10 minutes for large, 1 hour for huge, and 10 hours for gargantuan. You may spend spirit points equal to the size class of your target to not take any madness.

This Rock of Ours Is Just Some Big Mistake

At the 5th level, you have begun to alter yourself with your stand, so much to where your body becomes rubber-like and you are more flexible than any other creature. You gain immunity to non-magical bludgeoning damage and can survive things that would normally kill you and remain conscious, such as being completely flattened, decapitated, or even being skinned. None of that applies after failing 3 death saves, or being outright killed. In addition to this, you gain expertise in 1 artisan tool of your choice.

Wave Bye Sugar Boats! (Act 2)

At level 7, you unlock your stand's second form. You get the choice of using your stand as a suit, or a traditional summoned form. When using your stand as a suit, you gain all of its stats (this includes ability scores, speed, resistances, etc.) and gain advantage on any perception checks that require hearing. In addition, you also learn how to control the phenomena known as the spin. Using the spin gives you +1 to all attack and damage rolls. This increases to +2 at the 12th level, and +3 at the 16th.

King Rat

At the 9th level, you gain the ability to create life with your drawings. Your creations will be of the Living Cartoon race. The level of your creation depends on how much detail (days spent) you put working on the original drawing, to a maximum of half of your stand user level. You may compress your creations back into their drawing forms if they are willing, (under specific circumstances, restrained, unconscious, and sleeping also work) and begin to work on them over a long rest. you may change things such as their appearance, personality, and detail. (Provided you have enough time to do so.) But this may affect the creation's opinion of you, as they have the same personality as the one you give them. Your DM may at one point say that they no longer want to listen to you because you might have ignored them, or treated like garbage. Your creations hold a special place in your heart and are the only things that keep you sane. Whenever one of your creations is destroyed by something other than you, take an effect from the indefinite madness table. This can only be removed by means of high-level spells such as greater restoration.

(Act 3)

transformation, creature transformation, ranged ability.

WHAT DO YOU HAVE TO SAY FOR YOURSELF?!

AOE ability

Requiem

Man In The Mirror[edit]

Stand of Mirrors

The Mirror Alignment is a moderately-powerful, but gifted in Stand ability. Your Stand’s Strength is equal to your Strength + your Charisma Modifier, your Stand’s Dexterity is equal to your Dexterity + your Charisma Modifier, your Stand’s Constitution is equal to your Constitution + your Charisma Modifier. The rest of your Stand’s Intelligence, Wisdom and Charisma are all equal to your own. Your Stand can move 15 ft. for your Character’s position, and can only exist in the mirror realm. Your Stand’s AC is equal to 10 + your Stand’s Dexterity Modifier + your Charisma Modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls.

I stand secure and unmatched inside the mirror

At 3rd level, your Stand only exists in the mirror realm. This mirror realm is identical to the real world, but devoid of life and reversed horizontally. Creatures can be brought into the mirror world if they and your Stand are within 5 feet of the same mirror or other extremely reflective surface. You may decide whether or not their Stand is allowed into the mirror world. If it is summoned while disallowed from the mirror world, it appears in the same spot of the real world. If you are knocked unconscious, any creatures inside the mirror world appear in the same place in the real world.

A guy came out from behind that pillar. At 5th level, you may choose a creature in the real world who may see you in the mirror. The creature must contest intimidation against you. On a fail, it becomes frightened.

But there's something off about this scenery

At 7th level, when you pulled a creature into the mirror world the creature must make a DC=8 + your stands dexterity modifier + your proficiency bonus Perception check. On a fail, the first attack on them is a crit.

Feature

At 9th level,

Feature

At 11th level,

Feature

At 14th level,

Rear window Requiem

At 20th level,

Golden Diamond[edit]

Stand of Energy

The Golden Diamond Alignment Stand has high Dexterity and intelligence. Your Stand's Dexterity is equal to your Dexterity + your Charisma modifier + 3. Your Stand's Intelligence is equal to your intelligence + your Charisma Modifier. The rest of your Stand's Strength, Constitution, Wisdom and Charisma are equal to your own. Your Stand can move up to 15 ft. away from your character's position. Your Stand's AC is equal to 10 + your Stand's constitution modifier + your charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d6.

Restorative Punch

At 3rd level, you can heal a creature by touching them with your Stand as a bonus action, healing them for 1d6 + your Stands intelligence Modifier hit points. You can also restore any limb they have lost. This die increases by 1 die, every time you gain a feature in this subclass.

Mass Distortion

At 5th level, you can touch a certain mass to distort it a certain way. You can spend 1 spirit point to cause one of the following effects.

  • Floor: You can distort a 20 x 20 foot square of mass. When a creature enters the square they must make a acrobatics check against 8 + your stands intelligence modifier + proficiency bonus saving throw or be restrained for a number of turns equal to your Stands intelligence mod.
  • Air: You can distort a 5 x 10 area of air for 1 minute. While this is in effect, the area cannot passed through, counts as full cover and fire and gas cannot pass through.
  • Self: You can distort yourself for 1 minute. During this time, attacks have disadvantage against you and you can go through solid objects.
Speed distortion

At 7th level, you can distort the speed of yourself. You can spend 3 spirit points to enter a distortet speed state for 1 minute. During this state, your movement speed is doubled, creatures have disadvantage on attack rolls against you, your Exchange Blows stack is maxed out and your Stand's range is tripled. When the effect ends, your speed is halved and you cannot take any reactions until your next turn.

Feature

At 9th level,

Feature

At 11th level,

Feature

At 14th level,

Blob Requiem

At 20th level,

right stuff[edit]

Stand of management

The right stuff Alignment Stand has good dexterity and intelligence. Your Stand's dexterity is equal to your dexterity + your Charisma modifier + 3, your Stand's intelligence is equal to your intelligence + your Charisma modifier + 3. The rest of your Stand's Strength, Constitution, Wisdom and Charisma are equal to your own. Your Stand can move up to 20 ft. away from your character's position. Your Stand's AC is equal to 10 + your Stand's dexterity modifier + your charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls.

Accelerated task management

At 3rd level, your stand manifests as 7 tiny humanoids in formal attire and helmets

Feature

At 5th level,

Feature

At 7th level,

Feature

At 9th level,

Feature

At 11th level,

Feature

At 14th level,

Right Stuff Requiem

At 20th level,

Death by Laxatives[edit]

Stand of Laxatives

The Death by Laxatives alignment has high constitution. Your stand’s constitution score is equal to your constitution + your charisma modifier + 3. Your stand’s strength, dexterity, intelligent, wisdom and charisma scores are all equal to your own. Your stand is a phenomen and thus doesn’t have a traditional summoned form. Your stand gains proficiency in unarmed strikes and uses a d6 to unarmed strike damage

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