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AgentMaineSIGMA
2016-08-30, 08:30 AM
This took entirely too long.

Stands
Stands are a complex system. Every stand is a manifestation of the user's soul, and thus they vary widely from person to person. Depending on your alignment, your stands will differ widely. Stand can only be used by people of strong resolve. Thus, Stand users are always of the Good or Evil alignments.

Hit Dice: D6
Weapon Proficiencies: Daggers
Armor Proficiencies
Hitpoints at first level: 6+ Constitution mod
Hitpoint increases: 1 D6 (or 4) + Constitution mod
Saving Throws: Stand Dependent
Skill Proficiencies: Arcana, Stand Dependent
Stat increases

Manifestation of the Soul
Starting at level one, you gain the ability to summon your stand as a bonus action. Starting at level 6, this process becomes a free action. All stands follow these rules:
Your stand is visible only to your allies, enemies, and other Stand users.
Every stand has it's own health. When a Stand runs out of HP, the user is reduced to one hitpoint.
Attacking with your stand consumes your action.
Your stand's AC is equal to your AC

Soul Shield
Starting at level 2, your Armor Class is equal to 10 + Dexterity mod + Intelligence, Wisdom, or Charisma mod when you aren't wearing armor.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase an ability score of your choice by 2, or 2 scores by 1.

Extra Attack
Starting at Level 5, you can attack twice instead of once on your turn.
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Good Stands
There are 3 Stand options for users with the good alignment. You may choose either the stand Star Platinum, who is suited better to chaotic characters, Tusk, who is suited better to Neutral characters, or Crazy Diamond, who is suited to Lawful characters.
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Star Platinum
Stand Hit Dice: D12
Stand Hitpoints at 1st level: 12 + Intelligence mod
Stand Hitpoint Increases: 1D12 (or 7) + Intelligence mod
Saving Throw: Intelligence, Strength
Skill Proficiency: Intimidation

As a close range stand centered around punching, Star Platinum follows these rules:
All unarmed strikes do 1D4 + your Intelligence mod with Star Platinum, increasing to 1D6 starting at level 6, and 1D8 starting at level 11, and 1D10 staring at level 16. You gain proficiency with unarmed strikes upon choosing Star Platinum.
Unarmed Strikes made with Star Platinum can be used with your Intelligence mod or your Strength mod.
Star Platinum always appears within 5 feet of his user, and moves with them.
All punches from Star Platinum are considered magical by nature.

ORAORAORA
Starting at level 1, your stand has the ability to make a Flurry of Blows as an action. In addition, it may make a second flurry of blows as a bonus action, dealing half damage. Starting at level 8, the bonus action FoB deals normal damage.

Menacing
Starting at 6th level, you project an aura of just malevolence around you. As an action, you may choose one creature within 30 ft of you. The creature must make a DC 8 + your proficiency bonus + your Charisma mod or be frightened of you until the end of your next turn.

The World: Star Platinum
Starting at Level 11, your Stand gains the ability to cast the spell Time Stop once per long rest. Upon doing so, you immediately gain 2 levels of exhaustion. Upon reaching Level 16, you may cast it without risk of exhaustion.

Hopeful Resurgence
Starting at 17th level, when you are reduced to 0 hitpoints, you must make a DC 15 medicine check. On a successful check, Star Platinum will restart your heart and return you and itself to half health. On a failed check, you are knocked unconscious. You may use this feature once per long rest.
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Tusk (Neutral Good)
Stand Hit Dice: D10
Stand Hitpoints at first level: 10 + Wisdom mod
Stand Hitpoint Increases: 1D10 (or 6) + Wisdom mod
Saving Throws: Wisdom, Dexterity
Skill Proficiency: Animal Handling

Tusk is a double edged sword. While being an incredibly rewarding stand, it comes with risk. The rules of Tusk are as follows:
Your movement speed is reduced to 5. In addition, unless riding a mount, you automatically fail Athletics checks and Strength and Dexterity saving throws.
You begin the game with a Warhorse. The horse has an AC of 18, HP of 20, and may make the Heaves attack for 2D6 + 4 damage. You roll with the horse's strength when riding instead of your own.
Tusk always manifests within 5 feet of its user, and cannot move beyond that range.
Tusk cannot make melee attacks.
Tusk attacks by shooting the user's nails. All races, unless stated otherwise, have 10 nails. Tusk will regenerate 1 nail at the start of every round, increasing to 2 at level 7.
The nails Tusk shoots have a range of 90 ft.
Firing your nails from your mount will not impose disadvantage, regardless of ranged combat on a mount.
You begin with the feat Mounted Combatant.
Attacks with Tusk are considered magical by nature.

