Puntos de Golpe
Competencias
Arbiter
| Nivel | Bonificador de Competencia | Características | Marked Bonus | Marked Penalty |
|---|---|---|---|---|
| 1 | + 2 | Arbiter Ascension Ruincrest | +2 | -3 |
| 2 | + 2 | Arbiter Ascension Ruincrest | +2 | -3 |
| 3 | + 2 | Arbiter Ascension Ruincrest | +3 | -3 |
| 4 | + 2 | Arbiter Ascension Ruincrest | +3 | -4 |
| 5 | + 3 | Arbiter Ascension Ruincrest | +3 | -4 |
| 6 | + 3 | Arbiter Ascension Ruincrest | +3 | -4 |
| 7 | + 3 | Arbiter Ascension Ruincrest | +4 | -4 |
| 8 | + 3 | Arbiter Ascension Ruincrest | +4 | -5 |
| 9 | + 4 | Arbiter Ascension Ruincrest | +4 | -5 |
| 10 | + 4 | Arbiter Ascension Ruincrest | +4 | -5 |
| 11 | + 4 | Arbiter Ascension Ruincrest | +5 | -5 |
| 12 | + 4 | Arbiter Ascension Ruincrest | +5 | -5 |
| 13 | + 5 | Arbiter Ascension Ruincrest | +5 | -5 |
| 14 | + 5 | Arbiter Ascension Ruincrest | +5 | -6 |
| 15 | + 5 | Arbiter Ascension Ruincrest | +6 | -6 |
| 16 | + 5 | Arbiter Ascension Ruincrest | +6 | -6 |
| 17 | + 6 | Arbiter Ascension Ruincrest | +6 | -6 |
| 18 | + 6 | Arbiter Ascension Ruincrest | +6 | -6 |
| 19 | + 6 | Arbiter Ascension Ruincrest | +7 | -6 |
| 20 | + 6 | Arbiter Ascension Ruincrest | +7 | -6 |
Características de Clase
Nivel 1
Nivel 10
Nivel 11
Nivel 12
Nivel 13
Nivel 14
Nivel 15
Nivel 16
Nivel 17
Nivel 18
Nivel 19
Nivel 2
Nivel 20
Nivel 3
Nivel 4
Nivel 5
Nivel 6
Nivel 7
Nivel 8
Nivel 9
Competencias
light
medium
simple
martial
Equipo Inicial
Características de Clase
Arbiter Ascension (Level 1)
Choose an ascension, which details the source of your power and shapes the path you take as an arbiter. Your chosen ascension grants you features when you choose it at 1st level and again at 3rd, 6th, 10th, 14th, and 18th level.
Saving Throws
Some arbiter features, in addition to features granted by your chosen ascension, force you to make an attack roll and/or the target to make a saving throw. Constitution is the modifier for these abilities, as you draw primeval energy from yourself to fuel them. You use your Constitution modifier to set the save DC for your arbiter features or when making an attacking roll with one.
Arbiter
Arbiter
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 (Level 1)
In combat, arbiters can brand their foes with ruincrests, brands of primordial power, to hone their focus to inhuman levels. Owing to their nature, ruincrests do not abide by the Weave - antimagic field, dispel magic, and other effects like them have no effect on ruincrests.
Each arbiter has 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.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.
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.
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.
Unyielding Preeminence (Level 2)
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 (Level 3)
When you reach 3rd level, you acquire a talent unique to arbiters which bolsters your skills in combat. Choose one of the following. You can't take a Martial Acumen feature more than once. Upon reaching 13th level, you gain an additional Martial Acumen, then your chosen acumens grant you extra features.
Arbiter Ascension (Level 3)
At 3th level, you gain a feature from your Arbiter's Ascension
Ability Score Improvement (Level 4)
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 two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Arbiter Ascension (Level 6)
At 6th level, you gain a feature from your Arbiter's Ascension
Ruinous Augury (Level 7)
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.
Ability Score Improvement (Level 8)
When you reach 8th level you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Frightful Crest (Level 9)
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.
