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# The Stand User A man stands, tall and proud. Before him, a monster of unimaginable power, whose evil nature is concealed by his beautiful appearance. The man takes a deep breath, and silence fills the air. Then, there is a shout. *"Rise Against!"* Before the minute is up, the vampire falls, and the man mutters in his annoyance with the mess. A child runs through the busy streets of Waterdeep, knocking over pedestrians in his haste. From the perspective of all others, there is nothing behind him. But the child knows, the child sees. A hound with four heads, each flaming and golden, chases after him. The beast's mater is nowhere nearby, and the child knows he must figure out who the user is before it's too late. The child screams *"Getaway!"*, and a giant like creature appears, carrying the child on its shoulder. A woman walks into the bank. Everyone's eyes turn to her, yet they don't know why. No one can turn their head away from the woman, whose smirk and laugh almost distracts from the noise behind everyone. Three figures, each with masks, walk out of the vault, and the woman dashes away with them, shouting *"Dramaturgy!"* As different as these people are, they share a single common trait. They are Stand Users, those who draw upon the power of their spirit to summon Stands, physical manifestations of their psyche. ### Diverse Origin Anyone can be a Stand User, provided they have the mental fortitude to summon their psyche. A Stand can first manifest any number of ways, and not even all are properly known. Certain items can draw out the spiritual energy and give those that come into contact access to their Stand. Some awaken to their power when they need it most, in a moment of high tension. Some are simply born with their Stand and have almost always had them by their side. And, rarely enough, an entire lineage of Stand Users can develop, the bonds of fate and blood carrying the spiritual energy throughout the entire line. ### Sinners, Saints, and Weirdos One can say with almost scientific certainty that a Stand User must have a strong force of will. Along with that, with as much certainty, one can say that Stand Users' have a tendency to be an odd bunch. In their ranks stands the greatest of heroes, and most monstrous of villains, and the most eccentric souls one could ever meet. Because of this, outsiders have a mixed opinion of Stand Users. One could slaughter your family, another come and defeat the first, and a third coming only to play rock-paper-scissors with the second. Though most aren't aware of Stands at all, save for a rare few, those that do tend to be initially distrustful of Stand Users. ### Bound to Fate Fate is often an important concept for many Stand Users. Some believe that fate guides them on their proper path, while others try to avoid or overthrow it. Some even still will seek the power to manipulate fate to their advantage. Fate is also believed to be the reason why Stand Users meet. Like gravity, destiny pulls Stand Users towards each other, seemingly for no rhyme nor reason. If a village has even a single Stand User in it, it will inevitably have two. Then three, then four, and so on. Stand Users will either befriend or clash with each other, with very little in between. ### Stand Names Each Stand has a unique name, given to it by its User. Stand Users have various naming conventions for how to title their Stand. Some choose the names of gods, others cards, and many, many more. The most common, however, is to name a Stand after a song or band of bards. Few know how this became the most common, but the general theory involves a vampire Stand User with the Stand named "Prince". ### Creating a Stand User There are several things to consider when making a Stand User. How did your Stand awake? Did an item pull the power out of you? Were you sick for a time as a child, then noticed the Stand manifesting? Also, consider the other Stand Users you've met. Are they friendly? Dangerous? Perhaps you start your adventure trying to hunt down a particularly troublesome User whom you have a grudge against. Then there is the name and appearance of your Stand itself. Does the name correlate to its powers, or is it simply ornamental? Is it humanoid, or some kind of beast? Does it even have a proper physical form? Work with your DM to determine these things, as well as the general role and knowledge of Stand Users in your game. \pagebreak
#### The Stand User | Level | Proficiency Bonus | Features | Growth | |:---:|:---:|:---|:---:| | 1st | +2 | Stand, Stand Type, Unarmored Defense | — | | 2nd | +2 | Growth | 1 | | 3rd | +2 | Type Feature | 1 | | 4th | +2 | Ability Score Improvement | 1 | | 5th | +3 | Extra Attack | 2 | | 6th | +3 | Type Feature | 2 | | 7th | +3 | Menacing Aura | 2 | | 8th | +3 | Ability Score Improvement | 3 | | 9th | +4 | ─ | 3 | | 10th| +4 | Stand Proud | 3 | | 11th| +4 | Type Feature | 4 | |12th | +4 | Ability Score Improvement | 4 | |13th | +5 | ─ | 4 | |14th | +5 | Type Feature| 5 | |15th | +5 | Unyielding Resolve | 5 | |16th | +5 |Ability Score Improvement | 5 | |17th | +6 | Type Feature | 6 | |18th | +6 | Menacing Aura Improvement | 6 | |19th | +6 | Ability Score Improvement | 6 | | 20th | +6 | A Quiet Requiem Plays| 7 |
## Class Features As a Stand User, you gain the following class features: #### Hit Points ___ - **Hit Dice:** 1d8 per Stand User level - **Hit Points at 1st Level:** 8 + your constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your constitution modifier per Stand User level after 1st #### Proficiencies ___ - **Armor:** Light Armor - **Weapons:** simple and martial weapons - **Tools:** any one tool and one gaming set - **Saving Throws:** Charisma and Constitution - **Skills:** Choose two from athletics, arcana, deception, intimidation, investigation, persuasion, sleight of