Za Hando (5e Class)

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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 class takes inspiration from the Stand User Variant class. Additionally, at later levels, the abilities of the class become ridiculously powerful, so handle with care.

Za Hando[edit]

There exists a concept known as a Stand. Stands are a physical manifestation of one’s own fighting spirit, or mental state, usually being a combination of both. In other words, a physical manifestation of your soul. Stands can be many things, and can have many diverse abilities. Some Stands can even harm the user! Usually, though, Stands aren’t called Stands. Not in this world, at least. They are usually known as guardian angels, evil spirits, or particularly strong familiars. However, what if a Stand was awakened through means of destruction, banishment, or otherwise… Erasure? Well, you’d get the Stand of your character, the only Stand of its kind… The Hand.

Creating Za Hando[edit]

In what way did your power awaken? Was your mindset simply one of pure destruction? Did a part of your soul get taken away as punishment from the gods? Think of something creative, some way that this physical manifestation of ERASURE became part of you, as it is the thing that will drive your character.

Quick Build

You can make Za Hando quickly by first making constitution your highest ability score. The rest is up to you.

Class Features

As a Za Hando you gain the following class features.

Hit Points

Hit Dice: 1d4 per Za Hando level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Za Hando level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple and Martial Melee Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose 3: Athletics, Arcana, History, Investigation, Animal Handling, Survival, Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A piece of partial armor or (b) 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

Table: The Za Hando

Level Proficiency
Bonus
Features Spirit points
1st +2 Manifestation of Erasure, Scrape, Invisible Force 0
2nd +2 Exchange Blows 0
3rd +2 Spirit Points 3
4th +2 Ability Score Improvement, , Extra Hando Attribute 4
5th +3 Space Erasure 5
6th +3 Za Hando's Endurance 6
7th +3 I’m going to finish him off! 7
8th +3 Ability Score Improvement 8
9th +4 I’m just dying to erase your existence! 9
10th +4 That’s what I know in my heart! 10
11th +4 Concept Erasure 11
12th +4 Ability Score Improvement, , Extra Hando Attribute 12
13th +5 Erasure’s Endurance 13
14th +5 14
15th +5 He was destined to have a bad ending... 15
16th +5 Ability Score Improvement 16
17th +6 True Concept Erasure 17
18th +6 Will of Nothing 18
19th +6 Ability Score Improvement, , Extra Hando Attribute 19
20th +6 Absolute Erasure 20

Manifestation of Erasure[edit]

At 1st level, you have manifested The Hand. You can call out The Hand within your space or recall it as a bonus action. The Hand is controlled by you telepathically, acts on your turn, and uses your actions, bonus actions, and reactions. If you may make more than one attack when you take the Attack action, you and The Hand may make attacks. The Hand has the same size category and movement speed as you unless otherwise stated.

Any effects that target The Hand affect you instead, though any attack rolls or saving throws made as part of the effect are still made against The Hand. If both you and The Hand are targeted by an effect, only The Hand is targeted. The Hand can phase through creatures and objects, and you share its senses. When calculating The Hand’s ability scores, they may go up to 30.

The Hand’s Strength is equal to your Strength + your Constitution modifier + 2. The Hand’s Constitution is equal to your Constitution + your Constitution Modifier + 1. The rest of its ability scores are equal to your own. The Hand has an AC equal to 10 + The Hand's Strength modifier + your Constitution modifier. The Hand can move 5ft away from you and is proficient in unarmed attacks which it uses a d4 for damage rolls.

Scrape[edit]

Also at 1st level, any non-magical object or material you or The Hand touches with your dominant hand's palm will be erased. As long as said object or material isn’t alive, then it can be “scraped” out of existence. This feature can be used a number of times equal to The Hand’s Constitution modifier. If you or The Hand get a successful attack on an opponent wearing armor, then you can use a bonus action to use Scrape. Their AC decreases by half of the damage you did to them every time you do this until their armor is completely erased. You cannot erase anything else that is on an enemy unless you get an attack on them and use a bonus action to scrape it. If said item is a melee weapon that an enemy is holding, then you must willingly take damage from said weapon (the DM will roll the damage die for the enemies weapon as if they got a successful attack on you) before erasing it.

