Arbiter (5e Class)

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Arbiter[edit]

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[Image placeholder for Arbiter]

An Arbiter is a force of absolute resolve—where words and fists are weighed with equal severity. Some serve as wandering judges, others as enforcers of ancient oaths. Their body is their weapon; their will is their armor.

Creating a Arbiter[edit]

Quick Build

You can make an Arbiter quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose explorer’s pack and simple robes.

Class Features

As a Arbiter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Arbiter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Arbiter level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: Strength, Charisma
Skills: Expertise in Insight; Choose two from Athletics, History, Intimidation, Religion, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Simple robes or (b) Commoner's Clothes
  • (a) Explorer's pack or (b) Priest's pack
  • If you are using starting wealth, you have 1d4 x 4 gp in funds.

Table: The Arbiter

Level Proficiency
Bonus
Features
1st +2 Unarmored Defense, Conditioned Fists
2nd +2 Inevitable Judgment
3rd +2 Judgment Path
4th +2 Ability Score Improvement
5th +3 Verdict Strike
6th +3 Unyielding Resolve
7th +3 Judgment Path Feature
8th +3 Ability Score Improvement
9th +4 Kneel Before Judgment
10th +4 Judgment Path Feature
11th +4 Immutable Authority
12th +4 Ability Score Improvement
13th +5 Ultimatum
14th +5 Unyielding Resolve Improvement, Kneel Before Judgment Improvement
15th +5 Judgment Path Feature
16th +5 Ability Score Improvement
17th +6 Iudex Adest
18th +6 Judgment Path Feature
19th +6 Ability Score Improvement
20th +6 Balance of Judgement

Unarmored Defense[edit]

Flavor text
Beginning at 1st level, while you are not wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier

Conditioned Fists[edit]

Flavor text
Also at 1st level, your unarmed strikes deal damage equal to the following, based on your Arbiter level:
- Levels 1–5: 1d6 + your Strength mod + your proficiency bonus
- Levels 6–10: 1d8 + your Strength mod + your proficiency bonus
- Levels 11–15: 1d10 + your Strength mod + your proficiency bonus
- Levels 16–20: 2d8 + your Strength mod + your proficiency bonus
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Inevitable Judgment[edit]

Flavor text
Starting at 2nd level, when you hit a prone, restrained, stunned, or incapacitated creature with a melee attack, you deal additional damage equal to your Arbiter level.

Judgment save DC = 8 + your proficiency bonus + your Charisma modifier

Judgment Path[edit]

At 3rd level, you walk one of the sacred paths of an arbiter—the lens through which your authority manifests. Whether through endurance or invocation, your path defines your sentence upon the world.
You gain features at 3rd, 7th, 10th, 15th, and 18th levels.

-Path of the Temple
The body is the sanctum of law. The sentence is delivered with presence alone.
A defensive subclass focused on grit-based mitigation, battlefield control, and Constitution-based resilience.

-Path of the Disciple
To speak with divine conviction is to reshape the world.
A magic-based subclass focused on verbal force, radiant damage, and divine declarations.

-Path of the Crucible
To judge sin, one must walk through fire unscathed. A self-sacrificing bruiser subclass that burns health to empower wrathful judgment.

-Path of the Shackled
Oaths are binding. And so are you.
A control-focused subclass that uses grapples and chains to bind movement and impose battlefield law. <--subject to change

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability score above 20 using this feature.

Verdict Strike[edit]

Flavor Text
At 5th level, you can speak a word of judgment as ana action to target one creature within 30 feet. Make a ranged spell attack using your Charisma modifier. On a hit, the target takes 2d8 thunder damage.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
At 14th level, Verdict Strike deals 5d8 force damage. You can use it the same number of times, but regain 1 use when you finish a short rest.

Unyielding Resolve[edit]

Flavor Text
At 6th level, when you fail a Charisma saving throw, you can choose to succeed instead. You can use this feature once, and regain the ability to do so when you finish a long rest.
At 14th level, you can use this feature twice per long rest.

Kneel Before Judgment[edit]

Flavor Text
At 9th level, onceper short rest, you can force a creature adjacent to you to fall prone as a formal display of dominance. As a bonus action, choose one creature of your size or small within 5 feet. The target must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or fall prone and be unable to stand until the end of its next turn.

