The Convergent (V.69) 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 indecipherable 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 between all three, and in doing so, reaching a sleeping potential known only through the most obscure legend. Mark of the few Convergents are a rare breed. The ability to balance between the forces of divine and arcane magic is something long thought to be a myth, ramblings of lost sages and mad prophets. The two forces, while not necessarily opposed, naturally seek to establish dominance within their host, not always peacefully. Most people reach some point of balance between the two at some stage of their life, but those with deeper insight recognize the significance of the chance convergence between the two forces. Some people spend their entire life just trying to recreate that fleeting moment. The more attuned however learn to recreate the balance within their selves. Those that manage to survive the process are changed in a fundamental way. Their perspective of the world has been forever altered, they have become a Convergent. In the moment that a Convergent achieves balance, they are overcome by the powers now flowing through them and fall into a trance. During this trance, the convergent begins a ritual unique to the individual Convergent and begins to carve magical sigils into their flesh. Upon completing this ritual, the wounds burn with magical energy and sear the markings onto their body. These marks fade quickly, becoming faint scars in a matter of weeks, except for a single mark. This is the convergent's sigil, the mark that separates them from other more mundane casters. A sigil is unique to each Convergent, both in shape and in location. Most cannot bring themselves to hide their sigil, for to hide it is to deny what they are. Convergents should be warry though, for while the mark has no specific meaning, others will recognize it as the mark of someone with great power, for better or for worse. Balance between divine and arcane Though the convergent draws from both arcane and divine sources of magic, they own no allegiance to a particular deity or school of magic. The divine powers that Convergents draw from is untethered to any specific religion or deity. Perhaps they draw from the residual energies left from dead gods in the astral sea. Perhaps they siphon small amounts from the divine spells of other casters. Regardless, there is nothing forbidding the Convergent from worship of a specific deity. Similarly, Convergents specialize in no specific school of magic and instead manipulate the spell weave through force of will. More experienced Convergents learn to store the raw magical energies from the weave within themselves, enhancing their spell casting abilities 1

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

Equilibrium and Balance A Convergent know a single truth in life – everything lives in balance 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 in opposition, and many spend entire lifetimes mastering one of the two magics, a Convergent knows the brutal reality of arcane and divine they are two heads of the same coin. 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? Convergent are not passive meditators, but aggressive balance seekers. Armed with that balance, a Convergent weaponizes the harmony of forces within, relying on a understanding of how each of these forces work together, rather than what separates them. Creating A Convergent When making A Convergent, you’ll have a number of questions to consider to fully develop your character. How did they first recognize the potential for balance within themselves? What desires or goals lead them to further pursue the often-strenuous training that precedes a mastery of ultimate equilibrium? How accepted are the Convergent 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? 2

Quick Build To make a Convergent quickly, follow these suggestions. First, make Intelligence your highest ability score, followed by Constitution. 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, Long Swords, Short Swords and Light Crossbows Tools: None Saving Throws: Wisdom, Intelligence Skills: Arcana and Religion; Chose one from the following: Insight, 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

An priest’s pack or scholar’s pack

Leather armor, any simple weapon, dagger Spellcasting At 1st 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. Cantrips You may choose cantrips from the sorcerer and cleric spell lists. Whenever possible you must have an equal number of cleric and sorcerer cantrips. 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 3th 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. You must maintain a balance between divine and arcane spells when selecting new spells or replacing a known spell. 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 Spellcasting Focus Your spellcasting focus is a part of you. This body part is normally marked with runes from a lost language. These runes glow when you cast magic. Should the runes that mark your body become damaged or removed, you loose the ability to cast magic. To regain it, you must spend 2d20 days in deep meditation after which you enter a trance and carve new a new sigil into your flesh. Convergent's Crest Balance can be found only a handful of ways. Most who seek to balance themselves do so through force and repetition. Through strict regiments and strength of will they master themselves and impose Order onto their lives. Others, are more attuned to finding balance within themselves, striking a Harmony within themselves almost naturally. Your Convergent's Crest is the indication of the method of which you have honed the balance within yourself. Order You resist the forces of chaos and impose order upon forces seeking to upset your balance. You gain resistance to Fire Damage You learn to exert your will against the forces of chaos within the world and impose order over them. Convergent class spells treat any 1's rolled (for damage, healing or other effects, but not attacks) as 2's Harmony You are naturally full of vitality and your body gains the ability to overcome forces that would otherwise kill you. You gain resistance to Necrotic damage Your body's natural balance allows you draw deeper into your body's pool of strength. You gain temporary hit points at the end of each round of combat equal to your Intelligence modifier plus half your Convergent level rounded down. 3

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 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 2st level, you have 2 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. Empowering Balance Furthermore, you can spend a harmony point for one of the following abilities: As part of a damage roll for a melee attack or from a spell on the Convergent spell list, you may spend 1 harmony point to add 1d10 force damage. At 6th level you may spend 2 harmony points this way. This increases again at level 11 to 3 harmony points and at level 17 to harmony points.

