Base Class: Warlock
You have gained your power from a being of supreme law and authority. Whether you wield your powers to uphold your patron's vision of order, or the kingdom's lawful decrees, or your own egotistical sense of justice is for you to decide.
You the wield nigh incomprehensible power to write new laws into existence, to enforce your will upon the world around you- sometimes permanently. Wield this power with as much judgment as you would a headsman's axe.
Expanded Spell List
The Arbiter lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Arbiter Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Command, Sanctuary |
| 2nd | Calm Emotions, Warding Bond |
| 3rd | Bestow Curse, Glyph of Warding |
| 4th | Freedom of Movement, Private Sanctum |
| 5th | Geas, Hallow |
Bonus Cantrips
At 1st level, you learn the Spare the Dying and Thaumaturgy cantrips, which don't count against the number of Warlock cantrips you know. Additionally, for you, Spare the Dying has a range of 30 feet and you can cast it as a bonus action.
Interrogation
Upon choosing this subclass, you gain proficiency in the skill of your choice between Persuasion and Intimidation. If you already have proficiency in both skills, you may choose a different one.
Arcane Edicts
Beginning at 6th level, you gain the ability to quickly issue temporary laws upon the world around you. You can cast each of the following spells once at their lowest levels without expending materials or spell slots: Darkness, Dispel Magic, Silence, Magic Circle, or Zone of Truth. You regain all expended charges when you complete a long rest.
You do not otherwise know these spells and must learn them as normal to cast them using spell slots.
Protection Order
Beginning at 10th level, you gain the ability to weave protective law magic to guard yourself and your allies from harm or debilitation. You can use an action on your turn to grant yourself or an ally within 30 feet of you resistance to one damage type or status condition of your choice for 1 hour. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and regain all expended uses upon completing a Long Rest.
Sovereign's Mantle
Beginning at 14th level, you become a living conduit of law. As an action on your turn, you can begin to emanate a powerful aura of law magic that extends 10 feet out from you in all directions and moves with you. The aura lasts for 1 minute or until you lose consciousness. When you activate this feat, choose two decrees from the list below. The number of decrees you can choose increases by one at 16th level (total of three decrees), and again at 18th level (total of four decrees).
As a bonus action on your turn, you can adjust any or all of the decrees in your aura, changing their effects or designating new targets to be affected or excluded. When you first activate the aura and whenever you change at least one of the aura's decrees, you may have each creature of your choice within the aura make a Charisma saving throw. Whenever a creature enters the aura for the first time on its turn, or starts its turn there, you may have it make a Charisma saving throw. On a failed save, that creature becomes subject to the decrees of your Sovereign's Mantle aura. An affected creature may repeat this save at the end of each of its turns. On a successful save, a creature is immune to the effects of your aura until they would next be subject to a saving throw to resist its effects (a decree changed, or it enters the aura again.) Creatures can choose to fail this save.
- Decree of Gravity: You can choose to either magnify or minimize gravity. If you magnify gravity, affected creatures move at half speed and cannot jump, and fly speeds are set to 0. If you minimize gravity, affected creatures become weightless and begin to float around the aura; creatures without a flying or swimming speed must succeed a Strength (Athletics) check (DC equal to your Spell save DC) to move, or be rendered helpless in midair; you gain a fly speed of 30 feet and can hover.
- Decree of Momentum: You can choose to have affected creatures either benefit from the effects of the Haste spell or suffer from the effects of the Slow spell. These effects persist only as long as that creature remains within your aura and immediately wears off if it leaves the aura.
- Decree of Resilience: You can choose to have all damage dealt to affected creatures be increased by an amount equal to your Charisma modifier or to have all damage dealt to affected creatures be reduced by an amount equal to your Charisma modifier.
- Decree of Magic: You can choose to have each affected creature make saving throws against spell effects with advantage or choose to have those saving throws made with disadvantage. This choice does not include the saving throw to resist the effects of your Soverign's Mantle aura, which is made normally.
- Decree of Redress: Release a pulse of energy when you choose this Decree and at the beginning of each of your turns. You can choose whether the pulses damage affected creatures for an amount of Necrotic damage equal to 1d6 + your Charisma modifier or the pulses restore hit points to each affected creature equal to 1d6 + your Charisma modifier.
- Decree of Testimony: You can choose whether affected creatures become incapable of speaking as if under the effects of the Silence spell, or if affected creatures are compelled to tell the truth as if under the effects of the Zone of Truth spell.
- Decree of Embargo: You can choose whether creatures inside your Sovereign's Mantle aura must succeed a Charisma saving throw in order to leave the aura, or if creatures outside of your Sovereign's Mantle aura must succeed a Charisma saving throw in order to enter it. This effect does not prevent spells or projectiles from crossing the threshold of your aura. If your movement would force a creature into or out of your aura, they do not need to make this save until they use their movement to attempt to cross the threshold in the appropriate direction.
Once you have used this feature, you can't do so again until you finish a long rest.
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