hand, survival, #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a longsword or *(b)* any martial weapon - *(a)* a light crossbow and 20 bolts or *(b)* any simple weapon - *(a)* an explorers pack or *(b)* a monster hunters pack - two daggers and a set of stylish clothing. ### Stand At 1st level, you learn to call out your psyche as a Stand! When you roll for initiative or as a bonus action, you can send out your Stand. It has the following traits: * Your Stand stays within a certain range of you, determined by its type. It is incorporeal, able to pass through solid objects, but can interact with the world. Your Stand can move anywhere within its range on your turn. * When summoned, your Stand can have a duplicate of one of your weapons, or some manifestation analogous to one (ex. horns, launcher, fists, etc). You can take actions and make attacks through your Stand, and attack performed through your Stand deal force damage, using your Stand attack modifier (see below). You also add your charisma modifier to the damage, rather than your strength or dexterity. Actions your Stand takes that require an ability, such as a grapple or shove check, use your charisma rather than the original ability. * Your Stand cannot be hit by normal attacks or spells, and can only be damaged by other Stands. Damage dealt to the Stand gets mirrored onto you (ex. your Stand loses a hand, you lose one of yours). * Your Stand can only be seen by you, other Stand Users, and creatures with Truesight or other magical detection abilities. * Unless otherwise stated, you can see and speak using your Stand. You can dismiss your Stand as a free action, and it will disappear if you are reduced to 0 hit points. As your Stand grows stronger, it will gain certain abilities that require saving throws or special attacks. You use Charisma for your Stand DC and attack roll.s **Stand DC:** 8 + your proficiency bonus + your charisma modifier **Stand Attack Modifier:** your proficiency bonus + your charisma modifier ### Stand Type When you first manifest your stand, you choose its type. As your stand grows, it gains certain benefits based on its type at 1st, 3rd, 6th, 11th, 14th, 17th level. ### Unarmored Defense Finally, at 1st level, your awakened spirit gives you the resolve to stand against any blow. While not wearing armor or using a shield, your AC is equal to 10 +your dexterity modifier + your charisma modifier. ### Growth Starting at 2nd level, your Stand begins to grow. It learns one of the Growth options listed at the end of the class description. As you gain levels in this class, your Stand continues to grow. Consult the Growth column of the class table. When you gain a level in this class, you can switch out one of your growth options for another, so long as you meet any prerequisites for it. \pagebreak ### Ability Score Improvements When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Menacing Aura At 7th level, your experience as a combatant shows in every step. All creatures of your choice that starts their turn within 10 feet of you must make a wisdom save against your Stand DC. On a failure, they are either charmed or frightened. You decide which condition is inflicted when you first gain this feature. If a creature succeeds the save, they are cannot be affected by it for 24 hours. At 18th level, this range increases out to 30 feet, and can affect creatures who normally can't be charmed or frightened, but they have advantage on the save. ### Stand Proud At 10th level, you have learned that those that can stand tall after every struggle are the ones who will win. You have advantage on saving throws to resist being exhausted, and aren't affected by the first two levels of exhaustion you gain. After you gain your third level, you are affected as if you had one level of exhaustion, and so on. In addition, when you take damage, you can reduce it by an amount equal to your charisma modifier (minimum of one). ### Unyielding Resolve By the time you reach 15th level, your mind has hardened itself to any hurdle you may come across. You become proficient in Wisdom saving throws. ### A Quiet Requiem Plays When you reach 20th level, your Stand achieves its ultimate power. In this new form, known as Requiem, your Stand is sentient. It gains a wisdom, intelligence, and charisma score equal to 20. Your Stand can now act on its own, striking at foes even when you aren't aware of any danger. When you roll for initiative, you also roll for your Stand. Your Stand has its own turn, action, bonus action, reaction, and movement. Your Stand can perform any action you can make it do, such as the Close-Range-Type's Volley of Blows. In addition, any creature killed by your Stand become trapped in an endless loop of death. Defeat is a distant memory. Now, victory is always certain. > ##### Multiclassing > To become a Stand User, you require a 13 in Charisma and Consitution. You gain proficiency in simple weapons, light armor, and a tool or gaming set of your choice
## Types Though each Stand is distinct, with its own abilities, aesthetics, and name, Stands tend to fall into general type categories. Stands of a certain type share several traits, and in rare occasions will be near identical copies of each other. A Stand's type usually denotes its general power level, range, and abilities it can possibly gain. ### Close-Range Types Close-Range stands are perhaps the most iconic of all. They are generally the most powerful when it comes to raw combat potential, their powers perfect for a brawl. Limited by their small range and narrowed skill set, a close-range user must be creative and flexible to fully realize their Stand's potential. ##### Range Your Stand has a base range of 5 feet. #### Volley of Blows When you awaken your Stand at 1st level, you immediately learn its primary skill- swift, devastating attacks. As an action, you may choose a creature within your Stand's range. Your Stand