Stand User Variant (5e Class)

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Contents

Stand User Variant

  • Note: I used the Berserker Class as a template, things that are worded as such will be changed at the completion of this class

Description

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.

SPTW_Key_Art.png
Types of Stands, like Star Platinum, have incredible strength and dexterity

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: 1d10 per Stand User level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + 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 pair of Gauntlets 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. 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 stats are not capped at the usual twenty that player stats are capped at and rather they can go up to thirty 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.

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 heavy armor they take 3 less damage from non magical piercing, slashing, and bludgeoning damage. They also gain advantage against Charm, Frighten, and Paralysis saving throws.

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. A creature that you have your Stand interact with must make a DC 25 wisdom saving throw. If they fail, the Stand remains invisible to them. Otherwise, they become aware of the stands presence but only after they get attacked by it.

Exchange Blows

At at 2nd level, when a Stand User is damaged by a hostile creature, you make a DC 11 constitution check to see if you can gain 1 stack of Exchange Blows. On a success, you gain an extra attack when you or your stand uses a melee attack. You can only have up to your proficiency bonus amount of stacks and you gain an extra attack 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 attack a creature, using either your or your stand's melee attack that attacks you 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 unit of their armor class (1 AC 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 third level, Stand Users choose a specified path to follow that shapes the abilities of their stand and their destiny. They can hone their damage-dealing capabilities by following the Star Alignment, Use psychography, vines, and Hamon to fight with the Hermit Alignment, Manipulate the battlefield with Hierophant Alignment, become an agile, close range based attacker by following the Chariot Alignment, Consume your enemies with the Temperance Alignment, Bend the earth to your command with the Fool Alignment, confound your enemies and trap their souls with the Osiris Alignment, Become a nigh-unkillable, team supporting tank by following the World Alignment, Become the ultimate healer and regenerator by following the Diamond Alignment, Scrape away space to trip up foes or blink across the field with the Hand Alignment, Manipulate sound and stop enemies in their place with the Echoes Alignment, become a devastating foe to be reckoned, dealing major explosive damage with the Queen Alignment, control forces of life with the Experience Alignment, manifest versatile zippers with the Sticky Fingers Alignment, capture the past with The Blues Alignment, Fire with the precision of a god with the Pistol Alignment, Create and manipulate a deadly virus to attack and destroy enemies with the Haze Alignment, Unleash a barrage of aggressive firepower with the Aerosmith Alignment, Master the forces of ice to freeze foes and the battlefield with the Album Alignment, Command destiny itself with the King Alignment, Control the very forces of gravity and accelerate time with Snake Alignment, Become a marksman with infinite power choosing the Tusk Alignment, Manipulate dimensions with The Dirt Cheap Alignment, or become and command the deadly and verocious monsters of the prehistoric age with the Scary Monsters Alignment.

Certain Stands are “phenomenons”. These Stands can not be summoned externally and instead grants the user their stats when summoned. Certain phenomenon Stands, such as the Scary Monsters Alignment, have restrictions on being summoned.

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 12 + your Constitution modifier + your proficiency bonus. Furthermore, when you are forced to make a STR or CON 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. You also become immune to paralysis and cannot be forced prone by any means unless you choose to do so as an action. 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; starting at level 10, 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 using dash or from environmental hazards. When you complete a short rest, you recover double 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. 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 your 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 max 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 level 17, 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 if you are 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 level 20, you 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 15ft 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.

Archetypes

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 Alignment: The Star

Stand of Strength

The Star Alignment Stand has balanced strength and dexterity. Your Stand's strength is equal to your strength + your charisma modifier + 3, your Stand's dexterity is equal to your dexterity + your charisma modifier + 3, and your dexterity score can go up to 24. The rest of your Stand's constitution, intelligence, wisdom and charisma are equal to your own. Your Stand can move up to 10ft away from your character's position. Your Stand's AC is equal to 10 + your Stand's strength modifier + your charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls.

Fury Of Fists

At 3rd level, you gain the following ability: A Stand User may spend 1 spirit point to gain the ability to go into Fury of Fists as a bonus action, which lasts until combat is over. While in Fury of Fists mode, you gain the following benefits: you may dash or make a trip attack (you can attempt to knock a large or smaller creature prone) as a bonus action each turn. Make a melee attack against the target and gain two extra attacks (stacks with Exchange Blows attacks). On a hit, the target takes 2d6 + your proficiency bonus bludgeoning damage from your stand's fists (the damage die increases to 2d8 at level 8, 2d10 at level 12 and 4d6 at level 18). The target must also succeed a strength saving throw versus your DC (8 + your Stands STR MOD + your proficiency bonus). Upon failed save the target is knocked prone. At 6th level, while you are in Fury of Fists, you are unable to fall asleep or become unconscious.

ORA

While in a Fury of Fists, you can use your reaction to make an attack against any creature in range. You can also use any extra attacks you have after making an attack, but they can only be used on the creature that attacked you. You can only use this feature if they are within 10 ft of you. If your stand is not near them, your stand will teleport to the nearest location possible. The creature you use this feature on can use its action to half the damage it takes from this when you use your reaction, but doing so will cause all of your attacks to always hit until the start of your next turn. If the creature uses its action to take half damage from this feature, you can expend 1 spirit point to negate it and deal normal damage while retaining the ability to always hit the creature until the start of your next turn.

Star Finger

Starting at level 5, you may make a ranged attack by extending your Stand's fingers that deals 1d4 + your proficiency bonus piercing damage at a range of 30 ft using your action. This attack does not miss. Damage increases to 2d4 at level 12, 3d4 at level 15, and 5d4 at level 18. You may spend 1 spirit point when you use Star Finger to have your attack stun the creature until the start of your next turn.

Precise Movements

Starting from level 7, you gain an advantage and are proficient in perception checks and cannot be taken by surprise. In addition, difficult terrain does not negatively affect your movements. When you are forced to make DEX saving throws where you take half damage on success, you instead take no damage on success and half damage on failure. If you fail a DEX saving throw, you can spend 1 spirit point to treat it as if you succeeded.

Because You Pissed Me Off

Starting at 9th level, when attacking a prone creature while in Fury of Fists, you and your stand deal critical damage on hit. Furthermore, a creature who has landed a hit on you gains 1 stack of Because You Pissed Me Off. When you make a successful attack on them, you may choose to remove all Because You Pissed Me Off stacks off that creature, dealing an additional damage die for every stack they possess. These stacks will be removed after 24 hrs, with each new stack they receive refreshing the duration.

Yare Yare Daze

Starting from level 11, while in Fury of Fists, when using an extra attack granted by Exchange Blows, you may expend that stack when you land a hit, causing it to deal full critical damage. Furthermore, critical hits against a creature with less than 10% of their maximum hit points incapacitates them and halves their movement speed until the end of their next turn.

Star Platinum: Za Warudo

Starting at level 14, you may activate "Time Stop", it lasts for 2 rounds and it requires the full turn to activate. During Time Stop, extra actions are still extra actions and movement speed is automatically doubled without the use of dash. You can make an attack against creatures or interact with an object that is being held by a creature without breaking the "Time Stop" effect. If an object is thrown at an enemy, at the end of Time Stop, the enemy must succeed a Dex saving throw of 15 + your STR modifier + your proficiency bonus with a disadvantage for each attack, taking half damage (rounded down) upon success; attacks that hit will deal critical damage. Your and your stand's attacks are considered automatic criticals for the duration. At level 17 it lasts for 3 rounds and at level 20 4. You can use this without gaining a stack of exhaustion the same number of times as your proficiency bonus, regaining all uses after a long rest. Attempting to use this with no uses remaining will still activate the effect, but will result in 1 stack of exhaustion at the end of your turn. Expending 1 spirit point will double the duration Star Platinum: Za Warudo; you can only double the duration on the moment you cast it and only if you do not have any stacks of exhaustion.

If you are subjected to a Time Stop effect caused by others, you may use your reaction to cast Star Platinum: Za Warudo and have your turns with them. The rules of Star Platinum: Za Warudo still apply to you. Using it this way does not count against your total uses nor does it give you exhaustion.

The Star Requiem

Starting at level 20, you gain "The Stars Over Heaven" as a bonus action with a duration of 1 minute. Activating it allows you to create temporary duplicates of anything, but it must have existed at one point. You can choose a location to spawn the duplicates within 60 ft of you. You can make 1 duplicate as either an action or a bonus action on each or your turns; there is no limit for the amount of duplicates you can have. The duplicates will be completely identical to the original in everything, except they are fully healed/revived or repaired if the original was hurt/dead or broken respectively. Duplicates of creatures are placed directly under your control and have their turns after yours in the order they were created. Duplicates of objects are automatically Identified. You are always aware of which ones are a duplicate and which ones are the original. All duplicated creatures and objects will vanish 1 minute after creation. You may expend 1 spirit point as a bonus action during "The Stars Over Heaven" to have a duplicate become permanent.

Stand User Alignment: The Magician

Stand of Fire

The Magician Alignment Stand is a blend of high constitution and dexterity. Your stand's constitution is equal to your constitution + your charisma modifier + 3. Your Stand's dexterity is equal to your dexterity + your charisma modifier + 3. Your Stand's strength, intelligence, wisdom and charisma are all equal to your own. Your Stand's AC is equal to 10 + your Stand's constitution modifier + your charisma modifier. Your Stand's unarmed strikes use a d4 for rolling damage. Your stand can move 10ft

Flaming Aura

At the 3rd level your Stand gains the ability to utilize Fire in basic attacks. When making an unarmed strike with your stand add 1d4 of Fire damage to the attack. (The Fire damage die increases to 1d6 at level 5, 1d8 at level 7, 1d12 at level 9, and 2d8 at level 11) Your Stand also gains the ability to hurl a ball of fire at one target within 30ft of your Stand as a bonus action. The target must make a dexterity DC save equal to or greater than 8 + your Stand's dexterity modifier + your proficiency bonus or take 1d8 of Fire damage. (The damage die for this increases to 1d10 at level 5, 1d12 at level 7, 2d8 at level 9, and 2d10 at level 11)

Red Bind!

At the 5th level your Stand gains the ability to use Fire like a long rope and bind one target to walls, floors or ceilings immobilizing them. The target must succeed a dexterity DC save of 8 + your Stand's dexterity modifier + your proficiency bonus or be immobilized. Each turn the target must make a constitution DC save of 8 + your Stand's constitution modifier + your proficiency bonus to get free or take 1d4 Fire damage on each fail.

Crossfire Hurricane!

At the 7th level your Stand gains the ability to fire large blasts of Fire at one target the cost being 1 Spirit Point. The target must succeed a dexterity DC save of 8 + your Stand's dexterity modifier + your proficiency bonus or take 1d12 of Fire damage. If the target fails you may spend 1 extra Spirit Point to Fire two more of the same blasts of fire at the same target which will automatically hit.

Tsk tsk, YES! I am!

At the 9th level you gain the ability to expend 1 Spirit Point while unconscious to automatically succeed all death saves as a free action. This ability can only be used once per day.

Life Detector

At the 11th level you can activate a "heat radar" of sorts in the form of a floating ball of fire. This ability allows you to indicate where creatures you don't know of is within a 50ft radius of the ball of fire by a flicker in response to the creature's presence, indicating the location of its heat source based on a compass rose.

HELL 2 U!

At the 14th level you can target one weapon being used by a creature and add Fire to the weapon as a bonus action or reaction for 2 turns adding 2d20 of Fire damage to any attack roll made with that weapon. Also you can target one weapon being used by a creature that isn't resistant to Fire as an action and use 1 Spirit Point to light it on Fire. Slowly the weapon will be burnt to a crisp or melted depending on the material. (DM decides how many turns it will take to melt or be destroyed)

The Magician Requiem

At the 20th level your Stand has reached it's peak in evolution and you can enter Requiem mode for 1 minute. You and your Stand begin to radiate an intense heat that keeps rising and rising. All metal objects within a 100ft radius of you or your Stand will begin to melt and anything wooden will begin to catch on fire. (DM decides how long it takes to fully melt and destroy things) You and your Stand are completely immune to Fire in this state and as you walk you begin to pull small patches of magma from the ground within a 25ft radius of you and your Stand. (DM decides their size and where they appear while you walk) Any creature within a 100ft radius of you or your Stand must make a constitution DC save of 8 + your Stand's constitution modifier + your proficiency bonus each turn. On a fail they take 4d20 of Fire damage and on a success they take half. In this state using your "Tsk Tsk" ability becomes a free Extra Attack each turn and you can use "Crossfire Hurricane!" as a bonus action each turn. You can spend 1 Spirit Point to extend this time by 1 minute.

Notes

Hope you guys like this one - Spuddzilla

Stand User Alignment: Hermit

Stand of Trickery

The Hermit Alignment Stand has high Dexterity and Charisma. Your Stand's Dexterity is equal to your Dexterity + your charisma modifier + 3, and your Charisma can go up to 26. The rest of your Stand's Strength, constitution, intelligence, and wisdom are equal to your own. This Stand is a phenomenon type, and thus does not have a traditional form. While your Stand is summoned, your unarmed attacks deal 1d4+your Dexterity modifier piercing or slashing damage.

This is my Stand!

At 3rd level, you can manifest your Stand. While it is summoned, you may make unarmed attacks and grapple checks at a range of 15ft.

Psychography

Starting at 5th level, you can locate things over any distance with your Stand. As an action, you can create an image through any non-transparent medium. You roll a d20. On a 1, you are only able to see half of your target. On a 20, you can see the entire target and surroundings up to 50ft. You must know your target’s general appearance. If they are a humanoid, you must also know their name. If they are a humanoid, you must succeed a Deception check or the target knows that someone was trying to locate them. If the medium used to locate a person is a piece of technology capable of generating sound and the target is aware, they can talk to you, though you can not talk to them.

I guess now you can see the difference in our fighting experience.

Starting from 7th level, you can course the energy of the sun through your Stand. Your unarmed attacks now deal 1d6 Slashing, Piercing, Radiant, or Fire damage and can be made from an additional 5ft away. When you make a ranged grapple, you may end it as an action by pulling your target into a space adjacent to you.

You made the wrong move, you stupid pig.

Starting at 9th level, being attacked is not only safe, but advantageous. When you are hit by a melee attack, you may take the Attack action as a reaction for 3 Spirit Points, or you may make a single unarmed attack that moves the enemy 5ft in a direction of your choosing.

I Just Wanted to Look Cool In Front of My Son

Starting from 11th level, you can use Charisma instead of Wisdom on Perception checks.

Master’s Teachings

Starting at 14th level, you may make an unarmed attack against a creature you have pulled, as outlined in “...fighting experience”, as a bonus action for 1 Spirit Point. This attack deals 1d12 damage. You can do this an amount of times equal to your Stand’s Dexterity Modifer. You regain all uses at the end of a short rest.

Hermit Requiem

At 20th level, you can enter Requiem mode for 1 minute as a bonus action. You can use psychography in exchange for half of your total movement speed and instantly teleport to any location that you have a photograph of. Psychography checks are counted as 20. Your unarmed attack and grapple ranges are doubled.

Notes

It’s Re3rence. Wanted to add some more phenomenon stands and figured Joesph was a good place to start. He’s more based off of HFTF than I’d prefer, but I think psychography is enough of a goofy, weird concept as is. Here’s to hoping someone finishes the crusaders.

Stand User Alignment: Hierophant

Stand of Control

The Hierophant Alignment Stand has high dexterity. Your stand's dexterity is equal to your dexterity + your charisma modifier + 3. Your Stand's strength, constitution, intelligence, wisdom and charisma are all equal to your own. Your Stand's AC is equal to 10 + your Stand's constitution modifier. Your Stand's unarmed strikes use a d4 for rolling damage. Your stand can move 15 ft away from you.

Coiled Body

At 3rd level, your stand's body is able to stretch rather far, allowing it to interact with or attack creatures/objects up to 60 ft away without leaving the space its currently occupying, but will only deal half damage to those not in melee range. You may also use your action to stretch your stand, allowing it to become an "Alarm" spell. This feature allows your stand to grab objects and pull them to you or pull yourself to another location with a free action; this allows you to interact with multiple objects at a time with your stand. Grappling with your stand still allows your stand to move around without moving the grappled creature nor removing the grappled condition from them; you can grapple more than 1 creature with your stand, but they will be freed if they break out or if your stand has been stretched farther than 60 ft to maintain them. You can spend 1 spirit point to double the range to 120 ft.

Emerald Splash

At 5th level, you can make a ranged attack against a creature within 60 ft with your stand. Creatures who can see your stand must make a DEX saving throw against a DC of 8 + your stand's dexterity modifier + your proficiency bonus. On failure, they take 2d6 + your proficiency bonus bludgeoning or piercing damage; damage die increases to 4d6 at 9th level, 6d6 at 14th level, 8d6 at 17th level. On success, they take half damage. If they cannot see your stand, they take full critical damage. You may spend 1 spirit point upon using this to have them roll with a disadvantage. If they already have a disadvantage, they will automatically fail instead if you spend the spirit point.

NO ONE CAN JUST DEFLECT THE EMERALD SPLASH

At 7th level, Emerald Splash now has a cone shape, with a width of 30 ft at the end of it. You can select which creatures are targeted by Emerald Splash. You may use your whole turn to spend 1 spirit point to attack with Emerald Splash non-stop. Creatures you chose within range who enter or start their turn within the range of Emerald Splash are subjected to its effects. They are also targeted by Emerald Splash if they make an attack against anyone other than you. While using this feature to channel Emerald Splash, you cannot make any attacks other than Emerald Splash with your action. You can use your bonus action to end the effect.

Marionette Control

At 9th level, you can have your stand enter the body of a creature as an action. Your stand will then fully control the creature, using the creature's scores. It cannot use any abilities, features, etc. that the creature possesses nor can your stand be seen at all. You stand can separate from you for an infinite distance in this manner. You can only have your stand control creatures who automatically fail STR checks or corpses that have been killed in the last 24 hrs. Leaving the body deals 3d10 force damage to it. You may spend 1 spirit point when your stand leaves the body to deal double damage.

Detection

At 11th level, you can stretch your stand out thinly, creating a net around you with a range of 60 ft using your bonus action. Anyone who steps within 60 ft of you is immediately known to you. You can have your stand can appear anywhere within this net, even outside the 15 ft range. You can recall your stand back to you as a bonus action. You may spend 1 spirit point to double the range to 120 ft. You may also spend 1 spirit point to turn the net into difficult terrain for hostile creatures.

Hierophant Barrier

At 14th level, you can have your stand become an invisible 30 ft radius trap using your action. Anyone who enters, moves, or starts their turn inside the trap on the same plane are then targeted by Emerald Splash. Your stand can appear anywhere within this 30 ft. Attacking a single creature with Emerald Splash now hits them 3 times. While in Barrier mode, your stand can exist outside the 15 ft range limit. The effects of Detection apply to Barrier as well. You can recall your stand back to you as a bonus action. You may spend 1 spirit point to increase the range to 60 ft.

Hierophant Requiem

At 20th level, you gain Requiem mode for 1 minute. During this, you can use Emerald Splash for your extra attacks as well. If you use Marionette Control on a creature, your stand gains access to all of that creature's abilities, features, etc and will move during your turn. You can only use this once a day. The default range for Coiled Body, Emerald Splash, Detection, and Hierophant Barrier are all tripled; spending spirit points on the respective features will double that range.

Stand User Alignment: The Chariot

Stand of Speed

The Chariot Alignment Stand has very high dexterity. Your Stand's dexterity is equal to your dexterity + your charisma modifier + 3, and your Stand's strength, constitution, intelligence, wisdom and charisma are equal to your own. Your Stand can move up to 15ft away from your character's position. Your Stand's AC is equal to 10 + your Stand's dexterity modifier + your charisma modifier.

Stand of a Warrior

At 3rd level, you may pick one simple or martial melee weapon; when you summon your Stand, it now appears wielding that weapon, and any attacks it makes are now done using that weapon's damage, unaffected by resistances. Your Stand's weapon counts as a +2 finesse weapon. The weapon is a part of your stand, so those who cannot see stands also cannot see this weapon. You also gain one extra attack. Your stand can never be disarmed of that weapon. You may use your short rest to change the weapon it uses.

Superior Speed

At 5th level, you can use your whole turn to call your stand to you and have it move it at extremely fast speeds, creating several afterimage copies. Until the start of your next turn, your stand and its copies will automatically destroy any projectiles fired at you. You may use your reaction to select a projectile within 15 ft radius of you and have your stand destroy it. You may spend 1 spirit point to use this feature as a free action instead. At 9th level, projectiles are instead reflected back to the attacker, as if they were attacking themselves. You may spend 1 spirit point to change its course to something else.

Armored Chariot

At 7th level, the AC of your Stand increases by 2 and your AC increases by 1, and you now take half damage from your stand if your stand suffers any damage. You can remove your stand's armor as a bonus action. While your stand is out of its armor, it can make 1 additional extra attack, but loses the bonus AC. Your stand can move around you as a free action due to its immense increase in speed. Your stand also adds your proficiency bonus in its attack rolls.

Infusion

At the 9th level, when Superior Speed has deflected a projectile with a damage type that is not bludgeoning, piercing, or slashing, then you can have your stand gain an additional hit die of that type added on to its weapon(s). You lose this feature at the end of the end of your next turn if you successfully landed a hit on a creature. This feature does not stack by itself, but you can spend 1 spirit point to allow it to stack. When your stand is out of its armor and forced to make DEX saving throws where it take half damage on success, it instead take no damage on success and half damage on failure. You may have your stand became armored again using your bonus action.

Shooting the Sword

At 11th level, your stand gains the ability to fire off a large part of its weapon (i.e. the blade of a sword). You can use this at a creature within 60 ft as an action. This attack uses the same damage roll as your stand's weapon with 1 additional damage die. This attack cannot miss as long as you see the creature. After you use this feature, you must either retrieve the part, using a free item interaction if its within reach, or use a bonus action to manually recall the weapon part. Weapons that are missing a part will be treated as an improvised weapon. If a creature is hidden from view, but you are aware of their presence and approximate location, you can spend 1 spirit point when you use this to hit the creature if there is a clear path to it.

Dual Wielding

At the 14th level, whenever you call forth your Stand, you may choose to have it dual wielding a second weapon, which must be identical to your first weapon. These 2 weapons will always be considered light weapons when used by your stand. When your stand attacks as a reaction, it attacks with both weapons. You may spend 1 spirit point to have these weapons deal magical damage.

Chariot Requiem

At level 20, your stand now has unlimited range to move and has the same move speed as you. You can choose to give your stand a telepathic order as a reaction or as a free action. Your stand will then leave you to carry out the mission you gave it no matter what, even gaining new powers if needed to complete your order (Talk to DM about this). It cannot be harmed and is immune to all conditions. Once it finishes its task, it will teleport to you, losing any powers it gained while separated from you. You cannot separate from it more than once within a 24 hour time period.

Stand User Alignment: Moon

Stand of the Sea

The Moon Alignment Stand is most effective in water. 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. The rest of your Stand's Strength, intelligence, wisdom and charisma are equal to your own. Your Stand can move up to 60ft away from your character's position. Your Stand's AC is equal to 10 + your Stand's Dexterity modifier + your charisma modifier. You do not add your charisma modifier to your Stand’s AC or ability scores while it is out of water. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks deal 1d4 slashing damage.

My lung capacity is three time that of a normal person!

At 3rd level, you and your Stand gain a swimming speed equal to your movement speed +10. You use your Stand’s Constitution modifier to determine how long you can hold your breath.

It’s a bad idea to underestimate me, boy.

At 5th level, your Stand can make an a Unarmed ranged attack (30/60) by launching its scales. For 1 spirit point while underwater, you can make this attack push a creature 15 feet away from you. If they hit an object, such as a ship or the sea floor, they and the object take 1d6+your Stand’s Dexterity modifier force damage.

Where were you planning on dropping that cigarette?

At 7th level, your Stand deals twice the amount of damage to inanimate objects. For 1 spirit point, you can force up to 5 sea creatures with a CR equal to no more than half your level to make a DC 8+your Stand’s Constitution modifier Charisma saving throw or be charmed for 2d6 rounds.

Where I reign supreme, the undersea realm!

At 9th level, as a full turn action while in water, you can create a whirlpool. Any creatures within 120ft move 15ft closer to you every turn. This ends if you take damage or do not continue doing full turn actions. You can create a whirlpool a number of times equal to your charisma modifier. You can maintain a whirlpool your Stand’s Dexterity modifier rounds.

Try to sound cocky like you did earlier.

At 11th level, every time you maintain a whirlpool, you make an unarmed attack against every creature within the whirlpool. Every consecutive round spent maintaining your whirlpool increases this attack’s attack and damage rolls by +1, increasing by 1 every turn to a maximum of +10.

Take a good, hard look at your Stand!

At 14th level, when your Stand successfully attacks a creature, you can plant barnacles on them as a bonus action. They must succeed a DC 8+your Stand’s Constitution modifier Dexterity or Intelligence saving throw every turn until they succeed or have their Strength or Constitution reduced by 1. When their score is reduced to 0, they are paralyzed. If they do not succeed the saving throw for 3 rounds of being paralyzed, they drop to 0 hit points and must make death saving throws.

Moon Requiem

At 20th level, for 1 minute once per day, the power of the sea is yours. You can change the water level in a 15 mile radius of your Stand. This can be anywhere from 10 miles below sea level to 5 miles above sea level. Your whirlpool range, swimming speed, and your Stand’s range is doubled.

Notes

Dark Blue Moon was in no way my favorite Stand in part 3, but making this was really fun. It’s up there with Catch the Rainbow in that it’s really powerful if you have a nice DM, otherwise you’re kind of useless. -Ref3rence (talk) 10:36, 22 August 2019 (MDT)

Stand User Alignment: Temperance

Stand of Consumption

The Temperance Alignment Stand has high Dexterity and Constitution. Your Stand's Dexterity is equal to your Dexterity + your charisma modifier + 3, your Stand's Constitution is equal to your ability + your charisma modifier + 3. The rest of your Stand's strength, intelligence, wisdom and charisma are equal to your own. Your Stand is a phenomenon, and this does not have a traditional summoned form. 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 d4 for damage rolls.

Rerorerorero

At 3rd level, you can manifest your Stand. When you do so, a yellow, gelatinous substance covers your body. You gain your Stand’s stats. Your Stand can change its appearance at will, effectively allowing you to replicate the look and sound of any other creature of similar size.

It’s not that you got away, I just don’t have to chase you.

At 5th level, your Stand unleashes it’s consumption. When you grapple a creature, you leave a small amount of your Stand on them. After doing so, you have advantage on any checks to locate them. They take an additional 2d4+your Stand’s Constitution modifier damage from Fire and Cold damage. They must spend 1 full turn action to remove the residue.

Do You Understand?!

