Base Class: Monk
The Soul’s Echo: The Stand
Only a rare few in this world possess a power truly bizarre. It is the ability to manifest one’s personality, raw strength, and survival instinct as a metaphysical entity—a projection of the soul itself. These guardians are known as Stands, and those who wield them are Stand Users.
A Stand is a contradiction of nature: it can strike faster than the most disciplined monk, move with more precision than the legendary archers of old, and unleash a fury that dwarfs the mightiest paladin. They are the ultimate expression of the user’s spirit.
Your awakening into this strange world came from one of two paths:
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The Path of Will: Your desire to exist was so profound that your soul shattered its physical limits, manifesting your Stand through sheer, unyielding willpower.
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The Path of Fate: You were pierced by a Stand Arrow—a relic of ancient, extraterrestrial origin. It is a judge of souls that grants god-like power to the worthy, while claiming the lives of those whose spirits are too weak to endure its trial.
Regardless of how you arrived here, you are now a Stand User. You have stepped out of the ordinary and into a world of bizarre properties and terrifying potential. Your soul is no longer just a feeling—it is a weapon.
Here is the final summary of your three Stands in a cohesive English narrative, focusing on the core powers of Bombs, Healing, and Time Manipulation:
The Quartet of Power
Your existence as a Stand User is defined by fundamental forces, each bending reality in its own distinct way.
First is Killer Queen, the manifestation of silent destruction. Its essence is inextricably linked to the creation and detonation of Bombs. This Stand transforms anything it touches into a highly explosive tool, turning matter into ash within seconds. Whether through a strategically placed trap or a massive concussive shockwave, Killer Queen ensures that obstacles and enemies alike are erased from existence, always maintaining absolute control over the precise moment of the blast.
In total contrast stands Diamond, the personified power of Healing and reconstruction. While other Stands only bring about an end, Diamond possesses the rare gift of reversing decay. With supernatural precision, it mends what is broken—be it the shattered steel of a weapon or the grievous wounds of your allies. It is the steadfast protector, restoring the world around it to its ideal state and reshaping the battlefield to bring order to the chaos of combat.
Then there is The World, the ultimate symbol of superiority. Its power reaches deeper than flesh or matter, for it possesses the god-like ability to Manipulate Time. The World breaks the laws of causality by halting the flow of the universe for everyone but yourself. In these frozen moments, you are the sole actor in a motionless world, capable of determining the outcome of any encounter before your enemies even realize that time has stopped. It is the ultimate trump card, deciding every battle through total dominion over the moment.
Yet, beyond the physical realm lies Stargazer, the conduit of the Arcane. Unlike its kin, it does not rely solely on brute force but taps into the primordial Weave of magic itself. This Stand acts as a living bridge between the martial and the mystical, channeling raw energy into devastating spells and protective wards. Whether unleashing a torrent of force missiles or bending the laws of physics to shield its user, Stargazer represents absolute versatility. It turns the battlefield into a canvas where reality is rewritten by your will, proving that true power lies not just in the fist, but in the mind.
Manifested Stand
You have gained profound knowledge of your Stand's existence, learning to command it as a powerful extension of your own soul.
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Manifestation: On your turn, you can use a Bonus Action to manifest your Stand or retract it into your body. Retracing ends all shared status conditions that was (effect musst been applied on the Stand. Effects stay wenn there was applied on you) on both you and the Stand immediately (e.g., you both break free from being Restrained).
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Dual Existence: While manifested, your Stand acts as a separate entity. It shares your Ability Scores, Armor Class (AC), and Hit Points. However, your souls are linked: all damage your Stand takes is transferred to you.
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Shared Conditions: You and your Stand share a spiritual bond. Any status conditions (such as Restrained, Stunned, Grappled, or Paralyzed) affecting one of you are immediately applied to both.
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Damage-over-Time Exception: Conditions that cause recurring damage (such as Poisoned or On Fire) are not shared; they only affect the target that was hit.
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Movement & Range: You and your Stand share your total Movement speed (split between you). Your Stand must remain within a 30-foot radius of you. If you move beyond this range, the Stand is pulled along the shortest path to stay within reach. If you teleport, the Stand immediately retracts into your body.
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Action Economy: While your Stand is manifested, it performs all actions, bonus actions, and reactions on your behalf. If you fall to 0 Hit Points, your Stand instantly vanishes.
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Physical Strain (Stand Mimicry): Fighting without fully manifesting your Stand is physically taxing. For every round beyond the first where your Stand is not out, you suffer a cumulative penalty to your attack rolls. (Round 2: Subtract 1d4, Round 3: Subtract 2d4, Round 4: Subtract 3d4, and so on.)
