Arbiter of Order
Class: Arbiter of Order
The **Arbiter of Order** now becomes an unyielding force of law and justice, an absolute enforcer who commands both heavy armor and devastating law-based magic. Their overwhelming strength comes from their ability to use both force and magical decree to crush enemies, protect allies, and impose the unrelenting will of the cosmos. Their powers scale over time, eventually allowing them to bend the laws of the universe itself to ensure absolute order.
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- **Hit Dice:** d12
- **Primary Ability Score:** Intelligence
- **Proficiencies:**
- **Armor:** Heavy armor, shields - **Weapons:** Simple weapons, martial weapons - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two from Athletics, Insight, History, Intimidation, Medicine, Perception, and Persuasion.
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- **Class Features**
- **Level 1: Lawful Strike**
You can now use your Intelligence modifier for attack and damage rolls with all melee weapons. In addition, when you hit with a melee weapon attack, you can expend a spell slot to add **extra damage** equal to 2d10 per level of the spell slot used. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) per long rest.
- **Level 1: Order's Mandate**
You gain the ability to cast spells that impose law and order. You now have an expanded spell list and **Intelligence** as your spellcasting modifier. You gain the following spells at 1st level: - **Cantrips (at 1st level):** *Command*, *True Strike*, *Thaumaturgy*, *Sacred Flame* - **1st Level:** *Hold Person*, *Shield of Faith*, *Bless*, *Expeditious Retreat* - **2nd Level:** *Hold Monster*, *Zone of Truth*, *Mirror Image*, *Lesser Restoration* - **3rd Level:** *Counterspell*, *Bestow Curse*, *Blinding Smite* - **4th Level:** *Freedom of Movement*, *Banishment*, *Divination* - **5th Level:** *Dominate Person*, *Wall of Force*, *Hold Leviathan* (Homebrew, imposes control over very large creatures) - **6th Level:** *Plane Shift*, *True Seeing*
- **Level 2: Aura of Absolute Law**
You emanate an aura of inviolable law in a 30-foot radius. Creatures of your choice within the aura have disadvantage on all saving throws against being charmed, frightened, or influenced by magic. You can **force one creature within your aura per round to make a Wisdom saving throw** (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is **paralyzed for 1 minute**.
- **Level 3: Channel of Law**
Once per long rest, as an action, you can **expend a spell slot** to declare a "Law of Binding." All creatures within a 30-foot radius of you must succeed on a Wisdom saving throw or be completely paralyzed for 1 minute. During this time, they cannot take actions, move, or speak, and **take 3d10 force damage** at the start of each of their turns. You can choose to break the effect early as a bonus action.
- **Level 4: Ability Score Improvement**
Increase one ability score of your choice by 2, or two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.
- **Level 5: Order's Judgment**
Whenever you hit with a melee weapon attack, you can now use your **Channel of Law** ability as a reaction, automatically applying the **paralysis effect** on a target within 30 feet, and **deal an additional 4d10 force damage** to the target. In addition, you can now **move 10 feet** after a successful attack without provoking attacks of opportunity.
- **Level 6: Unyielding Will**
You can now use a bonus action to **gain temporary hit points equal to your Intelligence modifier x 10** (minimum of 10). These temporary hit points last for 1 hour and cannot be regained through spells or abilities. While these temporary hit points are active, you gain **advantage on all saving throws** and resistance to all damage types except force.
- **Level 7: Absolute Decree**
Once per long rest, you can issue an **Absolute Decree**. Choose one creature within 60 feet. They must make a **Charisma saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier)** or be **utterly bound by your will** for 1 hour. During this time, the target cannot take reactions, use any Legendary Actions, and their movement speed is halved. You can issue commands to the target telepathically, which they must obey.
- **Level 8: Ability Score Improvement**
- **Level 9: Law's Rebirth**
When you drop to 0 hit points, you can **instantly regain hit points equal to your Intelligence modifier x 20** as a reaction. Once you use this feature, you must finish a long rest before using it again. Additionally, you can now **cast *Sanctuary*** on yourself at will for 1 minute without expending a spell slot.