At 7th level, your Stand can replicate other Stands. You can choose 1 other Stand at the end of a long rest. After doing so, you can use any physical abilities (i.e. Haze’s capsules or Monster’s dinos, not The World’s timestop or Queen’s bombs) you would have. You have disadvantage with any checks associated with the other alignment and any timers are halved. You can spend 1 Spirit Point to instantly change your replicated Stand. You can also spend 2 Spirit Points to not have disadvantage.

Don’t even try removing it!

At 9th level, when a creature has your Stand’s residue on it, it takes 2d6 Acid damage every turn. The full turn action to remove the residue now requires them to make a Dexterity(Slight of Hand) check versus a Constitution check you make. You can spend 2 Spirit Points to automatically roll a 20.

I’LL DIGEST YOU!

At 11th level, you can assimilate flesh into your Stand. You can store up to your Stand’s Constitution modifier day’s of food within your Stand. You are the only one who can consume this food. You can also convert dead creatures into food, increasing 1 day’s worth for every size category above small.

I told you. It doesn’t have a weakness!

At 14th level, while your Stand is active, you are immune to non-magical slashing, piercing, and bludgeoning damage.

Temperance Requiem

At 20th level, for 1 minute once per day, you can use any other non-requiem Stand ability.

Notes

It’s Ref3rence again. After seeing just how much Spud added, I had to follow up with something. While it’s very fitting, I’m not entirely satisfied with how simplistic the requiem ability is. I may add Horus (Pet Shop’s Stand) if I can think of a decent name for it. Past that, I’m thinking Cream, Kiss, and Heaven’s Door.

Stand User Alignment: Devil

Stand of Pain

The Devil Alignment Stand draws from its user’s suffering. Your Stand's Strength is equal to your Strength + your charisma modifier, your Stand's Dexterity is equal to your ability + your charisma modifier. The rest of your Stand's constitution, intelligence, wisdom and charisma are equal to your own. Your Stand can move up to 20ft 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.

It grows more powerful the more hatred I have for my opponent!

At 3rd level, your Stand’s Strength and Dexterity increase by +1 for every 1/4 of your total hit points lost. If this damage is healed, you loose this bonus.

How dare you!

At 5th level, your Stand’s range is doubled and its size is tiny. It can still use regular sized weapons, but not weapons with the heavy property.

Are you dense?

At 7th level, as an action, your Stand can bind a creature with rope or chains. They must succeed a grapple check to avoid this effect, after which they are restrained until a creature spends their action attacking the restraints or they succeed the grapple check. You can spend 2 spirit point to do this as a bonus action, or 5 to do this as a free action.

I’ll never forgive you!

At 9th level, you can focus your hatred on a single creature as a bonus action. Until that creature dies, your bonuses from “It grows stronger” are doubled against that creature. You can not focus on another creature until they die, you take a long rest, or you spend 5 spirit points as an action to change focus.

What do you think I’m going to do with this hairdryer?

At 11th level, your Stand gains a climbing speed equal to its movement speed, which increases by 5 feet. It also becomes proficient in improvised weaponry.

You numbskull!

At 14th level, your Stand’s range is doubled again and you gain expertise in Intimidation. You gain +1 Strength and aDexterity from “It grows more powerful” every 1/6 of your health lost instead of 1/4.

Devil Requiem

At 20th level, for 2 minutes once per day, your Stand becomes far more powerful. Your Stand binds to 1 creature within 200ft upon activating Requiem. Its size stays the same and it is not restricted to your Stand’s range. You can bind your Stand to a different creature as an action. You have full control of this creature, and any damage you or it takes is reflected onto it.

Notes

My justification for the extended Requiem length is that it honestly isn’t that good. I’ve recently fallen in love with part 3 again, so expect to see some more tarot Stands show up in the near future. I’m already working on Dark Blue Moon, after which I will probably do Tower of Gray. -Ref3rence (talk) 07:16, 22 August 2019 (MDT)

Stand User Alignment: The Emperor

Stand of GUN

The Emperor alignment stand takes the form of a six-shooter style gun rather than a separate entity. As such it does not have its own stats and rather is a magical ranged weapon you are proficient with that has a range of 80/160 and damage of 1d8 piercing. Your stand has infinite ammo and does not need to be reloaded.

The gun is mightier than the sword...

At level three you have gained slight control over the path of the bullets you fire meaning you can maneuver shots around opponents defenses. You gain a plus +3 to hit with your stand and the damage increases to 2d8. You gain a further +1 to hit at levels 8, 12, 16, and 20. On top of this exchange blows now allows you to make additional ranged attacks with your stand.

...Seriously such a memorable quote.

At level five your control over the movement of the bullets from your stand has increased allowing you to ignore any cover your target has outright if it is not full cover. You can also go over or around full cover or corners if the bullet has enough range to move around the cover or corner. If this would require more distance that your gun has even if the direct shot would be in range then you cannot preform the attack.

He changed the trajectory!?

At level seven your shots avoid effects that could catch or stop them such as a monks deflect missile ability, due to your quick maneuvering. You can also for the cost of a spirit point, make an attack that missed, target another creature within your guns normal range(you roll a new attack roll for this attack) and regardless of the outcome of this attack you cannot use this feature again on the same shot.

I would never I’m a gentlemen!

At level 9 you gain both proficiency and expertise in persuasion rolls

Open that pipe now!!!

At level 11 you can spend 3 spirit points and an action to unload several shots into the surrounding area and allow them to bounce around and off of nearby objects to create the perfect trap for an enemy. At the end of a target of your choice’s next turn(target chosen when you activate this ability) if they are within your guns normal range from you they have to make a Dexterity saving throw versus a Dc of 10+your proficiency bonus+cha mod or take 10d8 piercing damage or half on a successful save. If they are still within your guns maximum range they gain advantage on the saving throw as the bullets take more time to maneuver.

It’s better to be number 2 than number 1

At level fourteen you’ve learned that you stand pairs best with a partner and as such have practiced working with others to get the job done. At the end of a long rest rest pick an ally of yours. Until your next long rest they are your “number 1”. This grants you several bonuses for working in tandem with them. Whenever they attack a creature you can spend a spirit point to attack them as well without spending your reaction and you can spend a further spirit point to get advantage on the attack. You can spend your reaction to fire and prevent them from being hit by an attack, if its a ranged attack roll against the attack roll and on a hit you shoot it off course and if it's a melee attack triggering the effect you roll an attack versus their ac and on a hit they take damage and roll a con save versus a dc of 5+the damage taken and on a fail they have their attack interrupted. Finally if they are within 50 ft of you you gain an additional +2 to hit and an extra die of damage for your attacks.

The Emperor Requiem

At level twenty your stands maximum range is doubled and firing past your normal range no longer gives disadvantage. On top of this you can enter a heightened state of gunman expertise as a bonus action once per day. This ability lasts for a minute and during this time you gain two extra damage dice for your stand and advantage on all attacks you make in a turn granted that you spend a spirit point at the start of the turn. Your attacks that hit creatures can now utilize “he changed the trajectory!?” to target up to one more creature. Finally the range to be near your “number 1” is tripled and they can also attack targets you attack without spending their reaction. You can spend 4 spirit points to double the time that requiem is active.

Notes

Hello Everybody, I’m back with another great character, the entire equine. Yes, the 4/4 pony. The crusader that never was, Hol Horse. I thought he was a character who should have been on here for a long time and honestly the abilities worked very well to transfer over to dnd. Spent a bit of time working on this with a friend and I’m pleased with how it went. Overall he’s rootin, he’s tootin, and you best believe this cowboy is shootin. Might make some more minor antagonist stands from part three, Anubis seems fun.-(Coleseph Stalin#1195)

Stand User Alignment: Hanged Man

Stand of Light

The Template Alignment Stand has high Dexterity and Wisdom. Your Stand's Dexterity is equal to your Dexterity + your charisma modifier + 3, your Stand's Wisdom is equal to your Wisdom + your charisma modifier + 3. The rest of your Stand's strength, constitution, intelligence, and charisma are equal to your own. Your Stand can only attack 1 creature at a time and can only change targets after they have dropped to 0 hit points. Your Stand can move up to 240 feet from you. 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 deal 1d4 slashing damage.

I only exist within a mirror...

At 3rd level, your Stand can move any distance from yourself, but can only exist within non-living reflective surfaces. It can move to any other reflective surface within 120 feet in a straight line using its entire movement. It can attack any creature within 60 feet. Your Stand can only be hit by attacks of opportunity. Any damage your Stand receives is multiplied by 4.

Have you figured out what’s going on?

At 5th level, when you hit a creature with an attack, they must succeed a DC 8+your Stand’s Dexterity modifier Dexterity saving throw. On a failure, they are considered prone. On a critical failure, they are considered paralyzed for 2d4 rounds.

Shoot him!

At 7th level, your Stand can grapple any creature within 60 feet of the surface it is reflecting in. Any attacks made against this creature count as criticals.

Take a good look around you.

At 9th level, your Stand can exist within the reflection of a creature’s eye. If a creature becomes blinded or unconscious while your Stand is inside its reflection, you move to a reflection within 1/2 your movement speed as a reaction or take 8d12 psychic damage.

My Stand is light!

At 11th level, creatures must succeed a DC 8+your Stand’s Wisdom modifier+your Charisma modifier Perception check when you move to be able to attack it. They must only succeed this check once.

Die!

At 14th level, when you grapple a creature, you can make an attack against them as part of your action.

Hanged Man Requiem

At 20th level, for 1 minute once per day, you enter Requiem. Upon activation, your a copy of your Stand exits every reflective surface within 120 feet. All of these Stands act on their own turns directly after your turn. They all have their own hit point pools equal to your own hit point maximum. They all benefit from all features your Stand does. Their attacks are vorpal, decapitating a creature on a critical hit.

Notes

I’m re-adding this Stand. Deltablade27, I would really appreciate if you took a look at the bottom of this class’s talk page before doing anything drastic. -Ref3rence (talk) 11:43, 20 August 2019 (MDT)

Stand User Alignment: Death

Stand of Dreams

The Template Alignment Stand is limited, but nigh unkillable. Your Stand's Strength, Dexterity, and Constitution are 30. The rest of your Stand's intelligence, wisdom and charisma are equal to your own. Your Stand can only be summoned within the dreams of creatures within 60 feet of you. Your Stand's AC is equal to 10 + your Stand's ability modifier + your charisma modifier. Your Stand is proficient in unarmed strikes, and deals 1d6 slashing damage.

Isn’t it romantic to die inside of a dream?

At 3rd level, when creatures are unconscious within 60 feet of you, they are transported to a “dream dimension”. These creatures can only have what they had on them when they fell unconscious, including their Stand if it was summoned. Anything that happens to them in the dream happens to their body. The landscape of the dream is up to you, but you can not create additional creatures.

BABY STAND!!

At 5th level, when a creature wakes up from the dream, they do not remember anything that happened in it.

Lali-ho!

At 7th level, as an action while inside the dream world, you can force a creature to make a DC 18+your Charisma bonus Intelligence saving throw. On a failure, they are restrained. They, or their Stand if it is in the dream, must succeed this saving throw to escape.

How about you give me a scream.

At 9th level, your Stand deals 1d12 damage and its reach increases by +10 feet.

I’m still smarter than you jokers!

At 11th level, while in the dream, you can create 1 creature as a bonus action. You can do this an number of times equal to the number of creatures inside the dream other than you. These creatures can be no greater than 1/2 your level in CR.

There’s no one to save you now.

At 14th level, the only way for a creature to exit the dream is for you to do so as a free action or for a creature in the real world to succeed a DC 15+your Charisma modifier Acrobatics or Athletics check.

Death Requiem

At 20th level, for 1 minute once per day, your Stand can be brought into the real world. All features no longer only apply to the dream dimension. Your Stand can not take damage.

Stand User Alignment: The Fool

Stand of Shape-Shifting

The Fool alignment stand has balanced strength, dexterity, and constitution. Your stand's strength is equal to your strength + your charisma modifier plus 1, your stand's dexterity is equal to your dexterity + your charisma modifier + 1, your stand's constitution is equal to your constitution + your charisma modifier + 1, and your stand's intelligence, wisdom, and charisma are equal to your own. Your stand can move up to 10 ft away from your character's position.

Bound to Sand

Your stand binds itself to the earth, and as such you are free to manipulate the ground to your will. You learn the mold earth cantrip. Also, your stand cannot be harmed, and attacking it does not deal damage to you. However, your stand is now visible to everyone.

He can float in the air, too?

Starting at level 5, your stand gains a flying speed of 30 ft. It also gains a carrying capacity equal to twice yours.

Serves you right!

At level 7, you can send waves of sand to attack your enemies. At the cost of one spirit point, your unarmed strikes gain a range of 30 ft and deal 1d4 + your stand's strength modifier bludgeoning damage for one minute.

I'll just hide here...

Beginning at level 9, you can create a dome of sand with a radius of up to 10 ft around you at the cost of two spirit points. While this dome surrounds you, you and anyone else inside the dome gain a bonus to your AC equal to your stand's constitution modifier. You can spend one additional spirit point to double the size of the dome.

I need to get myself out of here, now!

Starting at level 11, you gain a burrowing speed of 30 ft. You can spend one spirit point to double your burrowing speed for one minute.

Sand Doppleganger

At level 14, you can create copies of any creature you have seen before. These copies have stats equal to the original's stats, an AC of 10, and temporary hitpoints equal to twice your charisma modifier. They retain any physical attacks that the original possesses, but cannot use magical attacks or ranged weapons. A creature can see the doppleganger as a fake with a successful DC 18 insight check. If successful, the copy appears to be made out of sand. Making a copy of a creature costs 2 spirit points per copy.

The Fool Requiem

At level 20, your dominance of sand is unmatched. You can activate requiem mode for one minute, once per day. In requiem mode, your stand gains unlimited carrying capacity, and its flying speed is 100 ft. Your burrowing speed is 100 ft. You can end requiem early as a bonus action. If you do, you can force a creature within 60 ft of your stand to make a DC 15 dexterity saving throw. On a faliure, it is killed instantly as the earth opens and swallows them.

Notes

And with that, the crusaders are finished! This was fun to work on! You can reach me at my discord (DeltaBlade#9380). 07:19, 11 August 2019 (MDT)

Stand User Alignment: Anubis

Stand of Battle

The Anubis Alignment Stand has a high Strength and Wisdom. Your Stand’s Strength is equal to your Strength + your Charisma modifier + 3. It has a Wisdom equal to your Wisdom + your Charisma modifier + 3. The rest of your Stand’s Dexterity, Constitution, Intelligence, and Wisdom are equal to your own. This Stand is a phenomenon type, and thus does not have a traditional form. It takes form of a Scimitar and the sheath, decorated in high valued gems. To summon it, you unsheathe the Scimitar. You must make a Will save of 8 + your Stand’s Wisdom modifier to take control of the Stand. If passed, you deal 1d4+ your Stand’s strength mod + your Strength mod piercing or slashing damage. If you fail, Anubis will speak in your mind, encouraging you to make bad choices. You take a -4 on all d20 rolls. You will keep the effect of whatever you roll until the next day while using your Stand. Unsummoning it does not remove the penalty, but will remove the extra damage. If someone else tries to unsheathe the Scimitar, it cuts their hands (damage up to the GM) and stays sheathed. While your Stand is summoned, it kills any small forms of life that touches it (such as bugs, or plants). You become proficient with Scimitars.

I will take your life

At 3rd level, when you take control of your Stand, you have the ability to spend 1 spirit point to phase your attack through objects, and attack with an additional 10ft of range. You may also choose to actually slice through the object, cutting it. During a round that you use this ability, your movement speed is doubled.

Hey now don't lie!

At 5th level, you gain advantage and proficiency in Deception and Persuasion checks. On top of this, both will also count as Intimidate checks. Your scimitar’s damage increases to 1d6.

Die, Polnareff!

Starting at 7th level, as you fight, you become familiar with the enemy and learn to fight against them. For every round that you’re fighting someone, gain +2 on attack and damage rolls against that enemy, or any other enemies of that type while in battle (such as a group of goblins).

I'll stab you in the back!

At 9th level, you gain the ability to perform a Sneak Attack. Your scimitar’s damage increases to 1d8.

Hey fishies! Come here!

At 11th level, you can take over animal’s minds. To do so, you must pierce the animal with your scimitar, which they will have to make a Will save of 8 + your Stand’s Wisdom modifier to overcome. If failed, they won’t take the damage of being pierced, and you will be able to telepathically control them for 1d4 + your Stand’s Wisdom modifier rounds. If they succeed the save, they will take full damage and will retain control.

Jotaro! I will kill you!

At 14th level, if you fall unconscious you can try to gain control of another person/animal through your Stand. They must make a Will save of 8 + your Stand’s Wisdom modifier, and if they fail they will unsheathe the scimitar and you will have control over their body for 1d4 + your Stand’s Wisdom modifier rounds.

Anubis Requiem

At 20th level, you now gain full control over your Stand. You will no longer have to roll a Will save when you unsheathe your scimitar to gain control. Unlike other Stands, this Requiem is permanent. Your scimitar’s damage increases to 2d8.

Notes

Hey guys, it's Houston. This one was my first Stand on the page, and hopefully I'll be back to make more. Spuddzilla get's the credit for telling me to make this ;) [discord: Houston#4422]

Stand User Alignment: Osiris

Stand of Gambling

The Osiris alignment stand has high wisdom. Your stand's wisdom is equal to your wisdom + your charisma modifier + 3, and your stand's wisdom can go up to 30. Your stand's strength, dexterity, constitution, intelligence, and charisma are equal to your own. Your stand can move up to 5 feet from your character's position. Your stand's AC is equal to 13 + your stand's wisdom modifier.

I've no use for money... but what would you say to giving me your soul? That should do just fine.

At 3rd level, you gain proficiency with all gaming sets. Additionally, before you and someone else face each other in any sort of gamble, you can convince them to wager their soul using a persuasion or deception check contested by your opponent's insight check. If your opponent loses this check, they are convinced to use their soul as a wager. At the conclusion of the gambling contest, should you win, your opponent takes 4d6 necrotic damage. This increases to 8d10 at level 8, 12d10 at level 12, 16d12 at level 16, and 20d20 at level 20.

We'll see who cries first.

At 5th level, anyone who dies from the soul-draining attacks of your stand can be utilized to your gain. If your opponent in a bet dies due to your 'I've no use for money...' skill, you may transform their soul into an inanimate object, usually a coin or a doll. Souls continue to age while transformed. If you lose a bet in which you have wagered someone else's soul, that soul is freed. If you are killed while you have souls transformed, they are erased from existence, and the body of the captured soul cannot be resurrected without the use of a True Resurrection or Wish spell.

It's your turn. Hurry it up, already.

At 7th level, you gain proficiency in the intimidation, deception, and persuasion skills, or expertise if you already have proficiency. Additionally, other people have disadvantage on these skill checks against you.

Okay! Open the game!

At 9th level, you gain expertise in all gaming sets.

It doesn't count as cheating if you never get caught in the act.

At 11th level, you gain expertise in the sleight of hand skill.

If you're on the verge of losing, it's perfectly acceptable to fold.

At 14th level, you gain advantage on all intimidation, deception, and persuasion checks. Additionally, you can split a captured soul into up to six separate parts, and you can wager them separately. Only by losing all six parts would a soul be freed.

Osiris Requiem

For one gambling match per day, you can activate requiem. You have advantage on checks with gaming sets, and your opponent has disadvantage.

Notes

My friend's favorite character has their stand represented at last. Comment on my discord at (DeltaBlade#9380). Deltablade27 (talk) 14:21, 16 August 2019 (MDT)

Stand User Alignment: Horus

Stand of Ice

The Alignment Stand has high Dexterity and Wisdom. Your Stand's Dexterity is equal to your Dexterity + your charisma modifier + 3, your Stand's Wisdom is equal to your Wisdom + your charisma modifier + 3. The rest of your Stand's strength, constitution, intelligence, and charisma are equal to your own. Your Stand has both a phenomenon and traditional form and can move up to 15 feet 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 it's unarmed attacks use a d4 for damage rolls.

Ice Shield

At 3rd level, as a reaction, you can add +5 to your AC. This can be done a number of times equal to your Stand’s Dexterity modifier, regaining all uses at the end of a long rest.

Ice Missile

At 5th level, your unarmed attacks are 30/120 ranged attacks that deal cold damage. You can choose to freeze any water you touch solid instantly as a bonus action.

Ice Lance

At 7th level, as an action, you can plunge your self forward like a javelin of ice. You can not move before or after taking this action. You move your entire movement speed+30 feet in a straight line. Every creature must succeed a DC 8+your Dexterity saving throw or take 2d6 cold damage and be knocked prone.

Ice Trap

At 9th level, as an action or bonus action, you can lay traps of ice. Each trap covers a 5 foot cube. When a creature steps in one, they must succeed a DC 10+your Stand’s Wisdom modifier Perception check or have their movement speed he dropped to 0 until the end of their next turn and take 2d8 cold damage.

Deep Freeze

At 11th level, as a reaction when you are grappled, you can cover your grappler in ice. They must succeed a DC 8+your Stand’s Wisdom modifier Dexterity saving throw or be petrified until the end of their next turn and take 2d12 cold damage.

Death Penalty

At 14th level, while in phenomenon mode, you can spend 1 full turn action. If you do not take damage, you target a 50 foot radius area no farther than 100 feet from you with a meteor of ice as a bonus action on your next turn. Every creature in this area take 10d20 cold damage. They can succeed a DC 12+your Stand’s Wisdom modifier Dexterity, Strength, or Constitution saving throw to take 2/3 damage.

Horus, God of the Sky

At 20th level, your flying speed increases by 30 feet. You gain advantage in Perception checks, your passive perception is doubled, and you can see twice as far.

Notes

To be honest, I wanted to add a better name for the alignment, but nothing came to mind. About half way through making this class I remembered that Petshop is a bird, and thus does not have quotes. Most names are taken from HFTF. --Ref3rence (talk) 21:29, 12 August 2019 (MDT)

Stand User Alignment: Cream

Stand of Void

The Cream Alignment Stand is one of high destructive capabilities. Your Stand's strength is equal to your strength + your charisma modifier + 3. Your Stand's dexterity, constitution, intelligence, wisdom, and charisma are all equal to your own. Your Stand can move up to 15ft away from your character's position. Your Stand's AC is equal to 10 + your Stand's strength modifier + your charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 of Slashing damage for damage rolls.

Disintegration

At the 3rd level your Stand functions as a portal that indiscriminately transports a small amount of matter to another dimension at this point. The portal lies within your Stand's mouth allowing your Stand to begin to devour itself and become a ball-shaped floating portal that hovers over the ground. In this state your Stand becomes undetectable and invulnerable to attacks. Your Stand can now be used to attack any target of your choosing within a 15ft radius of you. Once your target has been selected your Stand will rush at them and the target must succeed a dexterity DC save of 8 + your Stand's strength modifier + your charisma modifier or take a 2d8 of Slashing damage. (The damage die increases to 3d8 at level 5, 4d8 at level 7, 5d10 at level 9, 6d10 at level 11, and 8d12 at level 14. In certain scenarios your Stand can be visible such as someone tossing sand into the air, or if smoke is filled in a room leaving a clear path that your Stand is taking making it avoidable and giving any creature advantage when making the previous dexterity Saving throw.

You are nothing before me.

At the 5th level the ball-shaped portal your Stand becomes has increased in size giving it the ability to travel within a 30ft radius of your charcter. It can now destroy matter in a 5ft radius and has gained the ability to travel both vertically as well as horizontally like before. Easily it can punch holes through the floors and roofs of buildings. Any creature standing within a 5ft radius of your Stand while in its ball-like portal state, besides you, must succeed a dexterity DC save of 8 + your Stand's strength modifier + your charisma modifier or take a 1d8 of Slashing damage and half on a success. They will make this roll each turn untill they get to a safe distance.

My mouth is a portal into a dark dimension. Even I ignore where it leads.

At the 7th level you have learned the ability to be gobbled up by your own Stand and hide within the Void that exists inside of it. While in this State you are invulnerable and undetectable just like your Stand. You have control over your Stand still but you are Blinded and cannot see or hear anything outside of your Void. Your Stand's movement speed is now equal to your own and isn't restricted by a 15ft radius. You can blindly have your Stand go about the area disintegrating anything in it's path. You are forced to peek out of your Stand once every 2 turns as an action to gauge where things are and where you are leaving you vulnerable to attacks. Any creature attacked by your Stand will make the same dexterity DC save as they would in your "Disintegration" feature.

I'LL KICK YOU TO DEATH, YOU FILTHY DOG!

At the 9th you can hide your Stand under objects that are 1ft small or bigger including a target's foot. At any moment can you pop your Stand up as a reaction and any creature within unarmed strike distance of that object will be forced to make a dexterity DC save of 8 + your Stand's strength modifier + your charisma modifier. On a fail they take 3d8 Slashing damage and are knocked prone and on a success they take half damage and are not knocked prone.

GRAAAAAHH!!

At the 11th level level you have become that of a creature much greater than your typical human. You now take half damage, rounded up, from all non-magical attacks. You can choose to heal 2d6 + your Stand User level at the start of each of your turns. When you have been brought down to 0 hit points, you may spend 1 spirit point to survive with 1 hit point. If the attack would kill you then you are forced to spend 2 spirit points to quickly regenerate and be brought back up to 2d6 + your Stand User level hit points or 1 spirit point to instead survive with 1 hit point remaining. This will render you incapacitated for 1 turn.

UGHAAAA!

At the 14th level as a bonus action you can spend 1 Spirit Point to cause your attacks to tap into the life essence of your enemies. When you do so, you gain this effect, any damage your Stand's deals will heal you an amount of hit points equal to the damage dealt. This effect lasts for as the rest of the turn.

Cream Requiem

At the 20th level your Stand has become a vortex if despair. You can enter Requiem mode for 1 minute. Your Stand has gained the ability to open is mouth and become a vortex that begins to suck in creatures of your choosing into your void within a 200ft radius of your Stand. Each turn all creatures of your choosing within a 200ft radius must make a strength DC save of 8 + your Stand's strength modifier + your charisma modifier. On a fail they are sucked 20ft closer to your Stand and on a success they are brought 10ft closer. All creatures that move in an opposite direction from your Stand have their movement speed halfed and any creature moving towards it have their movement speed doubled. Once a creature reaches your Stand they are instantly sucked into your Void and disintegrated entirely. You may only use this feature once per day.

Notes

I spent a hefty amount of time on this one and had a really hard time thinking of how I could chop the Stand up but then it hit me. Cream becomes the Stand of a soulless filthy Vampire. What other Stand on here ALSO has Vampiric abilities? D I O - s a m a ' s. Which made me be able to not chop up the Stand as much. I made sure the Vampiric abilities Cream gives isn't as strong as The World's cause that just made sense to me. I hope you guys like it! -Spuddzilla (Spuddzilla#1518)

Stand User Alignment: The World

Stand of Durability

The World Alignment Stand has high strength and high constitution. Your Stand's strength is equal to your strength + your charisma modifier + 3, and your Constitution can go up to 24 . The rest of your Stand's dexterity, intelligence, wisdom and charisma are equal to your own. Your Stand can move up to 10ft away from your character's position. Your Stand's AC is equal to 10 + your Stand's strength modifier + your charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls.

