Monk
Base Class: Monk

Yep

Stand

You gain a stand and may choose your type of stand- Melee, Ranged, or Remote control. Any damage done to your stand is dealt to you. As an action, you can expend 2 ki points to summon your stand for 1 minute. Each time you summon your stand, you must make a Constitution saving throw equal to 3x the number of times you summoned your stand today, or suffer one level of exhaustion. Your stand cannot wield weapons but can lift up to 20x it's strength.

Melee- You can summon your stand in any space within 5 feet of you. It shares your mental stats but has a strength of 20, a dex of 18, a con of 16, and an AC of 19. On your turn, you may use your action to command the stand to use a flurry of blows, attacking 3 times, with a +10 to hit and 1d6+4 damage each time. The damage increases to 1d8+4 at 8th level, 1d10+4 at 12th level, and 1d12+4 at 18th level. It has a moving speed of 15 feet, and cannot move to any space more than 5 feet away from the user.

Ranged- You may summon your stand within 10 feet of you. It shares your mental stats and has a strength of 16, a dex of 20, a con of 18, and an AC of 18. on your turn you may use an action to command your stand to shoot at any creature within 60 feet of it. The ranged attack has a +10 to hit and does 3d4+4 damage each time. The damage increases to 3d6+4 at 8th level, 3d8+4 at 12th level, and 3d10+4 at 18th level. It has a moving speed of 30 feet, and cannot move to any space more than 10 feet away from the user.

Remote control- You may summon your stand in any space within 60 feet. It shares your mental stats but has a 14 in all physical stats. It's AC is 18. Once per turn, the stand may make an attack against any enemy within 5 feet of it. The attack has a +10 to hit, 1d6+4 damage each time. The damage increases to 1d8+4 at 8th level, 1d10+4 at 12th level, and 1d12+4 at 18th level. It has a moving speed of 40 feet, and cannot travel more than a mile from the user. Attacking with this stand does not require an action. You may give the stand an order, and it will do it to the best of its ability. You may use an action to perceive through its senses for 1 minute. You can command your stand from anywhere within its range.

Melee

You can summon your stand in any space within 5 feet of you. It shares your mental stats but has a strength of 20, a dex of 18, a con of 16, and an AC of 19. On your turn, you may use your action to command the stand to use a flurry of blows, attacking 3 times, with a +10 to hit and 1d6+4 damage each time. The damage increases to 1d8+4 at 8th level, 1d10+4 at 12th level, and 1d12+4 at 18th level. It has a moving speed of 15 feet, and cannot move to any space more than 5 feet away from the user.

Ranged

You may summon your stand within 10 feet of you. It shares your mental stats and has a strength of 16, a dex of 20, a con of 18, and an AC of 18. on your turn you may use an action to command your stand to shoot at any creature within 60 feet of it. The ranged attack has a +10 to hit and does 3d4+4 damage each time. The damage increases to 3d6+4 at 8th level, 3d8+4 at 12th level, and 3d10+4 at 18th level. It has a moving speed of 30 feet, and cannot move to any space more than 10 feet away from the user.

Remote Control

You may summon your stand in any space within 60 feet. It shares your mental stats but has a 14 in all physical stats. It's AC is 18. Once per turn, the stand may make an attack against any enemy within 5 feet of it. The attack has a +10 to hit, 1d6+4 damage each time. The damage increases to 1d8+4 at 8th level, 1d10+4 at 12th level, and 1d12+4 at 18th level. It has a moving speed of 40 feet, and cannot travel more than a mile from the user. Attacking with this stand does not require an action. You may give the stand an order, and it will do it to the best of its ability. You may use an action to perceive through its senses for 1 minute. You can command your stand from anywhere within its range.

Stand Evolution

You have continued to train your stand and have unlocked a new ability. You may choose one of the options below, or come up with your own (at your DM's discretion)

Time stop- Once each time you summon your stand, you can cause your stand to stop time for 6 seconds. In this time you may take another turn, automatically succeeding on any attack roll or other roll (as allowed by your DM). You may also use it as a reaction to move out of the way of any attack or any physical saving throw.

Healing- 3 times each time you summon your stand you may use an action to use your stand to heal your allies. Your stand can cast Mending at will, and can heal any creature it is touching by 1d6+4 hp.

Explosions- When your stand hits a creature with an attack,  all creatures within 5 feet of the creature must make a DC 16 Dex saving throw. On a failure, the creature takes damage equal to half the damage dealt to the first creature and is pushed 5 feet away. On a success, the creature takes 1/4 the damage dealt to the first creature and is not pushed away.

Explosions

When your stand hits a creature with an attack,  all creatures within 5 feet of the creature must make a DC 16 Dex saving throw. On a failure, the creature takes damage equal to half the damage dealt to the first creature and is pushed 5 feet away. On a success, the creature takes 1/4 the damage dealt to the first creature and is not pushed away.

Healing

3 times each time you summon your stand you may use an action to use your stand to heal your allies. Your stand can cast Mending at will, and can heal any creature it is touching by 1d6+4 hp.

Other

Other (put details in description)

Time Stop

Once each time you summon your stand, you can cause your stand to stop time for 6 seconds. In this time you may take another turn, automatically succeeding on any attack roll or other roll (as allowed by your DM). You may also use it as a reaction to move out of the way of any attack or any physical saving throw.

Stand Mastery

You have trained further and have mastered the abilities of your stand. You may choose the listed improvement, or discuss it with the DM to decide on your own.

Time stop- You have honed your ability to be able to stop time for 12 seconds, and you are able to bring one ally into the stopped time as well

Healing- You are able to heal allies even better. Your stand can heal any ally within 5 feet for 4d6+4 hp and can heal any ally from up to 30 feet away for 4d4+2 hp.

Explosions- You can use a bonus action to have your stand turn any small item (<1 cubic foot) into a bomb. The bomb can be thrown up to 30 feet and has a +3 to hit. If the bomb misses by less than 3, the bomb lands in a random adjacent space, otherwise, you completely miss. the bomb explodes a 15ft cube. Any creature in the center of the cube takes 2d6 force damage + 2d6 fire damage. Creatures on the edge can make a Dex 16 saving throw, taking half damage on a success. 

Requiem

You found a new arrow, causing your stand to become more powerful. Pick one of the options below, or discuss with your DM a different requiem ability

Time stop- Once per day, you can use your stand to rewind time, up to one minute, and can bring your entire party into time stop

Healing- Once per day, you can simulate the effects of a long rest for your party, in the time of a short rest, and can heal all party members within 60 feet for 4d4+4 hp

Explosions- Once per day, you may turn any enemy lower than CR 15 into a bomb. If it is lower than CR 10, it dies immediately as you activate the bomb. If it is CR 11-15, it can make a death saving throw, dying on a failed save, or taking damage equal to 1/2 its max hp on a success. Creatures within 5 feet can make a Dex saving throw, taking damage equal to half the damage dealt on a failed throw, and half that amount on a success.

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