makes a number of attack against this creature equal to your Charisma modifier. These attacks do 1d4 + your charisma modifier in force damage. This increases to 1d6 at 6th level, 1d8 at 14th, and 1d10 at 17th level. You have a number of uses of this feature equal to your Charisma modifier (minimum of one), and regain expended uses at the end of a long rest. #### Strength of Mind At 3rd level, your Stand's overwhelming strength becomes mirrored onto you. You gain proficiency in the athletics and acrobatics skills, and you can use your charisma for the checks. Any checks you make these skills use double your proficiency bonus. #### Rebuke When you reach 6th level, your Stand learns to move to strike back against those that attack you. When you take damage from an attack, you may use a reaction and have your Stand make a single attack, using its Volley of Blows damage dice. At 14th level, you can expend a use and perform a Volley of Blows in place of the attack #### Powerful Leap At 11th level, you begin to channel your Stand's strength into incredible feats of mobility. As a bonus action, you can have you and your Stand leap, up to double your walking speed, into the air. While in the air you can hover until the end of your next turn, requiring you to use your bonus action again to stay aloft. Moving through the air is possible, though counts as difficult terrain. \pagebreak #### Good Grief When you reach 14th level, your Stand's ability to do massive harm surprises even you. You now regain uses of Volley of Blows at the end of a short or long rest. #### Unexpected Development When you arrive at 17th level, your Stand experiences an unexpected jump in power. Your Stand grows, gaining one more Growth than other Stands. You do not need to meet any of the prerequisites for this Growth (such as type or level), so long as you can justify your Stand having it to the DM. ### Long-Range Types Long-Ranged Stands are the most diverse of the lot. Generally, they can have any assortment of powers, skills, and weaknesses. The only common trait that any two Stands of this type share is their range, far wider than the close-range types. ##### Range Your Stand has a range of 30 feet. #### Strike From Afar When you awaken your Stand at 1st level, you also realize your Stand has the capability to strike at a distance. When you take the attack action, you can have your Stand fire off a magical attack of your choice (such as fire, darts, or magic gemstones) within a range of 30/60. You make a ranged stand attack, dealing 1d6 + your charisma modifier in force damage. This attack gains an additional d6 damage die at 7th, 11th, 14th level. In addition, when you make a ranged attack against a target, your Stand can also make one as a bonus action. #### Keen Sight At 3rd level, you've gotten so used to seeing through your Stand's eyes that you can pick up small details much easier. You gain proficiency in the Investigation and Perception skills, and you can use your charisma for the checks. Any checks you make these skills use double your proficiency bonus. #### Perfect Trap When you reach 6th level, you've learned to set traps and snare enemies with your Stand. Using your action, you can touch an object or surface to prepare a trap using your Stand. When setting the trap, you must set up a trigger (ex. when someone walks through the door), and decide which effect occurs (see below). When triggered, the creature responsible must make a Dexterity save against your Stand DC. On a failure, it suffers one of the following effects: * They are hurt and take 3d10 force damage. * They are ensnared, restrained and must make strength saves at the start of their turn to break free. * They are disoriented and have disadvantage all rolls until the end of their next turn. You can have a number of traps set up equal to your charisma modifier, and if you exceed that number the oldest disappears as the newest manifests. Two or more traps cannot be within 5 feet of each other. If a creature would be hit by multiple traps, they are only affected by one. All traps dissipate at the end of your next long rest. #### All Seeing Eyes At 11th level, you gain the ability to use your Stand to see what's hidden. This combined with your deductive abilities makes it easy to surmise information about the creature. While seeing through your Stand's eyes, you can use your action to gain true sight out to 30 feet for one minute. If you see a creature, you can use your action to make an investigation check, the DC being equal to 10 + half their level (or cr,). On a success, you learn one of the following things of your choice: * Their most damaging attack. * Their level (or cr). * Any resistance, immunity, or vulnerabilities they have. * Their highest stat. * What they plan to do in the next round (or six seconds). You can do this a number of times equal to your charisma modifier (minimum of one) per long rest. #### No One Can Reflect This! By the time you reach 14th level, your ranged attack becomes increasingly accurate. When you make an attack at a creature beyond 30 feet, you do not roll with disadvantage. Additionally, instead of making an attack roll you can force a creature within range to make a Dexterity saving throw. #### Unyielding Assault At 17th level, your attacks become unstoppable. Once per round when you make a ranged attack against a creature within 15 feet of you, you can make it automatically hit. In addition, you can turn a hit into a critical hit twice per long rest, though only once per turn. ### Automatic Types Automatic Type Stands are uniquely odd. The User does not have direct control over the Stand, which acts almost like a separate entity. Automatic Stands are terrifying, unstoppable, like a monster with no true weakness. ##### Range You Stand has no range. Rather, it has a movement speed equal to 5 times your Stand User level. \pagebreak #### Controlled Monster When you awaken your Stand at 1st level, you decide what triggers it. Though you can summon your Stand as normal, each Automatic Stand has one distinct trigger that, if activated, summons the Stand without the User's command. You must set a clear trigger (ex. if a creature lights a torch within your sight), so long as it is specific and not likely to occur too often (ex. you can't set your Stand's trigger to be "when I'm attacked"). Work with your DM to decide on an appropriate trigger. When your Stand's trigger is activated, it immediately appears next to you and you can use a reaction to make it take one action of your choice, decided when you choose its trigger. After it appears, it acts as a normal Stand. You can give it specific commands (no action required) that it will act on until you recall it or the task is complete. Your Stand still acts on your turn and uses your resources, but can also be commanded to move up to its movement speed. In addition, you can use the hide action as a bonus action. #### Monster's Shape Also at 1st level, your Stand manifests an offensive or defensive trait. Choose one of the following: * **Offensive:** Your Stand develops a natural weapon. This weapon does 1d8 + your charisma modifier in force damage. This increases to a 1d10 at 11th level, and 1d12 at 17th. * **Defensive:** Your Stand acts defensively around you. When you are attacked, you use your reaction to summon it to defend you, adding your charisma modifier to your AC for that single attack. #### Creeping Shadow At 3rd level, you become more like your Stand, an inscrutable monster with keen survival skills. You gain proficiency in the Survival and Stealth skills, and you can use your charisma for the checks. Any checks you make these skills use double your proficiency bonus. #### Undying Soul When you reach 6th level, you Stand gains the ability to act, even when you aren't conscious. You cannot be surprised, even when asleep, as your Stand warns you of danger. In addition, when you are reduced to 0 hit points but not killed outright, your Stand can continue acting as normal for a number of rounds equal to half your charisma modifier rounded down.
##### Automatic Stands and You Automatic Stands act independent of the User, it takes out some of the fun of being a player to have no control over something core to your class. So, I recommend DMs simply let the player control the Stand, while their character is unaware of what exactly the Stand is doing.
#### Force of Will At 11th level, you gain a fragment of control over your Stand. You are always aware of its location, and can override the current command it's under with something else. In addition, as a bonus action, no matter where your Stand is, you can instantly teleport to its location. #### Stalking Hunter By the time you've reached 14th level, you and your Stand have become masters of the creeping kill. When you are hidden from a creature, you have advantage on all and saving throws from the creature, and the creature has disadvantage on saving throws from you. When you take the attack action and hit the creature, it does an additional 1d12 of the original damage type. #### Like A Breathing Doll At 17th level, you learn of a power hidden deep within your Stand. As a last line of defense. When you are killed, your Stand becomes fully corporeal, and visible to all creatures. You now have full control of your Stand, as if it was your own body. You can take any actions your Stand can, as well as actions you could take before. You're hit point maximum becomes triple your Stand User level, and if you are reduced to 0 hit points a second time you truly die. Your Stand can serve as your body for the purposes of resurrection magic. Once you are revived, you cannot possess your Stand until a week passes. ### The Persona Personas are an oddity in the world of Stand Users. Personas seem like Stands (though most consider them to be an offshoot from the standard types), though there are many differences. No one is ever born a Persona User, and all users of this variety require constant contact with some form of trigger to summon their Persona's (a card, a mask, etc.) In addition, Persona's have ready access to magic, even before their first spurts of growth. Though often belittled, Persona Users can be just as strong as their older siblings. ##### Range Your Persona always stays within your space. It has no effective range. #### Spirit Magic When you awaken your Stand at 1st level, you also gain the ability to cast spells. When you gain this feature, choose two classes: Bard, Cleric, Druid, Sorcerer, and Wizard. ***Cantrips.*** You learn two cantrips, choosing from the spell lists of the classes you chose. You gain additional cantrips at 6th and 11th level. ***Spell Slots.*** The Persona spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of these spells, you must expend a slot. You regain all expended spell slots at the end or a short or long rest. For example, if you're a 7th level Persona User who casts cure wounds, you expend one of your 2nd level slots and cast it at second level. \pagebreak ***Spells Known of 1st-Level and Higher.*** You start knowing one spell from one of your chosen classes. The Persona Spellcasting Table shows when you learn additional spells. Each of these spells must be from one of your chosen classes. When you gain another level in this class, you can replace one spell you know with another spell from one of your available spell lists. ***Spellcasting Ability.