Invisible Force[edit]

Also at 1st level, The Hand is only visible to other creatures capable of casting spells, or that otherwise have magical / psionic abilities. Any damage dealt to The Hand is dealt to you unless stated otherwise. If a creature with no magic or magical abilities succeeds a DC 20 perception check, then they can still see The Hand.

Exchange Blows[edit]

At 2nd level, when you are damaged by a hostile creature, you make a DC 13 Constitution check. On a success, you gain 1 stack of Exchange Blows. You may have a number of stacks up to your proficiency bonus, and you may make an additional attack when you take the attack action for each stack you have, which does not consume the stack. You can use your bonus action to roll a check for an extra stack of Exchange Blows, as long as you have at least 1. You may spend 1 stack of Exchange Blows to make an attack against a creature at the end of their turn using The Hand as a reaction, and you may spend 1 spirit point or additional stack to regain your reaction after doing so. All stacks are lost at the end of combat.

Spirit Points[edit]

At 3rd level, The Hand'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. The Hand 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 long rest.

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.

Extra Hando Attribute[edit]

At 4th level, and again at 12th and 19th level, you gain an extra attribute to The Hand of your choice. The list of attributes to choose from is found at the bottom of this class.

Space Erasure[edit]

At 5th level, you learn that you can erase more than just objects. By using the “Scrape” feature on an empty space within 5ft of you as a bonus action, you can erase space itself. The universe forces that space to be filled by something, but you get to decide whether you want to propel yourself 20ft forwards or propel an enemy or object towards you. When you enter an enemies range with this feature, you do not provoke an attack of opportunity, but if you pull an enemy towards you, you can use your reaction in order to attack them (as long as they are within range). You can expend a spirit point to use this feature again, even though you already used your bonus action.

Za Hando's Endurance[edit]

At 6th level, your AC when not wearing armor is equal to 10 + The Hand’s Constitution modifier. Furthermore, when you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. If you are restrained, you may expend 1 spirit point as a bonus action to immediately break free of it.

I’m going to finish him off![edit]

At 7th level, if an enemy creature tries to leave the combat, take the dash action, or leave your / your allies’ range, you can use your reaction in order to erase space and bring them back to the space they were originally in, wasting their movement. For 2 spirit points, you can also make them become prone.

I’m just dying to erase your existence![edit]

At 9th level, The Hand still can’t erase living things, but its power to erase is beginning to enhance its general power. The Hand’s die for unarmed damage is now a d6. Additionally, The Hand can now use its reaction to erase a ranged attack aimed at you or an ally within 20ft of you.

That’s what I know in my heart![edit]

Starting at 10th level, you live for and thrive in combat; you can add your Constitution modifier to your initiative rolls. You also become immune to both the charmed and frightened conditions.

Concept Erasure[edit]

At 11th level, you’ve learned that “space” is simply a concept, and that if The Hand can erase it, then The Hand can erase any concept! Of course, it will take training and time in order to unlock its full power. For now, by spending a spirit point, you can make someone blind by erasing their sight, deaf by erasing their hearing, or cause them to gain 1 level of exhaustion by erasing their hydration. The opposite is also true, as you can erase conditions from someone suffering from them for 2 spirit points. You can also erase slightly more abstract things such as emotions, thoughts, and specific memories.

Erasure’s Endurance[edit]

Starting at 13th 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. If moving through difficult terrain, The Hand can simply erase said terrain and turn it into normal terrain. Additionally, with its non-dominant hand, The Hand and you (while The Hand is summoned) can now return objects that it’s erased, and can even give concepts to other people to benefit or hinder them.

He was destined to have a bad ending…[edit]

At 15th level, The Hand’s unarmed strikes are counted as magical (and its scrape can now therefore erase magical items / materials), and its unarmed damage die becomes a d8. Additionally, you can now erase living things. For 2 spirit points, If something is a size category smaller than you or more (1 less spirit point cost), then you can erase the lower half of that creature and take away half of their total hit points and half of their movement speed permanently. For 4 spirit points, if something is of the same size category as you or larger (2 more spirit point cost), then you can erase a body part of the creature (not the head or torso), taking 15% of that creature's total hit points permanently and the use of the limb that was erased.

