Classes D&D homebrew Liafa Magic Meridian Table Top

Liafa: Meridian Class v0.4.5

The latest draft of the meridian class for 5e. The meridian is an explorer focused on the magic contained within balanced aspects.

The meridian is something I started working and playtested a good bit back in 2016/2017, but it sat untouched until fairly recently for no other reason than it was a back-burner project and I focused on other things. However, I did an overhaul recently because I was trying to distract myself from other work I was avoiding. I think it’s a good shift! It’s still too early to call it done, but it’s definitely in its next playtest iteration at this point.

Meridian

From the ruins of the colossal statue, a dwarf holds his trident high and the smell of rot becomes strong as the goblin raiding party pillages the old temple. The scout screams in agony as his skin develops painful pustules, then another joins him, and another. Darkness falls around the raiders, before the searing light of the sun silences their screams for good.

Balls of fire fly from the elf on the hilltop at the grave robbers attempting to defile the ancient tomb. The smell of burning flesh is sharp, as the air suddenly becomes frigid, and winter descends upon the thieves.

Under the cover of the starry sky, the halfling watches the sacred glade. The intruder seeking to claim the blessed water for himself now caught by the cage of earth that sprung into life around him.

Meridians find themselves drawn into the deep secrets and points of convergence within the world, and have become attuned to the cycle of a specific aspect of nature. Once convergences reveal themselves, the meridians seek to comprehend every aspect of the cycle, and learn to draw upon the latent power of the world to grow in strength. Meridians are not tied to a specific place, but travel in hopes to uncover a more complete understanding of the cycle.

Scholars of the Earth

Unlike their druidic brethren who gain power through forces of nature or nature deities, meridians find they must study the world and specific cycles in depth in order to unlock its secrets. They seek to understand the differences between life and death, winter and summer, light and dark, and chaos and order on a primal level, discern the power from transitioning from one state to the other, and how to better maintain equilibrium between the two forces. Meridians may worship gods or seek greater knowledge from such powers as the Archfey or Archdevils and Archangels, but they always do so in pairs. A religious meridian might worship both Lathander and Kelemvor, or both Auril and Chauntea. A meridian seeking out answers from the Archfey might serve both Oberon and the Prince of Frost. In all things, the meridians seek to understand both aspects of a cycle in tandem.

Parts of the Whole

For meridians, it is knowledge of the world through specific cycles that drive them. Understanding the cycles drives understanding of the powers hidden within the world, allowing the meridians to tap into vast stores of powers known as ley lines. Ley lines span the world, seeking meridians to travel and adventure in their pursuit of mastery and understanding. The adventurer’s spirit resides within every meridian, as they seek to see their chosen cycle in action, and ensure its continuance wherever it is threatened.

LevelProficiency BonusMotesFeaturesCantrips KnownSpells Known1st-Level Spells2nd-Level Spells3rd-Level Spells4th-Level Spells5th-Level Spells6th-Level Spells7th-Level Spells8th-Level Spells9th-Level Spells
1st22Spellcasting, Convergence, Motes422
2nd22Ley Line Attunment433
3rd22Synthesis4442
4th22Ability Score Improvment5543
5th33Ley Line Empowerment56432
6th33Convergence Feature57433
7th33Ley Line Threads584331
8th33Ability Score Improvement, Ley Line Infusion594332
9th4351043331
10th44Synthesis61143332
11th44Ley Line Barrier612433321
12th44Ability Score Improvement612433321
13th546134333211
14th54Convergence Feature6134333211
15th5561443332111
16th55Ability Score Improvement61443332111
17th65Synthesis615433321111
18th65Convergence Feature615433331111
19th65Ability Score Improvement615433332111
20th66Apotheosis615433332211
Meridian Table

Creating a Meridian

When creating a meridian character, think about how your character became interested in the secrets of the world and what events led you to seek them out. Were you a studious child who longed to explore the hidden wonders of the world, or did you witness a fantastic event leading you to seek understanding of what occurred? Do those you seek adventure with know of your interests, or are you covert in your desires? 

What do you hope to gain as you uncover these secrets? Do you want to use your power and knowledge for fame and glory? Or do you seek to be a force in your own right, for the sake of the power you now possess? Have you made any enemies in your exploration of places in the world that others might control or of which they claim ownership? 

Quick Build

You can make a meridian quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution, and then as you desire. Second, choose the Hermit or Sage background. Third, choose the guidance, light, and a pair of cantrips associated with either fire and cold, earth and lightning/thunder, or radiant and necrotic damage, along with the cure wounds, and a damaging spell of the same type as one of your damaging cantrips for your 1st-level spells.