Bloodlust

At 3rd level, you can enter Bloodlust by spending 1 spirit point as your bonus action. This effect persists for the duration of the battle and 1 hr after it, refreshing itself upon rolling for initiative again or when you detect a new hostile creature. Upon activating Bloodlust, you gain temporary hit points equal to your Stand user level times your character's constitution modifier. While in Bloodlust, your battle focus damage mitigation is doubled and you ignore any mental effects that prevent you from attacking creatures that are hostile to you or your allies. When your stand makes a successful hit, the target takes 2d6 + your proficiency bonus bludgeoning damage from your stand's fists (the damage die increases to 2d8 at level 8, 2d10 at level 12 and 4d6 at level 18). Bloodlust ends early if you are knocked unconscious. You can also end your Bloodlust on your turn as a bonus action. Battle focus damage mitigations during Bloodlust is tripled at level 9 and quadrupled at level 14. Furthermore, your movement speed cannot be reduced by any means unless you are restrained or unconscious, and you are unaffected by anything that would normally increase the amount of movement required to traverse an area, such as difficult terrain. At 6th level, while you are in Bloodlust, you are unable to fall asleep or become unconscious.

MUDA

While in Bloodlust, when you are targeted by an attack from a hostile creature, you can use your reaction to stop time, evade their attack, make an attack against them if they are within range of you, and then resume time. If the attacker is not within reach, then you can move towards them up to your movement speed while time is stopped, effectively causing the projectile to miss you; you may interact with the projectile, such as taking it while time is stopped, but you cannot make an attack for that reaction if you do. This does not provoke opportunity attacks. Your and your stand's attacks during stopped time will always hit, but roll to determine whether or not it becomes a critical hit. You may spend 1 spirit point to prolong the effects of time stop and move behind the creature that targeted you to attack them, provided that there is a clear path to them. If the area behind them cannot be accessed, then select an area around them. If that is also not possible, then you cannot spend the spirit point. If you move behind a creature for your reaction but chose not to attack, they will become unaware of your current location and must spend an action to look for you, unless they can naturally detect creatures behind them.

IT WAS ME

Starting at level 5, when an ally is targeted by an attack, as a reaction you may stop time and move at double your movement speed towards the enemy that attacked your ally, preventing their attack from successfully hitting by using your own attack against them, and then resume time. Your and your stand's attacks during stopped time will always hit. This movement does not provoke opportunity attacks. Upon hit, the target takes an extra 1d6 of damage. The damage increases at level 8 (2d6), level 11 (3d6) and level 14 (5d6). That creature's attack rolls are then made with a disadvantage for the rest of the turn. You may spend 1 spirit point to attack again and knock them 10 ft away. They must then succeed a DEX saving throw against a DC of 8 + your charisma modifier + your proficiency bonus to prevent becoming prone.

WRYYYYY

Starting at level 7, while in Bloodlust, you gain an AC bonus equal to the amount of Exchange Blows stacks you have and creatures who make attack rolls made against you cannot be made with an advantage if you are aware of their presence. You may spend 1 spirit point as a bonus action to immediately gain the maximum amount of Exchange Blows stacks or, if you already have the maximum amount of stacks, you may spend 1 spirit point as a bonus action to cause your successful hits to become critical hits until the start of your next turn; you may spend 1 additional spirit point during that bonus action to cause all of your attacks to always successfully hit as well. At 11th level, successful attacks against a creature with less than 10% of its maximum hit points remaining causes them to be incapacitated until the end of their next turn.

I REJECT MY HUMANITY

Starting at level 9, you have begun to completely embrace your power. You will now take half damage, rounded down, from all non-magical attacks and heal 2d6 + your Stand User level at the start of each of your turns; this only works if you have at least 1 hit point remaining and you are not at maximum hit points. When you have been brought down to 0 hit points, you may spend 1 spirit point to survive with 1 hit point and continue fighting. If you would be killed by the hit, then you are forced to spend 2 spirit points to quickly regenerate and be brought back up to 2d6 + your Stand User level hit points or 1 spirit point to instead survive with 1 hit point remaining, but this ordeal renders you incapacitated for 1 turn. If you have at least 1 hit point, you may spend 1 spirit point to recover half of your maximum hit points or 2 spirit points to fully recover all your hit points as an action.If you lost any limbs or body parts, but they are still intact and within reach, you can spend 1 spirit point as a free action to reattach it. At 11th level, you may have your grapples freeze creatures to their very core, making them suffer the paralyzed condition; you can release your grapple and they would still be frozen, causing them to fall over and become prone. The frozen condition on them will last for as long as you are grappling them or 1 hr if you release your grapple, but they will break out if they been hit by a damaging attack/spell; if they had less than 10% of their maximum hit points when they broke out of the ice, they shatter into pieces and are instantly killed. At 13th level, you are able to make a ranged attack by firing high pressure liquid from your eyes at a creature within 60 ft as an action, dealing 3d6 + your proficiency bonus piercing damage that cannot be reduced (5d6 at 17th level); this attack will always hit what you are looking at, but if used beyond that range, the creature can make a DEX saving throw against a DC of 10 + your proficiency bonus, taking half damage on success. At 15th level, you also take half damage from all magical attacks and spells. At 17th level, you may choose whether or not you wish to be affected by a non-damaging spell.

Blood Drain

Beginning at 11th Level, while in Bloodlust, as a bonus action you can cause your attacks to tap into the life essence of your enemies. When you do so, you gain the Blood Drain effect, causing your and your stand's melee attacks to heal you an amount of hit points equal to the damage dealt. This effect lasts for as long as Bloodlust remains active. When you reduce a creature's hit points to 0 while under the effects of Blood Drain, that creature will then be raised as an undead under your control when it dies after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to undead, they gain dark vision for 60ft (unless they had better), gain Undead Fortitude as a feature, and Blood Drain as a permanently active feature. These minions will always stay under your control until they die and control over your minions cannot be taken from you. As an action, you may spend 1 spirit point to completely absorb the life essence of a willing creature, an unconscious creature, or a creature under your control. This will give you the same benefits of a long rest, fulfills your daily requirement of food and water, and instantly kill them, but does not restore the spirit point(s) used to drain them. If their type was undead, then absorbing their corpses will cause them to shrivel up and disintegrate, unable to be raised without True Resurrection or a Wish spell. Alternatively, you may use your whole turn to spend 1 spirit point on a corpse to raise them up immediately in the same manner, as if you had just killed them with Blood Drain; these corpses will regenerate any lost limbs or body parts.

ZA WARUDO

Starting at level 14, you may activate "Time Stop", it lasts for 2 rounds and it requires the full turn to activate. During Time Stop, extra actions are still extra actions and movement speed is automatically doubled without the use of dash. You can make an attack against creatures or interact with an object that is being held by a creature without breaking the "Time Stop" effect. If an object is thrown at an enemy, at the end of Time Stop, the enemy must succeed a Dex saving throw of 15 + your CHA modifier + your proficiency bonus with a disadvantage for each attack, taking half damage (rounded down) upon success; attacks that hit will deal critical damage. Your and your stand's attacks are considered automatic criticals for the duration. At level 17 it lasts for 3 rounds, and lasts 4 rounds at level 20. You can use this without gaining a stack of exhaustion the same number of times as your proficiency bonus, regaining all uses after a long rest. Attempting to use ZA WARUDO with no uses remaining will still activate the effect, but will result in 1 stack of exhaustion at the end of your turn. Expending 1 spirit point will double the duration of ZA WARUDO; you can only double the duration on the moment you cast it and only if you do not have any stacks of exhaustion.

If you are subjected to a Time Stop effect caused by others, you may use your reaction to cast ZA WARUDO and have your turns with them. The rules of ZA WARUDO still apply to you. Using it this way does not count against your total uses nor does it give you exhaustion.

Heaven Ascension

Starting at level 20, you have ascended and gained the power to alter reality itself, granting you the title of Heaven Ascension. You may now use The World Over Heaven once a day. You can activate it by spending 1 spirit point with your bonus action. For 1 minute, The World Over Heaven allows you to change reality itself into anything you want by touching it with either your or your stand's fists. It also grants you all the benefits of the Wish spell, being able to freely use it as an action, bonus action, and as a reaction. You cannot be prevented from using it from spells such as Antimagic Field. The voice component is not required to cast this. You must make physical contact with whatever you wish to affect, but you do not suffer any of the limitations nor penalties of using Wish (Talk to DM about the result you wish for). When you make physical contact with it, the change you want to happen will happen instantaneously, taking place even if its not your turn. These changes are permanent and can only be changed/reversed with this feature. You can spend 1 spirit point to increase the duration by 1 more minute as a bonus action; you may spend more than 1 spirit point in this manner. Furthermore, there is no limit to how many times you can double the duration of ZA wARUDO nor are you limited to using it based on your proficiency bonus. If you are not in combat, using ZA WARUDO causes it to have double duration without spending 1 spirit point; further increases in duration requires a spirit point. During The World Over Heaven, you may activate ZA WARUDO as a free action and ZA WARUDO will not use its duration until after The World Over Heaven ends. As a result of attaining this level of power, you also become immune to the effects of Wish from anyone other than your own usage of this feature.

Stand user alignment: Diamond

Stand of Repair

The Diamond Alignment Stand has high strength and high dexterity. Your Stand's strength is equal to your strength + your charisma modifier + 3, and your Stand's dexterity is equal to your dexterity + your charisma modifier. The rest of your Stand's constitution, intelligence, wisdom and charisma are equal to your own. Your Stand can move up to 10ft away from your character's position. Your Stand's AC is equal to 10 + your Stand's strength modifier + your charisma modifier.

I Went Ahead and Healed Your Sorry Ass

At the 3rd level, you can heal your allies as a bonus action, you or your stand must make physical contact with whoever you are choosing to heal. Your Fix heals for 1d6+charisma modifier+stand user level, you cannot heal yourself and you can fix broken or missing limbs with this as long as the limb is still in this plan of existence and not completely decomposed. The healing increases to 2d6 at the 5th level, 3d6 at 10th, 4d6 at 15th, and 5d6 at 20th. You can also use this action to fully heal an allie an equal number of times to your proficiency bonus plus 1d4, by spending 1 spirit point to do so, which are then completely restored upon completing a long rest or by spending 9 spirit point to fully recharge it (the amount of times that you can fully heal). Healing someone with 0 hit points remaining causes them to become stable with the current hit points recovered by the amount healed.

There is No Reason He Needs to Die

Starting at 5th level, you can use "I Went Ahead and Healed Your Sorry Ass" to revive an ally who has died within the last hour; they revive with half of their maximum hit points recovered, rounded down.

Fix

Starting at the 5th level you can repair broken objects (if a magic object breaks and you fix it does not retain its magical effect(s)). When you fix an object you can choose what it fixes into and how it is fixed (at DM's discretion) but you cannot add or lose mass, so no matter how you fix a 10 pound rock it will always be 10 pounds, you have to have physical contact and this takes your bonus action. You may spend 1 spirit point during Fix to restore any magical properties to it, if any. When fixing objects with missing pieces, you may choose whether to have the pieces fly to the object you possess or to have it fix itself to the others, causing the object to fly away to repair itself with its origin. You can also choose to fix an object with a creature, causing them to become fused with it.

DORA

At the 7th level, you gain the following ability: A Stand User gains the ability to DORA as a bonus action; this costs 5 spirit point. While using DORA mode, you gain the following benefits: you may dash or make a trip attack (you can attempt to knock a large or smaller creature prone) as a bonus action each turn. Make a melee attack against the target and gain one extra attack. On a hit, the target takes 2d6 bludgeoning damage from your stands fists (the damage die increases to 2d6 at level 9, 3d6 at level 12 and 4d6 at level 16). DORA lasts for the entirety of the battle and you may only activate DORA again for the next 3 rounds; you may spend a bonus action to end it early. While in DORA, you must spend 5 spirit point in order to use to use I went ahead and healed your sorry ass each time; the amount of hit points recovered in this manner is doubled.

WHAT DID YOU SAY ABOUT MY HAIR?!

At the 9th level, if you have the maximum amount of Exchange Blows stacks, you may choose to fall into a blind rage and cause all your successful attacks on a single creature for that turn to deal critical damage, all failed attacks to still hit and deal regular damage, and all critical attack rolls to deal 2 critical hits. Using this feature causes you to become immune to effects that require you to use any of your 5 senses to activate, such as Horrifying Visage. This feature expends all of your Exchange Blows stacks at once and you can not gain any more stacks for the next 3 rounds. You may spend 5 spirit point as an action to reduce it from 3 rounds to your next turn.

I'm Gonna Fix That Spaghetti!

Starting at the 11th Level, when you use "I Went Ahead and Healed Your Sorry Ass", if the creature being healed is affected by a status effect, they are cured of it (this includes negative and positive effects). Using it on a creature with exhaustion stacks removes their current amount by 1. You can also use it on objects to separate any poison, disease, or magical curse from it without expending a spirit point. If you have a container, you may put separated contaminants in it.

Life is not that easy

At the 14th level, when you use I went ahead and healed your sorry ass, you may choose to bring them up to full HP, but doing so will use up your whole turn. You may also use it to revive creatures that have died in the last hour by spending 3 spirit point; this also uses up your whole turn and they are fully healed upon reviving. This feature will still work on them if their entire body was destroyed as long as you use it on the last location they were alive, regenerating them whole again.

Diamond Requiem

At 20th level, you get the requiem version of your stand. This lasts for 1 minute. While in this form, you can use your bonus action to transform objects within 100 feet into new shapes.(talk to DM to set limitations in game). This can only be used once a week.

Stand User Alignment: The Hand

Stand of Erasure

The Hand alignment stand is a stand of great strength. Your stand’s strength is equal to your strength + your charisma modifier + 3, the rest of its scores are equal to your own. Your Stand has an AC equal to 10 + your stands strength modifier + 3. Your stand can move 5 ft away from you and is proficient in unarmed attacks which it uses a d4 for.

Za Hando Swipe

At 3rd level, your stand gains the ability to swipe away space using its hand. You can use an action to swipe and perform one of two moves, 1: you make an attack against a creature or object which is within 5 ft of your stand that deals 3d8 + stand strength mod force damage to a creature or maximum damage to an object which is erased if it is destroyed. Attacking in this manner can not benefit from Exchange Blows. 2: you swipe at the air and either pull yourself up to 15 ft in any direction or you pull an object or creature within 50 ft, up to 15 ft closer to you. The damage or distance increase by 1d8 or 5 ft, respectively at levels 9,14, and 17.

I still scraped through space time.

At 5th level, if you would miss an attack with the hand swipe you can instead treat it as a movement swipe.

Oi Josuke

At 7th level, for the cost of one spirit point you can attempt to swipe away an oncoming projectile or spell that you can see that is coming towards you or an ally within 30 feet. In the case of projectiles, such as arrows, you make an attack roll versus the attack roll of the projectile and for oncoming spells, such as firebolt or ray of frost that have attacks (ask dm if unsure), you make an attack roll versus the caster’s spell save dc.

Get Back Here!

At 9th level, you can use a hand swipe as an attack of opportunity given that you choose to pull them closer to you or to pull you closer to them.

Leave this to me.

At 11th level, for 2 spirit point as a bonus action, you can use the the hand swipe three consecutive times to pull yourself in any direction.

I had a weird dream...

At 14th level, if you would fail your third death saving throw and die, you can instead use 5 spirit points and become unconscious instead for one minute. During this time you, see someone important to you with whom you interact with and become motivated from. After the minute has passed, you wake up with half your maximum hit points and immediately take a turn if you are in combat.

The Hand Requiem

At 20th level, for 1 minute once per day, your stand can use hand swipes for its attacks including extra attacks, the range of damaging swipes is increased by 10mft and the distance movment sweeps covers is doubled. You can spend 3 spirit points to immediately hand swipe and erase a creature with less than 20 percent of their maximum hit points.

Notes

Been thinking of this idea for a while and just finally put it together. Thought the idea of this stand's power would be cool for dnd.-C. Stalin

Stand User Alignment: Bad Company

Stand of Firepower

The Bad Company alignment stand has high dexterity. Bad Company is a colony stand that can move up to 50 feet from you. Each individual unit of your stand has 1 hit point. Each unit's dexterity is equal to your dexterity + your charisma modifier + 3, each unit's strength and constitution is 3, and each unit's intelligence, wisdom, and charisma is equal to your own. Each unit's dexterity can go up to 30. Each unit's AC is 10. Your stands have a walking speed of 10 feet, and you can move them all collectively or individually when you choose to move your stands.

Loyal Soldiers

At level 3, your stand is comprised of 10 infantry units. This increases to 20 at level 8, 30 at level 12, 40 at level 16, and 60 at level 20. Their size is tiny. Each unit of your stand is armed with a ranged weapon with a range of 30 feet. On a hit, this ranged weapon deals 1 piercing damage. Your stands can attack separately or together, but only once per turn. To determine how many of your stand's attacks hit, roll die with a maximum total of the number of stands you use for the attack, using the fewest number of die possible. (For example, if 4 units attack, roll a d4. If 40 units attack, roll 2d20.)

A Cast-Iron Defense

At level 5, your stands react to incoming danger, firing at approaching projectiles in order to protect you. Whenever a creature attacks you with a ranged weapon, you can have your stands fire at the projectile as a reaction, making a dexterity check contested by the projectile's attack roll. On a success, the projectile is destroyed.

Landmines

At level 7, a unit of your stand can place down an explosive charge as its action. This explosive's size is tiny, and remains hidden to creatures with a passive perception lower than or equal to 15. If a creature steps on the landmine, they must make a DC 15 dexterity saving throw or take 3d8 fire damage and have their speed reduced by 10 feet until they are healed. On a successful saving throw, they take half damage and their speed is not reduced. The number of landmines you can have out at once is equal to your stand's dexterity modifier.

Tanks

At level 9, your stand gains two tank units. This increases to 4 at level 12, 7 at level 16, and 10 at level 20. Each tank unit carries a ranged weapon, that it is proficient in, with a range of 50 feet. On a hit, this weapon deals 3d8 fire damage.

Green Beret

At level 11, your stand gains a green beret unit. The green beret has the same stats as your basic infantry units, but it carries a dagger which it is proficient with. On a hit, it deals 2d4 slashing damage. It also has walking, climbing, and swimming speeds of 30 feet.

Apaches

At level 14, your stand gains 2 apache helicopters. This increases to 5 at level 20. These have flying speeds of 30 feet, and ranged missiles that they are proficient with. On a hit, these missiles deal 4d6 fire damage.

Worse Company

At level 20, your infantry units deal 2 damage per hit. Additionally, once per day, you can drop a bomb from one of your apache units. All creatures within a ten foot sphere of the bomb's impact point must make a DC 20 dexterity saving throw or take 20d10 fire damage.

Notes

My first colony stand! Send comments to my discord DMs (DeltaBlade#9380).

Stand User Alignment: Chili Pepper

Stand of Electricity

The Chili Pepper alignment Stand has great Strength and Dexterity. Your Stand's Strength is equal to your Strength + your Charisma Modifier + 3. Your stand's Dexterity is equal to your Dexterity + your Charisma Modifier + 3. Your Stand's Strength and Dexterity can go up to 24. Your stand can move up to 30 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.

Electrical Transmission

At 3rd level, your Stand is composed of electrical energy, and can travel through metal. While your Stand is touching a metal object, such as a pipe, it can teleport as a bonus action using one spirit point as long as it would stay in contact with the metal object the entire time. Additionally, when your Stand is hit by a melee attack with a weapon made of metal, the attacker takes 1d6 lightning damage. However, coming into contact with a large body of water deals 1d6 acid damage per turn until you withdraw your stand, as its electrical energy is dispersed.

Electrical Phasing

At 5th level, your Stand can take a creature it is grappling, or an object of size medium or smaller with it when it teleports. Living creatures teleported in this manner take 1 lightning damage per foot of travel.

Oh Yeah!

At 7th level, you gain proficiency in one musical instrument of your choice. Your Stand's unarmed attacks can now deal lightning damage instead of bludgeoning damage when they hit. Your Stand is now resistant to lightning damage.

I'll vaporize you using just my pinky.

At 9th level, your Stand now uses a d8 for its unarmed attack damage rolls. Additionally, your Stand gains a ranged attack; at the cost of two spirit points, you can fire a 60 ft long and 5 ft wide line of lightning. All creatures in the affected area must make a DC 18 dexterity saving throw, taking 8d6 lightning damage or half on a successful save.

Supercharge

At 11th level, your Stand can absorb electricity to power itself up. Your Stand gains immunity to lightning damage. Whenever your Stand is hit by an attack or spell that deals lightning damage, you gain the benefits of a haste spell for one minute. You don't gain the drawbacks of a haste spell ending when the duration of Supercharge expires.

Ultra Super Guitarist!

At 14th level, you gain expertise with one musical instrument that you are proficient in. You can use an action to play the instrument and generate a stack of Exchange Blows at the start of each of your turns for one minute. Additionally, using a stack of exchange blows now grants you two extra attacks per stack, instead of one.

Chili Pepper Requiem

At 20th level, you can draw power from the most potent of all sources of electricity: lightning. When it is raining, roll a d20 at the start of each of your turns. On a roll of 20, your Stand is struck by lightning, giving it unbelievable power. Your stand gains all the benefits of its Supercharge ability. Additionally, your stand can move fast enough to evade all attacks; you gain the benefits of a blink spell. All creatures within a 20 ft radius of your stand (except you) take 4d6 lightning damage at the start of their turn. This lasts for one minute.

Stand User Alignment: The Lock

Stand of guilt

The Lock alignment stand is a stand of great charisma. Your stand’s charisma score is equal to your charisma score plus your charisma modifier plus 3 and the rest of its stats are equal to your own. Your stand doesn’t have a standard form and rather manifests itself via its abilities later on.

These shackles are the weight of your sins.

At third level you can use your stand to instill feelings of strong guilt into a creature. As an action, you can target a creature within 60 feet of you and they must make a Charisma saving throw versus a Dc of 8 plus your stands charisma modifier plus 3 and on a success they avoid having your stand put on it. Otherwise you manage to get your stand out onto that creature. Your stand manifests itself as a small lock in the middle of the targets chest that feeds of the guilt of that creature. When the creature willingly commits an evil action or attacks you, they suffer a d6 psychic damage. A creature with a lock on it has a penalty to all rolls equal to your proficiency bonus. You can have two locks active at a time and they only come off when you decide to remove it as a free action.

I’ll bury that cat for you, so give me a little money, Okay?

At level five the guilt a creature can get is increased. Essentially whenever a creature recieves a lock, they gain one stack of guilt. Currently the max number of guilt stacks a creature can gain is two and the effects of one stack of guilt are the effects listed in”These shackles..”. A creature can gain an extra stack of guilt by attacking you or by commiting an evil action. The second level of guilt causes targets to gain disadvantage on all attacks they make. You can now also set a clear condition for the target to remove the lock. You set this when putting the lock on them and it can be anything from surrendering during a fight to paying a sum of money, the only restrictions are that the condition cannot cause direct harm to the creature and they have to be made aware of the condition.

You felt bad about lying, Didn’t you?

At level seven you gain advantage on insight checks made on people with your stand and they have disadvantage on all deception checks they make until your stand is off. If a creature with your stand on would willingly lie, then they must make a charisma save versus 10 plus your stand’s charisma modifier plus five or take 4d6 psychic damage and go up a level of guilt or take half damage and receive no extra guilt on a successful save. You now can have up to three locks active at a time.

Don’t try anything funny with me!

At level nine targets of your stand now gain a stack of guilt for attacking your allies and they can have up to three stacks of guilt. A creature with the third stack of guilt has all damage done to you reflected, cannot gain advantage on anything, and they start to take 2d6 psychic damage at the start of their turns. This damage increases by a d6 for every additional stack of guilt they have. Additionally for the cost of a spirit point, as a bonus action you can taunt or insult a target with your stand in order to make them gain another level of guilt.

It’s Heavy! I can’t even stand anymore!

At level eleven the weight of a creature’s guilt literally starts to weigh them down. At the first stack of guilt a creature is unable to take the dash action and for further levels of guilt they take a ten foot penalty to their movement for every stack of guilt they have after one.

If you could just pay a little cash to remove your sins Wouldn’t you!

At level fourteen the guilt a person can have goes up to a potential four stacks of guilt. At the fourth level of guilt, creatures can no longer concentrate on spells or use abilitites that take more than a standard action and they lose their reaction. Additionally you can use an action and 2 spirit points to insult and mess with the target to make the guilt hurt more. The target rolls a wisdom saving throw versus 8 plus your stand’s charisma modifier plus 3 or they take 5d6 psychic damage and gain a stack of exhaustion or half damage and no exhaustion on a successful save. You also gain proficiency in the persuasion skill or get expertise if you already had it and you can have up to four locks at once.

When humans can’t bear the weight of their sin Anymore!

At level twenty you can cause targets of the lock to be struck with overwhelming and hope ending guilt. As an Action you can enter requiem for one minute and during this time you can place an unlimited number of locks on people, locks no longer require saving throws from the target and rather lock on automatically, targets with the lock lose any resistances or immunity to psychic damage and take an additional die of psychic damage whenever they take damage from one of your abilities, and you can spend spend 3 spirit points as an action during this time to increase a targets guilt by one and cause them to go into a suicidal state. A creature in this state must make a strength save against 8 plus your stand’s charisma modifier plus 3 or attack themself for the turn in which case they always land critical hits. On a success they just lose their action and on the third success they exit the state. On the third failure in a row a target will not be able to exit this state by any means that isnt the wish spell or equally powered magic. Lawful Good Creatures gain advantage on their save and chaotic evil creatures gain disadvantage on their save.


Stand user alignment: Echoes

Stand of Sound

The Echoes alignment stand has high intelligence. Your stand’s intelligence is equal to your intelligence + your charisma modifier + 3. Your stand’s strength, dexterity, constitution, wisdom, and charisma are all equal to your own.

Echoes: Act 1

Your stand has multiple ACTs, which you can call upon at will. ACT 1’s range is 150 ft., and it has a flying speed of 10 ft. As an action, you can write sound effects on any surface in range. These sound effects can range in volume from extremely quiet to deafening, and create noise in a ten-foot cube from their point of origin. Any creature in the affected area of a deafening sound effect must make a DC 15 constitution saving throw, taking 1d10 + your intelligence modifier thunder damage on a failure. The damage increases by 1d10 at 7th, 10th, and 15th levels.

