Contents
The Arbiter
- Introduction...................................................................................... 1
- Class Features.................................................................................. 2
Subclasses : Ascensions
- The Aegis Knight............................................................................. 7
- The Blood Voivode.......................................................................... 9
- The Entropic Liege....................................................................... 11
- The Fell Tyrant............................................................................... 13
- The Hand of Arrogation............................................................... 15
- The Seneschal................................................................................ 17
- The Sovereign of Tides................................................................ 20
- The Vermillion Knight.................................................................. 21
- The Wyrmscourge......................................................................... 23
Class Customization
- Primeval Birthrights..................................................................... 25
- Epic Boons..................................................................................... 30
Prestige Class : The Mythoclast
- The Mythoclast.............................................................................. 32
- Class Features............................................................................... 33
Changelog
- Changelog....................................................................................... 35
Artist Credits
- Cover : 終結 by Tuda6
- Contents : 無題 by NARUE/なるゑ
- Page 1 : スカジ by sakusyo🦇お仕事募集
- Page 3 : Abyssals by 水龍 Mizu
- Page 6 : Fuwa by Tuda6
- Page 7 : SUM-24P by YaTo
- Page 10 : 冷たい月の下で by Gahyun
- Page 13 : 「空之律者」 by sola7764
- Page 14 : K by NARUE/なるゑ
- Page 18 : モスティマ by 萌子芽
- Page 19 : シャイニングさん by 紀奈
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- Back : 余烬 by 番薯@接稿中
Arbiter
"Their moniker does them no justice. When one of their kind arrives on the battlefield, the fates of those they have chosen are sealed in stone - what awaits their quarry is either death, or excruciating pain. They are the hands of judgment and to face one without dread in your heart would be wrong." ─ ?
Descending the steps to an arena, a human eyes the foe across from her, ready to battle to the death. She waves to them not in greeting, but in preparation for her victory - by the time her hand returns to her side, her prey has already been marked. As they meet and draw weapons, she begins her furious onslaught that astounds her opponent; making quick work of them, all that remains is a grisly spectacle.
With no option but to retreat from a spellcaster's arcane barrage, an elf dances in sync with the caster's spells. But they cannot do it forever; in a desperate act she marks her attacker with a tooth-shaped crest. At the last moment this act gives her the strength she needs to avoid a fireball that streaks past her.
A dragonborn chuckles as two orcs flank him; with a flick of his wrists, two blades appear before him. Pointing a finger at each orc, the two blades fly in opposite directions, striking their targets.
No matter their race or upbringing, arbiters are united by the unique ability to mark their prey with a primeval power that allows them to dedicate themselves to a single foe and an unnatural martial prowess, evoking dread in those they've marked for defeat. As judges - be it self-proclaimed or chosen - they mete out justice as they see fit, one death or triumph at a time.
An Ancient Epithet
Before they could name themselves, those who witnessed the unfathomable might they possessed gave them their title first. With powers beyond comprehending, they are walking myths rumored to slay all who would cross them in their journey for glory or redemption.
Arbiters build upon the unique ability to brand the living (or anything capable of moving) with a crest that allows them to focus on a single enemy in combat. One marked with their crest knows they are facing the wrath of an executioner who will not yield until either of them falls.
An arbiter is an anomaly that can occur anywhere - from royalty, to your average soldier, or even folk with nothing in their name; however, an arbiter's power most often awakens in those with an affinity for martial combat and an insatiable desire for greatness, or some cases, repentance. Such might awakens very rarely, and even those who gain the powers of an arbiter rarely awaken them to their fullest extent.
The arbiter is a complex class, further complicated by its many subclasses. Its primary feature requires careful decision making, and several of the arbiter's subclasses necessitate tracking different resources. You should not play this class if you are looking for a class that is simple and straightforward to play.
The Primordial Crest
Arbiters wield the unique ability to mark creatures with a special crest, whose properties outside of combat are largely unknown. Few know the extent of the origins of arbiters and their powers, and of the few who do know the source of them and the powers they wield, even fewer would part with such wisdom. Was it something so paramount that fanned the fires of their existence, or merely an event that is so insignificant that it wasn't worth etching their beginnings into the annals of history?
This unique power, despite its historical insignificance, is one that has been studied with no fruit borne from its efforts. Because of the scarcity of arbiters, it is very difficult to gauge what arbiters are truly capable of. Those born with the spark of an arbiter or inherit it can call upon its powers with a flick of their wrist or with careful practice. Meanwhile, those who attempt to emulate the powers of an arbiter fail spectacularly or produce no results whatsoever.
Hand of Judgment
The killing gaze of an arbiter is unmistakable. In combat, they exude an aura that none can miss - the shadow of death that's on the horizon. Due to their prowess in combat (either intended or not) and the tales that follow them, they tend to fall into one of two camps: executioners that act in good will and carry out the words of judges, or renegades who ignore the law and kill and maim as a means to an end.
Not all arbiters use the power bestowed upon them. Why does yours use the primordial gift they carry? Does it allow them to flaunt their martial prowess, make a living, or wade through life one day at a time? Does your character use this gift to achieve their goals as best as they can? Or do they try to live as monotonously as possible, striving to be better not with this entreatment, but with their own hands?
Creating an Arbiter
When you are creating your arbiter, consider these two specific elements: the origin of the spark that has given them their powers and how it has manifested, and how they intend to use this primeval brilliance. Have you accepted this power, or do you resent it for the expectations it has laid upon you?
Arbiters are known for their martial prowess, but that doesn't always come naturally. You might've enjoyed years of formal training in an army or militia, or perhaps you studied under the tutelage of a mentor keen on sharpening the skills you had at a young age.
After adventuring for some time, all arbiters must answer the call - to be a hand of judgment, or a renegade with rising ambitions and their own definition of judgment. Is the spark within them a festering curse that will only make you more ruthless as time passes, or is it a blessing that allows them to execute those aligned with forces that would watch the world burn? You may possibly divine it as an instrument that has allowed you to do as you see fit.
Quick Build
You can create an arbiter by following these suggestions. First, Constitution should be your character's highest ability score, followed by Strength or Dexterity (depending on what kind of martial character you want). Make Intelligence one of your highest ability scores if you plan on becoming a hand of arrogation, or Wisdom if you decide to become a seneschal. Then choose the soldier background.
Optional Rule : Multiclassing
If your group uses the optional rule on multiclassing in the Player's Handbook, you must meet the prerequisites listed below in order to multiclass into an arbiter.
Ability Score Minimum. The prerequisites to multiclass into an arbiter or take a level in another class if you're already an arbiter is a Strength or Dexterity score of at least 13 and Constitution score of at least 13. Moreover, these ascensions have additional prerequisites in order to multiclass into your first level as an arbiter of that ascension.
- Hand of Arrogation. An Intelligence score of at least 13.
- Seneschal. A Wisdom score of at least 13.
Proficiencies Gained. If arbiter isn't your initial class, you gain proficiency with martial weapons, simple weapons, and one skill from the class's skill list.
Unfathomable Whimsy
No two arbiters act the same, and rarely do two share the same origin. To add some texture to your arbiter, consider quirks that set them apart from others - for example you may despise the nobility you seek to become, or you try to refrain from saying the names of others. They have no effect on the game, but your character might become irritated or upset if their quirk is bothered. They are a great role-playing tool to add character to the game. You can roll or pick from the Quirks table, or design your own. Try to aim for at least two quirks to give your character, so it is more likely for them to come into play.
Class Features
As an arbiter, you gain the following class features.
Hit Points
- Hit Dice : 1d10 per arbiter level
- Hit Points at 1st Level : 10 + your Constitution modifier
- Hit Points at Higher Levels : 1d10 (or 6) + your Constit-ution modifier per arbiter level after 1st level
Proficiencies
- Armor : Light armor, medium armor
- Weapons : Simple weapons, martial weapons
- Tools : None
- Saving Throws : Strength, Constitution
- Skills : Choose two from Acrobatics, Arcana, Athletics, Ins-ight, Intimidation, Investigation, Perception, and Survival
Quirks
| d20 | Quirk |
|---|---|
| 1 | You refuse to read and write; you'd rather talk. |
| 2 | You refuse to eat food given to you by others. |
| 3 | You never speak the names of other creatures. |
| 4 | You never make direct eye contact with others. |
| 5 | You believe you're the standard for acceptable. |
| 6 | Your enemies get no quarter - no foe must live. |
| 7 | You prefer fighting with weapons, not speeches. |
| 8 | You swear your fealty to no one except yourself. |
| 9 | You're only truly at home in the midst of battle. |
| 10 | Any who mock your prowess will be punished. |
| 11 | You look down upon casters and magical creatures. |
| 12 | You perceive the most minor of slights as offenses worthy of punishment by death. You will be treated respectably as you should be. |
| 13 | A creature that uses psionics is an abomination that must be purged. The only one who doesn't abide by the rules of the Weave is you. |
| 14 | You prefer fighting on even terms. |
| 15 | You carry your possessions at all times, letting go of anything you cannot carry, never letting others hold onto what is yours. |
| 16 | You prefer holding material wealth instead of coins. |
| 17 | You scorn those who appear incompetent in battle. |
| 18 | You take too much pride in your martial prowess to admit it's time to flee when the battle isn't going in your favor. |
| 19 | No matter how seriously you're wounded, you don't need your injuries tended to - you will not stop until your quarry is slain. |
| 20 | Battle is no place for restraint. You do not make it easy for your enemy to defeat you, no matter who they are and expect them to return the favor in kind. |
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) a greatsword or (b) any martial melee weapon
- (a) two handaxes or (b) any simple melee weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
Ascension Modifications
Some ascensions alter your class features, such as hit points, skill proficiencies, or even your starting equipment if the arbiter is your starting class. If an ascension does, any such changes are noted at the beginning of the description for that ascension.
Spellcasting
Some arbiter features and birthrights grant you the ability to cast a spell without expending spell slots. Such spells don't require any material components.
Arbiter's Ascension
Choose an ascension, which details the source of your power and shapes the path you take as an arbiter; a diverse array of ascensions are detailed at the end of the class description. Your chosen ascension grants you features when you choose it at 1st level and again at 3rd, 6th, 10th, 14th, and 18th level.
Saving Throws
Some arbiter features, in addition to features granted by your chosen ascension, force you to make an attack roll and/or the target to make a saving throw. Constitution is the modifier for these abilities, as you draw primeval energy from yourself to fuel them. You use your Constitution modifier to set the save DC for your arbiter features or when making an attacking roll with one.
Arbiter Save DC
Arbiter attack modifier = your proficiency bonus + your
Due to the occult nature of an arbiter's powers, they are beyond the scope of the Weave and thus immune to effects that cancel or suppress magic unless stated otherwise (for instance, the ability is explicitly stated to be magical). They are not magical, however; if an arbiter feature deals slashing damage for example, it's nonmagical unless stated otherwise.
The Arbiter
| Level | Proficiency Bonus | Features | Marked Bonus | Marked Penalty | Overrides | Birthrights |
|---|---|---|---|---|---|---|
| 1st | +2 | Arbiter's Ascension, Ruincrest | +2 | -3 | 2 | — |
| 2nd | +2 | Primeval Birthright, Unyielding Preeminence | +2 | -3 | 2 | 2 |
| 3rd | +2 | Martial Acumen, Arbiter's Ascension Feature | +3 | -3 | 3 | 2 |
| 4th | +2 | Ability Score Improvement | +3 | -4 | 3 | 2 |
| 5th | +3 | Extra Attack | +3 | -4 | 3 | 3 |
| 6th | +3 | Arbiter's Ascension Feature | +3 | -4 | 4 | 3 |
| 7th | +3 | Ruinous Augury | +4 | -4 | 4 | 4 |
| 8th | +3 | Ability Score Improvement | +4 | -5 | 4 | 4 |
| 9th | +4 | Frightful Crest | +4 | -5 | 5 | 5 |
| 10th | +4 | Arbiter's Ascension Feature | +4 | -5 | 5 | 5 |
| 11th | +4 | Unyielding Preeminence (2) | +5 | -5 | 5 | 5 |
| 12th | +4 | Ability Score Improvement | +5 | -5 | 5 | 6 |
| 13th | +5 | Greater Martial Acumen, Martial Acumen (2) | +5 | -5 | 6 | 6 |
| 14th | +5 | Arbiter's Ascension Feature | +5 | -6 | 6 | 6 |
| 15th | +5 | Seeker's Sanction | +6 | -6 | 6 | 7 |
| 16th | +5 | Ability Score Improvement | +6 | -6 | 6 | 7 |
| 17th | +6 | Unyielding Preeminence (3) | +7 | -6 | 6 | 8 |
| 18th | +6 | Arbiter's Ascension Feature | +7 | -6 | 6 | 8 |
| 19th | +6 | Ability Score Improvement | +7 | -6 | 6 | 8 |
| 20th | +6 | Primordial Deliverance | +7 | -6 | 6 | 8 |
Ruincrest
In combat, arbiters can brand their foes with ruincrests, brands of primordial power, to hone their focus to inhuman levels. Owing to their nature, ruincrests do not abide by the Weave - antimagic field, dispel magic, and other effects like them have no effect on ruincrests.
Each arbiter has their own unique, stylized ruincrest; for example, a dragonborn arbiter may have a claw or wing for their ruincrest, while the crest of one studying magic might be the symbol of a school of magic they use.
You can use a bonus action to brand a creature you can see within 60 feet of you with a ruincrest for 1 hour. You can't use this feature if a creature's already marked with your ruincrest or if you don't have a free hand. A ruincrest that you brand on a creature ends when any of these conditions are met.
- You finish a rest, roll initiative, or drop to 0 hit points. At the DM's discretion, you can ignore this condition when you roll initiative, letting you brand a creature with your ruincrest before entering combat.
