Convergent
The blood soaked man stands gripping his corrupted arm, the demonic power within barely contained as he staggers away from the ambush intended to slay him soaked in blood not his own.
The well dressed half elf flares a devilish smile, surrounded not by bandits but by a prey far more dangerous, as the noble lords and ladies swoon and kowtow to their charms and wit, every word from the half elf tinged with hellish charms not their own.
A proud Aasimar rises before a horde of demons, unarmoured and with no weapon in sight, for her eyes are her weapon, as she invokes the form of an Angelic Scion and, in a flash of blinding light, reduces the horde to dust.
An Extraplanar Bond
A Convergent's power is drawn from extraplanar entities, yet unlike the Warlock who enters into a pact with their patron, the Convergent wrestles every drop of power they can from their supernatural battery through sheer force of will, absorbing the extraplanar power into parts of their own body called "Containers" and channeling that power via transformations known as "Equips". The path of the Convergent is fraught with danger, and requires an iron mind, body and spirit to survive, but those that do obtain immense power as a result.
Born of Desire
The Convergent was born not out of necessity or great turmoil, but of mortal desire. In the lands of Theras where the divine is outlawed and fate is in the hands of mortal men and women, the power of the upper and lower planes always fascinated those who dreamt of more. Inspired by the way in which their ancestors had broken away from the Gods themselves and forged a new path, the first Convergents were born when Therunian mortals reached out and asserted their will, desire and mortality over supernatural extraplanar beings. This process has evolved since, and not all Convergent bonds are so one sided, with some being symbiotic in nature now, but one thing remains true. To become a Convergent is a dangerous process indeed.
Creating a Convergent
Players interested in a highly customisable character, with distinct visual connections to their class will find the Convergent an appealing class.
The Convergent should consider why and how they ended up going down this dangerous path, and should be sure to detail exactly what sacrifice they have made visually with their Game Master.
Quick Build
When creating a Convergent, players should prioritise Charisma and either Dexterity or Strength for a light or heavy build, with any additional stat increases going to Constitution when possible.
Credit: Cami Majano
Convergent
| Level | Proficiency Bonus |
Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Fighting Style, Convergent Container | — | — | — | — | — |
| 2nd | +2 | Convergent Resilience, Spellcasting | 2 | — | — | — | — |
| 3rd | +2 | Convergent Soul | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 4 | 2 | — | — | — |
| 6th | +3 | Improved Convergent Container | 4 | 2 | — | — | — |
| 7th | +3 | Convergent Soul Feature | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
| 9th | +4 | — | 4 | 3 | 2 | — | — |
| 10th | +4 | Expansive Container | 4 | 3 | 2 | — | — |
| 11th | +4 | Paired Convergence | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Dominant Container | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Convergent Soul Feature | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Convergent Spirit | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Convergent Soul Feature | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Convergent, you gain the following class features:
Hit Points
- Hit Dice: 1d10 per Convergent Level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Convergent level after 1st.
Proficiencies
- Armor: Light Armour, Medium Armour, Shields.
- Weapons: Simple Weapons, Martial Weapons.
- Tools: None.
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Athletics, Acrobatics, Arcana, Deception, Insight, Intimidation, Persuasion and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and shield or (b) two martial weapons
- (a) Scale Mail or (b) Leather Armour
- (a) a dungeoneer's pack or (b) an explorer's pack
- An extraplanar relic and ritual scrolls
Fighting Style
At first level, you adopt a particular fighting style as your specialty, inspired by your Convergent Entity. 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.s
- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two handed or versatile properties to use this benefit.
- 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.
- Defence. While you are wearing armor, you gain a +1 bonus to AC.
- Tunnel Fighter. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Convergent Container
At first level, you have already made the necessary sacrifice to tap into some extraplanar power. Such a sacrifice can take the form of either your hand or foot. The chosen hand or foot will take on visual characteristics based on your choice of Convergent Soul (Twisted Onyx with deep red or blue veins for Demon Eaters, Pale Grey with golden veins for Angelic scions for example.)
Convergent Hand
You have sacrificed one of your hands to bind the power of your extraplanar entity to your will. This newly transformed hand takes on the properties of your Convergent Soul, and grants you advantage on strength (athletics) checks and a climbing speed equal to your walking speed.
Convergent Foot
You have sacrificed one of your feet to bind the power of your extraplanar entity to your will. This newly transformed foot takes on the properties of your Convergent Soul, and grants you a 10ft increased walking speed and advantage on dexterity (stealth) checks.
