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TABLE OF CONTENTS

Stand Master

A man points at his foe, who is assaulted by blows from fists that appear from nowhere. Another simply lowers his head as a blade is stopped mid-swing by a gauntleted arm. These are Stand Masters.

Masters of the Soul

Not unlike monks, Stand Masters use a variant of Ki called Willpower Energy. Those who hone this power can eventually create powerful beings known as Stands from their own psyche and soul. These Stands defend their masters from danger, and can be commanded by their masters to fight on their behalf.

Standing Proud

Stand Masters are prideful; they think highly of their strength and dedication to controlling their Willpower energy as opposed to Monks who throw aside their pride. This pride allows them to stand up to any foe, almost requiring it lest their pride be damaged. This willpower and pride is also what gives a Stand its power. The more prideful and willful a Stand Master is, the stronger their Stand.

Troublemaking Powerhouses

Stand Masters are often either drawn into or get themselves into trouble. Thankfully, their stands tend to get them out of it just as well. A Stand Master seeks to become stronger and fight more powerful opponents as a result, and so they are not afraid to pick a fight in most cases.


PART I - Introduction

  Stand Master Class Table
Level Proficiency Bonus Unarmed Damage Die Features Willpower
1st +2 1d4 Diamond is Unbreakable ---
2nd +2 1d4 Willpower Points 2
3rd +2 1d4 Stand Power 3
4th +2 1d4 Ability Score Improvement 4
5th +3 1d6 Extra Attack 5
6th +3 1d6 Stand Power Feature, Stand Master's Endurance 6
7th +3 1d6 Denting Blows 7
8th +3 1d6 Ability Score Improvement 8
9th +4 1d6 Stand Proud 9
10th +4 1d6 Long Travels 10
11th +4 1d8 Stand Power Feature 11
12th +4 1d8 Ability Score Improvement 12
13th +5 1d8 Bloody Stream 13
14th +5 1d8 Yare Yare Daze... 14
15th +5 1d8 Stardust Crusader 15
16th +5 1d8 Ability Score Improvement 15
17th +6 1d10 Stand Power Feature 17
18th +6 1d10 Battle Tendency 18
19th +6 1d10 Phantom Blood 19
20th +6 1d10 Pure Willpower 20

PART I - Class Table

Creating a Stand Master

As you create your Stand Master, keep in mind your character's motivations. What gives them pride? What reinforces their will? What does their Stand, when they eventually receive it, look like?

Many Stand Masters travel in groups, so traveling with a party of other adventurers shouldn't be difficult. They enjoy the company of others, and the opportunity to show off their power and skill only bolsters their pride.


Quick Build

You can make a Stand Master quickly by following these suggestions. First, make Strength and Constitution your highest ability scores. Stand Masters fight up close and personal, so it pays to be able to take hits as much as it does to dole them out. Make Charisma your next highest score, as your strength of will determines the power of your Stand. Then, select the Folk Hero or Haunted One background.

Class Features

As a Stand Master, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Stand Master level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Stand Master level after 1st.

Proficiencies

Armor: None.
Weapons: Simple Weapons.
Tools: One of your choice.
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Intimidation, Performance, Sleight of Hand, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • two simple weapons
  • 5 Daggers
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack

Alternatively, you could begin with starting wealth of 2d4 x 8 gp and purchase starting items of your choice.

PART II - Class Info

Diamond is Unbreakable

At 1st level while not wearing armor, you have an Unarmored Defense of 10 + Your Strength Modifier + Your Charisma Modifier. Your willpower and pride protect you from attacks and hone your body by hardening around it like diamond.

Additionally, this willpower and pride enhances your Unarmed Strikes; your Unarmed Strikes do 1d4 + STR Bludgeoning damage. This number goes up as you gain Stand Master levels.

Willpower

At 2nd level, you learn to forge your Willpower and pride into potent energy. You gain 2 points of Willpower, and an additional point every Stand Master level, and recover all when you finish a Long rest.

You may use this Energy for the following abilities:

ORA ORA ORA - Immediately after you take the Attack action on your turn, you can spend 1 Willpower point to make an Unarmed Strike as a Bonus Action.

USELESS USELESS USELESS - You can spend 1 Willpower point to take the Dodge action as a Bonus Action.

Stand Power

At 3rd level, you gain the power to manifest your Will as a Stand. You can call out or recall your Stand as a bonus action. When you call out your Stand, it occupies the same space as your character, and will follow you of its own accord unless you tell it otherwise.