- An arbiter feature indicates that you brand a creature.
- Divine intervention or a wish spell removes the brand.
- The branded creature dies or moves to another plane of existence, to which you are alerted but have no grasp on their new location.
While a creature is marked with your ruincrest, you gain a +2 bonus to all of the following. The bonus increases as you gain more levels in this class, as shown in the Marked Bonus column of the Arbiter table.
- Strength and Dexterity checks that you make against that creature.
- Attack rolls that you make against that creature.
- Damage rolls that you make against that creature. The damage type of this extra damage is determined by the ascension that you choose when you first take a level in this class.
- Saving throws you make against spells and other effects that originate from that creature.
- The save DC for your arbiter features that creature is forced to make saving throws against. If other creatures are forced to make a saving throw for the same feature, only the branded creature rolls against an increased DC.
- Wisdom (Perception) and Wisdom (Survival) checks you make to find that creature.
As a negative effect of branding a creature with your crest, you suffer a -3 penalty to the following rolls you make while that creature is branded with your ruincrest. The penalty to these rolls is increased as you gain more levels as an arbiter, as shown in the Marked Penalty column of the Arbiter table.
- Saving throws you make for spells and effects that don't originate from the creature branded with your ruincrest.
- Attack rolls that you make against creatures that are not branded with your ruincrest.
- Wisdom (Perception) checks you make that don't involve the creature branded with your ruincrest.
When you engage in two-weapon fighting, the second attack doesn't gain any benefits on attacks you make against a creature branded with your ruincrest, but still suffers from penalties to attack rolls that you make against creatures that aren't marked with your ruincrest.
Override
Ruincrests are difficult to remove after being branded onto a creature. However, the situation may demand that an arbiter urgently shift their priorities. You can use a bonus action to end a ruincrest early.
You can use this feature twice, regaining all expended uses when you finish a long rest. The number of overrides you can use increases as you gain more levels in this class, as shown in the Overrides column of the Arbiter table.
Primeval Birthright
As you become stronger as an arbiter, you awaken primeval birthrights, fragments of ancient might that grant you power.
At 2nd level, you acquire two primeval birthrights of your choice. The birthright options that you can choose from are detailed at the end of the class description. When you reach certain arbiter levels, you gain additional birthrights of your choice, as shown in the Birthrights column of the Arbiter table.
Additionally, when you gain a level in this class, you can choose one of the birthrights you know and replace it with another birthright that you could learn at that level.
Unyielding Preeminence
Starting at 2nd level, your Marked Penalty is decreased by 1 as long as you are missing at least half of your hit points.
When you reach 11th level, it's decreased by 2 instead. At 17th level, the penalty instead becomes 0 as long as you are missing at least half of your hit points.
Martial Acumen
When you reach 3rd level, you acquire a talent unique to arbiters which bolsters your skills in combat. Choose one of the following. You can't take a Martial Acumen feature more than once. Upon reaching 13th level, you gain an additional Martial Acumen, then your chosen acumens grant you extra features.
Critical Mark
Attacks you make against a creature that's marked with your ruincrest score a critical hit on a roll of 19 or 20. Starting at 13th level, they instead score a critical hit on a roll of 18—20 against a creature marked with your ruincrest.
Evasive Duelist
Your Armor Class is increased by 2. Beginning at 13th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. Whenever you're subjected to an effect that allows you to make a Dexterity saving throw to take half as much damage, you instead take no damage if you succeed on the saving throw, or half damage if you fail. You don't gain any of these bonuses if you're wielding more than one weapon or a shield.
Great Weapon Fighting
You don't make melee weapon attacks with disadvantage when the target of those attacks is a creature that's marked with your ruincrest and you're wielding a weapon with two hands. The weapon must have the two-handed or versatile property for you to gain this benefit.
Starting at 13th level, whenever you make a melee weapon attack with a weapon you're wielding with two hands against a creature that is not branded with your ruincrest, you do not subtract your Marked Penalty from the attack roll. In order to gain this benefit, the weapon must have the two-handed or versatile property.
Hunter's Aegis
Damage dealt to you by a creature that's marked with your ruincrest is reduced by 1d6, to a minimum of 0. Starting at 13th level, damage dealt to you by a creature that's marked with your ruincrest is reduced by 2d6 instead.
Promethean Strength
You are capable of wielding melee weapons with the two-handed property, as well making attacks with them, with one hand. When doing so, you can't wield a weapon in your other hand but can use a shield if you're proficient with them. In addition, whenever you score a hit with a melee weapon that has the two-handed or versatile property and you're wielding it with two hands, that attack deals 1 additional damage.
Beginning at 13th level, you can engage in two-weapon fighting when the melee weapon in one hand has the two-handed property and the melee weapon in your other hand has the light property, and the additional damage from this acumen increases to 2.
Seeker's Alacrity
You learn how to perform the somatic components of your arbiter features and spells, even as you're holding a weapon in one hand and a shield in the other. Additionally, when a creature branded with your ruincrest hits a creature other than you within 5 feet of you, you can use your reaction to reduce the damage dealt by 1d10 + your proficiency bonus. You must be wielding a shield to use this reaction. Starting at 13th level, you can't be knocked prone while you're wielding a shield. Lastly, you gain proficiency with shields when you gain this acumen.
Strider
As long as a creature that is marked with your ruincrest is at least 30 feet away from you, your movement speed increases by 10 feet. When you reach 13th level, this is increased to 20 feet, and movement you spend to move closer to a creature marked with your ruincrest is unaffected by difficult terrain.
Two-Weapon Fighting
If you have at least 13 levels in this class and the Promethean Strength and Two-Weapon Fighting acumens, you can engage in two-weapon fighting when the melee weapon in one hand has the two-handed property and the melee weapon in your other hand has either the light or versatile property.
Variant Rules: Seeker's Sanction
Alternatively, you can prevent a marked creature from teleporting or engaging in planar travel. When they attempt to do either, they must first succeed on a Constitution saving throw or the attempt fails. Moreover, if they fail, they cannot teleport or travel to another plane for the next 24 hours.
This movement doesn't count towards your movement for the turn when you move within 30 feet of a creature marked with your ruincrest and lose this extra movement.
Two-Weapon Fighting
You learn how to perform the somatic components of your arbiter features and spells, even as you're holding a weapon in both of your hands. Additionally, you learn how to draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Beginning at 13th level, you can use two-weapon fighting when the one handed melee weapons you're wielding have either the light or versatile property. Moreover, you can add your ability modifier to the damage of the second attack.
Ability Score Improvement
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.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ruinous Augury
Beginning at 7th level, weapon attacks you make and arbiter features that you use against a creature that is branded with your ruincrest are now treated as magical for the purpose of overcoming resistance and immunity to nonmagical attacks, damage, and effects.
Frightful Crest
Starting at 9th level, a creature branded with your ruincrest can't benefit from being invisible.
Additionally, when you mark a creature with your ruincrest, you may have them make a Wisdom saving throw. On a failed save, they become frightened of you for the next minute. They can repeat the saving throw at the end of each of their turns, ending the effect early on a success. If the creature succeeds on its saving throw or makes a successful save, you can't use this feature on that creature again for 24 hours. You can use this feature a number of times equal to proficiency bonus. You regain expended uses when you finish a short or long rest.
Seeker's Sanction
At 15th level, whenever a creature that's branded with your crest teleports to another plane of existence, the crest stays on it for 24 more hours and you can mark another creature with your ruincrest. Until the 24 hours pass or the creature branded with it dies or removes the crest, the original crest doesn't count against the number of ruincrests you have.
Whenever a creature marked with your ruincrest teleports to another plane of existence, you can use your reaction to chase after it and teleport to the new plane of existence. If you do, you are shunted back to the plane of existence you were on when you first marked it with your ruincrest, in the space you originally occupied before you teleported, or the nearest unoccupied space if that space is already occupied, when any of the following occur.
- The branded creature dies or 24 hours pass.
- You drop to 0 hit points or are incapacitated.
Primordial Deliverance
At 20th level, your will is absolute; those you brand shall fall. You can make one weapon attack against a creature branded with your ruincrest on each of your turns (no action required).
Moreover, at the beginning of each of your turns, you can teleport to a random unoccupied space that's within 15 feet of a creature branded with your ruincrest if it's on the same plane of existence as you; you can choose the precise space you teleport to instead if you can see the creature.
Arbiter's Ascension
Arbiters are scions destined for greatness, and you are no exception. Be it a swordsman who commands their blade from afar or a servant an of organized religion, you are far from ordinary. A plethora of ascensions are detailed here.
Aegis Knight
Aegis knights are arbiters with a modicum of magical ability, able to summon arcane suits of armor for a short amount of time that bolster their combat skills. These mysterious suits can perform a variety of tasks, such as briefly granting them giant weapons, turning them into juggernauts, or even flight.
Arcane Defense
When you first choose this ascension at 1st level, your innate magical ability awakens, providing you a means to magically protect yourself from harm.
You learn your choice of absorb elements or shield. You can cast the spell learned this way without expending a spell slot. Once you cast a spell this way twice, you can't cast it this way again until you finish a short or long rest.
When you reach 5th level, you can cast the chosen spell three times, instead of two, without expending a spell slot.
Ruincrest Damage Type
At first, the damage type of the extra damage from your ruincrest is the same as the source of the damage you deal. For instance, the extra damage dealt to a creature marked with your ruincrest is slashing damage when you hit them with a longsword. At 3rd level, the damage type of the extra damage from your ruincrest becomes your chosen damage type for Battlesuit Engagement instead.
Battlesuit Engagement
At 3rd level, your meager magical power blossoms, allowing you to conjure magical armor for yourself. On your turn, you can engage your battlesuit as a bonus action. While you have a battlesuit active, you gain the following benefits.
- Your Armor Class becomes the Armor Class dictated by the battlesuit.
- Your battlesuit grants you a weapon unique to it, which is summoned in one of your hands (typically the hand that was wielding a weapon) when you engage the battlesuit.
- Any features granted by your battlesuit.
Your battlesuit lasts for 10 minutes. It ends early if you are knocked unconscious or you end it early with a bonus action. The duration of your battlesuit increases to 30 minutes when you reach 10th level.
Your gear melds into the equipment that's granted by your battlesuit. You can't activate, use, wield, or otherwise benefit from any of your melded equipment.
Once you have engaged your battlesuit the number of times shown for your arbiter level, you must finish a long rest before you can engage a battlesuit again. Moreover, when you finish a short rest, you regain one expended battlesuit engagement.
If the arbiter is your starting class and this is your chosen ascension, you gain the following features:
Proficiencies
- Armor : Heavy armor
- Skills : Arcana
Starting Equipment
Instead of the scale mail or leather armor granted by the arbiter class, you can start with chain mail.
Battlesuits with an array of built-in armaments may push the boundaries of what is acceptable for the setting your character is in. Before you choose this ascension, consult your DM to determine if it is or isn't an appropriate ascension for your character to take, or for the setting itself.
Variant Battlesuit Rules
At the DM's discretion, whenever you engage your battlesuit, you can use and/or benefit from certain equipment that's melded into the battlesuit.
Battlesuit Engagements
| Arbiter Level | Engages |
|---|---|
| 3rd — 6th | 3 |
| 7th — 14th | 4 |
| 15th — 20th | 5 |
In addition, choose from acid, cold, fire, lightning, necrotic, or radiant damage. As long as your battlesuit is engaged, you can replace the damage normally dealt by your battlesuit's weapon or summoned weapon with damage of the chosen type on a hit.
You can replace the chosen damage type with another damage type when you reach 6th level, and again at 10th, 14th, and 18th level.
Battlesuits
When you reach 3rd level, choose one of the following battlesuits. The battlesuit you choose is the one that is summoned whenever you use a battlesuit engagement.
Battlesuit Weapon. You can't be disarmed of the weapon associated with your battlesuit while it's engaged and you're conscious. Additionally, if it's not in your hand, you can use a bonus action to cause it to teleport to one of your free hands. When your battlesuit is disengaged, the weapon associated with it vanishes.
Bladeliege
- Armor Class : 11 + your Constitution modifier + your proficiency bonus
- Weapon : Greatsword, 2d6 slashing (two-handed)
Mobile. While this battlesuit is engaged, your movement doesn't provoke opportunity attacks.
Weapon Improvement. Beginning at 5th level, while this battlesuit is engaged, melee weapon attacks you make deal an additional 2 damage on a hit. This increases to 3 at 11th level and 4 at 17th level.
Sword Flurry. Beginning at 11th level, while this battlesuit is engaged, you can use your action to make attacks (with the battlesuit's weapon) against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Greater Weapon Improvement. When you reach 17th level, while your battlesuit is engaged, melee weapon attacks you make deal one extra die of damage on a hit; for instance, the damage dealt by a greatsword increases from 2d6 to 3d6 slashing damage.
Juggernaut
- Armor Class : 14 + your Constitution modifier + your proficiency bonus
- Weapon : Glaive, 1d10 slashing (reach, two-handed)
Colossal Armament. As long as this battlesuit is engaged, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Resilient Guard. Beginning at 5th level, while this battlesuit is engaged, damage that you take is reduced by 1d4 + 1. The damage is reduced by more at higher levels: by 1d6 + 2 at 11th level and by 1d8 + 3 at 17th level.
Mystic Ward. At 11th level, while this battlesuit is engaged, you have advantage on saving throws against spells and other magical effects.
Impregnable. When you reach 17th level, if you fail a saving throw while this battlesuit is engaged, you can choose to succeed instead. Once you use this feature, you can't use it again until you engage this battlesuit again.
