The Stand Patron (Warlock Patron) Stand has same skill and weapon proficiencies as the
Stand User, but is also proficient with natural attacks that
You have a formed a powerful pact, that allows you to deal 1d4 bludgeoning or psychic damage (once chosen, the
manifest a part of your soul as an independant entity called a damage type choice cannot be changed except with Stand
Stand. Invocations). A stand can wield a physical weapon if it has
one available.
Expanded Spell List
The Stand User lets you choose from an expanded list of Dampen Damage (Level 6)
spells when you learn a warlock spell. The following spells Starting at 6th level, you can ignore 1d10 hp of damage dealt
are added to the warlock spell list for you. to you through your stand manifestation. You can only
Stand User Expanded Spells
dampen the damage must come from a single attack.
Once you use this feature, you can't use it again until you
Spell Level Spells finish a short or long rest.
1st Compelled Duel, Feather Fall
2nd Warding Bond, Enhance Ability
Autonomous Stand (Level 10)
Starting at 10th level, you're confortable enough with your
3rd Protection from Energy, Nondetection stand that it can react on it's own. Your Manifestation can
4th Freedom of Movement, Compultion take reactive actions on it's own without using your reaction.
5th Geas, Mislead Stand Mark (Level 14)
Starting at 14th level, you can use your stand manifestation to
Stand Manifestation create an effect similar to one of the effects of Symbol, you
Starting at 1st level you can manifest your Stand, a part of must choose a single effect that matches your stand's motif,
your soul, as a bonus action, dismissing a stand manifestion this effect cannot be changed between uses.
requires an action or a reaction. You don't need to spend material components, but your
The stand user can share the stand's senses. Also any stand is bound to the symbol until activated or until you free it
sensory benefits the Stand User has, affect the senses of the as a bonus action. When your stand is in this form, normal
Stand manifestation. The stand user can cast any spells or range limitations do not apply, and after activation or
effects using their stand as if the Stand manifestion was a deactivation your stand returns to you immediately.
familiar. Once you use this feature, you can't use it again until you
The stand is a separate metaphyisical entity that is bound finish a long rest.
to you, all damage taken by the Stand manifestation affects
the Stand User. New Invocations
The Stand Manifestion has an AC of 10 + Dexterity Bonus The Stand user has access to several Eldricth Invocation that
+ Charisma Bonus serve to enhance it's Stand Manfiestation.
Binding or grappling the Stand or the Stand User has no Energy Stand
effect on the other. Prerequisite: The Stand Patron
Stands have advantage on all saving throws. Any effect Your stand's natural damage becomes be an energy type
from a failed saving throw will effect the Stand User, except dealing a base damage of 1d6. This does not stack/combine
for damage effects. For example a failed save against a Hold with Improved Stand Weapon. Acid, cold, fire, lightning,
Person spell cast on a Stand will affect both the Stand and poison, or thunder.
the Stand User, on the other hand a Hold Person cast on the
Stand User will not affect the Stand Manifestation. Improved Stand weapon
Your stand can manifest and move within a 5ft area, or Prerequisite: The Stand Patron
share the 5ft position you are occupying. If a stand is forced Your stand can choose any one martial weapon, and use it
beyond that range, the Stand User will also be forced to move with proficiency. This weapon is part of the stand's
with it, or can choose to recieve 1hp of psychic damage as manfiestation.
you momentarily break the link and reform your stand
manifestation at it's previous position. If the stand user is Improved Stand armor
moves or is forced to move, the Stand manifestation will Prerequisite: The Stand Patron
always follow. Your stand has a base 13 armor bonus.
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 Multi Stand
reaction. However both the Stand User and the Stand can Prerequisite: The Stand Patron
move separetly during a round, as long as they stay within (NOTE: This is really weak as it stands, trying to figure out
range of each other. how to make it work) You gain an extra stand. Each stand is
Stand can use Strength, Dexterity, or Charisma as their independant, but you can still only direct one stand per round.
attack bonus to hit and damage.
Stand User | Fugue Nation 1
Protector Stand
Prerequisite: The Stand Patron
Your stand can protect others, including the stand user,
within 5ft as if it had the Protection Fighting Style.
Ranged Stand
Prerequisite: The Stand Patron
Stand can be projected upto 40ft + 10ft x Charisma. (A
warlock with a Charisma of 16 has 200ft)
Resistant Stand
Prerequisite: The Stand Patron
Stand gains damage reduction to all forms of damage,
except for one type. Your stand becomes weak to that damage
type instead.
Swarm Stand
Prerequisite: The Stand Patron
Your stand takes the form have hundreds of smaller stands.
Your stand gains the swarm type. Damage to a single swarm
stand is negligable to the stand user, however damage to the
entire swarm has normal effects of shared damage.
2 Stand User | Fugue Nation