Stand User (Custom) (5e Class)

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Stand User (Custom)[edit]

Your next line is, "Good Grief, aren't there enough Stand User Variants on this site?" While you might think that, this Stand User variant is for those who desire to make their very own stand and is designed to be geared towards the more creative to create a custom Stand. No Star Platinums or The Worlds over here.

Stand Users come in all shapes and sizes. Tall, small, wide, scrawny, even some animals have acquired stands. Now it's time to develop yours. How your stand looks, sounds, and its name are up to you, while the rest, powers, skills, and general capabilities will be up to this handy dandy page.

Hold up pal...[edit]

Before you continue further you should know there are requirements to be a Stand User. Such requirements are:

-Having a charisma score of 14 or higher

-Having a soul (No constructs)

-Not having an existing class (Multi-classing ain't an option here)

Got all of these boxes checked? Good, then let's get to it!

One such gifted Stand User and his Stand: KILLER QUEEN!

Creating a Stand User (Custom)[edit]

The world is full of many strange things and now you have joined the ranks of them. Sometime in your life you discovered you have an incredible gift: A STAND! But how did this Stand come into your possesion? Were you born with it? Were you gifted it by the power of the Bow and Arrow? Or were you cursed, and through sheer will and good fortune were able to overcome the unspeakable illness that plagued you for 50 days and nights? Whatever the case, welcome to the world of Stand Users!

Quick Build

You can make a Stand User (Custom) quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength if you are choosing to focus on Durability/Power or Dexterity if you are choosing to focus on Speed/Precision. Second, choose the Folk Hero background. Your starting wealth is 4d4 x 10 gold

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level after 1st


Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose any three


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

  • (a) leather armor and a shield or (b) leather armor and a martial melee weapon
  • (a) a sling and 60 bullets or (b) a hand crossbow and 20 bolts
  • (a) a martial melee weapon or (b) a simple melee weapon
  • (a) an explorer's pack or (b) a scholar's pack

Table: The

Level Proficiency
Features Will points
1st +2 Manifest Stand, Stand Focus 0
2nd +2 Stand Power, Will Points 2
3rd +2 Style Feature 4
4th +2 Ability Score Improvement 5
5th +3 Second Focus 5
6th +3 Battle Flurry 6
7th +3 Style Feature 6
8th +3 Ability Score Improvement 7
9th +4 Improved Critical 7
10th +4 Battle Flurry Improvement 8
11th +4 Stand Power Improvement 8
12th +4 Ability Score Improvement 9
13th +5 Third Focus 9
14th +5 Experience is Power 10
15th +5 Style Feature 10
16th +5 Ability Score Improvement 12
17th +6 Final Focus 15
18th +6 Style Feature 18
19th +6 Ability Score Improvement 21
20th +6 Ultimate Stand Power 24

Manifest Stand[edit]

Starting at 1st level, you are able to manifest your Stand. As a bonus action you may manifest your Stand and as an action you may command it. It acts on your command and can do anything you can do, including speak, hear, and even attack, but is unable to see on it's own. Attacking with your Stand deals 1d6 + your Strength + Dexterity modifier.

It can move within a 40 foot radius of you, has a movement speed of 20 feet, and can pass through physical objects, though if you are unable to see your Stand it will become near impossible to command it. Your stand is also immune to all effects that increase or decrease a creature's abilities, such as True Seeing, Sleep, or Resistance. These effects do not apply to your Stand and only can be applied to you, though you may use some spells to aid you in using your Stand, such as True Seeing.

As a note of reference, you may only use any of your other features should your Stand be manifested, unless specified otherwise. It should also be noted for reference that ordinary people cannot see your Stand. Only you and other Stand Users can see it.

