Fighter
Base Class: Fighter

The Champion subclass with a touch of Wild Magic

Dangerously Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
On a crit, you must also roll on the wild magic table.

No Whammies

At the start of every new day roll 3 d20s to decide which spells from the sorcerer spell list you can use. You get one cantrip, one 1st level, one 2nd level. You can use the 1st level spell a number of times equal to your fighter level, your 2nd level spell equal to your fighter level / 2 rounded down.

Cantrips:

  1. Mending
  2. Poison Spray
  3. Blade Ward
  4. Green-Flame Blade
  5. Create Bonfire
  6. Ray of Frost
  7. Acid Splash
  8. Sorcerous Bolt
  9. Chill Touch
  10. Booming Blade
  11. Message
  12. Shocking Grasp
  13. Prestidigitation
  14. Thunderclap
  15. Friends
  16. Lightning Lure
  17. Fire Bolt
  18. Control Flames
  19. Shape Water
  20. Mage Hand

First Level Spells:

  1. Burning Hands
  2. Chaos Bolt
  3. Chromatic Orb
  4. Colour Spray
  5. Detect Magic
  6. Earth Tremor
  7. Grease
  8. Hell's Lash
  9. Mage Armour
  10. Magic Missile
  11. Shield
  12. Ray of Sickness
  13. Sleep
  14. Thunderwave
  15. Witch Bolt
  16. Tasha's Caustic Brew
  17. Feather Fall
  18. Ice Knife
  19. False Life
  20. Comprehend Languages

Second Level Spells:

  1. Blindness/Deafness
  2. Agannazar's Scorcher
  3. Cloud of Daggers
  4. Detect Thoughts
  5. Dragon's Breath
  6. Earthbind
  7. Enlarge/Reduce
  8. Invisibility
  9. Levitate
  10. Misty Step
  11. Snowball Storm
  12. Spider Climb

Remarkable Athlete

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 Strength modifier.

Unpredictable Energy Transfer

Once per long rest, when you make a melee attack against an enemy, you can choose to move your wild magic surge to them.

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.

Dangerously Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
On a crit, you must also roll on the wild magic table.

Survivor

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 Constitution 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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