The Stand Patron (Warlock Patron)

You have a formed a powerful pact, that allows you to manifest a part of your soul as an independant entity called a Stand.

Expanded Spell List

The Stand User lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Stand User Expanded Spells

Spell Level Spells 1st Compelled Duel, Feather Fall 2nd Warding Bond, Enhance Ability 3rd Protection from Energy, Nondetection 4th Freedom of Movement, Compultion 5th Geas, Mislead

Stand Manifestation

Starting at 1st level you can manifest your Stand, a part of your soul, as a bonus action, dismissing a stand manifestion requires an action or a reaction.

The stand user can share the stand's senses. Also any sensory benefits the Stand User has, affect the senses of the Stand manifestation. The stand user can cast any spells or effects using their stand as if the Stand manifestion was a familiar.

The stand is a separate metaphyisical entity that is bound to you, all damage taken by the Stand manifestation affects the Stand User.

The Stand Manifestion has an AC of 10 + Dexterity Bonus + Charisma Bonus

Binding or grappling the Stand or the Stand User has no effect on the other.

Stands have advantage on all saving throws. Any effect from a failed saving throw will effect the Stand User, except for damage effects. For example a failed save against a Hold Person spell cast on a Stand will affect both the Stand and the Stand User, on the other hand a Hold Person cast on the Stand User will not affect the Stand Manifestation.

Your stand can manifest and move within a 5ft area, or share the 5ft position you are occupying. If a stand is forced beyond that range, the Stand User will also be forced to move with it, or can choose to recieve 1hp of psychic damage as you momentarily break the link and reform your stand manifestation at it's previous position. If the stand user is moves or is forced to move, the Stand manifestation will always follow.

The stand user can use it's action to allow the Stand to take an action, or it's reaction so the stand can take a reaction. However both the Stand User and the Stand can move separetly during a round, as long as they stay within range of each other.

Stand can use Strength, Dexterity, or Charisma as their attack bonus to hit and damage.

Stand has same skill and weapon proficiencies as the Stand User, but is also proficient with natural attacks that deal 1d4 bludgeoning or psychic damage (once chosen, the damage type choice cannot be changed except with Stand Invocations). A stand can wield a physical weapon if it has one available.

Dampen Damage (Level 6)

Starting at 6th level, you can ignore 1d10 hp of damage dealt to you through your stand manifestation. You can only dampen the damage must come from a single attack.

Once you use this feature, you can't use it again until you finish a short or long rest.

Autonomous Stand (Level 10)

Starting at 10th level, you're confortable enough with your stand that it can react on it's own. Your Manifestation can take reactive actions on it's own without using your reaction.

Stand Mark (Level 14)

Starting at 14th level, you can use your stand manifestation to create an effect similar to one of the effects of Symbol, you must choose a single effect that matches your stand's motif, this effect cannot be changed between uses.

You don't need to spend material components, but your stand is bound to the symbol until activated or until you free it as a bonus action. When your stand is in this form, normal range limitations do not apply, and after activation or deactivation your stand returns to you immediately.

Once you use this feature, you can't use it again until you finish a long rest.

New Invocations

The Stand user has access to several Eldricth Invocation that serve to enhance it's Stand Manfiestation.

Energy Stand

Prerequisite: The Stand Patron

Your stand's natural damage becomes be an energy type dealing a base damage of 1d6. This does not stack/combine with Improved Stand Weapon. Acid, cold, fire, lightning, poison, or thunder.

Improved Stand weapon

Prerequisite: The Stand Patron

Your stand can choose any one martial weapon, and use it with proficiency. This weapon is part of the stand's manfiestation.

Improved Stand armor

Prerequisite: The Stand Patron

Your stand has a base 13 armor bonus.

Multi Stand

Prerequisite: The Stand Patron

(NOTE: This is really weak as it stands, trying to figure out how to make it work) You gain an extra stand. Each stand is independant, but you can still only direct one stand per round.