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Stand User

It can not be your only class you must have one point in a different class to invest into this class

This is a class designed for a lot of experimentation and


creativity. But first, what is a stand user?

A stand user.
Some people may be wondering what is a stand user? What are their
powers? How do I play as one? What is a stand?

What is a stand?
A stand is a physical manifestation of someone's inner strength, determinations or in some
cases physical strength. Normally a stand will have one form but some over time can evolve to
get stronger. When they can evolve different things can happen they can gain new abilities, lose
old ones, get more range, get less range, or just overall change completely. This allows your dm
a lot of control over how they shape the game. Often a stand will share a name with a band,
singer, music group, or a song the abilities do not always have to line up with the song but if you
are able to have it go that way it is awesome. The way that stands are created is by assigning
different stats on a stand wheel as seen below, as well as two abilities from the start that you
make up with dm approval or your dm makes up for you.

The biggest thing to remember about stands is that


they give you the opportunity to do creative problem solving and can even have sinergies with
your fellow players. As it can not be stressed enough a stand's greatest strength is the way it is
used. Stands are not sentient some people may think of them as like a summation and while
that is a somewhat good comparison you control your stand separately then you and you share
initiative.
How do I play as a stand user?

Stand users will always be a multi class person which i feel is important to state so there for
some profininceys your character has could carry over to your stand due to them being a
manifestation of you. Something as a stand user needs to always keep in mind is that you and
your stand share hit points so when it gets low you get low too if this is not kept track of it could
easily lead to a near death or well death. The way the hit points of the stand works is when it's
hit points drop to zero it is gone till your next long rest or if someone gets a skill to revive it.
When you stand is out of commission you will be dropped down to 10 hp which is more than
enough for most stands to put you in a bad position, of course if you are fighting non stand
users they can not see your stand so there for can not do anything against you. But you will
most likely not be fighting that many non stand users due to one very important fact Stand
users are drawn to each other, you may be thinking what does this mean well it is quite simple
is means that other stand users can not technically tell that you are one of them but you will be
naturally drawn to each other and obviously if they see your stand they will know that you are
one of them. As I have said before you need to be creative with your abilities in order to fight
because most all of the time just punching is not gonna be near enough to defeat most stand
users, due to the dm creating all the enemy stand users keep in mind they probably have some
ideas for what to do and will not reveal what the enemies ability is and that brings us to the next
thing. Make sure you observe what the enemy is doing to try and figure out their ability, a
stand's ability can be literally anything so you always have to be thinking of how to counter
them. How to fight enemy stand users will usually depend on the stand but most of the time the
stand user will have made their odds high as possible so keep in mind they might have set stuff
up in advance. One big thing you need to know is the difference in range and speed, range is
the amount of feet that a stand can go from you but speed is your stat and is not affected by
your stand most of the time. Using your abilities is very crucial, some allow you to change your
stats for a brief period, some cause damage ,boost some stats, some heal, and even more
effects are possible. Most of the time you will somehow be separated but keep in mind usually
the dm will have put you in groups that have sinergies. For your back story if it includes how you
got your stand then it would have happened two ways you inherit/are born with one or you have
been exposed to a stand arrow. As for the way that stand users act to put it simply they are just
normal people which gives you a lot of freedom with their back story.

What are their powers?

A stands powers will always be unique so most likely you will not encounter abilities similar to
yours. A stand has separate hit points then you but at the same time you do share them to
extant. They have a range that they could go around you that can range from 5 feet to 100 feet
this means that it can only go that far away from you. They have a separate speed stat which
similar to normal d&d character determines how much they can move in a turn and it in some
cases effets how many hits they can get in a turn it also affects their amour class. As you level
up you can gain new abilities as you level up or boost your current ones. As a stand user
depending on your primary class there are a few spells you can learn to compliment your stand
or to use just in case your stand gets knocked out. One thing that a stand can do is make new
abilities for itself with the approval of the dungeon master, you do this by combining your current
abilities in a way that makes sense. One thing about stands is that the stats will most of the time
be determined by the dungeon master but if not the stats defaults are these. If you have two
stats that are boosted you add them, but if the stat has no number attached to it it is a 10.

