Base Class: Monk
Stand Manifestation
Starting when you choose this tradition at 3rd level, you gain the ability to manifest a Stand, an ethereal construct bound to you by Mechanite technology and arcane energy. The Stand is invisible to most creatures unless it is attacking or defending.
- Stand Form: The Stand is a spectral, humanoid-like entity unique to each monk, reflecting their inner spirit combined with Mechanite design. It can move up to 30 feet away from you, and shares your senses and proficiencies.
- Stand Stats: The Stand has hit points equal to twice your monk level and an AC of 10 + your Wisdom modifier. It uses your saving throw modifiers for all saves.
- Stand Attacks: When you take the Attack action, you may have your Stand deliver the attacks, using your Martial Arts die for damage. You may also use your Stand to make an unarmed strike as a bonus action.
Stand Techniques
At 3rd level, you learn to channel your ki through your Stand, allowing it to perform incredible feats. You gain access to the following Stand Techniques, fueled by your ki points:
- Stand Burst (1 ki point): As a bonus action, your Stand delivers a flurry of strikes. You can make two additional unarmed strikes with your Stand, dealing damage as your Martial Arts die.
- Stand Guard (1 ki point): When a creature within 30 feet of your Stand attacks you or an ally, you can use your reaction to make your Stand impose disadvantage on the attack roll.
- Stand Rush (2 ki points): As an action, you can send your Stand into a flurry of rapid strikes. You make four unarmed strikes with your Stand, each dealing damage as your Martial Arts die.
Stand Projection
At 6th level, your connection to your Stand deepens, allowing it to interact more effectively with the world around it.
- Stand Extension: You can project your Stand up to 60 feet away from you. You can see and hear through your Stand as if you were in its space. Additionally, when making unarmed strikes with your Stand, its reach extends by 10 feet.
- Stand Defense (2 ki points): As a reaction when an enemy attacks a creature within 30 feet of your Stand, you can make your Stand intervene, giving the target of the attack a +2 bonus to their AC until the end of the attacker's turn.
Stand Overdrive
At 11th level, you unlock the ability to push your Stand beyond its normal capabilities. You can empower your Stand for a short period, allowing it to perform amazing feats.
- Overdrive Assault (3 ki points): As an action, your Stand performs a devastating barrage of attacks. You can make five unarmed strikes, each using your Martial Arts die for damage. Additionally, the target must make a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be knocked prone.
- Stand Sync (3 ki points): You and your Stand temporarily merge. For 1 minute, your Stand’s AC increases by 2, and whenever you or your Stand take damage, you can use your reaction to halve the damage.
Stand Mastery
At 17th level, you have achieved full mastery over your Stand, unlocking its true potential.
- Stand Reality Break (4 ki points): Your Stand gains the ability to temporarily distort reality around it. As an action, choose a point within 60 feet of your Stand. For 1 minute, a 10-foot radius sphere around that point becomes a zone of distorted reality. In this zone, you and your Stand can move without provoking opportunity attacks, and attacks against you and your Stand have disadvantage.
- Stand Evolution: Your Stand gains resistance to all damage except force damage, and it gains an additional bonus to attack and damage rolls equal to your Wisdom modifier.
Stand Manifestation
Starting when you choose this tradition at 3rd level, you gain the ability to manifest a Stand, an ethereal construct bound to you by Mechanite technology and arcane energy. The Stand is invisible to most creatures unless it is attacking or defending.
- Stand Form: The Stand is a spectral, humanoid-like entity unique to each monk, reflecting their inner spirit combined with Mechanite design. It can move up to 30 feet away from you, and shares your senses and proficiencies.
- Stand Stats: The Stand has hit points equal to twice your monk level and an AC of 10 + your Wisdom modifier. It uses your saving throw modifiers for all saves.
- Stand Attacks: When you take the Attack action, you may have your Stand deliver the attacks, using your Martial Arts die for damage. You may also use your Stand to make an unarmed strike as a bonus action.
Stand Techniques
At 3rd level, you learn to channel your ki through your Stand, allowing it to perform incredible feats. You gain access to the following Stand Techniques, fueled by your ki points:
- Stand Burst (1 ki point): As a bonus action, your Stand delivers a flurry of strikes. You can make two additional unarmed strikes with your Stand, dealing damage as your Martial Arts die.
- Stand Guard (1 ki point): When a creature within 30 feet of your Stand attacks you or an ally, you can use your reaction to make your Stand impose disadvantage on the attack roll.
- Stand Rush (2 ki points): As an action, you can send your Stand into a flurry of rapid strikes. You make four unarmed strikes with your Stand, each dealing damage as your Martial Arts die.
Stand Projection
At 6th level, your connection to your Stand deepens, allowing it to interact more effectively with the world around it.
- Stand Extension: You can project your Stand up to 60 feet away from you. You can see and hear through your Stand as if you were in its space. Additionally, when making unarmed strikes with your Stand, its reach extends by 10 feet.
- Stand Defense (2 ki points): As a reaction when an enemy attacks a creature within 30 feet of your Stand, you can make your Stand intervene, giving the target of the attack a +2 bonus to their AC until the end of the attacker's turn.
Stand Overdrive
At 11th level, you unlock the ability to push your Stand beyond its normal capabilities. You can empower your Stand for a short period, allowing it to perform amazing feats.
- Overdrive Assault (3 ki points): As an action, your Stand performs a devastating barrage of attacks. You can make five unarmed strikes, each using your Martial Arts die for damage. Additionally, the target must make a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be knocked prone.
- Stand Sync (3 ki points): You and your Stand temporarily merge. For 1 minute, your Stand’s AC increases by 2, and whenever you or your Stand take damage, you can use your reaction to halve the damage.
Stand Mastery
At 17th level, you have achieved full mastery over your Stand, unlocking its true potential.
- Stand Reality Break (4 ki points): Your Stand gains the ability to temporarily distort reality around it. As an action, choose a point within 60 feet of your Stand. For 1 minute, a 10-foot radius sphere around that point becomes a zone of distorted reality. In this zone, you and your Stand can move without provoking opportunity attacks, and attacks against you and your Stand have disadvantage.
- Stand Evolution: Your Stand gains resistance to all damage except force damage, and it gains an additional bonus to attack and damage rolls equal to your Wisdom modifier.







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