Ranger
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.

Comments

Posts Quoted:
Reply
Clear All Quotes