Convergent Resilience
Starting at 2nd level, the Convergent's tie to an extremely resilient extraplanar entity grants them immunity to diseases.
Spellcasting
By 2nd level, the Convergent can now cast spells.
Preparing and Casting Spells
The Convergent table shows how many spell slots you have to cast your spells. To cast one of your Convergent spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Convergent spells that are available for you to cast, choosing from the Convergent spell list. When you do so, choose a number of Convergent spells equal to your CHA modifier + half your Convergent level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability
CHA is your spellcasting ability for your Convergent spells. You use your CHA whenever a spell refers to your spellcasting ability. In addition, you use your CHA 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 CHA modifier
**Spell attack modifier** = your proficiency bonus +
your CHA modifier
Spellcasting Focus
The Convergent can use an Extraplanar Relic as a spellcasting focus for their Convergent spells.
Convergent Soul (Archetype)
Starting at 3rd level, you choose what Extraplanar entity you have bound your Convergent Soul to and the powers you will take from them. Your choice grants you Convergence spells and other features when you choose it at 3rd level. It also grants you additional ways to use your Convergent Container, and additional benefits at 7th, 15th and 20th level.
| Soulbound Entity | Convergent Soul |
|---|---|
| Angel | Angelic Scion |
| Devil | Devilish Armiger |
| Fey | Fey Whisperer |
| Demon | Demon Eater |
| Elemental | Primordial Conduit |
Each Soul has a list of associated spells. You gain access to these spells at the levels specified in the Soul description. Once you gain access to a Soul spell, you always have it prepared. Soul spells do not count against the number of spells you can prepare each day.
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. Alternatively, you can choose a feat from any existing sources.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Improved Convergent Container
Starting at 6th level, the Convergent Container you chose spreads to contain your growing power, changing visually to suit and acquiring new capabilities.
Convergent Arm
The influence of the Extraplanar Entity has spread from your hand to your entire arm, and this increased influence grants you greater power. Your carrying capacity, push, lift and drag weight are all doubled, and you can now grapple creatures that are three sizes larger than you rather than only two sizes larger.
Convergent Leg
The influence of the Extraplanar Entity has spread from your foot to your entire leg, and this increased influence grants you greater power. You are no longer affected by difficult terrain that is on the ground, and can move across liquids as though they were solids as long as you do not end your movement on liquid.
Expansive Container
Starting at 10th level, the Convergent's power has grown too great to be contained within a mere arm or leg, and has spread further to either the eyes or tongue of the Convergent, granting them additional capabilities and physical changes in appearance based on their newly chosen Container and their Convergent Soul Extraplanar Entity (glowing red or golden eyes, a forked snake tongue or golden lips etc).
Convergent Eyes
The Convergent can see in magical and non magical darkness out to 120ft. The Convergent gains the ability to cast Detect Magic at will a number of times equal to their Charisma Modifier per long rest.
Convergent Tongue
The Convergent can be understood by any creature that can speak a language. The Convergent gains the ability to cast Charm Person at will a number of times equal to their Charisma Modifier per long rest.
Paired Convergence
Beginning at 11th level, the growing power of the Convergent allows them to tap into alternate Containers. You gain access to the Convergent Container option you did not select at levels 1 and 6.
Dominant Container
Starting at 14th level, the gap between Convergent and Extraplanar Entity becomes so thin, it is all but non-existent. You gain a secondary creature type based on your Convergent Soul, and may choose one of the following two options, gaining physical visual changes as a result.
Convergent Heart
The influence of the Extraplanar Entity has become ever-present within your body and spread to every inch of your physical form. You gain resistance to poison damage and proficiency in Strength and Dexterity Saving Throws. Additionally, as a bonus action you may rapidly enhance your natural healing factor and expend up to your Charisma Modifier in Hit Die, healing for the amount rolled.
Convergent Mind
The influence of the Extraplanar Entity within you has caused it to merge with your mind and its thoughts have joined your own. You gain resistance to psychic damage and proficiency in Intelligence and Wisdom Saving Throws. Additionally, you have advantage on all Constitution Saving Throws made to maintain concentration on a spell and can communicate telepathically with a number of creatures equal to your Charisma Modifier within 120ft of you.
Convergent Spirit
Starting at 18th level, the connection between Convergent and Extraplanar Entity is complete, whether through mutually beneficial symbiosis or domination and control, the Convergent has mastered their nature and the power of the Entity has spread throughout their entire being. The Convergent now regains a charge of their Subclass Equip upon rolling initiative if they do not already have one. Additionally, the Convergent can now cast Plane Shift at will targeting their Extraplanar Entity's home plane once per long rest.