Believe in Me!

Starting at 5th level, you can spend 1 spirit point to force another creature to make a DC 15 wisdom saving throw whenever you fail a persuasion check. On a failure, the persuasion check succeeds. You can use this ability once per short rest; this increases to twice at 10th level and three times at 15th level.

Echoes: Act 2

At 7th level, you can call upon ACT 2 of your stand. ACT 2 has a range of 50 ft. and a flying speed of 30 ft. As an action, you can make a ranged attack against a creature within range of your stand. This attack uses your intelligence modifier and you are proficient with this ranged attack. On a hit, you can choose to inflict one of the following effects: ‘Sizzle’: The affected creature takes 2d10 fire damage. ‘Whoosh’: The affected creature is pushed 10 ft. in a direction of your choosing. ‘Boing!’: The affected creature is hurled 50 ft. into the air. ‘DORARARARARA’: Costs 5 spirit points. The affected creature is hurled 50 ft. into the air and takes 8d6 bludgeoning damage.

Echoes: Act 3

Starting at 9th level, your stand evolves once more. ACT 3 has a range of 10 ft. and a walking speed of 50 ft. When you take the attack action against a creature, you can choose to inflict ‘Three Freeze’ on it. On a hit, the creature’s speed becomes zero, it falls prone, and it falls down if it is flying, taking triple fall damage when it lands. For every additional attack with ‘Three Freeze’ that you land against a creature already inflicted with ‘Three Freeze’, it must make a DC 20 strength saving throw on its next turn or be unable to perform actions, reactions, or bonus actions. Additionally, the creature takes 10d10 bludgeoning damage if it fails this saving throw, or half if it succeeds.

S-H-I-T

At 11th level, a creature affected by ‘Three Freeze’ fails its strength saving throws automatically if it is within 5 ft. of your stand.

Okay master! Let’s kill da ho! Beeeeeetch!

Starting at 14th level, all intimidation checks against you fail automatically. Additionally, all ACTs of your stand have their ranges tripled.

Echoes Requiem

At 20th level, you can activate requiem for one minute. During this time, you can cast any spell with a verbal component only without spending a spell slot. Intelligence is your spellcasting ability for these spells. Your spell attack bonus is +20, and your spell save DC is 30 during this time.

Notes

Delta here. Comment by sending me a DM at my discord (DeltaBlade#9380).

Stand User Alignment: Pearl Jam

Stand of Cooking

Curative Cooking

At the 3rd level, you gain the ability to make a dish. This dish has the ability to heal 2d4 HP (3d6 at level 6, 2d10 at level 9, 2d12 at level 12, 2d20 at level 16), and you can have 2 dishes pre-made. It takes about 15 minutes to make one of this dish. It can only be made if you have access to the ingredients required. Any and all dishes made are chosen by the player, at the discretion of the DM. No two dishes can have the same ingredients.

Now, let's continue with the meal, shall we?

At the 5th level, you are able to create another dish, which can give advantage on 2 abilities of their choice to the person who eats the dish. (3 at level 6, 4 at level 9) the advantage lasts one day. It takes 10 minutes to make one of this dish. The amount of dishes you can have pre-made is now 4

Si, Signore

At the 7th level, you can make a dish that gives the person that eats it automatic successes on all rolls for 10 minutes. This dish takes an hour to make.

Momento! Please do not panic

At the 9th level, you gain the ability to make a dish that heals all status effects on a party member. This dish takes 8 minutes to cook.

It helps relieve insomnia

At the 11th level, you gain the ability to cook a dish that gives the user all the positives of a long rest. This dish takes 3 hours to cook. The amount of dishes you can have at a time is raised to 12

I have a lot of confidence in my food

At the 14th level, you gain the ability to give your dishes two attributes at once, but only need the ingredients from one of the dishes.

Pearl Jam: Master Chef

At the 20th level, you have no limit on how many dishes you can have at a time, and the preparation/cook time is halved. This is a permanent ability, unlike other Requeims

Notes

Hi! My name's Ava (CapnUnderoos#5606) You may recognize me from helping with Soft and Wet. I've decided to start designing Stands on my own! I had help with the quotes from Spuddzilla. Hope someone ends up using this Stand sometime!

Stand User Alignment: Heaven’s Door

Stand of Control

The Heaven’s Door Alignment Stand has high Wisdom. Your Stand's Wisdom is equal to your Wisdom + your charisma modifier + 3 and your Charisma can go up to 24. The rest of your Stand's strength, Dexterity, constitution, intelligence, and charisma are equal to your own. Your Stand is a phenomenon, and thus can not be summoned traditionally. You loose all proficiencies in weapons.

I’m reading through your lives and experiences to get that reality.

At 3rd level, as an action, you can force a creature within 15 feet to make a DC 8+your Stand’s Wisdom modifier Wisdom saving throw. On a failure, they are paralyzed as parts of their body open like a book. At this point, you can not make sense of the pages. Creatures can attempt to not be paralyzed at the beginning of their turn as a Constitution or Strength saving throw of the same DC. This can not affect you. Any ability relating to this ability must be used within 5 feet.

Reality itself is entertainment!

At 5th level, while creatures are under the effect of “...get that reality”, you can gain knowledge of any part of their life, no matter how personal.

Make it so I can speak Italian.

At 7th level, you can write the ability to speak any specific language into any creature you have opened. You can also open willing, unaware, , incapacitated, or surprised creatures as a bonus action.

But I refuse

At 9th level, when you fail any Charisma check or save, you can spend 1 spirit point to automatically succeed. As an action, you can write “I will fly back x feet” into a creature and it will happen. X can only be up to 120 feet. This can be done as a reaction if the first half of this feature was used immediately beforehand.

A safety-lock...

At 11th level, in exchange for 2 turns’ actions, you can remove a creature’s ability to attack 1 other creature. You can also remove up to 1 hour of an opened creature’s memory as an action. These memories are stored on a sheet of paper and can be given to a creature, same or different, as a bonus action.

Victory goes to the one who strikes first.

At 14th level, for 5 turns’ actions and 5 spirit points, you can write how an opened creature dies. Doing so can not keep a creature from falling to 0 hit points in any other near-death scenario, but does give them advantage their death saving throws. If the time of death written is reached, they die instantly.

Heaven’s Door Over Heaven

At 20th level, for 1 minute once per day, you can open the book of reality. Any of your writings can be made as a bonus action, can do anything, and you can write within yourself.

Notes

Ref here, coming back at you with another Stand. Honestly, while Over Heaven and Heaven’s Door Requiem realistically would be similar abilities, the main reason named it that was because I thought it sounded funny. I’ve done my best to make this Stand non-combat oriented and not too OP, but it’s Heaven’s Door.

Stand User Alignment: Harvest

Stand of Numbers

The harvest alignment stand is a stand of great wisdom and dexterity. It’s wisdom is equal to your wisdom plus your charisma mod plus three and your stands dexterity is equal to your dexterity plus your charisma mod and the rest of it’s stats are equal to your own. Your stand isn’t proficient in any means of combat and its unarmed strike do one damage and can’t add it’s modifier. At level one your stand is comprised of fifty smaller entities, all of which are considered tiny. They all move at the same time with each having 40 feet of speed and they have a 5lb carrying capacity. Up to ten of your stand can fit in a five by five foot space and your stand has a single entity Ac of 10 plus stand dexterity. The Ac of a group of your stand is 10 plus stand dexterity plus the number of your stand in that space. When grouping up your stand into five foot by five foot spaces they act as a single unit with hp equal to the number of them in the group. When an entity of your stand is dealt damage you take (1/the number of stand entities you have) worth of damage and the entity is destroyed until your next rest. The range of your stand is a mile.

I can get anything I want!

At level three you have learned that your stand is very good at completing simple tasks such as retrieval. As a bonus action you can send out up to half your stands to complete a simple objective. If this requires a check dm will ask for it. Alternatively you can use the full action to send out an unlimited amount of your stand to perform a task. When sending out your stand to perform a task you can specify an amount of time for them to do it or else they will come back at the end of the time. Otherwise you can send an order for any of your stands to come back as a bonus action.

Hey, you can see them, right?!

At five seven the number of entities your stand consists of has increased to one hundred. You can also spend a spirit point to resummon up to twenty of your stand if they have been destroyed.

I’ll protect them!

At level seven you have become a little selfless in the use of your stand and can have your stand defend your allies. You can use 1 spirit point and a bonus action to send out any number of stands to help guard a creature of your choice. Until you order them back to you they will protect the target indefinitely adding +1 AC to the creature for every ten stands sent to help. They also add an amount of temporary hp to the target equal to the amount of stands sent and whenever damage would be done to the temporary hp of that creature, that many of your stands are destroyed.

You guys really are useless.

At level nine your stands gain proficiency in stealth and sleight of hand and have their movement increased to fifty feet. You can now have your stands carry you or other creatures and this allows you to move yourself or other willing creatures at a speed equal to your stands movement. You can also have your stands attempt to grapple a creature. For a tiny creature you need one stand, for small ten, for medium fifty, for large one hundred, for huge two hundred fifty, and gargantuan requires five hundred of you stand. When grappling in this manner you roll a stand dex check versus the targets strength check and on a failure they are grappled.

You guys still haven’t figured it out yet? You guys are drunk.

At level elleven you can utilize a needle like appendage on your stand in order to inject creatures with poisons or toxins. For the case of something like alcohol it affects the creature immediately and they must make a Con save versus a Dc of 8 plus your proficiency plus your stands wisdom modifier and on a failed roll they have disadvantage on all rolls until the start of your next turn. If you use poison then they make the same Con Save and they take 3d8 poison damage and become poisoned, and on a pass they take half damage and don’t become poisoned. You can only use this ability once per turn and it requires at least five entities of your stand. This costs an action and 2 spirit points.

I’ll show you what happens when you underestimate me!

At the fourteenth level you have practiced heavily with your stand in order to fight better and form perfect formations for battle. You can form a wall out of at least 50 of your stand for the cost of a spirit point that has an Ac of 15 plus stand wisdom modifier and takes up six 125 cubic foot cubes(cubes five feet on all sides) arranged however you wish. Hostile creatures that start their turn, end their turn, or enter within five feet of a section of the wall must make a Dex check versus a Dc of 10 plus your stands dexterity or take 3d6 piercing damage or half on a successful save. You can spend a reaction and a spirit point to collapse the wall onto a creature that would’ve triggered the above ability to make a grapple check against them and deal damage equal to half the amount of your stands that made up the wall. For every extra ten stands put towards making the wall, add another cube. You can use an action to send a number of your stands out to drop small projectiles onto an enemy. The target must make a dex save versus a Dc of 8 plus stand dex plus one for every five stands used to perform this ability(rounded down). The target takes 1d6 bludgeoning damage for every five stands (rounded down) that are used on this ability or half on a succesfull save. You can form a wave and charge the enemy. Choose an amount of your stand to dash forward up to their movement speed and any creatures in the way make a strength saving throw versus 8 plus your stand’s dexterity modifier, taking a d6 for every 10 stands used and they fall prone. On a succesfull save they take half damage and are not knocked prone. Finally the number of stands you can have is increased to two-hundred and fifty.

Harvest requiem; God of the Harvest

The default number of stands you can control is five hundred and you can pay 3 spirit points as an action to fully restore up to two hundred of your stand. Additionally you can enter requiem as a bonus action and it lasts for a minute. In this state you can have infinite stands although summoning your stand after activating requiem only starts you with five hundred. You can use your ability to restore entities of your stand to effectively summon more stands, the movement of your stands has increased to 80 ft, your stands are proficient in unarmed strikes during requiem and they can now add their strength modifier to it(as long as it is not negative), their carrying capacity has doubled to 10lbs, and sending any number of your stands to perform a task now costs no action. At the end of requiem you lose any extra stands that would only have been available to you during requiem but you can spend 2 spirit points per fifty units of your stand to keep them active given that they were performing a task(You lose them once they have finished the job)

Notes

So this may require a lot of balancing and tweaking down the line but, I finally did it. We now have the first colony stand on the site(neglecting metalica). I thought this would be a fun time to make and overall it has been. I’ve seen people wanting this for a while on this site and I’m happy to finally be presenting this. Just a reminder to talk to your Dm about using this subclass as they may want to simplify or otherwise change things about it.-(Coleseph Stalin #1195)

Stand user alignment: Queen

Stand of Destruction

The Queen Alignment Stand has high strength and charisma. Your Stand's strength is equal to your strength + your charisma modifier + 3. The rest of your Stand's dexterity, constitution, intelligence, wisdom and charisma are equal to your own. Your Stand can move up to 15ft away from your character's position. Your Stand's AC is equal to 10 + your Stand's strength modifier + your charisma modifier. Your Stand becomes proficient in Unarmed Strikes.

Primary Bomb: Bomb Transmutation

At the 3rd level you gain the ability to charge anything you or your stand touches into an explosive bomb. Making physical contact with something allows you to charge them with Primary Bomb, giving them an explosive property, but only if you want to. These bombs will detonate if they either touch something other than you or your stand after you placed the bomb on them or if you use your reaction or bonus action to manually detonate it; you can only have 1 bomb charged at a time. If you do not have a bomb charged, and your stand is out and in the same space as you, then any creature that makes a melee attack on you will have their weapon charged with a bomb that will activate on the same moment they attack. The bomb deals 1d10 + your stand's strength mod + your proficiency bonus in force damage in a 10ft radius of the bomb. If placed on objects, the bombs will not harm it upon detonation. Creatures in the explosion radius must succeed a DEX check with a DC of 8 + your stand's strength mod + your proficiency bonus. If they succeed, they take half damage. Creatures that ether trigger bomb or has the bomb attached to them will automatically fail and deals max damage as well as double your damage die . The Damage increases to 2d10 at 6th level, 3d10 at 9th, 4d10 at 15th, and 5d10 at 17th. The bomb itself and the explosion cannot be seen by any means, as they do not have an actual form to see, and, when detonated, is silent to everyone except the one who activates/possesses it when it detonates. Primary Bomb: Bomb Transmutation activated by creatures unaware of your presence will always take critical damage. You and your stand are unharmed by these explosions. You may spend 1 spirit point to adjust the bomb upon detonation, making it affect only the creature that activates/possesses it and dealing full critical damage to them. You may also spend 1 spirit point to increase the range of the explosion, giving it up to 20 additional ft in radius.

I JUST WANT TO LIVE A QUIET LIFE

At the 5th level you gain advantage and proficiency in deception and persuasion checks. You will always know if you are being watched by someone. If you are being watched, you will immediately know the exact direction of where they are watching from unless they are using magical means to watch you, such as Scrying.

Killer Impulse

Starting at 7th level, if creature's hit points are reduced to 0 due to your bombs, they immediately die and turn to ash. Any items they were holding drop to the ground, unharmed; you can instead choose to completely destroy everything about them, leaving behind no physical evidence or items they were carrying. You regain 1 spirit point for every creature you turn to ash with your explosions. You also gain the ability to expend extra Spirit Points when detonating your Bomb stacks to add an extra 2d10 to your current damage roll for every point expended.

Fate is on my side

At the 9th level, if you would be reduced to 0 hit points, you instead drop to 1 hit point. This will always take 1 spirit point and you cannot use this feature if you are at 1 hit point already. Furthermore, when you make a roll with a disadvantage, you can use this feature to eliminate the disadvantage. You do this a number of times equal to your proficiency bonus and you regain all uses after a long rest or by restoring uses with 1 spirit point. You may also expend 1 spirit point without expending a use from this feature to change a roll that you must make that has a disadvantage into a roll that has an advantage that uses your proficiency bonus.

Secondary Bomb: Sheer Heart Attack

At the 11th level your stand gains a new ability, "Sheer Heart Attack". As an action, you can spend 1 spirit point to detach the left hand of your Stand, and it becomes an independent Sub-Stand with the Invisible Force feature. As a sub-stand, it is an invulnerable object and has an unlimited range in being away from you. It has strength, constitution, intelligence, and wisdom of 6, a dexterity of 18 and charisma equal to your Stand's. Its size is tiny and has a walking speed of 45 ft. It will search out the highest temperature in a 30ft radius of it other than you (DM will decide how to judge who has the highest temp; generally it will be the one with the most adrenaline or body temperature) and when it makes contact with the object, it explodes, acting like a Primary Bomb. You do not take the damage that Sheer Heart Attack takes and while it is out you cannot use "Primary Bomb" or "Bites The Dust". You always know the location of Sheer Heart Attack. If you want to call it back early, you must be in contact with it and use a free item interaction to pick it up, re-attaching it back to your stand; if it is not within range, you may use either your bonus action or reaction to order it to return to you, it will use its turn to double its movement speed and move towards you. Sheer Heart Attack shares your initiative and can only move on its turn. You may expend 1 spirit point to telepathically order it to guard an area.

Air Bomb Transmutation

At the 14th level, your stand gains the power to create air bubbles infused with a bomb using your action. The bubble moves by itself on your turns, flying in any direction you telepathically order it to, as a free action, up to 20 ft each turn. The bubbles are considered an object with 1 hit point with its size being tiny, with 6 inch radius. If something touches it, the bubble breaks and explodes as if you used Primary Bomb on the object or creature that hit it. You can only use this feature to charge a bubble if you do not have anything else charged with a bomb. As a bonus action, you may expend 1 spirit point to double the bubble's movement.

Tertiary Bomb: Killer Queen Bites the Dust

At the 20th level, you can spend 1 spirit point to shrink your stand down to tiny and place it within a creature within 30 ft of your stand as your bonus action. You can only do this if you are not have a bomb charged. Your stand cannot be targeted by any attacks while inside a creature. While Bites the Dust is active, your stand will protect the creature it is inside of, granting them +3 bonus AC and anyone who attacks that creature will instantly explode. You can also put a trigger on Bites the Dust (e.g. if this person is questioned about your true identity, then "Bites The Dust" will activate; all triggers has a max range of 200 ft and cannot be activated beyond that) and they will have to make a CON save equal to 8 + your stand's strength modifier + your proficiency bonus. On a failed save, they die and explode with the same effects as being killed with Primary Bomb. If they succeed, they take 10d10 + your stand's strength modifier force damage. If more than 1 creature activates the trigger on a single turn, they must all make the roll on that turn. Creatures who are not in combat or unaware of the creature with your stand, but activated the trigger anyway, take a critical hit instead of rolling. Immediately after the explosion, time then rewinds to a point you choose, up to 1 hr ago, and only you and the creature affected by "Bites The Dust" remember what happened. The creatures who have been hit with bomb damage from activating Bites the Dust will then suffer either the damage or death, depending on their roll, regardless of anything else after the appropriate amount of time has passed in the new timeline. Every other effect does not carry over. Your levels carry over but not any new items you may have acquired in the previous timeline. If you rewind back to a time when you had not yet activated Bites the Dust, your stand will still be inside them in this new timeline. If you do not know what is happening to the creature with your stand (i.e. you are unaware of their location or unconscious) then time will rewind back the full 1 hr. Your stand cannot be detected by others in any way while inside another creature, but it will momentarily appear when planting a bomb. While your Stand is inside someone you cannot use your Stand. You can undo Bites the Dust on your turn using your bonus action, returning your stand back to your space. While your stand is in another creature, it is separated from you and is able to go anywhere the creature its inhabiting goes. If that creature dies, your stand will automatically rewind time back 1 hr, preventing that creature from dying. That creature is also immune to all nonmagical attacks that are self-inflicted, as your stand will intercept their attempts. You cannot use Bites the Dust on yourself and it will immediately deactivate if you die.TL;DR you're essentially invincible

Stand User Alignment: Highway

Stand of Pursuit

The Highway Alignment Stand has high Dexterity and Constitution. Your Stand's Dexterity is equal to your ability + your charisma modifier + 3, your Stand's Constitution is equal to your ability + your charisma modifier + 3. The rest of your Stand's strength, intelligence, wisdom and charisma are equal to your own. Your Stand can move up to 240 feet away from your character's position. Your Stand can only attack 1 creature at a time and can only change targets after they have dropped to 0 hit points. Your Stand's AC is equal to 12 + your Stand's Constitution modifier + your charisma modifier. Your Stand is also proficient in unarmed attacks, but does not gain damage dice for it.

It may not be strong, but it is relentless.

At 3rd level, your Stand can squeeze through spaces as small as 1 foot.

Give me your nutrients!

At 5th level, when your Stand deals damage, you regain hit points equal to the damage dealt.

You wouldn’t do something as cowardly as kicking an injured person’s ass, would you?

At 7th level, when an attack reduces you to 1/2 your hit point maximum, you can force the creature to make a DC 12+your Charisma modifier Charisma saving throw. On a failure, they are considered Charmed by you.

Ask him to save you.

At 9th level, if your Stand is attacked, you do not take damage.

Help me lure him into this room.

At 11th level, as an action, you can create a 60ftx60ft room with your Stand. As this room is a spiritual entity, it can be placed inside solid objects, but there can only be 1 door. You regain use of this feature at the end of a long rest.

I’ll gladly become a piece of paper.

At 14th level, as a reaction when a creature gains a condition, you can remove their condition and become subject to it yourself. you are at full health, “Give me your nutrients” gives you temporary hit points instead.

Highway Requiem

At 20th level, for 1 minute once per day, your Stand moves at 200 miles per hour. You are aware of all creatures within 60 feet of your Stand and it’s unarmed attacks deal 2d4 acid damage.

Stand User Alignment: Experience

Stand of Life

The Experience Alignment Stand has high constitution. Your Stand's constitution is equal to your constitution + your charisma modifier + 3. Your Stand's strength, dexterity, intelligence, wisdom and charisma are all equal to your own. Your Stand's AC is equal to 10 + your Stand's constitution modifier. Your Stand is also proficient in unarmed attacks. Your Stand's unarmed strikes use a d4 for rolling damage.

Life Shot

Starting at level 3, when your Stand makes a successful attack against a creature, that creature must make a constitution saving throw with a DC save equal to 8+your stands con mod+your proficiency bonus If they fail, their consciousness is "sped up" and unable to properly coordinate their bodies. When that creature makes an attack roll, they have a disadvantage and lose 3 on whatever roll they make (this increases to 5 at level 5, 7 at level 11 and 10 at level 14). In addition, when that creature takes damage from an attack, they take extra damage equal to your proficiency bonus on top of that. You can use this a number of times equal to your level before needing a long rest and may expend 1 spirit point to fully recharge it instead.

Life Giver

Starting at level 5, your Stand gains the ability to transform any object (that is no larger than a 5ft cube) within reach into a living organism as a bonus action or as a reaction. This can be a plant or animal, will always deal 1d4 damage if it attacks, and must be of an equal size to the object transformed. If the organism created is an animal, you can telepathically issue a command to have it carry out. In addition, you can telepathically order it to seek out the creature/object it used to be a part of or attach itself to someone or something. You may use your bonus action to revert it back to its original object. You or your Stand must be touching the object for this ability to take effect. You can also use this as a makeshift healing ability, healing others for 2d6 + your stand's CON modifier; you can only use this for healing a number of times equal to your proficiency bonus, regaining all uses after a long rest or after spending 1 spirit point to regain all uses as a bonus action. You can spend 1 spirit point to increase the size of the potential organism for every 5 ft cube or to double the amount of healing it gives, removing any conditions from the target in the process. At 14th level, you can use this to create specific body parts or limbs of your choosing which will then attach to creatures within reach for them to use if they are missing it.

Please Don't Make Me Repeat Myself

Starting at level 7, when a creature other than you makes a successful attack against an organism formed by your Stand's "Life Giver" ability, that creature takes all the damage that the organism would have taken and suffers any condition the organism also suffers. If the organism dies, the attacker's hit points are not dropped to 0 but they are still forced to make death saving throws. They fall unconscious if they fail all 3 or they can continue on if they succeed 1 saving throw.

MUDAAAAA

At 9th level, you gain AC equal to the amount of Exchange Blows stacks you have and creatures who make attack rolls made against you cannot be made with an advantage if you are aware of their presence. You may spend 1 spirit point as a bonus action to immediately gain the maximum amount of Exchange Blows stacks or, if you already have the maximum amount of stacks, you may spend 1 spirit point as a bonus action to cause your attacks to always successfully hit until the start of your next turn; you may spend an additional spirit point during that bonus action to cause all of your attacks to become critical hits as well. At 11th level, if you manage to successfully hit a creature with your extra attacks except for the last one, then the last one is a guaranteed critical hit that deals full damage; creatures who are hit with that last attack are then knocked away 15 ft and become incapacitated until the end of their next turn.

I Have a Dream

Starting at level 11, when you are brought down to 0 hit points, you cannot gain any failed death saving throw stacks until after your next turn. If you do gain failure stacks, you cannot gain more than 1 at the start of each round and you cannot die through any other means except if you have 3 failure stacks. Furthermore, you can still have your turn as normal when you are at 0 hit points while forced to make the death saving throws as a free action. Your movement speed is halved as long as you have 0 hit points. You may use your action to spend 1 spirit point to either remove 1 failure stack or gain 1 success stack, or 2 for both.

Gang-Star

Starting at level 14, you gain advantage and proficiency with investigation and persuasion checks. This feature extends to your allies if they are within 30 ft of you. Furthermore, you and any allies within 60 ft of you and aware of your presence gain advantage to STR and CON saving throws, but you only gain it if there is at least 1 ally within 60 ft.

Golden Experience Requiem

Starting at level 20, you temporarily upgrade your stand into its Requiem form as a bonus action, allowing you to force others to reroll or completely negate their actions and bonus actions using your reaction within 500 ft of them. During this effect, you have advantage on every roll you make. You may also reroll your own rolls as a free action, but only once on each of your turns. Golden Experience Requiem lasts for 1 minute. During its effect, you may expend 1 spirit point to use it again if you no longer have a reaction or if you already used it during your turn. This ability can be used once a day.

Stand User Alignment: Sticky Fingers

Stand of Versatility

The Sticky Fingers alignment stand has high strength and dexterity. Your stand’s strength is equal to your strength + your charisma modifier + 3. Your stand’s dexterity is equal to your dexterity + your charisma modifier + 3. Your stand’s constitution, intelligence, wisdom, and charisma. Your stand’s AC is equal to 10 + your stand’s strength modifier + your charisma modifier. Your stand’s unarmed strikes use a D6 for damage.

Zipper Manifestation

Starting at level 3, your stand gains the ability to create zippers on any surface. These can be used to pass through solid objects or to open up holes in people’s bodies. When you land an unarmed strike on a creature, you can spend 1 spirit point to place a zipper on their body, which lasts for 1 minute. While a zipper is opened and on a creature’s body, it suffers a -1 penalty per zipper to its attack rolls and saving throws. This increases to -2 at level 6, -3 at level 12, and -4 at level 18. You can also grab hold of your zippers to travel faster. While you are holding the handle of a zipper, your walking speed increases to 100 ft. Finally, you can store objects within the space created by a zipper, as in the secret chest spell. Opening and closing a zipper uses a bonus action, or a free action if you spend 1 spirit point.

