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It can not be your only class you must have one point in a different class to invest into this class
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.
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.
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.
Cantrips
(Wizard) telestand: you can teleport to your stand. 1 action. Range is your stand
Artificer
You can imbue your stand with magic weapons to change the way it works as well you can use
your enfusisions on items
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.
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.
Extra attack
You can perform one extra attack a turn
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.