Pact of the Stand (5e Pact Boon)
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Pact of the Stand[edit]
Your Patron has entrusted you with an otherworldly spirit tied to your being, or a Stand. As a bonus action on your turn, you can summon your Stand into an empty space no more than 5 feet away from you. Your Stand’s size is Medium, and is your choice of Aberration, Celestial, Elemental, Fey, or Fiend. Your Stand has an Armor Class equal to 15 + your Charisma modifier, 1 hit point, immunity to all conditions, and a walking (hover) speed equal to your walking speed. If your Stand would take any damage, you instead take that much damage of the appropriate type. Your Stand acts on your initiative. As a bonus action on your turn, you can move your Stand up to its speed in feet or direct your Stand to attack a creature within 5 feet of it. This attack uses your Spell Attack Modifier, and does 1d8 + your Charisma modifier magical Bludgeoning or Force damage (your choice) on a hit. You can cast spells from your Stand's location. Your Stand is destroyed if it moves more than 10 x your proficiency bonus feet away from you. Your Stand lasts up to 1 minute, unless you become incapacitated or you recall it with a bonus action.
Related Invocations[edit]
- Crazy Diamond
Prerequisite: Pact of the Stand feature
Whenever your Stand deals damage, it can deal Radiant damage instead of whatever type it could normally deal. or instead of having your stand attack when you command it, you can have it repair objects as if by the mending cantrip, with the only limitation being that you can only restore broken objects rather than fusing them together, at level 15 this limitation goes away. this can also be used to heal creatures by your stand's attack dice. You can use this a number of times equal to your wisdom modifier per long rest.
- Dark Blue Moon
Prerequisite: Pact of the Stand feature
Your Stand gains a swimming speed equal to its walking speed. You learn the Shape Water cantrip, and it does not count towards your known cantrips.
- Epitaph
Prerequisite: 5th level, Pact of the Stand feature
You can impose advantage or disadvantage on any roll made affecting you. you can do this a number of times equal to your Wisdom modifier or Dexterity modifier per short or long rest
- Hanged Man
Prerequisite: 11th level, Pact of the Stand feature
Whenever your Stand deals damage, it can instead deal Slashing damage instead of whatever type it could normally deal. You can use a bonus action to make your Stand Invisible unless viewed via its reflection, and can end this effect with another bonus action
- Hierophant Green
Prerequisite: Pact of the Stand feature
When attacking using your Stand, you can instead make a ranged attack with range 30/90. You can only add half your Charisma modifier to your attack and damage rolls when attacking this way.
- Highway Star
Prerequisite: Pact of the Stand feature
Whenever your Stand deals damage, it can instead deal Necrotic damage instead of whatever type it could normally deal. Additionally, your Stand's base walking speed increases by a number of feet equal to 5 x your Charisma modifier (minimum 5).
- Horus
Prerequisite: Pact of the Stand feature
Whenever your Stand deals damage, it can instead deal Cold damage instead of whatever type it could normally deal. You learn the Ray of Frost cantrip, and it does not count towards your known cantrips.
- King crimson
Prerequisite: Level 10, Pact of the Stand feature
at the beginning of your turn, as a bonus action or as a reaction, you can momentarily remove yourself from the flow of time. you completely remove yourself from the battle, disappearing until the beginning of your next turn, where you reappear anywhere within double your movement. you cannot take damage while like and and are temporarily immune to all conditions. Using this also removes all conditions unwillingly imposed on you. you can only do this once per long rest. additionally, your stand's damage becomes piercing and you can add your strength modifier to the damage.
- Made in Heaven
Prerequisite: Level 5, Pact of the Stand feature
You can cast the Haste spell once without using a spell slot, and you gain the ability to do so once you finish a long rest. When you cast Haste this way, the benefits apply to both you and your Stand, and you can use the extra action to attack with your Stand
- Magician's Red
Prerequisite: Pact of the Stand feature
Whenever your Stand deals damage, it can instead deal Fire damage instead of whatever type it could normally deal. You can cast Burning Hands as a 1st level spell without expending a spell slot a number of times equal to your Charisma modifier (minimum 1). You regain all uses once you finish a long rest.
- Purple Haze
Prerequisite: Pact of the Stand feature
Whenever your Stand deals damage, it can instead deal Poison damage instead of whatever type it could normally deal. You learn the Poison Spray cantrip, and it does not count towards your known cantrips.
- Red Hot Chili Pepper
Prerequisite: Pact of the Stand feature
Whenever your Stand deals damage, it can instead deal Lightning damage instead of whatever type it could normally deal. Additionally, your Stand can move a maximum of 15 x your Proficiency bonus feet away from you.
- Silver Chariot
Prerequisite: Pact of the Stand feature
Whenever your Stand deals damage, it can instead deal Piercing damage instead of whatever type it could normally deal. Additionally, your Stand's attacks use a d10 for their damage die.
- Star Platinum
Prerequisite: Level 11, Pact of the Stand feature
Your Stand can attack twice, instead of once, whenever you direct it to do so.
- Sticky Fingers
Prerequisite: Pact of the Stand feature
When attacking with your Stand, it has 10 feet of reach.
- The World
Prerequisite: Level 15, Pact of the Stand feature
You can use a bonus action or reaction on your turn to cast Time Stop, except that it lasts for only 1 turn. Once you do so, you can’t do so again until you finish a long rest.
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