Base Class: Fighter
You have inexplicable luck that seems to kick in at just the right moment. You start with 3 Luck Points. You regain any expended luck points after finishing a long rest. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You can not use the Lucky feat if you are using this subclass.
Second Chance
Starting at 3rd level, You start with 3 Luck Points. You regain any expended luck points after finishing a long rest. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
At Higher Levels.
At 7th level your total luck points increases to 4.
At 10th level your total luck points increases to 5.
At 15th level your total luck points increases to 6.
Lucky Critical
Starting at 7th level, Your attacks sometimes just destroy the target even if you didn't mean to. Whenever you make a roll attack and it hits you can roll a d20 to try and get a critical hit. If you roll a 19 or 20 you can make your attack a critical; if you roll a 18 or lower the roll does nothing.
At Higher Levels.
At 10th level a 18 counts as a critical hit on a critical chance roll.
At 18th level a 17 counts as a critical hit on a critical chance roll.
Never Roll Low
Starting at 10th level, Whenever you roll a 1 on a attack roll you can re-roll it once.
Critical Cheater
Starting at 15th level, your weapon attacks score a critical hit on a roll of 19–20. When you score a critical hit on a attack roll you can make a extra unarmed attack after the critical hit.
Superior Luck
Starting at 18th level, Your luckiness is so powerful it now rips the fabric of reality. Whenever you score a critical hit you can roll a 1d12 to apply a random condition to the target.
Conditions:
1. Blinded
2. Charmed
3. Deafened
4. Frightened
5. Incapacitated
6. Invisible
7. Paralyzed
8. Petrified
9. Poisoned
10. Stunned
11. Unconscious
12. Exhaustion (Level 2)