Stand Focus[edit]

Also starting at 1st level, your Stand gains a focus. This focus will determine future options for powers and abilities, so choose wisely. You are able to choose from the following focuses:

The ability to have strength and raw fighting energy. Choosing this as your focus will allow your stand to make powerful attacks with its bare hands. These attacks deal 1d10 + your Strength modifier of bludgeoning damage.
The ability to move quickly. Choosing this feature will boost you and your Stand's movement speed to 40 feet.
The ability to be far away from the user. Choosing this focus increases the range of your Stand to a radius of 80 feet. However, any attacks made with your stand at a range beyond 40 feet deal half damage.
The ability to have your stand manifest and protect you from harm. Choosing this as your Focus will give you the feature Unarmored Defense, making your AC equal to 10 + your Charisma Modifier + your Strength Modifier. Your Stand must be within 5 feet of you to have this feature take effect.
The ability to react quickly or make precise movements. Choosing this as your focus will give you the ability to reduce the damage of incoming projectiles. With this feature you may use your reaction to reduce the damage of incoming projectiles by 1d10 + your charisma modifier + your Stand User Level.

Will Points[edit]

At 2nd level, you manifest your will into abilities that your Stand can use. You start with one of three abilities:

Stando Rush
You can spend 1 will point to allow your Stand to take the attack action twice on your turn.
Advantage of Will
You can spend 1 will point to add 1d6 to your Stand's roll.
Stone Will
You can spend 1 will point to give yourself immunity to any condition you may not already be immune to for 1 minute.

Stand Power[edit]

At 2nd level, you unlock the true strength of your Stand. You have developed a Stand Power. Spells will function as your Stand's power and you may choose 2 cantrip and 4 spells. You may change these spells upon gaining a new level. The level of these spells must be less than or equal to half your Will Points (rounded down), with a maximum spell level of 8th. To use the spell, you expend a number of Will Points equal to the spell's level. Your spell casting ability is Charisma and your spell save DC is = 8 + your Charisma modifier + your proficiency bonus. Your spell casting class is Sorcerer.

Stand Styles[edit]

At 3rd level, you chose a Stand Style. Choose between The Style of The Act or The Tarot, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 18th.

Ability Score Increase[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.

Second Focus[edit]

At 5th level, you can choose a second focus for your Stand. You may also improve your current focus. If you are choosing a second focus, then refer to the list provided in the class feature Stand Focus. If improving your current focus, then refer to the list below.

Your Stand's power has grown. Your attacks with your Stand's bare hands now deal 2d8 + your strength modifier of bludgeoning damage. However, your Stand's range is cut in half.
Your stand's speed has increased. Your stand now moves quickly enough to make an extra action on your turn.
Your Stand has even greater range. Your Stand gains a range of 120 feet. However, any attacks made with your stand at a range beyond 80 feet deal no damage.
Your Stand has even more protective power. In addition to your previous feat, you may spend 1 Will point your Stand may take the dodge action for you.
Your Stand moves very precisely and has great reaction speed. In addition to your previous feet, you may spend 1 will point to give your stand advantage on an action on your turn.

Battle Flurry[edit]

At 6th level, you release a battle cry that causes your stand to let loose a flurry of attacks. As an action while your stand is manifested, you may spend 3 of your will points, choose a target within 5 feet, and release a battle flurry. Should this attack successfully hit, roll 1d4 + your charisma modifier to determine the amount hits in your flurry. The damage of battle flurry is then equal to 1d6 x the amount of hits in your flurry.

Improved Critical[edit]

At 9th level, your Stand attacks score a critical hit on a roll of 19 or 20.

Battle Flurry Improvement[edit]

At 10th level, your battle flurry damage die is increased from 1d6 to 1d8 and your flurry hit die is increased from 1d8 to 1d10.

Stand Power Improvement[edit]

At 11th level, you learn 1 additional spell and the cost of all spells above 3rd level are reduced by 1 Will point.

Third Focus[edit]

At 13th level, you can choose a third focus for your Stand. You may also improve your current focus or, if you have one, your second focus. If you are choosing a second or third focus, then refer to the list provided in the class feature Stand Focus. If improving one of your two focuses, refer to the list provided in the class feature Second Focus. If improving a focus that you have already improved, then refer to the list below.

