The Convergent (V.3)

As quiet night falls on the sacred temple, a curious gnome acolyte hurriedly opens the arcane tome gifted to her by her brother. She fails to muffle her frightened surprise as a strange but indistinguishable rune forms on her hand.

Calming himself and finding balance within, an injured dwarf calls upon his power to lash out at the towering bandits with a fiery burst enveloping his sword while simultaneously healing the wounds he received from their ambush.

His crest ablaze, a spirited half-elf restores sanity to his bewildered comrade before drawing from the previous spell’s residue to empower his next casting – a powerful spike of force aimed directly at the evil vampire’s heart.

A Convergent’s true power is never in the strength of their blade, their knowledge of the arcane or their devotion to their creed. Their power lies in finding perfect balance amongst the three, and in doing so, reaching a sleeping potential prophesied to a select few generations ago. Those who ignore the call will never know of the legacy they ignore. However, those who heed the call of the Sign will learn the balance it takes to become A Convergent.

Call of The Sign

Convergents are born of a forgotten prophecy and a cursed legacy – distant children of those who opposed the Nameless One and lived to tell the tale. Witnessing firsthand a creature born of both light and dark wielding the power of both so naturally, those present left with the scars and horrors of battle, and a mark emblazoned into their skin and souls by the resounding magical prowess of the creature. And thus, the first signs were given.

While many saw the sign as an irremovable blight and took their own lives, a few learned the lesson behind the pain – true power. Many afflicted were astute clerics and mages, and yet all were bested by an entity who mastered not the secrets of the most powerful arcane or divine spells, but the method of achieving perfect resonance between the two. Combined with impressive prowess in physical combat, the monster was unstoppable – the gods themselves had to step in to rid the world of the being and it’s name. Yet they did not – or perhaps could not - erase it’s legacy.

To this day, A Convergent’s powers are revealed with the coming of an Indistinguishable Sign - one that holds the ominous mystery of an unknown calling and the promise of clarity with time and attunement to the balance. Convergents were never many in number, but with time burying the knowledge of their strange beginnings, Convergents are beyond rare in today’s world. Yet those who are given the sign find that their power lies within – a burning cool that wrestles in their soul until they satiate it. While Convergents seek knowledge to better understand the powers that lie in the arcane and divine realms, they rely on their uncanny intuition to connect the two forces in a flawless harmony that perfectly merges with martial capability. Balance is their weapon, and with it, Convergents will either right an unbalanced world or bend it towards their will.


The Legend Without A Name

The Nameless One, a central figure in the history of the Convergent class, is steeped in mystery. Said in ancient to tomes to have a power capable of rivaling the gods themselves, this entity was a creature born of both light and dark – the unholy union of a fallen angel and devil wishing to escape the Nine Hells. His story has long been erased from time itself by the powers he opposed – and almost defeated.

Prophecy has long foretold his eventual rise from the ashes of memory. It is there that the creature is said to find it’s strength once more. His name – the source of his immeasurable power – was taken from him in an effort to rid existence of him once and for all. Should he find his name and retake the mantle of fear that it once held, all could be lost.

As direct evidence of the legacy left behind by The Nameless One, Convergents are prophesied to play a vital role once the entity returns. Which role, however, is up to each individual Convergent.

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The Convergent
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th Harmony Points
1st +2 Convergent's Crest, Harmony Points 1
2nd +2 Spellcasting, Fighting Style 2:2 2 1
3rd +2 Protection of the Crest, Signs of Equilibrium 2:2 3 2
4th +2 Ability Score Improvement 2:2 3 2
5th +3 Extra Attack 3:3 4 2 3
6th +3 Sign Ability 3:3 4 2 3
7th +3 Greater Harmony 3:3 4 3 4
8th +3 Ability Score Improvement 4:4 4 3 4
9th +4 4:4 4 3 2 5
10th +4 Balance of Magic 4:4 4 3 2 5
11th +4 Innate Harmony 5:5 4 3 3 6
12th +4 Ability Score Improvement 5:5 4 3 3 6
13th +5 5:5 4 3 3 1 7
14th +5 Sign Ability 6:6 4 3 3 1 7
15th +5 Convergent's Obligation 6:6 4 3 3 2 8
16th +5 Ability Score Improvement 6:6 4 3 3 2 8
17th +6 7:7 4 3 3 3 1 9
18th +6 Sign Ability 7:7 4 3 3 3 1 9
19th +6 Ability Score Improvement 7:7 4 3 3 3 2 10
20th +6 Calling of the Convergent 8:8 4 3 3 3 2 10