*** Since your magic comes from your Stand, you use Charisma as your spellcasting stat. You use your Stand DC and Stand attack modifier for spells you cast. #### Persona Spellcasting Table | Level | ||Cantrips Known ||Spells Known| Spell Slots | Slot Level| |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | | | 2 | | 1 | 1 | 1st| | 2nd | | | 2 | | 2 | 1 | 1st | | 3rd | | | 2| | 3 | 1 | 1st | | 4th | | | 2 | | 3 | 2 | 1st | | 5th | | | 2 | | 4 | 2 | 1st | | 6th | | | 3| | 4 | 2 | 1st | | 7th | | | 3 | | 5 | 2 | 2nd | | 8th | | | 3| | 5| 2| 2nd | | 9th | | | 3 | | 6 | 2 | 2nd | | 10th | | | 3| | 6 | 2 | 2nd | | 11th | | |4| | 7 | 2 | 2nd | | 12th | | |4| | 7 | 2 | 2nd | | 13th | | | 4 | |8| 2 | 3rd | | 14th | | |4| | 8 | 2 | 3rd | | 15th | | |4| | 9 | 2 | 3rd | | 16th | | |4| | 9 | 2 | 3rd | | 17th | | | 4 | |10 | 2 |3rd | | 18th | | |4| | 10 | 2 | 3rd | | 19th | | |4| | 11 | 2 | 4th | | 20th | | |4| | 12 | 2 | 4th | ___ #### Summoning Item Also at 1st level, you gain access to an object needed to summon your Stand. This object can be anything, though usually has some thematic or symbolic significance. As a free action, you can shunt your item into a pocket dimension, keeping it safe. While you have your object out, you can summon your Stand as a free action. Your Summoning Item functions as your spell focus. #### Smarts At 3rd level, your Stand bestows you with the history of its name. You gain proficiency in the History and Arcana skills, and you can use your charisma for the checks. Any checks you make these skills use double your proficiency bonus. #### Follow Up By the time you reach 6th level, you've built a strong connection with those around you, so much so that you move in perfect sync in combat. You can perfectly match their momentum, leading to devastating follow-ups. When an ally critically hits or inflicts a status condition on a creature, you can use your reaction to make an attack or cast a cantrip. #### Physical Magic At 11th level, you learn how to supplant your magic with your own vitality. As a bonus action, you can take 20 damage, and regain 1 spell slot. You can do this twice per long rest. #### Amplifier Also at 14th level, your magic becomes more potent. You can add your charisma modifier to the damage roll of any spell you cast. #### Second Awakening When you reach 17th level, your Persona awakens for a second time. It takes a new form, new name, changing as you reach the end of your story. Choose one of the following benefits to gain: * Once per round, you can add double your Charisma modifier to a spells damage, rather than the normal charisma modifier. * Choose one spell you know of 3rd level or lower.. You can now cast it without expending a spell slot. * Choose a new spell from any class's spell list that's 7th level or lower. You can cast it without expending a spell slot once per long rest. \pagebreak # Growths As you grow and change, so does your Stand. Your Stand grows at certain levels, becoming stronger and further defining itself from Stands of the same type. Some growth options are limited by level, others by type, but every User has a variety of options for how their Stand shall grow. #### Roundabout ___ Your Stand's range grows. How much it grows is determined by its type. * **Close Range:** 5 feet * **Long Range:** 30 feet * **Automatic:** Movement speed increases by 30 feet You can choose this growth up to three times. #### Earth, Wind and Fire When you choose this growth, pick one of the following: acid, cold, fire, lightning, poison, thunder. Any damage you deal with your Stand now does that damage type. In addition, this damage bypasses resistance to that damage type. At 14th level, this also bypasses immunity to that damage type. #### Heavy Glow *Prerequisite: Long Range Stand* Your Stand can unleash a burst of light to blind your foes. When a creature makes an attack against you, you can force them to make a constitution save or become blinded for 1 round. You can do this a number of times equal to your charisma modifier per short or long rest. #### You Shone Like the Sun Your Stand gains the power to heal wounds and put things in their proper place. You learn the *mending* cantrip, and gain a pool of hit points equal to twice your level. As an action, you can touch a creature and expend any number of these hit points to heal them, or expend two hit points to cure one condition or disease affecting them. This pool replenishes at the end of a long rest. #### I Have My Freedom, But Not Much Time Your Stand gains the ability to open new paths. As an action, you can have your Stand touch an object or structure (such as an obelisk or a wall). On this object appears a small, magical portal, big enough for you to fit through. This portal cannot destroy objects or structures, or affect creatures at all. You can move through this portal as if there was nothing obstructing you. You can only have one portal open at a time. #### Satan's Coming 'Round the Bend *Prerequisite: Automatic Stand* Your Stand can stalk the shadows like a prowling hunter. As a bonus action, you and your Stand can teleport to a space within 30 feet that is within dim light or darkness. #### It's a Wild Hurricane *Prerequisite: Automatic Stand* Your Stand can track any creature. As a bonus action, you may mark a creature, summoning your Stand. Your Stand will follow the target, moving at double it's movement speed, so long as they stay within a one-mile radius of you. You can take this growth twice. If you do so, the range is removed. #### One Tin Soldier *Prerequisite: Close Range Stand* Your Stand takes the form of armor you can wear. As a bonus action, you can don your Stand. Your armor class increases by an amount equal your charisma modifier (minimum of one). Your Stand can stay in this form for one minute. You have two uses of this feature, and regain both at the end of a long rest. #### Stand by Me *Prerequisite: Persona* Your Persona intertwines another's Fate into your own, making you each other's confidant. Over the course of a short or long rest, or after some important interaction, choose a creature you know. You assign to the creature a card, representing some aspect of their personality. You and the creature gain one of the following benefits, choosing when you gain this growth: * ***The Fool.