Base Class: Paladin
The Oath of the Arbiter is taken up by a very small sect of paladins, those who value justice and retribution over all, they are often called Arbiters. Arbiters believe that justice of its very nature is nondiscriminatory it knows no race, wealth, cause or creed. Any wrong doing is met my the blessed hand of an Arbiter. Often times Arbiters are contracted by courts and jails alike to cast their judgement onto situations as they are entirely unbiased seeking nothing but to see the guilty convicted and the innocent freed. Arbiters believe the very core of justice is faceless and unbiased to show this belief they are anonymous never revealing their face, name, age, or any other personal information as justice is blind and takes no interest in the personal lives of its Arbiters.
Arbiters often carry with them a set of scales tying them to their beliefs these scales represent the very core of justice that all must bring balance and equality to the world. These scales take up the carrier's off hand and give a +2 bonus to your AC (this effect cannot stack with a shield) but only in the hands of an Arbiter.
Tenets of Arbitration.
Justice. I will see those who have done wrong punished and those who are innocent walk free.
Selfless. I vow to give my body and life to protecting those who have done no wrong.
Balance. Where there is an unfair imbalance in the world it is my duty to be the thumb upon the scales.
Faceless. I vow to shroud my face from all, as justice bear no allies in appearance alone.
Oath Spells
You gain spells at the following levels:
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
Hold Person,Zone of Truth |
|
9th |
Slow,Mass Healing Word |
|
13th |
Banishment,Wall of Fire |
|
17th |
Channel Divinity: Defend the Innocent
Defend the Innocent. As a reaction, choose one attacking creature within 60 feet that you can see. That creature must make a Constitution saving throw against your spell save DC, unless it is immune to being blinded.
On a failed save, the target re-rolls their attack and takes the lower result. In addition, the target is blinded for 1 minute and takes 1d6 psychic damage at the start of each of its turns. The target can attempt the saving throw again at the end of each of its turns.
Channel Divinity: Condemn the Wicked
Condemn the Wicked. As an action, you lift your holy symbol and speak a verse of law, condemning the wicked. Creatures that can see or hear you within 30ft. must make a WIS saving throw against your spell save DC.
On a failed save, the affected creature(s) have disadvantage on all attacks that target any other creature but you for 1 minute.
If an enemy misses an attack against you as a result of this ability you may choose to use your reaction to roll one melee attack targeting them.
Aura of Resolve
Starting at 7th level, while you are conscious you gain an aura that extends 10ft from you in all directions.
When a hostile non-construct creature within your aura is reduced to 0 hit points, you or one creature of your choice within the aura regains hit points equal to 1d10 + your Charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
Edicts of Order
At 15th level, your unwavering dedication to justice manifests in a unique way. Choose one of the following Edicts to define your Arbiter’s path:
Arbiter's Sight
You gain true sight (30 ft.) and can see through illusions, magical darkness, and shape changers who are transformed by magic. (Nothing can hide from the gaze of true justice.)
Unshaken Adjudicator
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Unshaken Adjudicator – You are an incorruptible pillar of solace. You become immune to the charmed and frightened conditions. Additionally, allies within your Aura of Resolve have advantage on saving throws against being charmed or frightened.
Weigh the Soul
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Weigh the Soul – When a killing is attempted, you do not sit idly by. When a creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failure, they are restrained for 1 minute as spectral chains bind them. This effect requires concentration.
Avatar of Judgement
At level 20 you can use an action to manifest the Avatar of Judgement for 1 minute.
- Your form becomes shadowed and indistinct, save for your glowing eyes and the floating scales in your off-hand (if you choose to carry them).
- For the duration, you gain the following benefits:
- Weight of Guilt: Enemies that start their turn within 30 feet of you must make a Wisdom saving throw or become frightened of you for 1 minute.
- Balance the Scales: Once per turn, when you hit a creature, you can force them to make a Charisma saving throw. On a failure, they are affected by banishment as if you had cast the spell.
- Unyielding Arbiter: You gain resistance to all damage, and creatures cannot score critical hits against you.
Once you use this feature, you must complete a long rest before using it again.
Previous Versions
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10/20/2025 4:12:09 PM
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