Fighter
Base Class: Fighter

you exploit loopholes in the quantum universe to dodge attacks move around and strike hard 

superpostion

Beginning when you choose this archetype at 3rd level,when under the effects of the dash or dodge actions you can become insubtinal allowing you to pass throug walls and people though if you end your turn in one you take 2d6 force damage and are forced out  tis lasts until the end of your current turn 

quantum reflexes

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your dex modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

debinding strike

Starting at 15th level,when you crit the target is stunned until the end of your next turn you also trigger crits on 19-20 

healing superpostion

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your dex  modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

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