The Stand User When Catastrophy Strikes, Theyll' Always Be Near Full 20-Level Class With 8 Sub-Classes

Stand User A man is surrounded by a gang of thugs, ready to take his life in exchange for his belongings. As one rushes to attacks, the thug suddenly flies back into the crowd, his face crushed and blood spurting from his nose. The man has not moved from his spot, and one by one, the gang of thugs is reduced to a pile of broken bones and groans of pain. Sighing deeply, a hero approaches their nemesis with killing intent and no weapons drawn. The two are only a few feet away from each other when shimmering figures appear in front of them and attack, their fists slamming into each other as if they were mirrored. The wind rippled with the shockwaves of the collisions, slowly rising the hero and villain into the air. Two young men, beaten and bloodied, stand motionless next to one another with only a few feet between them. Each one of them anticipates an attack, waiting for their opponent to make their move. Suddenly, they both move at the same time, each summoning a spectral figure in a fraction of a second. One of the spectral figures tries to attack, but the other breaks through and punches the other directly in the cheek, sending it and one of the men both flying. No matter what happens, a Stand User will always be connected by an unseen link to important and world-ending events. Be it facing off against an evil-doer in the final hours before armageddon, bringing a murderer to their deserved justice, or taking down the boss of a crime syndicate, a Stand User will always be connected with Fate and will never be able to change it, for better or for worse… The Power of a Stand A “Stand” is the personification of a person’s life force, fighting spirit, and psyche given a physical manifestation. Through channeling vast amounts of mental strength to summon it, a Stand is always ready to act, taking on their will as its own and ready to be used for either good or evil. No two Stands are made to look the same, and no two Stands are created equal, each being unique and powerful in their own rights. A Fate That Remains Unknown Stand Users are as diverse and as common as ants, hidden amongst almost every populous within the D&D world. Not all have the mental capacity in order to control it though, and as a result, many Stand Users fall into comas induced by their own Stands, never to awaken again. However, those who have the mental and spiritual strength to control their Stand will find themselves owners of a power many would consider “unnatural”. Stand Users who gain control of their Stands may try to blend into society, but to a person with keen perception, something will always seem off-putting. Perhaps a lonely farmer tends to acres of land without breaking a sweat, or maybe a pickpocket is a little too good at his job. No matter how well one tries to hide it, another person will eventually find out about their abilities one way or another, most likely another Stand User. Be it luck, sheer coincidence, or perhaps something greater, but Stand Users will always have a “Red String of Fate” tied to one another. According to ancient legends, the gods tie invisible red cords to people who are destined to meet each other within their lifetimes. As such, a Stand User will always be drawn to another Stand User and eventually find their way towards each other, no matter what happens in the process. Creating A Stand User As you create your Stand User Character, contemplate about your character’s Stand and its quirks. How did your character acquire the Stand? Was your character introduced the power of a Stand by a mentor, or did you harness and rein its power on your own? Were they pierced by an object that unlocked the hidden potential resting within your body, or was your soul blessed by a higher deity after you withstood their power? Ask yourself why your character began to journey. Why did they leave the life that they knew before behind them? Are they in search of a means to save a loved one back at home? Do they wish to discover the hidden truths about Stands and why they exist? Perhaps they want to track down an old enemy that terrorized them and their family for years and is finally ready to make them pay for their misdeeds? Stand Users can come from any walk of life, from the lowest of beggars to the highest of nobles, with any type of motivation. As such, a Stand user can be of any alignment. Quick Build You can make a Stand User quickly by following these suggestions. First, make either Strength or Dexterity your highest ability score, followed by Constitution and Intelligence. Second, choose the Folk Hero background. 1

The Stand User Level Proficiency Bonus Stand Damage Stand Range Features 1st +2 1d4 80 ft. Stand Summon 2nd +2 1d4 80 ft. Mental Endurance 3rd +2 1d4 80 ft. Stand Power 4th +2 1d4 80 ft. Ability Score Improvement 5th +3 1d6 60 ft. Attack Rush 6th +3 1d6 60 ft. Stand Power Feature 7th +3 1d6 60 ft. Spiritual Possession 8th +3 1d6 60 ft. Ability Score Improvement 9th +4 1d8 40 ft. Counter Rush 10th +4 1d8 40 ft. Stand Power Feature 11th +4 1d8 40 ft. Indomitable Psyche 12th +4 1d8 40 ft. Ability Score Improvement 13th +5 1d10 20 ft. Stand-Enhanced Agility, Extra Attack 14th +5 1d10 20 ft. Stand Power Feature 15th +5 1d10 20 ft. Stand Power Feature 16th +5 1d10 20 ft. Ability Score Improvement 17th +6 1d12 10 ft. Undying Will 18th +6 1d12 10 ft. Stand Power Feature 19th +6 1d12 10 ft. Ability Score Improvement 20th +6 1d12 10 ft. Requiem Master Class Features As a Stand User, you gain the following class features. Hit Points Hit Dice: 1d8 per Stand User Level

1d8 per Stand User Level Hit Points at 1st Level: 8 + your Constiution Modifier

8 + your Constiution Modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per Stand User Level after your 1st Proficiences Armor: Light armor

Light armor Weapons: Simple Weapons, Improvised Weapons

Simple Weapons, Improvised Weapons Tools: One type of Artisan’s Tools, one type of Gaming Set

One type of Artisan’s Tools, one type of Gaming Set Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, and Perception Equipment You start with the following equipment, in addition to the equipment granted by your background. Any simple weapon

(a) a dungeoneer's pack or (b) an explorer's pack

(a) one type of Artisan's Tools or (b) one type of Gaming Set

Leather Armor Stand Summon Starting at your 1st level, you can take a Bonus Action to summon your Stand into Combat. Your Stand always appears next to you, floating in the air and staying corporeal until you dismiss it with a Bonus Action. Every Stand is unique, and as such, you can customize how your character’s Stand looks. Stands have the following features: A Stand has an Unarmed Melee Attack Range of 10 feet, you are proficient in these weapons, and the Unarmed Attacks made by your Stand count as magical in order to overcome only resistances to nonmagical damage

to nonmagical damage A Stand can traverse any terrain without difficulty and move through other creatures and objects as if they were difficult terrain as long as it is not another Stand.

A Stand has a flying speed of 20 feet and can move up to 20 feet during the Stand User’s initiative.

Stands cannot be seen by non-Stand Users, and only other Stand Users can see other people’s Stands (Adjustable by DM if necessary) .

