Legendary Resistances (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Law Upheld. Arbitration upholds the Universal Laws, Laws that are created by the Creator itself that cannot be broken without dire consequence, when one of these laws is broken Arbitration appears. (DM's add any hard limits of your party as laws in this column as you wish)
-Genocide Without Cause
-Violation of another sentient creature
-Changing of the Timeline without proper authorisation
-Cheating death more than once.
-Attacking a from of Arbitration.
-Breaking a Blood Oath.
Detained by Authority. If a creature attempts to do something against one of Arbitrations rules from 'Eidolon of Law' it must immediately make a Charisma Save (DC 24) or become stunned. This ability ignores immunity to being stunned.
Formed from Order, Bound by Duty. Arbitration is a creation of Order and the rule of law, it's form is the pure definition of Law. It cannot be destroyed only its form broken. If this happens it reforms in 1d4 days but does not take action against whomever slew it until they break another on of the Universal Laws. In addition Arbitration may not have its form changed or its form teleported by anything other than itself.
Eidolon of Law. At the start of Arbitrations turn it may select two of the following rules. These are upheld by all creatures within 300ft of Arbitration. If any chosen rules conflict the rule higher up takes precedence.
-Duty of Honour. Only one creature may deal damage to Arbitration and Arbitration may only deal damage to that creature.
-Grounded. Creatures other than Arbitration may not fly or move more than their movement speed.
-Anti-magic Armistice. Magical spells fail. Any creature with a current spell it ends unless if was 6th level or higher if so the creature must make a concentration check (DC 20) or lose the spell.
-Enfeebled. All creatures Strength and Dexterity scores are reduced to 8.
-Do No Harm. Any creature that deals damage during this turn instead takes the damage itself.
-Teleportation Override. No creature can teleport or otherwise move via magical means.
Holder of the Scales of Justice. Creatures within 300ft of Arbitration may not gain advantage or disadvantage by any means except by any of Arbitrations spells or abilities. In addition Arbitration is always aware of whether something within its domain is innocent or guilty of crimes, it has advantage against guilty creatures and disadvantage against innocent creatures.
Spellcasting. The Architect is a 20-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). The Architect can innately cast the following spells (components not required):
At will: Dispel Magic (7th level), Counterspell (5th level), Command (5th level), Dimension Door, Antagonize (5th level), Silence
3/day: Forcecage, Wall of Force, Harm, Heal, Hold Monster, Gate
1/day: Wish, Storm of Vengeance, Feeblemind
Bind the Guilty, Free the Innocent. Arbitration causes all guilty creatures to freeze with fear and guilt and all innocents to glow with new power. Each guilty creature must make a Wisdom Save (DC24) or become paralyzed until the end of its next turn. Each innocent creature heals 6d10 hit points and any spell cast upon them by any guilty creature ends, they become immune to that spell for 24 hours.
Mulitattack. The Architect may make 4 attacks of any of its abilities.
Justice Blade. Melee Weapon Attack: +16 to hit, reach 10 ft., 1 target. Hit: 32 (3d10 + 10) Radiant damage. If a Guilty creature is killed with the Justice Blade it is removed from time itself. As a gift from Lady Time the killing of a guilty creature removes the crime that summoned Arbitration from the timeline along with the creature itself. Any memory or idea of the creature is removed as well. All written word vanishes.
Scales of Justice. Ranged Weapon Attack: +14 to hit, range 600/1200 ft., 1 target. Hit: 24 (2d12 + 8) Force damage.
Mark As Guilty. Arbitration raises its scales towards a target within 60ft. (This is unaffected by Master of the Realm). The target must make a Wis or Con Save DC (24) if it fails it then it halves its movement, cannot move further than 60ft from Arbitration by any means or feel a tether between the two. Whenever Arbitration takes damage the creature takes half as much damage. The target may retake the save every turn.
Lawful Retribution. As a reaction to being hit with an attack, Arbitration may inflict the same effect upon the creature that damaged it. (If it is an attack roll to hit, if it was a spell centre the spell on the target).
The Architect gets 4 legendary actions it may use between rounds.
Lawful Srike. (Costs 1 Actions). Arbitration makes an attack with its Justice Blade.
The Magic of Eternal Law (Costs 1 Actions). Arbitration casts one of its At Will Spells.
Lawful Destruction (Costs 2 Actions). Arbitration explodes in holy flame. Each enemy within 60ft makes a Constitution Save (DC 24) taking 6d8 radiant damage on a fail and half on a success.
Change Laws (Costs 4 Actions). Arbitration changes one of the current laws.
Previous Versions
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Coming Soon
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