Palisade
- Armor Class : 12 + your Constitution modifier + your proficiency bonus
- Weapon : Halberd, 1d10 slashing (reach, two-handed)
Bulwark Aura. Each friendly creature that's within 10 feet of you gets a +1 bonus to its Armor Class while this battlesuit is engaged.
Support Armaments. Starting at 5th level, whenever you or a friendly creature within the range of your Bulwark Aura must make a saving throw, the creature gains a +1 bonus to the saving throw. The bonus is increased to +2 at 11th level and +3 at 17th level.
Assault Modulator. When you reach 11th level, the range of your Bulwark Aura increases to 30 feet. Moreover, friendly creatures in the range of your Bulwark Aura gain a +2 bonus to attack rolls and to the save DC of their features and spells.
Walking Rampart. At 17th level, the range of your Bulwark Aura increases to 60 feet. In addition, the bonuses from other features granted by this battlesuit are increased to +3.
Seraph
- Armor Class : 10 + your Constitution modifier + your proficiency bonus
- Weapon : Longsword, 1d8 slashing (versatile, 1d10)
Flight. While this battlesuit is engaged, you can hover and have a flying speed of 25 feet.
Shoulder-mounted Missile Pods. When you reach 5th level, you also create two shoulder-mounted pods when you engage this battlesuit. While this battlesuit is engaged, you can use a bonus action to cast magic missile as a 2nd level spell without expending a spell slot. You can't cast it more than twice this way each time you engage this battlesuit. It's cast at 3rd level starting at 11th level and at 4th level when you reach 17th level.
Improved Flight. At 11th level, the flying speed granted by this battlesuit is increased to 50 feet.
Disintegration Ray. When you reach 17th level, you also summon a shoulder-mounted cannon whenever you engage this battlesuit. You can cast disintegrate, using the shoulder-mounted cannon, without expending a spell slot while this battlesuit is engaged. Its save DC is equal to your arbiter save DC. Once you cast disintegrate with this feature, you can't do so again until you finish a long rest.
Battlesuit Improvement
When you reach 6th level, your magical power blossoms. You gain the following benefits.
Target Lock. Whenever you engage your battlesuit, you can mark a creature that you can see within 60 feet of you with your ruincrest for 1 hour.
Weapon Enhancement. The weapon associated with your battlesuit becomes a magical weapon with a +1 bonus to any attack and damage rolls you make with it. Moreover, you can now summon it in one of your free hands with a bonus action, even if your battlesuit is not engaged. The weapon disappears if you are incapacitated or dismiss it (no action required). The bonus is increased to +2 at 11th level and +3 at 17th level.
Security Override
When you reach 10th level, you gain a degree of familiarity with your battlesuit, in addition to warding magic. You gain the following benefits.
Armored Resistance. You have resistance to your chosen damage type for Battlesuit Engagement while your battlesuit is engaged.
Spellcasting. You learn otiluke's resilient sphere and can cast it once without expending a spell slot. When you cast it this way, the spell can only target yourself and ignores your size. You must finish a long rest before you can do so again.
Weapon Override. Whenever you engage your battlesuit, you can summon a weapon that you're carrying or wielding instead of the weapon associated with that battlesuit.
Primordial Aegis
When you reach 14th level, you can use your reaction when you're dealt damage to reduce the damage that you take by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must have your battlesuit engaged to use this reaction.
Additionally, your innate magical power matures. You learn banishing smite and you can cast it without expending a spell slot. You must finish a long rest before you can do so again.
Aegis's Apex
At 18th level, your reserve of limited magical power reaches its apex. You gain the following benefits.
Self-Preservation Protocol. Your battlesuit no longer ends early if you are knocked unconscious. Moreover, you regain 5 hit points at the start of each of your turns if your battlesuit is engaged and you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Spellcasting. You learn globe of invulnerability. You can cast it without expending a spell slot and without requiring concentration. You must finish a long rest before you can do so again.
Blood Voivode
Blood voivodes are unshakable juggernauts, able to leech the life force of those they defeat and sacrifice their own blood to perform extraordinary feats. Demonized and labeled heralds of destruction, it is up to you to prove whether or not you're a portent of the evils that are rumored to follow you.
If the arbiter is your starting class and this is your chosen ascension, you gain the following features:
Hit Points
- Hit Dice : 1d12 per arbiter level
- Hit Points at 1st Level : 12 + your Constitution modifier
- Hit Points at Higher Levels : 1d12 (or 7) + your Con-stitution modifier per arbiter level after 1st level
Deathleech
Beginning at 1st level when you first choose this ascension, when you kill a hostile creature marked with your ruincrest, you regain hit points equal to 1d4 + your proficiency bonus. The amount of hit points that you regain increases as you gain more levels in this class, as shown in the Deathleech table below.
Deathleech
| Arbiter Level | HP Regained |
|---|---|
| 1st — 4th | 1d4 + Proficiency Bonus |
| 5th — 10th | 2d4 + Proficiency Bonus |
| 11th — 16th | 3d4 + Proficiency Bonus |
| 17th — 20th | 4d4 + Proficiency Bonus |
Ruincrest Damage Type
The extra damage from your ruincrest is necrotic damage as a result of your dark ascension.
Crimson Sacraments
Crimson sacraments are rituals that blood voivodes perform to carry out superhuman feats, at the cost of their own blood. While some sacraments are acts that are difficult for mortals to achieve, others are violent acts that send shivers through onlookers.
Crimson Sacraments
When you reach 3rd level, you learn two sacraments of your choice. You learn more sacraments as you gain additional levels as an arbiter, as indicated by blood voivode features that you gain at higher levels. The list of sacraments you can learn from at 3rd level are detailed at the end of the feature's description.
A crimson sacrament can only be used so many times per rest. The number of times you can perform a sacrament, the number of hit points you must expend to use it, and whether or not it requires a free hand to use it is noted in parenthesis before its description. You regain all expended uses of your sacraments when you finish a short or long rest, and can't use more than one sacrament on each of your turns.
You can't expend hit points to perform a sacrament if you have hit points less than half the maximum result you can roll to determine how many hit points are lost. For example, you can't perform sangrite cleaver if you currently have less than 6 hit points. Additionally, your hit points can't be reduced to less than 1 from performing a sacrament, and temporary hit points can't be expended to perform sacraments.
When you take the Attack action on your turn, you can replace one of your attacks with a crimson sacrament that doesn't require an action, bonus action, or reaction to use.
Rule Tip: Temporary Hit Points Don’t Stack
Blood voivodes have several features that grant them temporary hit points. If you have temporary hit points and gain more of them, you do not add them together unless a rule says you can. Instead, you decide which temporary hit points to keep.
- Blood Surge. (2/rest) As a bonus action, you temper your body and resolve to gain 10 temporary hit points, which last for one minute. The amount of temporary hit points gained increases to 15 at 5th level, 20 at 11th level, and 25 at 17th level.
- Crimson Claw. (5/rest, 2d4) You summon a blood-red claw that descends upon another creature you can see within 30 feet of you, which vanishes after striking the target. The target must make a Dexterity saving throw, taking 2d6 slashing damage on a failed save, or half as much damage on a successful save. This is increased to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.
- Sangrite Cleaver. (4/rest, somatic, 1d10) You summon a viscous sword forged from your own blood and swing it at a creature within 10 feet of you, which fades into red mist afterwards on either a hit or miss. Make a melee arbiter attack against the target. On a hit, the target takes 2d10 force damage. The damage increases to 3d10 at 5th level, 4d10 at 11th level, and 5d10 at 17th level.
- Scarlet Spear. (3/rest, somatic, 1d12) A crimson spear materializes in your grasp as you throw it at a creature that you can see no more than 40 feet away from you. Make a ranged arbiter attack against the target. On a hit, the spear deals 2d10 piercing damage to the target. The damage increases to 3d10 at 5th level, 4d10 at 11th level, and 5d10 at 17th level.
Vampiric Impetus
When you reach 6th level, both your maximum hit points and your Constitution score can't be reduced. Then choose two of the following crimson sacraments to learn.
- Bloodburst. (3/rest, somatic, 2d8) You let loose a burst of blood, centered on yourself, that lashes out uncontrollably at your surroundings. Each other creature within 10 feet of you must make a Constitution saving throw. A creature is dealt 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage increases to 4d6 at 11th level and 5d6 at 17th level.
- Mistwake. (5/rest, 1d6) You teleport to an unoccupied spot you can see that is up to 40 feet away in a flourish of blood-red petals as a bonus action. After you teleport, you can brand a creature you can see within 30 feet of your new location with a ruincrest for one hour.
- Sword Flurry. (3/rest, 2d6) You strike with overwhelming speed; with one of the weapons you are currently wielding, make two weapon attacks divided as you choose against up to two targets within that weapon's reach. In addition, you also gain 15 extra feet of movement speed this turn.
Undying Fortitude
Starting at 10th level, whenever you are stabilized or healed while you have 0 hit points, you also gain hit points equal to twice your arbiter level. Once you use this feature, you can't use it again until you finish a long rest. In addition, you have advantage on death saving throws.
Also when you gain this feature, choose two of the three following crimson sacraments to learn.
- Blood Dance. (1/rest, 3d8) You enter a delirious rage with your bonus action. For the next minute, you have advantage on Strength and Dexterity saving throws, are immune to the charmed and frightened conditions, have another instance of Extra Attack, and can't cast spells or perform crimson sacraments. The rage ends early if you are reduced to 0 hit points, choose to end it early with a bonus action, or are incapacitated.
- Crimson Flurry. (2/rest, somatic, 3d8) You unleash a flurry of primordial force against creatures close to you. Make four melee arbiter attacks distributed against any number of creatures you can see within 10 feet of you. Each time you hit, the target takes 2d8 slashing damage.
- Vampiric Respite. (3/rest, 2d8) You imbue your weapon with parasitic energy as you attack with it. On a hit, the weapon deals an additional 2d12 necrotic damage and you gain a number of temporary hit points equal to the damage dealt by the weapon.
Crimson Arrogation
Beginning at 14th level, whenever you take damage from a creature within 10 feet of you, you can use your reaction to make a weapon attack against that creature; you can't make an attack against a creature outside of your weapon's range.
In addition, when you gain this feature, choose one of the following crimson sacraments to learn.
- Bloodstorm. (1/rest, 5d8) You unleash a storm of flesh-ripping force as an action. Each other creature within 30 feet of you must make a Constitution saving throw. Each creature that fails its saving throw and each object in the storm's vicinity takes 6d10 slashing damage, while each creature that succeed on its saving throw takes half as much damage instead.
- Forsaken Blade. (1/rest, somatic, 4d8) You summon a blood-clad greatsword and attack a creature within 5 feet of you with it as an action. Make a melee arbiter attack against the target, dealing 8d10 slashing damage on a hit. If the target dies from the damage inflicted by the sword, you regain all of your missing hit points. The greatsword then vanishes.
- Symphony of Pain. (1/rest, 5d10) You push your body to inhuman limits for a moment, making ten attacks in the amount of time it takes others to attack once as an action. Make ten attacks with weapons you're holding distributed against any number of creatures within the range of those weapons. The physical trauma you incur from performing such a feat ends your turn and causes you to suffer 1 level of exhaustion.
Exhaustion
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to exhaustion, which is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
| Level | Effect |
|---|---|
| 1 | Disadvantage on ability checks |
| 2 | Speed halved |
| 3 | Disadvantage on attack rolls and saving throws |
| 4 | Hit point maximum halved |
| 5 | Speed reduced to 0 |
| 6 | Death |
If a creature that's already exhausted suffers from another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
A creature suffers the effect of its current exhaustion level as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level by the amount specified in its description, with all effects ending if the exhaustion level is reduced below 1.
Finishing a long rest reduces a creature's exhaustion level by 1 if the creature has ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1.
Bloodscarred Sovereignty
Starting at 18th level, whenever you kill a creature branded with your ruincrest, you also gain temporary hit points equal to your arbiter level. Moreover, your primeval might sustains you so that you suffer none of the frailty of old age, and you can't be aged magically; however you can still die of old age. You also no longer need food or water, and for every 5 years that pass, your body ages only 1 year.
Entropic Liege
Entropic lieges are arbiters who carry with them an otherworldly birthright; one that allows them to use abilities that are beyond comprehension. Innately capable of twisting reality with a flick of their wrist, they wield powers conferred to them by forces older and more powerful than the gods.
If the arbiter is your starting class and this is your chosen ascension, you gain the following features:
Proficiencies
Skills : Your choice of Arcana or Insight
Subspace Armaments
When you first choose this ascension at 1st level, you learn to manifest the essence of the multiverse into a weapon you can launch at your enemies from a distance to deadly effect.
Whenever you take the Attack action on your turn, you can replace any number of your attacks with the summoning of a sleek, lance-like needle, provided you have an open hand to guide it. For each attack you replace, make a ranged arbiter attack against a target you can see within 45 feet of you. A target takes force damage equal to 1d8 + your Constitution modifier on a hit. The projectile then vanishes after a hit or miss. The damage increases to 2d8 at 11th level.
Ruincrest Damage Type
The extra damage from your ruincrest is force damage as a result of your cosmic inheritance.
Void Neophyte
At 3rd level, to augment your newfound capabilities, you learn the cosmic sword ability and two of the 3 following herrscher abilities shown below. You can use a herrscher ability a number of times equal to 1 plus your Constitution modifier (a minimum of twice) unless that ability has a specified number of uses per rest. You regain expended uses when you finish a long rest, and can't use more than one herrscher ability on each of your turns.
Several herrscher abilities require complex hand motions to invoke their power. If a herrscher ability requires an open hand to use, it is noted in parenthesis before its description.
When you take the Attack action on your turn, you can replace one of your attacks with a herrscher ability that doesn't require an action, bonus action, or reaction to use.