Arbiter Ascension (Level 10)
At 10th level, you gain a feature from your Arbiter's Ascension
Unyielding Preeminence (2) (Level 11)
Beginning at 11nd level, your Marked Penalty is reduced by 2 as long as you are missing at least half of your hit points.
Ability Score Improvement (Level 12)
When you reach 12th level you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Greater Martial Acumen (Level 13)
Upon reaching 13th level, you gain an additional Martial Acumen and both your chosens acumens grant you extra features.
Arbiter Ascension (Level 14)
At 14th level, you gain a feature from your Arbiter's Ascension
Seeker's Sanction (Level 15)
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.
Ability Score Improvement (Level 16)
When you reach 16th level you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Otherworldly Vengeance (Level 17)
Starting at 17th level, you have a second instance of extra attack (for a total of three attacks, or four if Elegy of the Arbiter or Blood Dance is active for you) while you are missing at least half of your hit points.
Arbiter Ascension (Level 18)
At 18th level, you gain a feature from your Arbiter's Ascension
Ability Score Improvement (Level 19)
When you reach 19th level you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Calamitous Warstorm (Level 20)
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.
Multiclase
Requisitos de Multiclase
- DEX: 13 o STR: 13
Competencias Obtenidas
Subclases
Características de Subclase
Blood Voivode
Blood Voivode (Level 1)
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 (Level 1)
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.
| Level | HP Regained |
|---|---|
1st - 5th | 1d4 |
6th - 10th | 2d4 |
11th - 15th | 3d4 |
16th - 20th | 4d4 |
Crimson Sacraments (Level 3)
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.
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 its description.
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.
Vampiric Impetus (Level 6)
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.
Undying Fortitude (Level 10)
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.
Crimson Arrogation (Level 14)
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.
Bloodscarred Sovereignty (Level 18)
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.
Entropic Herrscher
Entropic Herrscher (Level 1)
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 (Level 1)
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 (Level 3)
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 or short rest.
A creature that makes a roll to learn more about your herrscher abilities rolls with disadvantage unless it has studied them in the past.
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 its description.
Astral Grace (Level 6)
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.
Temporal Distortion (Level 10)
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.
Sovereign's Grace (Level 14)
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.
Sundering Herald (Level 18)
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
Hand of Arrogation (Level 1)
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 (Level 1)
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.
Psionic Control (Level 3)
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.
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.
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 (Level 6)
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 (Level 10)
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 (Level 14)
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 (Level 18)
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 Retainer (Level 1)
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 (Level 1)
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.
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 (Level 3)
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.
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.
Arbiter
Arbiter
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 (Level 6)
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.
Emissary of Authority (Level 10)
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 (Level 14)
Beginning at 14th level, you know how to cast your cleric spells without relenting against your enemies. Once during each of your turns, you can cast one of your cleric spells of 1st level or higher with a casting time of 1 action in place of one of your attacks. Beginning at 18th level, you can instead cast one of your paladin spells of 1st level or higher with a casting time of 1 action in place of that attack instead.
Agent of Sovereigns (Level 18)
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
Sovereign of Tides (Level 1)
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 (Level 1)
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.
Unbreakable Predator (Level 3)
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, and you have advantage on saving throws against being frightened.
Deep-Dweller's Heart (Level 6)
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.
Elegy of the Arbiter (Level 10)
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 another 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 (Level 14)
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.
Sovereign's Respite (Level 18)
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 Knight (Level 1)
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 (Level 1)
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 (Level 3)
As a vermillion knight, you can channel the flame within yourself and shape it into a force of destruction.
Starting at 3rd level, you are capable of drawing energy from yourself and shape it into a fiery tool of destruction with the 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.
Choose two of the following vermillion assaults to learn. If a free hand is needed to use a vermillion assault, it is noted in that ability's description.
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.
Crimson Arbiter (Level 6)
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.
Unyielding Savagery (Level 10)
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 (Level 14)
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.
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.
Flaming Crescendo (Level 18)
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.