Base Class: Warlock
An attempt at replicating the Stand Users from JoJo. This interpretation has them as a warlock where their spells reflect their stronger moves and cantrips are some of their simple moves. I tried to be as faithful to the source without making it crazy op but I probably didn't do the best job. Looking forward to seeing feedback.
Those who are display strong character and immoveable will are chosen to became Crusaders and bring forth change into the world. Each Crusader has the ability to manifest their will into a being of pure energy, called a Stand, and summon them to the material plane to fight along side them. Each Crusaders has a unique stand and abilities.
Stands can usually only been seen by clearly other Crusaders. To most people, they look like a strange phenomenon, blurry and staticky, floating in the air. They allow for crafty battlefield control and amazing feats of combat. A Stand's appearance is a direct reflection of its Crusader and often takes a form, shape, or weapon that carriers some significance to them.
Expanded Spell List
Each Stand User gets a unique expanded spell list based off their theme but all of them can choose from these options as well.
Crusader Expanded Spells
| SPELL LEVEL | SPELLS |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Manifestation of Will
As a bonus action you can manifest your stand for up to one minute. When initially manifested, your Stand inhabits the same space as you and will do so until you use your movement to move it to another space. Your Stand has a movement speed equal to your movement speed but you both share movement per turn. It can move up to 120 feet from you. If you end your turn with your Stand out of range, it is dismissed. Your Stand is unaffected by nonmagical difficult terrain but can still be affected by spells such as web. Spells like haste or ray of frost that apply an effect to your Stand also effect you, as well as effects that leave your Stand restrained or incapacitated. Unless you are under any effect or spell that leaves you incapacitated, you can still use your turn to utilize your Stand.
When initially manifested, your Stand is invisible. This effect lasts until your Stand attacks or casts a spell. Once it does, your Stand reveals itself but it is then under the effects of blur to everyone except other Stand Users and creatures that don't rely on sight, as with blindsight, or can see through illusions, as with truesight. These creatures perceive your Stand's true form.
While manifested, you can cast spells though your Stand but your Stand is incapable of speech so you will still have to speak the verbal component of spells. Additionally, when both you and your Stand are within 5 feet of a creature that can see your Stand, you have advantage on attack rolls against that creature. Those that can perceive your Stand's true form are unaffected by this ability.
Your willpower affects many aspects of your Stand's power. Your stand has an AC of 10 + your Wisdom modifier and simple attack it can preform that deals 1d4 + your Wisdom modifier at first level. You choose what type of damage this attack deals. You can manifest your Stand a number of times equal to your Wisdom modifier + Proficiency bonus and your uses replenish on a long rest.
Your Stand is a manifestation of your willpower and this is an extension of yourself. It it takes damage, so do you. If you or your stand suffer damage while it is manifested, you must make a concentration check to maintain its Manifestation.
At higher levels. Your Stand's signature move increases by 1d6 at 6th, 10th, and 14th levels. At 4th level, you can sacrifice a number of manifestation slots equal to your spell slot level to regain a spell slot. At 10th level, the distance you can send your Stand increases to 240 feet.
Signature Move (Acid)
A signature move for your Stand that gets more powerful as you do. You choose the damage type of this attack.
Signature Move (Bludgeoning)
A signature move for your Stand that gets more powerful as you do. You choose the damage type of this attack.
Signature Move (Cold)
A signature move for your Stand that gets more powerful as you do. You choose the damage type of this attack.
Signature Move (Fire)
A signature move for your Stand that gets more powerful as you do. You choose the damage type of this attack.
Signature Move (Force)
A signature move for your Stand that gets more powerful as you do. You choose the damage type of this attack.
Signature Move (Lightning)
A signature move for your Stand that gets more powerful as you do. You choose the damage type of this attack.
Signature Move (Necrotic)
A signature move for your Stand that gets more powerful as you do. You choose the damage type of this attack.
Signature Move (Piecing)
A signature move for your Stand that gets more powerful as you do. You choose the damage type of this attack.
Signature Move (Psychic)
A signature move for your Stand that gets more powerful as you do. You choose the damage type of this attack.
Signature Move (Radiant)
A signature move for your Stand that gets more powerful as you do. You choose the damage type of this attack.
Signature Move (Slashing)
A signature move for your Stand that gets more powerful as you do. You choose the damage type of this attack.
Signature Move (Thunder)
A signature move for your Stand that gets more powerful as you do. You choose the damage type of this attack.
Stand Senses
At 1st level, you can choose a sense for your stand to acquire: 30 feet of darkvision, blindsight, or tremorsense for your Stand.
As an action, you can see through your Stand's senses and hear what it hears until the start of your next turn, gaining the benefits of any special senses that your Stand has. When you summon your stand, you can choose which sense you are using. Switching between the different senses of your stand requires an action to do.
At higher levels. At 8th level, you can choose one of these sense to be increased by 30 feet.
Sense: Blindsight
Your Stand gains a sense of your choosing.
Sense: Darkvision
Your Stand gains a sense of your choosing.
Sense: Tremorsense
Your Stand gains a sense of your choosing.
Arms Folded and Eyes Closed
The mysterious connection between you and your Stand strengthens the closer it is to you. While you and your Stand are within 10 feet of each other, you and your Stand gain a +1 to AC and Saving Throws.
Also, once per long rest, you can cast crusader's mantle for free without using a spell slot. You also gain the use of the ultimate technique in battle, expeditious retreat! You can use this technique a number of times equal to your Charisma modifier per long rest.
At higher levels. At 10th level, the range increases to 30 feet. Also at 10th level, once per long rest, you can sacrifice an additional Manifestation charge to gain an additional +2 to AC. This effect lasts for one minute and ends early if your Stand leaves your space, you become incapacitated, or if you loose concentration of your Stand.
Enhanced Stand Senses
As you become more powerful, so does your Stand. You can choose one sense to increase by 30 feet or forgo the option to select a new sense.
Enhanced Blindsight
Your Stand's chosen sense improves by 30 feet.
Enhanced Darkvision
Your Stand's chosen sense improves by 30 feet.
Enhanced Tremorsense
Your Stand's chosen sense improves by 30 feet.
Yare Yare Daze
Through extensive training and many hard fought battles, you and your Stand's bond becomes stronger and manifesting it has almost become second nature to you. You gain advantage on Constitution Saving Throws made to maintain concentration on your Stand. You have also gained resistance to being charmed by magic.
So You Are Approaching Me?
Starting at 14th level, you bring out the greatest potential of your stand's defensive capabilities. Once per long rest, as an action, you can activate this ability to trigger the following effects:
- Until the end of your next turn, your movement speed becomes zero and when this ability is activated, your current turn ends after the following effects occur:
- If it is not within 5 ft. of you, your Stand it uses its movement to get to you and surrounds you forming a protective barrier, granting you resistance to all incoming damage.
- You begin to taunt your opponents and any hostile creature within 30 feet of you must make a Charisma Saving Throw against your Spell Save DC. On a failure, they are compelled to attack you on their next turn.
- On the start of your next turn or if you loose concentration on your Stand, all of the damage done to you (before calculating your resistance) is expelled, damaging as many creatures of your choice within 15 ft. of you. This damage is split between the number of creatures you choose.
Once activated, up to one minute, your Stand remains manifested and shares your space. During this time, your Stand can only share your space. You continue to gain the benefit of resistance to incoming damage until either this ability ends or if you dismiss your Stand early. Once the minute is up though, your Stand is dismissed. You do not gain this effect if your Stand became unmanifested during your opponent's attack.
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