You can order your Stand to take an action as a bonus action, but doing so uses up your Bonus action for that turn. Your Stand is immune to spells that buff or debuff a creature (Haste, Longstrider, etc.) and any effects of spells that target your Stand affect your character instead. You stand can phase through creatures/objects, and has the same movement speed as you which it can use as a Free action on your turn. You may see what it sees, but doing so replaces your own vision.

If you would take damage from a weapon attack and your Stand is within 5 feet of you, you may spend 1 Willpower point to have it take the damage instead. Your stand has half of your hit points as its own maximum hit points; if these reach 0, it vanishes temporarily and cannot be re-summoned until you have taken a Short or Long Rest. It shares your AC, saving throw proficiencies, proficiency bonus, and main stats and modifiers.

Your Stand's appearance and abilities may be chosen from the list later on in this document; it functions as your Subclass. You gain one ability at 3rd level and another ability from this feature at 6th, 11th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

If your DM allows Feats, you may instead take a Feat.


Extra Attack

At 5th level, when you take the Attack action, you can make an additional Unarmed Strike or Weapon Attack as part of that action.

Stand Power Feature

You gain another Stand Power Feature from the Stand you chose at 3rd level.

Stand Master's Endurance

At 6th level, when you are forced to make a saving throw that causes you to take half damage if you succeed, you instead take no damage if you succeed instead. Additionally, if you are Restrained, you may expend 1 Willpower Point to gain advantage on your roll to break free.

Denting Blows

At 7th level, if you are grappling a creature, your and your stand's attack rolls have +1 to hit and ignore resistance entirely. Additionally, your Unarmed Strikes now roll a Critical Hit on a 19 or 20. Finally, you may expend 2 Willpower Points to add your Charisma modifier to a damage roll with an Unarmed Strike.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

If your DM allows Feats, you may instead take a Feat

Stand Proud

At 9th level, you can add your Strength modifier to your Initiative rolls. Additionally, you have advantage on saving throws against being Frightened.

Long Travels

At 10th level, you gain 10 feet of movement speed and can take the Dash action as a bonus action. Additionally, you ignore difficult terrain.

Stand Power Feature

You gain another Stand Power Feature from the Stand you chose at 3rd level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

If your DM allows Feats, you may instead take a Feat.

PART II - General Class Features

Bloody Stream

At 13th level, you gain the ability to weave through combat like a river of blood. If you make an Unarmed Strike against a creature, you cannot be opportunity attacked until the end of your next turn.

Additionally, you may add your Charisma Modifier to saving throws against being Grappled or Restrained.

Finally, you may expend 3 Willpower Points when you would provoke opportunity attacks from a creature using this feature. You may then make an Unarmed Strike against that creature as a reaction.

Yare Yare Daze...

At 14th level, you can spot weakness in your opponents. Spend 2 Willpower Points and choose one creature you can see within a 20-foot cube of you. That creature has disadvantage on attack rolls made against you until the end of its next turn, and you have advantage on any saving throws made against a spell or ability that creature uses against you. If you reduce that creature to 0 Hit points, you regain 1 Willpower Point.

Stardust Crusader

At 15th level, you now gain 1 stack of Stardust each time you or your stand fail an attack roll against a creature, with a maximum equal to Your Proficiency Bonus + Your Charisma Modifier. When a creature makes an attack against you, you can use Stardust to reduce the damage of the attack by the number of Stardust you choose to expend; this does not consume a reaction. If it is a Ranged attack, you may additionally expend 5 Willpower Points to return the projectile at its attacker if you block all of the damage, dealing half the damage you would have taken. Furthermore, if you fail an attack roll, you may expend 5 stacks of Stardust to change the failed roll into a success. Additionally, if you are at max stacks and expend all of them when you make a Weapon Attack or Unarmed Strike, you may make that attack roll a Critical Hit, though you must finish a Long Rest to do so again, even if you regain the stacks. You do not gain stacks from a successful hit caused by expending a stack. Stardust stacks stay with you until you are no longer fighting any hostile creatures.


Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Stand Power Feature

You gain another Stand Power Feature from the Stand you chose at 3rd level.

Battle Tendency

At 18th level, you gain the ability to goad others into fights they can't win. You gain proficiency with the Intimidation skill if you are not already proficient in it. If you are, you may double your proficiency bonus with that skill instead.

You may spend 3 Willpower Points to use your Action to make an Charisma (Intimidation) check contested by a Charisma (Insight) check from your target. If you succeed, the target must attack you, and you gain resistance to all of its attacks. The creature may attempt to best your Intimidation roll with another Insight check at the end of each of its turns after the first until it is freed.

