Daoine Sidhe Barbarian — Warborn Guardians of the Fairy Mounds
Daoine Sidhe Barbarians — Storm‑Forged Fey Warriors of the Old Mounds, Wielding Wrath as Wild as the Ancient Earth Itself

Fearsome factions of fey warriors drawn from the ancient daoine sídhe — the mystical people of the mounds in Celtic legend — the Daoine Sidhe Barbarians fuse primal ferocity and Otherworld charm into a whirlwind of battle that reshapes the very wilds they call home.
Appearance
The Daoine Sidhe Barbarians are striking fey figures of varied heights and lean, powerful builds; their skin carries hues of moonstone, emerald, or storm‑grey, while eyes shimmer with unnatural light and whisps of mist trail from their wild manes. Each bears war‑painted runes or sigils that pulse with ancient magic, and they favor battle‑dress woven from hides, furs, and braided vines that echo the primal landscapes they guard — a terrifyingly beautiful blend of elegance and raw, feral might.
Behaviour
These barbarians move with shifting moods — sometimes eerily serene like a mist‑covered forest, other times erupting in ecstatic roars that shake the air; in combat they prefer close‑quarters frenzy, charging in waves of unrestrained energy with booming laughter or mournful chants, acting both as territorial guardians and ecstatic revelers of battle.
Habitat
Daoine Sidhe Barbarians dwell in the liminal places where the veil between the mortal world and the Otherworld thins: shadowed woodlands, fog‑clad hills, ancient fairy mounds, and sacred groves. Such locations resonate with primal fey energy, serving as strongholds where these warriors patrol, hunt, and enforce the old laws of the land.
Modus Operandi
In battle, they blend their fey grace with barbaric fury: closing swiftly upon foes, unleashing spiraling assaults with rune‑etched great weapons or spiked blades, and using chaotic magic drawn from their ancestral Otherworld ties to disorient and dominate enemies. They tend to fight as a coordinated, war‑cry driven pack — sometimes mimicking natural phenomena like crashing waves or roaring thunderstorms in their synchronized attack patterns.
Motivation
Daoine Sidhe Barbarians are driven by deep ancestral instincts: to defend their hallowed territories from perceived corruption, to uphold ancient pacts born of Otherworld magics, and to satiate a fierce, almost ritualistic craving for combat that they believe maintains the balance between the mortal realm and the primal forces of the Otherworld.
Daoine Sidhe Barbarian 5e 2024
Daoine Sidhe Barbarian, Pathfinder
Daoine Sidhe Barbarian 3.5 (Home Brew)
Daoine Sidhe Barbarian

Medium fey, chaotic neutral
Initiative +2 (12)
Armor Class 16 (natural fey resilience)
Hit Points 112 (15d8 + 30)
Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 14 (+2) | 15 (+2) | 12 (+1) | 16 (+3) | 18 (+4) |
Saving Throws: Str +9, Con +6, Wis +7, Cha +8
Skills: Athletics +9, Intimidation +8, Perception +7, Survival +7
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Senses: darkvision 60 ft., passive Perception 17
Languages: Common, Sylvan
Challenge: 9 (5,000 XP)
Traits
Fey Ancestry.
The Daoine Sidhe Barbarians have advantage on saving throws against being charmed, and magic can’t put them to sleep.
Magic Resistance.
The barbarians have advantage on saving throws against spells and other magical effects.
Rage of the Mounds (3/Day).
As a bonus action, a barbarian can enter a fey‑infused rage for up to 1 minute. While raging, it gains:
• +3 bonus to melee damage rolls,
• resistance to bludgeoning, piercing, and slashing damage, and
• advantage on Strength checks and Strength saving throws.
The rage ends early if the creature is incapacitated or if it hasn’t attacked a hostile creature or taken damage since its last turn.
Actions
Multiattack.
The Daoine Sidhe Barbarians make two melee attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 18 (2d10 + 5) slashing damage.
Fey War Cry (Recharge 5–6).
The barbarians unleash a thunderous, Otherworld‑touched cry. Each creature of their choice within 30 ft. that can hear it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactions
Uncanny Evasion.
When the Daoine Sidhe Barbarians are targeted by an effect that allows a Dexterity saving throw to take half damage, they instead take no damage on a successful save, and only half on a failed one.
Legendary Actions
The Daoine Sidhe Barbarians can take 1 legendary action, chosen from the options below. They regain spent legendary actions at the start of their turn.
• Leap of the Wild: Move up to half their speed without provoking opportunity attacks.
• Fey Strike: Make one Greatleaf Blade attack.
