Stand User Variant (5e Class)

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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 is intended for the JoJo's Bizarre Adventure campaign setting, and thus isn't generally balanced for typical play straight out of the box. See Balancing for Traditional Play for more information.

Stand User Variant

Stands are, in their basic form, the spiritual manifestation of one's own soul and strength. They come in many shapes and sizes, from the fast and mobile, the secretive and deadly, and the slow but measurable in their destructive power. Some stands are stronger than others, those who are born into the "Joestar" bloodline tend to have stronger but those who have been touched by "The Arrow" more than once are able to tap into their stand's true strength and obtain a "Requiem Stand". Stands are only visible by those who bear stands or to those who have latent ability, magi and the likes.

Stands.png
Various humanoid Stands, [Source].

Creating a Stand User

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? Were you hit by the Arrow to get your stand or are you part of the Joestar bloodline, destined to become a hero.

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: 1d8 per Stand User level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Stand User level after 1st

Proficiencies

Armor: Light and Medium Armor
Weapons: Simple Melee and Martial Melee Weapons
Tools: one of your choice
Saving Throws: Strength, Charisma
Skills: Choose 2: Nature, Perception, Athletics, Acrobatics, Investigation, and 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
  • (a) A Tarot card to name your Stand off of or a piece of music. or (b) A Piece of the Arrow (DM determined)

Table: The Stand User

Level Proficiency
Bonus
Features Spirit points
1st +2 Manifestation of Will, Stand Proud Focus, Invisible Force 0
2nd +2 Exchange Blows, Exploit the Armor 0
3rd +2 Denting blows, Stand User Path Feature 3
4th +2 Ability Score Improvement 3
5th +3 Stand User path feature 4
6th +3 Stand User's Endurance 4
7th +3 Stand User Path Feature 5
8th +3 Ability Score Improvement 5
9th +4 Stand User's path feature 6
10th +4 Ari Ari Ari Arrivederci! 6
11th +4 Stand User's path feature 7
12th +4 Ability Score Improvement 7
13th +5 Long Travels 8
14th +5 Stand User's path feature 8
15th +5 Stando Powa! 9
16th +5 Ability Score Improvement 9
17th +6 Unbreakable Will 10
18th +6 Seasoned Stand 12
19th +6 Ability Score Improvement 15
20th +6 Requiem 20

Stand User's Features and Abilities

Manifestation of Will

You can call out or recall your Stand as a bonus action. When you call out your Stand, it occupies the same space as your character, and will follow you of its own accord unless you tell it otherwise. Your Stand has the same size category and movement speed as you unless otherwise stated. You can telepathically order your Stand to move as a bonus action, but ordering your Stand to interact with its surroundings (attack, lift something, etc.) you use up your action for that turn. Your Stand is immune to spells that buff or debuff a creature (Haste, Longstrider, etc.) and any effects of spells that target your Stand affect your character instead. You stand can phase through creatures/objects and everything seen by your stand is also seen by you. A stand's ability scores are not capped at the usual 20 that player stats are capped at and rather they can go up to 30 as they are often beings of immense speed and power often far beyond the capabilities of humans. Your Stand’s movement speed is equal to your own unless otherwise stated. Until you gain your Stand User's Path at 3rd level, your Stand uses the Stand Alignment: Any Way You Want It listed at the end of this class's features.

Spirit Points

Many Stand abilities require expending Spirit Points to activate. The number of spirit points you have is shown in the Stand User table. You regain all expended Spirit Points after completing a long rest.

Stand Proud Focus

Stand Users live for combat in all forms. They have trained their minds as well as bodies to focus in the heat of battle. While a user is not wearing armor, they take 3 less damage from non-magical piercing, slashing, and bludgeoning damage. They also gain advantage on saving throws to avoid becoming charmed, frightened, and paralyzed.