Roleplaying your Stand
When your Stand is active, you should play as if you are the "Mastermind." You stay back, avoiding the fray, while your Stand does the heavy lifting. You can re-flavor (not change) your Monk class features to match your Stand’s unique theme. For Example:
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Slow Fall: Instead of just being agile, your Stand (e.g., The World) briefly slows time around you, allowing you to drift gently to the ground.
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Unarmored Defense/Evasion: It’s not just luck; your Stand perceives attacks in the future or moves with superhuman speed to deflect blows before they even land.
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Deflect Missiles: Your Stand catches the arrow or bullet out of the air with its own hands before it can touch you.
Stand Power!
At 3rd level, you've gained enough knowledge of your Stand to use it's bizarre abilities. These abilities are unique to each Stand User, but in every case, they provide a large advantage to the user. Choose the power your Stand has.
Diamond
Your healing is not a magical blessing; it is a violent, physical reconstruction of matter through the Stand's strikes.
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Healing Touch: As an action, you can touch a creature or object with your Stand. You spend Ki Points (up to a maximum equal to your Wisdom modifier) to heal the target. For each Ki Point spent, the target regains 1d8 + your Wisdom modifier hit points.
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Object Repair: You can use your Healing Touch to instantly repair broken, non-magical objects (such as a shattered sword, a broken door, or a torn document), provided all the pieces are within your reach.
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The Law of Diamond: Your Stand’s power is an external projection of your own life force. Therefore, you can never heal yourself or regain hit points using your own Stand abilities.
Killer Queen
As an action, you can make a melee spell attack to touch a creature or object, marking it as a "bomb." You can only have one target marked at a time.
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Detonation: On the same turn (as a Bonus Action) or any subsequent turn (as an Action), you can spend 1 Ki Point to detonate the mark.
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Force Damage (Main Target): The target must make a Constitution Saving Throw against your Ki Save DC. On a failure, it takes 1d6 Force damage per two levels you possess (rounded up) + your Wisdom modifier. On a success, it takes half damage.
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Fire Damage (Area): Every creature within a 10-foot radius of the target (excluding you and your Stand) must make a Dexterity Saving Throw. On a failure, they take 1d4 Fire damage per two levels you possess. On a success, they take no damage.
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Erasure: If a creature is reduced to 0 Hit Points by the Force damage, its body is completely disintegrated, leaving no trace behind.
Stargazer
Arcane Pact (Spellcasting) You gain the ability to cast spells through your Stand.
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Cantrips: You learn Mage Hand (the hand of your Stand) and one other Cantrip from the Wizard spell list.
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Spells Known: You select 1 spells of 1st-level from the Wizard spell list.
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Spellcasting Ability: Wisdom is your spellcasting ability for these spells.
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Origin: When you cast a spell, it originates from your Stand’s position, not yours.
Casting and Upcasting with Ki You do not use spell slots. Instead, you spend Ki points to cast your known spells.
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Base Cost: Casting a spell costs Ki points equal to the Spell Level + 1 (e.g., a 1st-level spell costs 2 Ki). Casting are Cantrip cost 1 Ki Point.
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Upcasting: You can spend additional Ki points to increase the level of the spell. (Also Cantrips)
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Ki Limit: The maximum number of Ki points you can spend on a single spell (including its base cost and upcasting) is equal to your Proficiency Bonus.
Example: At Level 5, your Proficiency Bonus is +3. You can spend 3 Ki points to cast "Magic Missile" at 2nd Level (2 Ki base + 1 Ki upcast).
| Monk Level | Max Spell Level | Max Ki per Spell | Spells Known (Total) |
| 3rd | 1st | 2 | 3 |
| 5th | 2nd | 3 | 3 |
| 6th | 2nd | 3 | 3-5 |
| 9th | 3rd | 4 | 3-5 |
| 11th | 3rd | 4 | 5-7 |
| 13th | 4th | 5 | 5-7 |
| 17th | 5th | 6 | 6-9 |
The World
As an bonus action, you may cast Time Stop, for only 2 rounds (The Round you cast it and the next round). You can extend the duration by taking one level of exhaustion per additional round. During this time, any thrown weapons or projectiles stop shortly after being thrown or shot, and as an action, you may throw or shoot 3 thrown weapons or projectiles in quick succession. All the thrown weapons/ projectiles deal their damage once time resumes. You can stop time an amount per Long Rest that is equal to your Wisdom modifier, and you must wait at least 1 minute between each usage.