. You Stand's AC is equal to your Natural AC, any damage directed at and sustained by your Stand will translocate to you, and the Stand instantly disappears if you drop to 0 Hit Points. 2

A Stand must always within relative distance to the User, and the stronger the Stand, the closer it must remain, as shown in the Stand Rage column of the Stand User table. When making an Unarmed Melee Attack with a Stand, you add your proficiency bonus for Attacks Rolls and either your Strength or Dexterity bonus for both Attack and Damage Rolls. The Unarmed Attack damage a Stand can deal correlates with how strong it and the Stand User are, as shown in the Stand Damage column of the Stand User table. Mental Endurance Starting at your 2nd level, when you are not wearing any armor or wielding a shield, your Natural AC is equal to 10 + your Constitution modifier + your Intelligence modifier. Stand Power Specialty Starting at the 3rd level, your mental strength and life essence allow for your potential to awaken as your Stand gains its own signature Stand Power. All Stand Powers are detailed at the end of the class description. Your Stand Power increases as you level up, unlocking hidden features at 3rd level and again at 6th, 10th, 14th, 15th, and 18th 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. Attack Rush Starting at 5th level level, the training of your Stand has granted you the ability to quickly unleash a chain of attack against your enemies. When it is your turn, you can use an Action to make your Stand perform an Attack Rush. The Attack Rush is rolled as one attack and deals 2 dice worth of damage (Refer to Stand Damage column of Stand User table). This feature can only be used once per turn, and you can use Attack Rush a number of times equal to your Intellgience modifier (minimum of 1), after which you must complete a short or long rest to regain all uses. Spiritual Possession At 7th level, you learn how to further connect yourself with your Stand, fully embracing its physical manifestation with your senses and mind. Using an Action, you can place the main part of your soul into your Stand, seeing through its eyes and hearing with its ears. As a result, your Stand gains a flying speed equal to your Walking Speed and you can see into the Ethereal Plane and any invisible creatures within 30 feet of your Stand. However, any attack made against you while using Spiritual Possession has Advantage against you, and if the attack lands, you must make a Concentration Check equal to 10 or half the damage taken, whichever one is higher. If you fail the Concentration Check, your soul is forced back into your body and your Stand disappears instantly. Counter Rush Starting at 9th level, you gain the ability to nullify the attacks of others through sheer force of power. Using your Reaction, you can make an Attack Rush against an enemy that is attacking you or one other creature within your Stand’s range. If the attack lands, nullify the amount of damage dealt that is equal to the Attack Rush damage roll. Indomitable Psyche Starting at 11th level, your mental fortifications allow you to survive even in the most hopeless of situations. You gain the ability to have Advantage one Skill Check and Saving Throw of your choice for 10 minutes. You can use this ability a number of times equal to half your Constitution modifier rounded down (minimum of 1), and once you use this feature, you must take a long rest to regain all uses. Stand-Enhanced Agility Starting at 13th level, your mental strength allows you to unlock inhibitors in your body to allow you to move more freely. Your movement speed is permanently doubled and you only take fall damage when falling from 30 feet or higher. Extra Attack Starting at 13th level, you can attack twice whenever you use the Attack action on your turn. Undying Will Starting at 17th level, you have fortified your very life energy to the point where you can survive what most people would consider fatal through sheer force of will. If you are reduced to 0 Hit Points, you can choose to instead fall to 1 Hit Point and can make a single Attack Rush against the enemy that attacked you. You can use Undying Will once per long rest. Requiem Master At 20th level, your mastery over your Stand has drawn a golden Arrow with a beetle design into your possession. If you pierce your Stand with the Arrow, it deals 60 (10d12) piercing damage to you. Should you choose to pierce you Stand with it and not drop to 0 Hit Points, all the ancient and hidden potential within you and your Stand will be unlocked, temporarily transforming it into a “Requiem Stand” and gaining the following benefits: Reroll any 1 for Damage Rolls

All Attacks have Advantage

All Attacks landed are Critical Hits

Unlock "Dominantur Ultimum" These effects last for 1 minute, after which you and your Stand reverts back to their natural forms with full health and recharged abilties. The Arrow vanishes after you use it but returns to you after you complete a long rest. In addition, should you ever lose the Arrow or have it stolen from you, it will always appear next to you after three days. 3

Stand Powers Not all Stands are created equal, and some are made stronger than others. Through training a Stand and Stand User’s power can be increased, and all are destined to unlock hidden abilities from within their Stands. However, very few are able to unleash the full power that their Stand holds, but once they do, they are virtually unstoppable. As a result, a Stand User’s “Stand Power” isn’t unlocked until the 3rd level. Power of The Star The Power of the Star is one born of determination and grit, a manifestation gifted to whoever has the strength to fight until their last dying breath, to those who are able to walk the path of hardship and survive. However, only the one who has the strongest of wills to survive and yet still place the virtues of righteousness and sacrifice above their own lives can unlock the ancient Power of the Star… Created From Stardust When you choose this Stand Power at 3rd level, you become an embodiment of what is known to people as a “Fighting Spirit”, someone who never backs down from a single challenge. However, at the same time, you are a master of caution and method, taking what little information you can get and using it to plan five steps ahead of your enemies. As a result, you add double your proficiency bonus when making an Intimidation or Investigation check. Crusader's Might Beginning at 6th level, you are able to channel your mental strength into every blow you land against an enemy, increasing and gifting you Stand with unrivaled power, speed, and precision. As a result, you can now use a Bonus Action to perform an extra Attack Rush per turn. Supernova Strike At 10th level, you can channel your Stand’s super-human precision and mental energy to instantly increase your Stand’s range. Using your full turn, you can make a single Unarmed Attack against a creature within 30 feet of your Stand. If the attack lands, the creature must succeed on a Constitution Saving Throw against a DC equal to 10 + your proficiency bonus + your Intelligence modifier or suffer the Blinded condition until the start of their next turn. Supernova Strike can only be activated if you and your Stand have not moved since the beginning of your turn. Commanding Voice Starting at 14th level, your mental strength and vitality allows for you to command those that have never even known who you are. As a result, you can use your Action to channel your mental energy into a command towards a creature. That creature must succeed on an Intelligence Saving Throw against a DC equal to 10 + your proficiency bonus + your Intelligence modifier or be forced to do one of the following: Move. The chosen creature uses their movement to walk in any direction for any amount of space less than or equal to their movement speed.

The chosen creature uses their movement to walk in any direction for any amount of space less than or equal to their movement speed. Stay Away. The chosen creature uses its turn to move away from a specific area.

The chosen creature uses its turn to move away from a specific area. Stop. The chosen creature is Incapacitated until your next turn.

