Base Class: Ranger
you have unlocked the mystical powers of a stand allowing you to summon your spirit to combat with you.
Stands form
At 3rd level, you gain a the ability to summon your spirit also known as your stand to fight alongside you. Choose a creature type depending on what you pick determines what your stand is like and its ability's. Add your proficiency bonus to the stands’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. It and you share your hit points (if an attack would hit both of you it just hits one of you instead determined by the attacker).
Your Stand obeys your commands and takes its turn on your initiative. On your turn, you can mentally control your stand where to move (no action required by you) or take the Attack, Dash, Disengage, or Help action. If you don't make it do anything, your stand takes the Dodge action or any special bonus action or action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command your stand to take the Attack action.
If you are incapacitated or absent, the stand acts on its own, focusing on protecting you and itself. The stand never requires your command to use its reaction, such as when making an opportunity attack. your stand can be summoned within 5 feet of you and if not in reach of a hostile opponent can be dismissed as an action.
While traveling through your favored terrain with only the stand, you can move stealthily at a normal pace.
your stands stat block has to be one of these unless your Dungeon Master gives you permission to pick a different one.
ABERRATION: Star Spawn Grue Legacy
BEAST: Panther
CONSTRUCT: Flying sword or Fractal Mascot or Spirit Statue Mascot
DRAGON: Pseudodragon
ELEMENTAL: Mud Mephit or Steam Mephit or Smoke Mephit
FEY: Blink dog
FIEND: Dretch
HUMANOID: Derro
MONSTROSITY: The Wretched Legacy
OOZE: Oblex Spawn Legacy
PLANT: Needle Blight or Violet Fungus
UNDEAD: Skeleton
remember to Add your proficiency bonus to the stands’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. It and you share your hit points (if an attack would hit both of you it just hits one of you instead determined by the attacker).
Exceptional Skill
Beginning at 7th level, on any of your turns when your Stand doesn’t attack, you can use a bonus action to command the Stand to take the Dash, Disengage, or Help action on its turn.
In addition, the Stand's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Stands Fury
Starting at 11th level, when you command your stand companion to take the Attack action, the stand can make two attacks, or it can take the Multiattack action if it has that action.
Share Spells
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your stand with the spell if the stand is within 30 feet of you.
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