When an ally would make an ability check or attack roll with disadvantage you may use your reaction to allow them to make the roll without disadvantage.

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. 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, so long as you have at least 1 Harmony Point in your pool, 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. Sigil of Equilibrium When you reach 3rd level, you discover the true meaning of your sigil. This knowledge will guide you along your journey ultimate truth. You now choose between the Weapon of Order or the Tome of Tranquility 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. Restore Balance At 5th level, you learn to use the vast energies of the divine and arcane magics that fill the universe to restore balance to your internal magic reserves. During a short rest, you may perform a 1-hour ritual. After completing this ritual, you may restore expended spell slots that have a combined level equal to 1/3 your convergent level, rounded up. Once you have used this feature you must complete a long rest before using it again. If you are surprised at the beginning of combat and aren't incapacitated, you may spend 2 harmony points and act normally during your first turn. As an action, you may spend 3 harmony points and reduce your level of exhaustion by 1. You may use this feature no more than once per long rest. Balance of Self At 7th level, your dedication and strength of will in maintaining the balance of powers within you has given you superhuman mental fortitude. You are now immune 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. 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. 4

Balance of Magic in Practice Example: At 10th level the Convergent could use Balance of Magic to cast the divine spell at 2nd level and the arcane spell at 1st level. Spells chosen can be of a spell level of the allotted level or lower. For example, a 10th level Convergent that has cast Misty Step (a 3rd level Arcane Spell) may cast Lesser Restoration (a 2nd level Divine spell) or they may 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. Superior Insight At 11th level, you've become so accustomed to the threats to your balance that you rarely find yourself ill-prepared. You may add your Intelligence modifier to all saving throws of which you are not proficient. 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. True Balance You have done what few ever even think possible - simultaneously 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: You may add your intelligence modifier to any attack roll you make

Magic enhances your senses. You gain Truesight out to 30 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 its maximum. Sigil 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 possibility. As a budding Convergent, you have been pondering the meaning behind your sigil. From your musings, you have determined the exact nature of your sigil and from it how you will achieve true balance. Sigil of Equilibrium: Weapon of Order 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, Martial weapons and Shields. Weapon of Order 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 add 1d10 force damage instead 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. Fervor of Order At 6th level, your weapon now critical on a roll of 19 or 20. When you critical on a weapon attack or a spell attack, you regain 1 Harmony Point. You may spend 4 harmony points as a bonus action, then for 1 minute, you may make two weapon attacks during your attack action. 5

Champion of Order 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 2 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. Harmony in Order 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 to increase the number of damage dice using the Empowering Balance ability, roll a d20. 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 be resolved. Sigil of Equilibrium: Tome of Tranquility 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 expertise in two skills of choice from the following list, if you are already proficient: History, Arcana, Religion, Medicine, Insight, Nature. Tome of Tranquility 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 Act of Balance At 3rd level, when you cast a 1st or 2nd level spell that targets an enemy, you may then spend 2 harmony points to cast a of equal level spell with casting time of 1 action, that targets an ally as a bonus action. You may use this feature a number of times equal to your Intelligence modifier. Maintaining Balance At 6th level, you learn how to focus on the balance of magics regardless of your circumstance. When casting a spell that requires concentration, so long as you have at least 4 harmony points remaining in your pool, you have advantage to maintain concentration. You may spend 2 harmony points as part of casting a spell to avoid any somatic and verbal components. Unbalancing Force At 14th level, you learn how distort your enemy’s equilibrium by branding them with a powerful mark that upsets the magical forces within them. You may spend 3 harmony points as an action to mark a target for 1 minute. Selected target makes a wisdom saving throw vs your spell DC. On a fail saving, choose one of the following effects: Mark of Discord: Target has disadvantage on saving throws against spells for the duration.

Mark of Frailty: Target has disadvantage on Strength checks and cannot 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 Submission: Target is under the effects of the suggestion spell for the duration of the mark. You may have multiple marks active at a single time. Targets cannot be subject to more than mark at a time. True 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 may spend Harmony points to cast spells of 6 level or higher on the sorcerer and cleric spell lists. Once you have used this feature you gain 1 level of exhaustion.