Arbiter’s Aid
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!’”