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# 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. A dragonborn recoils as his mark, clad in steel from head to toe, strikes him hard. If iron cannot rend his prey, then he will roast them in their own armor. Raising both of his arms, he summons a fiery sword and swings it, drowning his prey in a deluge of fire. 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. No matter their race or upbringing, arbiters are united by the unique ability to mark their prey with a primeval power, which 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.
*Arbiter* (v.1.1.1) by [u/Avaricium](https://www.reddit.com/user/Avaricium/)
**Artist Credit :** [終結](https://www.pixiv.net/en/artworks/86239126) by [Tuda6](https://www.pixiv.net/en/users/40689671) \columnbreak
##### Table of Contents | Content | Page | |:-------------------|-----:| | Introduction | 1 | | Blood Voivode | 7 | | Dreadknight | 9 | | Entropic Herrscher | 10 | | Hand of Arrogation | 11 | | Prophet's Retainer | 13 | | Sovereign of Tides | 15 | | Vermillion Knight | 16 | | Wraithblade | 19 |
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\pagebreak ### 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. \columnbreak #### 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). 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 are a Strength or Dexterity score of at least 13 and a Constitution score of at least 13. **Proficiencies Gained.** If arbiter isn't your initial class, you gain proficiency with martial weapons, simple weapons, and Athletics. ### 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 from or pick from the table below, or design your own quirks. 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, martial weapons - **Tools :** None ___ - **Saving Throws** : Strength, Constitution - **Skills** : Choose two from Acrobatics, Arcana, Athletics, Ins-ight, Intimidation, Investigation, Perception, and Survival #### Starting Equipment You start with the following equipment, as well as equipment granted by your background and any circumstances you may have put into consideration : - (*a*) scale mail or (*b*) leather armor - (*a*) two javelins or (*b*) a shield (if you're proficient) - (*a*) a dungeoneer's pack or (*b*) an explorer's pack - two different weapons you are proficient with
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##### 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, or you might end up critically hurt if you keep fighting without realizing it. | | 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. |
**Artist Credit :** [God Kiana](https://www.deviantart.com/einlee/art/God-Kiana-782361680) by [Ein Lee](https://www.deviantart.com/einlee)
### 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. \columnbreak
#### 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** =
8 + your proficiency bonus +
your Constitution modifier
**Arbiter attack modifier** =
your proficiency bonus +
your Constitution modifier
Because of 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. They are not magical, however; if an arbiter feature deals slashing damage, it is nonmagical unless stated otherwise. ### 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.
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##### The Arbiter | Level | Proficiency Bonus | Features | Marked Bonus | Marked Penalty | |:----:|:---:|:-----------------------------------------------------|:--:|:--:| | 1st | +2 | Arbiter's Ascension, Ruincrest | +2 | -3 | | 2nd | +2 | Unyielding Preeminence | +2 | -3 | | 3rd | +2 | Martial Acumen, Arbiter's Ascension Feature | +3 | -3 | | 4th | +2 | Ability Score Improvement | +3 | -4 | | 5th | +3 | Extra Attack | +3 | -4 | | 6th | +3 | Arbiter's Ascension Feature | +3 | -4 | | 7th | +3 | Ruinous Augury | +4 | -4 | | 8th | +3 | Ability Score Improvement | +4 | -5 | | 9th | +4 | Frightful Crest | +4 | -5 | | 10th | +4 | Arbiter's Ascension Feature | +4 | -5 | | 11th | +4 | Unyielding Preeminence (2) | +5 | -5 | | 12th | +4 | Ability Score Improvement | +5 | -5 | | 13th | +5 | Greater Martial Acumen | +5 | -5 | | 14th | +5 | Arbiter's Ascension Feature | +5 | -6 | | 15th | +5 | Seeker's Sanction | +6 | -6 | | 16th | +5 | Ability Score Improvement | +6 | -6 | | 17th | +6 | Otherworldly Endurance | +6 | -6 | | 18th | +6 | Arbiter's Ascension Feature | +6 | -6 | | 19th | +6 | Ability Score Improvement | +7 | -6 | | 20th | +6 | Calamitous Warstorm | +7 | -6 |
Each arbiter has a unique, stylized ruincrest; for example, a dragonborn arbiter may have a sharp claw or other draconic feature for their crest, while the crest of an arbiter initiated in magic might be the symbol of a school of magic they use. You can use your bonus action to brand a creature that you can see within 30 feet of you with a ruincrest for 10 minutes. You can't use this feature if a creature is already branded with your ruincrest. A ruincrest you imprint on a creature disperses when any of these conditions are met: - You finish a rest or roll initiative. - You drop to 0 hit points, die, or are incapacitated. - A creature with your ruincrest drops to 0 hit points. - An arbiter feature indicates that you brand a creature. - Divine intervention or a *wish* spell removes the brand. - A creature with your ruincrest moves to another plane of existence, to which you are alerted, but have no grasp on their new location. \columnbreak 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 checks you make against that creature. - Dexterity checks you make against that creature. - Attack and damage rolls you make against that creature. - 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. ___ As an inverse side effect of marking a creature, you don't add your proficiency bonus and suffer a -3 penalty to the following rolls you make while a creature is branded with your ruincrest. The penalty to these increases as you gain more levels as an arbiter, as shown in the Marked Penalty column of the Arbiter table.