Immutable Authority[edit]

Flavor Text
At 11th level, when you roll initiative, you can choose one creature you can see. That creature has disadvantage on saving throws against your Arbiter class features until the end of your next turn.
Additionally, you add your Charisma modifier to the damage of your Verdict Strike.

Ultimatum[edit]

Flavor Text
At 13th level, once per short rest, you can issue an absolute judgment to a creature you can see within 30 feet. That creature must succeed on a saving throw against your Judgment save DC or suffer one of the following effects:
-Fall: Strength saving throw or the target is knocked prone until the start of your next turn.
-Silence: Charisma saving throw or the target cannot speak
-Suffer: the target must succeed on a Constitution saving throw or take additional 4d8 force damage. On a success, the damage is halved.

Iudex Adest[edit]

With a word, the judge is present, as you collapse the distance between sentence and execution. Whether across a battlefield or a throne room, the Arbiter is always present where judgment is due.
At 17th level, when you use Verdict Strike or Ultimatum, you may immediately teleport up to 30 feet to an unoccupied space within 5 feet of the target you affected.
This movement does not consume your movement for the turn and does not provoke opportunity attacks.
You can use this feature a number of times equal to your Charisma modifier (minimum 1) per long rest. This feature does not break grapple or trigger reactions.

Balance of Judgment[edit]

You are the fulcrum upon which all judgment tilts. Tke rhythm of battle bends to your decree, and your sentences echo without pause.
At 20th level, when you reduce a creature to 0 hit points with a melee attack while they are affected by your Ultimatum, you may unleash Jeopardy as a free action.
Choose another creature within 30 feet that you can see. That creature is immediately affected by Ultimatum, without expending a use.
You may also teleport adjacent to the new target as part of this effect.
Once you use Jeopardy, you cannot do so again until the start of your next turn.

Paths of Judgment[edit]

Path of the Body of Steel[edit]

You have become an unstoppable force, your body no longer merely survives, it endures beyond reason.
Gain access to a Grit Point pool, the maximum is equal to Proficiency + Constitution Modifier.

Iron Constitution

Your body has learned to defy failure through persistence alone. When others would drop, you remain standing — if only to glare back at fate. Every wound is repurposed, every sickness denied entry.
At 3rd level, when you take damage, you can spend any number of Grit Points as a reaction to reduce the damage by (number of points spent)d4 + proficiency bonus.
Additionally, you can now stand from prone without expending movement, and you gain resistance to poison damage and advantage against being poisoned.

Reinforced Body

You stand unshaken while others fall back. With each blow, your body absorbs impact like bedrock, and your stance grows ever harder to move.
At 7th level, whenever you reduce incoming damage with Grit, you may heal 1d4 HP when using Grit.
Additionally, your Unarmored Defense is replaced and your AC is now, 10 + Constitution modifier + Constitution modifier.

Undying Engine

Where others collapse, you recenter. Through sheer focus and conditioning, your flesh mimics the function of machines: efficient, determined, and impossible to permanently shut down.
At 10th level, you gain proficiency in Constitution saving throws.
Additionally, once per long rest, you have advantage against Constitution saving throw.

Living Fortress

When you plant your feet, the world takes notice. Movement becomes a choice you lend to the moment. Your body exudes mass, permanence, and certainty—just by being still.
At 15th level, you gain temporary hit points equal to your Arbiter level at the start of each combat.
Additionally, if you didn’t expend any movement last turn, you have resistance against all forms of forced movement, grapple, restrained, and being knocked prone.

Absolutely Unfaltering

You do not fall. Not from fear, nor poison, nor the finality of a mortal blow. Where another would fade, you remain—cracked, bleeding, gritted—still here. The last witness. The final voice.
At 18th level, You remain conscious while above 0 HP, even if an effect would render you unconscious.
Additionally, once per long rest, when reduced to 0 hit points, you instead drop to 1 HP and lose all Grit.

Path of the Disciple[edit]

The Disciple speaks judgment not just with might, but with conviction so absolute, it becomes truth. This subclass channels radiant or force damage, limited divine-like utility, and battlefield declarations.

