Base Class: Paladin
as a holy gift from your god you can release your spirit to help you in combat known as a stand.
Channel divinity
Summon stand.You summon a creature called a stand within 5 feet of you. its stats are exactly the same as yours except it has a flying speed equal to your walking speed and is a celestial. it shares hit points with you and charges for limited ability's and the like. you can see and hear using your stand sense. when it uses its action to attack it attacks as many times as you could if you used your action to attack and your stand has (charisma+proficiency) to hit and deals 1d10+charisma force damage, the damage dice increase over time.,
it takes its turn at the same time as you and you split up your action and free action between you to, you both can make a free action and movement action. it cannot move farther then 60 feet from you without disappearing. when farther then 10 feet of you, you lose the ability to take actions or bonus actions not from your stand and are blinded and defended.
your stand has advantage on Constitution saving throws to maintain concentration on its/your spells. In addition, once per round, when it makes a melee weapon attack, it gains temporary hit points equal to half your paladin level (rounded up) + your Constitution modifier.(you do not gain these bonus or the extra health).
aura of the stand
as a free action your stand can shine bright light for 30 feet and dim light for another 30 feet and can use a free action to stop glowing, you can use your lay on hands ability without needing to touch them as an action if they are withing 30 feet of your stand while he is glowing.
Stands perseverance
when you are knocked down to 0 hit points and are doing death saving throws your stand continues to exist but if it takes damage you automatically fail one of your death saves and your stand can not use any healing abilitys.
unfaltering will
instead of taking a bonus action you may instead take an action. and you raise your ac by 2
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