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\pagebreak - Saving throws you make for spells and effects that don't originate from the creature branded with your ruincrest. - Attack and damage rolls you make for attacks you make against creatures that aren't branded with your ruincrest. When fighting with two separate weapons, the weapon in your off hand gains no benefits on attacks you make against a creature branded with your ruincrest, but still suffers from penalties to attack and damage rolls made against creatures that aren't marked with your ruincrest. ### Unyielding Preeminence Beginning at 2nd level, your Marked Penalty is reduced by 1 as long as you are missing at least half of your hit points. At 11th level, the penalty is reduced by 2 instead. ### 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. When you reach 13th level, your chosen acumen grants you an additional feature. #### Critical Mark A weapon attack you make against a creature that is marked with your ruincrest scores a critical hit on a roll of 19 or 20. **At Higher Levels.** When you awaken the full potential of this Martial Acumen, weapon attacks that you make against a creature branded with your ruincrest score a critical hit on a roll of 18-20 instead. #### Evasive Duelist When you are wielding a melee weapon in one hand and no other weapons or a shield, your Armor Class is increased by 2. **At Higher Levels.** When you awaken the full potential of this Martial Acumen, 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 this benefit if you're wielding more than one weapon or a shield. #### Great Weapon Fighting You can't make 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. **At Higher Levels.** When you awaken the full potential of this Martial Acumen, when making a melee weapon attack against a creature that isn't marked with your ruincrest, you don't subtract your Marked Penalty from the attack roll and damage. The weapon must have the *two-handed* or *versatile* property for you to gain this benefit. \columnbreak #### Hunter's Ward Damage dealt to you by a creature that's marked with your ruincrest is reduced by 1d6 (to a minimum of 1 damage). **At Higher Levels.** When you awaken the full potential of this Martial Acumen, the damage dealt to you by a creature that's marked with your ruincrest is reduced by 2d6 instead. #### Promethean Strength You are capable of using weapons with the *heavy* or *two-handed* properties as though they had the *versatile* property. When doing so, you can't hold a weapon in your other hand, but you can still use a shield, provided you have proficiency with them. **At Higher Levels.** When you awaken the full potential of this Martial Acumen, you can use two-weapon fighting even when the melee weapon in your main hand has the *heavy* or *two-handed* property and the melee weapon in your off hand has the *light* property. #### 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 a shield in the other. **At Higher Levels.** When you awaken the full potential of this Martial Acumen, you can't be knocked prone as long as you're wielding a shield. #### Strider As long as a creature marked with your ruincrest is at least 30 feet away from you, your movement speed is increased by 10 feet. **At Higher Levels.** When you awaken the full potential of this Martial Acumen, the movement speed bonus increases to 20 feet, and any movement you spend to move closer to a creature that is branded with your ruincrest is unaffected by difficult terrain. #### 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. **At Higher Levels.** When you awaken the full potential of this Martial Acumen, you can now use two-weapon fighting when the one handed melee weapons you're wielding have either the *light* or *versatile* property, and the melee weapon in your off hand now benefits from your Marked Bonus on attack and damage rolls you make with it against creatures that are marked with your ruincrest. ### 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.
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### Extra Attack Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
___ **Artist Credit :** [Fuwa](https://www.pixiv.net/en/artworks/85583807) by [Tuda6](https://www.pixiv.net/en/users/40689671) \columnbreak **Artist Credit :** [Fuwa](https://www.pixiv.net/en/artworks/85583807) by [Tuda6](https://www.pixiv.net/en/users/40689671) ### Ruinous Augury Beginning at 7th level, weapon attacks you make and arbiter features you use against a creature that is branded with your ruincrest count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Frightful Crest Starting at 9th level, a creature branded with your ruincrest can't become invisible. In addition, when you mark a creature with your ruincrest, you may have it make a Wisdom saving throw, frightening it for 1 minute on a failed save. It can repeat the saving throw at the end of each of its turns, ending the effect on a failed save. If a creature makes a successful save or the condition ends for it, that creature can't be frightened with this feature for the next 24 hours. You can use this feature a number of times equal to 1 plus your Constitution modifier (a minimum of twice). You regain expended uses when you finish a 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're 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. ### Otherworldly Endurance Starting at 17th level, if your total for a Constitution check is less than your Constitution score, you can use that score in place of the total. ### Calamitous Warstorm At 20th level, whenever you kill a creature marked with your ruincrest and it's your turn, you can brand a creature you can see within 30 feet of you with a ruincrest as a free action, take an additional Attack (one weapon attack only) action this turn, and you gain 15 extra feet of of movement speed until the end of the turn.
