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Warlock Patron:

The 『STAND』 .
Your patron is no patron at all, but a pure manifestation of
your willpower and fighting spirit. Through rigorous training
or the exploitation of a magical artifact, your Stand has
manifested as a part of your being, granting you spellcasting
powers as well as its own unique abilities.
Unlike other Stand Users, your Stand has its own instincts
and possibly its own agenda. It will seek to preserve you, as
its existence is tied to yours, but it cares little for your
personal convenience. Perhaps you can send it to far off
places to execute a simple command, but there is little to
guarantee it will follow the spirit, or even the letter, of that
command.
Expanded Spell List
The Stand 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 Expanded Spells
Spell Level Spells
1st Faerie Fire, Disguise Self
2nd Blur, See Invisibility
3rd Blink, Feign Death
4th Greater Invisibility, Freedom of Movement
5th Modify Memory, Passwall

Call 『STAND』
Starting at 1st level, you gain the ability to call forth and 『 STAND』Pacts
suppress your Stand as a bonus action. Your Stand is a Starting at 3rd level, your Stand evolves to take the place of
conduit for many impressive powers, and is nearly identical the Pact you would make with a normal patron.
to you in game statistics, with a few caveats: Pact of the Chain: Your Stand can manifest as a familiar.
The form you choose for the familiar reflects on the Stand's
Your Stand is invisible and incorporeal most of the time, appearance. Your Stand cannot perform any of its unique
with few exceptions. Your stand only interacts with the abilities while acting as your familiar.
world when it chooses or when you command it to do so. Pact of the Blade: While suppressed, your Stand can
Stands can pass through walls, but cannot show their user either reside within your body or your Pact Weapon. While
what is on the other side. your Stand is within the weapon, you can cause it to animate
If your stand would take damage from a source that does like a Dancing Sword. You must repossess the weapon for
not damage you (such as an attack from another your Stand to function as normal. If you obtain a new Pact
incorporeal creature), you take half that damage and your Weapon while your Stand is inside your old weapon, your
Stand takes none. You and your Stand share health points. Stand immediately possesses the new one.
Your stand acts on your turn, as you direct. It can move up Pact of the Tome: While suppressed, your Stand can
to your speed and normally cannot venture more than 30 either reside within your body or your Book of Shadows. Your
feet away from you. It levitates several inches off the Stand knows all cantrips you know via the book. While your
ground and can occupy your space without issue. Stand is within your Book of Shadows, you know if a creature
Without any other direction, your Stand will move up to its other than you is reading it, and can order your Stand to cast
speed each turn towards you and remain in your space. Dominate Person on that creature as a 5th-level spell. If you
Your stand wields a copy of your weapon, and is proficient lose the Book of Shadows while your Stand is inside it, your
with it. On your turn, it can make a single weapon attack Stand returns to you when you create a replacement.
or cast a spell. Its spellcasting modifier is equal to yours.
Your stand knows a single cantrip and a single spell you
know of each spell level. After it casts a spell, it must wait a
number of turns equal to that spell's level before casting
another. Your stand can only move whlie concentrating.
You may add, remove, and replace any of your Stand's
known spells whenever you gain a level in Warlock.
Specialized 『STAND』
Starting at 6th level, your Stand evolves further, gaining a
『 STAND』Your Ground
Starting at 10th level, your Stand's reaction speed becomes
measure of autonomy. It still obeys your commands, but now almost too fast for you to perceive.
it sometimes moves without your input, pursuing goals you When you are the target of a ranged or melee weapon
cannot fathom -- sometimes to your benefit, sometimes to attack, your stand interposes itself between you and the
your bane. attack. Make a Dexterity save with a DC equal to 8 plus your
You may choose to make your stand Automatic, Erratic, or Dexterity Modifier. On a success, your Stand deflects the
Long Range. attack, neutralizing its damage. On a failure, your stand
An Automatic Stand has a predetermined reaction to merely intercepts the attack, taking the damage (and passing
specific events. When you select this option, roll the Stand half of it to you as per Stand rules). Your stand may not
Behaviors table below up to three times and select one result. attempt to deflect another attack before the start of your next
Apply that Behavior to your stand. turn.
An Erratic Stand is more willful, and behaves in bizarre
and unpredictable ways. At the end of every long rest, roll the
Stand Behaviors table once and apply the resulting behavior
True 『STAND』
Starting at 14th speed, your Stand reaches the pinnacle of
to your Stand. evolution, changing its appearance and name. Choose one of
A Long Range Stand is less directly applicable in battle, the following.
but is more consistent and can be put to use more easily. A (Stand) Monarch: You or your Stand may make a melee
Long Range Stand can: spell attack against a creature. On a hit, roll a d6 on each of
that creature's turns. On a 6, a firey explosion erupts from the
Perform normally up to a range of 60 feet. creature, dealing 4d6 fire damage to it and half that to any
Be sent up to a mile away and report back what it sees. creatures within 5 feet of it that fail a DC 15 Dexterity save.
Venture up to 200 feet to cast one of its spells. Multiply this damage by the number of times the target
Deliver a message to someone up to 100 miles away that creature has been affected by (Stand) Monarch in the past ten
you know the appearance and location of. minutes.
Alternatively, (Stand) Monarch can affect a small inanimate
Stand Behavior object such as a stone, arrow, or coin. You can detonate that
The table below describes a basic method for determining object as a reaction whenever you wish, dealing 4d6 fire
Stand combat actions. At the DM's discretion, you may damage to all creatures in a 5 foot radius who fail a DC 15
determine a more specific or specialized action, such as your Dexterity save.
Stand inflicting a specific cantrip's effects on any creature it
Only one creature or object can be put under (Stand)
Monarch's effects at a time. If you drop to 0 hit points, it
shares a space with. The behavior of an Erratic Stand played
dissipates.
without the Behavior table is entirely up to the DM, though (Stand) of Fate: Your Stand's hands gain the effect of a
generally it will not be actively murderous towards you. Sphere of Annihilation. This effect activates when you
Behaviors from the Stand Behavior table only work if the choose, and cannot affect you. Your Stand can erase up to a
chosen action is possible and the Stand has a valid target. If, 10-foot cube of matter every turn.
for instance, your Stand's behavior is "When I take damage, my As an action, your Stand may attempt to touch a creature in
Stand casts its 5th level spell targeting a creature I designate its range and affect them with its Annihilating Touch. Treat
as a reaction," your stand A) needs to know its 5th level spell,
this as a melee attack. On a hit, the target suffers 4d10 Force
damage, as the Sphere of Annihilation item. Tiny creatures
B) needs to be able to cast spells, and C) needs you to use are destroyed outright.
your reaction to choose a target. If any of these conditions are (Stand) Scarlet: Your Stand gains the ability to rewind. As
not met, your Stand will do nothing. an action, once per short rest, you may order your Stand to
Your Stand will not follow its behavior if doing so would negate the last few seconds. All creatures within 100 feet
reduce you to 0 hit points. You may also prevent it from acting regain all hit points lost since their last turn, and any negative
by using your reaction to suppress it just as it triggers. effects gained in that time are negated. Only you remember
what happened in the rewound time.

Stand Behaviors

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