The chosen creature is Incapacitated until your next turn. Kneel. The chosen creature falls prone until the beginning of your next turn. The effects last until 1 minute has passed, you can use this feature a number of times equal to half your Intelligence modifier rounded down (minimum of 1), and you must complete a long rest to regain all uses. Stand Judgement Starting 15th level, you can use your Stand to unleash a hailstorm of mental energy against your opponent, making sure that they will not go unpunished for their crimes. When you successfully grapple a creature, you can immediately make an Attack Rush against that creature without them breaking from your grapple. In addition, if a creature successfully escapes from your grapple, you can use your Bonus Action to make one Unarmed Melee Attack against the creature. If the attack lands, the creature must roll a Constitution Saving Throw with a DC equal to 10 + your proficiency bonus + your Intelligence modifier or be knocked backward 10 feet and become Incapacitated until the beginning of their turn. Ultimate: Star-Crossed Nemesis At 18th level, you unlock the greatest power that your Stand has to offer: the ability to adapt at any time to any enemy, allowing you to rise victorious in the most hopeless of situations and fulfill ancient destinies written long beforehand. As such, you may pick an Ultimate ability from any other Stand Power and gain its abilities and side-effects as if it were your own Ultimate. You may use Star-Crossed Nemesis a number of times equal to half your Intelligence modifier before needing to take a long rest, after which you can choose to swap out your current chosen Ultimate for a different Stand Power’s Ultimate. Dominantur Ultimin: If Star-Crossed Nemesis is activated during Requiem Master, you can choose to activate up to two Ultimates from any other Stand Power at the same time. 4

Power of The Magician The Power of the Magician is one born of knowledge and arcane ability, the physical visage of those whose mind greatly exceeds their matter. However, only a few of those who gain them are able to fully embrace their arcane abilities and combined them with their Stand, but once they do, the power they hold at their fingertips is truly worthy of the title a “True Magician”… Knowledge of a Thousand Years When you choose this Stand Power at 3rd level, you become the living personification of “Knowledge Is Power”, learning how to use the past as a tool to forge your future. No matter if the knowledge is merely a few weeks old to a thousand years in the past, be it about old kingdoms and politics or skilled magicians and arcane might, you live to uncover the hidden secrets of the world and use them for your benefit. As a result, you add double your proficiency bonus when making an Arcana or History check. Ancient Arcana Starting at 6th level, you can use your Stand to channel your mental energy away from physical attacks and gain control of the elements of life itself, manipulating them to your will and arcane might. When you gain this feature at 6th level, you lose both your Attack Rush and Counter Rush features in favor of arcane magic, gaining the following abilities as a result: Spell Save DC = 8 + proficiency bonus + Intelligence modifier

Spell Attack Modifier = proficiency bonus + Intelligence Modifier You gain access to the wizard spell list and are able to cast spells from it, with you Stand acting as an Arcane Focus. You can cast any number of spells at any level, but the maximum spell level that you can cast must be equal to or lower than ⅓ of your Stand User level rounded down. Starting at 6th level, you learn three Cantrips of your choice and a number of spell slots equal to three times your Intelligence Modifier. If you run out of spell slots, you can lose 5 Hit Points to cast a 1st-Level Spell, with the damage increasing by 5 for every level after the 1st-Level. In addition, choose an element from Water, Earth, Fire, or Air. You gain the following features and abilities based on which element has been chosen Water: Take Half Damage From Cold and Acid-Based Spells/Attacks

Add Proficiency Bonus to Cold and Acid Damage Spells/Attacks

Gain the Acid Splash and Ray of Frost cantrips Earth Take Half Damage From Bludgeoning-Based Spells/Attacks

Add Proficiency to Bludgeoning Damage Spells/Attacks

Gain the Mold Earth cantrip Fire Take Half Damage From Fire-Based Spells/Attack

Add Proficiency Bonus to Fire Damage Spells/Attack

Gain the Fire Bolt and Create Bonfire cantrips Water Take Half Damage From Force and Thunder-Based Spells/Attacks

Add Proficiency Bonus to Force and Thunder Damage Spells/Attacks

Gain the Gust and Thunderclap cantrips Multi-Planar Summoning Beginning at the 10th level, you can use your Stand to communicate between the call upon the Elemental Planes for an ally to aid you in combat. Using an Action, you can summon either Water, Earth, Fire, or Air Elemental (based on the element chosen at 6th level), and use a Bonus Action to command to use the Attack, Dash, Disengage, Dodge, or Help action every one of your turns thereafter. The Elemental takes its turn on your initiative and, if not ordered to do anything, will attack instinctively by moving towards and attacking the nearest creature, friend or foe. It stays for 10 minutes or until you use an Action to dismiss, at which point it returns to its designated Elemental Plane, and for the duration of Multi-Planar Summoning, the Elemental obeys your every command and will do exactly as you tell it to do. You can use Primordial Summonings a number of times equal to half your Intelligence modifier rounded down (minimum of 1), after which you must complete a long rest to regain all uses. Elemental Prowess Starting at 14th level, you become more in tune with your chosen element, allowing you to unlock abilities usually restricted only to the Elemental Planes. As a result, you gain the following abilities according to your chosen element at 6th level: Water: Gain Swimming Speed of 30 ft.

Gain Resistance To Cold Acid Damage

Giver of Life: You can use a Bonus Action to heal you or another creature within 30 feet of you by 3d10 Hit Points when you are standing in water. Earth: Gain Burrow Speed of 30 ft.

Gain Resistance To Bludgeoning Damage

Immovable Object: You gain a permanent +5 to your Armor Class Fire: Gain +30 ft. of Walking Speed

Gain Resistance To Fire Damage

Harbinger of The Wreath: You can use a Bonus Action to instantly start or stop a fire on a flammable object by touching it. 5

Air Gain Flying Speed of 30 ft.