Invisible Force

Your Stand is only visible to other Stand Users and to strong magic users or Psions. Any damage dealt to your Stand is dealt to you unless stated otherwise. A creature that you have your Stand interact 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.

Exchange Blows

At 2nd level, when a Stand User is damaged by a hostile creature, you make a DC 11 Constitution check. On a success, you gain 1 stack of Exchange Blows. You can only have up to your proficiency bonus amount of stacks, and you may make an additional attack when you take the attack action for each 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. These extra attacks are shared by both you and your Stand. Using extra attacks during your turn does not consume the stacks. You may spend 1 stack to make a melee attack against a creature during their turn if they are within range without using a reaction. All stacks are removed once you can no longer fighting any hostile creatures.

Exploit the Armor

Starting at 2nd level, you learn to exploit the weakness in a creature's armor, causing you and your Stand's successful melee attacks to a creature to ignore 1 point of their armor class per hit. This feature can stack with every successful hit up to 5 stacks. If their AC becomes less than 5, their AC instead becomes 1 and cannot go lower nor higher. This effect persists for the next 24 hours.

Stand User's Path

At 3rd level, Stand Users choose a specified path to follow that shapes the abilities of their stand and their destiny. All Stand User's Paths 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 alignment at 5th, 7th, 9th, 11th, 14th, and 20th level.

Denting Blows

At 3rd level, if you are grappling a creature or being grappled, your and your Stand's attacks do not miss and you add your proficiency bonus to the damage roll if its not there already. Roll to attack to determine if you can score a critical hit. If the creature has an AC of 5 or less, it automatically takes critical damage, but roll to attack anyway to see if they take critical damage again. This feature extends to creatures who are too large to be grappled as long as you climb on to them. Furthermore, unarmed and gauntlets both now have the Light and Finesse properties when used by you or your stand. You can now attack with your stand using your bonus action as well; this does not require you to make an attack with you or your stand beforehand.

Ability Score Improvement

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

Starting at 6th level, your AC when not wearing armor is equal to 10 + your Constitution modifier + your Dexterity modifier. Furthermore, when you are forced to make a Strength or Constitution saving throw that causes you to take half damage if you succeed, you instead take no damage if you succeed and 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; you can then use your bonus action to break out of any further restraints put on you by the same creature without spending any spirit points.

Ari Ari Ari Arrivederci!

Starting at 10th level, you live for and thrive in combat; you can add your Strength or Charisma modifier to your initiative rolls. You also become immune to both Charmed and Frightened conditions.

Long Travels

Starting at 13th level, your travels have caused you to adapt to the rough obstacles you face. You cannot become exhausted from environmental hazards. When you complete a short rest, you recover twice the normal amount of hit points and remove 1 level of exhaustion. Furthermore, you can now use your bonus action to dash or disengage.

ORAORAORA

At 14th level, your Strength and Constitution scores can not be reduced, and your hit point maximum can not be reduced. You gain advantage to attack rolls against any creature you have successfully landed a hit on the same turn. Furthermore, you automatically gain 1 stack of Exchange Blows instead of rolling for them. Your critical hits for both your and your stand's attack rolls are now 18-20.

Stando Powa!

At 15th level, you now gain 1 stack of Stando Powa! each time you or your Stand fail an attack roll against a creature. When a creature makes an attack against you, you can use 1 stack of Stando Powa! to completely negate the damage/effect; this does not consume a reaction. Projectiles are deflected and attacks are countered by you or your Stand's weapons. Furthermore, if you fail an attack roll, you may expend 3 stack of Stando Powa! to change the failed roll into a success. You can have up to your proficiency bonus amount of stacks. If you are at max stacks, you may expend all of them instead of the usual 1 stack to have your attack become a critical hit that uses the maximum damage roll. You do not gain stacks from a successful hit caused by expending a stack. Stando Powa! stacks stay with you until you are no longer fighting any hostile creatures.

