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.
- The creature takes 3d10 radiant damage and is knocked prone.
- The creature is blind until the start of you next turn.
- Any damage it deals is halved.
- The creature is stunned for 2 rounds.
- The creatures AC drops to 1 until the start of your next turn.
- 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.
- Norwegian Sunset ACT 4
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 and Wisdom are equal to your own. Your Stand's AC is equal to 10 + your Intelligence modifier + your stand Charisma modifier. Your Stand is also proficient in unarmed attacks and melee weapons, and it's unarmed attacks use a d4 for damage rolls. Your stand is automatic and can move 500 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, calamity acts to protect you, five (the number of targets increases to eight at level 10 and to ten targets at the 18th level) creatures that are hostile to you that are 60 feet away from you or farther or else your stand will have to make a DC 20 Dexterity saving throw at the beginning of each of their turns that they remain in your ability range, on a success the target takes half damage, on a fail it takes full damage. (this damage is classified as environmental damage, thus cannot be avoided)
The base damage is 2d4 + your stand Charisma modifier (you may add this modifier in each dice rolled), the damage die increases as the target approaches you, 2d4 at 60 and 50 feet away, 3d4 at 40 feet, 4d4 at 30 feet, 5d4 at 20 feet, 6d4 at 10 feet, 10d4 at 5 feet away and 15d4 at 2 feet away. (the damage die increases to a d6 at 6th level and to a d8 at 10th level)
- Calamitous Charge
At 5th level, your stand can imbue objects with calamitous energy, any object can become a potential weapon against your targerts inflicting mortal wounds against them, the damage die this feature is the same as the one you use for the above feature. As a separate action you can touch a specific object (objects that are already considered weapons are not included) and until the end of your next turn that object will deal maximum damage to everyone who touches it. (You and your stand are the only exception)
You can use this ability as many times as your proficiency bonus, regaining all uses after finishing a short or long rest.
- The Head Doctor
At 7th level, your stand can take a human form and become visible to non-stand users, in that form he can talk with other people and wear normal clothes, your stand can live and walk like a real person and other stand users will think he is the enemy stand user and not you and will go after him instead of you.
In situations classified as pursuits (whether you are pursuing or being pursued) you and your stand gain +5 AC.
- Is he really 89?!
At 9th level, your stand is now proficient with any type of weapon, if your stand holds a weapon, it will become part of him, in addition to becoming magic for the purpose of ignoring resistances and immunities.
You now can add your stand Intelligence modifier instead of Strength to you and your stand attack and damage rolls.
Your stand walking speed is doubled, you become immune to fall damage, you and your stand can walk on walls, and your stand becomes able to walk on air.
- There's nobody who can attack me...
At 11th level, calamity acts to help you, making your opponents attacks potentially miss you. You gain the following benefits:
- You and your stand gain +2 AC.
- All creatures have disadvantage on attack rolls against you.
- You have advantage on Dexterity and Constitution saving throws.
- Flow of Calamity
At 14th level, calamity flows in your favor, making your attacks more accurate and lethal. You gain the following benefits:
- You have advantage on attack rolls against your targets.
- Now when you make a critical hit the damage is doubled.
- At this point calamity afects even space-time related abilities, making your stand immune to such abilities and hindering its functioning. (What happens is at the DM discretion)
- The Miracle of Your Love
At 20th level, for one day, the effects of calamity affect anyone who thinks about pursuing you in a way that is harmful to you. The damage is considered as if they were the maximum distance and if any victims get closer than 1ft, they take 18d8 from your calamity.
- This stand was posted early, and eventually reworked entirely this version of Wonder Of U is obsolete and is mostly here for archival purposes
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,
Break Free[edit]
Stand of Escape[edit]
The Break Free Stand has good Dexterity and Wisdom. Your Stand's Wisdom is equal to your Wisdom + your Charisma modifier + 3, your Stand's Dexterity is equal to your Dexterity + your 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 15 ft. away from your character's position. Your Stand's AC is equal to 10 + your Stand's Wisdom modifier + your Charisma modifier. Your Stand is also proficient in unarmed attacks, and its unarmed attacks use a d4 for damage rolls.
- No Chains On Me
At 3rd level, your Stand's arms are made of coiled chains. Your Stand has a reach of 15ft. Additionally, your Stand is immune to any condition or effect that would reduce it's movement.
- Lockdown
At 5th level, you may grapple any creature regardless of their size. When you grapple a creature you may spend 1 spirit points to force them to make a Strength save equal DC:(8+Proficiency + Stand's Wisdom Modifier) or be immobilized for 30 seconds.
