Base Class: Monk
Your powerful spirit manifests itself into a spectral extension of yourself known as a Stand!
Your Stand represents the depths of your soul. It may look like a Humanoid however you please, though it should represent some aspect of you in it's appearance. When you first acquire a Stand, you innately know the name of your power. Choose a musical reference to name your Stand for.
You may have gained your Stand from birth and it has only now manifested. Alternatively, you may have had a run in with the powerful Golden Arrow, or perhaps you were granted your Stand by a mysterious benefactor.
Level 3: Arms of the Stand
Starting at 3rd level, you have gained the ability to manifest a powerful Stand.
As a bonus action, you may expend 1 Focus Point to summon your Stand. When you do, each creature of your choice within 10 feet of you that you can see must succeed a Dexterity Saving Throw or take force damage equal to two rolls of your martial arts die.
For 10 minutes, your Stand stands beside or directly behind you. It vanishes early if you die or are incapacitated.
While your Stand is active, you gain the following benefits:
- Spectral Arms. You can use the Stand to make Unarmed Strikes independently of your regular arms regardless of what you are holding.
- Disconnected Attack. When you make an Unarmed Strike on your turn, the reach is 5ft greater than normal.
- Counter Attack!. If an attack would miss you while the Dodge action is active, you make an Unarmed Strike with the Stand against the attacker as a reaction if they are within range of your Unarmed Strike.
Level 3: Stand User Awareness
Stand Users are drawn to one another. This connection allows you to determine the presence of nearby magic.
You know the spell Detect Magic and you may cast it a number of times equal to your Proficiency Bonus. You regain expended uses at the end of a long rest. You may cast the spell any number of times as a ritual.
Level 6: Fury of the Stand
At 6th level your Stand's power grows and gains the following benefits:
- Stand Health. When you active your Stand, you gain a number of temporary Hit Points equal to your Monk level. Remaining temporary Hit Points vanish when you dismiss your stand.
- Extra Hands. When you use the damage option of your Unarmed Strike, you may also use the Grapple effect. While grappling a creature, you may still make attacks as normal with your Stand.
- Stand Strength. Your strength is connected to your spirit. You may use your Wisdom in place of your Strength checks and Strength saving throws.
Level 11: Stand Rush
Starting at 11th level, your Stand gains the following benefits:
- Ora Ora Ora!. Whenever you take the Attack action on your turn, you may expend 1 Focus Point to use your Flurry of Blows without expending a Bonus Action.
- Range UP!. The range of your Unarmed Strikes with your Stand active increases by an additional 5 feet.
- The next thing you're going to say... When you hit a creature with your Attack action, you may spend 2 Focus Points to maintain your roll for any additional attacks you make until the start of your next turn. You may choose to end this effect at any time.
Level 17: Za Warudo!!!
At level 17, your Stand gains mastery over time itself.
The World. As a reaction, you may freeze time for everyone but yourself if you have your Stand summoned and expend 8 Focus Points. The time stop lasts for 2 turns, which you take consecutively. During these turns, you may move and take actions like normal. Your attacks are guaranteed to hit, and deal critical damage. The effects of your actions do not occur until The World! ends, after which everything you did happens at once. This period of time is imperceptible to other creatures.
You may use this feature only once per long rest.







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