Base Class: Fighter
The Karmic Warriors, are a small but fierce group, religiously believing in the theory of karma, and thus wholly devoted to serving, a karmic warrior sees only the need to balance the world, by bringing up those trod upon, and humbling those in need of humbling. they take special offense to any disruption of the natural order, often dropping what they were doing to combat a threat to their home plane. they have an innate sense for extraplanar beings, and will often be very wary if not outright hostile toward such creatures.
A Karmic Warrior's powers stem from both their belief and their martial prowess, willing to die for their purpose they will fight without fear to their dying breath, believing that they will be given a high place in their heaven for their service to order. their unique fighting style stems from their stances, and works with any weapon, their art style has three main stances Good Karma, Bad Karma, and Neutral Karma, in each stance, their strength and abilities vary, allowing a Karmic warrior to tailor their style to the situation they are in.
Karmic Stances
Beginning when you choose this archetype at 3rd level, you gain the ability to enter stances, after a long rest you are in the Neutral Karma stance. As an action on your turn you may choose to switch stances, when you do this any ongoing effects of your current stance end.
Good Karma. When in the Good Karma stance, your AC increases by 2 and you have disadvantage on all attacks.
Bad Karma. When in the Bad Karma stance, your AC decreases by 2 and you have advantage on all attacks.
Neutral Karma. When you enter the Neutral Karma stance, you gain a number of temporary hit points equal to your levels in fighter.
Quicker Stances
Starting at 7th level, you gain the ability to shift in and out of stances faster, you may now switch stances as a bonus action rather than an action, additionally, your stances become stronger, these abilities have been added;
Good Karma. When you enter the Good Karma stance, select one damage type, you become resistant to that damage type, additionally until the beginning of your next turn, each time you take or deal damage, you must reduce the damage by your proficiency modifier.
ex. with a proficiency modifier of +3, a Karmic warrior reduces all damage taken or dealt by 3 until the beginning of their next turn.
Bad Karma. When you enter the Bad Karma stance, you become vulnerable to the last kind of damage you took, and each time you take or deal damage, you must increase the damage by your proficiency modifier until the beginning of your next turn.
ex. with a proficiency modifier of +3, a Karmic warrior would increase all damage taken or dealt by 3 until the beginning of their next turn.
Neutral Karma. When you are in Neutral Karma stance, you have advantage on all saving throws that did not surprise you, such as a spell effect, or a breath weapon and you regain half of the hit points you lost this round as temporary hit points, lasting until the beginning of your next turn, this health cannot bring you back from unconsciousness
Karmic Fighting Style
At 10th level, you gain the ability to use specific, stance-changing maneuvers, these maneuvers are more powerful than your average attack but take a toll on your body, and you can only perform these maneuvers as many times as your proficiency modifier, resetting on a long rest.
Rebalance. As a reaction, before you take damage while in Bad Karma stance, immediately enter Good Karma and then make a weapon attack on the creature that attacked you, you may not change stances for 1d4 rounds.
Tip the Scales. As a Bonus Action, before you deal damage while in Neutral Karma stance, enter Bad Karma, you crit on a 19 or 20 and deal maximum damage, additionally until you exit Bad Karma you are vulnerable to all damage types, you may not change stances for 1d4 rounds.
Eye of the Storm. As a reaction when you would reach 0 hit points, instead enter the Neutral Karma stance, You immediately gain (Your level x Proficiency) Temporary hit points and 1 hit point, the temporary hit points disappear when you attack a creature or switch stances, additionally, you cannot change stances for 1d6 rounds.
Harmonious Balance
Starting at 15th level, as a bonus action you may choose to activate Harmonious Balance, which lasts until you enter the Neutral stance, while Harmonious Balance is active, whenever you take or deal an even number of damage, half it and change the damage type to force damage, and when you take or deal an odd number of damage double it and change its type to force damage.
True Balance
At 18th level, you attain the pinnacle of balance, as many times per day as your proficiency modifier, you may choose to use of these reactions;
Karmic Equilibrium. As a reaction, when you take damage immediately enter Bad Karma stance, and make an attack on the enemy, if this attack hits, it is a critical hit and does maximum damage.
Rebalance. As a reaction, when you take damage, immediately enter Good Karma, you gain temporary hit points equal to twice the damage you took.
Equipoise. As a reaction, when you take damage, immediately enter Neutral Karma stance you gain temporary hit points equal to the damage you just took, you may distribute any temporary hit points you have amongst yourself and any allies within 30 ft.
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