- Prison Break
At 7th level, you and your Stand are incapable of being locked up. If you are in a area with no obvious exits you may spend 2 spirit point to have your Stand teleport you up to 500ft or until you are out of containment whichever comes first.
- Runaway Train
At 9th level, you can switch places with your Stand when you would be restrained. As a reaction you may spend 1 spirit point to switch places with your Stand if you were to suffer any effect that would reduce your movement.
- Long Ranged Means No Contact!
At 11th level, your Stand generates iron prison bars which they can throw at their opponents. You may spend 1 spirit points to throw 1 bar as an action. Each iron bar has a range of 60/120 and does 1d8 piercing damage. You may spend an additional 1 spirit points to summon and throw more bars as part of the same action, to a maximum of 3.
- Master of Unlocking
At 14th level, you may spend 2 spirit points to automatically unlock anything for the next minute.
- Break Free 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. During this minute, no creature other than your Stand or chosen allies may move within 10ft of you. Additionally your movement speed is increased by 60ft and does not provoke reactions.
Get Lucky[edit]
Stand of Chance and Adaptability[edit]
Get Lucky is a phenomenon that takes the form of a roulette wheel on the user’s body when summoned. Your stand cannot be damaged by any means when it is in roulette wheel form. As a bonus action, you can roll the roulette wheel on your body to receive a random stand ability. Roll a 1d170 to determine what stand you receive the powers of. This was inspired by a devil fruit from the One Piece D&D series by Daniel Rustage https://docs.google.com/document/d/14QoZEueREbuzsjManhfBnFPISoe29RcCi3SV9YlgNps/edit?usp=sharing
You can use this ability 3 times per long rest and each usage lasts for 3 minutes. The wheel requires a bonus action to spin and can only be used when the user is conscious. Your DC is equal to 8 + your proficiency bonus + your Charisma modifier.
Note: Log every stand you have rolled. If you ever roll a stand a second time, you do not need to log it again
She’s Up All Night ‘Till the Sun
At 3rd Level, You can spend 1 Spirit Point to increase the number of times you can spin the wheel in long rest (similar to using Sorcery Points to gain temporary spell slots). You can also use a spirit point to add a minute to how long you would have a given ability. The number of spirit points you must spend to do this in a singular long rest increases by 1 each time you do this. You can also use the wheel (even if you have no uses remaining) without using spirit points. However, you would gain one level of exhaustion by doing this. If you were to do this again within a single period between long rests, you would gain two levels of exhaustion. Furthermore, if you did this again, you would gain another two levels of exhaustion, and so forth. Without any crazy abilities to endure more than 6 levels of exhaustion, spinning the wheel again would cause one to collapse with exhaustion and die. This exhaustion applies after the wheel is spun but before the timer on a given spin starts
So Let’s Raise the Bar
At 5th level, You gain the 3rd level abilities of a given stand you have rolled on the roulette wheel (whilst a given ability is still active). At 9th level, you gain the 5th and 7th levels abilities of your active stand. At 11th level, you gain the 9th level abilities of your active stand. At 14th level, you gain the 11th level abilities of your active stand.
And Our Cups to the Stars
At 7th level, you can roll your roulette wheel 4 times per long rest and it lasts for 6 minutes per time used
We’re Up All Night To Get Lucky
At 9th level, you can roll your roulette wheel 5 times per long rest and it lasts for 9 minutes per time used. Additionally, your usage of different abilities has helped you be able to adapt to certain scenarios, distribute 3 points to any ability scores (Ex: adding +3 to one, adding +1 to three, adding +2 to one, and +1 to another). You can forgo this to gain a feat (similar to an Ability Score Improvement).
Your Gift Keeps on Giving
At 11th level, you can roll your roulette wheel 6 times per long rest and it lasts for 12 minutes per time used
Like the Legend of the Phoenix, Huh
At 14th level, you can roll your roulette wheel 7 times per long rest and it lasts for 15 minutes per time used. Additionally, your usage of different abilities has helped you be able to adapt to certain scenarios, distribute 3 points to any ability scores (Ex: adding +3 to one, adding +1 to three, adding +2 to one, and +1 to another). You can forgo this to gain a feat (similar to an Ability Score Improvement).
All Ends with Beginnings
At 20th level, you can roll your roulette wheel 8 times per long rest and it lasts for 15 minutes per time used. As a bonus action for 5 spirit points, you can increase the time you have a given stand to 30 minutes. By using your bonus action this way, you roll your roulette wheel at the same time and can choose any stand you have previously rolled. By doing this, you gain access to a stand’s 14th-level features.