Credit: Cami Majano
Convergent Souls
The Convergent Soul defines what kind of Extraplanar Entity the Convergent has bound. Those who wish to exert control and dominate their foes may choose a Devil or Demon, whilst those who wish to heal and protect their allies may choose an Angel or Fey. Whatever the choice, your Convergent Soul will have great impact on your visual changes, and grant additional benefits to your Convergent Containers.
Angelic Scion
The Angelic Scion is a Convergent who has bound themselves to a Celestial from the Upper Planes, traditionally a Deva or some other lower ranking celestial creature, though exceptions exist where an individual has bound themselves to a more powerful celestial. Such Convergents are particularly skilled healers and protectors, and their Angelic Equip encourages and calms allies in the field of battle.
Angelic Scion Soul Spells
| Convergent Level | Spells |
|---|---|
| 3rd | Bless, Guiding Bolt |
| 5th | Lesser Restoration, Prayer of Healing |
| 9th | Beacon of Hope, Revivify |
| 13th | Death Ward, Freedom of Movement |
| 17th | Holy Weapon, Greater Restoration |
Angelic Equip
At 3rd level, an Angelic Scion gains the ability to enter their Angelic Equip. Whilst in their Angelic Equip, their skin goes silvery and pale, their hair becomes golden and their eyes begin to glow as they emit radiant golden bright light in a 30ft radius and an additional 30ft of dim light. Additionally, they gain resistance to radiant and necrotic damage. Your Angelic Equip lasts for 1 minute, and you may enter it twice per long rest.
Angelic Containers
Additionally at 3rd level, Angelic Scions gain the ability to channel a number of positive effects via their Convergent Containers.
Hand Container
Angelic Scions with a Hand Container can heal with a touch, gaining a pool of d10s equal to their Charisma Modifier with which they can spend an action and heal themselves or an ally they touch. This pool of d10 dice recharges on a long rest.
Foot Container
Angelic Scions with a Foot Container can create a field of vitality wherever they step. As a bonus action an Angelic Scion can create a pulse of healing light that regenerates health equal to their Charisma modifier to all allies within 10ft. They can do this a number of times equal to their Charisma Modifier and regain all spent charges on a long rest.
Wings of Light
Starting at 7th level, when the Angelic Scion enters their Angelic Equip, they sprout radiant golden angelic wings and gain a flight speed equal to their walking speed. Additionally, the Angelic Scion gains a boost to their Improved Convergent Container.
Arm Container
The Angelic Scion gains the ability to cast Daylight, with the source of the light being their Convergent Arm, once per day.
Leg Container
The Angelic Scion gains the ability to cast Spirit Shroud restricted to Radiant damage as their Convergent Leg billows light, once per day.
Archangel
At 20th level, the connection to the Upper Planes is complete and the Angelic Scion's power is at its peak. When in their Angelic Equip, the Angelic Scion dons full celestial armour and takes the form of a radiant Archangel. When in their Angelic Equip, their flight speed is doubled, they become immune to Radiant and Necrotic damage and all healing spells restore the maximum possible health when cast.
Devilish Armiger
The Devilish Armiger is a Convergent who has dealt with the infernal powers of hell and come out on top. Having bound a devil to their will, a Devilish Armiger can infuse their words with the hellish charms of the princes of hell, or spread burning destruction with powerful shadow and flame evocation magic drawn straight from the hellish denizens of the nine hells.
Devilish Armiger Soul Spells
| Convergent Level | Spells |
|---|---|
| 3rd | Bane, Hellish Rebuke |
| 5th | Suggestion, Scorching Ray |
| 9th | Hypnotic Pattern, Fireball |
| 13th | Compulsion, Wall of Fire |
| 17th | Dominate Person, Immolation |
Devilish Equip
At 3rd level, the Devilish Armiger gains the ability to enter their Devilish Equip. Whilst in their Devilish Equip, your skin goes pale red, your hair becomes black and scorched and your eyes glow a light red. When dealing with sentient beings whilst in your Devilish Equip, you appear to them as though you are an attractive ideal member of their species and you gain advantage on all charisma (persuasion) checks made against creatures with an intelligence of 4 or higher, and the ability to cast disguise self at will for the duration. Additionally, you gain resistance to fire and cold damage. Your Devilish Equip lasts for 1 minute, and you may enter it twice per long rest.
