Fighter
Base Class: Fighter

In the Forgotten Realms, there are many agents of great and terrible power, who wreak havoc upon the magical balance of the planes. Both celestial and fiend alike can disrupt the Grand Equation that holds the Weave together, and so the unstoppable will of Mekhane reaches out to warriors who would restore and maintain equilibrium within the planes. These fighters possess the power to temporarily suppress, alter, or even sever ties between their quarry and the Weave of magic.

It should be noted that although many warriors choose this path willingly, others are more reluctant to join or even become resentful of their place within the Grand Equation. After all, maintaining equilibrium requires its scions to balance both sides of the equation, negative and positive. None can truly resist the inevitable desires of the Lord of Order for long, however.

Equalizer Bonus Proficiencies

At 3rd level, and as an agent of Order itself, you become well-versed in the skills needed to seek out the machinations of the universe. You become proficient with two of the following skills: Arcana, History, Insight, Investigation, Nature, or Religion. You also learn to speak, read and write Celestial. If you already know this language, you learn one other language of your choice.

Rending Ward

When a creature you can see hits you with a spell attack or casts a spell on you that forces you to make a saving throw against its effects, you can use your reaction to roll a d6 + your proficiency bonus + your Dexterity or Strength modifier (your choice). The DC you must beat is equal to 8 + the level of the spell. 

If you succeed, the caster takes 1d6 force points of force damage for every level of the spell (minimum of 1). Additionally, both you and each target that is within the spell's effects have advantage on any saving throw against the spell and have resistance to all damage dealt by it. The size of the dice you use for this reaction increases in size as you level up, to d8's at 5th level, d10's at 11th level, and d12's at 17th level.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest. Also, when you reduce a creature that is under the effects of your Vigil of Mekhane to 0 hit points, you regain a use of this ability.

Vigil of Mekhane

When you choose this martial archetype at 3rd level, you gain the ability to glimpse past the veil of reality, hinting at the great powers that try to influence your world. As a bonus action, you can magically detect the presence of any aberrations, celestials, elementals, fey, fiends, or undead within 60 feet of you for 1 minute. Creatures affected by this brand lose their resistance to nonmagical bludgeoning, piercing, and slashing damage.

You also can magically sense any spell that has been cast from one the above creature types with this range, although you cannot ascertain anything about the spell's nature. Additionally, the first time you hit a creature marked in this way during your turn, it takes additional force damage equal to half your fighter level. You can invoke this sight a number of times equal to your proficiency bonus, and you regain all uses when you finish a short or long rest.

Perfected Edge

At 7th level, you magically become more in tune with the mechanics of the multiverse, allowing you to adapt to difficult situations with pinpoint accuracy. As an action, choose one weapon, skill, or tool that you are proficient with. For 1 hour, when you make an ability check or attack roll with your chosen skill or weapon, you can double both your proficiency bonus and ability modifier for the roll. Once you use this ability, it cannot be used again until you finish a long rest.

Divine Constant

When you use your Action surge, you and a number of creatures within 30 feet of you equal to your Constitution modifier (minimum of 1) receive the effects of the Protection from Evil and Good spell for 1 minute.

Beholden to Consequence

At 15th level, your training within the confines of Order has granted you the ability to temporarily sunder defenses against the flow of magic. When you land a critical hit against a creature that has advantage on saving throws against spells and other magical effects, it can no longer benefit from that ability until the start of your next turn. Additionally, the creature loses any resistance or immunity to the charmed, or frightened conditions until the start of your next turn.

Inevitable

Nothing can stand in the way of the Grand Equation's perfect variable. While you are not incapacitated, you are immune to the following conditions:

  1. Blinded
  2. Charmed
  3. Deafened
  4. Frightened
  5. Paralyzed
  6. Petrified
  7. Poisoned
  8. Restrained -
  9. Stunned

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