Additionally, in settings with the requiem arrow, one can pierce themselves as a bonus action to enter requiem mode for 1 minute. In requiem mode, one can roll the roulette wheel as a free action and can choose any stand you previously rolled. With any previously rolled stand, you gain access to requiem features as long as you have requiem active. You can reroll the wheel as many times as you would like when the requiem is active. Whilst you can only use requiem features for one minute, you still retain the 14th level and below features of your rolled stand until the rest of its time as your active stand is up (Ex: You rolled Za Wardo at any level. You roll Za Wardo at 20th level and pierce yourself with the arrow. You can use its 20th level abilities (Either Za Wardo Over Heaven or the World Ultimate) for 1 minute and have access to Za Wardo’s 14th level abilities and lower for 29 minutes afterward).
Mocking Bird[edit]
Stand of hospitality[edit]
The Public Enemy Alignment Stand does not have stats, instead being bound to a location. This location must be enclosed by four walls and have an entrance/exit, such as a hotel, Subway station, or Stadium.
- Hello and welcome to the Twin Lagoon Resort. We hope you enjoy your stay
At 3rd level, Your stand merges with a building such as a Hotel, this building can be no more than 500 feet wide, 500 feet long and one mile tall. As part of a long rest, if you are in your stand's location, you can add up to 10 security turrets or security guards to your stand's location. You can have up to 25 of these at a time. The turret can't been seen by people who can't see stands, attack on your turn and can have any of the following effects.
- Shocker When the attacks the target must make a Constitution saving throw or take 2d4 lightning damage and become paralyzed for 2 turns
- Catcher The target must make a Dexterity saving throw or be trapped in a net. The net is invisible to people who can't see stands.
- Sleeper The target must make a Wisdom saving throw or fall Unconscious for 1 hour or until a creature spends a action so slap or shack the creature awake
The guards use the stats of a Guard stat block except the use have a taser and have can use any of there effects once every 3 turns and can't leave your stand's area.
- Feature
At 5th level,
- Feature
At 7th level,
- Feature
At 9th level,
- Feature
At 11th level,
- Feature
At 14th level,
- Fight the power
At 20th level, you may enter Requiem for 1 minute as a bonus action. You may do so again after finishing a long rest.
Total Eclipse[edit]
Stand of Absorption[edit]
Total Eclipse is a Stand that absorbs light to bolster itself. Your Stand's abilities are all equal to your own, as they increase with light. 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 Dexterity modifier + your Charisma modifier. Your Stand is also proficient in unarmed attacks, and its unarmed attacks use a d4 for damage rolls.
- Light Absorption
At 3rd level, you gain the ability to absorb light from the surrounding area. The energy increases your Stand's stats with the more it absorbs. When in direct light of an object or the sun, you can take use your turn to focus Total Eclipse to absorb the light. On your next turn, you can select two of your Stand's stats and increase them by 1 for 1 minute, absorbing more light will allow you to gain another stack, increasing the duration by 1 minute per turn (2 stacks would be 2 minute, etc.). If you have light absorbed, you can opt to deal radiant damage instead of bludgeoning, but remove a round off the timer per attack action taken (multiple attacks in one round don't count individually, but the act of attacking itself). You may choose to do the radiant damage after the attack is rolled but before damage is applied. The total amount of stacks you can hold is equal to your Constitution Modifier
(Note, Hamon is not counted as light energy, and if the user is a vampire, holding in more than 2 minute of light will begin to count as being in direct sunlight)
- Feature
At 5th level,
- Feature
At 7th level,
- Feature
At 9th level,
- Feature
At 11th level,
- Feature
At 14th level,
- Total Eclipse of the Heart
Any and all light can be absorbed as a free action, and regardless of the amount of light taken in, your stats are boosted until the minute is up. Hamon can now be absorbed, and if the user is a vampire or a creature with weakness to sunlight or weakness to radiant damage, storing multiple stacks doesn't harm you. You may do so again after finishing a long rest.
Pumpkin Tide[edit]
Stand of Reversion[edit]
The Pumpkin Tide Alignment has good dexterity and constitution. Your Stand's dexterity is equal to your dexterity + your charisma modifier + 3. Your Stands constitution is equal to your constitution + your charisma modifier + 3. The rest of your Stand's strength, wisdom, intelligence and Charisma are equal to your own. Your Stand can move up to 10 ft. away from your character's position. Your Stand's AC is equal to 10 + your Stand's dexterity modifier + your charisma modifier.
- Shards of Reality
At 3rd level, your Stand is able to shatter reality and manipulate it's shards as an action. You or your Stand may:
- Throw 3 shards which have a range of 80/160 feet and deal 1d4 + your Stands Wisdom modifier in piercing damage . They can target any enemy/ies within range, they can all target one enemy or target three individual ones. You may spend 1 spirit point to throw an additional shard, as many times as your Wisdom modifier.
