Monk
Base Class: Monk

Some rare few in the world have a truly bizarre ability; they are able to manifest their personality, power, and will to live into a metaphysical being, a entity that is a projection of one's soul. These beings are called Stands, and those who use them, Stand Users. Stands are quite strange things, being able to punch faster than the swiftest monk, be more precise than the most accurate archer, and have more power than the mightiest of paladins. As a Stand User, your power manifested from one of two places. Either you had such a great desire to live that you manifested a Stand from sheer will, or you were stabbed by a Stand Arrow, an artifact with the power to give stands, but also to end the lives of those not worthy to have them, and were deemed worthy by the Arrow. Either way, you have gained a stand, and the bizarre power and properties that come with it.

Detriment: Stand Attraction

A strange property about Stands is that their Users are drawn together. While no one can quite explain whether this phenomenon is fate, some greater plan, or sheer coincidence, but practically every Stand User knows it exists. If you take this path, any town you stay at will have 1d6+4 other Stand Users in the same town, who may be hostile to you.

Manifested Stand

You have gained knowledge of your Stand's existence and have begun to use it as a powerful ally in battle. On your turn, as a bonus action, you can bring your Stand out, or, if it's already out, bring it back into your body. While your Stand is out, it is counted as another character, but must remain within 5 feet of you at all times (unless your Stand Power feature allows it to be farther out). All damage your Stand takes is transferred to you. Your Stand's ability scores are the same as yours, and your Stand's AC and hit points are equal to your AC/hit points + your monk level. While your Stand is out, it does all actions for you, with the following benefits:

Attack- Your Stand attacks only with unarmed strikes, which count as a monk weapon. The damage of it's unarmed strikes is 1d6. This damage increases to 1d8 at 6th level, and 1d12 at 17th level.

Reaction: Block- As a reaction, you can have your Stand attempt to block any incoming attack. Take the attacks damage and subtract your Martial Arts die from that damage. If you roll higher on the Martial Arts die than the attack's damage, your Stand counterattacks (provided the target is in range) and deals the remaining damage to the target.

Ki: Stand Rush- While using your Flurry of Blows with your Stand out, you make 4 attacks instead of 2.

Ki: Forceful Punch- When you take the Attack action on your turn, you can spend 2 ki points to attempt to do a forceful punch. If you land the attack, you deal an extra 1d6 damage, push the target up to 15 feet away, and knock it prone

 

Stand Power!

At 3rd level, you've gained enough knowledge of your Stand to use it's bizarre abilities. These abilities are unique to each Stand User, but in every case, they provide a large advantage to the user. Choose the power your Stand has. This can range from simply having better attack damage or speed, AC bonus, or some other stat boost, to some amazing effect, such as controlling fire, a flesh-eating virus, or wielding a sword without any mishaps. If your Stand is simply more powerful or more defensive than most, talk to your DM about what stat boost it should give. If your Stand has a more magic-like power, choose a spell of 3rd level or lower. Your Stand is able to use that spell at will as long as it's out. If you prefer, you may also have multiple lower levels spells as your Stand's power, a higher level spell that is either weakened, needs certain conditions to use, or both, or an effect that isn't a spell at all. If you have an effect that doesn't have a spell to go along with it, talk to your DM about what effect this is. You gain another stand ability at 11th level. Provided below is some examples, which you may choose from if you'd like.

The World- As an bonus action, you may cast Time Stop, for only 2 rounds. During this time, any thrown weapons or projectiles stop shortly after being thrown or shot, and as an action, you may throw or shoot 3 thrown weapons or projectiles in quick succession. All the thrown weapons/ projectiles deal their damage once time resumes. You can stop time an amount per day that is equal to your Wisdom modifier, and you must wait at least 1 minute between each usage.

Killer Queen- You gain a new action. On your turn, you may touch a creature or object to make them the target of Killer Queen's bomb. After you've used this action, you can use a bonus action to activate the bomb, causing the target to explode. The target takes 8d6 force damage, and all targets within 10 feet of the target take 5d6 fire damage. If the target dies to the force damage, its body is ripped apart by the explosion. You may only have one target of the bomb at a time. 

Golden Experience- You can, as an action, punch a creature, ally, or even yourself, to restore their health by 4d12 hit points. You can also give life to any object that is Large or smaller as a bonus action. If you do so, the object transforms into a plant or animal of the same size, with a challenge rating of 2 or below.

Silent Stand

At 6th level, you are able to use your Stand without having it out. As an action, you can use any effect your Stand can without needing to have it out, spending 3 ki points to do so. For example, if you Stand has a +2 bonus to its AC, you can spend 3 ki points to gain a +2 bonues to AC for 1 minute. You need to be able to conscious and unrestrained for this ability to work.

Stand Power! (11th level)

At 11th level, you gained enough knowledge of your Stand to access another ability of it. You gain a second ability, using all the same rules as detailed for a Stand ability in the Stand Power! class feature at 3rd level.

Requiem Stand

At 17th level, you have been chosen and stabbed by a special arrow that has caused your stand to transform into a Requiem Stand. Requiems are nothing to toy with: Their abilities can be so powerful as to rewrite reality itself. Once you gain this feature, your stand gains it's own personality; You are now able to interact with it as if it were a separate person. However, it still does obey your commands in battle, fighting for you while it's out. Your stand keeps all it's previous abilities, but gains a new appearance (generally inlaid with arrow motifs or designs) and also a Requiem Ability. You can activate this ability for 8 ki points. Consult your DM about what your Requiem ability would be: Keep in mind that it should be powerful enough to warrant a cost of 8 ki points. Some examples are listed down below:

Golden Experience Requiem- You can, as an action, set anything to "zero," effectively undoing whatever event or action you are setting to zero. You can set a speeding arrow to zero to cause it not to even be fired from the bow it came from in the first place, or set the events of a creatures turn to zero to nullify all that they did in that turn. If you kill someone with this stand, you can also use this ability to set their death to zero, causing them to die over and over in a new reality that acts as that creature's new personal hell. 

Silver Chariot Requiem- As an action, you can swap the souls of all creatures in a 100 ft radius. If you choose to do this, all creatures in this radius (not including you) are put to sleep. Upon waking up, each creature will randomly be inhabiting the body of another creature in the radius. The creature retains its Intelligence, Wisdom, and Charisma scores, but loses all it's race features (if it has any) and adopts the Hit points, Strength, Dexterity, and Constitution of its new body. If the creature it's in has any extra actions or traits, the creature gains those traits, but not any legendary actions it has (if it has any). You may also control which creatures in the radius get which bodies, if you wish. This effect is permanent, unless you or your stand die or you choose to end it.

Killer Queen: Bites The Dust- As an action, or a reaction when you or one of your allies would die, you can cause reality itself to explode and reform anew. If you choose to do this, time is rewound to go back exactly 1 hour, starting again from there. No creature (excluding divine beings such as gods) has any memory of what happened previously in that one hour except for you, and this rewind will continue to happen repeatedly, exploding and reforming again every time it reaches the point in time where you activated the ability, unless you choose to end it as an action.

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