Primal Path:

Path of Stardust

Some Barbarians have abandoned anger, searching deep within themselves and moulding their warrior spirit into a finely tempered weapon.

These enigmatic, bizarre warriors have supernatural abilities few can fathom. The mystical powers of the Stand are not for the dull-witted -- many possess powerful yet intensely specialized abilities that require quick thinking and out-of-the-ordinary logic to use to one's advantage.

Call 『STAND』

At 3rd level, when you adopt the Path of Stardust, you gain a mystical humanoid guardian known as a Stand, which you may call forth at will by shouting its name as a bonus action. You may call your Stand forth and enter a rage simultaneously. Your Stand is nearly identical in game statistics to you; however, it has several caveats:

  • Stands are incorporeal. Your Stand only interacts with physical objects, even walls, when you direct it to. Your Stand cannot take damage -- if it would be damaged by an effect that does not damage you, such as an area spell or an attack from another incorporeal creature, it takes no damage and you take half the damage.
  • Stands are invisible to most creatures; however, a Stand can be seen by another Stand User or revealed by a Detect Magic effect or any sort of effect that reveals invisibility.
  • Your Stand acts on your turn and floats near you, unable to venture more than 5 feet from you. When you move, your Stand also moves, maintaining its relative position to you. A Stand can occupy its user's space with no issue.
  • A Stand has no Intelligence, Wisdom, or Charisma -- it cannot speak and only does as its user commands.
  • Your Stand wields a copy of your weapon and is proficient with it. It can make a single weapon attack on your turn. If you are raging, it benefits from your Rage Damage bonus and Brutal Critical feature.

『STAND』 Power

Starting at 6th level, your Stand can cast a single spell at will. You can select this spell from the list below, and change that to another spell in the list whenever you gain a level in Barbarian. Your Stand has a spellcasting modifier equal to your Charisma modifier.

Stand spells are cast as their lowest possible spell slot. While your Stand is concentrating on a spell, it vanishes and cannot perform any other actions.

Barbarian Level Requirement Spells
6 Compelled Duel, Entangle, Feather Fall, Fire Bolt, Light, Create or Destroy Water
12 Detect Thoughts, Enhance Ability, Calm Emotions, Hold Person, Aid, Enlarge/Reduce
18 Clairvoyance, Beacon of Hope, Crusader's Mantle, Slow, Fear, Fly

Stand Users and Crusades

Where one Stand User exists, many are sure to spring into existence -- the power of the Stand being oddly infectious. Several close-knit warbands of Stand Users, known as Crusades, have helped shape history.

Stand User Crusades have always operated in the shadows, away from the prying eyes of everyday folk. When Stand Users clash, the results can level buildings and cause brilliant flashes of power, but in a world like the Forgotten Realms, such occurences are sadly commonplace.

Stand Users' lives are often marked with tragedy, as the world their unique power thrusts them into frequently consumes the indolent, the inattentive, or the innocent. The Crusades are a march against the evils of the supernatural and its unchecked powers, and it is up to you and your Stand to hold these evils back... or become one of them.

Inhuman Speed

Starting at 10th level, you and your Stand gain the ability to move with blistering speed in short, controlled bursts. While raging you can, as an action, order your Stand to make a barrage of 4 attacks with its weapon in a single turn. The last two attacks are made with disadvantage.

In addition, your Stand enhances your Danger Sense. If disadvantage would nullify the benefit you get from Danger Sense, you may still make the save with advantage. If you would halve the damage of an effect by making a Dexterity save with advantage from Danger Sense, you may negate that damage instead.

Ultimate 『STAND』

Starting at 14th level, your Stand's name gains a suffix, and it unlocks its true, hidden power. At Level 20, your Stand reaches the apex of its potential, and allows you to shape the flow of battle to your will. Choose one of the following:

(Stand) Over Heaven: Once per long rest, you may use an action to grant yourself an effect similar to the Time Stop spell. For up to 6 seconds, time stops for all creatures except you. In combat, this allows you to take an extra turn after your current turn. At level 20, this ability extends to 10 seconds and a second extra turn.

You may activate (Stand) Over Heaven as a reaction to any effect granting another creature extra turns. You and that creature take turns according to initiative until the shorter effect ends, after which the remaining creature takes the remainder of its extra turns.

(Stand) Final Act: Your Stand is now bound to a 10-foot range from you, rather than 5. Its Inhuman Speed barrage attack now only requires a bonus action from you. At level 20, your Stand can make a weapon attack as a Legendary Action.

(Stand) Requiem: Once per long rest, your Stand may touch a willing creature to cast Power Word Heal on it. At level 20, your Stand can cast True Resurrection this way, but doing so drains its power completely, dismissing it and rendering Call Stand unusable for 1d6+1 days.


Stand Name Traditions

Stands have a grand tradition of several naming schemes. The names themselves rarely possess any relevant symbolism, but the tradition helps to unite Stand Users under a common lore.

Tradition: The Deck of Many Things
d10 Stand First Name d10 Stand Second Name
1 Star 1 Platinum
2 Euryale 2 Gold
3 Skull 3 Ironwood
4 Ruin 4 Silver
5 Vizier 5 Emerald
6 Void 6 True Ice
7 Throne 7 Electrum
8 Fool 8 Adamantine
9 Donjon 9 Mithril
10 World 10 Prefix first name with "The"
Tradition: Ancient Deities
d10 Stand Name
1 Azuth
2 Baal
3 Ghaunadaur
4 Ilmater
5 Tyr
6 Lolth
7 Zinzerena
8 Bahamut
9 Asmodeus
10 Io
Tradition: Musicians & Songs
d10 Stand Name
1 Dragonlance
2 Knight of Cydonia
3 The Binding
4 Mana Curve
5 Dice With Death
6 Apparatus of Kwalish
7 Fire & Flames
8 Doom
9 Great White Wyrm
10 Discworld