Power
Infinite- Not possible to be calculated.
S- 1d12+1d4 punch. 18 in strength 14 in constitution 14 dexterity.
A- 1d12 punch. 18 strength 14 constitution.12 dexterity.
B-1d10 punch. 14 strength 10 constitution 10 dexterity.
C-1d8 punch. 10 strength 10 constitution 8 dexterity.
D-1d6 punch. 8 strength 10 constitution 8 dexterity.
E-1d4 punch. 8 strength 8 constitution 8 dexterity.
None- can not do any physical damage with punches. 4 strength 4 constitution 4 dexterity.

Speed.
Infinite- Faster than the speed of light can move how ever much you want
S- 100 feet of movement in a turn. +2 initiative
A- 70 feet of movement in a turn. +1 initiative
B- 30 feet of movement in a turn.
C- 20 feet of movement in a turn.
D- 10 feet of movement in a turn.
E- 5 feet of movement in a turn.
None- can not move without specific requirements

Range
Infinite- Can move at how ever much you chose
S- 100 feet of distance from you.
A- 70 feet of distance from you.
B- 50 feet of distance from you.
C- 40 feet of distance from you.
D- 35 Feet of distance from you.
E- 30 Feet of distance from you.
None- must be connected to you in some way.

Durability
Infinite- can not be killed in traditional means. 30 Ac
S-15 Ac
A-14 Ac
B- 13 Ac
C-12. Ac
D-11 Ac
E-10 Ac
None- Can not take damage or will die instantly. 0 Ac

Precision
Infinite- Will always hit.
S- +5 to hit.
A- +4 to hit.
B- +2 to hit.
C- +1 to hit.
D- +0 to hit.
E- -1to hit.
None- -5 to hit.

Potential
Just gauges how it can be used.

There is another stat that is not listed here and it is S+ this stat means that your Dm adds to
something on your stats but also takes away to make it work better for your stand.

Stand user spells.


When you level up as a stand user if you have access to magic then you level up the same way
you would with your primary class without having to put any levels into your primary class if they
do not yet have a spell slot for it yet they are given three temporary ones.

Cantrips
(Wizard) telestand: you can teleport to your stand. 1 action. Range is your stand

first level spells


(Bard) inspiring stand: At first level when you use this spell your stand and one of your allies'
stands gain inspiration 1 d8. At sixth level it is 1 d12+4. 1 bonus action. Range 100 feet.
(Cleric) stand healing: you can heal your stand by 1d12 at first level. At sixth level you can use it
on allies stands. 1 action. Range Touch
(Sorcerer) Stand weapon: once per short rest you can summon a weapon that is weightless and
can affect stands. At sixth level you can summon two and dual wield. Weapons are chosen by
your blood line. 1 action. Range your hands. Once per short rest.

Second level spells


(Warlock) eye of god: you can call on your god or other to find out what the enemies abilities are
as long as you can see it and it can be used once per long rest. It takes 2 turns to cast. Range
eyesight
(Wizard) Stand proud: yours stands next attack that lands does +15 damage. One action.
Range touch. At seventh level you can use it on any allies stand and yours at the same time
and now it does +25 on a hit.
Third level spells
(Druid) Stand growth: for 1 minute your stand can absorb sun as long as the sun is there and
your stand gains +3 when you roll to hit something. One action. Range your stands range
At fifth level it is +5.
(Ranger) Stand hide: your stand is cloaked in a veil of invisibility and can perform on attack
before it becomes visible again. It can not be used if your stand is visible to an enemy. 1 action.
Range your stand.

Fourth level spells


(Cleric and Paladin) Stand armor: your stand can not take damage for three turns. The casting
time is two turns. Range touch. At tenth level you can use it on an ally but it only lasts for two
turns.
(Bard) we stan: the bard can perform a song that can only heal stands by 2d8 plus 1d8 per level
above fourth.One action. Any ally stands in a 50 foot radius.
Fifth level spells
(Druid and ranger) Sneak stand save: if you are hidden you can revive a stand at ¼ health as a
bonus action if not it takes 1 action. Range touch

Sixth level spells


(Sorcerer, paladin and warlock) Stand healing Your stand will carry over a heal to an allies
stand or to an ally of 1d20. This has a two turn charge time. Range any stand or person your
stand could touch. Every second level spell slot above sixth add 1d20.

Artificer
You can imbue your stand with magic weapons to change the way it works as well you can use
your enfusisions on items

Non magic boost.


Depending on the non magical class you have picked you gain a certain ability to make you and
your stand a little stronger.

