Stand User Alignment: The World
Stand of Durability
The World Alignment Stand has high strength and high constitution. Your Stand's strength is equal to your strength + your charisma modifier + 3, and your Constitution can go up to 24 . The rest of your Stand's dexterity, 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 strength modifier + your charisma modifier. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls.
Bloodlust
At 3rd level, you can enter Bloodlust by spending 1 spirit point as your bonus action. This effect persists for the duration of the battle and 1 hr after it, refreshing itself upon rolling for initiative again or when you detect a new hostile creature. Upon activating Bloodlust, you gain temporary hit points equal to your Stand user level times your character's constitution modifier. While in Bloodlust, your battle focus damage mitigation is doubled and you ignore any mental effects that prevent you from attacking creatures that are hostile to you or your allies. When your stand makes a successful hit, the target takes 2d6 + your proficiency bonus bludgeoning damage from your stand's fists (the damage die increases to 2d8 at level 8, 2d10 at level 12 and 4d6 at level 18). Bloodlust ends early if you are knocked unconscious. You can also end your Bloodlust on your turn as a bonus action. Battle focus damage mitigations during Bloodlust is tripled at level 9 and quadrupled at level 14. Furthermore, your movement speed cannot be reduced by any means unless you are restrained or unconscious, and you are unaffected by anything that would normally increase the amount of movement required to traverse an area, such as difficult terrain. At 6th level, while you are in Bloodlust, you are unable to fall asleep or become unconscious.
MUDA
While in Bloodlust, when you are targeted by an attack from a hostile creature, you can use your reaction to stop time, evade their attack, make an attack against them if they are within range of you, and then resume time. If the attacker is not within reach, then you can move towards them up to your movement speed while time is stopped, effectively causing the projectile to miss you; you may interact with the projectile, such as taking it while time is stopped, but you cannot make an attack for that reaction if you do. This does not provoke opportunity attacks. Your and your stand's attacks during stopped time will always hit, but roll to determine whether or not it becomes a critical hit. You may spend 1 spirit point to prolong the effects of time stop and move behind the creature that targeted you to attack them, provided that there is a clear path to them. If the area behind them cannot be accessed, then select an area around them. If that is also not possible, then you cannot spend the spirit point. If you move behind a creature for your reaction but chose not to attack, they will become unaware of your current location and must spend an action to look for you, unless they can naturally detect creatures behind them.
IT WAS ME
Starting at level 5, when an ally is targeted by an attack, as a reaction you may stop time and move at double your movement speed towards the enemy that attacked your ally, preventing their attack from successfully hitting by using your own attack against them, and then resume time. Your and your stand's attacks during stopped time will always hit. This movement does not provoke opportunity attacks. Upon hit, the target takes an extra 1d6 of damage. The damage increases at level 8 (2d6), level 11 (3d6) and level 14 (5d6). That creature's attack rolls are then made with a disadvantage for the rest of the turn. You may spend 1 spirit point to attack again and knock them 10 ft away. They must then succeed a DEX saving throw against a DC of 8 + your charisma modifier + your proficiency bonus to prevent becoming prone.
WRYYYYY
Starting at level 7, while in Bloodlust, you gain an AC bonus equal to the amount of Exchange Blows stacks you have and creatures who make attack rolls made against you cannot be made with an advantage if you are aware of their presence. You may spend 1 spirit point as a bonus action to immediately gain the maximum amount of Exchange Blows stacks or, if you already have the maximum amount of stacks, you may spend 1 spirit point as a bonus action to cause your successful hits to become critical hits until the start of your next turn; you may spend 1 additional spirit point during that bonus action to cause all of your attacks to always successfully hit as well. At 11th level, successful attacks against a creature with less than 10% of its maximum hit points remaining causes them to be incapacitated until the end of their next turn.
I REJECT MY HUMANITY
Starting at level 9, you have begun to completely embrace your power. You will now take half damage, rounded down, from all non-magical attacks and heal 2d6 + your Stand User level at the start of each of your turns; this only works if you have at least 1 hit point remaining and you are not at maximum hit points. When you have been brought down to 0 hit points, you may spend 1 spirit point to survive with 1 hit point and continue fighting. If you would be killed by the hit, then you are forced to spend 2 spirit points to quickly regenerate and be brought back up to 2d6 + your Stand User level hit points or 1 spirit point to instead survive with 1 hit point remaining, but this ordeal renders you incapacitated for 1 turn. If you have at least 1 hit point, you may spend 1 spirit point to recover half of your maximum hit points or 2 spirit points to fully recover all your hit points as an action.If you lost any limbs or body parts, but they are still intact and within reach, you can spend 1 spirit point as a free action to reattach it. At 11th level, you may have your grapples freeze creatures to their very core, making them suffer the paralyzed condition; you can release your grapple and they would still be frozen, causing them to fall over and become prone. The frozen condition on them will last for as long as you are grappling them or 1 hr if you release your grapple, but they will break out if they been hit by a damaging attack/spell; if they had less than 10% of their maximum hit points when they broke out of the ice, they shatter into pieces and are instantly killed. At 13th level, you are able to make a ranged attack by firing high pressure liquid from your eyes at a creature within 60 ft as an action, dealing 3d6 + your proficiency bonus piercing damage that cannot be reduced (5d6 at 17th level); this attack will always hit what you are looking at, but if used beyond that range, the creature can make a DEX saving throw against a DC of 10 + your proficiency bonus, taking half damage on success. At 15th level, you also take half damage from all magical attacks and spells. At 17th level, you may choose whether or not you wish to be affected by a non-damaging spell.