Placeholder

You learn to channel divine judgment through spoken word. Your words carry an abiding magical ability via Eldritch Invocations.
At 3rd level, you gain one eldritch invocation of your choice. When you gain arbiter levels, you gain additional invocations of your choice. A level prerequisite refers to your level in this class.
- 3rd–6th: 1 invocation
- 7th–10th: 2 invocations
- 11th–15th: 3 invocations
- 16th–20th: 4 invocations
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Invocations use your Judgment Save DC when applicable. You may choose invocations from the Warlock Invocations, but wary of restrictions.

Disciple Invocation List

Echoing Word, when you use Verdict Strike, you may apply disadvantage on the target's next saving throw before the end of your next turn.
Radiant Pulse, once per long rest, as a bonus action, you may cause a pulse of radiant energy to erupt from you in a 10-foot radius. Enemies in the area take 2d8 radiant damage and must succeed a Dexterity saving throw or be blinded until the start of their next turn.
Tongue of Authority, you learn the Thaumaturgy, the Guidance, and the Vicious Mockery cantrips and may cast them at will.
Gospel Rebound, once per turn, when you succeed on a saving throw against a spell or magical effect, the caster takes Charisma modifier force damage and must succeed a Wisdom saving throw or be silenced until the end of their next turn.
Judged by Thunder, when you use Ultimatum, you may deal 2d6 thunder damage to the target even on a successful saving throw.
Voice of Sanctuary, as a bonus action, you or an ally within 30 feet gains temporary hit points equal to your Charisma Modifier + your Arbiter level. Usable once per short rest.
Reverent Step, you ignore difficult terrain, and cannot be silenced or muted. If you are already silenced magically, it ends at the start of your next turn.
Divine Condemnation, add an additional Ultimatum option: Confess, the target must succeed a Wisdom Saving Throw or the creature cannot lie and has disadvantage on Deception checks and Charisma saving throws until the start of your next turn, or 60 seconds. While affected, if they attempt to cast a spell, they must loudly declare its intent in your direction.

Harmonic Authority

You project power through harmony and cadence.
At 7th level, as an action, you may unleash a harmonic resonance. Creatures of your choice within 15 feet must succeed on a Wisdom Saving Throw or be charmed by you until the end of their next turn.
While charmed this way, they cannot move away from you unless they take damage.
You may use this feature once per short rest.
Once a creature succeeds on this save, it is immune to this effect for 24 hours.

Voice Unbound

At 10th level, once per long rest, you may cast Shatter at 2nd level without components, centered on your voice (originating from you). Charisma is your casting stat. S
Additionally, if you use the Thaumaturgy cantrip via the Tongue of Authority invocation, when you use the affect that causes your voice to boom up to three times as loud as normal for 1 minute, the range of all voice-based abilities are adjusted to your voice volume. (ex. 30 feet -> 90 feet, shatter's 10ft radius -> 30ft radius)

Echo of Judgment

Your force of will lingers in the air, reshaping consequence.
At 15th level, whenever you use Ultimatum, if your initial target fails their saving throw, the creature closest to the original, within 30 feet, must make the same saving throw against the same Ultimatum.
This can only affect a creature that has not already been targeted by Ultimatum this turn.

Ultimatum, Divine Decree

Your voice now carries the full weight of divine authority.
At 18th level, When you declare judgment, you may choose from one of five sacred decrees, replacing your normal Ultimatum options.
You may use Divine Decree a number of times equal to your Proficiency Bonus per long rest.
Each effect lasts until the end of the target's next turn unless stated otherwise.
-Obey, the target must succeed a Charisma Saving Throw or be Charmed and must kneel, move toward you, or drop prone (your choice).
This movement does not provoke opportunity attacks.
-Repent, the target must succeed a Wisdom Saving Throw or be Silenced (cannot speak or use verbal components) and have disadvantage on saving throws against spells made against it.
-Perish, the target must succeed on a Constitution Saving Throw or become Vulnerable to the next damage they take.
-Yield, the target must succeed on a Intelligence Saving Throw or their movement is halved, they cannot take the Dash or Disengage actions, and they cannot take reactions.
-Seize, the target must succeed on a Dexterity Saving Throw or become Restrained.
On a success, their movement is halved instead.