Equilibrium and Balance

Convergents know the truth of life – everything lives in harmony with the forces of this world. Life, in all it’s forms, is a delicate balance; each decision a new fork in the journey of time. Magic is no different. While two powerful forces exist on two opposite extremes, and many spend entire lifetimes mastering one of the two magics, Convergents know the brutal reality of arcane and divine – neither is complete. How can anything so one-sided have balance? As it is impossible to truly understand light without experiencing darkness, it is likewise impossible to truly understand either arcane or divine magic without equal understanding of the other. Therefore, mastery of either is a futile pursuit. However, mastering the art of finding the harmony between opposing forces while training your body to stay attuned to the equilibrium is where true power lies.

As such, the path to find balance undoubtedly leads each Convergent to quest with the promise of further discovery. Balanced is only strengthened when tested in unfavorable and trying conditions; what better fit than the life of an adventurer? Convergents are not passive meditaters, but aggressive balance seekers. Armed with that balance, Convergents weaponize the harmony within to compensate of any perceived lack of mastery.


Creating A Convergent

When making A Convergent, you’ll have a number of questions to consider to fully develop your character. How did their Undistinguished Sign first present itself? What desires or goals lead them to further pursue the often-strenuous training that precedes a mastery of ultimate equilibrium? How accepted are Convergents by those who master the Divine or Arcane arts? Is this sign – this power born deep inside you – an amazing gift or an unshakable curse?

As a beginning Convergent, you’ll choose your crest – the physical symbol of the natural magical foundation that each Convergent will measure their unique bond with the balance. Choosing between the arcane or divine crests can help answer many of the questions that lead to your character taking up the mantle of Convergent. As you grow into your power and your Sign finally takes shape, more questions will emerge. Will it reveal that the path to your truth lies amongst the grip of a sword or between the spine of a tome? Are you a descendent of one who used this power to protect and nurture the balance, or one that sought to abuse mastery of equilibrium for their own purposes?

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Quick Build

To make a Convergent quickly, follow these suggestions. First, make Intelligence your highest ability score, followed by Strength or Dexterity. Second, choose the Acolyte background.

Class Features

As A Convergent, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Convergent level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Convergent level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple and Martial weapons

Tools: None

Saving Throws: Constitution, Intelligence

Skills: Two from: Arcana, Athletics, Acrobatics, Insight, Religion, Perception, and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted to you by your background:

  • Light crossbow with 20 Bolts or any simple weapon
  • Arcane focus with holy symbol on it or Holy symbol with arcane runes
  • An priest’s pack or scholar’s pack
  • Leather armor, any simple weapon, dagger

Convergent's Crest

In finding balance, you must first find a foundation in which to counterbalance with. While you are on a constant voyage to maintain equality between the two forces, you are naturally inclined to the force that influences your crest. At 1st level, you choose your Convergent Crest's influence:

Arcane

  • You gain resistance to one of the following: Force or Fire Damage.
  • Convergent class spells of the Arcane variety now treat any 1's rolled (for damage, healing or other effects, but not attacks) as 2's

Divine

  • You gain resistance to one of the following: Necrotic or Radiant Damage.
  • Convergent class spells of the Divine variety now treat any 1's rolled (for damage, healing or other effects, but not attacks) as 2's

Harmony Points

As you begin the path of the Convergent, you gain a small pool of energy that you can harness to adjust the balance of body, magics and mind to amazing effects.

At 1st level, you have 1 Harmony point, and you gain more as you reach higher levels, as shown in the Harmony Points column of the Convergent table. You can never have more Harmony points than shown on the table for your level.

As long as you have at least 1 Harmony point in your pool, you have advantage against any effect, ability or spell that attempts to render you prone.

Furthermore, you can spend a harmony point for one of the following abilities:

  • As part of a damage roll, A Convergent can spend harmony points to add 1d8 force damage per point spent
  • When subject to any effect, ability or spell that will render you prone or force movement, you can spend 1 harmony point to add your Intelligence modifier on the save or ability check.
  • You can spend 1 harmony point to add your proficiency on any Acrobatics or Athletics checks made to keep your balance. If you are already proficient in Acrobatics or Athletics, you add double your proficiency.