- **Level 10: Divine Order**
You can now cast ***Plane Shift* at will** without expending a spell slot. In addition, you can choose one creature within 60 feet and cause them to make a **Charisma saving throw** (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is **teleported to another plane of existence of your choice**.
- **Level 11: Supreme Justice**
Once per long rest, as a bonus action, you can cast ***Divine Word* without expending a spell slot**. The area of effect for *Divine Word* increases to a 60-foot radius. Creatures within the radius must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be immediately obliterated, their bodies erased from existence.
- **Level 12: Ability Score Improvement**
- **Level 13: Absolute Authority**
Your **Aura of Absolute Law** now extends to a 60-foot radius. You can now **force creatures within your aura** to make a **Wisdom saving throw** (DC = 8 + your proficiency bonus + your Intelligence modifier) or be **exiled to a demi-plane** for 1 hour, unable to return until you allow it. This ability can be used once per long rest.
- **Level 14: Unshakable Will**
When you cast a spell that requires a saving throw, you can **choose to automatically succeed** on your own saving throw against that effect, reflecting your unyielding commitment to maintaining order. Additionally, if a creature within 60 feet fails a saving throw against your spell, you can force them to **take double the damage** from that spell.
- **Level 15: Cosmic Decree**
Once per long rest, you can cast ***Time Stop*** without expending a spell slot. However, after the **Time Stop** ends, all enemies you affected must make a **Constitution saving throw** or be instantly reduced to **0 hit points**, as the weight of your absolute law crushes them. You can choose to spare them if desired.
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- **Spellcasting**
- **Spellcasting Ability:** Intelligence is your spellcasting ability for your Arbiter of Order spells. - **Spell Slots:** Same as Wizard (refer to the Player’s Handbook).
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- **Arbiter of Order Spell List**
- **Cantrips:** *Command*, *True Strike*, *Thaumaturgy*, *Sacred Flame*, *Prestidigitation* - **1st Level:** *Hold Person*, *Shield of Faith*, *Bless*, *Expeditious Retreat*, *Bane*, *Divine Favor* - **2nd Level:** *Hold Monster*, *Zone of Truth*, *Mirror Image*, *Lesser Restoration*, *Aid* - **3rd Level:** *Counterspell*, *Bestow Curse*, *Blinding Smite*, *Dispel Magic*, *Mass Healing Word* - **4th Level:** *Freedom of Movement*, *Banishment*, *Divination*, *Stoneskin* - **5th Level:** *Dominate Person*, *Wall of Force*, *Hold Leviathan*, *Dispel Evil and Good* - **6th Level:** *Plane Shift*, *True Seeing*, *Heroes' Feast* - **7th Level:** *Power Word Heal*, *Forcecage*, *Teleportation Circle* - **8th Level:** *Divine Word*, *Earthquake* - **9th Level:** *Wish*, *Gate*
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- **Summary:**
The **Arbiter of Order** has become an overwhelming force of law and magic, capable of reshaping reality with their supreme command over their enemies. They impose absolute control through unrelenting law-based magic and devastating martial prowess. With the ability to control time, banish foes, dominate creatures' wills, and deal massive damage, they are virtually unstoppable and able to crush even the most powerful adversaries with ease.
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- **Arbiter of Order Subclass: Oath of Law**
- **Oath of Law** is the path of the ironclad enforcer, dedicating oneself to absolute rules and unyielding justice. This subclass seeks to impose law upon the universe, ensuring that no creature can escape the weight of divine decree. Their powers revolve around punishing transgressions, enforcing absolute compliance, and providing a sense of finality in their judgment.
- **Level 3: Decree of the Unyielding**
You gain the ability to enforce your will on any creature that defies the law. As a bonus action, you can declare a **Decree of the Unyielding** on a creature within 60 feet. The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the target is **restrained and takes 2d8 radiant damage** at the start of each of their turns for 1 minute. This damage increases by 1d8 at 10th level and 15th level.
You can only have one active **Decree of the Unyielding** at a time.