- Assemble a wall of shards in front of you or another creature within 30 feet of you. Being behind this wall grants 3/4ths cover.
- Create a 10 ft. area of shards within 30 feet of your Stand. This space counts as difficult terrain for all creatures but you. You may choose to place the shards in the same 10 ft. strip, or place two 5 ft. squares of shards in separate places. You may spend 1 spirit point to place another 5 ft. of shards, as many times as your Wisdom modifier.
- Bladed Barrage
At 5th level, you do not gain extra attacks from stacks of Exchange Blows. Instead, you and your Stand's unarmed strikes are laced with shards of reality. For each stack of Exchange Blows you possess, you or your Stands next unarmed strike deals an additional 1d4 piercing damage. If your stand is in the same space as you, you gain this feature in addition to your extra attacks, but cannot attack anymore in the same turn after landing 1 hit.
- Television Transition
At 7th level, you may instantly travel up to 60 feet away. This movement is considered teleportation and does not provoke opportunity attacks. This movement can be made in addition to your normal movement. If the feature is used, at the end of your turn you gain resistance to all damage until the start of your next turn. At 8th level, you may choose one creature within 30 feet of you. If the creature is willing, it travels with you. If it is unwilling, that creature must make a wisdom (Perception) saving throw against your Stand's Wisdom (Perception). The new positions of any creatures moved with this ability are chosen by you, but they cannot be moved more than 30 feet away from you. The number of creatures you can move with this ability (other than yourself) increases to 2 at 12th level, and 3 at 16th level.
- Shattered Time
At 9th level, you gain the ability to bash and break time itself until it shatters. Using your whole turn, you can use Shattered Time and become unable to use any other Stand User features other then Shattered Time. As the end of another creatures turn, you can rewind any creature's actions to their state from their previous turn (Ex: As a reaction to a goblin finishing it's turn, you can rewind the goblin to it's previous turn, effectively skipping it). After 3 rounds, the ability ends and you become able to utilize your other Stand User features again. Using this feature 3 times within 6 turns will give 1 level of exhaustion. You can spend 1 spirit point to reset the number of times you used it. At 17th level, you can activate Shattered Time with just your action.
- "Bold of you to defy me"
At 11th level, you may use your reaction to rewind one projectile or spell targeted at you or another creature within 15 feet of you, effectively cancelling it. If a spell is rewound with this feature the spell slot is regained, and any projectiles rewound are returned to the creature who fired them.
- Ticking Hands of Time
At 14th level, you can spend 5 Spirit Points to choose one {{5e|unconscious} creature within 15 feet of you. The creature must make a DC 15 Wisdom saving throw. On a success, the creature wakes up. If they have 0 HP when woken up, they are restored to 1 HP. On a failure, this creature becomes your celestial puppet, known as a Point. Your Point loses all of it's memories regarding people, places, and other physical things. It can still recount things it was taught, such as math and the world's history. Your Point trusts you unwaveringly, and will follow your orders without question. The Point gains a large symbol that hovers in front of their face, which is chosen by you when creating it. This symbol fully obscures their face, and cannot be magically removed. When creating the Point, you may choose 1 spell of 4th level or lower from the wizard spell list to give to your Point. The Point can cast the spell twice per its short rest without using a spell slot.
- Pumpkin Tide's Sommarfangel
At 20th level, you may transcend time; evolving your Stand into it's Sommarfangel form, for 1 minute as an action. In this state, your abilities have the following changes:
- Shards of Reality - You may spend one spirit point to throw 2 additional shards, rather than one. Your shard walls now grant full cover. You may spend one spirit point to set an additional 10 ft. of shards on the area, rather than 5 ft.
- Bladed Barrage - Each stack of Exchange Blows adds 1d8 piercing damage to your next Unarmed Strike, rather than 1d4.
- Television Transition - The maximum movement range of the feature increases to 120 feet, and you make take one additional creature with you when teleporting.
- Shattered Time - You can now shatter time as a bonus action at the start of your turn.
- "Bold of you to defy me" - You may rewind up to 3 spells or projectiles of your choice using the same reaction.
- Ticking Hands of Time - You may have up to 3 Points. If you have more than one Point when Sommarfangel ends, they still remain, but you cannot create more than one at a time until you enter Sommarfangel again. Additionally, the maximum level of the spells your Point can gain when you create them increases to 6th, and they can cast it 4 times per short rest. Like the 3 additional Points, these changes persist after Sommarfangel ends, but any new Points created outside of Sommarfangel do not gain these benefits.