Stand arrow chart (WIP) (d100)

d100 Result Abilities

1

Mr President

Crossfire Hurricane: does 4d10 fire damage

Crossfire Hurricane Variation: same as the previous ability but it can change its trajectory

Crossfire Hurricane Special: Does 2d12 fire damage in a 15 ft cone

Red Bind: able to restrain enemies with solid ropes of fire, for every turn an enemy is restrained it takes 1d10 fire damage

2-4

Magicians Red

Crossfire Hurricane: does 4d10 fire damage

Crossfire Hurricane Variation: same as the previous ability but it can change its trajectory

Crossfire Hurricane Special: Does 2d12 fire damage in a 15 ft cone

Red Bind: able to restrain enemies with solid ropes of fire, for every turn an enemy is restrained it takes 1d10 fire damage

5-7

Hierophant Green

possession (humanoid only): the stand goes into the targets body for 1d4 turns, and you have full control over them, you cant make them do anything that could put them in direct danger. The stand can be forced out with a DC 12 strength check

Emerald splash: make a ranged attack, on a hit, the target takes 2d6 piercing damage

20 meter emerald splash: a barrier made of the stands webs surround you in a 30 ft cube centered on yourself. anything that touches a part of the barrier will be attacked with your emerald splash attack, moving through the barrier is considered difficult terrain (yes i know the conversion is wrong, but 60 feet of AOE is busted)

8-10

Hermit Purple

Spirit Photography: smash a camera and take a photo of whatever you are focused on, no matter where it is, you are not able to tell where it is however. (DC 10 Wisdom save)

Vine Whip: you whip a target with your stand, dealing 1d6 slashing damage

Grapple: you can wrap your vines around a target, and they take 3d4 damage due to the thorns, and they must make a contesting strength save against you or be restrained you can grapple from up to 10 feet away, and pull the target to you if you win the strength save, if the creature is at least one size bigger than you however, you will be pulled to them instead

you can cast spike growth at will

Your Next Line Is...: Purely a roleplay tool, predict somebody's next line, and confuse the hell out of them. it'll be funny

(If you can use Hamon, all attacks will deal an extra 2d6 Radiant damage, including your spike growth)

11-13

White Reaper (custom stand)

Appearing as a shadowy figure in pale white robes. it wields a scythe and has chains around its wrists, it emits a path of thin fog as it moves.

You gain proficiency with scythes, expertise if you already were proficient.

Thinking With Portals: WR can use its scythe to cut open portals that you can step through, you can cast Misty Step without material components. You can also use these portals to redirect a projectile, using a reaction, you may make a DC 16 dex save to redirect a projectile, using the same roll used for the initial attack, but with a new target, the range is treated as though it went to you, then to the new target.

Ghostly Shackles: Using its chains,  it can restrain an enemy from up to 10 feet away, you can then use a bonus action to pull in the enemy,  making a contested Strength (Athletics) save. The enemy may have disadvantage if it is a size category smaller than yours.

Gaining momentum: Anything can be used as a projectile if you try hard enough, using your portals you can cause an object to fall through a set of portals several times to gain momentum, then launch it through a new portal, depending on what the object was. damage and further effect can be applied at the DM's discretion, typically gaining more damage the longer its been falling (caps at 3 turns).

14-16

Yellow Temperance

you have a slimy yellow substance on you, that allows you to cast disguise self at will, and anything that touches it will get part of it stuck to them and they take 1d4 necrotic damage for 1d4+2 turns. (this can stack, which will increase the amount of damage taken per turn)

17-19

Crazy Diamond

a very strong close ranged stand, which has a "repair mode" which can fix objects and heal people, however you must attack them to heal, they are healed for however much they would've taken as damage, you cannot heal yourself with it

Barrage: make a melee attack, on a hit, do 4d6 bludgeoning, this is considered an unarmed strike with magical properties

Yo, Angelo: your stand punches the ground, and causes it to reform around the legs of a target for 1d4 turns, which reduces their movement to zero, and gives them disadvantage on dexterity saves and advantage to people attacking it (DC 13 dex save to avoid)

Bearing Shot: You flick a projectile and it will deal damage depending on what was fired, be it bullets, crossbow bearings, or small rocks. if a shot hits and you fire something that came from the same object, you can "restore" your next shot and give it homing properties, allowing it to curve around cover and give you advantage on the attack roll.