Class Features

As a meridian, you gain the following class features.

Hit Points

Hit Dice: 1d8 per meridian level

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

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

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Clubs, daggers, handaxe, javelins, maces, quarterstaffs, scimitars, sickles, spears, trident

Tools: Astrologer’s tools (Navigator’s tools)

Saving Throws: Constitution, Intelligence

Skills: Choose two skills from Arcana, Animal Handling, Insight, Investigation, Nature, Religion, and Survival

Equipment

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

(a) a scimitar, (b) a trident, or (c) any simple weapon in which you are proficient

(a) a scholar’s pack or (b) a dungeoneer’s pack

(a) Shield, an explorer’s pack, and a druidic focus

Spellcasting

You have chosen to walk the line of balance between two opposing aspects of nature, guarding them both equally. You have been granted knowledge of the natural cycle, and this knowledge fuels your magic. See Chapter 10 of the Player’s Handbook for the general rules of spellcasting. The meridian spell list is presented below.

Cantrips

At 1st level, you know four cantrips of your choice from the meridian spell list. You learn additional meridian cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Meridian table.

Spell Slots

The Meridian table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these meridian spells, you must expend a slot of the spell’s level of 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

At 1st level, you know two 1st-level spells of your choice from the meridian spell list.

The Spells Known column of the Meridian table shows when you learn more meridian spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new meridian spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the meridian spells you know and replace it with another spell from the meridian spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your  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 meridian spell or ability 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

You can use a druidic focus (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your meridian spells.

Convergence

Choose a Convergence, which describes the knowledge within nature you have discovered and powers your magic: Convergence of the Equinox, Convergence of the Solstice, or Convergence of the Firmament, each detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Motes

Beginning at 1st level, you can manifest up to two motes of convergence, representative of your convergence, such as winter or summer for Convergence of the Solstice. These motes swirl about you in a manner of your choosing, but they are always visible. You learn to manifest additional motes of convergence as you reach higher levels, as shown in the Motes column of the Meridian table. 

You manifest a mote of convergence representative of one of your two convergent aspects each time you cast a spell of 1st level or higher associated with an aspect of your convergence, as outlined by your Convergence. For example, if you are a member of Convergence of the Solstice and you cast a fire spell, you would create one mote of summer. If you were to cast a cold spell, you would create one mote of winter. Each Convergence creates two opposite motes, based on their Convergence. 

If you have motes of one aspect of your convergence, whenever you would gain a mote of the opposite aspect, you instead lose one of your current motes. There are additional actions a meridian can learn to allow them to manipulate the creation and dispersion of motes. 

When you finish a long rest, you are able to combine latent ley energy with the energy from your aspects of convergence, allowing you to choose one of the following:

  • Ley Alignment. As a bonus action, you can disperse a mote to empower your next cantrip that deals damage of a type associated with the aspects of a mote you currently possess. Attack rolls made as part of your next cantrip cast before the end of your turn are made with advantage, and deal an additional 1d6 damage to one creature who suffers damage from the cantrip. 
  • Ley Opposition. As a reaction to suffering damage of a type associated with the opposite aspects of the mote you are dispersing, you can disperse a mote to roll a 1d6 and reduce the damage you suffer by the result.
  • Ley Synthesis. You lose the ability to cast cantrips until you finish a long rest. Whenever you take the Attack action, you deal additional damage equal to your Intelligence modifier whenever hit a creature as part of this action, and you use your choice of your Strength or Intelligence modifier for Attack Rolls. Additionally, you gain Extra Attack at 5th level, and Extra Attack 2 at 11th level. 

When you finish a long rest, you cycle through the aspects of your convergence, dispersing all previously created motes, and creating two motes of one aspect of your convergence of choice. You create an additional mote of convergence after a long rest at 11th level, and another at 17th level. 

Ley Line Attunement

At 2nd level, you tap into the magic of the world. Drawing upon the power of the ley lines is second nature for a meridian, allowing them to recover magical power and empower spells. Discerning ley lines locations and intersections requires a successful use of navigation or astrologer tools. 

The DM should determine the difficulty of discerning ley lines, but starting at DC 10 for basic discernment is a recommendation.

You may attempt to regain a spell slot by drawing upon the ley lines in an area as a bonus action on your turn. This requires a spell attack against DC 10 + spell slot level. Should you fail this roll, you may try again on your next turn. You automatically succeed and may recover up to your maximum listed below during a short rest, if you take the rest near a ley line. 

No spell slot higher than 5th may be recovered in this manner, and you may not recover more than half of your meridian levels (rounded up) in spells each day. Once this limit has been reached, you must finish a long rest in order to use this feature again.