Gain Resistance To Force and Thunder Damage

Unstoppable Force: You can use a Reaction to gain Advantage against any Saving Throws or impose Disadvantage on any attack roll against you. Eternal Lord's Guardians At 15th level, your mental energy allows you to use your Stand to influence the Elemental Planes further than before, grasping hold of and bringing more powerful Elementals under your control. As a result, when you use Multi-Planar Summonings, you can now summon one of the following choices (Depending on your element choice at 6th level): Two Water Elemental Myrmidons

Two Earth Elemental Myrmidons

Two Fire Elemental Myrmidons

Two Air Elemental Myrmidons These Elemental Myrmidons last for 24 hours or until you dismiss them with an Action. They take their turns on your initiative, and you can use a Bonus Action to command them to use the Attack, Dash, Disengage, Dodge, or Help action. If not ordered to do anything the Elemental Myrmidons will act instinctively, moving towards and attacking the nearest creature within their range, regardless of friend or foe. Ultimate: Hand of the Primordial At 18th level, you can channel your mental energy to open a mile-wide portal 300 feet in the air that directly links the Material Plane to the Elemental Planes, summoning a fraction of a Primordial Being’s energy to assist you in combat. Depending on your chosen Element at 6th level, you can use an Action to use one of the following abilities: Poison Of The Ice Queen (Water) You will the portal to unleash a massive mile-wide hailstorm embued with acid, freezing and eroding both the creatures and objects away until they are nothing. Every creature outside and not underneath any cover must succeed on a Dexterity Saving Throw against your Spell Save DC or take 6d6 Cold and 6d6 Bludgeoning Damage, taking only half on a success. Afterward, any creature who took damage must make another Constitution Saving Throw each consecutive turn or take 2d6 Cold and 2d6 Acid Damage, which doubles for every Round after that. In addition, any creature that stays in the storm has its movement speed reduced to half and gains one point of Exhaustion for every Round they stay within the storm. Any object that is uncovered and in the storm, including buildings and statues, slowly erode away from the acidity of the storm. Metal objects within the storm erode faster than non-metal objects, and any metal weaponry within the storm that is not enchanted against rusting can last for five rounds with stacking -1’s to both Attack and Damage Rolls before falling apart and breaking completely. Poison Of The Ice Queen lasts for 10 minutes or until you use an Action to dismiss it. 6

Gaia's Wrath You will the portal to send a 60-foot wide shard of rock to slam into the ground in an area within 120 feet of you. Any creature within 30 feet of the shard must succeed on a Dexterity Saving Throw or take 10d12 Bludgeoning Damage and be knocked prone, only taking half and not being knocked prone on a success. Afterwards, the comet smashes into the ground and releases a massive seismic shockwave throughout the ground, opening ten fissures at random that reveal deep chasm. At the same time, four massive hands created by stone and dirt emerge from the ground within 60 feet of the shard, ready to grab hold of anything in their reach. All terrain within 120 feet of the impact site becomes difficult terrain, any creature within 60 feet of the impact site must succeed on a Strength Saving Throw equal to your Spell Save DC or be knocked prone, and all structures within 120 feet begin to crumble. Any creature directly above a fissure must succeed an Acrobatics skill check with a DC of 25 or fall into the fissure and take 10d6 Bludgeoning Damage, and any structure directly above a fissure automatically collapses into it. Any creature within 30 feet of a rock hand must succeed on a Strength check against a DC of 30 or become grappled by the hand. After 3 minutes, or 3 rounds of combat, all previous effects end as the ground around the impact site collapses inwards into a massive sinkhole. Any creature within 60 feet of the impact site must make an Acrobatics or Athletics skill check against a DC determined by the DM in relation to how close the creature is to the impact site. If they succeed the skill check the creature does not fall and lands safely on the edge fo the sinkhole. However, if they fail the skill check, the creature takes 10d6 Bludgeoning Damage and is buried underneath the rubble, requiring a DC 20 Strength Check as an Action to escape the rubble. Crossfire Whirlwinds You will the portal to unleash four whirlwinds wreathed in fire anywhere within a distance of 120 feet of you. These whirlwinds have a 30-foot radius and any creature that passes through or the whirlwind passes through one takes 1d6 Fire Damage for every 2 feet of movement within the whirlwind. You can direct these whirlwinds to move 60 feet in any direction on your turn, and if a creature passes through or ends their turn in one, they must succeed a Constitution Saving Throw against your Spell Save DC or take 5d6 Fire Damage and be thrown 30 feet into the air away from the whirlwind, taking half and not moving on a successful save. Any flammable objects that are not being worn are set on fire when they come into contact with one o the whirlwinds, and any objects less than 50 pounds are sucked into the whirlwind and hurled in a random direction. If a creature is struck by one of these flammable objects, they take 3d6 Bludgeoning and 2d6 Fire Damage. Crossfire Whirlwinds lasts for 10 minutes, and you can use an Action to dismiss a single whirlwind at a time. Primal Vortex You and up to ten other creatures of your choice are lifted 30 feet into the air and gain a strong bubble of air around you, allowing you to watch unharmed as the portal unleashes a massive hurricane that sucks in anything that stands. All creatures within a one-mile radius must make a Strength Saving Throw equal to your Spell Save DC or take 5d6 Force and 5d6 Thunder Damage before being hurled 60 feet into the air along with everything except the ground itself, only receiving half as much damage and not moving off the ground on a success. Any creature that is flung into the air creature can make a consecutive Strength Saving Throw each turn to not move at all, but if they fail, they are sent 60 feet further into the sky. After five consecutive turns, the Primal Vortex’s force is violently reversed, shooting all creatures and objects thrown into the air down at 120 feet per turn. Any creature affected by Primal Vortex takes anywhere between 1d6 to 30d6 Bludgeoning Damage, according to Fall Damage rules. After all creatures and debris have hit the ground, you and the possible ten other creatures of your choice lose the protective shield of wind and are slowly lowered to the ground. The portal closes the moment all effects end, and once you use Hand of the Primordial, it takes 1d4 + 3 days to recharge before you can use it again. Dominantur Ultimum: If Hand of the Primordial is activated during Reqiuem Stand, the recharge time of the ability is shortened to a long rest. ` 7