Unfathomable Might. A creature that makes a roll to learn more about your herrscher abilities rolls with disadvantage unless it has studied them in the past.
Blade of the Stars. Unlike other herrscher abilities, you regain expended uses of cosmic sword when you finish a short rest. Whenever you finish a short rest, you regain 2 expended uses of it.
- Cosmic Sword. (somatic) You summon a sword made of starstuff and attack a creature within 10 feet of you with it. Make a melee arbiter attack against the target, dealing 2d6 force damage on a hit. The blade then evanesces after you hit or miss with it. The damage dealt increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.
- Netherspike. (somatic) A geyser of abyssal force erupts from underneath a creature you can see no more than 30 feet away from you as a bonus action. It is knocked prone unless it succeeds on a Strength saving throw.
- Spatial Ward. (somatic) You warp reality to augment your defenses as a reaction to a spell or attack. Until the end of the turn, you gain a +2 bonus to Armor Class and get a +2 bonus to saving throws you make.
- Voidburst. You expel chaotic energy that lashes out at others. Each other creature within 10 feet of you must succeed on a Dexterity saving throw or take 1d8 force damage. The damage dealt increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
Astral Grace
Beginning at 6th level, you have a flying speed of 30 feet, can hover, and gain an additional use of cosmic sword. With this movement, you can't move more than 5 feet above a solid or liquid surface.
Also when you gain this feature, choose two of the four following herrscher abilities to learn.
- Kinetic Crash. You dash in a straight line at a point no more than 20 feet away, phasing through everything you touch. Each creature touched must make a Constitution saving throw. A creature is dealt 4d6 force damage on a failed save and half as much damage on a success. The damage dealt increases to 5d6 at 11th level and 6d6 at 17th level.
- Abyssal Claws. (somatic) You summon three claws made of abyssal energy. Each of these claws strike a creature of your choice that's within 10 feet of you. For each claw, the target must succeed on a Dexterity saving throw or suffer 2d6 force damage. The claw's damage increases to 3d6 at 11th level and 4d7 at 17th level. Shortly afterwards, each claw vanishes.
- Regeneration. (2/rest) You glow with a shimmering light which heals you for 2d8 hit points. Starting at 11th level, the number of hit points regained increases to 3d8, and you can use this ability 3 times per rest instead of twice.
- Teleportation. (somatic) You melt into a shadowy mass that sinks into the ground as a bonus action, reappearing in an unoccupied space you can see no more than 30 feet away from your original location.
Temporal Distortion
When you reach 10th level, you gain one additional use of cosmic sword. In addition, whenever you kill a creature that is branded with your ruincrest with an entropic liege feature, a sphere of negative energy with a radius of 10 feet emerges from it. Each hostile creature in the sphere's area must make a Constitution saving throw. A creature's movement speed is halved until the end of its next turn on a failed save.
Also when you gain this feature, choose two of the three following herrscher abilities to learn.
- Abyssal Lance. (somatic, 3/rest) You summon a lance made of starstuff and strike at a creature within 15 feet of you with it; make a melee arbiter attack against the target. On a hit, the target takes 3d12 force damage. The lance then turns into nothing on a hit or miss, and follows the same rules as a lance - if you make an attack against a creature within 5 feet of you with it, you make the attack roll with disadvantage. The damage increases to 4d12 at 17th level.
- Nethersquall. (2/rest) You call upon the void to send tremors through your surroundings. Each other creature within 30 feet of you must make a Strength saving throw. On a failed save, a creature is knocked prone.
- Voidsnare. (somatic, 2/rest) As a bonus action, you impose the weight of the void onto those near you. Each creature of your choice you can see within 30 feet of you must make a Constitution saving throw. Each target that fails its saving throw has its speed reduced to 0 until the beginning of your next turn.
Sovereign's Grace
Beginning at 14th level, the flying speed from Astral Grace increases to 40 feet and can be used to fly more than 5 feet above a surface.
Also when you gain this feature, choose two of the three following herrscher abilities to learn.
- Abyssal Storm. (somatic, 1/rest) You rain destructive star-matter upon the battlefield as an action. Each other creature within 45 feet of you must make a Constitution saving throw. A creature takes 5d10 force damage on a failed save, or half as much damage on a successful save.
- Herrscher's Rage. (1/rest) You enter a rage which lasts 1 minute as a bonus action. For the duration of the rage, you are immune to being charmed and frightened, and when you take the Attack action on your turn, you can replace any number of your attacks with an expulsion of cosmic energy that lashes out at your surroundings. Each other creature within 15 feet of you must make a Constitution saving throw. A creature takes 2d12 force damage on a failed save, or half as much damage on a successful one. The rage ends early if you end it early as a bonus action, your hit points reach 0, or you are incapacitated.
- Reality Conflagration. (somatic, 1/rest) You let loose a barrage of space-rending pressure. Each creature of your choice that you can see or are aware of that is within 45 feet you must make a Constitution saving throw, gaining two levels of exhaustion on a failed save, or one level on a successful save instead. A creature that's affected with this ability can't advance past level 5 exhaustion.
Sundering Herald
At 18th level, whenever you roll initiative and have no uses of cosmic sword left, you regain three uses of it. In addition, you gain an additional use of cosmic sword, and when you use it, can make attacks against any number of creatures within 10 feet of you, with a separate attack roll for each target.
Also when you gain this feature, choose a herrscher ability from an entropic liege feature that you don't know. You learn the chosen herrscher ability.
Fell Tyrant
Fell tyrants are arbiters who are merciless warriors, capable of manifesting their primordial might into a weapon that suits the occasion and shifts with their movements and will. Their true potential awakens when they are in the midst of combat and bloodied, revealing the depths of their primal strength.
Primeval Perseverance
When you first choose this ascension at 1st level, you learn to tap into your true potential while you are wounded. While you are missing any of your hit points, you can use a bonus action to either take the Disengage, move up to 10 feet, or take the Dodge action if you are missing at least half of your hit points.
Ruincrest Damage Type
Also when you first choose this ascension, choose from force, necrotic, or radiant damage. At the DM's discretion, you can choose another damage type they deem appropriate instead. The extra damage from your ruincrest is the chosen damage type.
You can replace the chosen damage type with another damage type when you reach 6th level, and again at 10th, 14th, and 18th level, at the DM's discretion.
Tyrant's Weapon
Starting at 3rd level, you can channel the pain you've suffered into something tangible, a tyrant's weapon. You can choose the form that it takes each time you create it, which must be a melee weapon, and you are proficient with it. Regardless of its current form, its damage type is always the damage type chosen for this ascension's ruincrest damage type.
If the arbiter is your starting class and this is your chosen ascension, you gain the following features:
Proficiencies
- Saving Throws (Optional) : Replace Constitution with Dexterity
- Skills : Your choice of Athletics or History
Whenever you take the Attack action on your turn, you can replace any number of attacks you make with the creation of your tyrant's weapon in one of your free hands, then making an attack with the weapon.
You can make opportunity attacks with your tyrant's weapon even while it isn't in your hand, provided the creature moving out of your reach is within the weapon's reach as you create it in one of your free hands and make the attack with it as part of the reaction (allowing you to make opportunity attacks against creatures more than 5 feet away from you).
The nature of your tyrant's weapon is fleeting. The weapon disappears after you make an attack with it, on either a hit or a miss.
Tyrannical Flair
Also when you reach 3rd level, you learn two tyrannical flairs of your choice. Flairs are special actions that fell tyrants take to channel their primordial might, using their tyrant's weapon as a focus.
Whenever you take the Attack action on your turn, you can replace one of your attacks with a tyrannical flair that doesn't require an action, bonus action, or reaction to use.
You can use tyrannical flairs a number of times equal to 2 + your proficiency bonus, and regain all expended uses of them whenever you roll initiative. For instance, with a proficiency bonus of +2, after using any combination of flairs four times, you can't use a flair again until you roll initiative.
Dash Attack. Before or after you make an attack with your tyrant's weapon, you can move up to 10 feet.
The distance that you can move with this flair increases by 5 feet at 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).
Expedited Withdrawal. You take both the Disengage and Dodge actions using a bonus action and until the start of your next turn, you have advantage on Dexterity saving throws you make.
When you reach higher levels in this class, you also add a die to Dexterity saving throws you make until the start of your next turn, potentially turning a failed save into a successful one; add 1d4 at 5th level, 1d6 at 11th level, and 1d8 at 17th level.
Extricating Attack. After you make an attack with your tyrant's weapon, you can immediately take the Disengage action as part of the same attack.
The damage dealt by your tyrant's weapon when you use this tyrannical flair increases at higher levels; by 1d4 at 5th level, 1d6 at 11th level, and 1d8 at 17th level.
Reverberating Impact. Your tyrant's weapon takes the shape of a colossal weapon as you slam it into the ground, causing violent ripples. Each creature in a 15-foot cone must make a Dexterity saving throw. On a failed save, a creature is knocked prone and takes bludgeoning damage equal to 2d4 + your Strength or Constitution modifier (your choice).
The damage increases by 1d4 and the range increases by 5 feet when you reach 5th level (3d4, 15 feet), 11th level (4d4, 20 feet), and 17th level (5d4, 25 feet)
Sweeping Strike. When you make a melee attack with your tyrant's weapon, you can make one additional melee attack with it against up to two other creatures as part of the same attack, with a separate attack roll for each target. The weapon's damage for this attack is 1d6.
The damage dealt by your tyrant's weapon increases when you use this flair at higher levels; the damage dealt on a hit when you use this flair increases by 1d4 at 5th level, 1d6 at 11th level, and 1d8 at 17th level.
Moreover, when you reach 11th level, instead of making melee attacks against up to two other creatures, you can make melee attacks with your tyrant weapon against any number of creatures.
Tyrannical Escalation
When you reach 6th level, your tyrant's weapon gains a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 at 11th level and +3 at 17th level.
Additionally, if you're missing at least half of your hit points, when you take the Attack action on your turn, you can replace up to two of the attacks that you make with it with tyrannical flairs, instead of replacing a single attack. You cannot use the same flair more than once each turn this way.
Lastly, when you gain this feature, you learn one tyrannical flair of your choice from Tyrant's Weapon, and two of the four following tyrannical flairs of your choice presented below.
Chain Attack. When you use this flair to replace an attack, you can make two attacks with your tyrant's weapon instead of one. Each attack can target the same creature or different ones. The weapon's damage for this attack is 1d6, increasing to 1d8 at 17th level.
The number of additional attacks that are made with your tyrant's weapon when you use this tyrannical flair increases to two at 11th level. You can move between each attack that's made as part of this bonus action, as normal when you make more than one attack with the Attack action, and can change the form that your tyrant's weapon takes with each attack.
Using this flair expends two uses of your tyrannical flairs, instead of one.
Impairing Attack. You attempt to cripple and hinder the target with your tyrant's weapon. On a hit with the weapon, the target has disadvantage on Dexterity saving throws it makes until the beginning of your next turn and is dealt an additional 1d4 damage. This increases to 1d6 at 11th level and 1d8 at 17th level.
Prostrating Strike. Before you attack with your tyrant's weapon, you attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. On either a failure or success, you then attack the target with your tyrant's weapon, dealing an additional 1d4 damage.
The additional damage increases to 1d6 at 11th level and 1d8 at 17th level.
Savage Oppression. You imbue your tyrant's weapon with your primal strength as you attack with it. On a hit with it, the weapon deals additional damage to the target equal to 1d6 + your ability modifier. This increases to 1d8 at 11th level and 1d10 at 17th level.
Also when you score a hit with your tyrant's weapon using this flair, the target must succeed on a Wisdom saving throw or it becomes frightened of you for the next minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. When a creature makes a successful saving throw against this option or the effect ends for it, that creature cannot be frightened of you this way for the next 24 hours.
Ravager's Endurance
Beginning at 10th level, when your hit points are reduced to less than half your maximum hit points, you gain temporary hit points equal to twice your arbiter level. You also gain these temporary hit points when you roll for initiative and have hit points equal to or less than half of your maximum hit points.
The duration of any temporary hit points that you gain with this feature is 1 minute. When you gain temporary hit points with this feature, you can't do so again until you roll initiative.
Also when you gain this feature, choose from bludgeoning, piercing, or slashing damage, and then choose one flair from a fell tyrant feature that you don't know. You gain resistance to damage of the chosen type, both magical and nonmagical, and learn the chosen tyrannical flair.
Ascendant Desolator
Starting at 14th level, while you're missing at least half of your hit points, you can use a bonus action to create your tyrant's weapon in one of your free hands and make an attack with it.
Additionally, when you gain this feature, choose one of the following tyrannical flairs. Each flair require an action to use. Once you use that flair, you can't use it again until you finish a short or long rest.
Desolating Weapon. As an action, you create your tyrant's weapon and imbue it with the entirety of your primordial will as you strike with it. When you create it this way, the weapon scores a critical hit on a roll of 17—20, it deals an additional 3d10 damage on a hit, and a creature is killed instantly if it has a number of hit points equal to or less than three times your arbiter level after being hit by the weapon and taking damage from it. Performing this flair is taxing on both your body and soul, causing you to suffer 1 level of exhaustion if the creature you kill had at least 40 hit points when it died.
Lethal Sequence. As an action, you make four attacks with your tyrant's weapon, which must take a different form with each attack you make this way. On a hit with when you use this flair, each other attack made with this flair deals an additional 1d8 damage; for instance, if the first, third, and final attacks hit but the second attack misses, the third attack will deal an additional 1d8 damage and the final attack deals an additional 2d8 damage.
Primordial Conqueror
Beginning at 18th level, you can use your tyrannical flairs an unlimited number of times while you're missing at least half of your hit points and it isn't a flair from Ascendant Desolator.
In addition, your tyrant's weapon ignores any resistance to damage the target has when you score a hit with it.
