Name2020
2019-03-26, 06:16 PM
I am currently making a subclass for my friend who is new to D&D. He is a huge JoJo's fan so I wanted to make him a subclass for the monk based on Stands. I just wanted some ideas on how to best balance and make the class more fun in general for new and old players alike. Here it is, the Way of the Stand Monk. Btw it isn't supposed to be an exact match of the Stands of JoJo's just a little bit similar and it is a WIP.
Manifest Stand:
Starting when you choose this tradition at 3rd level, you gain the ability to form a Stand, allowing you to use you soul as a ally in combat. This thing is your bread and butter ability so read thoroughly.
Upon gaining this feature you can use a minimum 2 Ki points to summon your Stand. Your Stand acts as it's own entity. Having an initiative and being able to attack or use abilities during its turn. You cannot have more than one Stand out at a time and the stand fades after 30 minutes. While your stand is manifested you move at half speed.
You can also use more Ki points to give you stand Extra Attacks, more Hit Points, higher AC, and bonuses to Damage and Attack Rolls.
2 Ki Points: It has Hit Points equal to 2d8+Wis Modifier if Melee or 1d8 if Ranged, It has a +0 to hit and a +0 to damage, Can move 10 ft., +0 to AC
5 Ki Points: It has Hit Points equal to 3d8+Wis Modifier if Melee or 3d8 if Ranged, It has a +2 to hit and a +2 to damage, Can move 20 ft., +1 to AC
8 Ki Points: It has HIt Points equal to 5d8+Wis Modifier if Melee or 4d8 if Ranged, It has a +4 to hit and
a +4 to damage, Can move 30 ft., +3 to AC, It has 1 Extra Attack
11 Ki Points: It has Hit Points equal to 7d8+Wis Modifier if Melee or 6d8 if Ranged, It has a +6 to hit
and a +6 to damage, Can move 40 ft., +4 to AC, It has 2 Extra Attacks
14 Ki Points: It has Hit Points equal to 10d8+Wis Modifier if Melee or 9d8 if Ranged, It has a +8 to hit and a +8 to damage, Can move 50 ft., +6 to AC, It has 3 Extra Attacks
In addition your Stand gains additional abilities and features at levels 3, 6, 11, 17.
Stand Type:
Starting when you choose this tradition at level 3, you gain the abiity to manifest your stand as a certain combat type: Ranged or Melee. This choice changes the abilities you can gain later in levels 6, 11, and 17.
Ranged: Attacks from far away with a max range of 60 feet
Melee: Attacks up close with CQC.
Stand Improvement:
At level 6 you gain a Stand Improvement. Stand Improvements are like feats for your Stand. Allowing them to do more in combat. Some are passive abilities but some are active abilities that take a action or bonus action to use. At level 6 your stands damage die goes from a d4 to a d6.
Melee Stand Improvements:
-Your Stand gains a d10 instead of d8 for heath
-Your Stands punches become magical for overcoming resistances
-When you cast a Ki ability your Stand can do the same on its turn
Ranged Stand Improvements:
-Your Stand, when stealthed, gains an extra d10 of damage when it hits someone
-Your Stand can teleport up to 20 ft. 5 times when it is summoned
-Your Stand gains an extra 20 range on its attacks
Stand Improvement:
At level 11 you gain a stand improvement and your damage die goes from a d6 to a d8.
Melee Stand Improvements:
-Your Stand gains a +2 to armor class
-Your Stand adds a d8 of damage from any damage that is not radiant, force, thunder, or necrotic
-When within 20 ft. of your Stand you and your stand gain a plus +3 to attack and damage rolls and you also gain 10 temporary hit points
Ranged Stand Improvements:
-Your Stand, when stealthed, crits on its first attack if it hits
-Your Stand can teleport a creature up to 20 ft away when it gains advantage on an attack and hits the creature
-Your Stand gains advantage when it attacks from its max range
Stand Improvement:
At level 17 you gain a stand improvement and your damage die goes from a d8 to a d10.
Melee Stand Improvements:
-Your Stand can reroll its Hit Points once and has a d12 instead of a d10 if you got the d10 Hit Points Improvement
-Ignores all damage resistances and you get a d12 damage die
-You can combine with your Stand to gain a +5 to AC and get all of its abilities, although it still gets its turn in which it can attack 1 time.
