An Arbiter of The Head: The Arbiter can take 3 actions per turn, and can take 4 actions per turn starting from turn 5. The Arbiter passively has a +4 to hit. All of their ranged attacks will also count as melee in terms of resistances.
Decimation: When targeting enemies with less HP than the Arbiter, gain =2 to hit and deal an additional 4D6 damage.
Overwhelming Power: All enemies with less than 120 HP must pass a DC20 charisma saving throw at disadvantage or become frightened at turn start. All enemies with less than 300 HP must pass a DC16 charisma saving throw or become frightened at turn start.
Fairy: When a target affected with Fairy takes an action, a bonus action, a reaction or a legendary action, take damage equal to the stack of Fairy and half the Fairy stack. Fairy can stack to a maximum of 50.
Chain: Ranged Weapon Attack: +18 to hit, 50ft range, 1 target. 20 (3D8+8) slashing damage. After the attack, lock down the target's body and bind them in chains, removing one action from their actions next turn. The Arbiter waves their hand, locking their target in binding and cutting chains, disabling their ability to fight back.
Pillar: Ranged Weapon Attack: +18 to hit, 50ft range, 1 target. 25 (5D6+10) bludgeoning damage. On successfully hitting a target, inflict 3 Fairy and slow the target by 5 speed. After the attack, move the target back 10ft. The Arbiter raises their hand and forms a large pillar before throwing it at a target, slamming it into them and knocking them back.
Line: Ranged Weapon Attack: +18 to hit, 50ft range, 1 target. 22 (4D8+6) piercing damage. On successfully hitting a target, remove all positive modifers to their to hit and damage rolls granted by external effects (rolls will only have base roll + proficiency, if proficiency is had). The Arbiter sketches out a three lines in the air and pierces their targets with it, nullifying the target's external power boosts.
Shockwave: Ranged Weapon Attack: +20 to hit, 50ft radius, AOE. 85 (20D6+25) bludgeoning damage. This attack can only be taken once per 5 turns. On the start of the turn where this attack is used, all allies including the Arbiter take 30% less damage and cannot be incapacitated, this attack does not do damage to allies. On the turn this attack was used and the next, all enemies hit by Shockwave take 10% more damage. The Arbiter collapses a colossal amount of power into their hand, compressing it into a small space before closing their fist and crushing, unleashing that sealed power in an instant. The destructive energy from this one attack can render even a strudy structure into mere rubble.
Extermination: Melee Weapon Attack: +18 to hit, 20ft range, 1 target. 20 (4D8+4) slashing damage, 8 (2D8) bludgeoning damage. Can only be used when the conditions are met. The Arbiter and the Claw attack a target at the same time, with the Claw making a flurry of slashes through the target while the Arbiter throws a vertical Pillar at them, crushing them.
Lock: Ranged Weapon Attack: +18 to hit, 50ft range, 1 target. 20 (4D8+4) bludgeoning damage. When successfully hitting a target, lock them down and inhibit their abilities completely, forcing all of their rolls to disadvantage with a -4 modifier next turn. The Arbiter swings their arm, forming a lock on their target, before closing their fist to lock the target entirely.
Fairy: Ranged Weapon Attack: +18 to hit, 50ft range, 1 target. 10 (2D6+4) slashing damage. On successfully hitting a target, inflict 2 Fairy and the target must succeed a DC10 dexterity saving throw or take an additional 2D4 slashing damage. The Arbiter swipes their hands and uses F Corp's Singularity to unlock their target, leaving gaping cuts into their body. Additionally, if the target cannot dodge successfully, their body will fall apart to being opened.
Deny: When using this skill, the Arbiter can reduce up to 8D6 damage from an incoming attack and reflect 20% of it as bludgeoning damage. This reflection is rolled as an attack of the same to hit modifiers as the incoming attack being reflected. The Arbiter intercepts an incoming attack and absorbs it before deflecting it back at the attacker.
The Arbiter can take 3 legendary actions a turn. These actions can be taken at the end of another creature's action.
Command (costs 1 legendary action): Commands a Claw to make an Extirpation attack against a target the Arbiter chooses. This attack does not use any actions from the Claw.
Command, Kneel (costs 2 legendary actions): Commands a Claw to make a Trail attack against a target the Arbiter chooses, to which the Arbiter will follow with a Chain attack. This attack does not use any actions from the Claw.
Command, Exterminate (costs 3 legendary actions): Commands a Claw to make an Extirpation attack against a target the Arbiter chooses, to which the Arbiter will follow with a Pillar attack, after which the Claw will follow along the Arbiter to make an Extermination attack.
Description
An Arbiter of The Head. They are the elite soldiers of The Head and arbiters of their will, only deployed against the greatest of threats. Arbiters dress in black and gold, signifiers of their status and power, and are generally feared among the people who know of their existence. They are the strongest people in The City, being essentially the power ceiling, towering above even colour fixers. As insurmountable as they are, they still adhere to the City's definition of human, even if they are empowered with many terrifyingly powerful Singularities.
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