You regain all spent harmony points when you finish a long rest.

Spellcasting

At 2nd level, your training in maintaining and coercing the balance between the Arcane and Divine have given you facility with a particular set of spells from both.

Spell Slots

The Convergent Table shows how many spell slots you have to cast your 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 two 1st-level spells of your choice from the Convergent spell list. The Spells Known column of The Convergent table shows when you learn more Convergent spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Convergent spells you know and replace it with another spell from the Convergent spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Convergent spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a convergent spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

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Spellcasting Focus

You can use an arcane focus emblazened with a holy symbol or a holy symbol covered in arcane runes as a spellcasting focus for your Convergent spells.

The Balance of Arcane and Divine

Because of the equilibrium that must be maintained between the Divine and the Arcane, Convergent's must split up their known cantrips and spells evenly between both persuasions of magic.

This is reflected on the Convergent Table in the form of "x:y", where "x" is the number of arcane cantrips or spells, and "y" is the number of divine cantrips or spells

Fighting Style

At 2nd level, You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Battlemage - You gain a +2 bonus to attack rolls you make with spell attacks.
  • Defense - While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Protection of the Crest

The power of your resolve and your attunement to the balance of two powerful forces shapes your journey. At 3rd level, you gain advantage vs charmed or frightened conditions.

Furthermore, when subject to a spell or magical effect, you can spend 1 Harmony point as a reaction to add your Intelligence modifier to your saving throws until the start of your next turn.

Signs of Equilibrium

When you reach 3rd level, you discover the Sign of Equilibrium that will further your journey towards ultimate truth. You now choose between the Weapon of Balance or the Tome of Harmony signs.

Your choice grants you features at 3rd level and again at 6th, 14th, and 18th level.

Ability Score Improvement

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Greater Harmony

At 7th level, both your mind and body become one with the balance. You are now immuned to the charmed and frightened conditions.

As long as you have at least one Harmony point in your pool, you ignore difficult terrain.

Balance of Magic

At 10th level, your mastery over the delicate balance between the Divine and Arcane as grown to new heights, and you now have the ability to exert both forces simultaneously.

As an action, you can spend 2 harmony points and a spell slot to cast an arcane and divine spell simultaneously and resolve both effects. The spells can have a combined level no higher than your maximum spell slot. The spell slot used is the level of the final combination.

Balance is essential, so spells should be no more than one level apart from each other. Spells that match your crest’s specialty must always be cast at equal or higher level than the alternate magic specialty. Both spells must have the casting time of 1 action or 1 bonus action. You cannot cast two spells that require concentration simultaneously using this ability. Two Cantrips combined in this manner exhaust a 1st level spell slot.

Balance of Magic In Practice

At 10th level, when A Convergent receives the 'Balance of Magic' ability, they have the ability to use 3rd level spells. With that in mind, the arcane and divine spells that you choose to combine for this ability can be cast in such a way so that the total spell levels equal 3. The higher level spell is based on the Convergents Crest.

Example: If the 10th level Convergent’s crest was Divine Magic, then the Convergent could use Balance of Magic to cast the divine spell at 2nd level and the arcane spell at 1st level. If the 10th level Convergent’s crest was Arcane Magic, then the Convergent could use Balance of Magic to cast the divine spell at 1st level and the arcane spell at 2nd level. Regardless of combination, a 3rd level spell slot is spent.

Spells chosen can be of a spell level of the alotted level or lower. For example, a 10th level Convergent with the Divine crest can cast Lesser Restoration (a 2nd level Divine spell) or they could cast Cure Wounds (a 1st level Divine Spell) as a 2nd level spell.

Cantrips combined with higher level spells count as a 1st level spell when calculating spell slot cost.

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Innate Harmony

At 11th level, you've become so accustomed to the harmony of your path that your rarely find yourself unbalanced or ill-prepared. You can add your Intelligence modifier to all saving throws.

Convergent's Obligation

At 15th level, A Convergent is mere steps away from ultimate equilibrium, and that natural flow of the intertwine magical forces grants you an enhanced life.