Unbreakable Will

Beginning at 17th level, your years of battle have given you the ability to ignore some of the most detrimental conditions of battle. You are immune to being blinded, stunned, or poisoned. You no longer take extra damage from critical hits and hostile creatures cannot gain advantage on you from you being restrained.

Seasoned Stand

At 18th level, your stand gains +5 to hit and all damage from your Stand's attacks are doubled, if they were proficient with whatever they were using. If your stand is in the same space as you, you also gain these bonuses. At 20th level, they gain +7 to hit and damage is tripled instead.

Requiem

Beginning at 20th level, you can touch your Stand with the arrow as a bonus action. It gains a powerful, unique bonus that is Path specific. Your Stand can now move an additional 15 ft. away, you gain an additional action on your turn, you can move your Stand as a free action, and your Stand Proud Focus extends to all forms of damage.

Stand User Archetypes

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.

The following are archetypes found within the series itself. For original creations, see OC Stands (5e Subclass). For a community workplace for incomplete archetypes, see Work In Progress Stands (5e Subclass).

Stand User Variant, Original Universe Archetypes (5e Subclass)

Stand User Variant, Spinoff Universe Archetypes (5e Subclass)

Stand User Alignment: Any Way You Want It

Stand of Potential

The Any Way You Want It Stand has limited application. Your Stand's Strength, Dexterity, Constitution, Intelligence, 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 Dexterity modifier + your Charisma modifier. After you gain your Stand User's Path, unless you only take the below Additional Features, you can not summon this Stand.

Additional Features

The following are features that are not unique to any individual Stand, but require specific training to acquire. They can be taken in place of any Stand User class features, including Ability Score Increases and Alignment features, or as core class features using any variant rule that allows leveling beyond 20th level. Alternatively, a DM may choose to grant them to a creature as a reward.

Blazing Fists

When you 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. Which ever effect deals the least damage instead deal half as much damage to the creature that used it.

Stand Leap

The amount your Stand can push, pull, and lift twice as much, 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 drop to 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 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 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.

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 deals 1 additional point of damage for every die of damage it deals (i.e. if it would deal 1d4+1, it instead deals 1d4+2, but if it would deal 3d10+1, it instead deals 3d10+4). You may spend 1 spirit point to deal an additional +2 damage per die.

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 Dexterity Stand's 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, and damage threshold. 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 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 your Stand would deal no damage, it instead deals half as much. When your Stand would deal half as much damage, it instead deals full damage.

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 + your Charisma modifier + 3 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.

Enhanced Requiem

If your Stand's Requiem feature grants the ability to enter a Requiem form, the time limit is doubled. Alternatively, if your Stand's Requiem feature can only be used a certain number of times, the maximum number of times it can be used increases by 1, and this additional use is regained whenever the initial use is regained.

Balancing for Traditional Play

Due to doubling the number of spaces a player can threaten at any given moment, constant partial invisibility, and numerous other powerful features, this class is more powerful than other 5e classes. The following variant rules are intended to bring this class closer inline to core classes.

d4 Hit Die

This class's hit die is changed from a d8 to a d4, but the player's Stand takes half as much damage from all sources.

Level Offset

At 1st level, a Stand User does not gain Stand Proud Focus, and all level requirements for all features gained by this class past 1st level are increased by 1. At 2nd level, the player gains Stand Proud Focus.

Path Restrictions

While most Stand User's Paths are relatively balanced within this class's intended campaign setting, balancing encounters can be incredibly difficult for some, even with the above changes. The following paths should be restricted from player access without debate: The Star, Anubis Variant, The World, Diamond, Queen, Experience, King, Stone Free, Whitesnake, Grass, Dirt Cheap, Killer Queen AU, Wonder of U. Additionally, players should present the archetype they wish to use to their DM days in advance, be kind if your DM doesn't think they can handle something with a particularly crazy power.

Multiclassing

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: Light armor, Medium armor, Simple weapons, Martial weapons.



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