Your Stand's power has become incredible. Your attacks with your Stand's bare hands now deal 3d8 + your strength modifier of bludgeoning damage. However, your Stand's range is cut in half once again, reducing it to a fourth of it's former reach.
Your stand's speed is tremendous. Your Stand automatically reacts to danger and prevents creatures from making sneak attacks against you.
Your Stand has even greater range. Your Stand now is capable of becoming an Automated Stand. Its range is unlimited and can perform basic routines and seek out targets without you for up to 1 hour. The damage your Stand receives while automated does not translate to you. Your Stand instead has health equivalent to your hit die x half your Stand User level rounded down. If your Stand is defeated, it returns to you. Your Stand is unable to use features or expend will points, only capable of taking out a selected target with the attack action, taking out those who stand in its way, and chasing down your target. Using this ability expends 5 will points.
Your Stand has even more protective power. In addition to your precious feat, while your Stand is manifested and within 5 feet of you, you have resistance to two damage types. Choose two from lightening, cold, fire, necrotic, force, or acid.
Your Stand is amazingly precise. In addition to your previous feat, your Stand can now memorize events, people, and images and illustrate them perfectly, only requiring a method to display them such as a pencil and piece of paper or a brush and canvas.

Experience is Power[edit]

At 14th Level, Your experience in battle has given you a wealth of wisdom and hardened your fighting spirit. You permanently boost both your Strength and Wisdom by 2.

Final Focus[edit]

At 17th level, your Stand acquires one last focus. You may either gain a first level focus or upgrade a first level/second level focus.

Ultimate Stand Power[edit]

At 20th level, you master the powers of your Stand and unlock a final ability. You choose one 9th level spell from any class as your Ultimate Stand Power and may use this once per day without expending Will points. Your use of this ability is recovered after a long rest. If it's the Wish spell you will still undergo the stress period, but there is always a 100 percent chance you can cast it again.

The Act[edit]

This style of stand particularly rare among users, as this style focuses on multiple power levels to a Stand, each increasing the power substantially. Recommended for Stands with lower power.


At 3rd level, you learn how to take advantage of success and strike while the iron is hot. Upon a critical success, you may take an extra action with your Stand. This ability does not stack with multiple critical successes.

Act 2

At 7th level, your Stand gains what is called a "Second Act". This is a new version of your Stand that you may call upon at will. By spending 3 will points, you may call upon your Second Act for 5 minutes. This version of your Stand has temporarily improved focuses, increasing their improvement level by one. If you have two base level focuses, they are both now level 2 focuses. If you have one level 2 focus, it has become a level 3 focus. If you are unsure of the abilities provided by the improvement of your focus/focuses, refer to the lists provided in the class features Second Focus and Third Focus.


At 15th level, your power extends to others in your party. You may expend a Will point to applaud an ally for a successful action on their turn and bless them with a bit of your Stand's power, giving them a chance to perform a second action. This ability does not stack with multiple successes.

Act 3

At 18th level, your Stand gains a Third Act. This is your final and most powerful version of your Stand. You may enable this form of your Stand for 1 minute by expending 6 Will points. In this new form, your Stand's range is cut to a mere 15 feet, unless your Stand's range should be shorter. However, not only do you retain the temporary focus improvement of your Second act, your Battle flurry cost is reduced to 2 will points and it gains an element or condition. Your first option is you may choose to add an element (such as fire, electricity, necrotic, or cold) to add 3d8 of that element's damage to your flurry. Your second option is to add a condition that afflicts your opponent (stunned, restrained, or blinded). The condition ends when your Third Act ends.

The Tarot[edit]

This Style of stand is particularly common among those who are part of a greater journey. Even if their role is small, it plays a part in a grander scheme and the fates smile upon them with power.

I'll be the Judge

At 3rd level, you gain proficiency in insight and arcana or expertise if you were already were proficient. Additionally, you have advantage on any skill check that involves convincing or decieving others.

Guiding Stardust

At 7th level, you learn how to read the stardust in the sky and can tell small parts of the future. As part of your long rest, you may make a wisdom check to read the sky for future knowledge. You may reveal the path to a location, a face, a name, an image, or message. Depending on your DM, you may reveal incredible knowledge or cryptic secrets.

Fate of a Fortune Teller

At 15th level, greater powers and a fair amount of intelligence has granted you powerful foresight. As a bonus action, you expend 1 will point, select a target, and become able to see what it's next action will be. You and any creatures within 10 feet of you have advantage against the target's next action.

Mark of the Devil's Luck

At 18th level, a mark appears on your ear as given by a greater power, granting you even greater luck. Twice per day, you may re-roll any failed check or saving throw. You must take the new number, unless it is lower than the previous roll.

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