This taste… it’s the taste of a liar!

At level 5, you gain proficiency and expertise in insight and intimidation checks.

Not so bright, are you?

At level 7, your stand can extend its punching range by placing zippers on its arms. Your stand’s unarmed strikes now have a range of 30 ft.

Are you prepared? I am!

Starting at level 9, you can spend one spirit point to attach one zipper to anything that isn’t a creature as a free action.

You’re going to fail, no matter what, when you’re a piece of shit.

At level 11, your stand’s unarmed strike range increases to 60 ft., and you can spend 2 spirit points to make an unarmed strike as a reaction. If this strike hits, the target takes critical damage and drops whatever it is holding.

I’ve already read your movements!

At level 14, you can spend 2 spirit points to open a zipper where an enemy would strike you. As a reaction, you can force an attacker to make a DC 18 dexterity saving throw. On a failure, the attack misses.

Give everyone my best...

Starting at level 20, when an attack would lower your hit points to zero or kill you instantly, you can use your reaction and spend 1 spirit point. If you do, the triggering attack misses, you gain the maximum amount of exchange blows stacks, and you regain all expended spirit points. This may be done ONCE per long rest.

Notes

Delta here. Comment by sending me a DM at my discord (DeltaBlade#9380).

Stand User Alignment: Sabbath

Stand of Shadows

The Sabbath Alignment Stand has high Constitution and Dexterity. This Stand uses Wisdom instead of Charisma. Your Stand's Dexterity is equal to your Dexterity + your Wisdom modifier + 3, your Stand's Constitution is equal to your Constitution + your Wisdom modifier + 3. The rest of your Stand's Strength, intelligence, wisdom and charisma are equal to your own. Your Stand can move up to 250ft away from your character's position. Your Stand can only attack 1 creature at a time and can only change targets after they have dropped to 0 hit points. Your Stand's AC is equal to 10 + your Stand's Constitution modifier + your Wisdom modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls.

There are two paths that you can follow.

At 3rd level, while in dim light, your Stand’s range is doubled. While in complete Darkness, your Stand’s range is limitless. You gain Darkvision of 120ft. If light changes in a way that puts your Stand outside of its range, you take 3d4 necrotic damage every turn.

Simple, Right?

At 5th level, when your Stand grapples a creature, it can use Constitution instead of Strength. The creature you are grappling takes 1d4+your Stand’s Constitution modifier damage at the beginning of both your and their turn.

Sorry to keep you waiting.

At 7th level, while in darkness or dim light, your Stand can cast Invisibility on itself as an action. You and your Stand can not be blinded.

The first path is for the chosen ones who will live

At 9th level, after grappling a creature for at least 2 rounds, you can pierce their neck with the Arrow. They must succeed a DC 6+your Stand’s Wisdom+your proficiency bonus Constitution saving throw. On a failure, they are paralyzed for 2d4 rounds and take 3d8 necrotic damage. On a success, these are cut in half and the creature gains a Stand. If they already have a Stand, they do not gain another. This arrow can not create a Requiem Stand.

I believe God forgives even murder.

At 11th level, while in dim light, creatures have disadvantage to hit your Stand. While in Darkness, your Stand can not be hit.

... the other, the path of death!

At 14th level, when a creature fails the Constitution saving throw from “the first path”, they take an additional 7d8 necrotic damage.

Sabbath Requiem

At 20th level, for 1 minute once per day, your Stand can hide in the deepest darkness, that of the human soul. Your Stand acts as if it is in darkness while within 10 feet of a creature. It can teleport instantly between areas of darkness, including the 10 foot radius around creatures.

Notes

On top of wanting to add more automatic Stands, I love this Stand particularly. I figured Requiem should be similar to Silver Chariot due to the shadow motif. -Ref3rence

Stand User Alignment: Blues

Stand of Recall

The Blues Alignment Stand has high intelligence and wisdom. Your stand's intelligence is equal to your intelligence + your charisma modifier + 3, your stand's wisdom is equal to your wisdom + your charisma modifier + 3, and your stand's intelligence and wisdom can go up to 30. Your stand's strength, dexterity, constitution, and charisma are all equal to your own. Your stand's AC is equal to 10 + your intelligence modifier + your wisdom modifier. Your stand is proficient in unarmed attacks, which use wisdom instead of strength, and use a d6 for damage.

Chronological Rebroadcasting

Your stand can capture the past actions of any person. As an action, you can command your stand to 'rewind' itself and assume the form of a person who you have seen in the past day. You can rewind up to two hours before the present, which takes one round per hour rewinded. Once your stand finishes rewinding, it takes every action that the person it is copying did, up to the time that you started rewinding. Your stand cannot attack while 'Chronological Rebroadcasting' is in use. You can pause your stand while it is copying a person, allowing you to examine it closer, and you can 'fast-forward' or 'rewind' your stand, allowing you to skip to different parts of its recording. Fast-forwarding and rewinding happens at a rate of up to 600 recorded rounds (1 hour) per round. While your stand is rewinding or fast-forwarding, it cannot move.

I've figured out the other mystery!

Starting at 5th level, you make perception and investigation checks related to events that your stand is replaying with advantage.

You gave permission... for just me to enter?!

Starting at 7th level, you can use your stand to copy your own appearance. At the cost of two spirit points, you can make your stand look like yourself and telepathically order it to perform actions, however it cannot attack while it copies your form. This lasts for two minutes, and you can increase the duration by one minute by spending one spirit point.

I pledged my loyalty to the organization. It's not like I pledged my loyalty to you.

At 9th level, your stand can rewind up to one day. Rewinding and fast-forwarding now happen twice as fast, and you can spend one spirit point to increase this to four times as fast.

An Emergency Landing

Starting at 11th level, your stand can assume the form of people you haven't seen, as long as you know them. You can gain their skill proficiencies as well at the cost of five spirit points, but you cannot attack. This lasts for two minutes.

Did you forget? You came here on that bus.

At 14th level, your stand can recall events from any point in the past. Rewinding and fast-forwarding takes one minute per year. Additionally, if you are killed, you leave behind an indestructible statue of the person that killed you.

Moody Blues Requiem

At 20th level, you move beyond replaying the past, and can now activate requiem to capture the future. For one minute, your stand copies the form of a creature you can see. When your stand performs an action or moves, the creature it is capturing is forced to perform the same action or move the same distance.

Notes

Team Bucciarati finished. This was definitely one of the more interesting stands I've ever made. Contact me at my discord (DeltaBlade#9380) and check out the community discord page (https://discord.gg/rZM4UpU). Deltablade27 (talk) 11:34, 19 August 2019 (MDT)

Stand User Alignment: Haze

Stand of Venom

The Haze Alignment has high con and strength. Your stand's constitution is equal to your constitution + your strength modifier + 3. Your stand's strength is equal to your constitution + your strength modifier + 3. Your Stand's dexterity, intelligence, wisdom, and charisma are all equal to your own. Your stand's AC is equal to 10 + your strength modifier + your constitution modifier. Your stand is proficient in unarmed attacks.

Virus Capsules

Your can spend one Spirit Point to unleash capsules of a dangerous virus in your knuckles. Make a melee attack against the target and gain two extra attacks (stacks with Exchange Blows attacks). On a hit, the target takes 2d6 + your proficiency bonus acid damage from your stand's fists (the damage die increases to 2d8 at level 8, 2d10 at level 12 and 4d6 at level 18). The target must also succeed a strength saving throw versus your DC (8 + your Stands CON mod + your proficiency bonus). Upon failed save the target is poisoned. At 6th level, while you activate Virus Capsules, you cannot be charmed or frightened .

UBASHAAAAAAAAAAAAAAAA

At level 5, you can violently lash out at those who approach, any creature that comes within 5 feet of your stand, friendly or not must make a Con saving throw against your DC (8 + your Stands CON mod + your proficiency bonus) or take 2d6 acid or bludgeoning damage.

Cloud Of Death

At level 7, your virus can stay hanging in the air of an area. As part of Virus Capsules, you can choose to instead of make a melee attack, leave behind a damaging cloud in your current space that deals 4d6 + your proficiency bonus acid damage. This can only be done once per long rest. The target must also succeed a strength saving throw versus your DC (8 + your Stands CON mod + your proficiency bonus). Upon failed save the target is poisoned.

Inescapable Venom

At level 9, your virus gains an inescapable power. Anyone who is affected by your capsules takes 1d4 damage per turn until you take a long rest or become exhausted, this cannot be cured and crossing planes does not help escape it.

"Urgrrrrrr"

At the 11th level, you gain advantage and proficiency in intimidation and medicine checks and also cannot be poisoned.

Dissolving Virus

At level 14, at the cost of 2 spirit points, you can instantly destroy any item within 5 feet of you unless it is completely indestructable or immune to poison/acid damage.

Purple Haze Feedback

At level 20, once per long rest you can instantly kill any creature within 5 feet of you with less than 20 hit points. There is no saving throw.

Hey, good to see people interested in adding more stands here. Anyways, please use the Discussion tab at the top of this page to discuss further about anything related to Stand User Variant. Thanks in advance!

Stand User Alignment: Pistol

Stand of Precision

The Pistol Alignment Stand has high Wisdom and Dexterity. Your Stand's Dexterity is equal to your Dexterity + your Charisma modifier + 3, your Stand's Wisdom is equal to your Wisdom + your charisma modifier + 3. The rest of your Stand's Strength, Constitution, Intelligence, and charisma are equal to your own. Your Stand's AC is equal to 10 + your Stand's Wisdom modifier + your Charisma modifier. You gain proficiency in simple and martial ranged weapons.

Do they want me to die?!

At 3rd level, your Stand manifests as 4 “bullets”. Each bullet has a range equal to half the effective range of the ranged weapon you have equipped (minimum 10 feet). Bullets can use other bullets as the source of their range. They have 1/6 your hit points and are tiny. You can only move 1 bullet as a time. Moving a bullet costs either a bonus action or 1/2 your total movement speed. Each bullet can extend the range of a ranged attack by its movement speed and can cause your attacks to shoot around corners without disadvantage.

We'll end it right here, right now. Time to bust a cap in his mouth!

At 5th level, when you attack a creature that is surprised you may attack an additional time. You can also spend 1 spirit point as a free action to make your weapon’s effective range equal to its total range until the end of your next turn.

I aimed for the same wound

At 7th level, when a ranged attack misses, you may make an additional ranged attack as a reaction against the same target. You can do this as a free action on your turn, once per turn, for 2 spirit points.

Yee-Haw

At 9th level, when all of your bullets are on your character, you can make your next ranged attack deal maximum damage. You can use this once, regaining use at the end of a long rest. Your number of bullets increases to 6.

Brute force is our only option! It’s time for my resolve to shine!

At 11th level, when a bullet dies or you unwillingly take damage from your own ranged attack, either your next ranged attack has advantage or your next use of “I aimed for the same wound” does not cost spirit points.

I see the path I need to make through the darkness!

At 14th level, your darkvision increases by 60 feet and you can not be blinded. You can take 1 action immediately before making your first death saving throw.

Pistols Requiem

At 20th level, you unlock the full extent of your stand. For 1 minute, you gain 1 ranged weapon of your choice. This weapon can only be destroyed by you, which is done as a free action, and can be recreated or changed as a bonus action. This weapon creates its own ammo. You can use Yee-Haw an amount of times equal to your Stand’s Wisdom modifier without having your bullets on you. You can use your 5th level feature without the creature being surprised or spending spirit points.

Notes

Ref3rence again. I was supremely unsatisfied with the state this alignment was in, so I decided to fix it. I honestly mean to do this a while ago.

Stand User Alignment: Aerosmith

Stand of Aggression

The Aerosmith 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 + 3. Your stand’s strength, constitution, wisdom, and charisma are equal to your own. Your stand can move up to 50 ft away from your position. Your stand’s AC is equal to 13 + its dexterity modifier. Your stand also fires ranged bullets, which have unlimited ammunition and a range of 50/200 ft. These bullets count as +4 ammunition that deal 1d4 + your stand’s intelligence modifier piercing damage on a hit , and your stand is proficient in attacking with these bullets. Finally, your stand has a flying speed of 20 ft.

"Vocal percussion on a whole ‘nother level, coming for my mind"

Starting at 3rd level, you gain proficiency in the performance and intimidation skills, or expertise if you already have proficiency. You also gain advantage on intimidation checks made when torturing someone.

Barrage

At 5th level, your stand can fire bullets at a rapid pace. When your stand hits a hostile creature with its bullets, you gain one barrage stack. You can expend these stacks when attacking a creature to gain an extra attack, made with a penalty of -2 to its attack roll per stack used this turn. You can spend 1 spirit point to gain 2 barrage stacks or to reset your barrage attack penalty. Hitting with an extra attack given by barrage does not grant you a barrage stack.

C02 Radar

At 7th level, you can detect all creatures in a 60 ft radius of your stand as an action. This feature does not work on creatures who do not breathe air. You can use this feature an amount of times per day up to your stand’s intelligence modifier, and you can spend 1 spirit point to reset the amount of times you have used it.

Now I won’t have to set the whole town on fire to find you.

At 9th level, your stand’s bullets now deal 2d4 + your stand’s intelligence modifier in piercing damage on a hit. Your C02 Radar’s range increases to 100 ft, using C02 Radar is now a bonus action, and you can distinguish between different creature sizes.

VOLAVOLAVOLAVOLAVOLA

Starting at 11th level, hitting with an extra attack given by barrage now grants you a barrage stack. You also gain one barrage stack each round, and your attack penalty for barrage is now -1 per barrage stack used per turn.

Volare Via!

At 14th level, your stand gains the ability to drop a bomb capable of annihilating its surroundings. Once per short rest, you can use an action to drop a bomb from your stand’s current location. When it hits the ground, all creatures in a 30 ft radius of the bomb must make a DC 18 dexterity saving throw or take 6d12 fire damage, or half on a successful saving throw.

Aerosmith Requiem

At 20th level, you can activate requiem for one minute. During this time, your stand can travel an unlimited distance away from you, and your stand’s bullets have a range of 1 mile/3 miles. You gain ten barrage stacks at the start of requiem and your stand can drop a bomb every turn as a bonus action. C02 Radar is also activated when activating requiem.

Notes

Hi everyone! Delta here. It's the stand of everyone's favorite plane-flying, torture-dancing, math-failing gangster! Send comments or questions to my Discord (DeltaBlade#9380). Enjoy, and have a nice day! Deltablade27 (talk) 15:55, 25 June 2019 (MDT)

Stand User Alignment: Little Feet

Stand of Shrink

The Little Feet Alignment Stand is a Stand with a high Dexterity. Your Stand’s Dexterity is equal to your Dexerity + your Charisma Modifier + 3. The rest of your Stand’s Strength, Constitution, Intelligence, Wisdom and Charisma are all equal to your own. Your Stand can move 5ft for 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.

Shrinking

At 3rd level your stand has gained the ability to shrink objects down to a very small size. As an action you can cause an object to begin to shrink by using your stand’s long and sharp index finger, the time it takes for an object depends on its size (DM descibes how long it will take) and the object can be no larger that 5ft by 5ft (which increases to 10ft by 10ft at level 9, and 15ft by 15ft at level 14). You can do this a number of times equal to double your proficiency bouns per long rest or you can spend 1 spirit point for half of your uses back. The number of items you can have shrinked at one time is equal to your proficiency bouns. As a bouns action you can return the object to normal size this reversal happens instantaneously and violently. If you unshrink an item that is inside of a creature they take force damage according to the size of the damage (DM descides how much damage) and if the item is bigger than the creature they will be killed instantly because the sheer force would tear their body apart.

I shrank myself! That’s my ability...

At 5th level your stand’s ability to shrink can now be applied to you. As an action you can have your stand shrink you down to the size category of tiny ( this also shrinks anything you are holding and that you are carrying on you). This happens instantly and for as long as you want. You can do this a number of times equal to your level per long rest. You can return yourself to normal size as a bouns action which also is instant. While you are Tiny your movement speed is 1/3rd of your movement speed, you have advantage on stealth checks, you only do 1/3rd of your damage when shrunk, and you have vulnerability to all physical damage.

That was way to close

At 7th level if you are targeted by an attack while normal size you can for 1 spirit point and as a reaction become tiny in response and evade the attack. When you do this you can move 1/3rd of your movement without provoking opportunity attacks and then are returned to normal size.

Whether it’s worthless or worthful is all up to how you use it...

At 9th level your Stand can now use Shrinking on people and creatures. As an action and for 1 spirit point your stand can use its long sharp index finger to make an attack and on a hit you deal 1d6 + your Stand’s dexterity Modifier of piercing damage (the damage die increases to 1d8 damage at level 5, a d10 at level 9, and a d12 at level 13) and need to make a Constitution saving throw DC of 8 + your Stand’s Dexterity modifier + your charisma modifier and begin to shrink to the size category of tiny. If they failed they shrink at a rate of one size category a turn and if they passed 1 size category every 3 turns . For every size category they shrink they get weaker and slower and deal less damage for example if a medium creature shrinks to small they deal 1/3rd less damage and have their movement speed reduced by 1/3rd and when they get to tiny size their damage is reduced by 2/3rds and their movement is reduced by 2/3rds and they are vulnerable to all physical damge. The shrinking last for as long as have at least 1 hit point and you can only have one creature under this effect at a time (this increases to 2 at level 13, 3 at level 17, and 4 at level 20).

Did i move to much and tickle his arse?

At 11th when you are small you can return a shrinken object back to normal size you can use the force to launch yourself 50ft in any direction you choose.

The jobs basically done

At 14th level when you are tiny you are able to act without penalty. When you are tiny you don’t get your movement speed and damage reduced and you are no longer vulnerable to physical damage.

Little Feet Requeim

At 20th level your Stand’s shrinking abilites become even greater. When your stand shrinks an object or creature the effects are permanent and they can only turn back to normal if you choose to or with the Wish spell. And you can as an action attempt to make them so small they disappear, they need to make a Constitution saving throw of 8 + your stand’s Dexterity modifier + your proficiency bouns and if they fail they become so small they disappear from reality and cease to exist.

Notes

Hey guys i hope you guys like it we almost have La Squadra complete only a few more to go. (Bioshocker#6910)

Stand User Alignment: The Grateful Dead

Stand of Age

The Grateful Dead Alignment Stand is a Stand with high constitution and wisdom. Your Stand's constitution is equal to your constitution + your wisdom modifier + 3. Your Stand's wisdom is equal to your wisdom + your wisdom modifier + 3. The rest of your Stand's strength, intelligence, charisma, and dexterity are equal to your own. Your Stand can move up to 10ft away from your character's position. Your Stand's AC is equal to 10 + your Stand's constitution modifier + your wisdom modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls.

Aging Presence

At the 3rd level your Stand adds a 1d4 of Necrotic damage to your Stand's unarmed attack damage rolls and each spot your Stand hits on the individual seems to "age" that area quite a bit. (DM decides how much a spot will age but it depends on damage done) (The Necrotic damage die becomes 1d6 at level 5, a 2d4 at level 7, a 2d6 at level 9, a 3d6 at level 11, and a 3d8 at level 14.)

What's the matter? Did your knees give out?

At the 5th level your Stand can grapple a creature and immobilize them. Once grappled they must make a constitution DC save of 8 + your Stand's wisdom modifier + your proficiency bonus. On a failed save they take 2d6 Necrotic damage and on a success they take half and begin to age. This will repeat each turn until they can break from your Stand's grasp. (DM decides how much they age and how it effects them)

You're a damn mammoni

At the 7th level when you are knocked unconscious you create a 5ft radius around yourself. Any creature within that radius must make a constitution DC save of 8 + your Stand's wisdom modifier + your proficiency bonus. On a fail the creature takes 3d6 Necrotic damage and ages accordingly, on a success they take half. You may spend 1 Spirit Point to regain consciousness using up your action, bonus action, and reaction for the turn and are prone on the ground.

When we truly think "I'll kill you!" from the bottom of our hearts... by that time, the deed has already been done!

At the 9th level your Stand can now activate a field of aging around itself for 20ft as a bonus action using 1 Spirit Point. Any creature, either friend or foe, within that radius must make a constitution DC save of 8 + your Stand's wisdom modifier + your proficiency bonus. On a failed save the creature takes 2d10 Necrotic damage and on a success they take half. This effect lasts for 2 turns. The radius of this effect decreases to 10ft if you are currently in a cold climate and any damage they would take is reduced to a 1d10 on a failed saving throw and half that on a success. In the cold this feature lasts for 1 turn. You can use an 1 Spirit Point to double the amount of time on this effect.

That was a little bit naive, wasn't it?

At the 11th level you can use your Stand to disguise yourself by aging yourself to an elderly version of yourself using 1 Spirit Point. This gives you advantage on any deception rolls that need to be made while you are in this state. You can de-age yourself back to normal as a bonus action.

Do it... victory is in your hands...

At the 14th level any creature that has been harshly damaged by your Necrotic damage (DM decides when this is necessary) will be forced to make a constitution DC save of 8 + your Stand's wisdom modifier + your proficiency bonus or be knocked prone and become paralyzed. This shows that the aging from your Stand's abilities have greatly affected the creature leaving them fully vulnerable.

The Grateful Dead Requiem

At the 20th level you have become the master of age through the power of Requiem. You can enter Requiem mode for 2 minutes. In this State you have free reign to age an object or creature as much as you want as long as you can touch them. If you were to touch a creature you could potentially age them to dust in an instant. While you are in Requiem your "When we truly think 'I'll kill you!' from the bottom of our hearts... by that time, the deed has already been done!" is a passive ability and is increased to a 100ft radius and all damage it does is doubled. Cold climates no longer effect this feature. You can only activate this effect once per day.

Notes

Ay lads Spuddzilla here again. I made this one immediately after Magician's Red so I feel like I'm gonna keep the streak going. I'm gonna be working on Oasis next then Metallica after that. Then after that I don't know maybe Beach Boy or something. (Spuddzilla#1518)

Stand User Alignment: Beach Boy

Stand of Grappling

The Beach Boy Alignment Stand takes the form of a fishing rod that can be summoned at will. It has high Strength and Dexterity; your stand's Strength is equal to your Strength + your Charisma modifier + 3, and your stand's Dexterity is equal to your Dexterity + your Charisma modifier + 3. Your stand's Constitution, Intelligence, Wisdom, and Charisma are all equal to your own.

Hook, Line, and Sinker

Your stand is a martial ranged weapon with the versatile property and a range of 50 ft. It uses your dexterity modifier for its attack rolls, and its strength modifier for damage rolls. Its damage die is a d10, or a d12 if you wield it with two hands. On a critical hit, your damage die increases to a d20, in addition to the doubled damage as normal. When you hit with an attack, the creature must make a strength saving throw contested by your strength check or be grappled. If your stand makes an attack against a creature it is grappling, the attack automatically hits.

Intangible Line

Starting at 5th level, you can send your stand's hook through solid objects. If you know the location of a creature on the other side of a solid object, you can make attacks without disadvantage even though you cannot see them. You can also plant your stand's hook into objects. If a creature touches that object, they are hooked onto the line and are grappled. They have disadvantage on the Strength saving throw to escape the grapple.

Life Detection

At 7th level, you can cast your line into a room. You automatically know how many people are inside that room, and can make an attack against one random person in the room with disadvantage.

ANIKI!

At 9th level, when an allied creature dies, you gain temporary hitpoints equal to the number of hitpoints they had just before they died or fell unconscious. You also gain advantage on all attacks with your stand for one minute, and are immune to the frightened and charmed condition for one minute.

Reflective Line

At 11th level, your stand's line is indestructible and has an unlimited carrying, lifting, and dragging capacity. When a creature makes an attack against the line, they take damage from the attack as if they had hit themselves. You can spend 1 spirit point to deal an additional d10 of force damage.

From now on, I'll be going straight for everything!

Starting at 14th level, your stand now lands a critical hit on a roll of 18-20 on the d20. Additionally, you can choose to gain a penalty to your attack rolls of -5. If the attack hits, it is automatically a critical hit. Finally, when your stand grapples a creature, it must make a DC 10 constitution saving throw at the start of each of its turns. If it fails three of these saving throws before it is released from the grapple, they die instantly as their heart is ripped out.

Beach Boy Requiem

At 20th level, you can cast your line into the air to autonomously kill anyone around you. Starting with the closest hostile creature to you, your stand can make a ranged attack against them. On a hit, they must make a DC 10 constitution saving throw or die instantly as their heart is ripped out. Killing someone via this ability extends the duration of 'Beach Boy Requiem' by one minute.

Stand User Alignment: Baby Face

Stand of Growth

The Baby Face Stand Alignment has high Intelligence. Your stand's Intelligence is equal to your Intelligence + your Charisma modifier + 3. Your stand's Strength, Dexterity, Constitution, Wisdom, and Charisma are all equal to your own. Its armor class is equal to 10 and it has a walking speed of 10 ft.

Junior Generation

Starting at 3rd level, your stand can use its action to attempt to grapple a creature, generating a sub-stand known as a 'Junior' if the grapple is successful. This sub-stand has an infinite range and a 30 ft. walking speed. Its AC is equal to 10 + your Charisma modifier + your Stand's Intelligence modifier. Its Strength, Dexterity, Constitution, Wisdom and Intelligence are all equal to 1d20 + the relevant ability modifier of the creature used to create the junior. Its Intelligence is equal to 20 and cannot be modified by any means. It gains the same skill proficiencies, personality traits, and personality flaws of the creature used to create the 'Junior.' It has hit points equal to yours. Its unarmed strikes use a d4 for damage if it is proficient with unarmed strikes. If a Junior is killed, you are not affected. You can only have one 'Junior' at a time. You can communicate telepathically with the Junior.

Creation of a 'Junior' costs 2 spirit points and takes 10 minus your stand's intelligence modifier minutes to develop into a humanoid. If a Junior dies, it cannot be revived by any means.

What does 'kill' mean?

At 5th level, you can spend 1 skill point and 10 minutes to give a Junior any skill, language, or weapon proficiency. You must provide learning material for the Junior, such as a picture of someone cooking for cooks' tools. If you have the proficiency that you are teaching, the duration required to teach that skill is halved.

Di Molto!

Starting at 7th level, a Junior can evolve. Every hour, it can attempt to make a DC 20 Intelligence check. If it succeeds, all of its stats except Intelligence are raised by 1. Stats can't be raised above 18 in this way. You can also have a Junior raise its stats instantly by spending one spirit point and making the Intelligence check. If it fails this check, however, it suffers the effect of the Confusion spell and ignores your commands for 10 minutes.

Automatic DNA Tracking

At 9th level, you can insert a vial of a creature's blood into your stand when it creates a Junior. The Junior that is created will be able to know the exact location of that creature as long as the two are on the same plane.

