Fighter
Base Class: Fighter

You have traveled far and wide plagued by the worse luck imaginable, but with time you've learned to adapt to it, both to your terrible circumstances and your horrid luck, now both work in your favor!
Your vices and survival experience have allowed to embody your own bad fortune in the form of Lucky Coins that can flip the result of any challenge on either extreme.

Lucky Coin

Beginning when you choose this archetype at 3rd level, you learn tricks that are fueled by special Lucky Coins. The amount of Lucky Coins you can have at once is equal to your level, regain all Lucky Coins during Short Rest or Long Rest, or when rolling a critical failure on a normal dice.

Heaven or Hell. When rolling a skill check, save or hit dice, flip a coin (d2), on Tails (1) the check instantly become a Critical Failure, on Heads (2) it becomes a Critical Success instead.

Borrowed Coin. An entity you can touch may receive a single Lucky Coin and utilize any of its features.

Royal Flush. If multiple targets with Lucky Coin are within walking distance, upon attacking one, the attack extends towards the others as you trace the path of the coins. On hit against targets with Lucky Coin, flip a coin and on Heads (2) recover your Lucky Coin.

All In. On a critical hit against an enemy, flip a coin (d2), on Tails (1) end your turn, on Heads (2) attacks an additional time dealing critical damage. This action may be repeated indefinitely until you either end your turn or run out of Lucky Coins, if your final coin flip was Heads, recover all Lucky Coins used in this attack.

(Lucky Coins are not affected by either advantage or disadvantage, nor do they ever receive any modifiers)

Fair is Fair

Starting at 7th level, the dice roll required for a critical success is reduced to 17 or above, just the same, the roll required for a critical failure is increased to a 3 or below.

In addition, when you suffer a critical failure, your next roll will have disadvantage; when scoring a critical success, your next roll will have advantage.

Survivor Habits

At 10th level, when reaching 0 hit points, regain hit points equal to 1d10 + your fighter level and gain inspiration. (once per short rest)

Gain double proficiency in Survival and adds (Survival roll modifier/5 rounded down) to your AC.
Ignore difficult terrain.

Risk Taker Challenge

Starting at 15th level, whenever an enemy is about to hit you or an attack you make misses its target, as a reaction challenge said opponent to roll 1d6 against each other. If you win the challenge, reroll the outcome of the dice roll.
If during the challenge both roll the same value once or more times, roll a dice and gain the effect based on the following table:

  • For one tie, roll a d2; For two ties, roll a d6; for three ties, roll a d10 and gain an Inspiration from the jackpot. Gaining a jackpot automatically wins you the challenge.

1 - Nothing happens.
2 - Your next strike has +2 to Hit.
3 - Heal 1d20 hit points.
4 - Your next strike deals +5 points of damage.
5 - Double running, jumping and swimming distance (also flying speed for characters who can fly biologically).
6 - Gains one extra bonus action and reaction for the turn.
7 - Recover one Action Surge.
8 - Enters Rage for 10 turns (in the case of Barbarian multiclassing, gain one Rage charge).
9 - Gain the effects of Haste for two turns.
10 - Guarantee a critical success on every roll for three turns.

A Wretche's Luck

At 18th level, you gain a sense for when luck is on your side, all Lucky Coin rolls receive advantage.

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