Fighter
Base Class: Fighter

A Stand is an entity psychically generated by its owner, referred to as a Stand user. It generally presents itself as a figure hovering over or near the user and possesses abilities beyond that of an ordinary human, which, depending on the Stand User, can be wielded for good or evil. Stands can only be attacked by spells or other stands additionally any damage done to the stand is done to its user and vice versa. Powerful melee stands have a range of 2-6 meters with the more power a stand having the less range it has. 

Awakened stand

At 3rd level if you have at-least 16 wisdom then your stand will awaken. Deaths insight is a melee stand that relies on punching or using melee weapons this can be determined by the stand user. It’s range can be anywhere from 6-12 feet (this will be determined by the dm). If the stand moves beyond its range then it will no longer be able to do damage but it can still interact with the world. If the stand is in range then the user can call it back by using a bonus action.

Health insight

health insight allows the stand to use its bonus action to reveal the health of everything around him (with a dc 16 wisdom check) but only the stand user knows this information. While not in combat the stand can use this ability to find out the health of others (with a dc 14 wisdom check) this takes several minutes.

Stands precision

You become faster and more precise with your attacks. Add 5 to your fist of death attack roll.

Deaths perception

Your stand is keen at perceiving death and finding creatures that are dead. If your stand is active then you can sense any undead and any necromancy spells being cast within 60 ft you also gain resistance to necrotic damage and cannot be turned into an undead creature such as a zombie or skeleton.

Deaths Insight Requiem

After vigorous training your stand has been chosen by the requiem arrow to be it's champion. Deaths Insight Requiem ability is to overpower death itself for a short moment. Once the stand user fails their death saving throws the stand goes berserk and can make 1-2 more actions (dms choice). During these actions the stand can use it's bonus action, reaction, and make all of its attacks. Once the action is over the stand fades back into the stand user. If the stand user is revived this ability can not be used again for another week.

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