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\pagebreak # Arbiter's Ascension ___ Arbiters are scions destined for greatness, and you are no exception. Be it a juggernaut who sacrifices their own blood to empower themselves, a knight wielding vicious fire, or an anomaly who uses unfathomable weaponry, you are far from ordinary. Several ascensions are detailed here. ## Blood Voivode Blood voivodes are unshakable juggernauts, able to leech the life force of those they defeat and sacrifice their own blood to cast spells or perform extraordinary feats. Often 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. ### Deathleech Starting at 1st level when you first choose this ascension, whenever you kill a creature that is branded with your ruincrest, you regain a number of hit points equal to 1d4 + your proficiency bonus. The amount of hit points regained increases as you gain more levels in this class, as shown in the table below. ##### Deathleech | Level | HP Regained | |:------------:|:-----:| | 1st - 5th | 1d4 | | 6th - 10th | 2d4 | | 11th - 15th | 3d4 | | 16th - 20th | 4d4 | ### Crimson Sacraments Crimson sacraments are rituals that blood voivodes perform to enact superhuman feats and acts beyond the capabilities of spellcasters, at the cost of their own vitality. While some sacraments are acts that are difficult for mortals to achieve, others are violent acts that send shivers through onlookers, or merely replicate the effects of spells. #### Crimson Sacraments When you reach 3rd level, you learn two sacraments of your choice. You learn more sacraments as you gain more levels as an arbiter, as indicated by blood voivode features that you gain at higher levels. The list of sacraments you can learn at 3rd level are detailed at the end of this feature's description. Crimson sacraments can only be used so many times per rest. The number of times you can perform a sacrament, the number of hit points needed to use it, and whether or not it requires a free hand to use is noted in parenthesis before its description. In addition, a sacrament with an asterisk doesn't subtract your marked penalty to attack and damage rolls you make for it. \columnbreak 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 have less than 6 hit points. As such, your hit points can't be reduced to less than 1 performing a sacrament, and temporary hit points can't be expended to perform sacraments. You regain expended uses after finishing a short rest. - **Blood Surge.** (2/rest) As a bonus action, you temper your body to gain 10 temporary hit points, which last for one minute. The hit points gained increases to 15 at 7th level, 20 at 12th level, and 25 at 17th level. - **Crimson Claw.** (5/rest, **2d4**) You summon a blood-red claw that descends upon a creature you can see within 30 feet of you as an attack. 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. The damage dealt increases to 3d6 at 7th level, 4d6 at 12th level, and 5d6 at 17th level. - **Sangrite Cleaver.** (4/rest, *somatic*, **1d10**) You summon a viscous sword forged from your own blood, marking a creature that you can see within 5 feet of you with your ruincrest and swinging the newly summoned blade at it, which fades into a 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 7th level, 4d10 at 12th level, and 5d10 at 17th level. - **Scarlet Spear.** (3/rest, *somatic*, **1d12**) A dark red spear materializes in your hand as you throw it at a target no more than 35 feet away from you. Make a ranged arbiter attack against the target. The target takes 2d10 piercing damage on a hit. The damage dealt increases to 3d10 at 7th level, 4d10 at 12th level, and 5d10 at 17th level. ### Vampiric Impetus Beginning at 6th level, 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 that eats away at flesh as an Attack. Each other creature within 10 feet of you must make a Constitution saving throw. A creature is dealt 3d6 force damage on a failed save, or half as much damage on a successful one. The damage increases to 4d6 at 10th level, 5d6 at 14th level, and 6d6 at 18th 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 15 feet of your new location with a ruincrest.
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Arbiter | Blood Voivode
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**Artist Credit :** [冷たい月の下で](https://www.pixiv.net/en/artworks/70384862) by [Gahyun](https://www.pixiv.net/en/users/1651244)
- **Sword Flurry.*** (3/rest, **2d6**) You attack with blinding speed as an Attack. Make two weapon attacks divided against up to two targets in your weapon's range. You also gain 15 extra feet of movement speed this turn. ### Undying Fortitude Beginning at 10th level, you have advantage on death saving throws. Additionally, if you do not have darkvision, you gain darkvision out to a range of 45 feet. Then choose two of the three following crimson sacraments to learn. - **Blood Dance.** (1/rest, **4d6**) You enter a delirious rage as a bonus action. For the next minute, you have advantage on Strength and Dexterity saving throws, are immune to the charmed and frightened condition, two instances of *extra attack*, and can't cast spells or perform sacraments. It 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*, **3d6**) 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. \columnbreak
- **Vampiric Respite.** (3/rest, **2d8**) You imbue your weapon with parasitic energy as you make an attack with it. On a hit, the attack deals an additional 2d10 damage and you gain a number of temporary hit points equal to the damage dealt. ### 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. 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 failed its saving throw and each object that is in the vicinity takes 6d10 slashing damage, while each creature that succeeded takes half as much damage. - **Forsaken Blade.** (1/rest, *somatic*, **4d8**) You brand a creature no more than 15 feet away with a ruincrest, then summon a blood-clad greatsword and attack them with it. Make a melee arbiter attack against the target. It takes 8d10 slashing damage on a hit; if it dies from the damage inflicted with this sacrament, you regain all of your missing hit points. The greatsword then vanishes.