20-22

The Hand

An extremely powerful stand which can scrape away space itself

Erasure: The Hand will scrape at a target, dealing 3d8 force damage

Barrage: does 4d6 bludgeoning damage and is considered an unarmed strike and magical for resistances

Erasure Barrage, The hand will let out multiple quick scrapes, dealing 1d10 damage per hit, can hit up to 5 times, but you make an attack roll for each hit

There's No Escape: you scrape away the space in front of you, pulling anything in a 20 foot line towards you, such as objects or creatures, you can also use this to launch yourself up in the air, reaching up to 30 feet high, you can only move half your movement speed with this however.

you can use a reaction to attempt to erase a projectile within 10 feet of you, you must make a DC 15 dex save, even if you fail you can still change its course and cause it to miss the intended target if you got a 10 or higher.

23-25

Echoes

Act 1: the stand forms an onomatopoeia, and attaches it to an object, the corresponding sound will then come from the object, good for distractions

Act 2: the stand forms a word and attaches it to something, it then feels how the word describes. examples: words such as "hot, sizzle, and scorch" would make the affected object feel extremely hot to the touch, as if touching an oven, and deal 1d10 fire damage, and words like "squish, boing, and bounce" would make the affected object soft and bouncy, like a trampoline

Act 3: its ability, 3 freeze, makes any object within range so heavy that it sinks into the ground, rendering any movement useless, using this on a creature will cause it to fall prone and take 1d8 force damage

26-28

Killer Queen

anything it touches becomes a bomb, you can only use 1 bomb at a time, will do 1d8 force damage and 2d6 fire damage.

Sheer Heart Attack: much longer range, and it acts on your turn, but you cant control it, and it will go after the nearest enemy, can be distracted by things hotter than body temperature (ovens, fire related spells, etc) will get confused in hot places such as a desert.

29-31

Weather Report

A white humanoid figure seemingly made of clouds. Allows the user near perfect control of the weather

Cloudy Cushion: as a reaction to you or an ally falling a distance that would cause damage, you can create a pillow of clouds to soften the fall and reduce the damage by half, rounded down.

Weather Forecast: The user can change basic weather such as rain, or wind to their will, this can be in an area from as small as 5 feet to well over a mile.

Not Quite Misty Step: the user can create a 30 foot cube of fog, obscuring the vision of everyone inside except themselves.

32-34

Dirty Deeds Done Dirt Cheap (D4C)

Clone: you can bring alternate versions of yourself and others to your dimension, and they will follow your every command to a certain extent. They will have your equipment, and share your AC and 1/4 of your max HP rounded up.

Unstable: (Passive) your clones don't react well to their counterparts, and will violently explode upon contact with said counterparts, dealing the same damage of your "Bomb Clone" ability. Clones of yourself are immune to this effect.

Bomb Clone: Summon an alternate reality version of a target, the clone will then run to their counterpart and explode upon contact, dealing 2d8 force damage and 2d6 fire damage, and half of the damage dealt to anything within 15 feet of the explosion.

Revolver Shot: You pull out a revolver and fire at a target, dealing 2d8 piercing damage upon a hit.

(can evolve)

Upon merging with the heart of the Holy Corpse, your stand will unlock a new ability.

Love Train: (3/Long Rest) you and your stand are surrounded by beams of yellow light for 1d4+2 turns, as you "hide" in-between universes. any misfortune directed towards you will be reflected, instead targeting someone else, this means you cannot effectively be targeted for spells, attacks, or even by the environment, traps will jam, weapons and spells will backfire or hurt someone else, and similar effects,

35-37

Silver Chariot

you gain proficiency with rapiers, if you are already proficient, you gain expertise

Rapier Barrage: make an attack roll, on a hit, do 4d8 piercing damage

Rapier Shot: you can fire the blade from your rapier, dealing 1d10 piercing damage, your blade will take 1d4 turns to come back, but can be returned early if you go get it yourself.

(can obtain requiem)

Gone Rogue: (Passive) You can no longer control chariot, and it will move away from everyone, defending itself and the arrow at all costs, this is basically a risky support, as your allies stands will be buffed, but yours is out of your control, you cannot use any kind of magic to control it, you cannot restrain it, and you cannot hurt it

Body Swap: (passive) you swap bodies with someone near you, gaining their stats and racial features, (such as an aarakocra's flight) Stands however, will move with the users soul.