Devilish Containers
Additionally at 3rd level, Devilish Armigers gain the ability to channel a number of charming or harmful effects via their Convergent Containers.
Hand Container
Devilish Armigers with a Hand Container can ply the mind and manipulate thinking creatures with a touch, gaining the ability to cast Calm Emotions at will without the verbal component a number of times equal to their Charisma Modifier per long rest.
Foot Container
Devilish Armigers with a Foot Container can create a field of damaging flame wherever they step. As a bonus action a Devilish Armiger creates a wave of fire around them that deals fire damage equal to their Charisma modifier to all creatures within 10ft. They can do this a number of times equal to their Charisma Modifier and regain all spent charges on a long rest.
Befuddling Guile
Starting at 15th level, the Devilish Armiger gains the ability to baffle and befuddle their foes with their wits and charms. As an action, you may cast the Confusion spell targeting ONLY the creatures you choose. You may do this once per long rest. Additionally, the Devilish Armiger gains a boost to their Dominant Container.
Eyes Container
The Devilish Armiger gains the ability to cast Elemental Bane restricted to Fire damage once per long rest as their eyes flare with devilish flame.
Tongue Container
The Devilish Armiger gains the ability to cast Fast Friends on up to two targets once per long rest, as they employ their devilish silver tongue to manipulate others.
Archdevil
At 20th level, the connection to the Nine Hells is complete and the Devilish Armiger's power is at its peak. When in your Devilish Equip, you don your choice of Onyx black plate armour and a Dread Helm or fine noble clothes. When in your Devilish Equip, your flight speed is doubled, you become immune to fire and cold damage and creatures have disadvantage against all charm effects you create and your illusions cannot be seen through via truesight.
Demon Eater
Wild and untamed, only the most unhinged Convergents bind a Demon to their will. Demon Eaters are mad, often battle crazed individuals with a lust for blood and the hunt, ripping power from their Demonic bond to fuel their bloodlust and enhance their raw physical capabilities with feral demonic magic.
Demon Eater Soul Spells
| Convergent Level | Spells |
|---|---|
| 3rd | Hunter's Mark, Cause Fear |
| 5th | Enlarge/Reduce, Dragon's Breath |
| 9th | Ashardalon's Stride, Haste |
| 13th | Polymorph, Shadow of Moil |
| 17th | Skill Empowerment, Enervation |
Demonic Equip
At 3rd level, a Demon Eater gains the ability to enter their Demonic Equip. Whilst in their Demonic Equip, their skin goes pale grey and hairy or scaly, their hair grows wild and long and their eyes become clouded and cat like. Their movement speed increases by 20ft and they gain resistance to non magical bludgeoning, piercing and slashing damage. Additionally, whilst in their Demonic Equip, Demon Eaters gain Natural Armour equal to 13 + their Charisma Modifier and they gain an unarmed strike claw attack with the versatile trait that deals 2d6 slashing damage and an unarmed strike bite attack that deals 2d4 piercing damage and heals you for the piercing damage dealt. Whilst in your equip you cannot carry or wield any other weapons or a shield. Your Demonic Equip lasts for 1 minute, and you may enter it twice per long rest.
Demonic Containers
Additionally at 3rd level, Demon Eaters gain the ability to channel a number of dangerous physically enhancing effects via their Convergent Containers.
Hand Container
Demon Eaters with a Hand Container can naturally inflict greater pain with their physical body. Unarmed attacks from Demon Eaters with the Hand Container deal an additional 1d4 slashing damage on top of the regular unarmed strike damage, and can turn any unarmed strike or natural weapon damage into necrotic damage a number of times equal to their Charisma Modifier per long rest.
Foot Container
Demon Eaters with a Foot Container are significantly faster than most, and can gain advantage on Dexterity Saving Throws as a reaction against effects from sources they can see.
Abyssal Nature
Starting at 7th level, the natural claw and bite weapons granted by the Demonic Equip become magical for the purposes of overcoming nonmagical damage resistances, and the claw and bite both gain a +2 magic bonus to attack rolls and damage rolls. Additionally, the Demon Eater gains a boost to their Improved Convergent Container.
Arm Container
The Demon Eater gains the ability to make an unarmed strike or natural weapon attack with a bonus action if they made the attack action this turn.
Leg Container
The Demon Eater gains the ability to move up to their movement speed immediately after they make an attack of opportunity with an unarmed strike or natural weapon.