8
Arbiter | Blood Voivode
\pagebreak - **Symphony of Pain.*** (1/rest, **5d10**) You push your body to inhuman limits for a split second, making ten attacks with each weapon you're holding in the amount of time it takes others to attack once. For each weapon you are wielding, make ten attacks with that weapon distributed against any number of creatures in that weapon's range. The physical trauma incurred by performing such a feat increases your exhaustion by two levels. ##### Exhaustion Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a condition called 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 creature that's already exhausted suffers from another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the description of that effect. A creature suffers from the effect of its current level of exhaustion as well as all lower levels of exhaustion. For example, a creature that is suffering from level 2 exhaustion has its speed halved and has disadvantage on ability checks. An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. Finishing a long rest reduces a creature's exhaustion level by one, provided that the creature has also ingested some food and drink. Being raised from the dead also 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. Additionally, your primal 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. \columnbreak ## Dreadknight As a dreadknight, you discard the careful planning that other arbiters use when they brand a creature with their ruincrest. At essential moments, the effects of your ruincrest might be greatly amplified, and at times they might backfire when you need them the most. ### Phantasmal Karma When you first choose this ascension at 1st level, you are bestowed with spectral fortune. Whenever you roll a 1 for an attack roll, you can reroll the die and must use the new roll. You also gain proficiency in Intimidation if you aren't already proficient in it. Beginning at 3rd level when you gain *wrathful mark* dice, whenever you roll a 1 for your Marked Bonus or you roll the maximum possible roll for your Marked Penalty, you can reroll the die and use the new result. You have three uses of this feature. You regain all expended uses when you finish a long or short rest. ### Wrathful Mark Starting at 3rd level, you replace your Marked Bonus with a d6 and your Marked Penalty with a 1 + 1d4. The bonus and penalty grow as you gain more levels in this class, as shown in the table below. ##### Wrathful Mark Dice | Level | Marked Bonus | Marked Penalty | |:-------------:|:----:|:--------:| | 3rd - 5th | 1d6 | 1 + 1d4 | | 6th - 9th | 1d8 | 2 + 1d6 | | 10th - 13th | 1d10 | 2 + 1d8 | | 14th - 17th | 1d12 | 3 + 1d10 | | 18th - 20th | 1d20 | 3 + 1d12 | ### Defy Fate Beginning at 6th level, whenever you roll a 1 for an attack roll, damage roll, or Marked Bonus roll, you can replace it with the maximum possible roll for its die. Once you use this feature, you can't use it again until you finish a long or short rest. ### Hatebound Fury Starting at 10th level, whenever you make an attack roll and are missing at least half your hit points, you can expend one of your uses of *phantasmal karma*; if you do, you make that attack with advantage. If the result of both rolls is less than 13, you can replace it with a 13 and add your Marked Bonus to it. In addition, the number of *phantasmal karma* uses that you have is increased by one.
9
Arbiter | Dreadknight
\pagebreak ### Specter's Bravado At 14th level, you can use the *phantasmal karma* or *defy fate* features whenever you roll a 1, a 2, or a 3, not just whenever you roll a 1 on an attack roll, damage roll, or Marked Bonus roll, or the maximum possible roll for your Marked Penalty. ### Dreadknight's Vengeance Starting at 18th level, you have a second instance of *extra attack* while you are missing at least half of your hit points. ## Entropic Herrscher Entropic herrschers 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. ### 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. As an Attack, you can summon a sleek, lance-like needle, provided you have an open hand to guide it, and launch it at a creature or object within 45 feet of you. Make a ranged arbiter attack against the target. On a hit, the target takes 1d6 force damage. The damage dealt increases to 2d6 at 9th level. ### Void Neophyte At 3rd level, to augment your newfound capabilities, you learn the *cosmic sword* ability and one 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 specified otherwise. You regain expended uses when you finish a long rest. ___ Several herrscher abilities require complex hand motions to invoke their power. If a herrscher ability requires a free hand to use, it is noted in parenthesis before its description. - **Cosmic Sword.** (*somatic*) As an Attack, you summon a blade made of starstuff, brand a target within 10 feet of you with a ruincrest, and attack it with the sword. Make a melee arbiter attack against the target. The target is dealt 1d12 force damage on a hit. The damage dealt increases to 2d12 at 10th level. - **Netherspike.** (*somatic*) A geyser of abyssal force erupts from underneath another creature you can see within 30 feet of 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 +2 to saving throws you make. \columnbreak - **Voidburst.** As an Attack, 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 is dealt 1d8 force damage. The damage dealt increases to 2d8 at 10th level. ___ **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. ### Astral Grace Starting at 6th level, you have a hover speed of 25 feet. You can't hover more than 5 feet above a solid or liquid surface with this movement. You also learn three herrscher abilities of your choice from the list below and gain an additional use of *cosmic sword.* - **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 increases to 5d6 at 11th level. - **Abyssal Claws.** (*somatic*) You summon three claws made of cosmic energy. Each claw lashes out at a target of your choice within 10 feet of you. For each claw, the target must succeed on a Dexterity saving throw or take 2d6 force damage. The claw's damage increases to 3d6 at 11th level. - **Regeneration.** (**2/rest**) You glow with a shimmering light which heals you for 2d8 hit points. 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, reappearing in an unoccupied space you can see no more than 30 feet away from your original location as a bonus action. ### Temporal Distortion When you reach 10th level, you gain an additional use of *cosmic sword*. In addition, whenever you kill a creature that is branded with your ruincrest with a *cosmic sword* or your *subspace needle* feature, a sphere of negative energy with a radius of 10 feet emerges from it. Each other creature in the sphere's area must make a Constitution saving throw. On a failed save, a creature's movement speed is reduced by 15 feet until the end of its next turn. You also learn two of the three following herrscher abilities of your choice. - **Abyssal Lance.** (*somatic*, **3/rest**) You summon a lance made of starstuff and strike at a creature within 15 feet of you; 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 15th level.