Power Up: (Passive) if someone who got body swapped had a stand, it will gain an increase and power, dealing an extra 2d6 damage (this ignores buffs from other things such as hermit purples Radiant damage from Hamon)

Your own shadow: (Passive) if you try to attack chariot requiem, you will be attacked by your own stand, and take the damage of your own attack

38-40

Stone Free

the user is able to unravel their body into a string like substance, that can reduce damage from an incoming ranged attack by half, rounded down. you can also use this to pass through small gaps that you couldn't get through otherwise

Barrage: make a melee attack roll, on a hit do 4d6 bludgeoning damage. this is considered an unarmed strike, and is considered magical for things such as ghosts

Unravel: The user may unravel themselves. being able to make attacks as if they had reach, doesn't stack with things that already have this property

Bulletproof Net: you may use your reaction to unravel yourself to make a mesh net that softens the blow of an attack.

41-43

Whitesnake

A stand that can take a disk from somebody, whether it be their memory disk, or stand disk if they have one, this disk can be put in a different person if you wish

Glock: make a ranged attack roll, on a hit, the target takes 1d8 piercing damage

acid spit: (5/day) the stand spits acid at the target, and they will take 1d12 poison damage, they must then make a dc 15 con save or be poisoned for the next 1d4 rounds

Disk: you can grab a disk from a target and choose to take one of the following properties from them: their resistances (including legendary), one of their attacks at random, their memory, causing them to forget where they are and whos side they're on.

(can evolve into C-Moon, And then into Made In Heaven)

C-Moon: upon merging with the green baby, your stand shall evolve into C-Moon, gaining new abilities

Do you believe in gravity?: you can manipulate gravity, whether it be on, objects, people, or even yourself, you have to be able to touch it in order to change its gravity

Gravity Inversion Punch: Your stand punches a target, dealing 1d8 bludgeoning damage, then on the next turn dealing 3d6 force damage and knocking the affected target back 30 feet, with no drop due to their gravity being altered, they will only fall at the end of their launch.

Low Gravity Field: everything in a field of the users choosing becomes affected by low gravity, causing them to be able to jump extremely high and fall slowly, you can now move 150 feet via jumping with the low gravity. this also affects projectiles, making them drop significantly less, and doubling effective range.

Made In Heaven: Upon merging with a corpse part, C-Moon shall evolve once more, gaining immense speed.

Infinite Speed: (toggleable passive) your movement speed is doubled

Afterimage strike: (5 per long rest) if you are hit by a melee attack, you can use a reaction and choose to not take damage and instead appear behind the aggressor and punch them for 1d10+4 damage. this has a two turn cooldown.

knife throw: you can throw knives accelerated by your abilities, which deal 2d6+4 piercing damage. this has a range of 60 feet

light speed dash: you dash in a 15 foot line straight in front of you, dealing 1d8 slashing damage to anything in your path

44-46

Scary Monsters

you can become a dinosaur, and turn willing creatures into one as well (use druids wild shape rules, maybe slightly modified to your liking) if you were to try to change an unwilling creature, they must succeed on a dc 15 wisdom saving throw, or be transformed and under your control for the next 1d4 turns

47-49

Tusk Act 1

you can rotate your fingernails and shoot them for 1d6 piercing damage per nail, you can fire up to 5 as a single attack and they regenerate within 1d4 turns, drinking tea will cut this in half, and it cant stack

(has 4 acts,

Act 2: your nails now spin around your finger like an axis instead of in place, giving drilling properties, your nails now do 2d6+4 piercing damage, they also enter a "bullet hole" which is a kind of wormhole, that can chase a target up to 30 feet if it were to miss, acting as a hit if it can reach a target, and these holes can not be sent to another plane by any means. your nails take 1d6 turns to regenerate

Act 3: you can now move through your own wormholes via shooting yourself, and they can now move up to 50 feet, you can choose to only put in parts of your body, such as moving your arm up onto a wall or ledge to get a vantage point for possible advantage or bypassing cover.

Act 4: you cant move in time stop, but your stand can due to the infinite rotational energy within it (so can your nails). Barrage: deal 5d6 bludgeoning damage, this is an unarmed strike and is magical for the purpose of resistances. you can invade personal pocket dimensions such as Demiplane or D4C Love Train.

50-52

Soft & Wet

Bubble: you create a bubble which floats towards the target, and pops on impact dealing 2d8 force damage.

