Base Class: Barbarian
deck of many barbarian for personal campaign.
Inherent Luck
3rd-level Path of Many Things
Due to your exposure to a Deck of Many Things, you find yourself benefitting from minor favors from Tymora, the Goddess of Luck. When you Rage, you gain one luck point per the Lucky Feat that can be used to reroll any d20 roll, after it has been rolled, but before you know the outcome. If your rage ends before you spend the Luck Point, it is lost.
You can only gain a number of these luck points per day from this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Wonder Draw
3rd-level Path of Many Things
While raging, you lose some control of powers of the Deck, forcing you to be subject to their influence.
Rage Deck
| Card | Effect |
|---|---|
| Beginning (2) | Your hit point maximum and current hit points increase by 2d10. |
| Champion (3) | You gain a +1 bonus to weapon attack and damage rolls. |
| Dawn (4) | This card invigorates you. You add your proficiency bonus to your initiative count. If this changes your order in Initiative, your place changes at the end of the round. |
| Day (5) | You gain a +1 bonus to saving throws. |
| Destiny (6) | This card protects you against an untimely demise. The first time after drawing this card and that you would drop to 0 hit points from taking damage, you instead drop to 1 hit point. |
| Dusk (7) | This card supernaturally saps your energy. You subtract your proficiency bonus from your initiative count. If this changes your order in Initiative, your place changes at the end of the round. |
| End (8) | This card is an omen of death. You take 2d10 necrotic damage, and your hit point maximum is reduced by an amount equal to the damage taken. At the end of your rage, your hit point maximum and current hit points increase by the amount of damage taken from this effect. |
| Isolation (9) | You disappear, along with anything you are wearing or carrying, and become trapped in a harmless extradimensional space for the duration of your rage. You may still end your rage as normal. Once your rage ends, you appear in the space you left or the nearest unoccupied space, and must make a DC 11 Constitution saving throw or become poisoned for 1 hour as your body reels from the extradimensional travel. |
| Justice (10) | You momentarily gain the ability to balance the scales of fate. Whenever you or a creature within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage or disadvantage. |
| Knife (J) | An uncommon magic weapon you're proficient with appears in your hands. The DM chooses the weapon. If you are currently holding a weapon, you may choose to drop it to accommodate the manifested weapon, or allow the weapon to drop to the ground. |
| Monster (Q) | This card’s monstrous visage curses you. While cursed in this way, whenever you make a saving throw, you must roll 1d4 and subtract the number rolled from the total. |
| Student (K) | You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). |
| Vulture (A) | One nonmagical item or piece of equipment in your possession (chosen by the DM) disappears. The item remains nearby but concealed for a short time, so it can be found with a successful DC 15 Wisdom (Perception) check, this check takes an action in combat. If the item isn’t recovered before the rage ends, the item remains hidden, and can still be found with a successful DC 15 Wisdom (Perception) check. |
A Deck of Your Own
6th-level Path of Many Things feature
You receive a deck of many more things that contains 6 cards, chosen by your DM. Only you can draw from this deck. Cards can be added if found. If lost, you can restore your deck, either in its form before its lost, or a brand new set of 6 cards, chosen by your DM.
Blood Draw
10th-level Path of Many Things feature
When you are imperiled during your rage, you can coax more power from the deck; Immediately after you take damage or fail a saving throw while raging, you can use your reaction to draw another card from your Rage Deck and immediately produce the effect rolled. Cards previously drawn can be drawn again, and stack additively with each other.
Stacked Deck
14th-level Path of Many Things feature
Add a Wild card to your Rage Deck, which can replicate any card from either your Rage Deck, or Deck of Many More Things. In addition to the Wild Card, Whenever you Draw from Rage Deck, you choose between 2 cards.
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