10
Arbiter | Entropic Herrscher
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**Artist Credit :** [「空之律者」 ](https://www.pixiv.net/member_illust.php?mode=medium&illust_id=71803520) by [sola7764](https://www.pixiv.net/member.php?id=2702224) - **Sangrite Slash.** (*somatic*, **2/rest**) You expend some of your own life force to create a blood-red spear and throw it at a creature no more than 30 feet way. You are dealt 2d10 necrotic damage and make a ranged arbiter attack against the target, which is dealt 5d10 force damage on a hit. This increases to 6d10 at 15th level. - **Vampiric Blade.** (*somatic*, **3/rest**) You summon a crimson sword, then mark a creature within 10 feet of you with a ruincrest as you swing at it with the sword, which evaporates afterwards, as an Attack. Make a melee arbiter attack against the target. The target is dealt 3d8 slashing damage and you regain a number of hit points equal to half the damage dealt. ### Sovereign's Grace When you reach 14th level, the hover speed from the *astral grace* feature becomes flying speed and is increased to 30 feet. Additionally, you learn one of the following herrscher abilities shown below and gain an additional use of *cosmic sword*. - **Abyssal Storm.** (*somatic*, **1/rest**) You rain star-matter upon the battlefield. Each creature of your choice that you can see within 30 feet of you makes a Constitution saving throw. A creature takes 5d10 force damage on a failed save, or half as much damage on a success. \columnbreak - **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 as an attack you can engulf yourself with negative energy that lashes out at creatures near you. Each other creature within 15 feet of you makes a Constitution saving throw. A creature takes 2d12 force damage on a failed save, or half as much damage on a successful save. You can use this attack once or twice on each of your turns with the extra attack feature while raging. 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*, you regain three uses of it. In addition, you gain an additional use of *cosmic sword* and learn a herrscher ability of your choice that you haven't learned yet, that must be learned from any of this ascension's features. You cannot learn a herrscher ability from the *sovereign's grace* feature this way. ## 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. ### Bonded Weapon When you first choose this ascension at 1st level, you learn a ritual that creates a psychic connection between yourself and one 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 not be disarmed of that weapon unless you are incapacitated. If it's on the same plane of existence as, you can summon it as a bonus action, causing it to teleport instantly to your hand. You can have up to two weapons bonded to you, but can only summon one weapon at a time with your bonus action. If you attempt to bond with a third weapon, you must break your bond with one of the other two.
11
Arbiter | Hand of Arrogation
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### Psionic Control Beginning at 3rd level, you have a contact point, a psionic extension of your body that is invisible to all others, which you can use to make attacks with from a distance. Outside of combat, it follows you as you move and you can order it to move elsewhere in your vicinity at will, which is 5 feet at first and increases as you gain more levels in this class, as shown in the table below. If it moves out of its maximum range, it will automatically move back in range, or if that's not possible, teleport next to you or the nearest unoccupied space (to avoid hitting others when it is wielding a weapon). ##### Contact Point Range | Level | Maximum Range | |:------------:|:--------:| | 3rd - 6th | 5 ft. | | 7th - 11th | 10 ft. | | 12th - 16th | 15 ft. | | 17th - 20th | 20 ft. | #### Contact Armed Whenever you would draw or summon a weapon bonded to you, you can choose for it to appear in the invisible grasp of your contact point instead. Because of their nature, contact points can't be disarmed of the weapon they're carrying, and when you command a contact point to stow the weapon it's carrying, the weapon teleports back to you.
**Artist Credit :** [無題](https://www.pixiv.net/en/artworks/82339414) by [ɴᴀʀᴜᴇ/なるゑ](https://www.pixiv.net/en/users/15086299) \columnbreak #### Zero Contact Whenever you finish a rest, your contact point will typically be located where your hand is. You can designate a contact point to follow your hand to avoid burdening yourself at any time it is where your hand is, and when you hold a weapon in your hand, you can transfer that weapon to your contact point at will if the contact point is where your hand is. #### Making Attacks & Contact Movement As part of the Attack action, you can move your contact point to an unoccupied space within range, provided you can see where it is moving, the weapon it is wielding can navigate through the space it is moving through, and it does not expend movement greater than its maximum range. You then make attack and damage rolls with the weapon wielded by that contact point as normal. To instruct a contact point, you must have an open hand to carefully dictate the actions that it makes. If you have no open hands, your contact point will remain frozen in place until it is out of its range (perhaps because you moved and it was no longer in range, for example), where it will either move closer to you on its own, or teleport if it cannot reach you in a single turn. When you teleport, your contact point and the weapon it is wielding also teleport with you, in the closest unoccupied space to avoid teleporting into another creature or object. As a bonus action, you can summon the contact point and the weapon it is holding in your hand or summon it next to you.