Barbarians shared rage: when shared rage is active if you or your stand drop to hit points
below zero you or the stand can come back after one turn and deal double damage for 2 turns
as well as having half of your or your stands hit points restored to half.

Fighters stand surge: You can push yourself or your stand beyond your normal limits for a
moment. On your turn, you can take one additional action for you or your stand. Once you use
this feature, you must finish a short before you can use it again. At level 10 this increases to
two and at level 15 it increases to 3

Monks we don't stand around:Monks have the ability to use the dash action on you or your
stand and they gain the dodge action for you and your stand.

Rogues they will try to blend in. When your stand is not out you are basically unrecognizable
to enemy stand users and have the ability to sneak attack them with your stand. You and your
stand can only be seen if the user has a 20 in passive perception.
Level up.

Level Proficiency bonus Features spell slots

1 +2 Stand and Minor Whatever your minor


class what every yout class is
first level features are
from you subclass
2 +2 Ability master Whatever your minor
class is

3 +2 Stand Flury Whatever your minor


class is

4 +2 ability score Whatever your minor


improvement class is

5 +3 Extra attack Whatever your minor


class is

6 +3 Stand beef boost Whatever your minor


class is

7 +3 new ability Whatever your minor


class is

8 +3 ability score Whatever your minor


improvement class is

9 +4 Stand sight Whatever your minor


class is

10 +4 Requiem 1 Whatever your minor


class is

11 +4 Stand beef boost 2 Whatever your minor


class is

12 +4 ability score Whatever your minor


improvement class is

13 +5 new ability Whatever your minor


class is

14 +5 Ability score Whatever your minor


improvement for class is
stand

15 +5 Requiem 2 Whatever your minor


class is

16 +5 ability score Whatever your minor


improvement class is

17 +6 Stand flury 2 Whatever your minor


class is

18 +6 Stand beef boost 3 Whatever your minor


class is
19 +6 ability score Whatever your minor
improvement class is

20 +6 Requiem 3 Whatever your minor


class is

Class Features
Hit Points
Hit dice: 1d10.
Hit dice at 1st Level: 1d10+Half of you minor classes hit dices maximum number or your
constitution modifier.
Hit die at higher levels: 1d10 or 6 +Half of you minor classes hit dice maximum number or your
constitution modifier per stand user level after 1.

Proficiency
Armor: Light and Bizzare
Weapons: simple, bizarre
Tools: none
Saving Throws: Mimic your minor class
Skills: One of these investigation, deception, perception, acrobatics. And two from your minor
class.

Equipment
● (a) Light armor (b) Bizarre armor
● (a) Hamon scarf (b) 2 Steel balls
● (a) Bizzare briefcase (b) The predictacater

Stand:
Your primary fighting ability, these will be given to you by your dungeon master or randomly
generated.

Minor class:
A minor class is similar to multi classing but with the exception that as you put levels in to stand
user you also put them in to your primary class to an extent, this mostly means that if you pick a
minor class that has magic then they can have magic from the stand user class that align with
there level and class and if you are a character that has a melee fighting ability you gain abilities
that are similar to the one you would get normally but tweaked to be different.

Ability master:
With this ability with permission of your dungeon master you can create a new ability for your
stand or have them make one for you. You get this at level 2, 7 and 13.
Stand flury:
At 3rd level add +1d8 of damage whenever you roll for damage using your stand. At 17th level
you may add +1d12 when rolling damage you may pick this once and can not change the dice
used after.

Ability score improvement:


When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.Using the
optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra attack
You can perform one extra attack a turn

Stand beef boost


This ability happens at level 6, 11 and 18. For each level of this add +10 and a +1 in ac hit
points to your hp and at level 11 your damage moves up one dice for punches as well as other
abilities if the dungeon master specifies.

Stand sight:
You may use your standing eyes for 3 minutes outside of combat once per short rest.

Requiem:
You as a stand user can now take on the physical pressure of activating requiem for a limited
time. The changes this would do to your stand is possibly change it completely for a temporary
time or have it stay somewhat similar to the original this is determined by the dungeon master.
At 10th level it can last 30 seconds, at 15th level it can last 3 minutes and at 20th it can last 3
hours.

Ability score improvement for stand:


You can choose one of your standing normal dnd stats to improve 1 by 2 or 2 by 1.

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