Cubic Dissolution

At level 11, a Junior can dissolve itself and anything it touches into tiny cubes as an action and control them telepathically as a bonus action. If these cubes are shaped into an object that the Junior has seen before, they assume the form of that object, but a creature that succeeds on a DC 17 perception check can tell that something is wrong with the object. An unwilling creature must fail a DC 17 Constitution saving throw to be affected by this ability. Additionally, when the Junior deconstructs itself, it gains a flying speed of 40 ft. and can fit through spaces as small as 1 inch.

Cubic Division

At level 14, a Junior can split apart before it is hit by attacks. As a reaction, it can add 5 to its AC if it is hit by an attack, potentially causing it to miss.

Baby Face Requiem

At level 20, you can activate requiem for one hour. During this duration, you can create a Junior as an action for 1 spirit point, and it develops instantly. This Junior's Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma are all 20. It has proficiency with all skills, weapons, armor, and languages.

Stand User Alignment: White Album

Stand of Ice

The White Album Alignment Stand is a wearable stand with high constitution and dexterity. Your Stand's constitution is equal to your constitution + your charisma modifier + 3. Your Stand's dexterity is equal to your dexterity + your charisma modifier + 3. Your Stand's strength, intelligence, wisdom and charisma are all equal to your own. Your Stand's AC is equal to 10 + your Stand's constitution modifier. The Album's range is 0 feet since it has no form other than the suit that appears when you activate it. While you wear The Album your stats become that of your Stand's. While you are using The Album you are proficient in unarmed strikes use a d4 for roll damage.

Suit of Frost

At the 3rd level when you make an unarmed strike against an entity they take the normal damage + 1d4 of cold damage. They also must make a constitution DC save equal to 8 + your Stand's constitution modifier + your proficiency modifier. On a fail, the limb that was struck by your fist becomes completely useless and is paralyzed for 1 turn. If an arm was frozen the enemy can only hold/use one handed weapons and items and they suffer a -2 to any actions that require the use of arms. If it was a leg their movement is halved and any action that requires the use of legs suffers a -5. On a success nothing extra happens besides the cold damage. (The damage die for the extra cold damage increases to 1d8 at level 5, 1d10 at level 7, 2d8 at level 9, and 2d10 at level 11)

WHY ISN'T THE TITLE DEATH IN VENEZIA?!

At the 5th level you can the ability to form ice around yourself with your Stand as a protective shell. This adds an extra +2 to your Stand's AC. This counts as an action. At the 11th level this becomes a bonus action.

MOSHI MOSHI?!

At the 7th level you gain the ability to freeze objects and creatures in place with your stand. By hitting water you could make an ice bridge on it for example. This counts as a bonus action that you can use during your turn. You can target any enemy within 15 feet of you and use this ability to freeze them in place. The enemy must make a dexterity Save DC of 8 + your Stand's dexterity modifier. On a fail the enemy is frozen in place for 1 turn and takes 1d8 cold damage, the enemy can only attack anything within reaching distance of themselves and will be at disadvantage unless they use ranged attacks. At level 11 you can use 1 Spirit Point to make the air around you in a 10 foot radius extremely cold for 1 minute causing enemies within that radius to take 1d6 cold damage per turn.

You're Not Getting Away.

At the 9th level you have learned to utilize your ice with your movement able to skate on it at incredible speeds. Your movement increased by +20. at level 14 it is increased by +30 instead.

The One With Stronger Resolve... Is Me...

At the 11th level you can keep yourself alive from the very brink of death by spending 1 Spirit Point to survive with 1 Hit Point left if the attack would have knocked you unconscious. This can be used 2 times per short rest. (The amount you can use this increases to 4 times at level 14 and 6 times at level 20.)

You Guys Don't Seem to Understand...

At the 14th level you gain much more control over your ice abilities than before. Any enemy standing near you whilst your "MOSHI MOSHI?!" is active has the chance to be completely frozen to anything they're touching when they're within the radius of the ice or the ice field around you.

The Album: Gently Weeps

At the 20th level your stand's ability to freeze things grows to the point that you can freeze the very air around yourself. Utilizing this ability you can take any projectile shot at you and bounce it around yourself for an entire turn and when it comes back to your turn the next round you have the ability to fire any projectiles shot at you that have been stored around you at anyone you wish. This does not count as an attack, bonus action, or reaction. The damage roll for this is the projectiles normal damage roll + 1d20.

Notes

Hi! This is Spuddzilla and I decided to challenge myself in making a White Album Stand variant cause uh Ghiaccio is epic. Hope y'all fellas enjoy! If you want to message me to tell me I did a good job or a horrible one just send me a message on Discord. (Spuddzilla #1518)

Stand User Alignment: King

Stand of Destiny

The King Alignment Stand has high strength and constitution. Your stand's strength is equal to your strength + your constitution modifier + 3. Your stand's constitution is equal to your constitution + your charisma modifier + 3. Your Stand's dexterity, intelligence, wisdom and charisma are all equal to your own. Your Stand's AC is equal to 10 + your Stand's constitution modifier. Your Stand is also proficient in unarmed attacks. Your Stand's unarmed strikes use a d4 for rolling damage.

Herculean Strength

At 3rd level, your stand no longer uses extra attacks from Exchange Blows. Instead, when you land a hit with your stand, it deals damage equal to your damage roll times your proficiency bonus. 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. You may spend 1 spirit point to use the max damage roll.

You're not getting away!

At 5th level, when a creature is grappling you or if you are grappling a creature, your hits always deal max damage roll. If a creature grapples you, you automatically grapple them as a free action. Furthermore, when a creature attempts to break away from your grapple, you may use your reaction to attack them, causing them to automatically fail the check to escape your grapple.

Epitaph

At 7th level, you gain the ability to see future projections using your whole turn. These projections are mental images clearly viewed in your head. These images consist of anything and everything that will happen around you within 30 ft, until the start of your next turn. While this feature is active, you can use the ready feature as a free action and any attack made against you has a disadvantage while you gain advantage in saving throws. You cannot activate this feature again until the start of your next turn. You may spend 1 spirit point to cause any attack that hits you during Epitaph to deal half damage.

The Boss's Most Trusted

At 9th level, you gain advantage and are proficient in deception and persuasion. Using a long rest, you can create a 2nd persona that will act as your second personality; you can only have one such persona at a time. This second personality does not possess the memories that you possess, but will retain any new information gained while active. You can telepathically communicate with this persona to give it instructions that it will follow. The persona will also have a different physical look than you as well as its own personality, determined by you upon creation of it. The persona has access to every language, proficiency, race/class ability, feature, etc that you have. You can spend a long rest to change how the persona looks or delete parts of their memory. You will always know what they know, even if they forget. Control of this persona can never be taken away from you. You can use your bonus action to switch between you and your persona, but it will only happen at the start of your next turn. While the persona is switched out, it does not gain any new memories that you gain, but will still gain the same features, abilities, etc. that you gain. You may spend 1 spirit point to immediately switch personas as a free action.

Time Erase

At 11th level, you gain the ability to "erase" time, propelling time forward instantly. using your whole turn, you can use "Time Erase" and become unable to be detected in any manner by the enemy. All rolls made by hostile creatures are made with a disadvantage. At the start of your next turn, you return to normal and everyone other than you and your second persona has forgotten what has transpired between now and the moment you activated "Time Erase" because it never happened; only the results of those events remain (i.e. damage sustained, movement, etc). While "Time Erase" is active, you cannot affect others and they cannot affect you. Using this feature 3 times within 6 turns will give 1 level of exhaustion. You can spend 1 spirit point to reset the amount of times you used it. At 17th level, you can activate Time Erase with just your action.

Such Futility!

At 14th level, you may use "Time Erase" as a reaction, if it wasn't already active before. Activating it this way allows you to move in the same turn you used the reaction. Using it as a reaction does not go against your limit nor does it give any levels of exhaustion. You can spend 1 spirit point upon using the reaction to cause all creatures to fail their attack rolls during Time Erase.

The King Requiem

At 20th level, you gain the power to enter Requiem for 1 minute using your whole turn. "Time Erase" is activated the moment you enter Requiem. During Requiem, you can attack and affect others in ways you normally couldn't during "Time Erase". Your attacks do not miss during this mode. You can end this feature early using a bonus action. At the end of Requiem, creatures that you selected and can detect are then forced to make a STR saving throw against a DC of 8 + your stand's strength modifier + your proficiency bonus. On failure, they are removed from this plane and into their own custom plane, where they can still perceive everything around them but cannot interact with nor escape without the use of a Wish spell. On success, they take 5d10 psychic damage, 5d10 force damage, and they lose their action for their next turn. You can only use this once a day.

Stand User Alignment: Spice

Stand of Elasticity

The Blues 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 + 3. The rest of your Stand's Strength, constitution, Wisdom, and charisma are equal to your own. Your Stand can move up to 15ft 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 1d4 for damage rolls.

I made it softer!

At 3rd level, as an action, you can make an object elastic. The items become impossible to destroy. Weapons become improvised and armor AC decreases by 5. This lasts for 1 hour or until you end it as a bonus action, increasing by 1 hour every time you gain a new archetype feature. This can affect up to a 15 radius area. You can do this an amount of times equal to your Stand’s Intelligence modifier, regaining all uses at the end of a long rest.

I will soar beyond you!

At 5th level, when you make a surface elastic, jumping while on it doubles your jump distances. You can also use elasticity without using a use to climb walls and ceilings.

You’ve got quite a unique flavor.

At 7th level, you can soften a creature offensively. As a bonus action for 2 spirit points after a successful melee attack, you can either half the creature’s movement speed, give them disadvantage on attack rolls, or give them disadvantage in 1 saving throw except Intelligence.

WANNABEEEE!

At 9th level, when you target a creature is under the effect of “unique flavor” with the Attack action, you may make 1 additional attack. This increases to 2 at 14th level.

Alright you piece of trash!

At 11th level, while prone, you can make the ground under your arms elastic as a bonus action. While being prone on elastic ground, your Stand’s unarmed attacks gain 5 feet of reach and have advantage.

That which is soft is more unbreakable than diamond!

At 14th level, as a reaction, you can make a creature entirely elastic defensively. They become immune to all physical damage until the beginning of your next turn. You can do this an amount of times equal to your Stand’s Intelligence modifier.

Spice Requiem

At 20th level, for 1 minute once per day, you can unleash the full power of elasticity. You can elasticize any object within 60 feet and any creature within 30 feet as a free action. Every archetype feature now costs 0 spirit points and has unlimited uses. You can completely elasticize up to your Stand’s Intelligence modifier creatures that come within 5 feet of you. They become tiny and are paralyzed.

Notes

Only 1 Passione member left! I’ve tried making Moody Blues a few times, but sadly I am nowhere near creative enough to make it actually fun to play. But at least we got Spice Girls! I kind of stole the 14th level ability from Oasis, but since that subclass conveniently left that part out, I figured it wouldn’t be that big of a deal. -Ref3rence

Stand User Alignment: Metallica

Stand of Iron

The Metallica Alignment Stand is one of high constitution. Your Stand's constitution is equal to your constitution + your charisma modifier + 3. Your Stand's strength, dexterity, intelligence, wisdom, and charisma are all equal to your's. Your Stand is a Colony Stand and doesn't have a distance it can move from you. This Stand has an incredible control over iron which is found in blood and in the ground plus some control over magnetism. You're control will grow and grow as you levels up.

Iron Manipulation

At the 3rd level your Stand has the ability to use the iron in things such as the ground and air within a 30ft radius of you to create small weapons that can be launched at a target as an action. This can be knives, razors, or scissors. Whatever that can be small and made of iron you can create as a weapon to be thrown at a target. (DM decides how much iron is in the environment.) Treat the iron projectiles as any normal projectile. When they hit roll a 1d12 + your dexterity modifier of piercing damage. (The damage die increases to 2d8 at level 5, 2d12 at level 7, 3d10 level 9, 3d12 at level 11, and 4d10 at level 14.) You may spend 1 Spirit Point to create 1 more as a bonus action.

Don't get ahead of yourselves.

At the 5th level your Stand has earned an almost unlimited source of iron for you to use. The blood of creatures in your vicinity. When a creature is within a 30ft radius of you you can manipulate the iron in their blood and form all sorts of small iron weapons inside them to break out and cause massive damage. As an action you can target 1 creature within a 30ft radius of you. The creature must make a constitution DC save of 8 + your Stand's constitution modifier + your proficiency bonus. On a fail they suddenly razor blades or whatever small thing you decided will burst out of their flesh causing them to take 2d6 piercing damage and on a success they take half.

Failure equals death.

At the 7th level you you can use 1 Spirit Point to use the blood in your another creature's body to create staples to help heal wounds that you or another creature have gained from battle. This can even reattach severed limbs. This heals the target or yourself for 1d6 + your Stand's constitution modifier.

Loooaaaad

At the 9th level at the cost of 2 Spirit Points you have learned to use the magnetic properties of iron in the bloodstream or ground and can attract iron materials to whatever you choose whether it be a creature or a spot on the ground for 4 turns as long as it has iron. This means whatever you iron weapon you create will be attracted to that target as long as it is within a 30ft radius of them. Example, you make a pair of iron scissors pierce through the skin of a creature and when it's out it automatically fires straight at what you put this effect on. Any projectiles that get attracted to the target takes the same damage as projectiles in the "We'll talk about money later." feature.

They're getting closer... I will kill them all. I swear it.

At the 11th level your Stand can now stick fine particles of iron to your body and at the cost of 1 Spirit Point you can become completely invisible for 2 turns by reflecting light. You can spend 1 Spirit Point to extend this by 1 turn.

You are complete.

At the 14th level creatures who have been heavily affected by you pulling iron from their blood will feel the effects of lacking a large amount of hemoglobin making it so oxygen can no longer be carried through their body. They will begin to lose some function and begin to suffocate. The creature can survive for a number of rounds equal to its constitution modifier (minimum of 1 round). After said number of rounds has passed the creature will drop to 0 hit points and will be dying. The creature can't regain hit points or be stabilized until it can get oxygen to it's blood again.

Metallica Requiem

At the 20th level iron bends to your will and serves you. You can enter Requiem mode for 1 minute. You have earned a vast control over iron and can now sense where iron is without looking giving you the ability to detect creatures within a 120ft radius of you. The range of all your abilities increase to 90ft besides "They're getting closer... I will kill them all. I swear it." since that's a self range feature. You have the ability to create objects of vast size out of the iron in the ground and creatures able to pull even a warhammer from a person causing fatal damage. As a bonus action you can make a large iron weapon come from a target making them make a constitution DC save of 8 + your Stand's constitution modifier + your proficiency bonus. On a fail they take 6d20 piercing damage and on a success they take half. The moment you use this ability whether they succeeded the saving throw or not they will automatically go into a suffocating state. Along with the added buffs to your normal abilities you can even somewhat control the limbs of a target by using the iron in their body to move them giving you the ability to make some limbs completely useless in a target and even have them accidentally attack themselves or their allies as an action.

Notes

I really hope you guys enjoy this one cause I think it might be up there for my favorite that I made on here. Anyways this took me a couple hours and I'm glad that I've just been cranking these out. Have an excellent day! (Spuddzilla#1518)

Stand User Alignment: Oasis

Stand of Liquefaction

The Oasis Alignment Stand is a Stand with a mixture of high dexterity and strength. This Stand is similar to The Album Alignment where you are wearing your Stand like a Suit. Your Stand's dexterity is equal to your dexterity + your charisma modifier + 3. Your Stand's strength is equal to your strength + your charisma modfier + 3. Your Stand's constitution, wisdom, intelligence, and charisma are all equal to your own. You're Stand does not have a travel distance due to it being a kind of super suit. All your Stand's stats should be considered your own while it is active due to you wearing it so all proficiencies you have your Suit Stand will also have. While wearing your Suit Stand you are proficient in unarmed attacks and you roll a d6 for damage rolls when making unarmed attacks. Your Suit Stand's AC is equal to 10 + your Stand's dexterity modifier + your charisma modifier

Liquefying Ground

At the 3rd level you gain the ability while you have your Suit Stand on to make the ground around you begin to liquefy. This effect will go out for a 15ft radius around you halfing the movement speed (besides flying speed) of any creature within it. You gain double the movement speed while you activate this effect. (The range of this increases to 30ft at level 7 and 60ft at level 14)

I hate your guts!

At the 5th level when making unarmed strikes with your suit Stand you begin to even liequefy the enemies you attack. On a successful hit with an unarmed strike against an enemy you add a 1d6 of Acid Damage to damage rolls. (This increases to 2d6 at level 7. 3d6 at level 9. 5d4 at level 11. and 4d8 at level 14.)

Oh! Almost forgot! Gotta get it on video... Won't take long to kill you, though...

At the 7th level you can spend 1 Spirit Point to sink underground for a maximum of 2 turns as a Free Action. While underground you can move freely due to it being liquid. Your movement speed is 60ft underground. You can pop out of the ground as a reaction at any time. If you travel under a creature and want to attack it you can jump up and surprise attack them giving you advantage on the attack. You cannot travel up while walls underground and can only really travel horizontally. Not yet at least.

Did you actually think I'd feel sad over you!?

At the 9th level you gain the ability to spend 2 Spirit Points to liquefy walls and ceilings for to turns as a Free Action to travel up offering much more maneuverability on the battlefield.

You piece of shit!

At the 11th level you gain the ability to chew up the very ground you liquefy and spit them high into the air. As they soar through the air they harden back to normal rock and come down like a rain of arrows. The range on this is 30ft and up to 60ft as disadvantage. To hit you roll as if it was a normal ranged weapon. On a hit the target takes 2d8 + your Stand's dexterity modifier piercing damage. (This increases to 4d8 at level 14) You may spend 1 Spirit Point to spit out 3 more of these at targets of your choosing.

No! I want more! More! Mooooooore!

At the 14th level once per short rest you can consume sugar through food or actual sugar to gain at least 2 Spirit Points back.

Oasis Requiem

At the 20th level you have become the master of terrain and can enter Requiem mode for 1 minute. While your Requiem is activated you gain control over the terrain at a ridiculous and precise level. You have the ability to liquefy and freely travel in the ground, walls, and ceilings of an area within a 200ft radius of you but you can choose to keep some areas completely rock solid allowing for your allies to stand on them while you're enemies sink into the ground. Once liquefied you can morph the terrain making it into a slope causing creatures to fall down it or a hill or a pit or whatever you can think of. You have dominion over earth basically. Any creature that has fallen in your liquefied material will begin to liquefy as well taking a 6d10 of Acid damage per turn until they escape somehow. If a creature would have their hit points dropped to 0 while in liquefied material they instantly die and become one with the ground. You can only use this feature once per day.

Notes

I said I'd do it and I did. Anyways here's Wonderwall. (Spuddzilla#1518)

Stand User Alignment: Stone Free

Stand of Strings

The Stone Free Alignment Stand has a blend of high strength and dexterity. Your Stand's strength is equal to your strength + your charisma modifier + 3, your Stand's dexterity is equal to your dexterity + your charisma modifier + 3. The rest of your Stand's constitution, intelligence, wisdom and charisma are equal to your own. Your Stand can move up to 5ft away from your character's position. Your Stand's AC is equal to 10 + your Stand's strength modifier + your charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls.

String Decomposition

At the 3rd level your Stand allows you to unravel your body and your Stand into string and potentially manipulate it in various practical ways. You can use this string from your body to grab onto things up to 70ft away safely before it begins to hurt you. If you go over 70ft you begin to take 1d4 Slashing damage per turn you have yourself stretched out that much. You can not go over 100ft. This allows for swinging or climbing granting enhanced maneuverability. You can quickly rewind yourself as a free action to zipline up to somewhere or just to rewind yourself. You can use 1 Spirit Point to use your string and tie up a target of your choice as an action. The target must make a dexterity DC save of 8 + your Stand's dexterity modifier + your charisma modifier or be immobilized.

ORA ORA ORA!

At the 5th level you can use your Stand to make a make a melee attack against a targeted creature and on a hit you gain 2 extra attacks (stacks with "Exchange Blows" attacks). On a hit, the target takes 2d4 + your Stand's dexterity modifier Bludgeoning damage from your stand's fists (the damage die increases to 2d6 at level 7, 2d8 at level 9 and 4d6 at level 14). The target must also succeed a strength DC save of 8 + your Stand's strength modifier + your proficiency bonus. Upon failed save the target is knocked prone.

Didn't you say that everything should have a name?

At the 7th level the string that you unwind from yourself have become rather sharp. If you have unwinded string from yourself you can slash at a target with them as a Bonus Action. This is treated as a normal attack. On a hit the target takes 1d8 Slashing damage. You may spend 1 Spirit Point to create a second string from another part of your body and use it to attack as well as a free action but only for the turn it came out.

This is American style. French style. Japanese style. Italian, specifically Naples style. The world's fingers for 'Fuck Off'.

At the 9th level you have learned to stitch together your wounds using the string you unwind from your body. As an action you can use this feature to heal yourself for 2d8 + your Stand's dexterity bonus. (This increases to 2d10 + your Stand's dexterity bonus at level 14.) You may do this a number of times equal to your proficiency modifier.

Yare Yare Dawa

At the 11th level as a bonus action you can grapple a target with string that's within 70ft from you and wind them in. The target must succeed a dexterity DC save of 8 + your Stand's dexterity modifier + your charisma bonus. On a fail they're dragged to within 5ft of you where your Stand comes in with an unarmed attack dealing 2d8 + your Stand's dexterity modifier Bludgeoning damage.

You're our 'hope'!

At the 14th level you learned to use your string in many ways than just maneuverability. You can Eavesdrop on distant conversations in the form of sound vibrations that travel through your string. You can also create a tight net for 1 Spirit Point strong enough to stop projectiles coming at you as a reaction. Another ability you can do is create a string barrier to detect movements over a 50ft area of your choosing at the cost of 1 Spirit Point.

Stone Free Over Heaven

At the 20th level you can ascend to over heaven. This is your equivalent to Requiem. You can enter this state as a bonus action for 1 minute. While "The Free Over Heaven" is active you gain the ability to manipulate the three laws of motion in various ways within a 100ft radius of you. You can only use this ability once per day

As a free action you can change the first law and make objects or creatures of your choice move on their own in whatever direction you wish without any force being put on them.

As a bonus action you can change the second law and make it where a one target of your choice can exert double the amount of force or half the amount effectively doubling their strength or halfing it for the next 5 turns.

And finally as a reaction you can change the third law on a target and make it where every action they take won't have an equal or opposite reaction for the rest of the turn. This can be used in various ways such as your target attacks something and flings what they attacked 50ft and knocked prone or your target is flung backwards 50ft and prone doing no damage to what they attacked or just have them both bounce off each other and get flung.

Notes

Hey guys Spudd here with S t o n e F r e e. I really liked making this one and the idea of making it's "ORA ORA ORA!" ability like The Star's "Fury Of Fists" so we can have that epic connection and also main jojo barrage cause if they don't have one are they really a Joestar? Well anyways I hope you guys like this one. -Spuddzilla (Spuddzilla#1518)

Stand User Alignment: Fighter

Stand of Numerability

The Template Alignment Stand has incredible resilience. Your Stand's Constitution is equal to your Constitution + your charisma modifier + 3, your Stand's Strength is equal to your Strength+ your charisma modifier + 3. The rest of your Stand's dexterity, intelligence, wisdom and charisma are equal to your own. Your Stand is a phenomenon and thus does not have a traditional summoned form. 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 d4 for damage rolls.

This is my spirit... my intellect.

At 3rd level, your body becomes constituted of phytoplankton. You gain vulnerability to fire and ice damage and resistance to all other types of damage. Critical hits deal normal damage and you can regenerate up to 2 limbs for 1 spirit point as a bonus action. You do not need to eat, it must consume three times as much water to survive.

I can do it!!

At 5th level, for 1 spirit point, you can increase the range of your unarmed attacks by 30 feet by firing plankton from your fingers.

I want to protect you.

At 7th level, as an action, you can grant a creature 2d8+your Stand’s Constitution modifier temporary hit points. You can spend 2 spirit points to make these normal hit points.

Look at me, Jolyne.

At 9th level, you can form a mirror out of plankton and water. You can cast prestidigitation as a bonus action and gain proficiency, or expertise if you already have proficiency, in Stealth.

Glug Glug

At 11th level, when you fulfill your water requirement for the day, you loose 1 level of exhaustion. You no longer need to sleep, can not be put to sleep magically, and are immune to the Stunned condition.

What’s the opposite of pork?

At 14th level, you gain a swimming speed equal to your movement speed +20 feet. you are at least half submerged in fresh or salt water, you benefit from “I want to protect you” once every 3 rounds. All temporary hit points gained in this manner are lost 3 rounds after exiting the water.

I was alive

At 20th level, when you are reduced to 0 hit points, you can invade the body of the closest creature as a reaction for 10 spirit points. You gain any non-class based features the creature had.

Notes

Finally added JoJo’s best girl to the class. I might add Diver Down next, but honestly, Green Green Grass of Home looks way more interesting. -Ref3rence

Stand User Alignment: Kiss

Stand of Duplication

The Alignment Stand has high Dexterity and Strength. Your Stand's Dexterity is equal to your Dexterity + your charisma modifier + 3, your Stand's Strength is equal to your Strength + your charisma modifier + 3. The rest of your Stand's constitution, intelligence, Wisdom, and charisma are equal to your own. Your Stand can move up to 10 feet 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.

This “Kiss” is my license for revenge.

At 3rd level, you can produce up to 3 stickers, to a maximum of 10, as an action. These stickers can be stuck to things to duplicate them. Each sticker can last up to 1 minute, after which it falls off. They can also be removed as a bonus action, or free action if you spend 1 spirit point, dealing 3d10 force damage. You can choose to double this damage for 1 spirit point. Once a sticker is removed it can not be reused. You regain all uses at the end of a long rest.

C’mon, just hurry up and finish the job.

At 3rd level, your stickers can be stuck to you, your Stand’s, or another creature’s arms as a bonus action allowing them to make an additional attack every time they take the Attack action and make a single attack as a bonus action.

Heyyy! Get over here!

At 5th level, your stickers can be placed on your legs. You jump heights are doubled, and your movement speed increases by 1/2 of its total. You can also gain the bonuses of “finish the job” and additional time by spending 3?spirit points while doing this.

You probably only know what a ball is from that chick’s memories.

At 7th level, you can add a sticker to an object you are throwing as part of your attack. You can choose whether this grants advantage or counts as a second attack. You also become proficient in improvised weapons.

Right in your grill!

At 9th level, you can duplicate your vital organs. You have advantage on Constitution saving throws and can hold your breath twice as long. You also gain resistance to poison damage and immunity to the poisoned condition. Additionally, when you take the Attack action, for 2 spirit points, both you and your Stand attack.

If you want to smuggle money in, you must have a plan first.

