Fighter
Base Class: Fighter

Some warriors master discipline. Others perfect technique. A Wildcard thrives where plans fall apart. Whether by uncanny luck, reckless instinct, or a talent for turning disaster into opportunity, these fighters charge into the unknown and somehow come out ahead.

A Wildcard is unpredictable in battle and impossible to prepare for. They swing from chandeliers, throw whatever is nearby, and attempt the sort of stunts wiser warriors know better than to try. Sometimes they fail spectacularly. Sometimes they succeed beyond reason. Either way, they leave a story behind.

Take a Chance

At 3rd level, you gain a pool of chaotic fortune represented by Wildcard Dice.

You have a number of Wildcard Dice, which are d6s, equal to your proficiency bonus. You regain all expended Wildcard Dice when you finish a long rest.

Whenever you make an attack roll or ability check, you can expend one Wildcard Die and roll it, adding the number rolled to the d20 roll. You must do so before the result is known.

After the triggering roll resolves, the Wildcard Die produces an additional effect based on the number rolled:

d6 Effect
1 Unlucky Break. You have disadvantage on the next attack roll or ability check you make.
2 Two Left Feet. You immediately fall prone.
3 Huh? Nothing happens.
4 What? Nothing happens.
5 Reload. You regain one expended Wildcard Die.
6 Lucky Break. You have advantage on the next attack roll or ability check you make.

Improvised Combat

Also at 3rd level, you excel at turning anything at hand into a weapon.

You gain proficiency with improvised weapons.

Improvised weapons you wield deal 1d6 damage and gain the thrown property (range 20/60).

The damage increases when you reach certain fighter levels in this class:

  • 1d8 at 9th level
  • 1d10 at 17th level

Reckless Endeavor

Starting at 7th level, you have learned that bad ideas can still work if attempted with enough confidence.

When you make an attack roll or ability check, you can choose to do so recklessly before rolling.

If you do, you make the roll with advantage, but take a –3 penalty to the final result.

Double Down

At 10th level, when you use your Take a Chance feature, you can expend two Wildcard Dice instead of one when making an attack roll or ability check.

You add both dice to the roll and suffer both normal effects. If both dice show the same number, you also gain the matching bonus effect below:

Double Result Bonus Effect
1 Snake Eyes. Your next d20 roll is treated as a natural 1 (not a critical failure).
2 Fish Out of Water. You take damage equal to half your fighter level, rounded down.
3 Rule of Three. Roll a third Wildcard Die and subtract the number rolled from the triggering roll. This die causes no additional Wildcard effect.
4 Fortify. You gain temporary hit points equal to your fighter level.
5 Refresh. You regain one additional expended Wildcard Die.
6 Jackpot. Your next d20 roll is treated as a natural 20 (not a critical hit).

Chaotic Nature

Beginning at 15th level, your erratic movements and impossible instincts make you difficult to exploit.

Attack rolls made against you cannot be made with advantage unless you are incapacitated.

Master of Chaos

At 18th level, misfortune struggles to keep hold of you.

You cannot suffer disadvantage on attack rolls or ability checks.

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