Path of the Stars

The freedom of the wilds and the open sky are paramount to many barbarians, but none moreso than a barbarian of the path of stars. Often followers of Desna, these barbarians seek to throw off restraint, stay mobile, and supplement their talents with a sprinkle of luck where needed to get by in the world.

Leap to the Stars

Starting when you choose this path at 3rd level, while you are raging, your jump distance is tripled and you do not need to take a run-up for a long or high jump to have its maximum distance. Additionally, when you jump and fall, you subtract the height of your jump from the fall distance when determining fall damage.

Fury of Falling Stars

Also at 3rd level, when you make a ranged weapon attack with a weapon that has the thrown property, you can treat it as a melee weapon attack for the purposes of all your barbarian features such as reckless attacks, rage damage, and brutal critical, and you can draw it as part of the attack if not already holding it. You must still make the attack using Strength to gain these benefits, if normally required.

Additionally, when you use your action to dash, you can draw and make one attack with a thrown weapon as a bonus action.

Luck of the Traveller

Starting at 6th level, you can call on the forces of luck to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a short rest before you can use this feature again.

Any time before you regain the use of this feature, if you make a roll at disadvantage due to adverse circumstances (at the DM's discretion this may not include self-imposed circumstances, such as attempting to persuade enemies during combat), after making the roll, you regain use of this feature.

Meteor Strike

Starting at 10th level, while you are raging, you may use your action to make a Meteor Strike. When you do so, you may immediately jump up to your maximum jump distance without provoking attacks of opportunity, provided the end of the jump places you within 5ft of a creature. You then make a melee weapon attack against the creature with advantage. If the attack hits, you deal an additional 5d8 force damage, and if the target is Huge or smaller it must succeed on a Strength saving throw or be knocked prone. The DC of this saving throw is 8 + your Strength modifier + your proficiency bonus.

You can use this ability a number of times equal to your Strength modifier, and regain all uses when you take a long rest.


Dream Traveller

Also at 10th level, you can cast the dream spell once per long rest without expending a spell slot or material components. When you cast the spell in this way, you must be the messenger, and you cannot make yourself appear monstrous and cause the target to suffer nightmares, only converse with them and shape their dreams.

Path to Freedom

At 14th level, your free spirit is so great as to prevent you from ever being held down while channeling your rage. While you are raging, you gain the benefits of the freedom of movement spell. If you are paralysed or otherwise incapacitated by an effect which freedom of movement

would protect you from, you can use your

bonus action to rage regardless of being

incapacitated.

Optional Weapon: Starknife

The favoured weapon of Desna, a starknife is a powerful weapon for use at mid-range combat, and often wielded by her more martial followers, such as the Moon Maidens of the Shoanti Lyrune-Quah.

A Starknife is a martial melee weapon with the light, finesse and thrown (30/120) properties, that deals 1d6 piercing damage.