12
Arbiter | Hand of Arrogation
\pagebreak ___ **Limitations.** Because of the true form of contact points, they aren't capable of using anything more complex than a sword or other melee weapon that can be swung. They are incapable of nocking arrows or reloading firearms, nor can they aim or fire these weapons. Using the Attack action with one of these weapons does nothing and wastes the action. ### Warded Mind Starting at 6th level, you have resistance to psychic damage. In addition, whenever a creature tries to access your mind, it must must succeed on a Wisdom saving throw or be forced out, suffer 1d10 psychic damage, and alert you to its failed mental incursion. Spells such as *phantasmal killer* and *weird* can trigger this feature and have no effect if the caster does not succeed on their saving throw. ### Second Contact When you reach 10th level, you gain another contact point. However, this contact point uses a bonus action rather than the Attack action to move and attack, it can't carry weapons with the heavy or two-handed property, and doesn't gain any benefits when making an attack against a creature branded with your ruincrest. You use your offhand to command this contact point. **Marking Creatures.** Because of the nature of contact points, you can simultaneously control two of them at once with pinpoint accuracy and brand a creature with your crest with a bonus action even if you don't have a free hand. ### Arrogation's Wrath At 14th level, you gain access to a second bonus action to use on each of your turns. You can only make attacks with your second contact point with this bonus action. You also gain a second reaction outside of each of your turns which is reserved for making attacks of opportunity. ### The Usurper's Indignation Beginning at 18th level, while you're missing more than half your hit points, you no longer subtract your marked penalty to any attack rolls, damage rolls, and saving throws that you make. ## Prophet's Retainer Prophet's retainers typically serve a figure of authority, often as agents who act under their direct orders. As the hands of a powerful figure, they act with impunity. Incapable of using supernatural powers like other arbiters, they utilize magic to supplant their martial prowess and make up for their lack of otherworldly powers. ### 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. You only know 1 cantrip of your choice from the cleric spell list at first. \columnbreak
##### The Prophet's Retainer | Arbiter Level | Cantrips | Spells Known | 1st | 2nd | 3rd | 4th | |:----:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | 1 | — | — | — | — | — | | 2nd | 1 | — | — | — | — | — | | 3rd | 2 | 3 | 2 | — | — | — | | 4th | 2 | 4 | 3 | — | — | — | | 5th | 2 | 4 | 3 | — | — | — | | 6th | 2 | 5 | 3 | — | — | — | | 7th | 2 | 5 | 4 | 2 | — | — | | 8th | 2 | 6 | 4 | 2 | — | — | | 9th | 2 | 6 | 4 | 2 | — | — | | 10th | 3 | 7 | 4 | 3 | — | — | | 11th | 3 | 7 | 4 | 3 | — | — | | 12th | 3 | 8 | 4 | 3 | — | — | | 13th | 3 | 8 | 4 | 3 | 2 | — | | 14th | 3 | 9 | 4 | 3 | 2 | — | | 15th | 3 | 9 | 4 | 3 | 2 | — | | 16th | 3 | 10 | 4 | 3 | 3 | — | | 17th | 3 | 10 | 4 | 3 | 3 | — | | 18th | 3 | 11 | 4 | 3 | 3 | 1 | | 19th | 3 | 11 | 4 | 3 | 3 | 1 | | 20th | 3 | 12 | 4 | 3 | 3 | 1 |
#### Cantrips You know one cantrip of your choice from the cleric spell list. When you reach 3rd level and again at 10th level, you learn one additional cantrip of your choice from the cleric spell list, for a total of three cantrips from the cleric spell list. ### Prophet's Anointment When you reach 3rd level, your inherent magical capabilities awaken. You learn three 1st level cleric spells of your choice and gain proficiency in Arcana if you aren't already proficient with it.
13
Arbiter | Prophet's Retainer
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**Artist Credit :** [モスティマ](https://www.pixiv.net/en/artworks/82799313) by [萌子芽](https://www.pixiv.net/en/users/7758820) #### Spell Slots The Prophet's Retainer table shows how many spell slots you have to cast your arbiter 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. #### Spells Known of 1st Level and Higher You know three 1st-level cleric spells of your choice. The Spells Known column of the Prophet's Retainer table shows when you learn additional cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots. #### Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from the primordial threads that you possess, awakened by your adherence to the person you aid. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Wisdom modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom modifier
#### Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you know that spell. #### Spellcasting Focus You can use your body as the focus for your cleric spells. ### Prophet's Fangs At 6th level, you can manipulate the Weave to cast your cleric spells even when you have no spell slots. You can cast a cleric spell you know of 1st level without using a spell slot, provided it targets a single creature and the target is marked with your ruincrest. Once you cast a spell this way, you can't cast another spell with this feature until you finish a long or short rest. You cast a cleric spell of 2nd level with this feature when you reach 11th level, a cleric spell of 3rd level at 16th level, and a paladin spell of 3rd level or lower with this feature this way at 18th level.