Hand of Arrogation
A hand of arrogation takes what is rightfully theirs, be it willingly or by force. As arbiters that have been augmented with minor psionics, they are able to control their weapons from afar, safe from the dangers of close quarters combat.
If the arbiter is your starting class and this is your chosen ascension, you gain the following features:
Proficiencies
- Saving Throws (Optional) : Replace Strength or Constitution (your choice) with Intelligence
- Skills : Investigation
Starting Equipment
You can start with a longsword instead of the two handaxes or simple melee weapon granted by the arbiter class.
Psychic Awakening
As a hand of arrogation, you wield impressive psychic might. When you choose this ascension, some hand of arrogation features grant you the ability to cast certain spells through the use of psionics, which require no verbal components. You use your Intelligence modifier when setting the saving throw DC for these spells and when making an attack roll with one.
Spell Save DC
Spell attack modifier = your proficiency bonus + your
Psionic Weapon
When you first choose this ascension at 1st level, you learn a ritual that creates a psionic connection between yourself and one melee weapon, which you perform over the course of one hour, and can be done during a short rest. It must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence as you, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. At 3rd level, you can summon it in the unoccupied space closest to you instead, to command it with the Psychic Control feature detailed below.
You can have up to two weapons bonded to you psychically, but can only summon one at a time with a bonus action. If you try to bond with a third weapon, you must break your bond with one of the other two weapons. When you reach 10th level, you can summon both of your psionic weapons with a single bonus action.
Ruincrest Damage Type
The extra damage from your ruincrest is psychic damage as a result of the psionic might that you wield.
Psychic Control
At 3rd level, you learn how to command one of your psionic weapons with telekinesis. During your turn, you can mentally command one of your psionic weapons to move up to 30 feet in any direction (no action required). If a weapon that you are controlling is more than 15 feet away from you at any time, it teleports back to you in the nearest unoccupied space. This increases to 30 feet at 10th level. In addition, a weapon that you're mentally controlling doesn't occupy the space that it's in.
You must have a free hand available to command a psionic weapon you aren't wielding. If you attempt to command more than one psionic weapon at once, you choose which one isn't teleported back to you, as your psychic might hasn't nurtured enough yet.
- When you take the Attack action on your turn, attacks you make with that action can originate from either the space that you're in or the space of a psionic weapon that you're mentally controlling, as if you were in the weapon's space and wielding it. You make this choice for each attack.
- Whenever you take the Attack action on your turn to make attacks with only weapons you're wielding (including your psionic weapons), you can use a bonus action to make an attack with one of your psionic weapons you're mentally controlling that doesn't have the two-handed property as though you were in the weapon's space and wielding it. If a weapon you attacked with as part of that action had the two-handed property, you can't use this bonus action.
- When a creature that you can see moves out of the reach of one of the psionic weapons you're mentally controlling, you can use your reaction to make an opportunity attack against that creature as if you were in the weapon's space and wielding it.
Whenever you use a bonus action to make an attack with a psionic weapon you're mentally controlling, the attack doesn't gain any benefits from targeting a creature branded with your ruincrest, nor do you add your ability modifier to the damage roll of the attack. It also suffers from penalties to attack rolls that you make against creatures that aren't marked with your ruincrest, as normal.
Psionic Ascent
At 6th level, your psychic might grows beyond commanding weapons using your mind's strength. You gain the following benefits.
Mind Ward. When a creature tries to access your mind, it must make an Intelligence saving throw. On a failed save, the creature is forced out, takes 1d10 psychic damage, and alerts you to its failed mental incursion. Spells such as phantasmal killer and weird trigger this feature and have no effect on you if the caster fails their saving throw. Moreover, a creature can telepathically communicate with you only if you allow it, and your thoughts can't be read by magical means.
Psychic Resistance. You now have resistance to psychic damage.
Spellcasting. (Psionics) Choose from mind spike, tasha's mind whip, or wrathful smite. You learn the chosen spell and can cast it without expending a spell slot and without requiring concentration. Once you cast a spell this way twice, you can't cast it this way again until you finish a short or long rest. Before you cast a spell this way, you can brand the target of the spell with your ruincrest for 1 hour.
When you reach 9th level, you can cast the chosen spell three times, instead of two, without expending a spell slot.
Ascended Psion
When you reach 10th level, you are capable of controlling two psionic weapons at once, provided you have the free hands to command each of them to attack or move. Each weapon can move up to 30 feet on each of your turns.
Moreover, when you take the Attack action on your turn, if one of the psionic weapons you're commanding wasn't used to make an attack as part of that action, you can use a bonus action to make an attack with that weapon as though you were in its space and wielding it.
Usurper's Resentment
Beginning at 14th level, while you're missing more than half your hit points, the maximum range of your psionic weapons is unlimited.
Spellcasting. (Psionics) Moreover, you learn raulothim's psychic lance and can cast it without expending a spell slot. When cast this way, the target is marked with your ruincrest for 1 hour before making the saving throw. You must finish a short or long rest before you can do so again.
Arrogation's Wrath
At 18th level, your psychic might has reached its apex. You gain the following benefits.
Extra Bonus Action. You gain one additional bonus action that you can use during each of your turns, which can only be used to make an attack with a psionic weapon that you are mentally commanding.
Extra Reaction. You gain one additional reaction that you can use on each round of combat, which can only be used to make an opportunity attack with a psionic weapon that you are mentally commanding.
Spellcasting. (Psionics) You learn psychic scream and can cast it without expending a spell slot if you are missing at least half of your hit points. You must finish a long rest before you can do so again.
Seneschal
Seneschals typically serve a figure of authority, often as agents who act under their direct orders. As the hand of a powerful figure, they act with impunity. They utilize magic to supplant their martial prowess and make up for their lack of otherworldly powers with divine might bestowed upon them.
If the arbiter is your starting class and this is your chosen ascension, you gain the following features:
Proficiencies
- Saving Throws (Optional) : Replace Constitution with Wisdom
- Skills : Your choice of History or Religion
Spellcasting
When you first choose this ascension at 1st level, you learn how to cast spells as an agent of authority, to augment your martial capabilities.
Cantrips
When you first choose this ascension, you learn one cantrip of your choice from the seneschal spell list. When you reach 3rd level, and again at 10th level, you learn one additional seneschal cantrip of your choice.
Spell Slots
The Seneschal table shows how many spell slots you have to cast your seneschal spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
The Seneschal
| Arbiter Level | Cantrips | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 1st | 1 | — | — | — | — | — |
| 2nd | 1 | — | — | — | — | — |
| 3rd | 2 | 3 | 2 | — | — | — |
| 4th | 2 | 4 | 3 | — | — | — |
| 5th | 2 | 5 | 3 | — | — | — |
| 6th | 2 | 5 | 3 | — | — | — |
| 7th | 2 | 6 | 4 | 2 | — | — |
| 8th | 2 | 6 | 4 | 2 | — | — |
| 9th | 2 | 7 | 4 | 2 | — | — |
| 10th | 3 | 7 | 4 | 3 | — | — |
| 11th | 3 | 8 | 4 | 3 | — | — |
| 12th | 3 | 8 | 4 | 3 | — | — |
| 13th | 3 | 9 | 4 | 3 | 2 | — |
| 14th | 3 | 9 | 4 | 3 | 2 | — |
| 15th | 3 | 10 | 4 | 3 | 2 | — |
| 16th | 3 | 10 | 4 | 3 | 3 | — |
| 17th | 3 | 11 | 4 | 3 | 3 | — |
| 18th | 3 | 13 | 4 | 3 | 3 | — |
| 19th | 3 | 14 | 4 | 3 | 3 | 1 |
| 20th | 3 | 14 | 4 | 3 | 3 | 1 |
When you reach 3rd level, you learn three 1st-level seneschal spells of your choice. The Spells Known column of the Seneschal table shows when you learn more seneschal spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7rd level in this class, you can learn one new spell of 1st or 2nd level. In addition, when you gain a level in this class, you can choose any of the seneschal spells you know and replace them with other spells from the seneschal spell list, which also must be of a level for which you have spell slots. Wisdom is your spellcasting ability for your seneschal spells. The power of your spells comes from the primeval force that you possess, ignited by your loyalty to the one you serve. You use your Wisdom whenever a seneschal spell refers to your spellcasting ability. Moreover, you use your Wisdom modifier when setting the saving throw DC for a seneschal spell you cast and when making an attack roll with one.Spells Known of 1st Level and Higher
Spellcasting Ability
Spell Slots. You add one third of your arbiter levels (rounded down) to your total multiclass spellcaster level to determine your available spell slots when multiclassing as an arbiter taking the seneschal ascension and at least one other class with the spellcasting feature.
Spell Save DC
Spell attack modifier = your proficiency bonus + your
Spellcasting Focus
You can use a martial melee weapon that you're wielding as the focus for your seneschal spells.
Ruincrest Damage Type
The extra damage from your ruincrest is radiant damage as a result of the divine powers that you wield.
Prophet's Fangs
At 3rd level, you can manipulate the Weave to cast a spell even when you have no spell slots left to expend, or that you want to expend. You can cast a seneschal spell you know of 1st level without expending a spell slot, provided it targets a single creature and the target is marked with your ruincrest. Once you cast a spell with this feature, you can't do so again until you finish a short or long rest.
You can cast a spell of 2nd level with this feature when you reach 9th level, and a spell of 3rd level with it starting at 15th level.
Starting at 10th level, you can cast two spells, instead of one, with this feature. You regain expended uses when you finish a short or long rest.
Arcane Adeptus
At 10th level, you have learned to complement your martial skills with the magic you wield in the midst of battle. When you take the Attack action on your turn, you can cast one of your seneschal spells with a casting time of 1 action in place of one of the attacks you make with it.
Divine Providence
When you reach 14th level, you are bestowed with divine might, causing melee weapons you wield to be suffused with radiance. Your melee weapon attacks deal an additional 1d6 radiant damage.
Sovereign Enforcer
When you reach 18th level, when you kill a creature marked with your ruincrest with a weapon attack, you regain one of your expended spell slots of 1st level. Whenever you score a critical hit with a weapon attack against a creature marked with your ruincrest and kill it, you regain a spell slot of 2nd level or lower that's expended instead.
Moreover, you learn the spells destructive wave (choosing radiant damage) and holy weapon. They count as seneschal spells for you and are included in the number in the Spells Known column of the Seneschal table. You can cast one of them without expending a spell slot and without requiring concentration. Once you cast any of these spells this way, you must finish a long rest before you can cast either of them this way again.
Seneschal Spells
Cantrips (0 Level)
- Guidance
- Light
- Mage Hand
- Mending
- Message
- Resistance
- Sacred Flame
- Spare the Dying
- Sword Burst
- Thaumaturgy
1st Level
- Bless
- Command
- Compelled Duel
- Cure Wounds
- Detect Evil and Good
- Detect Magic
- Divine Favor
- Guiding Bolt
- Healing Word
- Heroism
- Identify
- Illusory Script
- Purify Food and Drink
- Shield of Faith
- Wrathful Smite
2nd Level
- Branding Smite
- Hold Person
- Lesser Restoration
- Misty Step
- Moonbeam
- See Invisibility
- Silence
- Spiritual Weapon
- Suggestion
- Zone of Truth
3rd Level
- Blinding Smite
- Create Food and Water
- Crusader's Mantle
- Daylight
- Dispel Magic
- Magic Circle
- Remove Curse
- Revivify
- Sending
- Spirit Guardians
4th Level
- Banishment
- Death Ward
- Dimension Door
- Sickening Radiance
- Staggering Smite
Sovereign of Tides
A sovereign of tides is an arbiter with unparalleled physical might, and is unmatched when it comes to single combat. Relying on their own strength and weapons instead of the enigmatic powers that other arbiters can make use of, they cut down enemies with inhuman efficiency, as if they were hunters in the abyss.
If the arbiter is your starting class and this is your chosen ascension, you gain the following features:
Proficiencies
- Armor : Heavy armor
- Skills : Survival
Starting Equipment
Instead of the scale mail or leather armor granted by the arbiter class, you can start with chain mail.
Benthic Ascent
When you first choose this ascension at 1st level, you gain a swim speed of 30 feet and the ability to breathe underwater.
Moreover, you also choose a benthic origin and gain its feature and minor physical attributes that are reminiscent of your chosen origin. For instance, if your chosen origin is the shark, your your skin might be incredibly rough, or you're unusually tall or physically imposing compared to other members of your race if the whale is your chosen origin.
- Kraken. Whenever you hit a creature marked with your ruincrest with a melee weapon attack, you can charge your weapon with electricity; when you do, the attack deals an additional 1d8 lightning damage. You can use this feature a number of times equal to two plus your Constitution modifier (a minimum of three times) and you regain expended uses when you finish a short or long rest. The additional damage increases to 2d8 at 11th level.
- Leviathan. As a scion of the lord of the deep, you display extraordinary physical resilience. You gain a +2 bonus to Strength saving throws and grapple checks you make.
- Orca. As an apex predator, creatures you mark will not escape unharmed. Whenever you hit a creature marked with your ruincrest with a weapon attack, if it's missing any hit points, the damage dealt increases by 2.
- Shark. The scent of your prey's blood emboldens you. Your movement speed is increased by 10 feet as long as a creature that's branded with your ruincrest is missing any of its hit points and is within 90 feet of you. This increases to 20 feet when you reach 11th level.
- Whale. Your prey's attacks falter before you. Whenever a creature marked with your ruincrest makes an attack roll against you, it gets -1 to that attack roll. They get -2 to the attack roll instead starting at 11th level.
Ruincrest Damage Type
The extra damage from your ruincrest is bludgeoning damage as a result of your connection to the deep sea. If you choose the kraken for your benthic origin at 1st, 6th, or 14th level, it becomes lightning damage instead.