Power of The Hermit The Power of the Hermit is one born of divinity and justice, gifted to those who wish to truly rid the world of those who wish to taint it with impurity. A true believer of destiny, one who holds the Power of the Hermit will never stop until every villain to the Material Plane has been destroyed, be it undead, demon, or any other threat to the world’s balanced… Century-Old Protector When you choose this Stand Power at 3rd level, you have studied the history of the world long enough to know detailed knowledge of both the pantheons of the universe and the Nine Hells, knowing exact ways on how to kill Demons and anything of evil nature. At the same time, you become a master of cunning and prediction, able to calculate your opponent’s next move as if you were reading a book. As a result, you add double your proficiency bonus when making a History or Insight check, and you cast the 1st-level spell Detect Evil and Good a number of times equal to half your Intelligence modifier rounded down (minimum of 1) per long rest. Stand Transformation - Tendrils of the Hermit Starting at 6th level, your Stand undergoes a rapid transformation, no longer being able to form itself as a whole corporeal being. Instead, your Stand manifests itself as a multitude of thin, long tendrils able to whip and tear up opponents. As a result, your Stand now has a permanent Stand Range of 60 feet and a permanent Stand Damage of 1d8, both of which disregard the rules of the Stand User table, and gains a permanent Unarmed Attack range of 30 feet. In addition, you Stand now deals Slashing Damage for Unarmed Attacks in place of Force Damage. Astral Paintings At 6th level, you are able to channel your mental energy into seeing the Astral Plane find one person of interest, transcribing them and their surroundings onto a canvas with perfect accuracy. As a result, making an Intelligence check and wielding Painter’s Supplies, you can locate one creature by saying their name and paint them along with their immediate surroundings. The result of your Intelligence check tells you how long the painting takes and how accurate it is, which is ultimately determined by the Dungeon Master. Constrictive Wrappings At 10th level, whenever you land an Attack Rush against a creature, they must succeed on a Strength Saving Throw with a DC equal to 10 or half the total damage taken. If they fail, a few of your tendrils wrap around the creature and hold them in place, afflicting them with the Grappled effect. Each of their turns afterward, the creature may make a Strength check against a DC equal to 8 + your proficiency bonus + your Strength modifier, freeing themselves from the Grappled effect on a success. You can grapple a number of creatures equal to your Intelligence modifier, you cannot move while grappling a target, and a creature that succeeds their Strength check has Advantage against Constrictive Wrappings for the next 24 hours. 8

Divine Channelling Starting at 10th level, you learn how to channel your mental energy into harnessing divine energy and infusing it into your Stand and anything you touch, turning them into deadly weapons against your enemies. Using a Bonus Action, you can touch one object and fill it with divine energy. For the next ten minutes, any creature of Evil Alignment that touches it is dealt 3d6 Radiant Damage. In addition, any attack you land against a creature with your Stand for the next five minutes deals an extra 2d8 Radiant Damage and any creature grappled by Constrictive Wrappings automatically takes 3d8 Radiant Damage if they fail their Strength check. You can use Divine Channelling a number of times equal to your Intelligence modifier (minimum of 1), after which you must complete a long rest to regain all uses. Blessings of the Pantheon At 14th level, your devotion to the protection of the Material Plane is rewarded by gifts from various Gods and Goddesses, allowing you to protect the Material Plane better than before. As a result, you gain the following benefits: Truesight of 60 feet

Permanent increase of Hit Points equal to twice your Stand User level

Walking Speed increased by 30 feet

Gain the Lucky Feat Radiant Tendencies Starting at 15th level, you can now use your mental energy to channel power from the Upper Planes directly into an enemy, flooding their body with divine energy. You can choose to use either of the following features: Bloodied Purification - Using your Bonus Action, you can make a single Unarmed Attack against an Evil-Aligned creature. If the attack lands, the creature must make a Constitution Saving Throw against a DC equal to 6 + your proficiency bonus + your Intelligence modifier. If it fails, the creature is reduced to 1 Hit Point, but if it succeeds, it takes 5 dice worth of damage according to the Stand Damage column of the Stand User table.

- Using your Bonus Action, you can make a single Unarmed Attack against an Evil-Aligned creature. If the attack lands, the creature must make a Constitution Saving Throw against a DC equal to 6 + your proficiency bonus + your Intelligence modifier. If it fails, the creature is reduced to 1 Hit Point, but if it succeeds, it takes 5 dice worth of damage according to the Stand Damage column of the Stand User table. Retaliation of the Phantom - If a creature attacks you and their hit lands, you can use your Reaction to make the attacking creature roll a Constitution Saving Throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If it fails, the creature takes 3d8 Radiant Damage, and half as much on a success. You can use Radiant Tendencies a number of times equal to half your Intelligence modifier rounded down (minimum of 1), after which you must complete a long rest to regain all uses. Ultimate: Cosmic Overdrive At 18th level, you can use your mental energy to harness vast amounts of divine energy and using it to your advantage, sending your tendrils through the ground and unleashing the pent-up energy in a single devastating attack. Using an Action, you choose a number of creatures within a 60-foot radius of you that you can see. The chosen creatures are immediately surrounded by your Stand’s tendrils and must make a Constitution Saving Throw against a DC equal to 10 + your proficiency bonus + your Intelligence modifier, with Undead and Fiends having Disadvantage. If a creature fails, the creature takes 10d8 Radiant Damage, is pushed 30 feet away from you, and is Paralyzed until the beginning of their turn. If a creature succeeds, it takes half as much damage and is neither pushed back nor Paralyzed. However, if Cosmic Overdrive drops a creature of Evil alignment to 0 Hit Points, the creature is instantly killed and turns to dust, the only things being able to bring it back to life being a True Resurrection or Wish spell. You can use Cosmic Overdrive a number of times equal to half your Intelligence modifier rounded down (minimum of 1), after which you must complete a long rest to regain all uses. Dominantur Ultimum: If Cosmic Overdrive is activated during Requiem Master, the restrictions of “Undead and Fiends” and “Evil alignment” are replaced by “all creatures” and “any alignment”. ` 9

Power of The World The Power of the World is an ancient power unknown to Mankind, a secret kept from almost all civilizations of both past, present, and most likely future. Passed down through generations of otherworldly creatures, only those who were destined to change the world are capable of accepting this power, and once they do, the potential of this unspeakable power is capable of giving its Stand and Stand User the gift true to its namesake: The power to reign supreme over the world itself… Rejection of Mortality & Humanity When you choose this Stand Power at 3rd level, you become the embodiment of Raw Strength and Power, capable of destroying entire nations with untold prowess. However, at the same time, you become a master of Seduction and Influence, able to sew the seeds of dissent into even the most loyal of fanatics and have them turn to you as their idol and lord. As a result, you add double your proficiency bonus when making an Intimidation or Persuasion Check. Oppression of The God At 6th level, you are able to channel your mental strength and life energy into a destructive force emitted by your Stand. As a result, the damage you deal during Attack Rush increases from 2 dice to 3 dice, and whenever you land an Unarmed Attack after an Attack Rush against a creature, that creature must make a Strength Saving Throw against a DC equal to 10 + your proficiency bonus + your Strength Modifier. If they fail, the creature is forced back 20 feet and is knocked prone, and if they succeed, the creature is knocked back 10 feet and is not knocked prone. Bladed Assault Beginning at 10th level, you can use your Stand to create and form other extensions of your mental strength in the form of knives, surrounding and eliminating your opponents with a hailstorm of sharpened steel. Using an Action, you can summon a number of knives equal to twice your Intelligence modifier and have them attack any number of targets with one ranged attack roll. Each knife deals 1d6 slashing damage and counts as magical for the purpose of resistance and immunity to non-magical attacks. You can use this ability equal to half your Intelligence modifier rounded down (minimum of 1) before needing to complete a long rest to restore all uses. Compelled Approach At 14th level, you can focus your fighting spirit towards a creature, challenging their own to a battle. Using an Action, you choose a creature within 60 feet of you and the creature must succeed an Intelligence Saving Throw against a DC equal to 10 + your proficiency bonus + your Charisma modifier or be charmed into attacking you, using all their movement and attacks to attempt to strike you down. You gain the following benefits from Menacing Approach: Any Attack of Opportunity made against you has Disadvantage