Synthesis

Upon reaching 3rd level you have learned how to take purposeful steps to synthesize aspects of your convergence, while retaining and emphasizing their differences. You can further strengthen this imbalance, or to derive greater power from the correction of the imbalances. You gain two of the following abilities. You gain another at 10th level, and again at 17th level.

Aftershock

When you possess your maximum number of motes, you can disperse all of your motes instead of creating a mote when you cast a damaging spell that would otherwise create a mote.  When you do so, the damage of the spell reverberates, dealing half again as much damage to the creatures damaged by the spell as they suffer from the spell (rounded down) 

After using this synthesis, you may not do so again until you take a short or long rest.

Aspects of the Body and Mind

As part of using your ley alignment or ley opposition feature, you can disperse a mote in order to grant you or a creature you can see temporary hit points equal to the result of your die roll from using your ley alignment or ley opposition feature. You may choose to disperse multiple motes, allowing you to choose an additional creature to gain these temporary hit points for each mote dispersed in this way. 

Convergent Aura

You can learn this synthesis multiple times, choosing a new aura each time you select this. Auras activate when you create a mote of convergence, and extend in a 20-foot radius from you while you possess a mote of convergence, ending at the end of your turn if you possess no motes. Only one aura can be active at a time, and you can change between them as a bonus action.  

Investiture

Your aura grants your allies to deal an additional 1d4 damage of one of the types associated with your active mote of convergence to one creature whenever they deal damage. 

Unity

Your aura provides your allies resistance to the same damage types that align to your active motes, and hostile creatures within your aura lose any resistance to the damage type of your motes while they remain within the aura. 

As a bonus action, you may disperse a number of motes to cause one hostile creature affected by your aura per mote dispersed to have any immunity against the damage type of the aspects of the motes dispersed become resistant to that damage type as long they remain affected by your aura. 

Wrath

Your aura causes hostile creatures to have disadvantage against spells that would create motes of the opposite type of your current motes. 

Equilibrium

While you possess at least one mote, the next damaging spell you cast that creates a mote of the opposite aspect deals an additional 1d8 damage of a type dealt by the spell to one creature the first time this spell deals damage. This bonus damage increases to 2d8 at 11th level. 

You may choose to disperse any number of motes in this fashion, dealing this damage an additional time for each mote dispersed. 

Intensify

While you possess at least one mote, the next damaging spell you cast that creates a mote of the same aspect deals an additional 1d8 damage of a type dealt by the spell to one creature the first time this spell deals damage. This bonus damage increases to 2d8 at 11th level. 

Invert

When you cast a damaging spell that creates a mote of the type you already possess, you create the mote and then disperse all of your current motes to inflict vulnerability to a damage type associated with the opposite aspect of the created mote. A number creatures up to the number of motes dispersed by this synthesis who are damaged by this spell gain this vulnerability until the end of your next turn. 

Partnership

When you roll initiative, choose a willing creature within 30 feet that you can see. Whenever you trigger a synthesis, your chosen creature also gains the benefit of your triggered synthesis, including auras. 

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.

Ley Line Empowerment

Beginning at 5th level, you may attempt to empower your own spells, or those of others, at places of ley line intersections. When after completing a long or short rest at a ley line intersection, you can use the energy of the ley line to empower a spell of yours or a willing creature’s within 5 feet of you. When you empower a spell, you or the willing creature choose a spell to empower. The empowered spell acts as if it were cast with a spell slot one level higher than the spell slot expended.

Once you have been empowered by a ley line, you may not be empowered again, as long as you still possess the empowered spell. You may only empower one spell during each long or short rest at a ley line intersection. Empowered spells are lost when you complete a long rest. You can empower a number of spells equal to half your proficiency bonus before being unable to continue utilizing ley lines in this fashion. You regain all uses of ley line empowerment when you complete a long rest. 

You gain the other benefits of resting while performing ley line empowerment.

Ley Threads

Starting at 7th level, you are able to pluck fine ley line threads from the environment to enhance the magic of yourself or an ally.

As a bonus action, choose yourself or an ally within 30 feet. The next spell attack within one minute made by you or the ally has advantage. You may use this feature a number of times equal to your Intelligence modifier, and recover all uses when you finish a long rest.

Ley Line Infusion

Beginning at 8th level, you may add your Intelligence modifier to any damage you deal with meridian cantrips.

Additionally, when you finish a long rest, choose one of the two aspects of your convergence. When you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of a type associated with your convergence. When you reach 14th level, the extra damage increases to 2d8.

Ley Line Barrier

Starting at 11th level, you have mastered lessening off the flow of a ley line for a short period of time.