Blood Drain
Beginning at 11th Level, while in Bloodlust, as a bonus action you can cause your attacks to tap into the life essence of your enemies. When you do so, you gain the Blood Drain effect, causing your and your stand's melee attacks to heal you an amount of hit points equal to the damage dealt. This effect lasts for as long as Bloodlust remains active. When you reduce a creature's hit points to 0 while under the effects of Blood Drain, that creature will then be raised as an undead under your control when it dies after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to undead, they gain dark vision for 60ft (unless they had better), gain Undead Fortitude as a feature, and Blood Drain as a permanently active feature. These minions will always stay under your control until they die and control over your minions cannot be taken from you. As an action, you may spend 1 spirit point to completely absorb the life essence of a willing creature, an unconscious creature, or a creature under your control. This will give you the same benefits of a long rest, fulfills your daily requirement of food and water, and instantly kill them, but does not restore the spirit point(s) used to drain them. If their type was undead, then absorbing their corpses will cause them to shrivel up and disintegrate, unable to be raised without True Resurrection or a Wish spell. Alternatively, you may use your whole turn to spend 1 spirit point on a corpse to raise them up immediately in the same manner, as if you had just killed them with Blood Drain; these corpses will regenerate any lost limbs or body parts.
ZA WARUDO
Starting at level 14, you may activate "Time Stop", it lasts for 2 rounds and it requires the full turn to activate. During Time Stop, extra actions are still extra actions and movement speed is automatically doubled without the use of dash. 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 Dex saving throw of 15 + your CHA modifier + your proficiency bonus with a disadvantage for each attack, taking half damage (rounded down) upon success; attacks that hit will deal critical damage. Your and your stand's attacks are considered automatic criticals for the duration. At level 17 it lasts for 3 rounds, and lasts 4 rounds at level 20. You can use this without gaining a stack of exhaustion the same number of times as your proficiency bonus, regaining all uses after a long rest. Attempting to use ZA WARUDO with no uses remaining will still activate the effect, but will result in 1 stack of exhaustion at the end of your turn. Expending 1 spirit point will double the duration of ZA WARUDO; you can only double the duration on the moment you cast it and only if you do not have any stacks of exhaustion.
If you are subjected to a Time Stop effect caused by others, you may use your reaction to cast ZA WARUDO and have your turns with them. The rules of ZA WARUDO still apply to you. Using it this way does not count against your total uses nor does it give you exhaustion.
Heaven Ascension
Starting at level 20, you have ascended and gained the power to alter reality itself, granting you the title of Heaven Ascension. You may now use The World Over Heaven once a day. You can activate it by spending 1 spirit point with your bonus action. For 1 minute, The World Over Heaven allows you to change reality itself into anything you want by touching it with either your or your stand's fists. It also grants you all the benefits of the Wish spell, being able to freely use it as an action, bonus action, and as a reaction. You cannot be prevented from using it from spells such as Antimagic Field. The voice component is not required to cast this. You must make physical contact with whatever you wish to affect, but you do not suffer any of the limitations nor penalties of using Wish (Talk to DM about the result you wish for). When you make physical contact with it, the change you want to happen will happen instantaneously, taking place even if its not your turn. These changes are permanent and can only be changed/reversed with this feature. You can spend 1 spirit point to increase the duration by 1 more minute as a bonus action; you may spend more than 1 spirit point in this manner. Furthermore, there is no limit to how many times you can double the duration of ZA wARUDO nor are you limited to using it based on your proficiency bonus. If you are not in combat, using ZA WARUDO causes it to have double duration without spending 1 spirit point; further increases in duration requires a spirit point. During The World Over Heaven, you may activate ZA WARUDO as a free action and ZA WARUDO will not use its duration until after The World Over Heaven ends. As a result of attaining this level of power, you also become immune to the effects of Wish from anyone other than your own usage of this feature.
Notes: Has to be on your person
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