You learn to manifest your spirit as a spectral guardian to fight for and protect you. The spirit, called a Stand, is a medium-sized Celestial, Elemental, or Fiend being depending on your alignment (Good-Celestial, Neutral-Elemental, Evil-Fiend) with a unique appearance that is usually based on the user's characteristics. It is only visible to other Stand Users and those with blindsight and devil sight.
As an action on your turn, you can summon your Stand in an unoccupied space by another Stand up to 5 feet away from you. As a bonus action, you can move around you to a space unoccupied by another Stand by expending your own movement in an equivalent of 1-1 feet. You may dismiss your stand as a bonus action on your turn.
Once summoned as an action on your turn, you can have your Stand attack in melee or ranged combat according to its characteristics defined below. The Stand has the same number of attacks as the user. The person receiving the attack must be Immune to Force or Psychic in addition to the Stand's element to be immune to the Stand's attack. If it is resistant to the Stand's element or its equivalent (Force or Psychic) then resistance is applied normally. Even though the Stand has an element, what is actually happening is that whoever receives the damage is receiving Psychic or Force damage respectively according to the Stand's element.
While your Stand is present, you gain the following benefits:
- You and your Stand share resistances, immunities, HP, AC so that in terms of combat you are one being. If his hit points drop to 0, the user's hit points also drop to 0 and the stand will disappear until it is summoned again.
- Your Stand cannot suffer from mild conditions but can suffer from effects that limit movement. If your Stand is affected by a status that limits its movement, its user will also obtain said status. The user is the one who rolls to decide if they are free of the status and not the Stand.
- The user and the Stand are one. If the user or the Stand are pushed or moved against their will, they will both move in unison and maintain their relative position to each other.
- The Stand has no reactions and can only react by spending its user's reaction and only if the user can react correctly to what is happening (that includes range).
The first time this Feat is used, a d20 is rolled for each characteristic of the stand that it will have for the rest of the adventure for the character who got this feat even if he loses the feat.
| Roll 1d20 | Stand Range and Power |
|---|---|
|
1-5 |
Short (up to 5 feet) +5 to melee attack rolls and damage (5 feet). -1 to ranged attack rolls and damage |
|
6-10 |
Medium (up to 10 feet) +3 to melee attack rolls and damage (5 feet). +3 to ranged attack rolls and damage |
|
11-15 |
Long (up to 30 feet) -1 to melee attack rolls and damage (5 feet). +5 to ranged attack rolls and damage |
|
16-18 |
Short and Medium (5 to 15 feet) +2 to melee attack and damage rolls (5 feet). +3 to ranged attack and damage rolls |
|
19-20 |
Medium and Long (10 to 25 feet) +3 to melee attack and damage rolls (10 feet). +2 to ranged attack and damage rolls |
| Roll 1d20 | Stand Autonomy |
|---|---|
|
1-5 |
Unconscious: Imitation of the user, no will of its own. |
|
6-10 |
Requires explicit commands to act, has no emotions. |
|
11-15 |
Acts with limited initiative; responds in a basic way without commands. |
|
16-19 |
Has emotions and makes limited decisions, although follows orders. |
|
20 |
Full autonomy: emotions, speech, and ability to make own decisions. |
| Roll 1d20 | Stand Damage Type |
|---|---|
|
1 |
Acid (Psychic) |
|
2-4 |
Blunt (Force) |
|
5-6 |
Cold (Psychic) |
|
7 |
Poison (Psychic) |
|
8-9 |
Fire (Psychic) |
|
10-12 |
Piercing (Force) |
|
13 |
Necrotic (Psychic) |
|
14-15 |
Lightning (Psychic) |
|
16-17 |
Slashing (Force) |
|
18-19 |
Thunder (Psychic) |
|
20 |
Radiant (Psychic) |
| Roll 1d20 | Part of Stand Name |
|---|---|
|
1 |
Fool |
|
2 |
Magician |
|
3 |
High Priestess |
|
4 |
Empress |
|
5 |
Emperor |
|
6 |
Hierophant |
|
7 |
Lovers |
|
8 |
Chariot |
|
9 |
Justice |
|
10 |
The Hermit |
|
11 |
Wheel of Fortune |
|
12 |
Strength |
|
13 |
Death |
|
14 |
Temperance |
|
15 |
Devil |
|
16 |
Tower |
|
17 |
Moon |
|
18 |
Sun |
|
19 |
Judgement |
|
20 |
Hanged Man |
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Posted Dec 8, 2024Hello, if anyone has any suggestions or advice to improve the Feat, I will be reading them.
Tell me if I have to modify something to make it easier to use (I don't know much about special commands when creating). Also let me know if I've made any giant mistakes anywhere. Greetings. :D