As a bonus action, you create an area of dampened magic in a 10 foot radius, with yourself as the point of origin.Spells attacks made within the area or into the area suffer disadvantage. Saving throws made against spells targeting those within the area, or originate from within the area, are made with advantage. 

You may sustain this area as a bonus action. If you choose not to sustain the barrier, it fades at the end of your turn. You can use this feature a number of times equal to your proficiency bonus. Once you have expended all uses, you may not do so again until you complete a short or long rest, at which time you regain all expended uses.

Apotheosis

At 20th level, whenever you roll initiative and have no Motes of Convergence, roll a d4 and create Motes of Convergence of your choice equal to the result. 

Convergences

Different cycles present themselves to those who know where to seek them. Although many cycles exist, the most prevalent are the Convergence of the Equinox, the Convergence of the Firmament, and the Convergence of the Solstice.

Convergence of the Equinox

You have become attuned to the Convergence of the Equinox, the cycle that governs day and night, and life and death. Within this convergence lies the hidden knowledge of what lurks in the darkest of places, and the illumination and wisdom of the glorious sun. 

The Equinox

Uncovering some of the mystical secrets of the equinox at 1st level allows you to harness the powers of light and darkness, and life and death. The convergence of the equinox consists of light and radiance on one side, and darkness and necrosis on the other. 

Motes

Casting a spell using a spell slot of 1st-level or higher that deals radiant damage or creates a light source creates a mote of light, while casting a 1st-level or higher spell dealing necrotic damage or extinguishing light creates a mote of darkness

Zenith

Beginning at 1st level, you have learned to harness the power expressed by midnight and midday. You gain the following benefits:

  • While in sunlight, your proficiency bonus is doubled for arcana and investigation checks. 
  • While in darkness, your proficiency bonus is doubled for religion and survival checks. 
  • You have advantage on your first attack roll or saving throw made between noon and midnight
  • Your have advantage on your first initiative roll made between midnight and noon

Radiant Shroud

At 1st level, you can manifest and don a radiant shroud created from the energy of your convergence.  

  • If you are in sunlight or artificial light, you may spend your reaction to add your Intelligence bonus to your armor class when you are targeted with an attack. 
  • If you are in darkness, you may spend your reaction to reduce damage from an attack by your Intelligence modifier. 

You may use a combination of these abilities a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature when you finish a long rest. 

Lingering Pool

When you reach 6th level, your spells cast using a spell slot of 1st level or higher leave behind a 5 foot lingering pool of convergent energy at a location you can see within 30 feet. 

  • When you cast a spell dealing radiant damage, you create a pool of light. Creatures within this pool of light gain the blinded condition for as long as they are in the pool, but all healing done to targets in the pool is increased by your Intelligence modifier. You may disperse a mote of light to create a second pool of light whenever you create a pool of light.
  • When you cast a spell dealing necrotic damage, you create a pool of darkness. Creatures within the pool are heavily obscured, and all necrotic damage dealt to creatures within the pool is increased by your Intelligence modifier. You may disperse a mote of darkness to create a second pool of darkness whenever you create a pool of darkness. 

Pools last until the end of your next turn.

Equinoctial Movement

Starting at 14th level, you have harnessed the power of day and night to aid you in your travels. 

  • While in sunlight, you may take the Dash action as a bonus action, and can disperse one mote of light to teleport with the Dash action.
  • While in darkness, you may take the Disengage action as a bonus action, and can disperse one mote of darkness to deal your Intelligence modifier as necrotic damage to a creature whenever they attack you after you use the Disengage action.

Master of the Illuminated Night

Upon reaching 18th level, you manifest mastery over light and dark. As an action, you create up to your maximum number of motes of a single aspect of your convergence and may cast a spell of a type associated with the aspect of convergence that you created. 

If you deal damage with this spell, it deals an extra die of damage to each creature damaged by the spell, and you may reroll any damage die that shows a result of 1 or 2, but must take the second result.

If the spell creates magical darkness, it creates an equal sized area of blinding light, lasting for the duration the darkness would normally last, and vice versa. 

  • Creatures starting their turn inside the area of light, or entering into the area of light, must succeed on an Intelligence saving throw or gain the blinded condition until they leave the area. The area of light sheds additional dim light around it in a 20-foot radius. 
  • Creatures entering an area of darkness created by this feature act as if the area was created by the Darkness spell. 

Areas last as long as the opposing area persists. 

Once you have used this feature, you may not do so again until you have taken a short or long rest.

Convergence of the Firmament

You have become attuned to the Convergence of the Firmament, the cycle that governs the air and the earth. This convergence unveils the secret knowledge of what soars above and exists without being seen, and the strength and resilience of the earth below.   

