stand user meme

At 20th level, you can enter Requiem as a bonus action for 1 minute once per day. Still not a massive fan of how this one turned out, but I am glad it's not another wall of text. You cannot send yourself back with this ability. Your Stand's Strength is equal to your Strength + your Charisma modifier + 3, your Stand's Dexterity is equal to your Dexterity + your Charisma modifier + 3. rowboat can become a tanker, Panzerkampfwagen I can become a Panzerkampfwagen VIII Maus, a jalopy can become a sports car, etc.). Your Stand's Strength, Constitution, Intelligence, Wisdom, and Charisma are all equal to your own. You may deflate yourself, in which case you do not become incapacitated, but benefit from the rest of the effects of deflation. At the 20th level, you have no limit on how many dishes you can have at a time, and the preparation/cook time is halved. in reply to You or another creature a within 30 feet of you gain 2d8 + your Stand's Dexterity modifier temporary hit points as an action for 1 Spirit Point (this die increases to 3d8 at level 9, 4d8 at level 11, and 5d8 at level 14). Projectiles that you teleport have their damage and range doubled or halved, your choice. Your Stand is also Proficient in unarmed attacks, and it’s unarmed attacks use a d4 for damage rolls. Basically, draw yourself as a JoJo's Bizarre Adventure character (you know, with all the GLAMOROUS poses and FABULOUS clothing) and create for yourself a Stand. You can spend 1 Spirit Point to extend this time by 1 minute. Your Stand's AC is equal to 10 + your Stand's ability modifier + your charisma modifier. PROTIP: On a failure, they are paralyzed as parts of their body opens like a book. Stand user is Meme Man; Loose Cannon - Light Mote which turns into a cannon on command. At 9th level, your virus becomes an inescapable power. --Ref3rence (talk) 10:10, 3 November 2020 (MST). This effect lasts until the beginning of your next turn. If you die, it remains in this state until the arrow is removed from it. It regains hit points in the same manner as you. Your Stand is also proficient in unarmed attacks, and it's unarmed attacks use a d4 for damage rolls. Any object your Stand touches in this form is instantly destroyed. At 11th level, the amount of reach gained by Not so bright, are you? We'll end it right here, right now. Your Stand's Dexterity is equal to your Dexterity + your Charisma modifier + 3, and your Stand's Strength, Constitution, Intelligence, Wisdom and Charisma are equal to your own. You may reclaim any and all of your limbs as an action. The rest of your Stand's Strength, Dexterity, Constitution, Intelligence, and Wisdom are equal to your own. I pledged my loyalty to the organization. At 9th level, when a creature has your Stand’s residue on it, it takes 2d6 Acid damage at the end of each of their turns. At 11th level, while creatures are under the effects of Insanity, they have advantage on Charisma, Dexterity, and Strength saving throws, but disadvantage on Charisma- and Intelligence-related checks and Intelligence saving throws. Legal Information: Know Your Meme ® is a trademark of Literally Media Ltd. By using this site, you are agreeing by the site's terms of use and privacy policy and DMCA policy. Your Stand can move up to 5 ft. away from your character's position. Stand Name: Magician's Requiem. For 1 spirit point, your Stand's unarmed strikes gain a range of 30 ft and deal 1d4 + your Stand's Strength modifier bludgeoning damage for one minute. The number of spirit points you have is shown in the Stand User table. On a hit, they must make a DC 10 Constitution saving throw or die instantly as their heart is ripped out. The Tower Alignment Stand is a Small destructive stand based on speed. At 3rd level, you must summon and de-summon your Stand as an action. Your Stand can move up to 10ft away from your character's position. Hi everyone! If a creature with a lock commits an evil action a second time, the guilt causes them to gain disadvantage on all attacks they make. The Devil Alignment Stand draws from its user’s suffering. You may regain your mines for 4 spirit points. If wielded by the same creature, you gain access to all bonuses from “Use me and kill” without any restrictions. It trancends the limitations of the flesh! Until the start of your next turn, your Stand and its copies will automatically destroy any projectiles fired at you. You will always know what they know, even if they forget. Stands are powers in Meme Lads in the Abyss. These count as part of the initial use for the sake of the "once per round" stipulation. You can have your Stand appear anywhere within this net, even outside the 15 ft. range, without the penalties of Coiled Body. It can move to any other reflective surface within 120 feet in a straight line using its entire movement. Ref3rence again. Any of your writings can be made as a bonus action, can do anything, and you can write within yourself. Joke/Meme Stand: For Stands not meant to be taken seriously. You can also open willing, unaware, incapacitated, or surprised creatures as a bonus