True Concept Erasure[edit]

At 17th level, you can now fully erase any and all concepts with the “Scrape” feature. This is an incredibly powerful, incredibly versatile ability, which you must discuss the effects of with your DM to fully use in a campaign.

Will of Nothing[edit]

Beginning at 18th level, your connection to the non-concept of erasure has given you the ability to ignore some of the most detrimental conditions of battle. You gain immunity to the blinded, stunned, deafened, poisoned, and petrified conditions, and may use the Za Hando’s Endurance feature without spending spirit points. Additionally, The Hand is no longer limited to its hands in order to erase and un-erase, as it can now use anything to do so, even being able to switch which hands are capable of said thing.

Absolute Erasure[edit]

At 20th level, you can erase… Anything. The Hand no longer has to touch whatever it erases, as it can erase anything within its line of sight, without cost. You yourself gain The Hand’s ability scores. If the thing that The Hand wants to erase is alive, then it cannot fully erase it if its Constitution score is equal to or above The Hand’s. Otherwise, The Hand’s power to erase is now… Limitless.

Extra Hando Attributes[edit]

The following is a list of attributes that can be chosen from at 4th, 12th, and 19th level via the Extra Hando Attribte feature.

Blazing Fists

When you or The Hand are targeted by any form of action that deals damage by physical means (i.e. most sources of psychic damage wouldn't count, almost all sources of bludgeoning, slashing and piercing damage would), you may take any action of your choice as a reaction to initiate a Blazing Fists contest. If either action is an attack roll(s), it automatically hits. If either action requires a saving throw(s) that changes how much damage the target takes, the creature automatically fails. Whichever effect deals the least damage instead deals half as much damage to the creature that used it.

Stand Leap

The amount The Hand can push, pull, and lift are doubled, and your jump distances are doubled while you are within 5ft of The Hand. Additionally, you may make any form of applicable jump as an action, or bonus action for 1 spirit point,

Cardiac Massage

As an action, you may enter a death-like state by stopping your heart. This does not affect The Hand for 18 seconds (3 rounds). If you stay in this form for 20 minutes, you die instantly. As an action for 1 spirit point, The Hand 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 drop to 1 hit point and lose the aforementioned conditions. If you stopped your own heart with this feature, you may restart with The Hand as a bonus action.

Stand Shrinking

As a bonus action, you may focus on The Hand, shrinking it to any size of your choice lower than its original, but you must maintain concentration. Additionally, The Hand’s constitution score now has a maximum of 34.

S-Tier Power

The Hand counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. Additionally, it gains an additional unarmed damage die (meaning if its a d4, it becomes 2d4, if its a d6, it becomes 2d6, etc). The Hand’s strength score now has a maximum of 34.

S-Tier Speed

Your and The Hand’s speed increases by 15ft. Additionally, you may use your reaction to erase the melee weapon of a creature that is attacking you or (next thing requires the “Space Erasure” feature) is within 20ft of you and attacking you or an ally.

S-Tier Range

The distance The Hand can be from you is tripled. You may spend 2 spirit points as a bonus action to double that range again 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

The Hand gains a +2 bonus to its AC, and can use its reaction for two spirit points in order to halve the damage you take from an attack. The Hand’s dexterity score now has a maximum of 34.

S-Tier Precision

As a bonus action for 1 spirit point, or as a free action for 2 spirit points, you may cause your 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. When The Hand would deal no damage from missing an attack, it instead deals half as much.

S-Tier Potential

The Hand can adapt to any challenge. Every 2 levels starting from when you take this attribute, one of The Hand’s ability scores increases by 1.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Za Hando class, you must meet these prerequisites: Constitution 14 and Strength 14

Proficiencies. When you multiclass into the Za Hando class, you gain the following proficiencies: Light armor, Simple weapons, and Martial weapons.


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