Stand User
Hit Points
Hit Dice: d4 per Stand User level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws: Constitution
Skills:
Overview & Creation
(Stand user is a prestige class that goes to level 5. It's prerequisites are determined by the DM)
(You only gain the class features of this class)
(If you do not have proficiency in constitution saving throws, you gain it when you get this class.
if you already have it, pick a new one.)
(You may play this class at level 1. First, pick a existing class. you gain all proficiency bonuses and hit die from that class, but none of the class features. the next time you level up, you must level up the class you picked, or the Stand User class.)
(Exceptions may apply to everything)
A person who possesses the ability to control a entity known as a Stand, is a stand user. Stands can either manifest when reaching a certain age, or from being struck by a stand arrow and living. Stands are entities that are quite varied in design and power. It is believed stands take their forms based on the individuals that they are controlled by. Due to the nature of stands, users can come from all walks of life. One thing, however, connects these individuals. All stand users are strong in some aspect, or are full of blooming potential.
Class Features
At 1st level, you gain the following features.
Stand Awakening
Your Stand has manifested from whatever means you have acquired it. The Stand is considered a NPC from the
Stand Race. Its abilities could be just about anything you could think of, from worthless to god-like. Talk with the DM about the abilities you want. For the most part, stands have three abilities, a primary, a secondary, and a passive or tertiary. All stands share some common traits. They cannot be seen by non-stand users. they can become incorporeal at will. They can only be harmed by other Stands, or special magic/technology. Any damage dealt to the Stand is also shared to the user and vice versa.
Command Stand
your stand can be commanded, called to your aid, or dismissed. All of the following abilities can be used with a bonus action.
Command. You can command your stand to do anything it is capable of, and it will obey any command without hesitation.
Summon. you can call your stand to you. It can be summoned into the same space you occupy, or it can be summoned within 5 ft of you. The Stand must be dismissed to use this feature.
Dismiss. you can dismiss your stand as long as it's within 10 feet, and is not grappled.
Ability Score Improvement
When you reach 2nd level, and again at 4th level, your Stand can increase one of its ability scores of your choice by 2, or your Stand can increase two of its ability scores of your choice by 1. Your Stand cannot gain a feat from this feature. Ability scores may exceed 20 using this feature.