Property Theft: you can steal a property from an object that pops your bubbles, which does no damage, but you can use this strategically, such as removing friction from the floor, or taking one of an enemy's senses

Float On: You make a giant bubble that up to 3 medium creatures, or 2 large creatures can fit inside, this bubble cant do damage or take properties, but you can control it and give yourself a flying speed equal to 25 feet, subtracting 5 feet for every other creature in the bubble. the bubble can also hover. you can force an enemy into the bubble, requiring a DC 14 Strength saving throw to prevent it. The bubble has 8 AC and 1 HP

53-55

Star Platinum

Barrage: deal 4d6 bludgeoning damage, this is considered an unarmed strike, and is considered magical for things like ghosts

The World: (unlocked at level 10, 3/long rest) stop time for 1d4 -1 (minimum 1) turns, you are the only one able to move in this time and it does not end if you attack, any traps triggered are not activated until time resumes. creatures are unable to use reactions while this is active. the more you use it, you will be able to stop time for longer,

Time stop invasion: (passive) you can move for one turn of someone else's time stop as if it were your own, you can use reactions, attack, ect

Star Finger: does 1d8 piercing damage, and is considered magical for things like ghosts

My Stand Will Be Your Judge: Your stand grabs a target and absolutely demolishes them, dealing 4d10 damage this can only be used twice per encounter and 5 times per long rest

Almost Heaven: (passive) When at low health (30% or less) you gain some moves similar to The World Over heaven

Overwrite Punch: you release a strong punch, which deals 2d6 bludgeoning damage and 4d6 radiant damage (Will Instakill anything at 15% hp or below, with exceptions)

Overwrite Heal: You punch an ally or yourself, and you get healed for 2d8 hp, will deal radiant damage if used on an undead creature

Heaven Ascended Smite: You punch the ground, causing bolts of lightning to come down around you, one centered on yourself (this does not damage you) and 5 others. You can slightly influence where these land, its easier to focus them on enemies and metal objects however. Each bold does 1d10 lightning damage and 1d6+5 radiant damage

56-58

The world

Barrage: deal 4d6 bludgeoning damage, this is considered an unarmed strike, and is considered magical for things like ghosts

The World: (3/long rest) stop time for 1d4 -1 (minimum 1)turns, you are the only one able to move in this time and it does not end if you attack, any traps triggered are not activated until time resumes. creatures are unable to use reactions while this is active. the more you use it, you will be able to stop time for longer,

Time stop invasion: (passive) you can move for one turn of someone else's time stop as if it were your own, you can use reactions, attack, etc.

Knife Volley: you can throw a volley of knives that does 2d8+4 piercing damage, if you do this while time is stopped, the knives will stay in place until time resumes, and will instead do 2d12+4, as you have time to throw more knives.

Road Roller: (2/Long Rest) You stop time, and get a road roller (or other large nearby object), and slam it into the ground, which will explode once time resumes Dealing 4d10 bludgeoning damage and 1d10 fire damage as the roller explodes.

(Can Attain Heaven)

You obtain heaven by merging with a high tier corpse part (such as the heart, pelvis, or spine), and evolving your stand

Overwrite Punch: you release a strong punch, which deals 2d6 bludgeoning damage and 4d6 radiant damage

Overwrite Heal: You punch an ally or yourself, and you get healed for 2d8 hp, will deal radiant damage if used on an undead creature

Heaven Ascended Smite: You punch the ground, causing a bolt of lightning to come down around you, centered on yourself (this does not damage you) this deals damage in a 15 foot radius around yourself, doing 2d6 lightning damage and 2d8 radiant damage

59-61

Purple haze

Virus punch: (6/long rest) throw a strong punch, dealing 1d8 bludgeoning damage, and break one of the 6 virus capsules located on the stands fists, releasing a deadly virus cloud in a 20 ft cube centered on the target, any creature that starts its turn in the cloud will take 1d12 poison damage, this includes allies and the user. this attack can be used even after the 6 capsules are broken, but it will not release the poison cloud

(can be awakened into purple haze distortion)

Abilities gained in distortion:

Capsule Shot: the capsule can be shot up to 20 feet, giving more range

Virus Eater: (passive) the virus will be able to eat other viruses, effectively nullifying them, but it can eat a cloud from another capsule if the user isn't careful, effectively nullifying it

Virus Resistance: (Passive) the user can last 1 turn in their own virus without taking its effects

