Base Class: Rogue
A shimmering ghost looks at you gently, almost smiling. You're not sure what exacly happened or why this thing is here but it doesn't mean any harm, does it? After all it did just walked out of your chest. It may be a curse or a blessing but something deep inside you is telling you to trust it and learn more about this strange spirit and it's otherworldy abilities. Maybe you should name it?
Stand is a unique to every User. As a extencion of your soul and determination you decide it's form, name and sentience- it will obey you but if there's nothing to do for it it might wonder off and get you in trouble. Remeber that your Stand shares everything with you- abilities, HP and AC- if it your Stand gets injured the damadge will be tranfered to you.
Awakening
You gain ability to summon your very own Stand. It can only move within 5 ft of you and lasts for 4 rounds. It's a bonus action that resets during short rest and you can try to summon it again but you must succed on CON (15) saving throw on failed roll you take 1d6 psychic damadge and gain exhastion point and on succes roll you take half the damadge
Against Fate
You can reroll any ability check or saving throw before you know the outcome
By The Hair
You can dogde the attack with use of your Stand; if your Stand isn't besides you it will be automatically summoned when using this action
Inner Strenght
On your turn you can attack twice with your Stand
Kind Heart
You can cast cure wounds; you can't use it on yourself!
Menacing Presence
You can use your action to pose dramatically giving you advantage on your next turn; for that time any humanoid enemy will have dissadvantage against you.
Splash!
You can make a ranged splash attack, you can choose the type of it.
One And The Same
Stand Users attracts other Stand Users that's why when you're fighting alongside fellow Stand wielder you can hold your action to attack one target together. Doing that will grand you both advantage
ACT 2
You beggining to understand the inner working of your Stand, feeling more comfortable with exploring further it's hidden abilities. You both are growing in power and it's time for your first evolution. Your Stand can now move withing 15 feet of you and lasts 1 more round, for total of 5 rounds.
Cut Ties
Once per long rest you can take full control of your Stand and move as well as percive the world through it's senses. While you do it your Stand is invisible to human eye but can be detected by magic. This lasts for up to 1 minute
Endure The Pain
Once per long rest you can keep fighting for one round before getting unconcious, killed or knocked prone.
Heart Of Justice
Once per long rest when you witness your ally getting critically injured or killed you can jump in action protecting/avenging them, gaining advantage on Stand Attack against the enemy that did that.
Stand Rush
Ever so steadily you and your Stand grow in power so it doesn't surprise you when in act of pure despair your Stand unleashes flurry of blows, leaving your enemy at the brink of death. Once per long rest as an action you can throw 6 punches; if first one connects, the rest will automatically too. You can try to doit again but you must succed on CON (15) saving throw on failed roll you take 1d10 psychic damadge and gain exhastion point and on succes roll you take half the damadge
Over Here!
While making melee attack with your Stand you can mark your target for dead; this effect lasts 1 round. Target with this condition has disadvantage on attack rolls agains you. Attacking the target with Stand Rush will grand you advantage dealing twice the damadge.
You Must Be Exterminated
If a humanoid creature after being hit with Stand Rush is bloodied you can take a bonus action to punch it straight through it's chest, killing it instantly
Requiem
Controlling your Stand comes to you so naturally that you don't think about it most of the time, growing so much alongside with your Stand you gained the highest priviledge any Stand User could get- a Requiem Stand. Requiem is a final evolution of ones Stand having the power to control or go beyond time and space.
Rewind
Your Stand gainst ability to rewind the time. Only you are aware that time has been rewinded and what happened before that. This ability rewinds 1 minute, you can try to rewind more time making CON (15) saving throw for every 1 minute you go back. On failed throw you will recive 1d12 psychic damadge, one exhastion point and the effect will end immidetly, on a succesfull throw you will take half the damadge.
Space
Your Stand gains ability to erase space and matter. Your target needs to make CON (20) saving throw, on a failed throw it takes 5d8 necrotic damadge and is erased from battle for 1d4 rounds, taking another 5d8 necrotic damadge at the start of each round the enemy isn't here. On succes enemy will take full 5d8 necrotic damadge but will be moved to space 5 feet withing you. You can try to repeat this feat making CON (15) saving throw; on a failed one you will recive 1d12 psychic damage, one exhastion point, failing. On succes you take half the damagde and you can erase another enemy.
Stop
Your Stand gains ability to stop time. During time freeze you and your Stand can move freely. Any ranged attack will loose it's momentum as soon as it leaves your hands, regaining it as soon as this ability ends. With only you being aware of stopped time you won't be affected by attacks of oportunity and any attack you make will automatically connect. This ability last one round, effectively giving you two turns. You can try to keep up this effect by making CON (15) saving throw; on a failed one you will recive 1d12 psychic damage, one exhastion point and effect will immiditely end. On succes you take half the damagde and time will be stopped fro another round.
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Posted Aug 17, 2020What’s the damage for stand rush punch attacks?