Advantage on Attacks made against Target

+3 Damage to Target The effects last until 1 minute has passed or when either you or the Target falls to 0 Hit Points. You can use this feature a number of times equal to half your Charisma modifier rounded down (minimum of 1), and you must complete a long rest to regain all uses. Astral Destruction At 15th level, your Stand’s overwhelming physical strength and mental prowess can be directly applied towards an enemy through multiple planes of existence. Using an Action, you choose an enemy within 120 feet and vanish from sight, crossing into the Astral Plane and gathering enough Astral Energy to form an Astral Projection. At the end of your turn you and the Astral Projection phase back into whichever plane you were in before, appearing 30 feet above the chosen spot and slamming the Astral Projection into the ground. Each enemy within 30 feet of you takes 40 (8d10) Force Damage and is knocked back 20 feet, while the chosen enemy takes 50 (10d10) Force Damage and is knocked prone. You may use this ability a number of times equal to half your Intelligence modifier rounded down (minimum of 1), after which you must complete a long rest to restore all uses. Ultimate: World's End At the 18th level, you unlock the most hidden of powers within your Stand and force the World to listen to your command through sheer force of will, slowing and stopping the one thing that can never be controlled: Time. Using a Bonus Action or Reaction, you can force the wheels of reality to slow to a crawl before halting altogether. While using World’s End, you gain a walking and flying speed of 60 feet since gravity no longer applies when World’s End is in effect. 10

You can take one extra Turn during World’s End, but you cannot use World’s End while already in World’s End, as it will automatically resume time. Any attack made against you before World’s End automatically misses if you move out of its range, and any attack you make automatically hits. You can use World’s End a number of times equal to your Intelligence modifier before needing to take a long rest to restore all uses of World’s End. Dominantur Ultimum: If World’s End is activated during Requiem Master, you can take five consecutive turns in a row, and once World' End finishes, you return with full health and recharged abilities, with the exception of World’s End. Power of the Queen The Power of the Queen is one of desire and destruction, a power that can be born from any person. However, those who keep their strongest desires bottled up within them for the longest periods of time eventually break, and when they do, the resulting “explosions” of their passions and desires will make it known that even though they don’t fight, they could never have lost to anyone in the first place… The Wish of a Quiet Life When you choose this Stand Power at 3rd level, you become the embodiment of stealth, being able to blend into society without a single hint of trouble. At the same time, your fear of others knowing you you are has allowed you to spot danger and potential threats even before they realize you exist. As a result, you add double your proficiency when making a Perception or Stealth Check. Explosive Touch Starting at the 6th level, you can utilize your mental strength to force and object to explode from the inside out without the object itself being destroyed int he process. As a result, whenever your Stand touches any object, living or not, you can use an Action to make an Intelligence check with a DC of 10 to transform it into a bomb. This bomb can be remotely detonated at any range and you may have a number of bombs equal to half your Intelligence modifier at a time. You may activate any number of bombs using a Bonus Action or Reaction to trigger them, however if another creature touches the affected object, they must succeed on a DC 20 Dexterity Saving Throw or else the bomb immediately goes off. Once detonated, the explosion deals 6d8 Damage of either Cold, Force, Fire, Lightning, or Radiant to everything within a 10-foot radius that does not succeed on a Dexterity Saving Throw, with all bombs controlled by the Power of the Queen having the same choices and any creature that succeeds the Saving Throw taking half damage. Once the bomb is detonated, your Stand must touch the object again for it to be transformed into a bomb again, and if an explosion drops a creature to 0 Hit Points, the creature must succeed against Dexterity Saving Throw equal to 8 + your Intelligence modifer, or it is atomized into ash and immediately killed, with anything it was wearing or carrying instantly destroyed as well. Machine of Destruction Beginning at 10th level, you can use your life essence to create another corporeal being that detaches from your Stand, an indestructible explosive machine. 11

This machine takes any form you want, has a size of Tiny, a movement speed of 20 feet, and a Stand Range of 100 feet. It takes its turn at the same time as you and can be told who to attack, but if not ordered it will attack the nearest enemy. When Machine of Destruction ends its movement within 5 feet of an enemy, it detonates, dealing 8d8 damage to every creature within a 20-foot radius, including you. The explosion can trigger multiple times if multiple creatures are within 5 feet of Machine of Destruction, and if Machine of Destruction ends its movement 5 feet from a fire, it automatically explodes 5 times. Hidden Figure At 14th level, you can make your life essence appear almost nonexistent to the human eye by shifting in and out of the Astral Plane. Using a Bonus Action, you can make your soul constantly shift in and out of the Material and Astral Planes, making it hard to determine your figure and gaining the following benefits as a result: Attacks of Opportunity against you have Disadvantage

Attacks made against you have Disadvantage

Attacks you make against enemies have Advantage

Advantage on Stealth Checks The effects last for 1 minute or until someone hits you with an attack. If you are struck by an attack, you must succeed on a Constitution Saving Throw of a DC equal to 10 or half the damage that is taken, whichever one is higher, or take 4d10 Force Damage and be sucked back into the Material Plane. You can use this ability a number of times equal to half your Intelligence modifier rounded down (minimum of 1) before needing to complete a long rest to restore all uses. Unspoken Danger Beginning at 15th level, you can channel energy from the Astral Plane to form an invisible object before using and Action to transform it into a bomb. This bomb counts as a bomb created by Explosive Touch, can be turned into a Contact Bomb or Remote-Detonated, and the bomb’s size can range from Tiny, Small, or Medium, with the specifics and effectiveness of each labeled below: Tiny Bomb. This bomb is completely invisible to the human eye, only those with access to the Astral Plane being able to see it. It has a movement speed of 40, an Area-Of-Effect range of a 10-foot radius, and deals 5d8 Damage.

This bomb is completely invisible to the human eye, only those with access to the Astral Plane being able to see it. It has a movement speed of 40, an Area-Of-Effect range of a 10-foot radius, and deals 5d8 Damage. Small Bomb. This bomb, while small, can still be seen with an Investigation check against your contesting Deception check. It has a movement speed of 30 feet, an Area-Of-Effect range of a 20-foot radius, and deals 8d8 damage.