Finally, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage as long as you have at least 5 Willpower Points in reserve. If you have 4 to 1 left, this is changed to reducing this damage by your Charisma Modifier. If you have none, you lose this ability entirely until you recover at least 1 point.

Phantom Blood

At 19th level, you gain the ability to use your power to harden your bloodstream. You gain immunity to all poisons and diseases and have advantage on saving throws against being Charmed. Additionally, your Stand now has the same amount of Hit Points as you do.

Pure Willpower

At 20th level, your will becomes unstoppable. Your stand can now move up to 30 feet away from you and now has a temporary health buffer equal to Your Strength Modifier + Your Charisma Modifier x 2. Additionally, you may expend 10 Willpower Points to instantly re-summon your stand should it reach 0 hit points. You must finish a Long Rest to re-summon it if it reaches 0 hit points again after using this feature and to use this feature again.

PART II - General Class Features

Stand Master Archetypes


The Star

Those whose stands fall under The Star are strong, capable individuals who focus on brute force and close quarters combat. Their Stands are powerful unarmed fighters like their Masters. They use Unarmed Strikes instead of weapons.

Fury Of Fists

At 3rd level, if you expend 1 additional Willpower Point, you may make 1 additional Unarmed Strike using your bonus Attack when you use your ORA ORA ORA Willpower Energy ability. Your Stand gains +1 to all attack and damage rolls with its Unarmed Strikes.

Star Finger

At 6th Level, your stand may make a unique Ranged attack that has a range of 30/60 ft and does your Unarmed Strike Damage Die in damage. This damage goes up as your Unarmed Strike damage does. You may expend 2 Willpower Points to force your target to make a Constitution saving throw with a DC of 10 + Your Strength Modifier. If it fails, it is paralyzed until the end of its next turn.

Precise Movements

At 11th level, you can expend 3 Willpower Points to gain advantage on any Perception (Charisma) skill check you roll.

You also gain proficiency in the Perception skill if you do not have it. If you do, you may double your proficiency bonus with this skill.

Star Platinum: The World!

At 17th level, you may expend 10 Willpower to cast Time Stop as a 9th level spell. If you make an attack against a creature while time is stopped, it does not end the spell early. Instead, the creature must make a Dexterity saving throw with a DC of 10 + Your Charisma Modifier + Your Proficiency Bonus. On a failed save, it takes double damage upon the spell ending. On a success, it takes normal damage instead. Also, the effects of enemy Time Stop spells last half as long for you.


PART III - Subclass: The Star


The Chariot

Chariot Stand Masters are known for their speed and maneuverability on the battlefield. Their Stands are some of the fastest out there, capable of blinding speeds.

Warrior's Soul

At 3rd level, you may choose one martial weapon. You gain Proficiency with that weapon, and your Stand will wield that weapon with a +2 to all Attack Rolls OR +1 to all Damage rolls with that weapon in place of an Unarmed Strike. You may choose which when you summon your Stand to fight, and cannot change this until you have dismissed and re-summoned your stand.

Superior Speed

At 6th level, you may spend 2 Willpower Points to impose disadvantage on any attacks against your Stand until the end of your next turn. Additionally, you gain 10 feet of movement speed.

Shooting the Sword

At 11th level, you can expend 2 Willpower Points to have your Stand can make a Ranged weapon attack if its Warrior's Soul weapon is melee that has a range of 60/120 ft and does that weapon's damage (if the weapon is Versatile it does the lower damage number) if the attack hits. If it already has a Ranged weapon as its Warrior's Soul Weapon, it instead gains the benefits of both options for Warrior's Soul when you do this (+2 to Attack rolls and +1 to damage rolls).

Dual Wielding

At 17th level, your stand can summon a second weapon it uses at the same time as the first. If it has the two-handed and/or Heavy Properties, it instead has the Light property. If it has the Loading property, it ignores this property but cannot make more than two attacks in one turn.

PART III - Subclass: The Chariot

The World

World Stand Masters are sturdier than any other; they are well-known for being able to tank many hits and deal damage back. Their Stands are terrifyingly tough, able to take a beating.

Bloodlust

At 3rd level, you can spend 1 Willpower Point to enter a state called Bloodlust. While in this state, you may remove your Constitution modifier from any nonmagical bludgeoning, Piercing, or Slashing damage you take (this stacks with the Battle Tendency ability you get at 19th level), have +1 to all Attack and Damage rolls, and gain temporary hit points equal to your Strength modifier. This ability lasts for Your Strength Modifier + Your Constitution Modifier in turns, or until you are knocked unconscious.

