Fighter
Base Class: Fighter

Fighter Subclass: Mythkeeper of the Equilibrium

The Mythkeeper of the Equilibrium is a subclass for Fighters who have attuned themselves to the ancient and mystical Weave of magic that permeates the world. Members of this elite group are trained to tap into this primordial energy, channeling it to enhance their martial prowess and manipulate the battlefield in subtle but powerful ways. They are the balancers of scales, harmonizing the flow of combat through both blade and arcane insight.

The origins of the Equilibrium lie in the practice of an ancient order of Mythkeepers who discovered secrets within the Weave that allowed them to augment their physical capabilities with the raw energy of creation itself. To become a Mythkeeper of the Equilibrium means to learn these secrets, to feel the Weave's ebb and flow, and to draw upon it—not as spellcasters do through rigorous study, but through intuition and a deep, spiritual connection.

Mythkeepers of the Equilibrium blend rigorous physical training with meditation and exercises that strengthen their bond with the Weave. This allows them to sense and manipulate the threads of magic that exist all around them, albeit in a more martial-focused manner than a traditional wizard or sorcerer might. They learn to perceive the balance in all things—energy and matter, motion and stillness, time and space.

Trusted as elite guardians capable of holding the line against overwhelming odds, these warriors are often found at the crux of epic battles, their presence radiating assurance to their allies. Their combat style is as much about strategic foresight and control as it is about strength and skill. They swing their swords not merely to wound, but to adjust the very course of events unfolding around them.

To step down this path is to embrace a destiny where one becomes a conduit for the Weave's power. A Mythkeeper of the Equilibrium is a warrior like no other, standing at the crossroads of fate and bending the weave of the world to protect all that is from all that might befall it. Their charge is to uphold the balance—between the arcane and the physical, the spiritual and the material—thus ensuring the stability of the cosmos itself.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Sorcerer spell list.

Cantrips

You learn two cantrips of your choice from the sorcerer spell list. You learn an additional Sorcerer cantrip of your choice at 10th level.

Spell Slots

The Mythkeeper of the Equilibrium Spellcasting table shows how many spell slots you have to cast your Sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level Sorcerer spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Mythkeeper of the Equilibrium Spellcasting table shows when you learn more Sorcerer spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the Sorcerer spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Mythkeeper of the Equilibrium Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Weave-Infused Strikes

At 3rd level As a Mythkeeper of the Equilibrium, your physical attacks are intertwined with strands of arcane power. Once per turn, when you take the Attack action, you can imbue additional force into your attack. If the attack hits, it deals an additional 1d8 force damage to the target. This force empowers your swings, channeling the equilibrium of the Weave.

Arcane Aegis

At 7th level, you gain the ability to protect your allies from harm using the magic of the Weave. If an ally within 30 feet of you takes damage, you can use your reaction to reduce that damage by an amount equal to 1d10 + your fighter level. This ability can be used a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses on a long rest.

Temporal Surge

Fighter Subclass: Mythkeeper of the Equilibrium

At 10th level, as a Mythkeeper of the Equilibrium, you gain the extraordinary ability to momentarily bend the flow of time through your deep connection with the Weave. Drawing from this ancient power requires intense focus, but it allows allies to act with supernatural swiftness.

- Temporal Surge: You can use an action to take a surge of action provided by the Weave and bolster your allies. When you do so, 3 allies can immediately take an additional action on your turn. This action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Once you use this feature, you must finish a long rest before you can use it again. 

Temporal Surge represents a key moment in which the Mythkeeper harnesses the Weave's energy to gain an edge in battle.

Weave Rejuvenation

Your connection to the Weave rejuvenates your spirit and body during combat. At the end of each of your turns, you regain hit points equal to half your fighter level if you have at least 1 hit point remaining. Additionally, if you roll initiative and have no uses of Arcane Aegis remaining, you regain one use.

Temporal Shunt

Fighter Subclass: Mythkeeper of the Equilibrium

Temporal Shunt (Level 18 Ability):

At 18th level, as a Mythkeeper of the Equilibrium, you have mastered your connection to the Weave to such an extent that you can briefly alter the flow of time itself. Once per long rest, you can use an action to initiate a Temporal Shunt. When you do so, you create a localized temporal distortion that grants up to three willing creatures within 30 feet of you the ability to react with incredible swiftness.

Upon activation, each chosen ally immediately take an extra turn. This turn occurs as a special reaction so they must have an available reaction.

After using Temporal Shunt, you must finish a long rest before you can use it again. This potent ability reflects your deep attunement to the equilibrium between martial strength and the Weave's subtle arcane energies and represents the pinnacle of your Mythkeeper training.

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