The Star [Minor Stand Pact] Image
You are given 15 spirit points per Level plus strength Bonus.

Stand of Fury

The Star Alignment Stand has balanced strength and dexterity. Your Stand's Strength is equal to your Strength + your Charisma modifier + 3, your Stand's Dexterity is equal to your Dexterity + your Charisma modifier + 3, Your strength or dexterity score maximum increases by 4. The rest of your Stand's Constitution, Intelligence, Wisdom and Charisma are equal to your own. Your Stand can move up to 10ft away from your character's position. Your Stand's AC is equal to 10 + your Stand's dexterity modifier + your charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls ( This may use your stand's Dex Or Str. )

Fists Of Fury

At 3rd level, You may spend 3 spirit points to enter Fists Of Fury as a bonus action, which lasts until combat ends. While in Fists Of Fury mode, you gain the following benefits: you may dash as a bonus action. You may make one additional attack when you take the Attack action (stacks with Exchange Blows attacks). Your unarmed strikes deal 2d6 + your proficiency bonus + your stand's strength or dexterity modifier bludgeoning damage from your stand's fists (the damage die increases to 2d8 at level 8, 2d10 at level 12, and 4d6 at level 16). You gain resistance to bludgeoning, Slashing, And Piercing damage. While Fists of fury is active If you so choose, you may use your bonus action to make any target you have hit with your stands unarmed strike that turn to move the target to a number equal to your stand’s strength modifier x 5 feet away from you. At 6th level, While you are in Fists Of Fury, you are unable to fall asleep or become unconscious.

ORA

While in Fists Of Fury, as a reaction to taking damage you can spend 1 spirit point to attack the creature that hurt you. You can only use this feature if they are within 10 ft. of you. If your Stand is not near them, it will move to the nearest location possible as quickly as possible. The creature you use this feature on can use its action to half the damage it takes from this when you use your reaction, but doing so will cause all of your attacks to always hit until the end of your next turn.

...Let me show you how scary it can get.

Starting at 5th level, your stand protects you automatically. When you are targeted with an attack, as a reaction, you can spend 1 spirit point to impose disadvantage on the attacker. Additionally on Dexterity saving throws that deal half on success and full damage on failures you instead take no damage on a success and half damage on a failure, though this may only be in effect once every turn, you may do so again during its cooldown as a spirit point. ( Always active after 7th level. )

Precise Movements

Starting at 7th level, you gain an advantage and are proficient in Perception checks while your stand is summoned, In addition, you can use your reaction to deflect or catch a missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your stands Dexterity modifier + your stand user level. If the damage is reduced to 0 then your Stand catches the missile. You can spend 1 spirit point to throw the missile back as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies. The missile is considered a ranged unarmed attack with a normal range of 30 feet and a long range of 60 feet. You may also spend 1 spirit point when doing an dexterity based skill check to gain advantage on said check.

Star Finger

Starting at 9th level, you may make a ranged attack by extending your Stand's fingers towards the target. The attack has a range of 30ft and deals 2d4 + your proficiency bonus piercing damage. The damage increases to 2d6 at 12th level, 2d8 at 15th level, and 2d10 at 18th level. You may spend 1 spirit point when you use Star Finger to have your attack stun the creature until the start of your next turn, afterwards the target cannot be stunned this way again for 1 round.

Yare Yare Daze

Starting at 11th level, while in Fists Of Fury, when using an extra attack granted by Exchange Blows, you may expend that stack when you land a hit, causing it to deal full critical damage, you may expend as many stacks as the extra attacks you hit, though once you use this feature, you cannot regain the stacks of exchange blows expended for 1d4 -1 ( Min 1 ) rounds.

Star Platinum

Starting at level 14, you may activate "Time Stop" as a full turn action. This “Time Stop” lasts for enough time for you to take a bonus action and move half your movement speed. You can extend the duration of this for 2 spirit points, allowing you to take a full turn and move your full speed. While time is frozen this way, you are unaffected by the force of gravity, this allows you to effectively use your movement speed as flight speed and hover while “Time Stop” is active. You can make an attack against creatures or interact with an object that is being held by a creature without breaking the "Time Stop" effect. If an object is thrown at an enemy, at the end of Time Stop, the enemy must succeed a DC 8 + your strength or dexterity modifier + your proficiency bonus Dexterity saving throw with a disadvantage for each attack, causing a objects to miss on a success; objects that hit will deal critical damage. You and your Stand's melee attacks are considered automatic criticals for the duration. If you use The World more than a number of times equal to your Constitution modifier in 1 minute, you gain a point of exhaustion, and once you have gained exhaustion this way you must go a full minute without activating The World to reset the use counter. At any point, you can spend 1 spirit point to reset your use counter. Starting at 17th level, The World always gives you a full turn. If you are subjected to a Time Stop effect caused by others, you may use your reaction to cast The World and have your turns with them. The rules of The World still apply to you. Using it this way does not count against your total uses nor does it give you exhaustion.

 

There’s only one reason why you lost DIO… There’s just one simple answer. You really pissed me off.

At 20th Level, Once Per Long rest, While Fists of Fury is active you may increase your rage further as a bonus action for 1 minute causing a number of effects. you gain resistance to all damage, your stand’s unarmed strikes act as if they have expertise, all attacks you make that land will automatically deal max damage, your speed is automatically doubled without the use of dash or time stop, and you cannot be blinded, deafened or incapacitated during the duration. You may keep this ability going after its time runs out, though for every turn you make with it still active after its duration runs out you will gain 1 stack of exhaustion though, stacks of exhaustion will not affect you until after it ends, with the exception of the 6th stack of exhaustion which will still kill you. When “There’s only one reason why you lost DIO…” ends, so does Fists of Fury, and neither abilities can be used again until the end of your next long rest.

The Star [Minor Stand Pact] Image

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