This bomb, while small, can still be seen with an Investigation check against your contesting Deception check. It has a movement speed of 30 feet, an Area-Of-Effect range of a 20-foot radius, and deals 8d8 damage. Medium Bomb. This bomb is easy to see and is rather slow, but it makes up for what it lacks in speed and subtlety in pure destructive power. It has a movement speed of 20 feet, an Area-Of-Effect range of a 30-foot radius, and deals 10d8 Damage. Ultimate: Catastropic Switch At 18th level, you are able to channel all of your mental energy into the Astral Plane and force time to quickly slow down and stop before reversing its course, winding the clock back until your mental stamina runs thin. Using an Action, a chosen creature must make a Constitution Saving Throw against a DC equal to 10 + your proficiency bonus + you Intelligence Modifier or have your Stand enter their body. You cannot activate any other abilities while your Stand is in the chosen creature but you can use a Reaction to immediately activate Catastrophic Switch. Activating Catastrophic Switch’s explosion causes the chosen creature to take 10d12 Damage, instantly atomizing if dropping to 0 Hit Points in the process. Any creature within a 30-foot radius of the chosen creature takes 10d10 Damage, is pushed back 20 feet and knocked prone, and you can choose to wind back time anywhere from a few seconds to 1 hour, altering the course of fate itself. After this, Catastrophic Switch will remain active and whoever you blew up to activate the ability will always take that damage around that time. Only when you recall your Stand will Catastrophic Switch be deactivated. If in combat, you are instantly teleported back to your original spot at the beginning of the battle with all Hit Points and Abilities restored and all Positive and Negative Effects removed (with the exception of Catastrophic Switch). You can use Catastrophic Switch a number of times equal to half your Intelligence Modifier rounded down, and must complete a long rest to regain all uses. Dominantur Ultimum: If Catastrophic Switch is activated during Requiem Master, you are capable of winding back time a full day at the cost of gaining one Exhaustion Point. If in combat, the effects apply to you and all creatures you choose. Power of the King The Power of the King is one of secrecy and deceit, often spawning from those who wish to keep their powers and identities hidden from the world. Those who wish to hide their true power from their enemies will do anything to make sure they are undiscovered, even going as far as sabotaging their own plans in order to remain covert. However, if any were to find out their powers, they would be eliminated before they could even fully grasp how terrifying their potential is… The One Who Sees All When you choose this Stand Power at 3rd level, you become a “Keeper of Secrets”, one who can stay hidden amongst the most perceptive of eyes and willing to whatever it takes to never let a single rumor about you run amok. However, at the same time, you will be able to tell the hearts of those who wish to be your friend or foe and where their loyalty lies, seeing them for their true colors and if they are to be chosen as an enemy or an all. As a result, you add double your proficiency bonus whenever you make a Deception or Insight check. Hand of The Court Beginning at 6th level, you learn through training how to channel your mental strength into a single, often-fatal strike against your opponent. As a result, you replace your Attack Rush with a single attack that deals 4 dice worth of damage + your Strength or Dexterity modifier. All abilities that include Attack Rush can be substituted with Hand of the Court. 12

Eyes of The Divine Starting at 10th level, you learn how to channel your mental strength into foreseeing the possible events that may or may not happen. As a result, you can now see the end result of what happens 10 seconds into the future, and as such use your Reaction to take the “Dodge” action for 1 Turn. In addition, you can use your Reaction to impose Disadvantage on an attack against a chosen creature within 10 feet and you can now use two Reactions before your next turn. Royal Oppression At 14th level, you become able to link your soul to another being, forcing their own to bend to your will and serve. Using an Action, you choose one creature within 60 feet or your Stand. That creature must succeed on a Wisdom Saving Throw against a DC of 10 + your proficiency bonus + your Intelligence modifier or be charmed by you for 1 hour. The creature will consider you as its leader and will fight to the death for you, going as far as to use their Reaction to take damage directed at you. However, it will not do anything that will result in certain death, such as jumping off a cliff. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) before needing to take a long rest to restore all uses. Imperial Eradication Beginning at 15th level, you can channel your mental energy into the enemy and overtake their life essence, draining it into your own. Whenever you make an attack using Hand of the Court, you can choose to activate Imperial Eradication. If you choose to do so, the enemy attacked must make a Constitution Saving Throw against a DC equal to 10 + your Intelligence modifier. If they fail, you drain their life essence in total and regain 20 (4d10) Hits Points, killing the enemy instantly. You can use Imperial Eradication a number of times equal to half your Intelligence modifier rounded down (minimum of 1) before needing to complete a long rest to regain all uses. Ultimate: Defiance of Fate At 18th level, your Stand allows you to force the fabric of reality to slow down and show you the fate of those around you, erasing the time in which you choose to act. Using a Reaction, you can slow down time and see everything that will happen within the next ten seconds as ghostly red visages, during which you can move up to your total movement speed. After ten seconds, Defiance of Fate ends, all creatures end up where they would be in ten seconds, and no creature other than yourself will remember what happened during Defiance of Fate. If in combat, activating Defiance of Fate will automatically skip the previous creature’s turn, forcing them to either stay where they are or were at the beginning of their turn and nullifying any Actions that they had taken during that turn. You can move up to 30 feet while Defiance of Fate is active and make an attack using Hand of the Court directly after the ability ends. You can use Defiance of Fate a number of times equal to half your Intelligence Modifier rounded down, and must complete a long rest to regain all uses. Dominantur Ultimum: When Defiance of Fate is activated during Requiem Stand, it erases time leading to the top of the Combat Initiative List, skipping all other turns during this. In addition, you and all other creatures you choose can become active during Defiance of Fate and make an attack immediately after it ends. ` 13