62-64

Aerosmith

Barrage: Aerosmith will fire a barrage of bullets, dealing 4d8 piercing damage

Lil' bomber: Aerosmith will drop a bomb in the selected area, dealing 1d12+5 force damage to anyone within 15 feet of the explosion

Propeller blades: (passive) Aerosmith can occupy the same space as another creature, and if a creature starts its turn in the same space as Aerosmith, it will take 1d10 slashing damage

65-67

Gold Experience

Barrage: deals 4d6 bludgeoning damage, this is considered an unarmed strike, and magical for things like ghosts

7 page muda: (1/day) the target takes 4d12+15 bludgeoning damage, and is then knocked back 30 feet, this is considered an unarmed strike, and is considered magical for the purpose of ghosts and the like

Give Life: Gold Experience can create living beings out of inanimate objects, this can be used to create missing limbs, such as eyes, fingers, or even something as big as a leg. it doesn't matter what size the original object was, Gold experience can turn something as small as a pebble into something as big as a tree, or an elephant

(can obtain requiem)

Requiem Abilities

Return to Zero: Gold Experience Requiem can remove the cause of an action, causing the effect to never happen, this can be used to cancel things such as Star Platinum or The Worlds Time stop, or King Crimsons Time Skip, if you have taken damage this round, you can revert the round to before you took the damage, and it will be your turn.

You Shall Never Reach the Truth: by killing someone, you can trap them in a death loop, they will die, and then they come back in a different world, and die again, and again, and again, they will be stuck in the death loop until GER says otherwise, this effectively prevents their resurrection. Otherwise its just dramatic flair.

68-70

Sticky Fingers

Barrage: deal 4d6 bludgeoning damage, considered an unarmed strike, considered magical for ghosts

Zipper: Sticky Fingers zippers can be used for many things, it can be used to safely remove limbs, hide inside something (or someone), or for mobility

Zipper dash: the user will grab a long zipper and it will open, sending the user (or anyone else holding the zipper) the entirety of their movement, without using their actual movement, this can also be used to climb walls

71-73

Sex Pistols

you need a gun to use this properly, the 6 "pistols" will pass any fired bullets to each other, adding 1d6+3 damage to any shots, and can go around cover. you can also reload as a free action

74-76

Wonder of U

Wonder of U is a sentient stand capable of causing disaster to those who intend to harm it or its user.

Calamity: Whenever a creature moves towards you or your stand with the intent to harm, roll a D20, on a 10 or above, your stand creates a "Calamity" in the immediate area to prevent the attacker from reaching you. these calamities may occur in several ways. it can be up to the player or DM, get creative with it. Damage and other effects may vary depending on the environment.

Calamity infusion: Wonder of U can also infuse an object with the negative energy that causes its calamities, which will activate upon being touched rather than attempting to pursue or harm.

Just another person: The stand is visible even to non-stand users, but it appears as an ordinary person, and its true form is only revealed to those who know of its abilities.

Illusionist: the stand can create illusions of itself capable of moving through walls, appearing in both human and stand form, and only appearing to specific people.

77-79

King Crimson

Time skip: (1 action or reaction)  You leap forward through time, and you are the only one able to act freely. in basics, you remove the cause of an action, but keep the effect, (im unsure how to rule this quite yet, for now will be up to DM's discretion)

Epitaph: select a target, you gaze into the future and view everything that target will do on its next turn, and it cannot be changed, you can use this to plan ahead on an enemy's action.

Chop: King Crimson will release a powerful chop, dealing 1d12+2 slashing damage

Blood Blind: you spray your blood into the eyes of a target, they cannot see for 1d4 turns, and have disadvantage on any and all checks requiring sight

(Can Achieve Requiem)

being reworked

80-82

White Album

Icy Armor: (passive) you gain a +2 to your AC, and any physical attacks that hit you will hurt the attacker for half the damage they did in the form of cold damage (rounded down), you also become resistant to cold damage

Ice Field: the land you walk on becomes coated in a thick layer of ice, and is considered difficult terrain for everyone but yourself. Any creature must succeed on a DC 13 dexterity saving throw, or slip and fall prone, and any form of vehicle will lose control upon going onto the ice, unless it was made to do so (such as spiked wheels or something)

Gently Weeps: (5/Long Rest) for 1d8+2 turns, the air around you in a 10 ft cube hits absolute zero, you are immune to projectiles for the duration, as they freeze midair, fire related projectiles are the only exception, but some can still be nullified/weakened, any creature, including allies, will have their movement speed reduced to 0, and take 1d4+3 cold damage if they start their turn in the affected area, the only creatures that are immune to this are ones that are accustomed to cold temperatures, such as frost giants or other ice related creatures. the cube will move with you

83-85

Red Hot Chili Pepper

A long ranged stand showing great control over electricity

Follow the Current: RHCP can move through electrical currents at incredibly fast speeds. if there's anything with an electric current then the stand can move through it, and reappear anywhere within 5 feet of the current, even being able to move through spells such as lightning bolt.