Additionally, you have +2 to all attack rolls made with Daggers so long as you are using them as a Thrown weapon, and their range is doubled for you. You do not need to be in your Bloodlust state to gain this beneift, and it stacks with the +1 you gain while in that state.

IT WAS ME!

At 6th level, you gain proficiency in the Deception skill. If you are already proficient in Deception, you may double your proficiency bonus with this skill. You may expend 3 Willpower Points to gain advantage on any Deception skill check you make.

Additionally, you may expend 5 Willpower Points to cause an attack to miss. You must finish a Short or Long Rest to do this again.

Blood Drain

At 11th level, when you make an Unarmed Strike against a foe in your Bloodlust state, you heal half of the damage you dealt. Additionally, if you are reduced to 0 hit points, you may expend 5 Willpower Points to drop to 1 hit point instead. Finally, if you reduce a non-undead, non-construct creature to 0 hit points and there is damage left over, you gain that as temporary hit points.

THE WORLD!

At 17th level, you may expend 5 Willpower Points to cast Time Stop as a 9th level spell. If you use a Thrown weapon against a creature during this Time Stop, the creature must make a Dexterity saving throw of 8 + Your Strength Modifier + Half of your Proficiency Bonus when that Time Stop ends. On a success, it takes half damage. On a failure, it deals full damage. Also, you are immune to the effects of any other creature's Time Stop spell. If you are in Bloodrage, you may make up to your Strength modifier in additional Weapon attacks with Thrown weapons as long as you have enough weapons to do so; the initial save includes these.


PART III - Subclass: The World


The Diamond

Users who fall under The Diamond have the ability to undo damage to things and even heal wounds. They are generally vain however; it is unwise to insult their appearance or they might literally rearrange your face.

I Went Ahead and Healed Your Sorry Ass

At the 3rd level, you can heal your allies as a bonus action by expending 2 Willpower Points. You or your stand must make physical contact with whoever you are choosing to heal. This feature heals for 1d6 + Your Charisma Modifier * Your Proficiency Bonus in hit points, though you cannot heal yourself. The healing increases to 2d6 at the 6th level, 3d6 at 11th, and 4d6 at 17th.

Once per Long Rest, you may fix broken or missing limbs with this as long as the limb is still in this plane of existence and not completely decomposed or destroyed (such as by Disintegration or being burned to ash).

Additionally, you learn the Mending cantrip and may cast it without material components.

DORA!

At 6th level, when you use the ORA ORA ORA ability, you may expend an additional 2 Willpower Points to do maximum damage with your extra Unarmed Strike. You may do the same if your Stand makes an Unarmed Strike using your Bonus Action, though the cost is doubled.

Life Isn't That Easy.

At the 11th level, when you use your I Went Ahead and Healed Your Sorry Ass feature, you may choose to expend 5 Willpower Points and expend your entire turn to restore that creature's hit points fully.

You may also use it to revive creatures that have died in the last hour by spending 10 Willpower Points; this also uses up your whole turn, but that creature is only returned to half of their maximum hit points. You must finish a Long Rest to use the second part of this feature again.

Shine On

At 17th level, you gain the ability to expend 10 Willpower Points to gain advantage on all attack rolls, skill checks, and saving throws for the next 10 minutes.

Additionally, Mending no longer requires the full time; instead, whatever you wish to repair with it is repaired instantly.

Finally, the limitations on your ability to revive creatures is the same as True Resurrection and costs 5 Willpower Points instead of 10.

PART III - Subclass: The Diamond

Credits

Art (In Order of Apperance)

Cover

Stu_dts - https://www.pixiv.net/member.php?id=2211832

Main Book

Mo - https://www.pixiv.net/member.php?id=1188507
jcm2 - https://www.pixiv.net/member.php?id=4607784
はじかみ - https://www.pixiv.net/member.php?id=4298171
Hamachiumai - https://www.pixiv.net/member.php?id=259544
とうげ(touge369) - https://www.pixiv.net/member.php?id=64782
nyapapa - https://twitter.com/mirshroom


Hirohiki Araki, Shueisha, and Viz Media for the Jojo Brand, Characters, and Series.


Wizards of the Coast - DND 5e system.


Natrual Crit - The Homebrewery, used to create this.


Whoever made this version, which this was rebalanced from and based on I was unable to find an author other than some IPs in the History page. https://www.dandwiki.com/wiki/Stand_User_(5e_Class)


Myself, MemeChaser69 Be sure to shout me out if you use this homebrew on a livestream and tell your friends! If you have an ideas on how I could balance or improve this, shoot me an email at: kamidagenmcorp69@gmail.com

Thanks For Reading!

Credits