Power of the Prophet The Power of the Prophet is one born of desperation and strife, given to those who seek for an answer amongst the chaos of the world. However, only those able to pull themselves from their troubles and devote themselves to one goal can truly become a master of the Power of the Prophet, and once they do, their eventual control over reality will only be able to be known as an “Ascension To Heaven”… Devotion to the Immortal God When you choose this Stand Power at 3rd level, you become a loyal follower of the one who saved you during your time of need, seeing them as a God and worshipping their power. In addition to this, you are able to sway the masses in your favor, instilling the fanatical determination and visage of your savior into them. As a result, add double your proficiency bonus when you make a Religion or Persuasion check. Wrath of the Acolyte Starting at 6th level, you learn to channel your mental energy into extending the effective range of your Stand while also delivering more powerful attacks through it. As a result, your Stand now has a permanent Stand Range of 60 feet, disregarding the rules of the Stand User table, and damage of your Attack Rush is permanently increased from 2 dice to 3 dice of damage. Un-Euthanized Injection At 10th level, you gain the ability to use your Stand to inject a poisonous and hallucinogenic acid into the body of a creature, slowly killing them before they even realize what is happening. Using your Action, you can make a single Unarmed Attack against a creature, injecting them with a serum that slowly erodes at their body. The creature must make a Constitution Saving Throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier or fall Unconciousand be knocked prone. If they succeed, Un-Euthanized Injection does not affect the creature. While a creature is affected by Un-Euthanized Injection and is unconscious, the creature enters a dream-like state and can make a Wisdom Saving Throw against the same DC each turn to wake up. While the creature is unconscious and after they wake up, it takes 1d4 Acid Damage each turn, with the damage stacking by an extra d4 every turn. Once the creature awakens, it can make a Constitution Saving Throw against the same DC each turn to end the Acid Damage chain. Once a creature is awake and succeeds the Constitution Saving Throw, the creature cannot be affected by Un-Euthanized Injection for the next 24 hours. You can use Un-Euthanized Injection a number of times equal to your Intelligence modifier (minimum of 1), after which you must complete a long rest to regain all uses. Theft of the Snake Starting at 14th level, you can use your Stand to create small circular “Discs” in which commands can be extracted, stored, and inserted from and into different creatures. These Discs are completely indestructible, take a minute to form, and can hold simple commands such as “Attack” and “Run”. If the Disc is inserted into a creature, that creature will instinctively obey whatever the Disc says without question. 14

However, the utility of these Discs can be fully utilized when used against a creature. Using your Action, a creature within five feet of your Stand must make a Dexterity Saving Throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If it fails, thin needle-like appendages extend from your Stand’s fingertips and stab into the creature, slowly drawing out their memories in the form of a Disc. The extraction takes 5 full turns, any attack made against you has Advantage, and if you are hit by an attack you must succeed against a DC equal to 15 that increases by 5 with every attack, with a Critical Hit instantly canceling Theft of the Snake. If you fail at any point during Theft of the Snake, the extraction is abruptly stopped, all the memories are placed back into the creature, and you lose one use of Theft of the Snake. Once the 5 turns have passed, the creature instantly dies and you gain all of their memories in the form of a Disc. If the Disc is inserted into any creature, including yourself, the creature gains all the memories of the creature affected by Theft of the Snake. However, if Theft of the Snake is used against a Stand User, you can choose to either extract their Stand or memories. If you choose to extract their Stand and insert the Disc into a creature, including yourself, the creature must succeed on a Constitution Saving Throw equal to a DC of 20. If the creature passes, it gains the affected creature’s Stand and can use its abilities as if it were their own. You can use Theft of the Snake a number of times equal to half your Intelligence modifier rounded down (minimum of 1), after which you must complete a long rest to regain all uses. Man of the Moon At 15th level, you can use your Stand to make yourself temporarily become the center of reverse-gravity, repelling anything you choose away from you. Using a Bonus Action, the area around you becomes a reverse-gravitational force for a number of minutes equal to your Intelligence modifier or until you use another Bonus Action to end Man of the Moon. every creature within 60 feet of you must make a Strength Saving Throw against a DC equal Whenever you end your turn within 30 feet of a creature, that creature must make a Strength Saving Throw equal to 10 + your proficiency bonus + your Intelligence modifier. If the Strength Saving Throw is failed, the creature is pushed backward until out of your 30-foot radius and takes 10d6 Force Damage, only taking half as much damage on a success. Any object not secured to the ground is also repelled from you until out of your 30-foot radius, dealing 1d6 Bludgeoning, Piercing, or Slashing Damage to any creature it hits. In addition to this, you can reverse the gravity underneath you, allowing you to levitate and gain a Flying Speed of 30 feet for the duration of Man of the Moon. You can use Man of the Moon a number of times equal to half your Intelligence modifier rounded down (minimum of 1) Ultimate: Universal Reset At 18th level, you can channel your mental energy into forcing time to accelerate to the point where the entire universe is forced to reset in accordance with “Fate”. Using an Action, you can use our Stand to influence the very cornerstones of reality, forcing the entire universe to slowly accelerate and move faster. Every other creature percieves Universal Reset as an unnatural phenomenon where all non-biological processes, such as the sun moving, appear to be sped up, with only you and Gods being able to catch up with the acceleration. This causes you to look like you have extraordinary speed and reaction time to others, appearing as if you are moving faster than light itself. If activated during combat, you gain the following abilities the turns after you activated Universal Reset: 3 Turns After Activation: You can use half your movement speed during the other creature’s turn

You can use half your movement speed during the other creature’s turn 5 Turns After Activation: You can use your full movement speed and a Bonus Action on the other creature’s turn

You can use your full movement speed and a Bonus Action on the other creature’s turn 7 Turns After Activation: You can take a full turn during the other creature’s turn Eventually, after a number of minutes equal to half your Intelligence modifier rounded down, the current universe is reset and moved back to 7 turns after you activated Universal Reset, in which you and any other creature that survived Universal Reset will be placed into. Universal Reset returns you to this point in time with all Hit Points regained, all debuffs and buffs removed, and all abilities recharged (excluding Universal Reset). In addition, you gain Advantage against any Attack, Check, or Saving Throw you make for the next 10 minutes, and any Attack, Check, or Saving Throw made against you has Disadvantage, due to you living through those moments in the past universe. After using Universal Reset, it requires 2d4+3 days to recharge before you can use it again. Dominantur Ultimum: If Universal Reset is activated during Requiem Master, the recharge time of the ability is shortened to 1d4 days. Power of the Patriot The Power of the Patriot is one born from unfaltering loyalty, given to those who will fight for a cause that they believe in down to the last man. However, only those who are willing to do anything and everything for the sake of their ideology can truly unlock the Power of the Patriot, and once they do, their determination will be enough to make sure they succeed in the end… Loyalty & Liberty When you choose this Stand Power at 3rd level, you become the embodiment of true patriotism, a being who will protect their ideology at all costs and able to sense if another creature is willing to fight for or against it. In addition to this, your displays of unwavering loyalty are able to influence the masses and persuade them to join your side, instilling them with the same faithfulness as you. As a result, add double your proficiency bonus when you make an Insight or Persuasion check. Dirty Dimensional Deeds Starting at 6th level, you become able to channel your mental energy into using your Stand to rip through the fabric of reality and instantly move between an unlimited number of parallel universes. 15