Tether: (passive) the stand relies on electric current, becoming weaker the farther it gets from a source of electricity, but stronger if its closer

Drag: when RHCP moves through an electric current, it can drag a creature in with it, the creature takes 2d12 lightning damage and is placed prone within 5 feet of the stand when it emerges

Shock Absorber: when the stand or user takes lightning damage, it heals for the same amount of the damage dice used (for example, if hit by lightning bolt, they would take the 8d6 lighning damage, then heal 8d6 hp

86-87

Horus

Icicle Shot: a large, sharp icicle will form in front of the user and launch at the target, dealing 1d8 piercing damage and 1d6 cold damage

Ice Wall: a 15 ft wall of ice will be made in front of the user, protecting them, and anything else behind it from things such as projectiles, the wall has an ac of 13 and has 40 hp

Ice Floor: you can cover the floor in a thick layer of ice in a 15 foot cone, becoming difficult terrain for everyone (including yourself) unless it is adapted to ice

88-90

Heavens Door

Read Like a Book: Heavens door can "open" people like a book, wherein the user can read about their memories and experiences. you can choose to either temporarily incapacitate them or allow them to stay conscious.

Revisions: you can write in someones "book" to change something about them (within reason), some examples would be "cannot attack [name]", "cannot use [ability]" however you may not make the affected creature do something that would directly harm them, such as walking off a cliff or stabbing themselves. these commands will eventually wear off.

Storyboard: you can affect someone with your stand if they look at a drawing you have made, this allows for you to open someone from a distance.

91-93

Hanged Man

you attack enemies through reflections, if the target is near a reflective surface (water, mirror, shiny metal) you can get an extra attack for 1d12 piercing damage, you can also make an oppurtunity attack on other peoples turns if a target is close to a reflective surface

94-96

Death 13

you get to do 4d6+5 attack damage against a sleeping target, great for assassinations, even if they don't die, they will not be aware that its you, forgetting everything that happened in their "nightmare", however any damage done in your dream world is done in the real world as well

Scythe slash: you slash at the enemy for 2d6 slashing damage

I'm In Control: you can control everything in your dream world, such as the environment, you can use this to trap the opponent, making up for the fact that you only have one attack, by making sure they cant do anything to get away

your opponent cannot summon their stand (assuming they have one) in your dream world, they can only fight back if their stand was active when they fell asleep

you can take your allies into a dream world during a long rest to converse and plan for possible scenarios, even creating said scenarios.

(can obtain requiem)

you make your opponents nightmares a reality, bringing their fears from their dreams into the real world, and you can also use your stand in the real world

Torment: you manifest the opponents fears, which can be a creature, or more of a vague idea such as a fear of something more powerful than themselves, this does have limits, you cant just summon a tarrasque, the creatures power and hp varies.

97-99

Phoenix (custom stand)

The stand has no physical form, (though you could make one from fire) you gain total control of fire, even going so far as to be able to make it solid and make weapons out of it.

You gain resistance to fire damage

Absolute Control: You can cast Flame Blade, Control Flame, Hellish rebuke, Fire Shield (warm shield only), Investiture of Flame, and Fireball at will without material components (if applicable)

From the Ashes:

100

Kiss

you can create stickers that will perfectly duplicate an item. the sticker will be on one of the objects, whether it be the original or the copy. you can also duplicate body parts, such as an arm, a finger, or even the head. if the sticker is removed, the items will fly towards each other, making a small explosion dealing 1d12 force damage to any creature in a 10 ft radius, including the user. the collision will damage the original item.

Sticker Placement: You put a sticker on an object, and a duplicate will be created. This can be used on limbs, but not a whole person. you can only have two stickers at a time, and they can not be on the same object/person

Sticker Removal: If a sticker is removed, the two objects fly at each other making a small explosion upon colliding, dealing 1d12 force damage to any creature in a 10 foot radius, including the user. the collision will damage the original item.