Quick-Spin Nails
Starting at Level 1, you gain the ability to shoot your nails at a high speed. Every nail fired does 1D6 + Dex mod damage, increasing to 1D8 at level 5, 1D10 at level 11, and 1D12 at level 17. Tusk can fire 2 nails per attack.

10 Aureal Nails
Starting at level 6, Tusk gains the ability to apply Golden Rotation to its attacks. After firing a nail, Tusk's user can choose to leave a hole on an object. As a reaction, when any creature touches the object on their turn, Tusk can shift the hole to them to do damage equivalent to 1 nail shot. You can fire an Aureal Nail shot as a bonus action. Holes created by an Aureal Nail shot last until the end of the user's next turn.

Through the Hole
Starting at Level 11, Tusk's user gains the ability to teleport through holes created by the 10 Aureal Nails. As a bonus action on their turn, the user may choose to teleport themselves through the hole. The hole remains as a fixed point, allowing the user to teleport only a body part without risk to the user.

Infinite Rotation
Starting at Level 17, Tusk's user gains access to the Infinite Rotation. In order to use this ability, the user must be on a horse that is sprinting. Using the horse's natural movement, as well as a fully developed Tusk, the user can fire a nail that pierces through the space-time continuum to rotate infinitely. This attack has 2 effects: any opponent with less than 100 health is immediately killed. If the target has more than 100 health, they must make a Dexterity Saving Throw. On a failed save, they take 20D10 damage, and half as much on a successful save. Any target hit is considered incapacitated for 5D2 rounds. The user immediately gains 4 levels of exhaustion upon using this ability. The user may use this ability once per long rest.
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Crazy Diamond (Lawful Good)
Stand Hit Dice: D8
Stand Hitpoints at first level: 8 + Charisma mod
Stand Hitpoint Increases: 1D8 (or 5) + Charisma mod
Saving Throws: Charisma, Constitution
Skill Proficiency: Medicine

Crazy Diamond is a short range stand, centered as a healing support. Thus, Crazy Diamond follows these rules:
Crazy Diamond can make unarmed strikes for 1D8 damage as an action.
Crazy Diamond is a short range Stand, operating within 5 feet of its user.
Crazy Diamond cannot heal its user or itself.

Restoration
Crazy Diamond is a Stand centered around healing. Starting at Level 1, you have the ability to heal 1D12 damage as both an action and a bonus action. This increases to 2D12 at Level 9, and again to 3D12 at level 15.

You've Worn out your Welcome
Starting at Level 6, you may restore an advanced version of the spell mend. Any inanimate object you touch will be returned to its original form, regardless of size complexity, or obstacles. This spell costs a bonus action.


With Random Precision
Starting at Level 11, your Stand's healing abilities become weaponized. If your target has taken physical damage (slashing, piercing, bludgeoning) from an ally, you can use your Stand "fix" their condition, causing damage equal to your ally's. Starting at Level 15, you do your ally's damage + 1D12, increasing to 2D12 at Level 18.

Shine
Starting at 17th level, your Stand gains the ability to heal one ally for their maximum Hitpoints once per long rest.
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Evil Stands
There are 3 Stand options for users with the evil alignment. You may choose either the stand Killer Queen, who is suited better to chaotic characters, The World, who is suited better to Neutral characters, or C-Moon, who is suited to Lawful characters.
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The World (Neutral Evil)
Stand Hit Dice: D12
Stand Hitpoints at 1st level: 12 + Charisma mod
Stand Hitpoint Increases: 1D12 (or 7) + Charisma mod
Saving Throw: Charisma, Constitution
Skill Proficiency: Persuasion or Deception

As a close range stand centered around punching, The World follows these rules:
All unarmed strikes do 1D4 + your Charisma mod with The World, increasing to 1D6 starting at level 6, and 1D8 starting at level 11, and 1D10 staring at level 16.
The World always appears within 5 feet of his user, and moves with them.
All punches from The World are considered magical by nature.

MUDAMUDAMUDA
Starting at level 1, your stand has the ability to make a Flurry of Blows as an action. In addition, it may make a second flurry of blows as a bonus action, dealing half damage. Starting at level 8, the bonus action FoB deals normal damage.