Unbreakable Predator
Starting at 3rd level, equipment you are wearing or wielding are considered magical for the purpose of ignoring spells or effects that can damage or destroy nonmagical equipment, such as a black pudding's corrosive form, and the armor you wear no longer imposes disadvantage on Dexterity (Stealth) checks you make.
Additionally, you can draw on a limited well of stamina to protect yourself. As a bonus action while you're missing any hit points, you can gain temporary hit points equal to 2d6 + your arbiter level. Once you use this feature, you can't use it again until you finish a short or long rest.
Deep-Dweller's Heart
At 6th level, you no longer gain levels of exhaustion due to extreme cold or from extreme levels of water pressure from traversing the depths. In addition, you gain a supernatural feature based on the origin of your choice. You can choose the same origin you selected at 1st level or a different one.
- Kraken. You now have resistance to lightning damage. In addition, your vision is no longer obscured by thick fog or ink.
- Leviathan. Your strength continues to grow, but with diminishing returns. Your Strength score increases by 2, to a maximum of 22 now, and your Intelligence score is reduced by 2 (to a minimum of 1). Additionally, you gain proficiency in Dexterity saving throws.
- Orca. You will not be stopped by ancient sigils forced upon you in your quest to shed blood. Your marked bonus and penalty each increase and decrease by 1, respectively.
- Shark. Your movement is unaffected by difficult terrain and magical effects can't reduce your speed or restrain you. Moreover, you can spend 10 feet of movement to escape from nonmagical restraints or being grappled while underwater.
- Whale. Compared to other members of your race, you display impressive physical attributes. Your maximum hit points increase by 12, and when you gain another level in this class, your maximum hit points increase by 2 again.
Elegy of the Arbiter
When you reach 10th level, you can enter a trance that lasts one minute as a bonus action. When you do so, you gain temporary hit points equal to your maximum hit points, you have a second instance of Extra Attack, are immune to being charmed and frightened, your movement speed is increased by 20 feet, and can't cast spells for the duration of the trance, which ends early if you reach 0 hit points, are incapacitated, or choose to end it early using a bonus action. Once you use this feature, you must finish a long rest before using it again.
If the arbiter is your starting class and this is your chosen ascension, you gain the following features:
Proficiencies
- Armor : Heavy armor
- Skills : Intimidation
Starting Equipment
Instead of the scale mail or leather armor granted by the arbiter class, you can start with chain mail.
Aquatic Tyrant
At 14th level, you gain a supernatural benefit based on the origin of your choice. You can choose the same origin you selected previously or a different one.
- Kraken. You augment yourself with more abilities that krakens are capable of. When you take the Attack action on your turn, you can replace one of your attacks with the conjuring of a bolt of lightning, which strikes a target that you can see within 60 feet of you. The target must make a Dexterity saving throw. They take 5d10 lightning damage on a failed save, or half as much damage on a successful save. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a short or long rest.
- Leviathan. You begin to emulate the unstoppable nature of leviathans. Effects can't make you roll for melee attack rolls with disadvantage when you are attacking a creature that is branded with your ruincrest, and when you score a hit with a melee weapon, it deals an extra 1d6 damage.
- Orca. You attack with lethal force. Whenever you hit a creature with a weapon that has the two-handed property, they must make a Strength saving throw. On a failed save, they are pushed 5 feet away from you. Before determining if that creature fails its save, you can use a bonus action to knock it prone instead on a failed save.
- Shark. Melee weapon attacks you make score a critical hit on a roll of 18—20. In addition, if you have the Critical Mark acumen, melee weapon attacks you make against a creature marked with your ruincrest score a critical hit on a roll of 17—20 instead.
- Whale. You have become an impregnable hunter of the deep; you are now resistant to nonmagical bludgeoning, piercing, and slashing damage.
Sovereign's Respite
Beginning at 18th level, whenever you finish a short or long rest, you gain 30 temporary hit points, which last until they are depleted or you finish another rest. In addition, you can now use your Elegy of the Arbiter twice between rests, but only if you aren't currently in a trance.
Vermillion Knight
Vermillion knights are arbiters who are capable of calling on fire to aid them in combat. With a fire that extinguishes and begets life at their side, they burn away all who dare oppose them.
Searing Strikes
When you choose this ascension at 1st level, you learn to set your weapon ablaze. When you make a weapon attack, you can set your weapon or its ammunition on fire, changing all of the damage dealt to fire damage on a hit. Additionally, the attack ignites any flammable objects it hits that aren't being worn or carried.
Ruincrest Damage Type
The extra damage from your ruincrest is fire damage as a result of your fiery awakening.
Vermillion Knight
| Arbiter Level | Charges |
|---|---|
| 3rd | 10 |
| 4th | 11 |
| 5th | 12 |
| 6th | 13 |
| 7th | 14 |
| 8th | 14 |
| 9th | 15 |
| 10th | 15 |
| 11th | 16 |
| 12th | 16 |
| 13th | 17 |
| 14th | 17 |
| 15th | 18 |
| 16th | 18 |
| 17th | 19 |
| 18th | 19 |
| 19th | 20 |
| 20th | 20 |
Vermillion Assault
As a vermillion knight, you can channel the fire within yourself and shape it into a force of destruction. You know two abilities that allow you to manifest it into a weapon of carnage when you reach 3rd level.
When you take the Attack action on your turn, you can replace any number of your attacks with vermillion assaults. When you replace multiple attacks this way, you can replace all of them with the same vermillion assault or with different vermillion assaults.
Charges
Starting at 3rd level, you are capable of drawing energy from yourself and shaping it into a weapon of destruction with the Attack action. Your access to this energy is represented by a number of charges, which is determined by your level in this class, as shown in the Charges column of the Vermillion Knight table. You regain all expended charges when you finish a short or long rest.
Choose two of the following vermillion assaults to learn. If a free hand is needed to use a vermillion assault, it's noted in parenthesis before that ability's description.
- Flame Slash. (1 charge) You imbue your weapon with fire as you strike an enemy with it. The target takes an additional 1d8 fire damage on a hit. The additional fire damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
- Meteor Strike. (somatic, 2 charges) You launch three flaming swords from your hands, divided among up to three targets within 20 feet of you. Make a ranged arbiter attack against a target for each blade you launch at it. On a hit, a target takes 1d6 fire damage. You summon four blades at 5th level, five at 11th level, and six at 17th level.
- Phoenix Gale. (2 charges) You unleash a wave of heat; each creature within 15 feet of you makes a Dexterity saving throw. A creature is dealt 2d6 fire damage on a failed save, or half as much damage on a success. The damage dealt increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.
Overheating
Performing a vermillion assault is physically taxing. After using a vermillion assault, it becomes overheated until the end of your next turn. Whenever you use a vermillion assault that's currently overheated, you can't use it again for the next minute.
Crimson Arbiter
When you reach 6th level, you gain resistance to fire damage. You also learn another vermillion assault of your choice from the list below or from the Vermillion Assault feature.
- Dual Strike. (somatic, 2 charges) You summon two flaming blades. Make two melee arbiter attacks against one creature within 10 feet of you, or one melee arbiter attack against two creatures no more than 10 feet away from you. On a hit, a sword deals 3d6 fire damage. The damage increases to 4d6 at 11th level and 5d6 at 17th level.
- Salamander Strike. (2 charges) Fire erupts from your feet and races to up to three creatures within 20 feet of you. Each target must make both a Strength saving throw and a Dexterity saving throw. A creature is knocked prone on a failed Strength saving throw, while a creature is dealt 3d6 fire damage on a failed Dexterity saving throw, or half as much damage instead on a successful Dexterity saving throw. The damage increases to 4d6 at 11th level and 5d6 at 17th level.
Unyielding Savagery
Beginning at 10th level, while you're missing at least half of your hit points, your weapon attacks deal an additional 1d8 fire damage on a hit, and you can use a vermillion assault twice, instead of once, before overheating it.
Additionally, your weapon attacks and vermillion knight features now ignore resistance to fire damage.
Alpha Executioner
When you reach 14th level, you learn one of the following alpha executions shown below - performances that exhaust the user greatly and are acts of pure, unadulterated carnage. Each execution requires an action to use.
- Heavensbane. You shape a massive sword from swirling flame and leap at a creature up to 10 feet away, branding them with a ruincrest for one hour before striking them with the sword. They must make a Constitution saving throw to avoid the blade's impact. A creature takes 15d10 fire damage on a failed save or half as much damage on a successful save.
- Immolating Wave. Each creature within 30 feet of you must make a Dexterity saving throw. A creature is dealt 10d10 fire damage on a failed save and half as much damage instead on a successful one.
Overdrive
You can't use more than one alpha execution per long rest. After using an execution, your exhaustion level increases by 2. Exhaustion that you gain this way decreases at a rate of 1 exhaustion level for every 2 hours that pass.
Override. You can can override the limit on using an alpha execution once per long rest by gaining 1 level of exhaustion (no action required). When you do, the next long rest that you finish doesn't reduce your exhaustion level. You can't override the limit more than once per long rest, as doing so is severely taxing on your body and can possibly kill you.
Flaming Crescendo
At 18th level, you have immunity to fire damage and regain a charge whenever you kill a creature that's branded with your ruincrest. Moreover, your vermillion knight features deal half damage, instead of no damage, to creatures and objects with immunity to fire damage.
Wyrmscourge
Wyrmscourges are arbiters who surge with draconic might, perhaps as a result of bargaining with a dragon or draconic parentage. Regardless of their circumstances, they emulate many aspects of dragons such as their iconic breath attacks, rending claws, and flight capabilities.
If the arbiter is your starting class and this is your chosen ascension, you gain the following features:
Proficiencies
Skills : Your choice of Insight or Nature
Draconic Bloodline
When you choose this ascension at 1st level, you choose one type of dragon as your ancestor. The traits that are associated with each dragon are used by features you gain later and also determines the damage type of the extra damage from your ruincrest. You also learn to speak, read, and write Draconic. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales as physical traits of your dragon ancestors emerge.
Draconic Ancestry
| Dragon | Type | Damage | Breath Weapon |
|---|---|---|---|
| Amethyst | Gem | Force | 15 ft. cone (Dex. save) |
| Black | Chromatic | Acid | 5 by 30 ft. line (Dex. save) |
| Blue | Chromatic | Lightning | 5 by 30 ft. line (Dex. save) |
| Brass | Metallic | Fire | 5 by 30 ft. line (Dex. save) |
| Bronze | Metallic | Lightning | 5 by 30 ft. line (Dex. save) |
| Copper | Metallic | Acid | 5 by 30 ft. line (Dex. save) |
| Crystal | Gem | Radiant | 15 ft. cone (Con. save) |
| Emerald | Gem | Psychic | 15 ft. cone (Dex. save) |
| Gold | Metallic | Fire | 15 ft. cone (Dex. save) |
| Green | Chromatic | Poison | 15 ft. cone (Con. save) |
| Red | Chromatic | Fire | 15 ft. cone (Dex. save) |
| Sapphire | Gem | Thunder | 15 ft. cone (Con. save) |
| Silver | Metallic | Cold | 15 ft. cone (Con. save) |
| Topaz | Gem | Necrotic | 15 ft. cone (Con. save) |
| White | Chromatic | Cold | 15 ft. cone (Con. save) |
Wyrmling's Claws
Your draconic ascent allows you to transform your hands into a dragon's claws whenever you make an unarmed attack with them. You can roll 1d8 in place of the normal damage of your unarmed strike, which now deals slashing damage instead of bludgeoning damage after being transformed. After you make the attack, your hands return to normal. The damage dealt increases as you gain more levels in this class, as shown in the Wyrmling's Claws table.
Wyrmling's Claws
| Arbiter Level | Claw Damage |
|---|---|
| 1st — 4th | 1d8 |
| 5th — 10th | 1d10 |
| 11th — 16th | 1d12 |
| 17th — 20th | 2d8 |
Dragon Breath
At 3rd level, you are able to emulate the destructive breath attacks of dragons. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of destructive energy. It deals damage in an area according to your chosen ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your chosen ancestry. A creature is dealt 2d8 damage on a failed save, or half as much damage on a successful save. The damage dealt increases to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a short or long rest.
Draconic Resistance
When you reach 6th level, you have resistance to the damage type associated with your ancestry. In addition, you gain one of the following features that's associated with your ancestry. You have two uses of the feature you gain this way and regain expended uses when you finish a long rest.
- Chromatic Ward. (Chromatic) You can use a bonus action to channel your draconic might. For 1 minute, you become immune to the damage type associated with your ancestry.
- Enervating Breath. (Metallic) You gain a second breath attack. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. A creature in the cone's area must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
- Psychic Rebuke. (Gem) You can use your reaction to retaliate with your mind when a creature you can see within 90 feet of you damages you. The creature must succeed on an Intelligence saving throw or take 3d10 psychic damage as you mentally overwhelm it.
Terrifying Exhalation
At 10th level, when a hostile creature is subjected to your Dragon Breath, it must succeed on a Wisdom saving throw or become frightened of you for 1 minute as well. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Whenever a creature makes a successful saving throw against this feature, it can't be frightened of you with this feature for the next 24 hours.
In addition, whenever you roll initiative, roll a d6. On a roll of 5 or higher, you regain two expended uses of your Dragon Breath.
At the DM's discretion, you might also grow a draconic tail.
Dragon Wings
When you reach 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can manifest these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothes that aren't made to accommodate your wings may be destroyed when you manifest them.
Luminous Pinions. Additionally, if your ancestor is a gem dragon, you can hover while you have your wings manifested.