*** The Fool signifies new paths and growth. You and your confidant gain proficiency in two new skills, tools, or languages, which you can only use while you can see each other. * ***The Magician.*** The Magician signifies intellect and curiosity. Choose one cantrip you or your confidant knows. While you can see each other, you and the creature can cast the cantrip as a bonus action. * ***The High Priestess.*** The High Priestess signifies intuition and understanding. You and your confidant have advantage on insight checks made while you can see each other. * ***The Empress.*** The Empress signifies beauty and a giving spirit. You and your confidant have advantage on persuasion checks made while you can see each other. * ***The Emperor.*** The Emperor signifies power and authority. You and your confidant have advantage on intimidation checks made while you can see each other. * ***The Hierophant.*** The Hierophant signifies wisdom and religiousness. You and your confidant have advantage on religion checks made while you can see each other. * ***The Lovers.*** You and your confidant gain a +2 to AC while within ten feet of each other. You can only have one confidant at any given time. You can change your confidant over the course of a long rest. #### You are my Everything Your Stand allows you to mimic others. As an action, you can cast *Disguise Self*, with a duration of 1 minute. \pagebreak #### I Would Walk 500 Miles *Prerequisite: 5th level, Close Range Stand* You learn to move your Stand beyond its normal range, at the cost to its damage. As a bonus action, you can cause your Stand to unravel. It's range triples, but any damage dice rolled for its attacks are reduced by 1 size (ex. a d6 dropping to a d4.) It can not go below a d4. You can draw your Stand back into its normal range using another bonus action. #### Sing With Me *Prerequisite: 5th level, Long Range Stand* Your Stand lets out a heartfelt song. As an action, your Stand can begin radiating music. All creatures of your choice within your Stand's range must make a wisdom save, or be affected by the *calm emotions* spell, making them indifferent to you and your allies. You can use your action to end the effect. #### Like Puppets on String *Prerequisite: 5th level, Close Range Stand* Your Stand can mimic others, revealing their past actions. As an action, you say a creature's name aloud. If the creature has been in your current location (up to 100 feet away) within a number of minutes equal to 12 times your charisma modifier, your Stand turns into that creature and begins mimicking every action they took. #### Around the World *Prerequisite: 5th level* Your Stand gains the ability to transform into a number of vehicle forms. With a minute of concentration, you can turn your Stand into a vehicle that can fit up to 1 + your charisma modifier people (though you can make it be smaller). While it is in this form, your stand loses the ability to take any action besides the dash action. It gains 40 ft. of a speed of your choice (choosing when the Stand transforms), and will have this speed until you use 1 minute to transform it into another vehicle or back to its original form. #### Another Lonely Super Star *Prerequisite: 5th level, Long Range Stand* Your Stand gains the power to draw others attention towards you. As an action, you can force any number of creatures within your Stand's range to make a wisdom save against your Stand DC. On a failure, they are forced to look at you. Investigation and Perception checks not pertaining to you are made at disadvantage, as well as attack rolls. On a success, they cannot be affected by this for the next 24 hours. Creatures can make the save again at the end of each of their turns, or when they take damage. #### Harder, Better, Faster, Stronger *Prerequisite: 5th level, One Tin Soldier* You gain the ability to cast off the armor, granting you a burst of speed. As a bonus action, you can end the effect of One Tin Soldier and gain the effects of *haste*. It doesn't require concentration, and when it ends (after one minute) you do not lose your turn to sluggishness. #### You'll Never See it Coming *Prerequisite: 5th level, Persona* Your Persona teaches you how to set up a vicious group assault. When you land a critical hit on a creature, and there are no other creatures you are fighting, every creature allied to you within 5 feet of the creature can use their reaction to make a single weapon attack. #### Blood, Sweat, Tears, Years *Prerequisites: 5th level* Your Stand learns how to shift the environment. As an action, you can choose one of the following environmental effects to occur: * ***Winds.*** Winds buffet a 10 ft. cube surrounded you. Ranged attacks that pass through this wind are at disadvantage. * ***Fog.*** Heavy fog settles in a 15 ft. radius, centered on you. Creatures within the fog are heavily obscured. * ***Earthquake.*** The ground in a 10 ft. radius around you shakes. This area is considered difficult terrain for creatures except you. You must concentrate on this effect like a spell. These effects last for one minute, or until your concentration is broken. You can use this feature twice per long rest. #### You're Dead in His Sights *Prerequisite: 5th level, Automatic Stand* Your Stand can now turn into objects. As a bonus action, or when you roll for initiative, you can have your Stand turn into a visible object you can hold and whose gp value is less than 50. This object can be used for spell components or a focus, but only if the components aren't consumed. If it turns into a weapon, it is considered magical, and gains a +1 bonus to attack and damage rolls. While in this form, the Stand cannot take actions. Your Stand remains as an object until you use your action to turn it back, or if it's trigger is activated. At 11th level, this becomes a +2 bonus. #### Do