Stand Name: Symptom Of The Universe
Stand Abilities:
1. "Hand of Doom"
"Push the needle in…"
- The Stand plays a haunting, irreversible melody, forcing a target’s next major action into a fixed, predetermined outcome.
- The Stand user declares an event (e.g., “Your next attack will miss,” “You will fall to your knees,” “Your weapon will break.”).
- The target must make a Charisma saving throw 17:
- Failure: The event unfolds exactly as declared, with no way to resist.
- Success: They resist, but take 4d8 psychic damage as the Stand’s influence rips at their mind.
- If the target rolls a natural 1, their saving throw automatically fails, and they take double damage.
- This ability cannot be used on the same creature twice in a row.
2. "Electric Funeral"
"Reflex in the sky warns you you’re gonna die…"
- The Stand plays a slow, doom-laden melody, reshaping the battlefield in just 1 round with a permanent, destructive effect, until dismissed.
- The Stand user chooses one of the following transformations:
- "Into the Void" – Gravity doubles, flight becomes impossible, and creatures with Strength below 14 move at half speed.
- "Children of the Sea" – A flood surges in, forcing creatures to swim or sink. Any non-swimmers take 4d6 bludgeoning damage per round.
- "Under the Sun" – The battlefield erupts into flames, dealing 3d8 fire damage per turn to all enemies.
- "Snowblind" – The battlefield is engulfed in a relentless blizzard, reducing visibility to 10 feet and halving movement speed.
- All creatures not resistant to cold take 2d6 cold damage per turn.
- The terrain becomes treacherous, forcing all creatures to make a Dexterity saving throw at the start of their turn or fall prone.
3. "Hole in the Sky" (Usable Once Per 1d4 Days)
"Your world is doomed with no tomorrow…"
- The Stand unleashes a deafening, celestial wail that pulls all affected creatures forward in time, forcing them to experience their next 6 seconds of fate all at once.
- The Stand user chooses one of the following irrevocable effects:
- "Wheels of Confusion" – All enemies must repeat their last action, whether it benefits them or not. (If they attacked, they must attack again. If they moved, they must move in the same direction. If they cast a spell, they must cast the same one again.) If for example their last attack failed, this one fails once again- since the outcome is essentially the same.
- "Die Young" – The next attack against a chosen target automatically crits, bypassing all resistances and immunities.
- "The Song Ends" – Every enemy in range must make a Wisdom DC 17 saving throw or be incapacitated for 1 minute, lost in a vision of their inevitable demise. Creatures below 50% HP automatically fail.
Previous Versions
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3/15/2025 9:28:04 PM
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Coming Soon
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3/17/2025 9:19:05 AM
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Coming Soon
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