More Standpower or Exchange Blows
Starting at Level 6, your bond with your Stand deepens, you can choose to either refine its spiritual potency or master the art of the Exchange Blows alongside your spirit.
Diamond: Unbreakable Resolve
Your Stand becomes a bastion of restoration and defense, harder to break than diamond itself.
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Reinforced Restoration: When you use your Stand to heal a creature, that creature also gains Temporary Hit Points equal to your Monk Level.
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Diamond Skin: While your Stand is active, you (The Stand User, not the Stand) gets resistant to all incoming Bludgeoning, Piercing, and Slashing damage.
Exchange Blows
At 6th level, when a Stand User is damaged by a hostile creature, you make a DC 10 constitution check to see if you can gain 1 stack of Exchange Blows. When you loss the constitution check, you Loss 1 Stack of Exchange Blows. You can´t get negativ Stacks. For every stack of exchange blows you have, the Constitution check gets by +2 harder. Also your Stand (Not You) gains +2 to hit, +1 on damage and +1 AC (to max of 25AC) for every Stack. You can only have up to your proficiency bonus amount of stacks. All stacks are removed once you can no longer fight any hostile creatures.
Killer Queen: Catastrophic Detonation
Your bombs are no longer mere explosions; they are absolute destruction that cannot be easily evaded.
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Potent DC: Your Ki Save DC increases by +2 for all your Stand abilities.
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Stable Destruction: Whenever you roll damage for your Stand’s abilities (e.g., explosions or fire), you can reroll any 1s or 2s. You must use the new roll.
Stargazer: Evolved Arcana
Your connection to your Avatar deepens, allowing for more complex magic.
1. Expanded Knowledge: You choose two more spells from the Wizard spell list. These going to be one 1st and on 2nd-level spell. (Note: With a Proficiency Bonus of +3 at this level, your Ki Limit is 3, allowing you to cast 2nd-level spells).
2. Magic Strikes: While your Stand is active, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. (Can by changed by other feats)
The World: Chronos Precision
Your Stand moves faster than time itself, striking vital points with terrifying accuracy.
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Improved Critical: Your Stand’s unarmed strikes now score a critical hit on a roll of 19 or 20.
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Time Advantage: You gain Advantage on Initiative rolls. You can no longer be surprised while you are conscious.
Stand Power!!
The power of this ability increases when you reach 11th level.
Diamond!
have moved beyond healing simple flesh. You now control the molecular structure of your surroundings, allowing you to rewrite the battlefield.
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Matter Wall: As a Reaction when you or an ally within 15 feet is targeted by an attack, you can spend 1 Ki Point to cause the ground or a nearby wall to erupt into a protective barrier. The target gains Three-Quarters Cover (+5 to AC and Dexterity Saving Throws) against that attack. This barrier remains until the start of your next turn or until it takes damage equal to twice your Monk level.
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Molecular Anchor: As a Bonus Action when you hit a creature with a Stand attack, you can spend 2 Ki Points to fuse the target’s feet or body into the ground. The target must succeed on a Strength Saving Throw against your Ki Save DC or be Restrained. While the target is restrained this way, Diamond cannot move more than 5 feet away from the target, as it must focus on maintaining the molecular bond.
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Projected Restoration: Your Healing Touch ability now has a range of 30 feet. Diamond can imbue a small object (like a pebble or a coin) with restoration energy and flick it at an ally with perfect precision to heal them.
Killer Queen!
At 11th level, your Stand’s explosions are so precise and violent that they leave enemies broken and the battlefield empty.
1. Lethal Residue (The Explosion's Aftermath) Whenever you detonate your Primary Bomb, if the target fails its Saving Throw, the explosion triggers these additional effects:
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The Main Target: The creature marked by the bomb is Blinded until the end of your next turn.
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The Shockwave: All other creatures within the 10-foot radius of the explosion must succeed the Saving Throw (Ki Save DC) or be knocked Prone.
2. Silent Killer When you detonate a bomb, you can spend an extra 1 Ki Point to make the explosion completely silent and invisible to anyone beyond 10 feet.
Stargazer!
You have mastered the rhythm of weaving magic into your physical assault.
1. Master Spells: You choose two more spells from the Wizard spell list. These are One Cantrip and One 3rd-level Spell.
2. Spell-Weaving: When you use your Action to cast a spell using your Ki points, you can use your Bonus Action to make one unarmed strike.
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Alternatively, you can spend 1 Ki point to use Flurry of Blows as a Bonus Action after casting the spell.
The World!
Slow Time Starting at 11th level, you gain the ability to slow the flow of time. As a bonus action, you can create a 30-foot sphere of distorted time centered on yourself. This effect lasts for a number of rounds equal to your proficiency bonus. You have to hold consecration or the Slow Time effect disappears.
