Base Class: Fighter
Some fighters seek mastery through discipline. Others simply refuse to stop fighting. These reckless brawlers thrive on chaos, pain, and the thrill of pushing themselves beyond reason. Every mistake becomes an excuse to hit harder, every injury another reason to keep going, and every terrible idea an opportunity for something spectacular.
Their fighting style is raw, unpredictable, and brutally close-range. They don't carefully calculate their next move—they commit, adapt, and see what happens. The more chaotic the battle becomes, the more dangerous they become with it.
Level 3: Bad Idea
Starting at 3rd level, your fighting style thrives on reckless decisions and chaotic behavior. You gain a pool of High that fuels your subclass features.
You gain 1 High when you score a critical hit, reduce a creature to 0 hit points, or take a critical hit. At the DM's discretion, deliberately attempting an exceptionally reckless or foolish action can also grant you 1 High.
Your maximum number of High points is equal to your proficiency bonus. You lose all High when you finish a short or long rest.
Level 3: Flip it!
Starting at 3rd level, your response to failure is simple: try something even stupider.
When you miss an attack roll while using an unarmed strike or with a light weapon, you can spend 1 High to reroll the attack. You must use the new roll.
You can use this feature only once per attack.
Pain is Funny
Starting at 7th level, you've learned to turn pain into momentum.
When you take damage from an attack, you can use your reaction and spend 1 High to reduce the damage by 1d8 + your Constitution modifier.
If this reduces the damage to 0, you gain 1 High.
Level 10: Overdose
Starting at 10th level, you've learned that there is no such thing as pushing yourself too far—only finding out what happens when you do.
When you would gain High while already at your maximum, you can choose to Overdose. You exceed your normal maximum and gain additional High, but you must roll on the Overdose table.
The effects of Overdose represent your body and mind being pushed beyond their normal limits. The consequences are temporary, unpredictable, and often spectacular.
No Bad Ideas
Starting at 15th level, you've stopped distinguishing between good ideas and bad ones. Fortunately, your body seems to have learned how to compensate.
Whenever you gain High from Bad Idea, you can gain an additional benefit determined by the circumstances of your reckless action. The DM chooses an appropriate benefit, such as increased movement, advantage on your next attack, or temporary hit points.
In addition, you can exceed your normal High maximum without triggering Overdose once per long rest.
Level 18: Flip It, We Ball
Starting at 18th level, failure has become little more than an inconvenience.
When you fail an attack roll, ability check, or saving throw, you can spend 2 High to reroll the d20. You must use the new result.
If the new roll succeeds, you regain 1 High. If it fails, you gain 1 High anyway.
Once you use this feature, you can't use it again until the start of your next turn.
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