action. Your Stand is also Proficient in unarmed attacks, and it’s unarmed attacks use a d4 for damage rolls. You store 4d4 force damage and 20 feet into an object with every tap. You can spend 1 spirit point to deal an additional 1d10 force damage. My friend's favorite character has their stand represented at last. Your Stand's AC is equal to 10 + your Stand's Strength modifier + your charisma modifier. You may also convert salt into an equal amount of a drug twice as potent as opium that reverts to salt after 2 weeks. At 14th level, when a creature fails the Constitution saving throw from “the first path”, they take an additional 7d8 necrotic damage. Your Stand's AC is equal to 10 + your Stand's Constitution modifier. They are also targeted by Emerald Splash if they make an attack against anyone other than you while within this range. Recovering yourself requires an action. You can use 1 spirit point as a bonus action to send out any number of Stands to help guard a creature of your choice. Starting at 14th level, your Stand now lands a critical hit on a roll of 18-20 on the d20. The rest of your Stand's Strength, Dexterity, Constitution, Intelligence, and Wisdom are equal to your own. You can enter Bloodlust by spending 1 spirit point as your bonus action. Your Stand’s range increases to 30 feet, its size becomes Medium, and it can attack creatures regardless of size. I am!" This can affect up to a 15 radius area. Your Stand's Dexterity, Intelligence, Wisdom, and Constitution are all equal to your own. What do you think I’m going to do with this hairdryer? If a creature becomes blinded or unconscious while your Stand is inside its reflection, you move to a reflection within 1/2 your movement speed as a reaction or take 8d12 psychic damage. Creatures must succeed a DC 10 + your Stand's Charisma modifier Wisdom saving throw to differentiate illusions from reality, but this does not dispel the illusion. If they learn a fourth thing, they forget the first. The Fool Alignment Stand has balanced Strength, Dexterity, and Constitution. At 20th level, your Stand may enter Requiem for 1 minute as a bonus action once per day. I can easily deflect a bullet from your puny little pistol. Your Stand’s AC is equal to 10 + your Stand’s Dexterity Modifier + your Charisma Modifier. On a success, they take 5d10 poison damage. If you lose a bet in which you have wagered someone else's soul, that soul is freed. Opening and closing a zipper uses a bonus action, or a free action if you spend 1 spirit point, and can only be done by you. Your Stand's AC is equal to 10 + your Stand's Dexterity modifier + your Charisma modifier. If the attack would kill you then you are forced to spend 2 spirit points to quickly regenerate and be brought back up to 2d6 + your Stand User level hit points or 1 spirit point to instead survive with 1 hit point remaining. Starting at 11th level, while replicating a creature, you can gain their skill proficiencies and ability scores for 5 spirit points, but you cannot attack. The Enigma Alignment Stand isn't suited for direct combat. The rest of your Stand's Dexterity, Constitution, Intelligence, Wisdom and Charisma are equal to your own. Starting at 7th level, while in Bloodlust, you gain an AC bonus equal to the amount of Exchange Blows stacks you have and attack rolls made against you cannot be made with an advantage if you are aware of their source's presence. Most names are taken from HFTF. Anything that happens to them in the dream happens to their body. When you pop a bubble, you can choose to make one creature or object within 5 ft. make a DC 8 + your Stand's Dexterity modifier + your Proficiency bonus Dexterity saving throw. They gain a climbing speed equal to their movement speed unless they already had a greater climbing speed, and they become invisible, even to Stand Users. At 7th level, your number of clones increases to 11. Your Stand can move 30 feet from your Character’s position. Starting at 2nd level, you learn to exploit the weakness in a creature's armor, causing you and your stand's successful melee attacks to a creature to ignore 1 unit of their armor class (1 AC per hit). Your Stand's AC is equal to 10 + your Stand's Dexterity modifier + your Charisma modifier. On 1998, an arcade fighting videogame featuring JoJo characters was released on Japan. You lose this feature at the end of your next turn if you successfully landed a hit on a creature, or for 1 minute otherwise. These creatures retain the same stats as when they were alive, except their type changes to undead, they gain dark vision for 60ft (unless they had better), and they gain Blood Drain as a permanently active feature. You can activate it as a bonus action for 1 spirit point. Your Stand's AC is equal to 10 + your Stand's Dexterity modifier + your charisma modifier. Up 'till now, I couldn't even drive, you know ..? Until the end of your next long rest, they are your “number 1”. The rest of your Stand's Strength, Constitution, Intelligence, Wisdom and Charisma are equal to your own.

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