At 11th level, you can duplicate a creature’s torso. Their size increases by 1 category, all attacks against them have advantage, and they gain +2 AC.

"Revenge" is for settling your score with your own destiny!

At 14th level, you can add and remove a sticker to a creatures head as an action. They must succeed a DC 8+your Stand’s Strength or Dexterity modifier Dexterity saving throw. On a failure, they take an additional 12d12 damage and are unconscious for 2d4 rounds.

Kiss Requiem

At 20th level, for 1 minute once per day, you gain 20 stickers. You can decide whether or not removing a sticker does damage or not. Damage from removing damage is doubled, 1 spirit point can be spent to quadruple it. You can place a sticker on any creature to completely duplicate it.

Notes

It’s Ref, again. As someone who loves part 6, I thought it was a disservice that there was exactly 2 other Stands from the part. I might add the rest of the main cast, but that would take quite a while on top of my current project.

Stand User Alignment: Whitesnake

Stand of Gravity

The Whitesnake Alignment Stand is a Stand with high constitution and dexterity. The Whitesnake is a very special stand as it runs off of intelligence rather than charisma. Your Stand's constitution is equal to your constitution + your intelligence modifier + 3. Your Stand's dexterity is equal to your dexterity + your intelligence modifier + 3. The rest of your Stand's strength, intelligence, wisdom and charisma are equal to your own. Your Stand can move up to 20ft away from your character's position. Your Stand's AC is equal to 10 + your Stand's constitution modifier + your inteligence modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls.

DISCs

At the 3rd level your Stand has gained the ability to turn certain things into "DISCs." If there is an attack made against you or your Stand and if it has an added ability such as cold damage as a reaction you can make a constitution check and if it is equal or greater than a DC 13 you ignore the effect and strip the attack of it's bonus effect for a total of 3 turns. In addition if you perform a successful unarmed strike against a creature, they are required to make a DC intelligence save equal to 8 + your Stand's constitution modifier + your proficiency bonus. On a fail, you can choose to take one weapon they are proficient in and using away and turn it into a DISC. On a success, nothing happens. You are allowed only to create up to two DISCs at a time (This increases to 3 at level 5, 4 at level 9, and 5 at level 11.).

2... 3... 5... 11... 13...

At the 5th level you begin to count up Prime Numbers to calm yourself. To use this you must spend an entire turn counting up Prime Numbers and once you do so you gain advantage on every roll you make until your very next turn. This can also be used outside of battle to gain advantage on skill checks as long as you spend 12 seconds to count. If you do this it will last for the next 6 seconds. You may spend 1 spirit point to make this effect last an extra turn, this stacks.

By the Name of God, I Will Smite You!

At the 7th level your Stand gains the ability to produce acid that can dissolve objects and severely damage living creatures. If you make a succesful unarmed strike against a foe they must make a wisdom DC save equal to 8 + your Stand's constitution modifier + your proficiency bonus. On a fail, their AC on is dropped by -1 and take a 2d8 of acidic damage then are placed in a dream like state where they now have disadvantage on all rolls and must make a wisdom DC save equal to 8 + your Stand's intelligence + your proficiency bonus per turn. Once they succeed they are snapped out of this state. On an initial success, they take a 2d8 of acidic damage.

Humans should spend their lives trying to attain 'Heaven'...

At the 9th level you can now take on the appearance of another person with the use of your Stand. For a creature to realize you aren't who you're impostering they must make a perception check and beat a DC of 8 + your Stand's constitution modifier + your proficiency bonus. You may spend 1 Spirit Point to give the creature(s) disadvantage.

New Moon

At the 11th level your Stand evolves into a new form and along with it you gain some control over gravity itself. Your s Stand's strength is now equal to your strength + your intelligence modifier + 3. In addition in a 5 foot radius around around your Stand any creature that makes an attack will have disadvantage on hitting rolls and on a miss they must beat a constitution DC save equal to 8 + your Stand's strength modifier + your proficiency bonus. On a fail, they are pushed out of the 5 foot radius. On a success, nothing happens. You may spend 1 Spirit Point make the range 10 feet rather than 5.

Spiral Staircase. Rhinoceros Beetle. Ghost Town. Fig Tart. Rhinoceros Beetle. Via Dolorosa. Rhinoceros Beetle. Singularity Point. Giotto. Angel. Hydrangea. Rhinoceros Beetle. Singularity Point. Secret Emperor!

At the 14th level your Stand's fists now gain the ability to turn whatever they strike inside out making them a force to be feared by all. When making a successful unarmed strike against an opponent they must make a constitution DC save equal to 8 + your Stand's strength modifier + your proficiency bonus. On a fail, they take a 1d12 of damage per turn for the next 5 rounds. On a success, they take a 1d12 of damage.

Made in Heaven

At the 20th level your Stand evolves even more into a form made in the very heavens above granting you and only you the ability to speed up the entire universe around you to an infinite degree allowing only you to move in this sped up time. For 1 minute, you gain the ability to attack up to 5 times a turn without the use of stacks and you will always have advantage on your rolls. Your movement speed in this state increases to 500 ft. Any creature that attempts to make any attack against you will have disadvantage and have a -5 reduction to any rolls they do. You may spend 1 Spirit Point to increase the time this lasts by 1 minute. By the time 1 minute has passed the world has aged a year under this effect. This can ability can be used once per day.

Notes

I spent a lot of hours on this but I hope y'all enjoy! -Spuddzilla

Stand User Alignment: Weather Report

Stand of Weather

The Weather Report Alignment Stand is one of great strength and speed. Your Stand's strength is equal to your strength + your charisma modifier + 3. Your Stand's dexterity is equal to your dexterity + your charisma modifier + 3. Your Stand's constitution, intelligence, wisdom, and charisma are all equal to your own. Your Stand can move 10ft away from you. Your Stand's AC is equal to 10 + your Stand's dexterity modifier + your charisma modifier. You roll a d4 when making unarmed strikes with your Stand. This Stand is one that controls the weather in many strange ways and your control over it will only grow over time.

Weather Control

At the 3rd level your Stand can manipulate the surrounding atmosphere allowing you to freely summon several weather phenomenons like wind, rain, fog, and lightning to your advantage as an action that can cover a radius of 50-200ft. When you use your abilities to summon lightning you can target one creature to be struck each turn as a free action. The targeted creature must make a dexterity DC save of 8 + your Stand's dexterity modifier + your proficiency bonus or take 1d10 Lightning damage. (The damage die increases to 2d6 at level 5, 2d8 at level 7, 3d8 at level 9, 3d10 at level 11, and 3d12 at level 14.) This weather lasts as long as you'd like and can be removed as a bonus action.

The kind of evil that doesn't realize that it's evil... is the worst kind there is...

At the 5th level you learn to create various gusts of wind to assist in maneuverability and effect objects from afar. You learn to use your Stand's control over the weather to blow a large gust of wind that can travel 50ft in front of you and push objects that aren't held down. You can spend 1 Spirit Point to increase this distance to 100ft. (DM decides if the wind is strong enough to move those objects) You learn to create a gust of wind under yourself to send you soaring 25ft in front of you in the air at most which could be used to potentially jump over large gaps. You can increase this to 50ft by using 1 Spirit Point

Are you happy?

At the 5th level you can use your Stand to make a gust of wind strong enough to pierce through creatures. You can target one creature as an action and fire a gust of wind at it. This is treated as a normal projectile that you are proficient in. If this attack hits the target takes 1d10 + your Stand's dexterity modifier Piercing damage. (The damage die increases to 2d10 at level 7, 2d12 at level 9, and 3d12 at level 11.)

DON'T TOUCH ME ASSHOLE!

At the 7th level you can feel disturbances in the surrounding air currents to detect movement. If anything moves within a 50ft radius of you you will sense it and know exactly where they are.

DON'T MAKE ME KILL YOU!

At the 7th level your Stand can create localized atmospheric layers to increase the air resistance, to the point where you can deflect projectiles away at the cost of 2 Spirit Points. This increases you and your Stand's AC by 3 for the next 3 turns. If a creature attacks you and doesn't hit they must make a constitution DC save of 8 + your Stand's dexterity modifier + your proficiency bonus or take 2d4 Fire damage.

My rage isn't satisfied. I'll have to take care of you, right here, right now.

At the 9th level your Stand has gained the ability to control moisture in the air and use it to launch a gust of vaporous wind into a target using 1 Spirit Point. The target must make a dexterity DC save of 8 + your Stand's dexterity modifier + your proficiency bonus or have the moisture invade their body and bloat them causing 3d8 Force damage and stunning them for 1 turn.

Why don't we go and have a little fun?

At the 9th level your Stand can also evaporate then freeze liquids to create specific solid shapes. You can freeze small amounts of liquid into a shape as a free action.

Let's just go insane how 'bout that?

At the 11th level your Stand's control over the weather can take a bizarre turn. You can now bring otherwise unlikely elements of the weather like rains of small animals (for example make it rain poisonous frogs). Any creature in the radius of your weather changes must make dexterity DC save of 8 + your Stand's dexterity modifier + your proficiency bonus or have those animals hit them as they fall. (Depending on the size of the animals it can either be you take no damage or maybe a 1d4. DM decides. Now if it's a special animal like a poisonous frog then they could be poisoned from failing the dex save.)

Destiny is predetermined, and can't be changed... if that's so... then, I could just have you change it for me...

At the 14th level your Stand can manipulate the concentration of specific gases in a closed area. This means you can use this to potentially suffocate a creature you target at the cost of 1 Spirit Point as an action. This requires concentration however and if damage is dealt to you it will break letting them breath again.

Heavy Weather

At the 20th level you may enter the "Heavy Weather" state for 1 minute. This is your equivalent to Requiem. While your Stand is in this state it generates various rainbows in a 100ft radius of you and your Stand. If a creature touches them they will be forced to make a constitution DC save of 8 + your Stand's dexterity modifier + your proficiency bonus, if they fail their body will morph into that of a snail. You are immune to this effect. You can only use this feature once a day.

Notes

This one was really fun to make. I realized I was cranking out the Part 5 Stands and after Metallica I wanted to give some love to 6. I love the Stand so much. I spread out the abilities so I didn't have to write giant walls of text for people to sift through which is why levels sometimes give two features. But I hope you guys like it. Next I might make Catch the Rainbow since we now have a Stand to control the weather and make it rain. Well anyways see you fellas.-Spuddzilla (Spuddzilla#1518)

Stand User Alignment: Diver Down

Stand of Storage

The Diver Down Alignment Stand is one of high strength and dexterity. Your Stand's strength is equal to your strength + your charisma modifier + 3. Your Stand's dexterity is equal to your dexterity + your charisma modifier + 3. Your Stand's constitution, intelligence, wisdom, and charisma are all equal to your own. Your Stand's AC is equal to 10 + your Stand's strength modifier + your proficiency bonus. Your Stand can move 5ft from your character's position. Your Stand is proficient in unarmed attacks and you roll a d4 for damage.

Power Storage

At the 3rd level when making an unarmed strike against a creature or object the force of the impact can be "stored" inside the object or creature. This effect can only be used on one creature at a time. At any moment you can release the energy doing a 1d8 of Bludgeoning damage to the target. (The damage die increases to 1d12 at level 5, 2d6 at level 7, 2d8 at level 9, 3d8 at level 11, and 4d12 at level 14.)

Let's hurry...

At the 5th level when "storing" force into a creature or object if you release the energy you can target 1 extra creature within a 5ft radius of your original target. The creature must make a dexterity DC save of 8 + your Stand's dexterity modifier + your charisma modifier. On a fail the creature takes 1d8 Bludgeoning damage. On a success they successfully avoid the attack.

I'll do something about it...

At the 7th level you gain the ability to "plunge" into a creatures or objects of your choosing within 5ft of your Stand as an action. This allows you to phase your Stand into a creature or object and change it from the inside. With this you can deal serious internal damage to a creature or object. When doing this a creature that you have this effect placed on will take a 2d4 of Bludgeoning damage per turn until you remove your Stand. (The damage die increases to 4d8 at level 14.) Removing your Stand is an action but you may do it as a bonus action at the cost of 1 Spirit Point.

I'm fine on my own...

At the 9th level at the cost of 1 Spirit Point you have the ability to "store" your Stand within a target of your choosing within 5ft of your Stand as a reaction. When doing this that creatures AC becomes equal to your Stand's + 1 unless it has AC greater than it then it's AC is just upped by 1.

Then, celebrate us. It's necessary for a wedding.

At the 11th level at the cost of 1 Spirit Point you can create spring traps using your plunging ability and changing the bone structures of creatures of your choice after plunging your Stand into them. Any creature that comes within a 5ft radius of any creature that has been turned into a trap will set it off causing their bones to expell out and pierce said creature or creatures. The target this happens to takes a 3d12 of Slashing damage. Any creature that sets this off will be forced to make a dexterity DC save of 8 + your Stand's dexterity modifier + your charisma modifier. On a fail they take 3d8 Piercing damage. On a success they avoid the attack.

That's how I like it. I want you to look at me more.

At the 14th level at the cost of 1 Spirit Point per use you gain the ability to repair the insides of creatures and objects of your choice by "plunging" into them. Any target you use this on will heal a 2d10 + your Stand's dexterity modifier. This entire process counts as a bonus action.

Diver Down Requiem

At the 20th level you gain control over force and can store it however you like. You can enter Requiem mode for 1 minute. At the start of your turn you can choose one creature. Any the force of any attack made that turn is immediately transferred to that creature and stored inside them. Each attack made will make them take a d20 of Bludgeoning damage. On your next turn all this force will explode out causing the creature to take a however d20 of force that was created that turn. Any creature within a 15ft radius of the target must make a dexterity DC save of 8 + your Stand's dexterity modifier + your charisma modifer. On a fail they take the same amount of damage your target took. On a success they take half. Example, you activate this effect and three attacks were made that turn, the target takes 3d20 Bludgeoning damage, there's 3 creatures near them within range and they all fail the saving throw causing them to take the same amount as your target. This has a 1 turn cooldown before it can be activated again. You can only use this feature once per day.

Notes

Been planning on making this one for days and finally I got the time. I hope you guys enjoy it! -Spuddzilla (Spuddzilla#1518)

Stand User Alignment: Survivor

Stand of Rage

The Survivor Alignment Stand is innately persuasive. Your Stand's Charisma is equal to your Charisma + your Charisma modifier + 3, your Stand's Strength is equal to your Strength + your Charisma modifier + 3. The rest of your Stand's Dexterity, Constitution, Intelligence, and Wisdom are equal to your own. Your Stand is a phenomenon, and thus does not have a traditional summoned form. You can not use your Stand’s Charisma for Persuasion or Deception checks. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls.

Insanity

At 3rd level, as an action, you can force every creature within an 85 foot radius to attempt a DC 14+your Stand’s Charisma modifier Intelligence saving throw at the end of their turn. On a failure, they must attack the closest creature on their turn.

Bone Breaker

At 5th level, when a creature makes a melee attack, you can make them deal additional damage equal to their level or CR. They take damage equal to the additional damage dealt.

Redirected Rage

At 7th level, when a creature is effected by “Insanity”, they can not target you directly for attacks or other features that deal damage. Indirect attacks, such as Area of Effect features such as fireball or a blue dragon’s fire breath, can still damage you.

Electric Rage

At 9th level, while in an 85 foot radius or larger body of water, your Insanity’s range is doubled, and creatures in its original range have disadvantage.

Blinding Rage

At 11th level, while creatures are under the effects of Insanity, they have advantage on Charisma, Dexterity, and Strength saving throws, but disadvantage on Charisma and Intelligence checks and Intelligencd saving throws.

Lasting Rage

At 14th level, when a creature fails the Insanity saving throw, they remain under its effects for 1 minute or until they exit Insanity’s range.

Survivor Requiem

At 20th level, for 1 minute, you can put yourself under the purest rage. You gain the following:

  • Creatures within 15 feet of you automatically fail the Insanity saving throw.
  • Your Strength, Dexterity, and Constitution scores increase by +6, as do their maximums.
  • You may deal additional damage up to your level on unarmed strikes, taking equal damage.

Notes

This really isn’t the strongest Stand, but I suppose in way that makes sense. If you’re having trouble coming up with Stands to make, check out this workspace -Ref3rence (talk) 06:41, 31 October 2019 (MDT)

Stand User Alignment: Grass

Stand of Space

The Grass Alignment Stand is situationally unstoppable. Your Stand's Strength, Dexterity, and Constitution is equal to 30. The rest of your Stand's intelligence, wisdom and charisma are equal to your own. Your Stand can move up to 5ft away from your character's position. Your Stand can only attack Tiny creatures and objects. Your base movement speed is 15 feet. Your Stand's AC is equal to 20 + your charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use 1d8 for damage rolls.

A king has his own strengths...

At 3rd level, your Stand masters Zeno’s paradox. Every creature within 5 feet become tiny. Every time this distance doubles (10, 20, 40), the maximum size category increases by 1 (small, medium, large). Creatures can not exceed their default size category from this effect. Creatures within 5 feet have their movement speed divided by 30 when moving toward you.

...But it’s a handful.

At 5th level, you can choose whether or not creatures and items are effected by your shrinking.

Are you going to betray me some day?

At 7th level, as an action, you can increase the size of a creature by 1 category for 2 turns for 2 spirit points.

That’s what it means to live.

At 9th level, when a creature is within 1 foot of you, you can attempt a full turn action for 8 spirit points. If you do not take damage, at the beginning of your next turn, they must succeed a DC 12 + your charisma modifier Dexterity saving throw. On a success, they are moved 2 feet away from you. On a failure, they are paralyzed for 2 turns. If they are not moved beyond 1 foot from you, they are reduced to 0 and they and every item they have on them is destroyed instantly.

There’s no concept for “weak” or “strong”

At 11th level, when a ranged attack is made against you, you can use your reaction to shrink it to 0, negating the attack. You can spend 2 spirit points to regain your reaction.

Do you believe in “gravity”?

At 14th level, you gain a radius of gravity in your Stand’s range. When a creature misses an attack, they must beat a constitution saving throw with a DC equal to 18 + your proficiency bonus. On a fail, they are pushed out of the 5 foot radius. On a success, nothing happens. You may spend 3 Spirit Points to increase your Stand’s range to 10 feet.

Lonesome Country

At 20th level, you gain your equivalent to requiem for 1 minute once per day. Your Stand’s range increases to 30 feet and it can attack medium sized creatures. It has advantage on attacks against creatures smaller than medium. You can determine any creature’s size within 120 feet at will.

Notes

Back at it with the part 6. Green Green Grass of Home is one of my favorite Stands and I hate how little respect it gets. I had trouble with quotes until I remembered where the Green Baby comes from. I stole C-Moon for the same reason, but figured Made in Heaven would manifest differently. -This is a JoJo’s Ref3rence

Stand User Alignment: Hey Ya!

Stand of Cheers

The Hey Ya! Alignment Stand has high Charisma. Your Stand's Charisma is equal to your Charisma + your charisma modifier + 5, your Stand's ability is equal to your ability + your charisma modifier + 3. The rest of your Stand's Strength, dexterity, constitution, intelligence, and wisdom are equal to your own. Your Stand does not have a traditional summoned form.

Poccoloco is the lucky guy after all!

At 3rd level, you gain 3 points of luck. You may spend 1 point of luck to gain advantage on an attack, saving throw, or check before or after the original roll, but before the outcome has been decided. Without using your reaction, you can spend 1 luck to roll 1d20+your Stand’s Charisma. If the roll is higher than the attack roll made against you, it misses.

UH OH!

At 5th level, you can guide others with your luck. As a bonus action or reaction, you can grant 1 creature within 6 feet a d8 of inspiration (this increases to d10 at 10th level, and a d12 at 15th level). This can be done a number of times equal to your Stand’s Charisma modifier, regaining all uses a the end of a long rest.

This is awesome!

At 7th level, you can target up to your Stand’s Charisma modifier creatures as a bonus action. You can stop targeting creatures as a free action to free up capacity. Targeted creatures have their critical failure range increased by 2 (1 becomes 1-3).

I’ve never been on ground this easy to ride!

At 9th level, your luck guides your steps. You gain a climbing speed equal to your movement speed and you ignore difficult terrain. You gain 1 more point of luck.

I’m counting the clouds in the sky.

At 11th level, your rests take half as long (short rests take 30 minutes, long rests take 4 hours). You gain 1 more point of luck.

I really do have ‘one out of one-hundred-thousand luck’!

At 14th level, you can rely on your luck. You can spend 1 point of luck to replace any roll, including attack rolls, with 15.

Hey Ya! Requiem

At 20th level, for 1 minute once per day, your luck kicks into overdrive. As a bonus action, you can find any item you wish. You can give 2 creatures your inspiration with each use. You can use your inspiration an unlimited number of times. You can grant yourself inspiration.

When Requiem ends, you are overcome with a wave of bad luck. You can not use any archetype features for 2d4 rounds and you loose any items gained from Requiem permanently.

Notes

Technically, this the Pocoloco’s Luck Alignment, but that doesn’t quite have the right ring to it. -Ref3rence (talk) 10:38, 27 August 2019 (MDT)

Stand User Alignment: Tusk

Stand of Spin

The Tusk Alignment Stand has high dexterity. Your Stand's dexterity is equal to your dexterity + your charisma modifier + 3, as it evolves along the way it gains a +1 to its dexterity and strength for every act after the first. The rest of your Stand's strength, constitution, intelligence, wisdom and charisma are equal to your own. Your Stand can move up to 5ft away from your character's position at 3rd level, at 7th level its 10ft, at 11th level its 20ft and at 20th level its 30ft. Your Stand's AC is equal to 10 + your Stand's dexterity modifier + your charisma modifier. Your Stand becomes proficient in Unarmed Strikes at 20th level. As your Stand evolves and gains new acts, you are still able to use your all your previous Act's abilities, but only one Act can be active at a time.

Tusk Act 1

Starting at level 3, you learn the secret of the spin and the power to awaken your stand. You learn how to rotate your nails at an incredibly fast pace and fire them like bullets. You have as many rounds as there are fingers on your hands and feet. You become proficient in attacking with the nail bullets. The range of the bullets is 10ft and 20ft with disadvantage. The bullets deal 1d6 + your Stand's dexterity modifier as Piercing damage and they reload automatically at the start of your next turn.

Pizza Mozzarella!

Starting at level 5, you learned to be proficient in one instrument of your choice as well as have proficiency on perform checks and riding a mount and mounted combat. In addition, you also gain advantage on saving throws against anything used against you that is considered a projectile.

Tusk Act 2

Starting at level 7, your stand is changed physically from its original form and now has new features and powers as your determination and spirit grows along with it. The nail bullets that originally accompanied you have now evolved along side the stand. The range of the bullets changed to 40ft and 60ft with disadvantage. The bullets now deal 2d6 + your dexterity modifier as Piercing damage, however they do not reload anymore and you must spend a short or long rest to regain them. You may also spend a Spirit point to recover one nail bullet as a bonus action. If your bullet misses the target, you can spend a spirit point to move the hole left over by the shot and move it a maximum of 10ft to hit the original target. the target must make a wisdom saving throw to notice the hole following him.

Jesus Christ?!

Starting at level 9, you now have the ability to refresh your inner psyche and remove any mental disabilities whether imposed by magical or non-magical effects. You must take a long rest before using this power again. You also gain the power to cast locate object and locate person as a spell-like ability, but can only cast one of these spells once before having to complete a long rest.

Tusk Act 3

Starting at level 11, you and your stand have grown, the stronger your mental psyche the more powerful the stand. Your left over holes from your nail bullets can now move to their original target if they missed wherever they are, regardless of magical barrier or however far they are. If you have seen them or used locate person or locate object, you can find them. You can additionally travel or send any body part as well as send your stand through these holes as a move action, and to wherever the end of the hole is and if you are close enough to a hole. You can also split yourself and only have a limited amount of your body go through. You may also not bring any other person or object with you as it will be destroyed if you try to. Travelling through the holes expends one Spirit Point.

Tusk Act 4

Starting at level 14, your stand has no more room to grow. You and it have reached a masterful level of power, though at the cost of some sort of sacrifice. You gained the power of infinity. When you ride your mount or walk and use movement points in a round, and then strike a target with your stand, you make them spin for an infinite amount of times. This attack works if your stand gets close enough to hit the target. It can only do this through a melee attack by the stand, and once the target starts sniping the only way to end it is with an equal amount of spin force in the opposite direction/flow. You may spend 1 spirit point to have Act 4 also have advantage on the next melee attacks when the enemy has some king of armor or spell that increases ones defense. Your nail bullets evolve as well, they now deal 4d6 + dexterity modifier as piercing damage to an enemy. When an enemy is struck by the melee attack of Act 4 with the infinite spin, they will begin to spin and damage a target for 2d6 Slashing damage for 5 ft of movement, for every other 5 ft of movement done during the turn of the attack the damage increases by 2d6, it slowly travels through their body starting at their feet and moving one body part up per turn till it reaches the head. If you move and attack while on a mount, the damage doubles. For every turn until their death or opposed by another equal force. Be careful when using this stand, whatever its target is, it will not end its spin even if you tell it to. You may spend 1 spirit point to have the stand deal the same damage of a nail bullet on a successful attack.

Tusk Requiem

Starting at level 20, Tusk has evolved beyond the level of his infinite spin, reaching the power of the Dimensional Spin. As a bonus action, you can transform Tusk into a Bullet and fire him. You no longer need to build up any energy to reach infinite spin and you can collect the energy from yourself on the spot, once you do that you will not be able to move a all for next turn. The Spin can also be controlled, you can stop or start it at any point on any target you have struck with your nail bullets, stand fists or own hands. It begins at 4d6 Slashing damage in the whole body and it will return the target to their original location at the end of their turn. You may spend 1 Spirit as a bonus action point to increase the damage done to a target by 2d6. Once you have the Stand set on a target, no spell can stop it. It is immune to magic.


Stand User Alignment: Dirt Cheap

Stand of Justice

The Dirt Cheap Alignment has high charisma and strength. Your stand's charisma is equal to your strenght + your charisma modifier + 3. Your stand's strength is equal to your charisma + your strength modifier + 3. Your Stand's dexterity, intelligence, wisdom, and constitution are all equal to your own. Your stand's AC is equal to 10 + your charisma strength modifier + your charisma modifier. Your stand is proficient in unarmed attacks.

Dimension Hop

At 3rd level, for the cost of 1 spirit point, you can go to alternate dimensions. You can stay in this dimension for 10 + your stand's charisma modifier minutes. You can return from this dimension at will. At the cost of 1 spirit point, you can take 1 creature within 5 feet with you to this dimension. You can take up to 3 items from this dimension for 1 spirit point per object (at 9th level, this cost is reduced to 0 if the object is no larger than 1 foot).

The one who took the first napkin determines everything.

At 5th level, you can pull out other versions of yourself from alternative universes. They have half your hit point maximum. They can't use your stand, but their equipment is this same as yours so they can use the weapon that you selected from your equipment. Every version of you has the same attributes as you.