Ranged Stand Improvements:
-Your Stands damage die turns into a d20
-Your Stand can attempt to cast Banish on a target when it crits on a attack using the summoners DC
-Your Stand can redirect an attack that misses, making it hit. It can do this every time it is summoned 5 times
Manifest Stand:
Starting when you choose this tradition at 3rd level, you gain the ability to form a Stand, allowing you to use you soul as a ally in combat. This thing is your bread and butter ability so read thoroughly.
Upon gaining this feature you can use a minimum 2 Ki points to summon your Stand. Your Stand acts as it's own entity. Having an initiative and being able to attack or use abilities during its turn. You cannot have more than one Stand out at a time and the stand fades after 30 minutes. While your stand is manifested you move at half speed.
You can also use more Ki points to give you stand Extra Attacks, more Hit Points, higher AC, and bonuses to Damage and Attack Rolls.
2 Ki Points: It has Hit Points equal to 2d8+Wis Modifier if Melee or 1d8 if Ranged, It has a +0 to hit and a +0 to damage, Can move 10 ft., +0 to AC
5 Ki Points: It has Hit Points equal to 3d8+Wis Modifier if Melee or 3d8 if Ranged, It has a +2 to hit and a +2 to damage, Can move 20 ft., +1 to AC
8 Ki Points: It has HIt Points equal to 5d8+Wis Modifier if Melee or 4d8 if Ranged, It has a +4 to hit and
a +4 to damage, Can move 30 ft., +3 to AC, It has 1 Extra Attack
11 Ki Points: It has Hit Points equal to 7d8+Wis Modifier if Melee or 6d8 if Ranged, It has a +6 to hit
and a +6 to damage, Can move 40 ft., +4 to AC, It has 2 Extra Attacks
14 Ki Points: It has Hit Points equal to 10d8+Wis Modifier if Melee or 9d8 if Ranged, It has a +8 to hit and a +8 to damage, Can move 50 ft., +6 to AC, It has 3 Extra Attacks
In addition your Stand gains additional abilities and features at levels 3, 6, 11, 17.
Stand Type:
Starting when you choose this tradition at level 3, you gain the abiity to manifest your stand as a certain combat type: Ranged or Melee. This choice changes the abilities you can gain later in levels 6, 11, and 17.
Ranged: Attacks from far away with a max range of 60 feet
Melee: Attacks up close with CQC.
Stand Improvement:
At level 6 you gain a Stand Improvement. Stand Improvements are like feats for your Stand. Allowing them to do more in combat. Some are passive abilities but some are active abilities that take a action or bonus action to use. At level 6 your stands damage die goes from a d4 to a d6.
Melee Stand Improvements:
-Your Stand gains a d10 instead of d8 for heath
-Your Stands punches become magical for overcoming resistances
-When you cast a Ki ability your Stand can do the same on its turn
Ranged Stand Improvements:
-Your Stand, when stealthed, gains an extra d10 of damage when it hits someone
-Your Stand can teleport up to 20 ft. 5 times when it is summoned
-Your Stand gains an extra 20 range on its attacks
Stand Improvement:
At level 11 you gain a stand improvement and your damage die goes from a d6 to a d8.
Melee Stand Improvements:
-Your Stand gains a +2 to armor class
-Your Stand adds a d8 of damage from any damage that is not radiant, force, thunder, or necrotic
-When within 20 ft. of your Stand you and your stand gain a plus +3 to attack and damage rolls and you also gain 10 temporary hit points
Ranged Stand Improvements:
-Your Stand, when stealthed, crits on its first attack if it hits
-Your Stand can teleport a creature up to 20 ft away when it gains advantage on an attack and hits the creature
-Your Stand gains advantage when it attacks from its max range
Stand Improvement:
At level 17 you gain a stand improvement and your damage die goes from a d8 to a d10.
Melee Stand Improvements:
-Your Stand can reroll its Hit Points once and has a d12 instead of a d10 if you got the d10 Hit Points Improvement
-Ignores all damage resistances and you get a d12 damage die
-You can combine with your Stand to gain a +5 to AC and get all of its abilities, although it still gets its turn in which it can attack 1 time.
Ranged Stand Improvements:
-Your Stands damage die turns into a d20
-Your Stand can attempt to cast Banish on a target when it crits on a attack using the summoners DC
-Your Stand can redirect an attack that misses, making it hit. It can do this every time it is summoned 5 times