< Stand User Variant (5e Class)

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

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

This page is incomplete and/or lacking flavor. Reason: As a community workspace, this page will forever be incomplete. Feel free to jump in and add your wisdom and insight to any archetypes.


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Stand User Alignment: Template

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

Stand of Ability

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

At 3rd level,

Feature

At 5th level,

Feature

At 7th level,

Feature

At 9th level,

Feature

At 11th level,

Feature

At 14th level,

Stand Requiem

At 20th level,

Stand User Alignment: born this way

Stand of chilling

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

At 3rd level,

Feature

At 5th level,

Feature

At 7th level,

Feature

At 9th level,

Feature

At 11th level,

That Family knows something

At 14th level,

born this way Requiem

At 20th level,

Stand User Alignment: father

Stand of photos

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!

At 3rd level,

Feature

At 5th level,

Feature

At 7th level,

like father like son

At 9th level,

Feature

At 11th level,

Feature

At 14th level,

father Requiem

At 20th level,

Stand User Alignment: nothing

Stand of tracking

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

At 3rd level,

Feature

At 5th level,

Feature

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.

At 9th level,

Feature

At 11th level,

Feature

At 14th level,

Stand Requiem

At 20th level,

Stand User Alignment: wonder of u

Stand of calamities

The wonder of u 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. Your stand is automatic and can move 300 feet away from you. It also has it’s own personality and shares your ideal, bond and flaw, it’s personality traits are determined by you

Did you perhaps come here intending to pursue me?

At 3rd level,

Feature

At 5th level,

Feature

At 7th level,

Feature

At 9th level,

Feature

At 11th level,

Feature

At 14th level,

wonder of u Requiem

At 20th level,

Stand User Alignment: Modest Mouse

Stand of Cartoons

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

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. You may spend spirit points equal to the size class of your target to not take any madness.

This Rock of Ours Is Just Some Big Mistake

At the 5th level, you have begun to alter yourself with your stand, so much to where your body becomes rubber-like and 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 outright killed. In addition to this, you gain expertise in 1 artisan tool of your choice.

Wave Bye Sugar Boats! (Act 2)

At level 7, you unlock your stand's second form. You get the choice of using your stand as a suit, or a traditional summoned form. When using your stand as a suit, you gain all of its stats (this includes ability scores, speed, resistances, etc.) and gain advantage on any perception checks that require hearing. In addition, you also learn how to control the phenomena known as the spin. Using the spin gives you +1 to all attack and damage rolls. This increases to +2 at the 12th level, and +3 at the 16th.

King Rat

At the 9th level, you gain the ability to create life with your drawings. Your creations will be of the Living Cartoon race. The level of your creation depends on how much detail (days spent) you put working on the original drawing, to a maximum of half of your stand user level. You may compress your creations back into their drawing forms if they are willing, (under specific circumstances, restrained, unconscious, and sleeping also work) and begin to work on them over a long rest. you may change things such as their appearance, personality, and detail. (Provided you have enough time to do so.) But this may affect the creation's opinion of you, as they have the same personality as the one you give them. Your DM may at one point say that they no longer want to listen to you because you might have ignored them, or treated like garbage. Your creations hold a special place in your heart and are the only things that keep you sane. Whenever one of your creations is destroyed by something other than you, take an effect from the indefinite madness table. This can only be removed by means of high-level spells such as greater restoration.

(Act 3)

transformation, creature transformation, ranged ability.

WHAT DO YOU HAVE TO SAY FOR YOURSELF?!

AOE ability

Stand User Alignment: rear window

Stand of windows

The rear window Alignment 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 15 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

At 3rd level,

Feature

At 5th level,

Feature

At 7th level,

Feature

At 9th level,

Feature

At 11th level,

Feature

At 14th level,

rear window Requiem

At 20th level,

Stand User Alignment: blob

Stand of tornados

The blob Alignment Stand has good constitution. Your Stand's constitution is equal to your constitution + your Charisma modifier + 3. The rest of your Stand's Strength, Dexterity, 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 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.

Feature

At 3rd level,

Feature

At 5th level,

Feature

At 7th level,

Feature

At 9th level,

Feature

At 11th level,

Feature

At 14th level,

blob Requiem

At 20th level,

Stand User Alignment: right stuff

Stand of management

The right stuff Alignment Stand has good 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 20 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.

accelerated task management

At 3rd level, your stand manifests as 7 tiny humanoids in formal attire and helmets

Feature

At 5th level,

Feature

At 7th level,

Feature

At 9th level,

Feature

At 11th level,

Feature

At 14th level,

right stuff Requiem

At 20th level,

gollark: Better abbreviation: func`tion`.
gollark: Rust.
gollark: That's worse.
gollark: WHYJIT?
gollark: ?coliru```WHY#include <stdio.h>printf("I is bad because I from c");;;;;```
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