Menacing
Starting at 6th level, you project an aura of just malevolence around you. As an action, you may choose one creature within 30 ft of you. The creature must make a DC 8 + your proficiency bonus + your Charisma mod or be frightened of you until the end of your next turn.

TOKI WO TOMARE!
Starting at Level 11, your Stand gains the ability to cast the spell Time Stop once per long rest. Upon doing so, you immediately gain 2 levels of exhaustion. Upon reaching Level 16, you may cast it without risk of exhaustion.

Pinpoint Accuracy
Starting at 17th level, you gain the ability to cast Conjure Barrage at 8th level as a bonus action. The amount of times you may use this ability equal to your charisma mod per long rest.
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C-Moon (Lawful Evil)
Hit Dice: D8
Stand Hitpoints at 1st Level: 8 + Wisdom Mod
Stand Hitpoint Increases: 1D8 (or 5) + Wisdom Mod
Saving Throw: Wisdom, Dexterity
Skill Proficiency: Religion

C-Moon is a heavy support Stand, focusing on making fights harder for enemies. Thus, C-Moon follows these rules:
C-Moon's unarmed strikes will do 1D4 + Wisdom mod Slashing Damage.
C-Moon is not strictly confined to its user. C-Moon has a speed of 30 and can move 60 ft. independently of its user. Moving C-Moon is a free action.

Under Pressure
Starting at Level 1, C-Moon can cast the spell Mage Hand as a free action, and use it to attack as an action. Attacks with Mage hand do 1D6 + Wisdom mod bludgeoning damage. When cast by C-Moon, Mage Hand is invisible.

Suspension
Starting at Level 6, C-Moon can cast the spell Telekinesis on up to 3 Medium targets, or 1 Large target. C-Moon can use this spell Wisdom mod times per day.

Made in Heaven
Starting at Level 11, C-Moon changes into a new Stand: Made in Heaven. Made in Heaven gains the ability to cast the spell Move Earth. It can use this spell Wisdom mod times per day.

Inversion
Starting at Level 14, Made in Heaven gains the ability to cast the spell Reverse Gravity. It can use this spell Wisdom mod times per day.

Big Bang Theory
Starting at Level 17, Made in Heaven gains the ability to cast a variant of the spell Wish once per long rest. This spell differs, as the spell does not rewrite the existing reality. It accelerates time to a new universe where the change wished for comes true. Both Made in Heaven and its user will be present and as they were when they cast wish. Additional affects of this variant will be determined by the DM.

Killer Queen
Stand Hit Dice: D10
Stand Hitpoints at First Level: 10 + Intelligence mod
Stand Hitpoint Increases: 1D10 (or 6) + Intelligence mod
Saving Throws: Intelligence, Dexterity
Skill Proficiency: Sleight of Hand

Killer Queen is a stand centered around laying traps rather than brute force. Thus, Killer Queen follows these rules:
Unarmed Strikes made by Killer Queen do 1 + Intelligence mod damage.
Killer Queen is a long range stand. It can operate 60 ft. away from its user.

Transmute Bomb
Starting at first level, Killer Queen can touch any inanimate object and turn it into a bomb as an action. The bomb can be detonated at will by the user. The bomb does 1D10 fire damage in a 10ft. radius, 2D10 fire damage at 5th level, 3D10 at 11th level, and 4D10 at 17th level.

Sheer Heart Attack
Starting at Level 6, Killer Queen can create a new bomb from nothing, with the purpose of seeking out its target. The bomb has a movement speed of 30 ft. and a theoretically infinite range. Upon reaching its target, the bomb explodes for 8D6 fire damage in a 20ft. radius. This increases to 10D6 upon reaching level 11, and 12D6 upon reaching level 16. This ability can be used up to your Intelligence mod times per day.

Stray Cat Strut
Starting at Level 11, you gain the ability to cast the spell Control Water. This water can be effected by Transmute Bomb. You can cast this spell Intelligence mod times per day.

Bites the Dust
Starting at level 17, you gain the ability to plant Killer Queen into a non stand-user's body. Doing so requires a DC 20 Arcana check and a DC 15 Sleight of Hand check. On a successful set of checks, Killer Queen is implanted. On a failed check, Killer Queen is not. After Killer Queen is implanted, the user can detonate it at any time. The ensuing explosion does 10D10 fire damage in a 60 ft. radius, doing double damage to whoever it was implanted in. You may use this ability once per long rest.