14
Arbiter | Prophet's Retainer
\pagebreak ### Emissary of Authority Beginning at 10th level, you learn to silence your prey when they attempt to cast a spell. Whenever a creature within 60 feet of you that is branded with your ruincrest casts a spell, you can use your reaction to cast *counterspell*, no spell slot required, targeting that creature. Once you use this feature, you must finish a long or short rest before using it again. ### Arcane Adeptus Beginning at 14th level, you know how to cast your cleric spells without relenting against opponents. You can use the Attack action to cast your cleric spells of 1st level or higher with a casting time of 1 action. You can't cast more than one spell with the Attack action this way each turn. Beginning at 18th level, you can use the Attack action to cast paladin spells you know of 1st level or higher with a casting time of 1 action. ### Agent of Sovereigns When you reach 18th level, you learn to memorize and cast cleric and paladin spells. Wisdom is your spellcasting ability for these spells. Upon reaching 18th level, you can replace any number of cleric spells you know with spells of 4th level or lower from the paladin spell list. Whenever you gain a level as an arbiter, you can also replace a cleric or paladin spell you know with another spell of your choice from the cleric or paladin spell list, which must be of a level for which you have spell slots. In addition, whenever you kill a creature marked with your ruincrest with a weapon attack, you regain a spell slot 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 instead. ## 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. ### Benthic Ascent When you first choose this path at 1st level, you gain the ability to breathe underwater and a swim speed of 30 feet. In addition, you choose a benthic origin and gain its feature. You also gain minor physical attributes that are reminiscent of your chosen origin. For example, if your chosen origin is the shark, 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. \columnbreak - **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 regain expended uses when you finish a long rest. The lightning damage increases to 2d8 at 12th 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 you make and to grapple checks you make against creatures branded with your ruincrest. - **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 increases by 10 feet as long as a creature that's within 60 feet of you and that is branded with your ruincrest is missing any of its hit points. - **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. When you reach 12th level, the penalty increases to -2. ### Unbreakable Predator When you reach 3rd level, you become proficient in heavy armor if you aren't proficient with it yet. Additionally, any equipment you are wearing is considered magical for the purpose of ignoring effects that can damage or destroy equipment that isn't magical, such as a black pudding's *corrosive form*. ### 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. Additionally, you gain a supernatural benefit based on the origin of your choice. You can choose the same origin you selected at 1st level or a different one. - **Kraken.** You develop 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). In addition, 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.** You ignore difficult terrain, and magical effects can't reduce your speed or cause you to be restrained. Additionally, you can spend 10 feet of movement to escape from nonmagical restraints or being grappled while underwater.
15
Arbiter | Sovereign of Tides
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**Artist Credit :** [Silver=Black(Red)](https://www.pixiv.net/en/artworks/84432084) by [Tuda6](https://www.pixiv.net/en/users/40689671)
- **Whale.** Compared to other members of your race, you display impressive physical attributes. Your maximum hit points increases by 12, and when you gain another level in this class, your maximum hit points is increased by 2. ### Elegy of the Arbiter Beginning at 10th level, you can enter a trance which lasts one minute as a bonus action. When you do so, you gain a number of temporary hit points equal to your maximum hit points, you have a second instance of *extra attack*, you are immune to being charmed and frightened, your movement speed is increased by 20 feet, and you 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 as a bonus action. Once you use this feature, you must finish a long rest before using it again. ### 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. \columnbreak - **Kraken.** You augment yourself with more abilities that krakens are capable of. As an action, you can create 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, taking 4d10 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 Constitution modifier (a minimum of once). You regain expended uses when you finish a 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. - **Orca.** Your attacks are made with lethal force. Whenever you hit a creature with a weapon with the *heavy* or *two handed* property, that creature makes a Strength saving throw. On a failed save, it is pushed back 5 feet. Before determining if that creature fails its save, you can spend your 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, 19, or 20 against creatures branded with your ruincrest. - **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 long or short 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 *abyssal elegy* 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 Starting at 1st level when you first choose this ascension, 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. ### Vermillion Assault As a vermillion knight, you can channel the flame within yourself and shape it into a force of destruction. You know two abilities that allow you to manifest it into a weapon of destruction when you reach 3rd level.
16
Arbiter | Vermillion Knight
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##### Vermillion Knight | Level | Charges | |:----:|:---:| | 3rd | 7 | | 4th | 8 | | 5th | 9 | | 6th | 10 | | 7th | 11 | | 8th | 12 | | 9th | 13 | | 10th | 14 | | 11th | 14 | | 12th | 15 | | 13th | 15 | | 14th | 16 | | 15th | 16 | | 16th | 17 | | 17th | 17 | | 18th | 18 | | 19th | 18 | | 20th | 19 |
**Artist Credit :** [真紅の騎士・月蝕](https://www.pixiv.net/en/artworks/79985364) by [ハヤブサ🐤](https://www.pixiv.net/en/users/4546023) #### Charges Starting at 3rd level, you are capable of drawing energy from yourself and shape it into a fiery tool 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. ___ When you spend a charge, it is unavailable until you finish a long or short rest, at the end of which your body recovers all spent energy if you have less charges than your base charge. \columnbreak
___ Choose two of the following vermillion assaults to learn. If a free hand is needed to use a vermillion assault, it is noted in parenthesis before that ability's description. - **Flame Slash.** (**1 charge**) You imbue your weapon with flame as you strike an enemy with it, branding it with a ruinmark. The target takes an additional 1d8 fire damage on a hit. The damage increases to 2d8 at 7th level, 3d8 at 12th 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 7th level, five at 12th level, and six swords at 17th level. You don't subtract your marked penalty from attack and damage rolls for this vermillion assault. - **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 successful one. The damage dealt increases to 3d6 at 7th level, 4d6 at 12th level, and 5d6 at 17th level.