Combat Role & Tactics
Daoine Sidhe Barbarians surge into battle with unpredictable ferocity, often opening combat by closing with foes and activating Rage of the Mounds to maximize survivability and damage output. They leverage Fey War Cry early in an encounter to disrupt enemy formations, then focus on high‑priority targets such as spellcasters or lightly armored opponents. Their Uncanny Evasion and movement‑based legendary action make them difficult to pin down, while their martial prowess and natural resistances reflect their nature as fierce guardians of sacred fey places.
Daoine Sidhe Barbarian

CR 9
XP 6,400
NE Medium Fey
Init +6; Senses low‑light vision; Perception +17
DEFENSE
AC 22, touch 12, flat‑footed 19 (+3 Dex, +10 natural, –1 size)
hp 93 (10d6+50)
Fort +12, Ref +12, Will +10
DR 5/cold iron
Resistances acid 10, electricity 10
SR 18
OFFENSE
Speed 40 ft.
Melee +1 greatleaf blade +18/+13 (2d8+10/×3)
Ranged thornshot +15 (1d6+6)
Special Attacks rage surge, fey war cry
Spell‑Like Abilities (CL 10th; caster level 10th)
• 3/day — crown of madness (DC 18), suggestion (DC 19)
• 1/day — blight (DC 20), greater invisibility
Save DCs are Charisma‑based.
STATISTICS
Str 24, Dex 17, Con 20, Int 14, Wis 18, Cha 19
Base Atk +7; CMB +15; CMD 29
Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, Power Attack, Weapon Focus (greatleaf blade)
Skills Acrobatics +15, Intimidate +17, Perception +17, Survival +16
Languages Common, Sylvan
SPECIAL ABILITIES
Fey Traits (Ex). Daoine Sidhe barbarians are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment effects.
Rage Surge (Ex). Once per day as a swift action, a Daoine Sidhe Barbarian may enter a fey rage similar to a barbarian’s rage. While raging, it gains +2 Strength, +2 Constitution, a +1 morale bonus on Will saves, and +2 damage with melee attacks for 5 rounds.
Fey War Cry (Su). Once per encounter as a standard action, the barbarian unleashes an otherworldly battle shout. All foes within 30 feet must succeed on a DC 18 Will save or be shaken for 1 round. On a critical failure, they are frightened instead.
Hawthorn Barrage (Ex). Drawing on the sacred essence of faerie‑linked plants, a Daoine Sidhe Barbarian can hurl razor‑tough seed pods and thorny brambles as a ranged attack. This functions as a thrown weapon with a 20‑ft. range increment and deals piercing damage, reflecting both the wrath and protection of the wild.
TACTICS
During Combat. Daoine Sidhe Barbarians rely on ambush and fey cunning. They typically use greater invisibility preemptively to position for attacks or retreat, opening combat by engaging priority threats with their greatleaf blade. When foes cluster or resist straightforward assault, they deploy blight or suggestion to disrupt tactics, then enter rage surge to stomp front‑line enemies. The fey war cry is used to undermine enemy morale and force repositioning.
Morale. These fey warriors fight fiercely but retreat when reduced to half their hit points or if their leader falls, using mystical concealment and forest terrain to vanish and regroup.
DESCRIPTION
Often mistaken for elves or forest folk by travellers, Daoine Sidhe Barbarians are fierce fey guardians born of ancient mound magic. They stalk ancient woodlands and sacred cirlces, enforcing the will of the Otherworld with equal parts martial fury and arcane trickery. Driven by ancestral pacts and primordial instinct, they rage at those who defile sacred lands or threaten the balance between mundane and fey realms.
ECOLOGY
Environment: Temperate forests, enchanted hills, ancient fairy mounds
Organization: Solitary, pair, or band (3–6)
Treasure: Standard (often including fey‑crafted trinkets and relics)
Daoine Sidhe Barbarian

Originally Posted by MythMage of the Dicefreaks forums.
