Barbarian
Base Class: Barbarian

The Feywild, and other realms of supernatural power radiate with such forces it can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being saturated by the magic. These magic-suffused barbarians walk the Path of the Fey Touched.

Path of the Fey Touched Features

Barbarian Level

Feature

3rd

Magic Sense, Fey Surge

6th

Channel Fey Magic

10th

Fey Backlash

14th

Controlled Fey Surge Boost, Channel Fey Magic Boost

Magic Sense

3rd-level Path of the Fey Touched feature

As a bonus action, you can open your senses to the presence of magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you faintly glow a color corresponding to the school of magic it belongs to. (See School of Magic Color Table) You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

School of Magic Color Table

School of Magic Color
Abjuration Blue
Conjuration Yellow
Divination Light Blue
Enchantment Pink
Evocation Red
Illusion Purple
Necromancy Green
Transmutation Orange

 

Fey Surge

3rd-level Path of the Fey Touched feature

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Fey Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Fey Wild Magic Effects Table

d100 Effect
01-02 Wild Time! Roll on this table at the start of each of your turns for the next minute (10 rounds), ignoring this result on subsequent rolls.
03-04 Sight beyond sight? For the next minute, you can see any invisible creature if you have line of sight to it.
05-06 Legal Representation! A modron (pg. 224 MM) chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears after 1 minute (10 rounds).
07-08 Explosive Rage!: You rage explodes from you, acting as a Fireball cast at 3rd-level, centered on yourself.
09-10 Laser Vision! You emit red beams from your eyes that act as a Magic Missile spell cast at 5th-level.
11-12 Some Ups and Downs: Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13-14 What's That!?: You cast Confusion centered on yourself.
15-16 Weapon X Alumni: For the next minute (10 rounds), you regain 5 hit points at the start of each of your turns.
17-18 Featherbeard!: You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20 Steppin' Time!: You cast Grease in a radius, centered on yourself.
21-22 Taking to Ground: Flowers and vines erupt from the ground around you; until your rage ends, the area within 15 feet of you is considered difficult terrain for your enemies.
23-24 Smurf you!: Your skin turns a vibrant shade of blue, permanently. Only a Remove Curse spell can end this effect.
25-26 Fore(head)sight: An eye appears on your forehead for the next minute (10 rounds). During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28 Call me the Streak!: A bolt of light shoots from your chest at a creature of your choice that you can see within 30 feet. They must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
29-30 Loophole!: You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32 Time Out!: You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34 Force Spike!: Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
35-36 Reelin' in the years!: Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
37-38 TinkerBOOM!: An intangible spirit, which looks like a pixie, appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 points of force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
39-40 Healing Feeling!: You regain 2d10 hit points.
41-42 Camouflage or Curse?: You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
43-44 Blink and They'll Miss!: For the next minute, you can teleport up to 20 feet as a bonus reaction to being attacked.
45-46 Hopping Mad!: Until your rage ends, you teleport up to 30 feet to an unoccupied space you can see randomly (roll a d8 for direction) and this effect happens at the end of each of turn.
47-48 Mythical Horseplay!: A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute (10 rounds) later.
49-50 Washing that mouth out!: For the next minute, you can't speak. Whenever you try, pink bubbles float out of your mouth with the words trapped inside them. (Pop for best results; AC 14 w/ 1 HP each).
51-52 Defensive Action!: A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53-54 DD&D!: You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56 Nair'y a Care?: Your hair falls out but grows back within 24 hours. (This is VERY itchy!)
57-58 Some like it Hot!: For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
59-60 Evil Eye!: Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You gain temporary hit points equal to 1d12 plus your barbarian level.
61-62 For those in the back!: For the next minute (10 rounds), you must shout when you speak.
63-64 Mist Me!: You cast Fog Cloud centered on yourself.
65-66 Thunderstruck!: Up to three random creatures within 30 feet of you take 4d10 lightning damage and you are stunned for one round.
67-68 "Why'd it have to be..." :You are frightened by the nearest creature until the end of your next turn.
69-70 Where'd you go?: Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends when that creature attacks or casts a spell.
71-72 Plot Armor!: You gain resistance to all damage for the next minute.
73-74 Should've had the Chicken: A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76 Bright Fighter!: You glow with bright light in a 30-foot radius for the next minute (10 rounds). Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77-78 Sheepish Shifter: You cast Polymorph on yourself. If you fail the DC (equals 8 + the barbarians proficiency bonus + Constitution modifier) saving throw, you turn into a sheep for one minute (10 rounds).
79-80 In the Groove: Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute (10 rounds).
81-82 Double Take!: You can take one additional action immediately.
83-84 Blood Draw: Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt, up to your maximum hit point total.
85-86 Life of the Party: You cast Mirror Image.
87-88 Rainbow Warriors!: Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
89-90 Hidden Agenda: You become invisible for the next minute (10 rounds). During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
91-92 Metamorphosis!: If you die within the next 10 rounds, you immediately come back to life as if by the Reincarnate spell.
93-94 Bigger Problems!: Your size increases by one size category for the next minute (10 rounds).
95-96 Balloonism!: You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute (10 rounds).
97-98 Rock Me!: You are surrounded by faint, ethereal music for the next minute (10 rounds).
99-100 Tempus volat magicae!: Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.

Channel Fey Magic

6th-level Path of the Fey Touched feature

You can channel your Fey Wild Magic to a willing creature. As an action, you can touch one creature and channel your Fey Wild Magic to the creature. Roll d20 for results.

d20 Results
1-2 At the beginning of the creature's next turn the creature rolls twice on the Fey Surge Table taking the least favorable result (DM’s choice).
3-10 For the next 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
11-18 Roll a d3. The creature regains expended spell slot, the highest level of which equals the number rolled or any combination of lower spell slots (the creature’s choice). example: The die roll is 2. choose 1 2nd level slot or 2 1st level slots. If the creature does not have spell slots it is granted one spell, which level is equal to the die roll. (DM’s choice). The creature has 10 minutes to use this spell or it is lost.
19-20 At the beginning of the creature's next turn the creature rolls twice on the Fey Surge Table taking the most favorable result (DM’s choice).


Once a creature receives this benefit, that creature can’t receive it again until after a long rest.
You take psychic damage equal to the d20 number rolled.
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Fey Backlash

10th-level Path of the Fey Touched feature

When you are attacked during your rage, the fey magic within you lashes out; immediately after you take damage while raging, the attacker takes psychic damage equal to half the total damage you received and is poisoned or half that on a successful Constitution saving throw and does not suffer from the poisoned effect. You roll on the Fey Wild Magic table and immediately produce the effect rolled. This effect replaces your current Fey Wild Magic effect.

Controlled Fey Surge Boost

14th-level Path of the Fey Touched feature

Your Fey Magic has become more powerful. Whenever you roll on the Fey Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table. Add 2 more damage or healing die to effects as applicable.

Channel Fey Magic Boost

14th-level Path of the Fey Touched feature

Your Fey Magic has become more powerful. Channel Fey Magic is increased to a d4 for rolls of 03-18 or if rolling on the Fey Surge Table add 2 more damage or healing die as applicable.

Previous Versions

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Path Of The Fey Touched Image

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