While within this sphere, time moves at half speed for everyone except you and one creature of your choice that you designate when you activate this ability. You and the chosen creature gain advantage on attack rolls, and any attacks made against you have disadvantage.
You can Slow Time an amount per Long Rest that is equal to your Wisdom modifier.
Stand Power!!!
The power of this ability increases when you reach 17th level.
Diamond!!
Your power of restoration is so swift it defies causality. You have become the master of form, capable of maintaining a perfect state of existence for those around you.
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As an Action, you can spend at least 5 Ki Points to emit a 30-foot radius aura of restorative energy centered on your Stand. This field lasts for 1 minute (requires Concentration). While the field is active, you gain the following benefits:
- Constant Reconstruction: Any ally that starts its turn within the aura immediately gains Temporary Hit Points equal to your spend Ki Points times 2 + Wisdom Modifier. (Cann´t Stack)
- Unyielding Form: Allies within the aura have Advantage on all Saving Throws against being Blinded, Deafened, Paralyzed, or Poisoned.
- Absolute Restoration: When the aura ends (either after 1 minute or if your concentration is broken), a final burst of energy heals every ally within the radius for 1d10 per spend Ki Points Hit Points.
- Note: As with all Diamond abilities, you do not benefit from the Temporary HP or the final healing of this field.
Killer Queen!!
At 17th level, your Stand’s destructive potential reaches its peak.
1. Explosive Fate (Reaction)
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Death Defiance: If you are reduced to 0 hit points, you instead drop to 1 hit point. This costs 3 Ki Point. You cannot use this if you are already at 1 hit point.
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Reactive Blast: When you use Death Defiance, you can spend 2 additional Ki Point as a reaction to trigger a localized explosion. The attacker must make a Dexterity Saving Throw against your Ki Save DC, taking your Primary Bomb damage on a failure (or half as much on a success).
2. Secondary Bomb: Sheer Heart Attack As an action, you spend 2 Ki Point to detach your Stand’s left hand, manifesting it as an independent Sub-Stand.
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Attributes: It is Tiny, has a walking speed of 15 ft., and has 4d10 + 5 Hit Points. Its AC is equal to your own. When its killed, the hand grows back.
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The Hunt: It automatically pursues the enemy with the highest current Hit Points within 60 ft.
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The Blast: Upon making contact with any enemy, it detonates as a Primary Bomb with a critical hit. It disappears and grows back.
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The Risk: While detached, your Stand’s left arm is missing. Damage dealt to Sheer Heart Attack does not hurt you, but any status effects or debuffs it suffers are immediately transferred to you.
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Recall: You can use a Bonus Action or Reaction to order it to return. It doubles its speed (30 ft.) while moving toward you. You can re-attach it as a free item interaction if it is within 5 feet.
Stargazer!! 4th and 2nd Level Spell
Your Stand reaches its ultimate potential, capable of bending reality.
1. Grand Arcanum: You choose powerful spells from the Wizard spell list. This can be one 4th and one 2nd or one 5th-level.
2. Soul Overcharge: If you wish to cast a spell but have run out of Ki points, you can fuel the spell with your life force. Once per Long Rest, you can cast one of your known spells at its highest possible level (limited by your Proficiency Bonus cap) without spending Ki. Instead, you take 1d10 Necrotic damage per level of the spell. This damage ignores resistance and immunity.
Stargazer!! 5th Level Spell
Your Avatar reaches its ultimate potential, capable of bending reality.
1. Grand Arcanum: You choose powerful spells from the Wizard spell list. This can be one 4th and one 2nd or one 5th-level.
2. Soul Overcharge: If you wish to cast a spell but have run out of Ki points, you can fuel the spell with your life force. Once per Long Rest, you can cast one of your known spells at its highest possible level without spending Ki. Instead, you take 1d10 Necrotic damage per level of the spell. This damage ignores resistance and immunity.
The World!!
"My Stand has no limits! I reject the current reality and demand a different outcome!"
At 17th level, you gain the ultimate authority over time. As a reaction, you can undo a single recent event by forcing a reroll of any die roll made within the last round (including your own last turn). Reality itself is forcibly reshaped to accommodate the new result. As a consequent, you get one level of exhaustion after using it.
This reaction can be interfered by the DM with a Legendary Action, Wish, Time Stop or a similar Spell but not by Counterspell.
You can use it one time before needing a Long Rest
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/21/2026 1:53:28 PM
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11
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1
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1.3
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Coming Soon
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