You can no longer be magically aged, and you gain no penalties from old age. You can still die of old age, however. You also gain immunity to diseases.

In addition, you gain the ability to sustain yourself in magical balance. By spending 1 harmony point as an action, A Convergent can go 24 hours without needing food, water or sleep.

You can also, as an action, spend 1 harmony point to remove one level of exhaustion.

Calling of the Convergent

You have done what few ever even think possible - simultanously master the balance of arcane and divine energies. You have discovered the ultimate truth of magic in the union of both forces, and can utilize that knowledge for amazing feats.

At 20th level, you can spend an action to gain the following abilities:

  • Add your Intelligence bonus to Armor Class.
  • Magic enhances your senses. You gain Truesight our to 60 ft, and you can't be surprised.
  • All affects have their Harmony point cost decreased by 1 for the duration of this effect (minimum 1).

This ability lasts for 1 minute, and recharges on a long rest.

When this ability ends, your Harmony point pool is restored to it's maximum.

Signs of Equilibrium

The path to balance as many roads. Becoming A Convergent and mastering the balance of magic itself is an arduous journey full of possiblity. As an budding Convergent, you have been searching for the sign in which you were meant to follow, and now you've finally done so. With your discovery comes powerful abilities to help you further your quest for the ultimate truth of magic.

Sign of Equilibrium: Weapon of Balance

Your sign has showed you how to merge a mastery of weaponry into your style, allowing you wield blade and magic unlike any other.

Bonus Proficiencies

At 3rd level, you gain proficiency with Medium armor and Shields.


Weapon of Balance Expanded Spells

Level Spells
1st Searing Smite, False Life
2nd Branding Smite, Scorching Ray
3rd Blinding Smite, Haste
4th Staggering Smite, Fire Shield
5th Banishing Smite, Cone of Cold

Unity with the Blade

At 3rd level, when you spend Harmony points to increase the damage of a hit, each point adds 2d8 force damage per point spent.

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon 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’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Convergent Strike

At 6th level, your weapon now criticals on a roll of 19 or 20. When you critical on a weapon attack or a spell attack, you regain 1 Harmony Point.

As part of a weapon attack, you can spend 1 Harmony point to gain advantage on your weapon attack roll. You can use this ability once per round.

Striking Harmony

At 14th level, the balance you've attained with your magic extends to your martial prowess. When you cast a Smite spell as a bonus action, you can spend 3 Harmony points to allow every weapon attack you take to channel the spell until the start of your next turn. Enemies can only be affected by any effects requiring saving throws once per turn with this ability.

Harmonic Resonance

At 18th level, you've reach the pinnacle of martial mastery as A Convergent. Critical hits now restore 2 harmony points.

Furthermore, when you spend harmony points as part of the Striking Harmony ability or to increase the damage of your attack, roll a d6. On an even number, you immediately regain any harmony points spent on the attack. The attack roll, including the number of channeled harmony points, must already have been resolved.

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Sign of Equilibrium: Tome of Harmony

Your sign has showed you the secrets of equilibrium between arcane and divine, allowing your balance to produce magical effects astounding to mages and clerics alike.

Bonus Proficiencies

At 3rd level, you gain proficiency in two skills of choice from the following list: History, Arcana, Religion, Medicine, Insight, Nature.

Equilibrium's Tome Expanded Spells

Level Spells
1st Sanctuary , Magic Missile
2nd Silence , Phantasmal Force
3rd Glyph of Warding, Lightning Bolt
4th Divination, Polymorph
5th Planar Binding, Cloudkill

Cantrips

Your increased study into the special interweave of arcane and divine magic available to you has unlocked a limitless source of power - cantrips. At 3rd level, you may learn two cantrips - one from the cleric spell list and one from the sorcerer spell list.

You learn two additional cantrips, one from each list, when you reach 14th level.

Maintaining Balance

At 6th level, you learn how to focus on the balance of magics despite your circumstance.

When casting a spell of your crest's influence, you gain advantage to maintain concentration.

Furthermore, as part of casting, you can spend 1 Harmony point to gain advantage on your spell attack roll. You can use this ability once per round.

Unbalancing Force

At 14th level, you learn how distort your enemies equilibrium further by branding them with a powerful mark that rips their limited connection to the balance away from them.