Wyrmling's Ascension
At 18th level, you have reached the peak of your draconic might. You gain the following benefits:
Ascendant Breath. Whenever you use your Dragon Breath, the exhalation becomes a 45-foot cone or a 90-foot line that is 5 feet wide, depending on your chosen ancestor.
Blindsight. You have blindsight out to 20 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Additionally, you can see an invisible creature within that range, unless the creature successfully hides from you.
Draconic Rage. When you take the Attack action to make an unarmed strike against a creature that's frightened of you or that's branded with your ruincrest on your turn, you can use a bonus action to make an attack with a melee weapon against that creature.
Primeval Birthrights
If a birthright has prerequisites, you must meet them to learn it. You can learn the birthright at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
If a birthright grants you the ability to cast a spell, you use your Constitution modifier whenever the spell refers to your spellcasting ability. You use your arbiter save DC and arbiter attack modifier to determine the save DC and attack modifier of spells granted by your birthrights.
Unnatural Inheritance
Primeval birthrights behave similarly to your arbiter features. If a birthright grants you the effects of a spell, it's not magical unless it explicitly states that you cast a spell granted with it or that it is magical.
Abrupt Elusion
Prerequisite: 5th level
When you are dealt damage or are subjected to an effect (at the DM's discretion), you can use your reaction to teleport to an unoccupied space you can see up to 30 feet away.
You can use this birthright a number of times equal to your proficiency bonus, and regain expended uses when you finish a short or long rest.
Abyssal Sight
Prerequisite: Sovereign of Tides ascension
Your benthic origin grants you the same sight that creatures of the deep possess. You gain darkvision out to a range of 90 feet. Moreover, you have advantage on saving throws against being blinded and saving throws you make to end the blinded condition.
Adjudicator's Steed
Prerequisite: 7th level
You can cast the spell find steed at will without expending a spell slot, summoning a steed worthy of your station. When you reach 12th level, you can also cast the spell find greater steed at will without expending a spell slot.
Once you restore a steed to its hit point maximum with a spell cast with this birthright, you can't restore that steed to its maximum hit points again until you finish a long rest.
Ancient Connection
You can use an action to gain the effects of the spell speak with animals until you dimiss it (no action required) or you die.
Arbiter's Influence
You gain proficiency in your choice of either Deception or Persuasion and one skill of your choice from the arbiter's skill list.
Ascendant Mind
Prerequisite: 9th level, Hand of Arrogation ascension
You can use an action to gain the effects of the spell detect thoughts until you dismiss it (no action required) or you die.
Aspect of Cognizance
Prerequisite: 7th level
You no longer need to sleep, can't be forced to sleep by any means, and can choose to remain conscious during a long rest, though you must still refrain from participating in any strenuous activity to gain the benefit of the rest.
In addition, you have advantage on saving throws against being incapacitated, stunned, or rendered unconscious. You also have advantage on saving throws you make to end the stunned condition.
Astral Brilliance
Prerequisite: Entropic Liege ascension
Whenever you use a herrscher ability that deals damage, add your Constitution modifier to the damage dealt.
Blazing Reverie
Prerequisite: 9th level, Vermillion Knight ascension
Add your proficiency bonus to initiative rolls you make.
In addition, whenever you roll initiative, you regain 3 charges.
Celestial Mettle
Prerequisite: 9th level, Entropic Liege ascension
When you gain this birthright, if you are already proficient in saving throws that use Constitution, your proficiency bonus is doubled for saving throws you make that use it. Otherwise, you gain proficiency in saving throws that use Constitution but your proficiency bonus is not doubled for saving throws that use it.
Dauntless Executioner
Prerequisite: 7th level
Your primeval inheritance grants you firmness in the face of a creature you've marked with your crest. You can't be charmed or frightened while a creature is branded with your ruincrest.
Deathbringer's Veil
Prerequisite: 12th level
When you kill a creature that's branded with your ruincrest, you become invisible for 1 minute. It ends early if you attack or cast a spell.
Destructive Exhalation
Prerequisite: 9th level, Wyrmscourge ascension
You can double the number of damage dice rolled for your Dragon Breath once when you use it. You can't do so again until you finish a short or long rest.
Divine Reach
Prerequisite: Seneschal ascension
Whenever you cast a seneschal spell with a single target, the spell's range is doubled if it targets a creature that's branded with your ruincrest and it doesn't have a range of touch.
Draconic Infusion
Prerequisite: Wyrmscourge ascension
Whenever you hit a creature with an unarmed strike, you can replace all of the damage dealt by the attack with the damage type that's associated with your chosen ancestry.
Empyrean Awareness
Prerequisite: 17th level
You always know if you hear a lie.
Esoteric Step
Prerequisite: 9th level
You can use an action to gain the effects of the spell levitate until you dimiss it (no action required) or you die.
Essence Detection
Prerequisite: 7th level
Your primordial inheritance allows you to discern when the living are nearby. You can sense the presence of creatures within 30 feet of you that aren't undead or constructs. You know the general direction they are in but not their exact locations.
Ethereal Mantle
Prerequisite: 17th level
Your primeval eminence allows you to slough your physical form.
As an action, you can turn yourself and any equipment that's worn or carried by you incorporeal. While incorporeal, you can move through other creatures and objects as if they were difficult terrain, and you take 1d10 force damage if you end your turn inside an object.
You and your equipment remain incorporeal until you use an action to become corporeal again or you die. When you become corporeal while part or all of you is inside another creature or object, you are expelled to the unoccupied space closest to that creature or object, taking 6d10 force damage.
Eye of the Adjudicator
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while they're in your line of sight and within 30 feet of you, or within 120 feet of you instead if they're branded with your ruincrest.
Fiery Tenacity
Prerequisite: Vermillion Knight ascension
Your weapon attacks leave behind streaks of fire that harm your enemies even when you miss. The first time each turn you miss with a weapon attack, the attack's target takes fire damage equal to your proficiency bonus.
Form of the Arbiter
Prerequisite: 12th level
You are immune to any spell or effect that would alter your form or prevent you from teleporting or using planar travel (from your current space or to your destination).
Guided by Divinity
Prerequisite: 9th level, Seneschal ascension
You are always under the effects of a guidance spell.
Hunter's Tongue
You understand any language spoken by a creature that's marked with your ruincrest and they can understand any language spoken by you.
Imperious Will
Prerequisite: Fell Tyrant ascension
You can use a bonus action to regain expended uses of your tyrannical flairs, up to half your proficiency bonus, rounded up.
Once you use this birthright, you can't use it again until you finish a short or long rest.
Malefic Indignation
Prerequisite: 9th level, Blood Voivode ascension
Whenever a creature that you can see within 30 feet of you deals damage to you while you are missing at least half of your hit points, that creature takes 1d10 necrotic damage unless you choose not to harm them.
Menacing Crest
Prerequisite: 5th level
You have advantage on Charisma (Intimidation) checks you make against a creature that's branded with your ruincrest.
Metamorphic Arbiter
Prerequisite: 12th level
You can transform your appearance as you please.
As an action, you can transform your appearance, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You can't appear as a creature of a different size than you, and the basic shape of your body stays the same; if you're bipedal, you can't use this birthright to become quadrupedal, for instance.
You stay in the new form until you use an action to revert to your true form or until you die.
Murderous Reticence
Prerequisite: 5th level
You can cast the spell silence once without expending a spell slot. When you cast it this way, the sphere that's created by it is centered on you, moves with you, and doesn't silence noise that you create.
You can’t do so again until you finish a short or long rest.
Otherworldly Ward
Prerequisite: 15th level
Your primeval descent provides you with immunity to lesser spells. You can't be affected or detected by spells of 2nd level or lower unless you wish to be.
Phantasmal Visitor
Prerequisite: 15th level
You can cast the spell dream at will without expending a spell slot. When you cast it this way, the spell can't deal damage, and if the target of the spell is a creature that was branded with your ruincrest in the past 24 hours, you can terrify the target while delivering a message of more than ten words.
When you cast dream with this birthright and attempt to terrify a creature, you can't terrify another creature with a dream spell cast with this birthright until you finish a long rest.
Preternatural Prescience
The primeval essence that flows through you heightens your senses. You can sense any magic within 30 feet of you at will.
Primeval Envoy
Prerequisite: 9th level
You can use an action to replicate the effects of the spell sending. In addition, if the recipient of the message sent is a creature that was branded with your ruincrest in the past 24 hours, the message sent can be up to fifty, instead of twenty-five, words long.
Primeval Recollection
Prerequisite: 5th level
You can use an action to call upon the primeval knowledge locked away within yourself. Choose one skill that you lack proficiency with. You gain proficiency with the chosen skill until your next long rest.
You can’t do so again until you finish a long rest.
Primordial Glamor
Prerequisite: 7th level
You have expertise with two skills of your choice from the arbiter's skill list you are proficient with. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
If you are proficient with Deception or Persuasion, you can gain expertise with one of those skills (your choice, which you must be proficient with) and one arbiter skill you're proficient with instead.
Primordial Obscura
Prerequisite: 12th level
You are always under the effects of a nondetection spell.
Additionally, divination magic and magical scrying sensors perceive the area centered around you in a 30-foot range as a constantly shifting and wavering blur.
Psychic Strikes
Prerequisite: Hand of Arrogation ascension
You empower the attacks made with your psionic weapons using your mind rather than physical strength. You can use Intelligence instead of Strength for the attack and damage rolls of your psionic weapons.
Sanguine Protection
Prerequisite: Blood Voivode ascension
You get a +2 bonus to your Armor Class while you're missing at least half of your hit points.
Slayer's Implement
You learn a ritual that creates a primeval connection between yourself and one melee weapon, which you perform over the course of one hour, and can be done during a short rest. The weapon must be within your reach throughout the ritual, at the end of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. You can summon that weapon as a bonus action on your turn due to the primordial bond you share with it, causing it to teleport instantly to your hand regardless of what plane of existence it is on.
Slayer's Implement
When you take this primeval birthright as a fell tyrant, you choose whether or not the implement returns to the extradimensional space after making an attack with it, and on a hit with it, you choose if the damage dealt is the weapon's normal damage type or the damage type that you chose for the ascension's ruincrest damage type.
Whenever you stow the implement (no action required to dismiss it), you can shunt it into an extradimensional space that only you can access instead; thereafter, you can draw it by summoning it from that space.
You can have one weapon bonded to you at a time with this birthright. If you attempt to bond with another weapon, you must break your bond with the other one. The weapon stops being your slayer's implement if you die, perform the 1-hour ritual on another weapon, or you perform the 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Moreover, certain ascensions affect the implement.
- If you are a fell tyrant, the implement is treated as a second tyrant's weapon, it gains the benefits of Tyrannical Escalation if it doesn't have the corresponding bonus to attack and damage rolls that you make with it, and you can use the implement as the focus for your tyrannical flairs. You can't change the implement's form, however.
- If you are a hand of arrogation, the implement is treated as one of your psionic weapons, and you can have three psionic weapons bonded to you at a time.
Sovereign's Resolve
Prerequisite: 9th level, Sovereign of Tides ascension
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
Once you use this birthright, you can't use it again until you finish a long rest.
Steadfast Aegis
Prerequisite: Aegis Knight ascension
You can cast the spell you learned from Arcane Defense one additional time between long rests. At 9th level, you can cast your chosen spell with that feature two more times instead.
Transcendant Stride
Prerequisite: 9th level
Your ascent allows you to move vast distances in the blink of an eye. You can use an action to teleport up to 120 feet to an unoccupied space you can see.
You can use this birthright a number of times equal to your proficiency bonus, and regain expended uses when you finish a long rest.
Tyrant's Resolution
Prerequisite: 9th level, Fell Tyrant ascension
You are immune to being charmed or frightened as long as you are conscious. Additionally, you suffer from exhaustion differently from others, a sign of your primeval endurance.
| Level | Effect |
|---|---|
| 1 | None |
| 2 | Disadvantage on ability checks |
| 3 | Speed halved |
| 4 | Disadvantage on attack rolls and saving throws |
| 5 | Hit point maximum halved |
| 6 | Speed reduced to 0 |
| 7 | Death |
Unfathomable Interference
Prerequisite: 17th level
You are capable of divorcing the area around you from the magic infused into the multiverse for a short period of time.
As an action, you can create a sphere of antimagic with a radius of 30 feet that surrounds you, moves with you, and is centered on you. The sphere persists for 1 hour or until you dismiss it as an action, remaining even after you die. See the spell antimagic field to understand what the sphere does.
Moreover, the primeval might that sustains you is strong enough to cause the sphere created to suppress magic that protrudes into the sphere which is created by an artifact or deity outside of the sphere (but not artifacts or deities inside the sphere). The sphere also doesn't affect equipment that is being worn or wielded by you.
Once you use this birthright, you can't use it again until you finish a long rest.
Unwavering Determination
Prerequisite: 9th level, Aegis Knight ascension
You can reroll a saving throw that you fail. When you do, you must use the new roll, and add your arbiter level to the result.
Once you use this birthright, you can't use it again until you finish a short or long rest.
Vicious Advance
Prerequisite: 5th level
You can push yourself beyond your normal limits for a short amount of time to assail a creature that is marked with your ruincrest. On your turn, you can take one additional action. This action must target or affect a creature that is branded with your ruincrest.
When you take the Attack action this way and make more than one attack with that action, all of the attacks made as part of that action must target or affect a creature branded with your ruincrest.
Once you use this birthright, you can't use it again until you finish a short or long rest.
Whispers of the Branded
Prerequisite: 9th level
You can cast speak with dead at will without expending a spell slot. When you cast the spell this way, it must target a creature that was branded with your ruincrest when it died.
Worldbond
Prerequisite: 9th level
You can use an action to gain the effects of the spell speak with plants until you dismiss it (no action required) or you die.
