Arbiter of Order (5e Class)
Arbiter of Order[edit]
<!-Introduction Leader->[edit]
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.
Creating a Arbiter of Orde[edit]
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.
- Quick Build
You can make an arbiter of order quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Arbiter of Order you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Arbiter of Order level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Arbiter of Order level after 1st
- Proficiencies
Armor: Heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Constitution, Intelligence
Skills: Choose two from Athletics, Insight, History, Intimidation, Medicine, Perception, and Persuasion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||
1st | +2 | Lawful Strike, Order's Mandate | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Aura of Absolute Law | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Channel of Law, Oath | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Order's Judgment | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Unyielding Will | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Absolute Decree, Oath Feature | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Law's Rebirth | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Divine Order, Oath Feature | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Supreme Justice | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Absolute Authority | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Unshakable Will | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Cosmic Decree, Oath Feature | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | — | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | — | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Lawful Strike[edit]
At 1st level, 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.
Order's Mandate[edit]
At 1st level, 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.
Aura of Absolute Law[edit]
At 2nd level, 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.
Channel of Law[edit]
At 3rd level, 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.
Oath[edit]
At 3rd level, you chose an oath. Choose between Oath of Law and Oath of Order, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, and 15th levels.
- 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.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Order's Judgment[edit]
At 5th level, 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.
Unyielding Will[edit]
At 6th level, 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.
Absolute Decree[edit]
At 7th level, 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.
Law's Rebirth[edit]
At 9th level, 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.
Divine Order[edit]
At 10th level, 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.
Supreme Justice[edit]
At 11th level, 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.
Absolute Authority[edit]
At 13th level, 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.
Unshakable Will[edit]
At 14th level, 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.
Cosmic Decree[edit]
At 15th level, 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.
Oath of Law[edit]
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.
- Decree of the Unyielding
At 3rd level, 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.
- Law of Binding
At 7th level, 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.
- Absolute Justice
At 10th level, 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.
- The Supreme Decree
At 15th level, 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.
Oath of Order[edit]
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.
- Perfect Balance
At 3rd level, 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.
- Weaving the Web of Order
At 7th level, 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).
- Harmonious Infusion
At 10th level, 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.
- Law of Eternal Harmony
At 15th level, 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.
Arbiter of Order Spell List[edit]
- Cantrips
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
- 6th Level
- 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
- 9th Level
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the arbiter of order class, you must meet these prerequisites:
Proficiencies. When you multiclass into the arbiter of order class, you gain the following proficiencies:
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