Level
3rd
Casting Time
1 Bonus Action Ritual
Range/Area
Self
Components
M *
Duration
Until Dispelled
School
Enchantment
Attack/Save
None
Damage/Effect

Stab your self with a arrow and role damage to your self d1 or d3 or d7 

awaken your stand your warrior spirt summoning in a humanoid spirt who can buff you or go out and fight 

any damage that your stand received your also take but your stand will have 2 more ac then you 

when you the stand user takes damage (not through the stand) role to keep the stand summoun the role Is 8 to keep it summed but what ever you roll is plus to th amount of damage you did to your self with the arrow(this buff goes away when you heal)

 

when the stand is with in 5 feet of you you gain a bonus action plus two to anicitve oder and a +d8 to all physical damage           when the stand is further away it becomes separate taking away all of those buffs. the stand will have your inisitave and double your move speed but can not be (100 move speed away) or out of sight the stand use your reaction to attack/graple.

 

each class will have its own unique stand with a special ability

* - (1 arrow and to below 1/2)

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy)

littelgreamline

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