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Arbiter | Vermillion Executor
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##### Overheating Performing a vermillion assault is physically taxing. After using a vermillion assault, it becomes overheated until the end of your next turn. When you use a vermillion assault that is overheated, you can't use it again for one minute.
**Artist Credit :** [「 最後の授業~真紅の騎士・月蝕~」](https://www.pixiv.net/member_illust.php?mode=medium&illust_id=72529084) by [xFate@崩壊3新刊委託中](https://www.pixiv.net/member.php?id=2374176) \columnbreak ### Crimson Arbiter Starting at 6th level, you have resistance to fire damage. You also learn another vermillion assault of your choice from the list below or from the *vermillion assault* list. - **Dual Strike.** (*somatic*, **2 charges**) You summon two flaming blades. Make two melee arbiter attacks against a 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 16th level. You don't subtract your marked penalty from attack and damage rolls for this vermillion assault. - **Salamander Strike.** (**2 charges**) Fire erupts from your feet and races to up to three creatures within 20 feet of you. Each targets must make a Strength saving throw and a Dexterity saving throw. A creature is knocked down on a failed Strength save, while a creature is dealt 3d6 fire damage on a failed Dexterity saving throw, or half as much damage instead on a successful Dexterity save. The damage dealt increases to 4d6 at 11th level and 5d6 at 16th level. ### Unyielding Savagery At 10th level, you can use a vermillion assault twice instead of once before overheating it if you are missing at least half your hit points. ### 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. - **Heavensbane.** You shape a massive sword from swirling flame and leap at a creature up to 10 feet away, branding them with a ruincrest and strike them. They must make a Constitution saving throw to avoid the brunt of the 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 Using an alpha execution causes you to gain two levels of exhaustion, and the next long rest you finish doesn't reduce your level of exhaustion. You can't use more than one alpha execution per day. **Override.** You can can override the limit on using alpha executions once per day by gaining an additional level of exhaustion. You can't override the limit this way more than once per day, as doing so renders you lifeless unless you're immune to exhaustion, and even then it is incredibly taxing.
18
Arbiter | Vermillion Knight
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### Flaming Crescendo At 18th level, you gain immunity to fire damage, any attacks you make ignore resistance to fire damage, and you regain a charge whenever you kill a creature that's marked with your ruincrest. ## Wraithblade Wraithblades are arbiters who specialize in the art of becoming invisible to their prey. Even without the shadows to conceal their presence, they obscure themselves against their victims with ancient magic. ### Shadowed Seeker When you first choose this ascension at 1st level, you can add your Marked Bonus to Wisdom (Survival) checks you make to track a creature that's marked with your ruincrest. Additionally, you can take a bonus action on each of your turns in combat. This action can be used only to take the Hide action. ### Phantasmal Initiation At 3rd level, your latent supernatural potential awakens, and you learn to cloak yourself. As a bonus action, you can make yourself and anything you are wearing or carrying, provided they are on you, become invisible to the creature marked with your ruincrest for 1 minute. The effect ends when you make an attack or cast a spell. You can use this feature a number of times equal to 1 plus your Constitution modifier (a minimum of twice). You regain expended uses when you finish a long or short rest. Additionally, you gain the following benefits while you are invisible to at least one other creature: - Your movement creates no noise. - A creature that you are invisible to can't hear what you're saying unless you allow them to hear you. - A creature that is frightened of you has disadvantage on all ability checks and attack rolls, even if you aren't in its line of sight. ### Stalking Dread When you reach 6th level, you invoke fear in your prey when they watch you vanish. Whenever you become invisible to a creature marked with your ruincrest, you may have it make a Wisdom saving throw, frightening it for 1 minute on a failed save. It can repeat the saving throw at the end of each of its turns, ending the effect on a failed save. If a creature makes a successful save or the condition ends for it, that creature can't be frightened with this feature for the next 24 hours. You can use this feature a number of times equal to 1 plus your Constitution modifier (a minimum of twice), and you regain expended uses when you finish a long or short rest. \columnbreak
**Artist Credit :** [NO.2](https://www.pixiv.net/en/artworks/72215512) by [cell](https://www.pixiv.net/en/users/4819220)
### Ghastly Reverie Beginning at 10th level, attacking and casting spells doesn't end the invisible condition for you. Additionally, you gain an extra use of *phantasmal initiation*. ### Spectral Butcher At 14th level, whenever you score a hit against a creature that can't see you, you can make that attack a critical hit. Once you use this feature, you can't use it again until your next turn, and you can use this feature a number of times equal to 1 plus your Consitution modifier (a minimum of twice). You regain expended uses when you finish a long or short rest. ### Everlasting Delusion Beginning at 18th level, you are permanently invisible to creatures marked with your ruincrest. Using the *phantasmal initiation* feature instead causes you to become invisible to all other creatures for its duration.
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Arbiter | Wraithblade