You can spend 3 harmony points as an action to mark a number of targets equal to your Intelligence modifier until the end of your next turn. Selected targets make a wisdom saving throw vs your spell DC. On a fail saving, choose one of the following effects:

  • Cursed Mark: Target has disadvantage on saving throws against spells for the duration.
  • Mark of Frailty: Target has disadvantage on Strength checks and can not heal for the duration.
  • Mark of Fury: Target is confused, and on his turn attacks the nearest creature. At the end of the duration, target gains one level of exhaustion.
  • Mark of the Mindless: Target is treated as affected by the Feeblemind spell for the duration.

You may choose different marks to affect different targets. Targets cannot be subject to more than one mark at a time.


Ultimate Balance

At 18th level, you've reach the pinnacle of magical mastery as A Convergent, tapping into the deepest reaches of both arcane and divine magics.

You gain one 9th level spell slot that can be used once per long rest.

Every long rest, you can choose 1 spell of both arcane and divine influences from any spell list. The chosen spells can be of any level, but can only be cast at 9th level using this spell slot. Once chosen, the spells cannot be changed until the next long rest.

When using this spell slot for Blance of Magic, the Hamrony point cost increases to 5 points.

Convergent Spell List:

1st Level:

Divine

Bless, Command, Cure Wounds, Detect Evil and Good, Heroism, Protection from Evil and Good, Shield of Faith

Arcane

Burning Hands, Comprehend Languages, Detect Magic, Jump, Mage Armor, Shield, Sleep, Thunderwave

2nd Level:

Divine

Lesser Restoration, Locate Object, Magic Weapon, Zone of Truth

Arcane

Blur, Detect Thoughts, Hold Person, Levitate, Misty Step, See Invisibility, Spider Climb, Suggestion

3rd Level:

Divine

Daylight, Elemental Weapon, Magic Circle, Revivify

Arcane

Blink, Clairvoyance, Counterspell, Dispel Magic, Fireball, Fly, Protection from Energy, Slow, Tongues

4th Level:

Divine

Banishment, Deathward, Freedom of Movement, Locate Creature

Arcane

Arcane Eye, Confusion, Evard's Black Tenctacles, Dimension Door

5th Level:

Divine

Legend Lore, Dispel Evil and Good, Flame Strike, Circle of Power

Arcane

Creation, Hold Monster, Scrying, Telekinesis

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Change Log

June 2017

  • 6/29 - Created, changed picture on front cover
  • 6/29 - Changed "Unity with the Blade" ability from costing 1 Harmony Point to 2 Harmony points
  • 6/30 - Introduced V.2.
  • 6/30 - Changes to Harmony Points (made it long rest, increased max from 10 to 20, removed Critical hit replenishing)
  • 6/30 - Switched from Pact Magic casting to half casting
  • 6/30 - Removed bonus auras from Calling of the Convergent. Added truesight and Int to AC
  • 6/30 - Changed Greater Harmony (removed addition of Int mod to spells, changed share resistance effect from 10ft aura to number of allies equal to Int mod, changed duration from Int mod to end of next turn)
  • 6/30 - Edited Weapon of Balance Sign (made Critical replenishing of Harmony points WoB Sign exclusive starting at 6th lvl, changed scaling of Critical replenishment)
  • 6/30 - Changed Unity with the Blade (cost decreased to 1 point from 2, changed from action activation to "part of a weapon attack, duration changed from Int mod to current attack effective once per round)
  • 6/30 - Changed Breaking the Balance (changed from action activation to "part of a spell attack, duration changed from Int mod to current attack effective once per round)
  • 6/30 - Changed Maintaining Balance (Spells must now be cast the next round to qualify)
  • 6/30 - Added Fireball, Lightning Bolt and Find Steed to spell list. Removed Fear.

July 2017

  • 7/2 - Changed spells to recharge on long rest
  • 7/2 - Clarified "Balance of Magic" to also consume a spell slot. Added limit against casting doual concetration spells.
  • 7/2 - Doubled Harmony point cost of Balance of Magic when using Calling of the Convergent ability
  • 7/3 - Introduced V.3, which included major overall with class abilities, progression, spell list and flavor text.
  • 7/3 -Changed class name from "Convergent" to "Convergent"
  • 7/3 - Changed ToH spells, added Unity With the Blade ability

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