The only one that can move freely in this dimension is me

At 7th level, when any object or creature except you touches their alternate version they or the creature holding it take 2d4+your stand's charisma modifier force damage (changes to 3d4 at level 11 4d8, at 15 level 5d8 and at level 20 6d10).

I have 'feelings' of 'patriotism'. Every action I have performed was because I judged it to be 'absolutely' for this country's sake.

At 9th level, when you drop to 0 hit point, you can instead drop to 1 and can go to alternative dimension. You regain use of this feature at the end of a long rest. When you return from an alternate dimension, you can spend 2 spirit points to heal you for 3d10 + your charisma modifier.

My heart and actions are utterly unclouded. They are all those of 'Justice'.

At 11th level, you can not be charmed or frightened. If you pull a humanoid from another universe that is a Stand User in this one, you can choose to give them a different Stand. This does not apply to other versions of you.

Dojyaaa~~n!

At 14th level, after being in another dimension, you can return to any available space within 60 feet of where you left. You can spend 2 spirit point as a reaction to gain advantage against ranged attacks until the end of your turn.

Love Train

At 20th level, for 1 minute once per day, you become washed in the light of Justice. If you do not attack, you can not take damage until the beginning of your next turn. Your Stand’s attack rolls count as natural 20s. You gain a flying speed equal to half your movement speed, and you can squeeze through any gap larger than 1 foot.

Stand User Alignment: Scary Monsters

Stand of Prehistory

The Scary Monsters Alignment Stand is one of high wisdom and dexterity. This Stand is a Phenomenon one so it doesn't have a form. Your Stand's dexterity is equal to your dexterity + your charisma modifier + 3. Your Stand's wisdom is equal to your wisdom + your charisma modifier + 3. Your stand's strength, constitution, intelligence, and charisma are all equal to your own. Your Stand's AC is 10 + your Stand's dexterity modifier + your charisma modifier.

Prehistoric Transformation

At the 3rd level you gain the ability to turn yourself into a Utharaptor by taking up an entire turn. All of your stats become the exact same as your Stand's and your speed becomes 60ft. You gain the ability to attack with your newly acquired claws and bite with your sharp teeth which you are proficient in. When attacking with your claws roll a 1d6 + your dexterity modifier. When attacking with your bite roll a 1d8 + your dexterity modifier. You also now have the ability of multiattack making you able to attack with both your claws and bite in one turn. You can use 1 Spirit Point to instantly fully transform as a bonus action. You lose the ability to speak any language you know and suffer a -5 to any rolls that require you to use intelligence while transformed. It takes one full turn to transform back to your normal state.

I Will Stand Above That Flock of Pigeons and I Will Control Them...

At the 5th level you can infect beasts no bigger than small or tiny sized with a virus that will slowly transform them into dinosaurs that are around the same as what they originally were. You can only have 2 dinosaurs at once (this increases to 4 at level 7, 6 at level 11, and 8 at level 14.) You must make a survival DC check of 13 to find at least one small or tiny beast in the immediate area to convert into a dinosaur. You can spend 1 Spirit Point to automatically find 1 beast to convert. You can only turn one beast a turn

USHYAAAAAA!!!

At the 7th level your senses in your normal form are heightened becoming more like your dinosaur form. If you aren't already, you become proficient in the Nature, Perception, and Survival skills. Along with this you gain the ability to consume rocks as a substitute for food cause why not.

WRYYYYYY!!!

At the 9th level you learn to transform into a much more humanoid state rather than fully turning into a Utharaptor. You gain the ability to speak langauge when in your transformed state and no longer lose intelligence on rolls using it.

Kkoo! Kkoo!

At the 11th level you gain the ability to fossilize tiny beasts or monstrosities that have been turned into dinosaurs by you allowing you to place them in a hardened state able to fuse them to objects for camoflauge. After turning them into fossils you can put them back into their normal state at will which is good for a surprise attack with your dinosaurs. A creature must beat a perception DC check of 8 + your stand's dexterity + your proficiency bonus to know that the creature fossilized into the wall.

The Wound of Your Slit Throat... Is the 'Line' of the Wretched World I Was Part of...

At the 14th level your ability to transform creatures into dinosaurs increases allowing you to turn both medium and large sized beasts and monstrosities into large dinosaurs. You can have up to 2 large dinosaurs at a time but you must find a creature to turn just how you would in 'I will stand above that flock of pigeons and I will control them.'

Scary Monsters Requiem

At the 20th level for 1 minute any creature within a 50 foot radius of you must make a constitution DC save of 8 + your Stand's wisdom modifier + your proficiency bonus. On a fail, they quickly begin to transform into a dinosaur of similar size to them this process taking about 2 turns. On a success, they take a 5d10 of poison damage. Any creature turned dinosaur in your field will stay a dinosaur under your control for 5 turns after leaving your radius of 50 feet.

Notes

Here's a list of 5e Dinosaurs to use when turning things into them. https://www.dandwiki.com/wiki/Dinosaurs_(5e_Creature)

This took me over 7 hours to make but I'm happy with it and give me a shout on Discord if you wanna just tell me I did a good job or chat (Spuddzilla#1518) -Spuddzilla

Stand User Alignment: Mandom

Stand of Reversing

The Mandom Alignment Stand of high wisdom. Your Stand’s wisdom is equal to your wisdom + your charisma modifier + 3. Your Stand’s strength, dexterity, constitution, intelligence, and charisma are all equal to your own. Your Stand has no range it can travel from you. You gain a proficiency in 1 simple or martial ranged weapon of your choice. Your Stand is a phenomenon and thus can not be traditionally summoned, but it’s ability is able to assist you in many ways both in and out of combat.

Time Rewind

At the 3rd level your Stand has the ability to turn back time for 1 round as an action making things exactly the same as they were one round ago and every creature will realize that things have been rewound. (This increases to 2 rounds at level 7) Any creature that doesn’t know the effect of your Stand will be forced to make a wisdom DC save of 8 + your Stand’s wisdom modifier + your charisma modifier. On a fail they are forced to use up their turn and look around and get their bearings. On a success they can still use their action but don’t know your ability still. If a creature succeeds 3 times in a row on this effect they will be able to understand the ability and no longer be forced to make the wisdom DC save. When you rewind time in any of your features any Spirit Points that you have spent since your last long rest do not go back with you. You have a choice to have a watch that can be used to activate this ability or just have the ability to activate it normally depending on what aesthetic you want. Every other creature’s Spirit Points that have been spent, if they have any or have used any, go back to the amount they had at that time.

Then… I humbly suggest that we begin.

At the 5th level you have learned spend 1 Spirit Point to rewind time backwards 1 round as a bonus action. (This increases to 2 rounds at level 9) This allows you to pop your “Time Rewind” feature and then this ability to turn back time twice in a row or just use this feature so you can still use your action this turn. Any creature that doesn’t know the effect of your Stand will be forced to make a wisdom DC save of 8 + your Stand’s wisdom modifier + your charisma modifier. On a fail they are forced to use up their turn and look around and get their bearings. On a success they can still use their action but don’t know your ability still. If they succeed 3 times in a row including successes under your “Time Rewind” feature they no longer are required to make the wisdom DC save.

This is the 2nd shot! This decides it!

At the 7th level you gain 1 extra attack with any ranged weapon you are currently using. (This increases to 2 extra attacks at the 9th level, 3 extra attacks at the 11th level, and 4 at the 14th level.)

You are a mere ‘conformist’!

At the 9th level as a reaction you can use 1 of the extra attacks under your “This is the 2nd shot! This decides it!” feature for your next turn allowing you to attack a target of your choice with a ranged weapon.

This is ‘The True Man’s World’.

At the 11th level at the cost of 2 Spirit Points you gain the ability to rewind time to the point of 2 round before as a reaction. Example of this feature being if you are attacked by a creature and you use this feature time will be rewound by 2 rounds to that creature’s turn 2 rounds ago.

Find the ‘path of light’! The ‘shining path’ that one must tread...

At the 14th level as a free action during your turn you have the ability to send time backwards by 2 rounds at the cost of 2 Spirit Points. You can use this feature as many times as you wish as long as you have 2 Spirit Points.

Mandom~Lovers of the World

At the 20th level your Time Rewind becomes extremely precise giving you the ability to send select creatures back instead. This is your equivalent of Requiem. You can enter this mode for 1 minute. During your turn you can target any creature besides yourself within a 100ft radius of you and send them back in time 2 rounds as a bonus action. This creature will appear in the present where they were 2 rounds ago and be exactly like they were 2 rounds ago. You can choose whether or not this creature remembers what happened or if they will have the same memory as 2 rounds ago. You cannot send yourself back with this ability. You may spend 1 Spirit Point to choose another creature to send back in time. This feature can only be used once per day.

Notes

I spent a lot of hours thinking of how this could potentially work out. It can be a Stand that gets annoying in fights making it last such a long time but that's how it's supposed to be. I really hope you guys enjoy this one it took me so long. -Spuddzilla (Spuddzilla#1518)

Stand User Alignment: Catch the Rainbow

Stand of Rain

The Catch the Rainbow Alignment Stand is one of high dexterity. Your Stand's dexterity is equal to your dexterity + your charisma modifier + 3. Your Stand's strength, constitution, intelligence, wisdom, and charisma are all equal to your own. This Stand is similar to Suit Stands but in the form of a mask you wear and the stats that your Stand has should be considered your own when the mask is on. Your Stand also has all proficiencies that you have. This Stand has no travel distance from you. Your Stand's AC is equal to your own. Your Stand gives you manipulation of rain to a high degree allowing for incredible mobility in open spaces but becomes useless when rain isn't present.

Rain Walking

At the 3rd level your Stand gains the ability to stop raindrops in their tracks and make them float in mid-air, becoming solid enough to support you and walk on allowing you to reach high altitudes easily. You can tread on raindrops just as easily as land meaning you can travel 30ft vertically and horizontally while walking on rain. Any creature that attempts to walk through the any raindrops that have been stopped take a 1d8 of piercing damage. (The damage die increases to 2d8 at level 7, 3d10 at level 9, 4d8 at level 11, and 4d12 at level 14) You can choose to stop raindrops as a reaction meaning when a creature moves you can almost guarantee that it take damage.

Can you see my 'mask'?

At the 5th level as a reaction you can stop a raindrop in front of a projectile deflecting it causing it to stop and fall but if you use 1 Spirit Point you can choose to deflect and ricochet the attack at a target of your choosing.

Yes... Im so-sorry...

At the 7th level you can use the rain to plug any wounds you or another creature may have received from battle giving you or another creature a 2d8 + your Stand's dexterity bonus of temporary hit points at the cost of 1 Spirit Point. (The healing die increases to 3d8 at level 9, 4d8 at level 11, and 5d8 at level 14) After it stops raining your or the creature's temporary hit points gained from this feature disappears and you or the creature begin to bleed from your wounds again.

Your existence is 'sin'!

At the 9th level you can turn raindrops around you into weapons that you are proficient with but made of the rain at the cost of 1 Spirit Point. These weapons gain an extra 2d6 Piercing damage to the normal weapon's damage rolls. Example being a Rain Dagger that does a 1d4 Slashing damage but also 2d6 Piercing damage.

Humans all have a 'purpose'! It trancends the limitations of the flesh!

At the 11th level you gain the ability to meld with the rain letting rain drips create holes in your body. This allows you to transport yourself through the rain a fair distance away as a reaction but at the cost of 2 Spirit Points. You can even have functional limbs go through the rain and do things such as allow you to speak with someone from a far at the cost of 1 Spirit Point.

I must dispose of you!

At the 14th level you gain the ability to fuse with the rain as a reaction making you intangible for 2 rounds at the cost of 1 Spirit Point. This allows you to not be hit by attacks and travel at high speeds through the rain but you can still attack with water weapons you create with the "Your existence is 'sin'!" feature. Your movement speed in this state is 90ft. You can only use this ability once per short rest.

Catch the Rainbow Requiem

At the 20th level you gain an alarming amount of control over rain as it falls to the Earth. You can enter Requiem mode for 1 minute. You gain the ability to change the flow and speed of raindrops that fall from the sky even at the rate that it begins to pierce creatures that stand under it. If you choose to speed up the rain to such speeds creatures in the rain must make a dexterity DC save of 8 + your Stand's dexterity modifier + your charisma bonus. On a fail the creature takes 6d8 Piercing damage and on a success they take half. As an added ability you can choose stop a single raindrop in the air and tap the raindrop forwards causing it to fire like a bullet at any target of your choice acting like a normal projectile you are proficient in. On a hit the creature takes 8d10 + your Stand's dexterity modifier of Piercing damage. If it has stopped raining but the ground is still wet you can make the rain on the ground fall upwards in a 100ft radius around you. You can only use this feature once per day.

Notes

I love this Stand so much. Blackmore has my favorite design in Jojo's. Making this Stand was a lot of fun even though it's practically useless unless you have it paired with Weather Report in the same party or unless your DM is a nice guy and makes it rain cause you can't do anything without it. The play style I had in mind with this Stand is a sort of a "hahahah you can't touch me idiot" kind with all the reactions it has to mess with enemies mid turn. I hope you guys enjoy this one! -Spuddzilla (Spuddzilla#1518)

Stand User Alignment: Chocolate D-I-S-C-O

Stand of Manipulation

The Chocolate D-I-S-C-O Alignment Stand has high Dexterity. Your Stand's Dexterity is equal to your Dexterity + your Charisma modifier + 3. Your Stand's Strength, Constitution, Intelligence, Wisdom, and Charisma are all equal to your own. Your Stand gains proficiency in ranged attacks.

Grid Teleportation

Your stand manifests as a gauntlet with a keypad and buttons on it. At level 3, you can manifest your stand to project a grid of squares in front of you, covering an area of twenty by twenty feet in front of you. It moves and turns as you do, keeping you in the middle of one of its sides during use. As a reaction, when someone makes a ranged attack against you that passes over the grid created by your stand, you can teleport the incoming projectile to a different square in the grid. The projectile keeps its incoming speed and direction. This can cause the attack to miss you, or potentially hit the attacker if they are close enough. If it would be aimed to hit the original attacker, use the attack and damage rolls of the original attack when calculating whether the projectile hits and how much damage it does.

Object Teleportation

Starting at level 5, you can teleport any object within your stand's area of affect to another spot within its area of effect as a bonus action, such as a rock, pile of caltrops, or vial of acid. If it would appear above a creature's space, that creature must make a DC 14 Dexterity saving throw or take 2d6 bludgeoning or piercing damage, depending on the object, in addition to any secondary effects that the object may have. You now have two bonus actions and reactions per round.

Weapon Manipulation

At level 7, if there is a melee weapon within your stand's grid that is not being held by another creature, you can control it as per the 'Spiritual Weapon' spell. It cannot leave the grid area of your stand.

Velocity Redirection

Starting at level 9, you can change the direction and speed of a projectile that you teleport with your 'Grid Teleportation' or 'Object Teleportation' ability. Projectiles that you teleport have their damage and range doubled. You now use your Stand's dexterity modifier when making this attack. Your stand's area of effect increases to a 40 ft. by 40 ft. square in front of you.

Manipulative Gauntlet

Starting at level 11, you can teleport any creature that you can see standing within your stand's grid to another square in the grid as a bonus action. You have three bonus actions and three reactions per round.

Deflection

At level 14, you can gain the effects of the shield spell as a passive ability for one minute by spending 2 spirit points. You now have four bonus actions and reactions per round.

D-I-S-C-O Requiem

At level 20, you can activate requiem mode for one minute using your bonus action or reaction. You gain an unlimited amount of bonus actions and reactions, and can teleport any object of any size or weight to any location within your stand's area. Your stand's grid increases to a 100 ft. by 100 ft. area in front of you. Once you use this ability, you can't use it again until you finish a long rest.

Notes

Delta here. It's sort of hard to make archetype features when the stand user doesn't speak, hm?

Stand User Alignment: Soft and Wet

Stand of Stealing

The Soft and Wet Alignment Stand is one of great dexterity. Your Stand's dexterity is equal to your dexterity + your charisma modifer + 3. The rest of your Stand's strength, constitution, intelligence, wisdom, and charisma are all equal to your own. Your Stand can move up to 10ft from your character's position. Your Stand's AC is equal to 10 + your Stand's dexterity modifier + your charisma modifier. Your Stand is proficient in unarmed attacks and you roll a d4 for damage when making them.

Bubble Generation

At the 3rd level your Stand can generate bubbles from itself. When popped these bubbles can steal objects or pieces of them. You have control over these bubbles but they can only move within 15ft from your Stand and has a movement speed of 5ft. You can only use one bubble at a time. If a bubble is popped near a creature or object you can choose to target one object on the creature or on it's own and steal it. Examples being stealing their sword or armor or stealing a key that sits on a table. The object is trapped within a bubble and you can release it at will. This can be used to steal something, bring it to you, then release it.

Who the hell am I?

At the 5th level these bubbles have gained some force behind them when popped. When stealing an object from a creature you can choose to make the target also take a 2d4 of Force damage. This is a choice so if you are meaning to stealthily take an object from a creature you don't have to do this. An added bonus to this feature is that when popping and adding force to a bubble any small object within a 5ft radius of the bubble will be sent flying 10ft. You don't need to be stealing an object to use this feature you can do it by just popping a bubble near a creature or small objects.

Plundering

At the 7th level you can now steal more aspects of living beings and inanimate objects. You can steal a creatures sight causing blindness giving them disadvantage on all checks that require sight. Steal the sound of objects making it where it will produce no sound such as taking the sound from the floor in a 15ft stretch in front of your Stand making no sound when you walk on those plafes or from a creaky door causing zero sound when opening. You can trap smells in a bubble as well just as a little bonus. Now to one of the most powerful abilities of this feature which is the ability to steal the friction from the ground making it a slip n slide. This effect will happen in a 15ft stretch in front of your Stand. Any creature that stands in these areas are instantly knocked prone and are stunned for 1 turn. They're are sent sliding down to the very end of the friction-less line 20ft in front of your Stand.

That's my precious image of happiness.

At the 9th level you at the cost of 1 Spirit Point you can place a creature of your choosing or yourself inside of a large bubble and lift them into the air giving them a flying speed of 5ft that you control. This gives you the ability to float up to high places but at a slow pace.

ORA ARA ORA ARA!!

At the 11th level you can now create up to 3 bubbles to steal objects and aspects of creatures or simply pop to cause damage to creatures and send objects flying. At the cost of 2 Spirit Point you can create another bubble. As long as you have 2 Spirit Points you can keep creating bubbles to do things with.

Take back the past I lost.

At the 14th level you gain the ability to fuse two similar objects together by absorbing and releasing differing components of their structure. Example being grafting a piece of a plant to a different one.

Soft and Wet Requiem

At the 20th level you can enter Requiem mode for 1 minute. You gain the ability to steal and replace abstract concepts like gravity and morality (which will be the examples) with altered versions. (DM decides how wild you can get with it) With this you could steal gravity within a 200ft radius of your Stand and replace it with a multiplied version of it or halfed version of it. Or you could change gravity to center around a single point in mid air in that area. (This could potentially be limitless depending on what your DM allows. Talk with them to see what you can do.) Normal gravity still effects you however. These effects only effect creatures within a 200ft radius of you. Now onto morality. You can steal the morality of creatures within a 200ft radius of your Stand and replace them potentially turning a super sweet pacifist into someone who finds murder morally right. (Again please talk to your DM and address the kind of concepts you want to change and make sure it's okay with them.) You may only use this feature once per day.

Notes

I really liked making this Stand especially since I had a little bit of help from an absolute unit who also makes Stands on here known as Ava (CapnUnderoos#5606). I'd shoot the abilities at them and they'd review them. Please please please make sure you speak to your DM about what exactly you can change in Requiem mode with this one. Anyways I really hope you enjoy it since we've gone too long without Jojolion Stands. Also I made a Discord for this entire page for discussion and things so check it out if you want! https://discord.gg/rZM4UpU -Spuddzilla(Spuddzilla#1518)

Stand User Alignment: Nut King Call

Stand of Joints

The Nut King Call Alignment Stand is one of high constitution. Your Stand's constitution is equal to your constitution + your charisma modifier + 3. Your Stand's strength, dexterity, intelligence, wisdom, and charisma are all equal to your own. Your Stand's AC is 10 + your Stand's constitution modifier + your charisma modifier. Your Stand is proficient in unarmed attacks and you roll a d4 or damage rolls.

Nuts and Bolts

At the 3rd level your Stand has gained the ability to place nuts and bolts into objects as an action creating a functional artificial joint in them. When a nut and bolt is created when the nut is removed you can break the object apart, disassembling it. This can be performed by touching the object. You can use your bonus action to break whatever object you hit apart. You can also use your bonus action to put whatever object back together and remove the nut and bolt. You can only place 1 nut and bolt at a time.

But I... don't even have that kind of talent, do I...?

At the 5th level when making an unarmed attack against a creature you gain the ability to place a nut and bolt in the limb you struck with your Stand's fist as a bonus action. You may spend 1 Spirit Point to immediately disassemble the limb crippling it and making it useless as a reaction. They can no longer make checks and saving throws using that arm and if they try they immediately fail. Whatever they were holding in that arm will immediately fall to the ground. When using this effect if the creature was attacking something their action is used up. When a creature who has been under the effect of this feature moves out of a 20ft radius of your Stand they're limb will immediately reattach. They will make a constitution DC save of 8 + your Stand's constitution modifier + your charisma modifier. On a fail it reattaches incorrectly and will have disadvantage on saves and checks with that limb until their next long rest.

I'LL KILL YOU AND THEN MYSELF!

At the 7th level when reassembling a creature you can reassemble them incorrectly causing deformities in that part of the body giving them disadvantage with any checks or saves that are made with that body part. You may spend 1 Spirit Point to do it quickly making it a free action rather than a bonus action to reassemble since you aren't focused on it being how it was and when doing this the selected creature will take a 2d8 + your Stand's constitution of slashing damage. (The damage die increases to 3d10 at level 9, 4d12 at level 11, 5d12 at level 14, and 7d10 at level 20.)

I can't hold back my feelings!

At the 9th level you can now produce multiple screws with your "Nuts and Bolts" and "But I... don't even have that kind of talent, do I...?" feature allowing you to create up to 3 nuts and bolts to use on objects and creatures.

Why~~ How could this happe~~n?

At the 11th level your Stand has the ability to disassemble you at the cost of 1 Spirit Point but all of your body parts that are removed are still functional and have feeling giving you the ability to make your arm crawl under doors or something but you can't see with it of course. To remove a body part it takes a bonus action and is a free action on your turn to put it back. The only body parts that really have the ability to move are your arms with your hands. They have a movement speed of 1/3 your usual movement. Any checks that you are forced to make that would require that body part will immediately fail if not attached and any checks it needs to make such is at disadvantage and if you can't see it it will immediately fail them.

It's all over for you bastaaard!

At the 14th level your Stand can now fasten objects and creatures together with the use of a nut and connecting bolt for 1 Spirit Point as an action. Any creature that will be targeted by this must make a dexterity DC save of 8 + your Stand's constitution modifier + your charisma modifier. On a fail they become attached to the object or other creature. (Depending on what object they are attached to this could potentially leave them stuck in the same place.) If a creature is attached to another if they move they both must make a dexterity DC save of 8 + your Stand's constitution modifier + your charisma modifer or fall and be knocked prone. Any attack any of the creatures attempt to make will have disadvantage.

Nut King Call Requiem

At the 20th level your Stand can enter Requiem mode for 1 minute. You may only use this feature once a day. 5 random joints in a creature's body within a 50ft radius of your Stand will instantly have a nut and bolt placed in it and they must get out of a 100ft radius of your Stand for them to be removed. As a free action during your turn you have the ability to choose to detach 1 limb from each creature. On your next turn you can use your bonus action to reattach the limbs. When reattaching the limb to the creature if you choose to use the effect of your "I'LL KILL YOU AND THEN MYSELF!" feature then the creatures you choose to use this effect on must make a constitution DC save of 8 + your Stand's constitution modifier + your charisma modifier with disadvantage. On a fail the limb that is reattached is instantaneously destroyed. On a success they take normal damage from the "I'LL KILL YOU AND THEN MYSELF!" feature. You may spend 2 Spirit Point to place another 5 nuts and bolts on any creature within 50ft of your Stand and you can do this as long as you have at least 2 Spirit Points.

Notes

I'm so happy I finally finished this after like a month of being sidetracked. I love Joshu so much and I hope you love him too. -Spuddzilla (Spuddzilla#1518)

Stand User Alignment: Heart

Stand of Shape

The Heart Alignment Stand has high Dexterity and Charisma. Your Stand's dexterity is equal to your charisma + your dexterity modifier + 3, your Stand's charisma is equal to your dexterity + your charisma modifier + 3. The rest of your Stand's constitution, intelligence, wisdom and strength are equal to your own. Your Stand can move up to 5ft away from your character's position. Your Stand's AC is equal to 10 + your Stand's charisma modifier + your charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls.

Heel Spikes

At 3rd level, you gain the ability to manipulate the shape of objects you touch. You may use this on your footwear and extend a spike out at an enemy dealing 1d8 piercing damage + your dexterity modifier for 1 spirit point with a range of 13ft. As you level up your speed increases, allowing you to create an extra spike at levels 5, 9, 11, and 14

Oh, My!

At 5th level, you learn how to morph the shape of your footwear to allow you to traverse easily in any terrain, including walls and ceilings. This ability costs one spirit point to activate. Your whole world’s gonna come tumbling down! At 7th level, Walking Heart is able to create a shield or barrier that can be raised to block an incoming attack. The barrier costs 5 spirit points to create and can revert back to its original shape at any time for no additional cost.

Breaking Heart

At 9th level, Walking Heart can transform any object into a physical weapon that can be used for as long as required and turned back to its original shape at any time for no additional cost. Whilst the weapon is formed Walking Heart’s user is proficient in using it. 1 spirit point for any simple weapon, and ammunition. 2 spirit points for any martial weapon.

“Green Turtle”

At 11th level, you can change the shape of your footwear and the ground below it allowing you to jump higher and move at double your previous speed.

King of Hearts

At 14th level, when below 10 hit points you gain one additional attack each turn. This lasts until your health is restored above 10 hit points.

Walking Heart Requiem

At 20th level, for 1 minute a day Walking Heart may enter requiem mode. Whilst in requiem Walking Heart has the power to completely reshape the room, terrain, world and universe around it. Allowing it’s user to create mountains, holes to the center of the earth, and reshaping the gravitational field around the immediate area.

Notes

I've never written any home-brew stuff before but I loved this idea and thought id contribute my own idea. Walking Heart is a stand only briefly seen so a lot of the abilities I based it off I speculated. (HagridPowers#7156)

Multiclassing

Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Strength 13 and Charisma 13

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



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