Base Class: Paladin
There are many knightly orders in service to the different gods that mortals worship. Some serve as protectors, some serve as an army but those that don the title of Arbiters are the hand of law and justice. Judges, Juries and Executioners of the Divine Law, Arbiters travel the land, hunting down heretics and enemies of their God, bringing justice to where there might be none. Their Credo is "Lustitia, per ferrum et ignem" Or in Common, "Justice, by blade and flame". Zealots and Relentless Hunters that make sure nothing escapes their blades.
Oath Spells
3rd-level Oath of Arbiters feature
You gain oath spells at the paladin levels listed in the Oath of Arbiters Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Glory Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
3rd-level Oath of Arbiters feature
Arbiters are merciless and tireless paladins that hunt down heretics, criminals, and those that would dare attack the God they serve. Once branded a target there is very little one can do to escape, the Arbiter will hunt you down to the corners of this world to claim justice. Starting at level 3 you gain the ability to Accuse someone of being a Heretic as a bonus action on one of your turns. The Target creature has to be in sight of you. While marked like this you gain the following benefits:
- Your attack rolls crit on rolls of 18 and higher
- You always know the marked creature´s location
- Marked Creatures provoke attacks of opportunity whenever they cast a spell
- You have an advantage on Intimidation checks
This effect lasts until the Accused creature is dead or incapacitated and cannot be canceled by the Paladin. Once you use this feature you have to finish a long rest before using it again.
Judge, Jury and the Executioner
7th- and 10th-level Oath of Glory feature
Those that rose through the ranks of Arbiters are given more freedom to execute justice upon the heretic and are tasked with hunting down more dangerous foes of their deities. Those are now known as Abjudicators and their mere presence on the battlefield bolsters their allies. Starting at level 7, whenever you smite a creature you Judge it unworthy, making the next attack from an allied creature have an advantage and crit on rolls of 18 and higher. Whenever your ally attacks, it consumes the Judgment wherever the attack hit or missed.
When you reach level 10, whenever the creature dies from this empowered attack by your ally, you gain the spell slot you used to cast smite back.
Hammer of Witches
15th-level Oath of Arbiters feature
There are very few Paladins that reached this far, to meet one is to meet a living legend, a true tool of wrath and justice of its God. No longer Abjudicators, those knights are now known as Intercessors and are usually second-in-command to the Guildmasters of these orders. Starting at level 15, your mere presence is enough to cause distress and dampen the treacherous arts of the Witches. You gain 30 feet aura around you that causes all enemy creatures that you designate at the start of your turn to gain Disadvantages on Concentration checks, Insight, and Deception rolls made against you. This effect works only on creatures that can cast a spell. This effect will last until you decide to no longer consider the creature an Enemy or harmful.
Suffer not the Witch to live
20th-level Oath of Glory feature
Grandmasters of Justice and of their Knightly Orders, those that served their gods long enough to be almost revered by the clergy. Known as Arbitrators, to see one is a rare sight and to fight one is a one-way ticket to the afterlife. Starting at level 20 your Accusations grow more powerful, empowering your allies to fight with the same devotion and ferocity as you. Accused creatures are vulnerable to not just you but to all of your allies as well. The bonuses you get from attacking the Accused creatures now extend to all your party members. In addition, whenever their attack roll against the Accused creature is lower than 8, they can treat the roll as if it was 8.
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