Feral Rage
Starting at 15th level, the Demon Eater can enter a state of Feral Rage during their Demonic Equip, gaining disadvantage on all mental saving throws but advantage on all physical saving throws and increasing the crit range of their natural weapon attacks to 19. Additionally, the Demon Eater gains a boost to their Dominant Container.
Eyes Container
The Demon Eater gains the ability to cast Locate Creature once per long rest, tracking the target creature via a trail of blood only the Demon Eater can see.
Tongue Container
The Demon Eater gains expertise in intimidation and survival checks made to track targets.
Archdemon
At 20th level, the binding of the demonic entity from the abyssal planes is complete and the Demon Eater's power is at its most violent. When in their Demonic Equip, the critical range of the Demon Eater's natural weapon attacks increases to 18 and they can dash as a bonus action. Additionally, they gain resistance to all bludgeoning, piercing and slashing damage and psychic damage and can no longer be restrained or stunned. If the Demon Eater lands a killing blow during their Demonic Equip they may immediately use their reaction to make another attack at any target in range of their natural weapons.
Fey Whisperer
Free souls who are as likely to form symbiotic friendships with their Fey entities, Fey Whisperers are masters of nature magic and communicating with the natural world around them. Rarely seen in cities, Fey Wanderers are often considered to be the most unpredictable of their Convergent kin.
Fey Whisperer Soul Spells
| Convergent Level | Spells |
|---|---|
| 3rd | Faerie Fire, Entangle |
| 5th | Beast Sense, Spike Growth |
| 9th | Conjure Animals, Plant Growth |
| 13th | Grasping Vine, Polymorph |
| 17th | Commune with Nature, Freedom of the Winds |
Faerie Equip
At 3rd level, a Fey Whisperer gains the ability to enter their Faerie Equip. Whilst in their Faerie Equip, their skin glitters and sparkles, their hair begins to flow as if blowing in the wind and their eyes become verdant green. You gain the ability to teleport 30ft as a bonus action whilst in your Faerie Equip and have advantage on all Charisma (performance) checks. Additionally, you gain resistance to force damage. Your Faerie Equip lasts for 1 minute, and you may enter it twice per long rest.
Fey Containers
Additionally at 3rd level, Fey Whisperers gain the ability to channel a number of illusory effects via their Convergent Containers.
Hand Container
Fey Whisperers with a Hand Container can create bursts of colourful magic at will, gaining the ability to cast colour spray at will a number of times equal to their Charisma Modifier per long rest.
Foot Container
Fey Whispereres with a Foot Container can glide on the wind as they move, gaining the ability to cast feather fall at will a number of times equal to their Charisma Modifier per long rest.
Mystical Jaunt
Starting at 7th level, the teleport distance of the Fey Whisperer when in their Faerie Equip is increased to 60ft. Additionally, the Fey Whisperer gains a boost to their Improved Convergent Container.
Arm Container
The Fey Whisperer gains the ability to cast Summon Fey once per long rest without material components, creating a rift to the Feywild with their Convergent Arm.
Leg Container
The Fey Whisperer gains the ability to cast Meld Into Stone once per long rest as long as their Convergent Leg is touching the stone being targeted.
Wyld Hunt
Starting at 15th level, the Fey Whisperer gains the ability to cast Phantom Steed as a bonus action once per long rest, summoning a large green furred Cu Sith, any teleportation effects the Fey Whisperer creates for themselves also affect the Phantom Steed. Additionally, the Fey Whisperer gains a boost to their Dominant Container.
Eyes Container
The Fey Whisperer gains the ability to cast Hallucinatory Terrain once per long rest as their eyes glitter and dance, shaping the illusion with mystical energy.
Tongue Container
The Fey Whisperer gains the ability to cast Conjure Woodland Beings once per long rest, summoning the wilds to them with a call and a tune.
Archfey
At 20th level, the bond between Fey creature and Convergent is strong and pure, and the whimsical natural power it creates has fully matured. When in their Faerie Equip, the Fey Whisperer's teleport range increases to 120ft and they can become intangible as if via the Etherealness spell as an action, ending the effect when they exit their Faerie Equip or as a free action. Additionally, you gain immunity to force damage.
Primordial Conduit
Primordial Conduits are Convergents that channel the raw destructive power of elementals through their bodies. The elemental maelstrom of the various elemental planes grants them destructive magic that is equal to practiced Wizards, and allows them to take the form of the primordial titans that roam the Elemental Chaos.
