Base Class: Monk
Through intense willpower you have developed a manifestation of your fighting spirit known as a stand. A stand is a special ability unique to every Stand User.
Stand
Starting when you take this monastic tradition at 3rd level you develop a stand. You can choose any appearance and name for your stand. Your stand uses your ability scores, Ac and movement speed.
You can forgo your action, bonus action, and/or reaction and instead your stand takes them and can do anything you can do with it or it can us one of its own abilities. When you attacked or in the area of effect of an attack you can choose whether you or your stand is the one attacked as long as your stand is within 10ft. You take any damage your stand takes and your stand is affected by any effect such as charmed or exhaustion that you are.
You can choose your stands stats, ranking them from A to F. You gain 3 stand points to increase your stand stats above rank C and you can gain additional stand points by lowering a Stat bellow rank C you gain 1 stand point per rank lowered. One rank up =1 Stand point. You gain 1 additional stand point at 8th level.
Power: for every rank above C your Stand has a +1 bonus to damage rolls. For every rank bellow C your Stand has a - 1 bonus to damage rolls.
Speed: Your stand's movement speed increases by 5ft for every rank above C and if your stand has speed rank A your stand gains an additional unarmed strike when it use it's flurry of blows. Your stand's movement speed decreases by 5ft for every rank below C and if your stand has speed rank F you lose the ability to use flurry of blows.
Precision:for every rank above C your Stand has a +1 bonus to attack rolls. For every rank bellow C your Stand has a - 1 bonus to attack rolls.
Range: your stands range determines how far from you your stand can go, F= Touch D= 5ft C= 10ft B= 20ft A=50ft
Durability:for every rank above C your Stand has a +1 bonus to its ac. For every rank bellow C your Stand has a - 1 bonus to its ac.
Developmental potential: when you gain additional stand points at 8th level and when you get the requiem class feature you loose a rank in this stat and gain 2 stand points that can't be used to increase this Stat but are otherwise normal. If your stand has Developmental potential rank A it looses 2 ranks when you gain additional stand points by level up and gain 4 stand points that can't be used to increase this Stat but are otherwise normal. If f your stand has Developmental potential rank F it doesn't loose a rank.
Stand ability
At 6th level your stand gains a unique ability. Choose one of the following abilities. Some of these abilities allow your stand to cast spells wisdom is your spellcasting ability.
Mending: you learn the mending cantrip and can spend 3 ki points to have your stand cast shatter. At 11th level you can spend 2 ki points to have your stand cast cure wounds. You can spend up to 2 additional ki points to raise the spell level by one per ki point.
Stong: you gain proficiency in the athletics skill if you don't already have it and gain +1 to the attack and damage rolls of your stands strength based attacks. At 11th level this become +2.
Hunter: You gain proficiency in the perception skill if you don't already have it and you can spend 2 ki points to cast hunters mark. At 11th level you can spend 4 ki points to have your stand cast locate creature.
Flame: your stand gains resistance to fire damage and you can spend 2 ki points to have your stand cast burning hands. You can spend an additional ki point to cast it as a 2nd level spell. At 11th level you can spend 4 ki points to have your stand cast fireball.
Water:You and your stand gain a swimming speed equal to your walking speed and you can spend 2ki points to have your stand cast grease. At 11th level you can spend 4 ki points have your stand cast wall of water.
Ice: Your stand gains resistance to cold damage and you can spend 2ki points to have your stand cast ice knife. You can spend an additional ki point to cast it as a 2nd level spell. At 11th level you can spend 4 ki points to have your stand cast sleet storm.
Electricity: Your stand gains resistance to lighting damage and you can spend 2 ki points to have your stand make a ranged spell attack targeting one creature within 40ft and dealing 4d6 lightning damage. At 11th level you can spend 4 ki points to have your stand cast lightning bolt.
Earth: Your stand gains resistance to bludgeoning, piercing and slashing damage from nonmagical attacks, your stand gains a burrowing speed equal to your walking speed and you know the mold earth cantrip. At 11th level you can spend 4 ki points to cast erupting earth.
Wind: You learn the gust cantrip and you can spend 2 ki points to cast jump. At 11th level you can spend 4 ki points to have your stand cast fly on either you or itself and you can subtract 50ft from the fall damage if the spell ends and your are still in the air.
Poison: Your stand gains resistance to poison damage and once per turn if your stand hits a creature with a melee attack it deals an extra D6 poison damage and the target is poisoned for 1 minute. At 11th level the extra damage becomes 3d6 poison damage.
Acid: Your stand gains resistance to acid damage and you can spend 3 ki points to have it cast acid arrow. At 11th level your stand can corrode objects it can corrode 1ft of wood in 30 seconds, stone in 1 minute and metal in 3 minutes. If this is used on a creature it takes 1d8 acid damage every turn for an amount of turns equal your wisdom modifier.
Death: You gain resistance to necrotic damage and you cans spend 2 ki points to have your stand cast inflict wounds. At 11th level you can spend 4 ki points to have your stand cast animate dead.
Teleportation: Your stand can cast misty step at will and you teleport to an unoccupied space within 5ft of your stand if there is no unoccupied space within 5ft of where your stand teleport it can't cast misty step. At 11th level you can spend 3 ki points to have your stand cast thunder step using the same rules as for misty step.
Psychic: You and your stand gain resistance to psychic damage and you can communicate telepathicly with any creature within your stands range. At 11th level you can spend 4 ki points to have your stand cast psionic blast.
Custom: Choose either a skill proficiency or a cantrip for you and your stand to gain and a 1st level spell that you can spend 2 ki points to have your stand cast. At 11th level choose a 3rd level spell that you can spend 4 ki points for your stand to cast.
Stand ability
You get another stand ability as shown in the stand ability you chose.
Requiem
Your stand has evolved and grown immensely in power this transformation is known as requium. You gain two stand points that you can use to increase your stands stats.
You can also choose one of the following requium abilities.
Time stop: you can spend 8 ki points to have your stand cast time stop.
Super barage: when your stand uses flurry of blows it gains an extra 2 unarmed strikes.
Full counter: If you are attacked and your stand is within 10ft of you you can use your reaction and 5 ki points to have yore stand deflect the attack dealing half of the damage back to the attacker.
Ultimate freeze: You can spend 7 ki points and an action to have your stand paralys every creature within a 30ft sphere of your stand if they fail a strength saving throw for 5 turns.
Soul swap: Spend 4 ki points and your action to choose 2 creatures within your stands range. The 2 creatures must make a wisdom saving throw on a successful save the two creatures take 3d8 psychic damage and on a failed save the creatures swap bodies as well as take 3d8 psychic damage.
Reverse: When you drop to zero hit points but do not die you can spend 8 ki points to hhave your stand return you to max HP.







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Posted Aug 4, 2022When I added this to my monk and tried to select a stand it just says "-Choose an option-" and no options appear.
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Posted Sep 21, 2020Wunderba class my dude. it does say "Stong" at the top of the page tho