Walking from village to village, arbiters offer their services to the community they meet, offering their extensive knowledge of the codex of law as well as their unerring moral rectitude.

Arbiters are among the most respected travelers of the Lands, they dedicate their lives to the protection of the humble folk and to exacting justice.

Few attempt to meet them in battle, but even fewer can survive their retribution. Arbiters are always prepared to be inquirer, warden, judge and executioner.


Tenets of the Arbiters

Though the exact words and strictures of the Oath of the Arbiters vary, Paladins of this oath share these tenets.

Virtue in Modesty. Humility leads to clarity, arrogance leads to fallacy.

Justice in Dignity. Strive to preserve and respect every person’s worth.

Purpose in Community. The true end of law is to foster harmony within the community.


Oath Spells

Levels: 3rd (see the table below for higher levels)

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Arbiters Spells table, you thereafter always have the listed spells prepared.

Oath of the Arbiters Spells

Paladin Level Spells
3rd armor of agathys, command
5th hold person, zone of truth
9th speak with dead, spirit guardians
13th death ward, guardian of faith
17th geas, hold monster

Sinless Shield

Levels: 3rd

As a bonus action, you can expend one use of your Channel Divinity. For 1 minute, you invest a creature you can see within 60 feet of you with a radiant shield. The target is warded as if effected by the sanctuary spell. If a creature attempts to attack a target under this effect and fails the saving throw, the attacker is hit in retribution and it takes radiant damage equal to your paladin level. If the effect ends before the minute ends, as a bonus action on subsequent turns you can expend a spell slot of first level or higher to regenerate the shield and activate the effect again for the remaining duration.