Primordial Conduit Soul Spells
| Convergent Level | Spells |
|---|---|
| 3rd | Burning Hands, Zephyr Strike |
| 5th | Scorching Ray, Rime's Binding Ice |
| 9th | Fireball, Lightning Bolt |
| 13th | Ice Storm, Storm Sphere |
| 17th | Cone of Cold, Flame Strike |
Elemental Equip
At 3rd level, the Primordial Conduit gains the ability to enter their Elemental Equip. Whilst in their Elemental Equip, their body takes on traits of an elemental of their choosing (flaming hair, watery body, rock hard skin etc) and they gain resistance to either fire, cold, lightning or bludgeoning damage depending on the chosen elemental. Your Elemental Equip lasts for 1 minute, and you may enter it twice per long rest.
Elemental Containers
Additionally at 3rd level, Primordial Conduits gain the ability to channel elemental effects via their Convergent Containers.
Hand Container
Primordial Conduits with a Hand Container can alter the elemental output of their magic, gaining the ability to transmute the damage type of any fire, cold, lightning, poison, acid or thunder spell to any of the aforementioned damage types a number of times equal to their Charisma Modifier per long rest.
Foot Container
Primordial Conduits with a Foot Container can reinforce their stance with elemental energy, gaining the ability to grant themselves advantage on being knocked prone, moved or grappled a number of times equal to their Charisma Modifier.
Elemental Shift
Starting at 7th level, when the Primordial Conduit is in their Elemental Equip, they gain a unique movement speed based on the chosen elemental form. Air gains a fly speed equal to their walk speed, earth gains a burrow speed equal to their walk speed, water gains a swim speed equal to their walk speed and fire gains the ability to move through hostile creatures with no penalty. Additionally, the Primordial Conduit gains a boost to their Improved Convergent Container.
Arm Container
The Primordial Conduit gains the ability to cast Protection From Energy once per long rest, creating an elemental shield from their Convergent Arm.
Leg Container
The Primordial Conduit gains the ability to cast either Wall of Sand or Wall of Water once per long rest, as their Convergent Leg shapes the elemental forces it touches into defences.
Elemental Shield
Starting at 15th level, the Primordial Conduit can shape their elemental energy to harm foes whilst shielding allies. The Primordial Conduit gains the ability to cast Fire Shield on themselves or an ally a number of times equal to their Charisma Modifier per long rest. Additionally, the Primordial Conduit gains a boost to their Dominant Container.
Eyes Container
The Primordial Conduit gains the ability to cast Conjure Minor Elementals as they target locations to tear elemental rifts open once per long rest.
Tongue Container
The Primordial Conduit gains the ability to cast Conjure Elemental once per long rest, their word commmanding an elemental at will.
Primordial Titan
At 20th level, the connection to the raw elemental chaos is complete and the Primordial Conduit's power reaches its most turbulent limits. When in their Elemental Equip, the Primordial Conduit gains immunity to their associated elemental form's damage type and instead heals from the associated damage type and your creature size grows to huge if the space allows. All melee attacks you make and spells you cast deal an additional damage die of the damage type associated with your elemental form.
Convergent Spell List
1st Level
- Absorb Elements
- Armor of Agathys
- Charm Person
- Command
- Compelled Duel
- Comprehend Languages
- Cure Wounds
- Detect Evil and Good
- Detect Magic
- Disguise Self
- Expeditious Retreat
- False Life
- Identify
- Inflict Wounds
- Protection From Evil and Good
- Sanctuary
- Silent Image
2nd Level
- Aid
- Alter Self
- Borrowed Knowledge
- Calm Emotions
- Darkvision
- Enhance Ability
- Enthrall
- Hold Person
- Invisibility
- Magic Weapon
- Misty Step
- Nystul's Magic Aura
- See Invisibility
3rd Level
- Bestow Curse
- Blink
- Counterspell
- Dispel Magic
- Elemental Weapon
- Fly
- Magic Circle
- Protection from Energy
- Remove Curse
- Slow
- Spirit Guardians
- Summon Fey
- Summon Shadowspawn
- Tongues
4th Level
- Banishment
- Confusion
- Conjure Woodland Beings
- Dimension Door
- Elemental Bane
- Fire Shield
- Private Sanctum
- Summon Elemental
- Summon Greater Demon
5th Level
- Banishing Smite
- Circle of Power
- Commune
- Commune with Nature
- Conjure Elemental
- Contact Other Plane
- Destructive Wave
- Dispel Evil and Good
- Geas
- Hallow
- Legend Lore
- Mass Cure Wounds
- Planar Binding
- Steel Wind Strike
- Summon Celestial