Stand User Variant (5e Class)/Work In Progress Stands

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Certain Stands are difficult to fully comprehend, much less flesh out into a complete archetype. This is a workspace to work on said archetypes.

Stand User Alignment: Template[edit]

Please leave this alignment unmodified as a template for ease of access for all users.

Stand of Ability[edit]

The Template Alignment Stand has good stats. Your Stand's ability is equal to your ability + your Charisma modifier + 3, your Stand's ability is equal to your ability + your Charisma modifier + 3. The rest of your Stand's Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma are equal to your own. Your Stand can move up to 0 ft. away from your character's position. Your Stand's AC is equal to 10 + your Stand's ability modifier + your charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls.

Feature[edit]

At 3rd level,

Feature[edit]

At 5th level,

Feature[edit]

At 7th level,

Feature[edit]

At 9th level,

Feature[edit]

At 11th level,

Feature[edit]

At 14th level,

Stand Requiem[edit]

At 20th level,

Stand User Alignment: born this way[edit]

Stand of chilling[edit]

The born this way Stand has good dexterity. Your Stand's dexterity is equal to your dexterity + your Charisma modifier + 3, The rest of your Stand's Strength, Constitution, Intelligence, Wisdom and Charisma are equal to your own. Your Stand can move up to 250 ft. away from your character's position. Your Stand's AC is equal to 10 + your Stand's dexterity modifier + your charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls. your stand can't change targets until the current target is dead.

Feature[edit]

At 3rd level,

Feature[edit]

At 5th level,

Feature[edit]

At 7th level,

Feature[edit]

At 9th level,

Feature[edit]

At 11th level,

That Family knows something[edit]

At 14th level,

born this way Requiem[edit]

At 20th level,

Stand User Alignment: father[edit]

Stand of photos[edit]

The father Stand has good strength. Your Stand's strength is equal to your strength + your Charisma modifier + 3. The rest of your Dexterity, Constitution, Intelligence, Wisdom and Charisma are equal to your own. Your Stand is bound to an object. Your Stand's AC is equal to 10 + your Stand's ability modifier + your charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls.

I will protect my child![edit]

At 3rd level,

Feature[edit]

At 5th level,

Feature[edit]

At 7th level,

like father like son[edit]

At 9th level,

Feature[edit]

At 11th level,

Feature[edit]

At 14th level,

father Requiem[edit]

At 20th level,

Stand User Alignment: nothing[edit]

Stand of tracking[edit]

The Template Alignment Stand has good wisdom. Your Stand's wisdom is equal to your wisdom + your Charisma modifier + 3. The rest of your Stand's Strength, Dexterity, Constitution, Intelligence and Charisma are equal to your own. Your Stand can move up to 30 ft. away from your character's position. Your Stand's AC is equal to 10 + your charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls.

Feature[edit]

At 3rd level,

Feature[edit]

At 5th level,

Feature[edit]

At 7th level,

Everything here has a natural "flow". Now "flow" is a metaphor, but if you don't fight it, you'll definitely reach your goal.[edit]

At 9th level,

Feature[edit]

At 11th level,

Feature[edit]

At 14th level,

Stand Requiem[edit]

At 20th level,

Stand User Alignment: caravan[edit]

Stand of merchants[edit]

The Template Alignment Stand has good intelligence and charisma. Your Stand's intelligence is equal to your intelligence + your Charisma modifier + 3, your Stand's charisma is equal to your charisma + your Charisma modifier + 3. The rest of your Stand's Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma are equal to your own. Your Stand can move up to 30 ft. away from your character's position. Your Stand's AC is equal to 9 + your Stand's charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls.

Feature[edit]

At 3rd level,

Feature[edit]

At 5th level,

Feature[edit]

At 7th level,

Feature[edit]

At 9th level,

caravan act 2[edit]

At 11th level,

Feature[edit]

At 14th level,

caravan Requiem[edit]

At 20th level,

Stand User Alignment: Modest Mouse[edit]

Stand of Cartoons[edit]

The Modest Mouse Stand Alignment is a humanoid stand that takes the form of a green mouse-like creature that resembles a stuffed animal with dentigrade legs and swirls in its ears. Act 1 is roughly half of the size of the user. Act 2 grows to fit the proportions of the user, and the face is replaced with a visor. Act 3 looks relatively the same as act 2 but now has a large speaker in its chest. Your Stand's Dexterity is equal to your Dexterity + your Charisma modifier + 3. Your Stand's Constitution is equal to your Constitution + your Charisma modifier + 3. Every Act your Stand gains increases its Dexterity and Strength scores by +2 as do their maximums but you and your stand's wisdom is reduced by 2, and its movement speed by +20 feet after Act 1. The rest of your Stand's Strength, Intelligence, Wisdom and Charisma are equal to your own. Your Stand can move up to 5 ft. away from your character's position. Your Stand's AC is equal to 10 + your Stand's Dexterity modifier + your Charisma modifier. Your Stand is also proficient in unarmed attacks, and its unarmed attacks use a d4 for damage rolls. As your Stand evolves and gains new acts, you are still able to use all your previous Act's abilities, but only one Act can be active at a time. You can freely cycle through any of your stand's obtained acts at will, but cannot use the features of the later ones if you choose a lower one. Your stand's movement speed is equal to your movement speed + your stand's dexterity modifier multiplied by 2, + your charisma modifier multiplied by 4. (MS + (Dex * 2) + (Cha * 4))

This Heart of Mine Is Just Some Broke Machine[edit]

At the 3rd level, you unlock your stand's ability. You can use your stand to change anything you touch to have cartoonish characteristics. (Think old cartoons like Tom & Jerry, Looney Toons, or Mickey Mouse.) This could be anything from giving a knife a mouth that will lick its lips and bite when it gets close to a creature or giving a bullet a face and arms, that will stop dead in its tracks after missing just to turn around and hit its target. The downside to this ability is that it causes the user to lose sanity the more it is used. Tiny and small targets have almost no effects on the user, but the medium will cause you to have to roll from the short term madness table, large from the long term madness table, huge from the indefinite madness table, and every size class above that would count as an extra indefinite madness. You cannot roll the same effect twice and must reroll if you get multiple of the same effect. If you get all 12 indefinite madness effects, you and your stand's wisdom scores become 0, and you are completely insane. It takes a bonus action to change a tiny target, action for a small, a minute for medium, 10 minutes for large, 1 hour for huge, and 10 hours for gargantuan.

This Rock of Ours Is Just Some Big Mistake[edit]

At the 5th level, you have begun to alter yourself with your stand, so much to where you are more flexible than any other creature. You gain immunity to non-magical bludgeoning damage and can survive things that would normally kill you and remain conscious, such as being completely flattened, decapitated, or even being skinned. None of that applies after failing 3 death saves, or being instantly killed by means of high-level spells, or taking double your health total in damage. In addition to this, you gain expertise in 1 artisan tool of your choice.

Act 2[edit]

Suit + ability

Ability[edit]

Act 3[edit]

AOE transformation

Ultimate Ability[edit]

Requiem[edit]

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