- **Level 7: Law of Binding**
You can now bind a creature to your will. As an action, choose one creature within 60 feet. The creature must make a **Charisma saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier)**. On a failed save, the creature is **forced to obey a single command** for 1 minute, and if they do not obey, they take 5d10 force damage and suffer disadvantage on all attack rolls and saving throws until the command is fulfilled.
- **Level 10: Absolute Justice**
You can now declare an **Absolute Judgment** on any creature within 60 feet. As a reaction to a creature attacking you or an ally within 30 feet, you can force that creature to make a **Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier)**. On a failed save, the creature is **paralyzed for 1 minute**. Additionally, during this time, the creature takes **10d6 radiant damage** at the start of each of their turns. A creature can only be affected by this once per long rest.
- **Level 15: The Supreme Decree**
Once per long rest, you can issue a **Supreme Decree**. Choose a creature within 60 feet. That creature must make a **Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier)**. On a failed save, the creature is instantly **banished to a demiplane of your choosing** for 1 hour. While in the demiplane, the creature is considered **paralyzed** and cannot take any actions, reactions, or movements. Only the Arbiter of Law can allow the creature to return. The target can repeat the saving throw at the end of each of their turns, but on a failed save, they cannot escape.
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- **Arbiter of Order Subclass: Oath of Order**
- **Oath of Order** is the path of the meticulous architect, striving to maintain the perfect harmony and structured perfection of the cosmos. This subclass is focused on maintaining balance, enforcing symmetry, and ensuring that all things operate within a rigid structure. Their powers enhance defense, control the battlefield, and prevent chaos from interfering with the natural flow of existence.
- **Level 3: Perfect Balance**
As an action, you can impose a **Balance of Order** on a creature within 60 feet. The creature must succeed on a **Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier)** or be **knocked prone** and have disadvantage on their next attack roll. On a successful save, the creature is not knocked prone but suffers disadvantage on their next attack roll.
Additionally, your **Aura of Absolute Law** now grants all allies within range **resistance to all damage types** as long as they are following a structure (such as an order, plan, or tactical approach) within the next minute.
- **Level 7: Weaving the Web of Order**
You can now **weave the threads of order** to manipulate the battlefield. As an action, you can create a **web of order** in a 30-foot radius. Creatures within the area must make a **Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier)**. On a failed save, the creatures are **restrained** and have disadvantage on saving throws against spells that force them to take an action.
In addition, while within the web, **enemies** have disadvantage on attack rolls against creatures that are following a structured tactic or coordinated strategy (such as positioning or support).
- **Level 10: Harmonious Infusion**
You can infuse your body with the essence of perfect order. As a bonus action, you can spend 1 hit die to grant yourself the following benefits for 1 minute: - **Immunity to being frightened** or charmed. - **Advantage on all saving throws** against spells or magical effects. - **Bonus to AC equal to your Intelligence modifier.**
- **Level 15: Law of Eternal Harmony**
Once per long rest, you can enact the **Law of Eternal Harmony**. You can choose a 60-foot area and enforce perfect symmetry within that space. For 1 minute, you can: - **Rearrange the battlefield**, causing difficult terrain to become clear, walls to become easier to pass through, and obstacles to be placed in the most optimal positions for strategic advantage. - **Grant all allies within the area** the ability to **use their reaction** to make a saving throw against an incoming spell or attack, using your Intelligence modifier for the saving throw.
During this time, all creatures within the area must follow an **organized structure**, or they suffer **disadvantage on all attacks** and **cannot cast spells** that require concentration.
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- **Summary of Subclasses**
- **Oath of Law** focuses on **absolute control** and **punishing transgressions**, ensuring that all creatures obey the law and that those who don't are utterly crushed by the Arbiter's power. - **Oath of Order** revolves around **balance, structure, and control**, manipulating the battlefield to ensure that everything falls into perfect harmony and no chaotic force can disrupt the peace.
Both subclasses elevate the **Arbiter of Order** to supreme levels of power, allowing them to dominate the field and ensure the smooth operation of the world according to their vision of ultimate law and order.