Daoine Sidhe Barbarian (Raging) (CR 20)
Often N Medium fey
Init +12; Senses Low-Light Vision, true seeing; Listen +39, Spot +39
Aura glamour (30 ft., DC 28, charm), maelstrom of blood (15 ft., DC 28, windstorm-force winds), stunning gaze (30 ft., DC 28, stun 2d4 rounds); Languages Common, Elven, Sylvan
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AC 36, touch 30, flat-footed 24 (+12 Dexterity, +8 insight, +6 natural, -2 rage, +2 circumstance); Dodge, Mobility
hp 270 (20 HD), fast heal 20 DR 15/cold iron and magic
Immune disease, poison
SR 33 (CR + 13)
Fort +18 (preternatural metabolism), Ref +26, Will +23 (+27 against enchantments)
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Speed 40 ft. (8 squares)
Melee +1 frost silver shortsword +34/+29 (1d6+20 plus 1d6 cold plus 1d6 desiccation/19-20); or
Melee spell +30 touch
Ranged +1 seeking shock composite longbow (+10 Strength bonus) with silver arrows +31/+26 (1d8+20 plus 1d6 electricity/x3)
Base Atk +10; Grp +20
Atk Options Improved Sunder, Power Attack, Spring Attack
Special Actions stunning gaze (30 ft., DC 28, stun 2d4 rounds)
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Spell-like Abilities (CL 20th)
- Always active – speak with animals, speak with plants
- At will – awaken, bestow curse (DC 21), charm monster (DC 22), command plants (DC 22), detect thoughts (DC 20), displacement, entangle (DC 19), dispel magic, greater, greater invisibility, greater teleport, haste (self only), knock, mass hold monster (DC 27), polymorph (self only), persistent image (DC 23), water breathing
- 3/day – animate plants (DC 25)
- 1/day – commune with nature, harm (DC 24), heal
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Abilities Strength 30, Dexterity 34, Constitution 31, Intelligence 24, Wisdom 26, Charisma 26
SQ freedom of movement, mythic nature, otherworldly grace, true seeing, wild empathy +34
Feats Dodge (B), Great Fortitude (B), Improved Natural Armor, Improved Sunder, Mobility, Power Attack, Spring Attack, Weapon Finesse, Weapon Focus (shortsword)
Mythic Nature Abilities maelstrom of blood
Skills Appraise +17, Balance +27, Bluff +31, Concentration +33, Diplomacy +35, Hide +35, Intimidate +33, Jump +13, Knowledge (Arcana) +12, Knowledge (nature) +32, Listen +39, Move Silently +35, Perform (any one) +39, Search +16, Sense Motive +31, Spellcraft +19, Spot +39, Survival +24 (+26 in aboveground natural areas), Tumble +35
Possessions +1 seeking shock composite longbow (+10 Strength bonus), +1 frost silver shortsword, 40 silver arrows
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Aptitude Focus This daoine sídhe has chosen the rage aptitude focus. It gains the rage, uncanny dodge, greater rage, and indomitable will abilities. Its effective barbarian level is 15th.
Freedom of movement (Su) A daoine sídhe is difficult to hinder, as if warded by a freedom of movement effect with caster level 20th.
Glamour (Su) Whenever a creature comes within 30 feet of a daoine sídhe, it must succeed on a Will save (DC 28) or become charmed with the daoine sídhe as charm monster at caster level 20th. Once a creature saves successfully against this ability, it cannot be affected by the same daoine sídhe’s glamour for 24 hours.
Sample Mythic Nature Ability: Maelstrom of Blood (Su) While raging, the daoine sídhe is surrounded by swirling winds which propel it and harm creatures near it. The wind spins around the daoine sídhe at its center with windstorm force (Fortitude DC 28), extending out to 15 feet away from the center. The winds grant it +2 circumstance bonuses to Armor Class, Reflex saves, melee attack rolls, and weapon damage rolls. Creatures other than the daoine sídhe which suffer piercing or slashing damage within the area of the wind suffer 1d6 points of dessication damage as the wind leaches off streamers of blood from the wound.
Otherworldly Grace (Su) A daoine sídhe receives an insight bonus to its Armor Class, attack rolls, and weapon damage rolls equal to its Wisdom bonus. It is unaffected and undamaged by natural hazards of all sorts, including difficult terrain, natural magma, a forest fire, natural lightning, and exposure to naturally cold or windy weather. This ability offers no protection against sentient-made hazards or the special abilities of creatures. Finally, the Survival check DC to Track a daoine sídhe in natural environs is increased by +20.
Preternatural Metabolism (Ex) A daoine sídhe”s body is a biological masterpiece, extremely resistent to disruption. Any time a daoine sídhe attempts a Fortitude save, it rolls 2d20 instead of 1d20 and ignores one die.
Stunning Gaze (Su) Stunned for 2d4 round, 30 feet, Fortitude DC 28 negates. The save DC is Charisma-based.
true seeing (Ex) A daoine sídhe’s senses are extraordinarily powerful, granting it the benefits of a true seeing effect (as the spell, caster level 20th).
Wild Empathy (Ex) A daoine sídhe can use wild empathy as a 20th-level druid. A daoine sídhe has a +6 racial bonus on wild empathy checks.
Skills A daoine sídhe receives a +8 racial bonus on Listen, Perform, Search, Spot, and Survival checks.
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