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