You Know Just How I Feel *Prerequisite: 5th level, Automatic Stand, It's Wild Hurricane* Your Stand can now self destruct. When your Stand touches your target, you can use your reaction to have the Stand explode. Creatures within a 10 ft. radius of the Stand must make a dexterity saving throw. On a failure, they take a number of d6s equal to your Stand User level in force damage. On a success, they take half. Once you use this, you're Stand cannot track a creature until your next long rest. #### Getaway *Prerequisite: 11th level* Your Stand grows to massive size, becomes visible and corporeal enough for you touch it. Your Stand is now a Huge creature, and you can mount it as an action. Melee attacks made against you have disadvantage, though ranged attacks now have advantage. On your turn, you can have the Stand move up to double your speed. Its damage dice stays the same, though it is now capable of making grapple attempts and shove actions as a huge creature. \pagebreak #### Muse *Prerequisite: 11th level* You channel the higher levels of magic through your Stand. Choose one of the following: necrotic, psychic, or radiant. When your Stand deals damage, they now deal that damage type. In addition, this damage bypasses resistance to that damage type. At 14th level, this also bypasses immunity to that damage type. #### Vocal Percussion on a Whole 'Nother Level *Prerequisite: 11th level, Long Range Stand* Your Stand releases a loud wave of noise, coming from your mind. As an action, you can force every creature within your Stand's range to make a constitution saving throw. On a failure, they take thunder damage equal to twice your Stand User level. You can do this a number of times equal to your charisma modifier per long rest. #### A Light of High Resolve *Prerequisite: 11th level, Close Range Stand* Your Stand manifests the light within your soul. As a bonus action, you can cause it to shed bright light out to 30 feet, and dim light out to an additional 30 feet. You can turn this off using another bonus action. In addition, while the light is active, you can cast *Crusader's Mantle* at will on any creature within the light. #### Living in a Box *Prerequisite: 11th level, Automatic Stand* Your Stand can turn into a living structure, trapping foes inside it. As an action, if your Stand is within your sight, You can have it transform into a structure that fits into a 20-foot cube. Creatures who would be trapped by this cube must make a dexterity save against your Stand DC, becoming stuck inside on a failed roll. Creatures inside the cube can only leave if another creature enters the cube. While in this form, you Stand can take no actions, but can use its reaction to attack creatures who attack the structure. You can transform your Stand back as an action. #### What's Up Pussycat *Prerequisite: 11th level* Your Stand gains the power to change your form. As an action, your Stand can cast *Polymorph* on yourself only. You do not need to concentrate on this spell. You can do this once per long rest. #### Send Me A Dream *Prerequisite: 11th level* Your Stand gains the power to enter the dreams of others. Once per long rest, you may cast *Dream* on an unconscious creature within your Stand's range. While in the dream, you can manifest your Stand and attack the creature in question. All attack rolls you make in the dream are at advantage, and any damage you deal does psychic damage to the creature. #### All Free for You to Draw *Prerequisite: 11th level, Persona* Your access to the higher arcana grows. You can now have two confidants at any given time, and gain access to the following options when choosing arcana: * ***Strength.*** Strength signifies force of will and power. You and your confidant have advantage on Strength saving throws while you can see each other. * ***The Hermit.*** The Hermit signifies the inner self and guidance. You and your confidant have advantage on Wisdom saving throws while you can see each other. * ***Wheel of Fortune.*** Wheel of Fortune signifies good luck and karma. While you and your confidant are within 10 feet of each other, you can spend your reaction to give each other advantage on a roll. You can both do this once per short or long rest. * ***Justice.*** Justice signifies justice and balance. While you and your confidant are within 5 feet of each other, you can take the help action as a bonus action to aid each other. * ***The Hanged Man.*** The Hanged Man signifies pause and new perspectives. You and your confidant have advantage on Intelligence saving throws while you can see each other. * ***Death.*** Death signifies change and transformation. You can cast *Alter Self* without expending a spell slot while within 5 feet of your confidant, and you can cast it on them as well. * ***Temperance.*** Temperance signifies balance and moderation. While you and your confidant are within 10 feet of each other, you can spend a reaction to make any one roll they make a 10. You can both do this once per long rest. #### You're Gonna Fight With A Knife *Prerequisite: 11th level* Your Stand pulls you into battle with others. As a bonus action, you can cast *Compelled Duel* on a target you can see, without needing concentration. If the creature fails the save, you both manifest blades of spiritual energy. If either of you is already wielding a weapon, it is replaced for the spell's duration. The blades are finesse weapons, which you can use your charisma modifier for. On a hit, they deal 2d8 force damage. This increases to 3d8 at 14th level, and 4d8 at 17th. #### Tip Toe by the Window *Prerequisite: 11th level* Your Stand pushes enemies away from you. As an action, you can force a creature to make a strength save against your Stand save DC. On a failure, they are pushed back a number of feet equal to 5 times half your Stand User level. If they slam into an object, they are knocked prone. If they are