Level
1st
Casting Time
1 Action Ritual
Range/Area
10 ft.
Components
V
Duration
5 Hours
School
Conjuration
Attack/Save
None
Damage/Effect

You conjure a manifestation of your divinity. They share all of the same stats as you and has the following

Telekinetic Strength. You can use your Intelligence modifier in place of your Strength modifier when making Strength checks and Strength saving throws.

Telekinetic Attack. When you attack with the stand's punches or kicks, you can use your intelligence modifier instead of your Strength or Dexterity modifier for the attack and damage rolls. The stand's punches and kicks have a reach of 10 ft away from you. The unarmed strikes deal magic Force damage.

Flurry of Strikes. Immediately after you use the Attack action with an unarmed strike from your stand on your turn, you can make one extra attack with your stand as a bonus action. The number of extra attacks increases when you reach certain levels, increasing to two at 11th level, and three at 17th level.

 Armor of the Spirit. Your stand can use a reaction to deflect a melee or ranged attack it sees coming towards, giving you a +4 bonus to AC while you are within 5 feet and aren’t incapacitated.

 

Available For: Wizard (Legacy) - School of Divination (Legacy)

Declanator

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