Base Class: Paladin
Paladins who swear the Oath of the Final Verdict serve neither Heaven nor Hell, but stand between them as the final authority in matters of the soul. When the natural cycle of life and death falters, and souls fall outside the cosmic order, these arbiters are called to judge them.
Empowered by both celestial law and infernal pragmatism, an Arbiter listens to opposing forces before delivering judgment. Some souls are guided back into the cycle through mercy and restraint, while others are condemned and erased to preserve balance.
These paladins are calm, deliberate, and burdened by responsibility. They do not rush to action, for every decision carries weight beyond the mortal world. In battle, their abilities reflect this role: they can shield allies from death, manipulate the flow of combat, and determine the fate of those who fall.
An Arbiter does not fight for good or evil. They fight for order. And when the moment comes, they decide which side of existence a soul truly belongs to.
Level 3: Oath of the Final Verdict Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Final Verdict Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Protection from Evil and Good, Command |
| 5 | Lesser Restoration, Zone of Truth |
| 9 | Spirit Guardians, Revivify |
| 13 | Banishment, Death Ward |
| 17 | Dispel Evil and Good, Flame Strike |
Level 3: Channel Divinity: Final Verdict
⚖️ Heaven’s Plea
Bonus Action, 30 ft, duration: 1 + CHA mod rounds
- Resistance to necrotic and radiant damage
- Advantage on death saving throws
- Once during the duration, when the target would drop to 0 HP, it can use its reaction to remain at 1 HP instead
🔥 Hell’s Argument
Bonus Action, self, duration: 1 minute
- Once per turn, when you hit with a melee attack, you deal extra damage equal to your Charisma modifier
- Your melee weapon attacks score a critical hit on a roll of 19–20
- On hit, the target’s speed is reduced by 10 feet and it cannot take the Disengage action until the start of your next turn
Level 3: Arbiter’s Sense
Description:
- Action, 60 ft
- Detect celestial, fiend, undead, and unnatural soul disturbances
- Uses: PB / Long Rest
Level 7: Aura of Arbitration
When a creature within 15 feet of you drops to 0 HP, you can choose one of the following effects. You can use this feature a number of times equal to your proficiency bonus per long rest.
Absolve
A creature of your choice within 30 feet regains hit points equal to 1d6 + your Charisma modifier.
Condemn
A creature of your choice within 30 feet takes damage equal to your proficiency bonus + your Charisma modifier and suffers a –2 penalty to attack rolls until the start of your next turn.
Level 15: Weigh the Soul
When a creature within 30 feet drops to 0 HP, you can use this feature (PB / Long Rest):
Redeem
- The creature stabilizes
- At the start of its next turn, it regains 1 HP
- It cannot attack that turn
Eradicate
- Non-boss creatures if CR<PB die instantly
- Boss creatures take 4d10 necrotic damage
You gain temporary hit points equal to your Charisma modifier + proficiency bonus.
Level 20: Avatar of the Two Courts
Action, 1 minute, Half of your PB/Long Rest
You gain the following benefits:
Aura (30 ft)
- Allies gain a bonus to saving throws equal to your Charisma modifier
- Enemies have reduced saving throws equal to your Charisma modifier
Choose a Stance at the start of each of your turns:
Heaven Stance
- Up to two creatures regain HP equal to your Charisma modifier at the start of your turn
- When you deal damage with a Smite, it deals +1d8 radiant damage (or +2d8 vs fiends and undead)
Hell Stance
- You gain one additional attack when taking the Attack action
- When you deal damage with a Smite, it deals +1d8 necrotic damage
- Creatures damaged by your Smite cannot regain hit points until the start of your next turn
Avatar of the Two Courts
Action, 1 minute, Half your PB/Long Rest
You gain the following benefits:
Aura (30 ft)
- Allies gain a bonus to saving throws equal to your Charisma modifier
- Enemies have disadvantage on death saving throws
Choose a Stance at the start of each of your turns:
Heaven Stance
- Up to two creatures regain HP equal to your Charisma modifier at the start of your turn
- When you deal damage with a Smite, it deals +1d8 radiant damage (or +2d8 vs fiends and undead)
Hell Stance
- You gain one additional attack when taking the Attack action
- When you deal damage with a Smite, it deals +1d8 necrotic damage
- Creatures damaged by your Smite cannot regain hit points until the start of your next turn
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Activate Avatar of the Two Courts
While your Aura of Arbitration is infused with power, it grants the following benefits:
Heaven Stance
- Up to two creatures regain HP equal to your Charisma modifier at the start of your turn
- When you deal damage with a Smite, it deals +1d8 radiant damage (or +2d8 vs fiends and undead)
Hell Stance
- You gain one additional attack when taking the Attack action
- When you deal damage with a Smite, it deals +1d8 necrotic damage
- Creatures damaged by your Smite cannot regain hit points until the start of your next turn
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