THE ARBITER’S AID - TABLE REFERENCE#

How to Access#

Before/During Combat: Party members can use their holy marks from the Arbiter to commune with her and request aid. This is a free action that can be done once before or during the final battle.

Automatic Trigger: The Arbiter watches over those who fight for justice. Her intervention may trigger when her champions fall.


ARBITER’S BLESSING OF JUSTICE (Proactive - Player Choice)#

Activation#

  • Any party member can use their holy mark to call upon the Arbiter
  • Takes no action (can be done at start of combat or on any turn)
  • Can only be used once during the final battle

Effect#

When activated, the Arbiter’s voice rings out:

“You fight for justice against the shadow. Receive my blessing, champions of light.”

All party members bearing her mark gain:

  • 15 temporary hit points
  • Advantage on saving throws vs fear and charm for 1 minute
  • Weapons count as magical and deal +1d6 radiant damage for 1 minute (10 rounds)

Visual#

  • Holy symbols on their bodies glow with golden-white light
  • Weapons shimmer with radiant energy
  • A translucent image of the Arbiter appears briefly above the battlefield

Notes#

  • Temp HP stacks with other sources
  • Radiant damage applies to all weapon attacks (including Skreek’s Summer’s Edge, Francis’s rays, etc.)
  • Time limit means party must choose strategic moment to activate

ARBITER’S INTERVENTION (Reactive - Automatic)#

Trigger#

The first time a party member bearing the Arbiter’s mark drops to 0 hit points during the final battle

Effect#

The Arbiter’s divine energy surges through the fallen champion:

“Not yet, champion. Justice still requires your blade.”

The fallen party member:

  • Immediately stabilized at 1 hit point (no death saves needed)
  • Stands up automatically (doesn’t use movement or action)
  • Gains 20 temporary hit points
  • Glows with holy light - attacks against them have disadvantage until the start of their next turn

Visual#

  • Divine light erupts from their holy mark
  • They float briefly as radiant energy courses through them
  • The Arbiter’s voice echoes across the battlefield
  • Skreek’s Shield of the Dusk Lord may shine particularly bright

Notes#

  • This only triggers once per combat (first party member to drop to 0 HP)
  • Does not consume their Arbiter’s Blessing - these are separate abilities
  • Can combine with Arbiter’s Blessing for maximum protection
  • After temp HP is lost, character is vulnerable again

TACTICAL CONSIDERATIONS#

Arbiter’s Blessing Timing:

  • Early: Maximizes duration, helps survive opening rounds
  • Mid-fight: Save for when ritual reaches dangerous phases
  • Desperate: Use when party is overwhelmed

Arbiter’s Intervention:

  • Automatic safety net for first knockout
  • Doesn’t prevent subsequent deaths
  • Party should still be cautious after first intervention

Combined Strategy:

  • If party calls Blessing early and someone still drops to 0, Intervention saves them
  • Creates two layers of divine protection
  • Still requires smart play to survive

NARRATION SUGGESTIONS#

When Party Calls for Blessing:

“As [character] presses their hand to the holy mark, it blazes with golden light. The temperature shifts, and you feel a presence—ancient, powerful, just. The Arbiter’s voice rings in your minds: ‘You fight for justice against the shadow. Receive my blessing, champions of light.’ Warmth floods through you as radiant energy courses into your weapons and shields.”

When Intervention Triggers:

“As [character] crumples to the ground, their holy mark suddenly erupts with brilliant light. Time seems to slow. A voice—stern but protective—echoes across the battlefield: ‘Not yet, champion. Justice still requires your blade.’ Divine energy lifts them back to their feet, wounds knitting just enough to continue the fight.”

Weaver’s Reaction (optional):

“The Weaver’s eyes widen in recognition and fury. ‘The Arbiter’s pet warriors,’ he hisses. ‘Even her divine meddling won’t save you from Nidhogg’s shadow!’”


LORE REMINDER#

  • The party earned these marks by convincing the Arbiter to spare Tannis
  • They later helped cleanse Serenity’s altar to the shadow dragon
  • The Arbiter recognizes they fight against Nidhogg (who hates the Dusk Lord)
  • This is the culmination of their relationship with her throughout the campaign