Once per long rest, you must declare Mortem before targeting. If the creature has more than 50 HP, the Decree fails with no effect.
-Mortem, the target must succeed a Strength Saving Throw or be instantly reduced to 0 HP. On a success, they instead take 4d10 force damage.
This Decree is not included when considering Echo of Judgment's abiltiy.

Path of the Crucible[edit]

You are judgment made flesh, your body a vessel for consequence. Your conviction is etched into scars, each one a verse in a gospel of wrath. As you bleed, your fury grows. As you suffer, so too must the guilty.

Blood for Sentence

At 3rd level, when you deal damage with an unarmed strike, once per turn, when may take damage equal to your Constitution Modifier (minimum 1) to deal additional damage equal to twice that amount.
This bonus damage is radiant.
Damage taken is delt to your total HP, this does not lower your Temporary HP.
When using Blood for Sentence, you may reroll any damage die showing a 1 (once per hit).
You can use this a number of times equal to your Proficiency Bonus per long rest.
Additionally, you gain resistance to necrotic damage.

Momentum of Pain

Your fury builds with each wound you earn. At 7th level, while you are below half your hit point maximum, you gain:
- +10 feet movement speed
- Advantage on Strength (Athletics) checks and saving throws against being grappled or restrained.
- When you use Verdict Strike, you can immediately make one unarmed strike as a bonus action.

Wrath Undeterred

The moment you break, your judgment explodes outward. At 10th level, once per long rest, when you drop below half HP for the first time in combat, you ignite for 1 minute.
- You score critical hits on rolls of 19 or 20 with unarmed stirkes.
- If you do not have any Temporary HP, you gain Temporary HP at the start of each turn equal to your Constitution Modifier (minimum 1).
- You cannot be frightened or charmed during this time.

At 13th level, when you use Ultimatum, you may choose to take 10 damage to force the target to roll with disadvantage.

Judged in Blood

You are no longer afraid of death- you sharpen yourself against it. When pain calls, you answer with fury. When you fall, it echoes.
At 15th level, when you fall to or below 25% of your maximum HP, you may enter a state of Reckoning until the end of your next turn.
If you reduce a creature to 0 HP during this state, the effects continue for 1 additional round. You may only extend this state once per turn, for a maximum of 3 turns.
While in the State of Reckoning:
- Your Unarmed Strikes deal an additional 1d12 radiant damage.
- Your Unarmed Strikes bypass resistance to bludgeoning, radiant, and force damage.
- You may make one unarmed strike as a reaction against a creature that damages you (once per round).

If that creature is within your movement range, you may move to them by using your next turn's movement. 
This provokes opportunity attacks.
If you hit, they cannot take reactions until the start of their next turn.

Each time you extend the state beyond the first turn, you gain 1 level of exhaustion at the end of the Reckoning.


Last Sentence

This is the moment. The blood pools. The words fade. And you, Arbiter of the Crucible, are not done.
At 18th level, once per long rest, when you are reduced to 0 HP, you may instead remain conscious and enter the state of Reckoning until the end of your next turn.
While in the State of Reckoning:
- Gain all previous State of Reckoning effects.
- You do not fall unconscious at 0 HP. You are still targetable, and death saves do not trigger.
- You are immune to death via failing death saves until this feature ends.
- All Unarmed Strikes and Verdict Strikes have advantage and are critical hits on rolls of 19 and 20.
- You may cast Ultimatum once as a bonus action without expending a use.
- If you are hit again, you do not take damage, but you gain 1 level of exhaustion per hit during this state.
- You cannot extend this state.
At the end of your next turn, you collapse to the ground and begin making death saving throws as normal.
If you reduce a creature to 0 HP during this state, you have advantage on your death saving throws until you regain consciousness or stabilize.

Path of the Shackler[edit]

(In Progress: Grappling-based subclass focused on disadvantaging and disabling your opponent. My judgement stops you) Text

Placeholder

At 3rd level,

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At 7th level,

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At 10th level,

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At 15th level,

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At 18th level,


Multiclassing[edit]

Prerequisites. To multiclass into Arbiter, you must have a Strength score and Charisma score of 13 or higher.

Proficiencies. You gain no additional proficiencies when multiclassing into Arbiter.


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