knocked into a creature of equal or smaller size, they both move half the remaining distance. #### The Man Who Sold The World *Prerequisite: 17th level* Your Stand gains an incredible power - the ability to stop time. As a bonus action, you can freeze time itself around you for six seconds. This gives you two extra turns in combat. You do this once per long rest. At 20th level, your Requiem Stand can also act, giving you another two turns (4 total) \pagebreak #### Walk Into the Court *Prerequisite: 17th level, Close Range Stand* You are no longer bound to fate. Now, the future is yours to control. As an action, you can force one creature you can see within your Stand's range to make a charisma save. On a success, nothing happens. On a failure, they lose their next turn in combat as you skip past it. You can do this once per short or long rest. At 20th level, you can do this twice per rest. #### All That Glitters Ain't Gold *Prerequisite: 17th level* Your Stand bends reality around your opponent, wiping them away from this world. As a reaction to being hit, you can force the attacking creature to make a charisma save. On a success, you take half the damage of the attack and nothing else happens. On a failure, they begin slowly fading from reality and the attack is nullified. At the end of each of their turns, they make the save. If they succeed three times, the effect ends. If they fail two more times, they are teleported to a random plane of existence (DM's discretion). They cannot return for 1d12 weeks. You can do this once per long rest. At 20th level, the target cannot return until you die. #### Another One Gone *Prerequisite: 17th level, Automatic Stand* You're Stand gains a terrifying ability- the power to turn back time. As an action, you can cause your Stand to unleash this ability, rewinding time up to 12 seconds (2 rounds) back in time. All damage dealt, resources used, and actions taken reset to where they were before the events occur. You can do this once, before using a long rest to do so again. At 20th level, you can turn back time by a full minute (10 rounds). #### See the Moon *Prerequisite: 17th level, Long Range Stand* You're Stand gains the power to manipulate gravity. As an action, you may cast *Reverse Gravity* within your Stand's range. Alternatively, you can touch an object, turning it inside out. If a creature is touched in this manner, they must make a constitution save or take 5d10 bludgeoning damage as their body morphs. You can do either of these twice per long rest. At 20th level, you have no limit on uses. #### Now We Know That Life Will Change *Prerequisite: 17th level, Persona* Your Persona grants you the full range of the high arcana. You can now have three confidants, and add the following to your options of arcana: * ***The Devil.*** The Devil signifies charisma and sensuality. While you and your confidant can see it each other, you both are immune to charm effects, and have advantage on charisma checks. * ***The Tower.*** The Tower signifies upheavals and chaos. Once per round, when you or your confidant can see each other and one of you hits with an attack or spell, one of you can use your reaction to roll on the Wild Magic sorcerer table. * ***The Star.*** The Star signifies hope and renewal. While you and your confidant can see it each other, you both are immune to frighten effects, and have advantage on wisdom checks. * ***The Moon.*** The Moon represents illusions and deception. While you and your confidant are within 10 feet of each other, neither of you can be affected by divination magic, or have your minds read. * ***The Sun.*** The Sun signifies warmth and vitality. When you or your confidant are healed, the other is healed by the same amount. * ***Judgment.*** Judgment signifies rebirth and absolution. When you or your confidant die, and the other is within 30 feet of dying, both of you are affected by the *Reincarnate* spell. This can only be used once per week. * ***The World.*** The World signifies completion and travel. While you and your confidant are within 5 feet of each other, either of you can cast *Misty Step* at will. This spell teleports both of you. At 20th level, you can have a number of confidants equal to your Charisma modifier (minimum of 1) #### The Last Ace in a Lost Hand *Prerequisite: 17th level, Persona* Your Persona grants you its greatest strength. As an action, your Persona grows to massive size, manifesting a weapon of equal size. Make a Stand attack against a creature you can see. On a hit, the target takes 20d10 force damage. Even if the attack misses, they take half of the damage rolled. If this reduces the target below 50 hit points, they are obliterated in your magical might. You can do this once per long rest. At 20th level, the target is obliterated if they are reduced below 100 hit points. #### You Legend, You Martyr *Prerequisite: 17th level* You're Stand gains the power to heal all wounds. Choose one of the following spells: *Mass Heal* or *True Resurrection*. Your Stand can cast that spell once per long rest, requiring no components for either. At 20th level, you choose an addditional spell: *Mass Healing Word* or *Revivify*. You can cast this spell at will, requiring no components. #### Never Gonna Say Goodbye *Prerequisite: 17th level* Your Stand protects you from all harm. As a bonus action, you an activate this growth. Until the end of your next turn, you are immune to all damage. You can do this once per long rest. At 20th level, the duration increases to one minute. #### You're An All Star *Prerequisite: 17th level* Your heart shines like the sun itself. Once per long rest, you can cast the *Sunbeam* spell, and you can create a new line of radiance as a bonus action on your turn. While the beam is active, you are immune to radiant damage. At 20th level, you have no limit to the number of times you can activate this growth.