Once you use this birthright to create difficult terrain, or perform other tasks at the DM's discretion, you can't do so again with this birthright until you finish a short or long rest.
Epic Boons
An Epic Boon is a special power available only to 20th level characters. Characters at that level gain such boons only if the DM wants them to and only when they find it appropriate. Epic Boons are best awarded after the characters complete a major quest, or accomplish something else that's particularly notable. A character might gain an epic boon after destroying an evil artifact, defeating an ancient dragon, or halting an incursion from the Outer Planes.
Unless a boon says otherwise, a character can't gain it more than once.
The boons presented below are for characters with 20 levels as an arbiter.
Boon of Divinity's Grace
Prerequisite: Seneschal ascension
You gain one additional spell slot of 1st, 2nd, 3rd, and 4th level (four additional spell slots). In addition, when you finish a short rest, you can recover a total of up to 5 levels worth of spell slots.
Boon of Enduring Armor
Prerequisite: Aegis Knight ascension
Your battlesuit lasts until you either die or dismiss it. Your Armor Class is increased by 2 as long as your battlesuit is engaged.
Battlesuit Properties
Some battlesuits have features that regain expended uses whenever you engage them. When you have this boon, you do not need to disengage your battlesuit first. You need only use a bonus action to engage your battlesuit again to regain expended uses of your battlesuit's properties.
Boon of Lesser Magic Immunity
Prerequisite: Otherworldly Ward birthright
You can't be affected or detected by spells of 4th level or lower unless you wish to be. You also have advantage on saving throws against all other spells and magical effects.
Boon of Psionic Ascendance
Prerequisite: Hand of Arrogation ascension
The maximum range of your psionic weapons is increased to 90 feet. You can move each of your psionic weapons up to 90 feet, instead of 30 feet, in any direction on each of your turns.
Additionally, as long as you are missing at least half of your hit points, add your Intelligence modifier to damage rolls that you make with your psionic weapons.
Boon of Stellar Sanctity
Prerequisite: Entropic Liege ascension
Your astral ascension grants you the following benefits.
- Your flying speed increases by 30 feet.
- Add your half of your proficiency bonus, rounded down, to the attack modifier and save DC of herrscher abilities that you know.
- Should you ever die, you discorporate with 0 hit points instead of dying, and fall unconscious. You and your gear disappear. You appear in a random unoccupied spot 1d4 days later on a random plane of existence, having gained the benefits of a long rest.
Boon of the Adjudicator's Aegis
Damage you take from a creature that's branded with your ruincrest is halved.
Boon of the Bloodlord's Ire
Prerequisite: Blood Voivode ascension
While you are missing at least half of your hit points, you gain the following benefits.
- You have advantage on all saving throws you make.
- At the end of each of your turns, you unleash a malevolent burst of energy. Each hostile creature that's within 30 feet of you must make a Constitution saving throw. A creature is dealt 2d10 necrotic damage on a failed save and half as much damage instead on a successful save.
Boon of the Enduring Tyrant
Prerequisite: Fell Tyrant ascension
As long as you're missing at least half of your hit points, you have resistance to all damage, and when you make an attack roll with your tyrant's weapon or force a creature to make a saving throw against a tyrannical flair, add 1d6 to the attack roll or that flair's save DC.
Boon of the Executioner
When you hit a creature that is branded with your ruincrest with a weapon attack, you can turn that attack into a critical hit. Once you do so, you can't use this boon again until you roll initiative.
Boon of the High Arbiter
Your Marked Bonus increases by 3, becoming +10 under normal circumstances.
Boon of the Primordial Scion
You gain one Primordial Birthright of your choice. You can replace the birthright you gain with one additional use of a birthright you already know instead. You can gain this boon any number of times.
Boon of the Slayer's Crest
You ignore any damage immunities and resistances that a creature branded with your ruincrest has.
Boon of the Stalking Reaper
Prerequisite: Deathbringer's Veil birthright
The invisibility granted by the Deathbringer's Veil birthright ends early after you make two attacks while you're invisible, instead of after you make an attack while you are invisible. The invisibility also ends early if you cast a spell as normal.
Boon of the Vicious Implement
Prerequisite: Slayer's Implement birthright
Your slayer's implement becomes a magical +4 weapon if it isn't already a magical weapon or doesn't already have a +4 bonus to attack and damage rolls made with it.
Boon of the Wyrmscion
Prerequisite: Wyrmscourge ascension
The damage dealt by your Dragon Breath increases to 6d8 and your movement speed and the range of your blindsight each increase by 30 feet.
Boon of Tidal Fury
Prerequisite: Sovereign of Tides ascension
Your Elegy of the Arbiter now lasts 10 minutes, unless you end it early.
Moreover, whenever you use your Elegy of the Arbiter you can choose not to gain temporary hit points with it. If you do so, you gain a third instance of Extra Attack for the duration of that Elegy, allowing you to make four attacks whenever you take the Attack action on your turn instead of three.
Boon of Vermillion's Wrath
Prerequisite: Vermillion Knight ascension
Your weapon attacks deal an additional 1d8 fire damage on a hit. Additionally, while you're missing at least half of your hit points, you regain 2 charges at the beginning of each of your turns and your vermillion assaults never overheat.
The Mythoclast
Arbiter Prestige Class
A blood-red claymore coalesces in the hand of an elf as he unsteadily approaches a dragonborn lying on his back. The deathly silence that surrounds them is broken only by their ragged breathing and the debris caused by their primal duel. As the distance between the two closes, the elf tightens his grasp with his other hand, prepared to take what's rightfully his.
"Why? Is the primeval might bestowed upon us not enough to satisfy your cravings? " The dragonborn haggardly asks his adversary. "We are extraordinary beings with the power to do as we please, with faculty granted by one far greater than the gods, standing above the cattle that roam this world, yet you seek to dole out pain and cruelty to one of your brethren for no reason other than your own entertainment? "
Silence greets him. Then, the elf kneels before the dying dragonborn, and he responds in kind. "The power to do as we please? Surely you jest. Here you lie before me, wounded and counting down the time you have remaining, and yet you still speak untruths. There is something I cannot do, yet you can." He exhales, readying the claymore that has been in his hand the whole time. "So I must claim that power for myself, and for it you shall join the ranks of the cattle that you deride so much."
With a final parting silence, the elf impales the dragonborn, and wills his primordial might to absorb that which was once the dragonborn's.
Executioner Among Executioners
A mythoclast is the pinnacle of primordial might that an arbiter can attain. While an arbiter normally ascends only once — the moment their powers awaken — a mythoclast is one that has somehow ascended twice through astonishing circumstances.
Becoming a mythoclast is nearly unheard of, as arbiters are already incredibly rare to start. The few that attain this might are documented doing so by slaying their primeval brethren, although there may be a way to extract the power of another without resorting to murder.
Unorthodox Prestige
A prestige class typically represents specialized and unique training. The mythoclast eschews this, instead allowing an arbiter to choose a second ascension from the Arbiter's Ascension feature to benefit from, among the handful of other features it gains over the course of five levels.
Prerequisites
In order to advance as a mythoclast, you must meet the following prerequisites (in addition to the multiclassing prerequisites for the arbiter):
The Mythoclast
| Mythoclast Level | Levels Required | Features |
|---|---|---|
| 1st | 5 | Abiding Ruincrest, Primeval Reignition |
| 2nd | 8 | Preeminent Seeker, Ascension Features |
| 3rd | 11 | Additional Birthright, Ascension Features |
| 4th | 14 | Ascension Features |
| 5th | 17 | Twofold Awakening, Ascension Features |
- Constitution 17. Mythoclasts need a certain level of physical constitution to ascend a second time and to fuel not just their own powers, but the powers they take from other arbiters.
- Proficiency in the History skill. Becoming a mythoclast requires a certain degree of historical insight, even if only a small amount, as they and the process of becoming one are both nearly unheard of and unrecorded. At your DM's discretion, you can ignore this prerequisite provided your character has learned about mythoclasts.
- Arbiter level 5. Only an arbiter of sufficient strength can ascend a second time without dying. Moreover, you can't gain additional levels in this class unless your combined arbiter and mythoclast levels equal a certain amount, the amount of which is shown in the Levels Required column of the Mythoclast table.
- Complete a special task. You must find another arbiter and kill them or find a way to safely extract their powers. You cannot gain a level in this class if the arbiter is not of a sufficient level, their ascension is the same as the one that you chose when you gained your first level as an arbiter, or the ascension they possess is different from the ascension gained from this class.
Determining Class Advancement
Levels you have as a mythoclast count as arbiter levels for the purpose of determining your arbiter level for birthrights with level prerequisites, the number of birthrights that you benefit from, and gaining epic boons as arbiters of 20th level.
These levels also count as arbiter levels for the purpose of determining the benefits gained from your chosen ascension as an arbiter that aren't features you gain at certain levels; for instance, it is used to calculate the number of spell slots you have as a seneschal or the amount of damage your unarmed strikes and Dragon Breath do as a wyrmscourge.
These levels don't count towards determining your Marked Bonus, Marked Penalty, number of overrides you can use per long rest, or any other arbiter features.
Gaining Mythoclast Levels
In order to gain levels as a mythoclast, you must kill or siphon the power from increasingly stronger arbiters. The minimum level of an arbiter you are taking powers from in order to gain your first level or another level in this class are shown below.
| Mythoclast Level | Level of Arbiter Killed |
|---|---|
| 1st | 3rd |
| 2nd | 6th |
| 3rd | 10th |
| 4th | 14th |
| 5th | 18th |
Class Features
As a mythoclast, you gain the following features.
Hit Points
- Hit Dice : 1d10 per mythoclast level
- Hit Points at Higher Levels : 1d10 (or 6) + your Con-stitution modifier per mythoclast level after 1st level
Proficiencies
- Armor : Heavy armor
Abiding Ruincrest
At 1st level, the normal duration of your ruincrest increases from 1 hour to until it's dispelled by its own effect.
Primeval Reignition
Also at 1st level, choose an arbiter ascension other than the one you chose for the Arbiter's Ascension feature (normally the ascension that was chosen by the arbiter you killed in order to gain your first level in this class). You gain the 1st and 3rd-level benefits of that ascension.
Ascension Advancement
You use your combined arbiter and mythoclast levels to determine the benefits you gain from your arbiter and mythoclast ascensions that aren't features you gain at certain levels. For instance, if you have five levels as a wyrmscourge arbiter and one level as a vermillion knight mythoclast, your unarmed strikes deal 1d10 damage and you have 13 charges.
Saving Throws
You use your arbiter save DC and arbiter attack modifier for ascension features gained with mythoclast levels unless you are specified to calculate it differently.
Determining your Ruincrest Damage Type
If you have more than one instance of the Ruincrest Damage Type feature and each of them grants a different damage type to your ruincrest, you choose which damage type is applied to the additional damage from your ruincrest whenever you deal additional damage to a creature with it.
Preeminent Seeker
When you reach 2nd level, you learn magic to supplement your abilities as an arbiter and mythoclast. You know the spell locate creature and can cast it without expending a spell slot or material components, targeting a creature that is branded with your ruincrest. When it's cast this way, the spell can find the direction that the creature is in as long as they are on the same plane of existence as you. Once you cast it this way, you can't do so again until you finish a short or long rest.
Ascension Features
Also when you reach 2nd level in this class, you gain your chosen ascension's 6th-level benefits.
In addition, you gain its 10th-level benefits at 3rd level, its 14th-level benefits at 4th level, and 18th-level benefits at 5th level.
Additional Birthright
When you reach 3rd level, you gain one birthright of your choice from the arbiter class. When you gain another level in this class, you can replace that birthright with a different one from the arbiter class.
Twofold Awakening
When you reach 5th level, you gain the 18th-level benefits of the ascension you chose as an arbiter, as taking five levels in this class makes it impossible to normally attain 18 levels as an arbiter.
Changelog
2.4.0
Base Class
- Corrected note block on page 6, naming the proper Martial Acumens and the proper 15th level feature.
Aegis Knight
- Added a variant rule allowing the player to use equipment that is melded to their battlesuit, at the DM's discretion.
Blood Voivode
- Deathleech now only regains hit points when you kill a hostile creature branded with your ruincrest, hopefully alleviating the bag of rats issue. This change isn't carried over to Bloodscarred Sovereignty because temporary hit points don't stack anyway.
Entropic Liege
- Added with 2 new birthrights and 1 epic boon.
Fell Tyrant
- Added with 2 new birthrights and 1 epic boon.
2.4.1
Base Class
- Slayer's Implement nows synergizes with the Fell Tyrant ascension starting at 3rd level, allowing you to substitute several subclass features that use the ascension's tyrant weapon with your bonded implement instead.
Fell Tyrant
- Tyrannical flairs no longer require missing at least half of your hit points to use.
- Decreased the size of the bonus damage die from several tyrannical flairs, as the base class already gets a bonus to hit/damage from marking enemies with your ruincrest.
- Moved the ability to use your bonus action when missing at least half of your hit points to make an additional attack from 3rd level to 14th level, as it already provides much in the form of your tyrant's weapon and tyrannical flairs.
- 14th level feature no longer allows you to make three attacks with the Attack action while you are missing at least half of your hit points; it was not originally intended to allow the player to effectively make 4 attacks each turn with the bonus action attack while missing half of your hit points.
2.4.2
General
- Fixed some typos.
- Clarified that spells from certain features do not require material components.
Fell Tyrant
- Primeval Perseverance now lets you move 10 feet with your bonus action if you're missing any of your hit points; changed so that you can only Dodge as a bonus action if you are missing at least half of your hit points instead of any of your hit points.
The Arbiter
Arbiter (v.2.4.2) by u/Avaricium
Become a warrior that specializes in hunting down your foes one by one, supplanting your martial skills with the arcane or supernatural.