Fighter
Base Class: Fighter

A fighter who Uses the Wild Magic in their vein, to manipulate outcomes. 

Level 3: Wild Strike Critical

Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll 20 on the d20.
You have a choice due to the Wild magic coursing through your veins to change the damage type by rolling a d10 on the Damage Type Table. 

While afflicting 1d4 of that damage type to yourself.

This Effect Can Turn a mundane weapon into a magical weapon for the attack.

Wild Damage Table:
1: Cold
2: Fire
3: Lightning
4: Thunder
5: Poison
6: Acid
7: Necrotic
8: Radiant
9: Force
10: Ethereal (effective against ethereal creatures, and not against others)

Second Wind: Wild Flow

Starting at Level 3, you have the option instead of using Second wind you may roll off of a Wild Flow table for an effect. 

Saving Throws for effects that need them are based on this - DC: 8 + Your Proficiency Bonus + Your CON Modifier

1: Flashing Strike. You deal an extra 1d6 radiant damage on your first hit each turn for the next 5 rounds. Enemies hit by this attack shed dim light for 15 feet and cannot benefit from the effects of invisibility for the next minute.
2: Growing Quills. Your skin sprouts sharp spikes. Creatures that you grapple or that grapple you take 1d6 piercing damage at the start of each of their turns for the next 5 rounds.
3: Re-atomize. You can use a bonus action to teleport up to 20 feet to an unoccupied space that you can see, or teleport immediately as this is rolled.
4: Protective Aura. You and allies within 10 feet of you gain a +1 bonus to their Armor Class for the next 5 rounds.
5: Searing Wave. Fire erupts from your body. All creatures within 10 feet of you must make a dexterity saving throw or take 1d8 fire damage (half on a successful save) at the start of your turn for the next 5 rounds.
6: Tentacle Pull. Tendrils of purple energy yank one creature of your choice within 30 feet up to 10 feet closer to you on a failed Strength saving throw. This effect only happens once when this is rolled.
7: Blinding Strike. You deal an extra 1d6 necrotic damage on your next attack. The creature hit by this attack must make a Constitution saving throw or be blinded for the next minute. The creature may repeat the saving throw again to end the condition at the end of their next turns.
8: Venomous Strike. You deal an additional 1d6 poison damage on your next attack. The creature hit by this attack must make a Constitution saving throw or be poisoned for the next minute. The creature may repeat the saving throw again to end the condition at the end of their next turns.
9: Rime Wreath. A wave of ice erupts from your body. All creatures within 10 feet of you must make a dexterity saving throw or take 1d8 cold damage (half on a successful save) at the start of your turn for the next 5 rounds.
10: Tentacle Shove. Tendrils of purple energy push one creature of your choice within 5 feet up to 10 feet away from you on a failed Strength saving throw. This effect only happens once when this is rolled.
11: Bloodletting. You deal an additional 1d6 necrotic damage on your next attack. Upon a successful hit, you gain a number of Temporary Hit Points equal to your Proficiency Bonus.
12: Disarming Strike. You deal an additional 1d6 psychic damage on your next attack. The creature hit by this attack must make a Charisma saving throw. Upon a failure, they must subtract 1d4 from their next attack roll or saving throw.

Level 3: Remarkable Athlete

Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.

In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.

Level 7: Additional Fighting Style

You gain another Fighting Style feat of your choice.

Level 10: Wild Warrior

The thrill of battle drives you toward victory.
During combat, you can give your one member of your party a Roll on the Wild Damage table whenever you end your turn without using it your self.

Level 15: Wild Focus Critical

Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll 19 - 20 on the d20.
You have a choice due to the Wild magic coursing through your veins to change the damage type by rolling a 2d10 on the Damage Type Table, and gain 2 damage types, split evenly.


[roll]2d10[/roll]
Wild Damage Table:
1: Cold
2: Fire
3: Lightning
4: Thunder
5: Poison
6: Acid
7: Necrotic
8: Radiant
9: Force
10: Ethereal (effective against ethereal creatures, and not against others)

Level 18: Survivor

You attain the pinnacle of resilience in battle, giving you these benefits.

Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.

Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.

Previous Versions

Name Date Modified Views Adds Version Actions
7/25/2026 5:00:04 AM
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