Cycle of the Firmament

Discovering the cycle of the firmament at 1st level allows you to harness the power of the sky and the earth. Your convergences consist of the aspects the air and the intangible on one side, and earth and the physical world on the other. 

Motes

Casting 1st-level or higher spell dealing lightning or thunder damage, creating illusions,  or uses wind to provide or restrain movement creates a mote of air, while casting a 1st-level or higher spell dealing bludgeoning, piercing, or slashing damage, creating or destroying terrain, casting detect spells, or causing earthquakes creates a mote of earth

Horizon

Beginning at 1st level, you have learned to harness the power expressed where the sky touches land. 

  • While above ground, your proficiency bonus is doubled for Dexterity (Acrobatics) and Charisma (Performance) ability checks, or you may roll a 1d4 and add it to your ability check, if you are not proficient.
  • While below ground, your proficiency bonus is doubled for Strength (Athletics) and Intelligence (History) checks, or you may roll a 1d4 and add it to your ability check, if you are not proficient.

You may also use the following once while above ground, and once while underground. You regain uses when you finish a long rest.

  • While above ground, you may spend a reaction when a creature you can see within 30 feet makes an attack roll to add your Intelligence modifier to their attack roll.
  • While below ground, you may spend a reaction when a creature you can see within 30 feet makes a saving throw to add your Intelligence modifier to their saving throw.

Coat of Crackling Silt

At 1st level, you manifest and don a coat of crackling silt made from the energy of your convergence. 

  • If you are above ground, whenever a creature deals damage to you with a ranged attack, you may spend your reaction to lash it with a tendril of charged air, dealing your Intelligence modifier in lightning damage. 
  • If you are below ground, whenever a creature deals damage to you with a melee attack, you may spend your reaction to have it be stung by swirling rocks, taking your Intelligence modifier in bludgeoning damage. 

You may use a combination of these abilities a number of times equal to your Intelligence modifier.  This damage increases by 1d8 at 5th-level, 11th-level, and again at 17th level. You regain all uses when you complete a long rest. 

Coalescing Firmament

When you reach 6th level, your spells cast using a spell slot of 1st level or higher create magical terrain in an unoccupied 5 foot square of your choosing. You create an orb of storms when you cast a spell that creates a mote of air, or you create an orb of churning earth when you cast a spell that creates a mote of earth

  • The orb of storms causes any hostile creature who starts their turn within 5 feet of the orb or passes within 5 feet of the orb to succeed on a Strength saving throw or suffer damage equal to your Intelligence modifier in lightning damage, and knocked back 10 feet, and gain vulnerability against the next bludgeoning, piercing, or slashing damage they are dealt while the orb is active. You may disperse one mote of air to create a second orb of storms whenever you would create an orb of storms.  
  • The orb of churning earth causes any hostile creature who starts their turn within 5 feet of the orb or who passes within 5 feet of the orb to succeed on a Dexterity saving throw or suffer damage equal to your Intelligence modifier in bludgeoning damage, are knocked prone, and gain vulnerability against the next lightning or storm damage they are dealt while the orb is active. You may disperse one mote of earth to create a second orb of churning earth whenever you would create an orb of churning earth.

The orbs remain until the end of your next turn. 

Tower of the Firmament

Starting at 14th level, you have harnessed the power of the earth and the sky to aid you in your defense of a location.

  • While above ground, you may Dodge as a bonus action, provided you do not move. You can disperse a mote of air to roll a 1d4 and add it to your AC as part of this bonus action.
  • While below ground, you may spend your bonus action to gain advantage on saving throws against effects for which you can see the source, provided you do not move. You can disperse a mote of earth to roll a 1d4 and add it to your saving throw as part of this bonus action.

Master of the Echoing Hall

Upon reaching 18th level, you manifest mastery over air and earth. As an action, you create up to your maximum number of motes of a single aspect of your convergence and may cast a spell of a type associated with the aspect of convergence that you created. 

If you deal damage with this spell, it deals an extra die of damage to each creature damaged by the spell, and you may reroll any damage die that shows a result of 1 or 2, but must take the second result.

Before the end of your next turn, you may cast the spell again as a bonus action as if you spent a spell slot equal to its spell level without expending an additional spell slot. 

Once you have used this feature, you may not do so again until you have taken a short or long rest.

Convergence of the Solstice

You have become attuned to the Convergence of the Solstice, the cycle that governs the seasons, the summer and the winter. This convergence lays bare the secret knowledge of warmth, passion, and health of summer, and provides the freezing calm and desiccation of winter.

Cycle of the Solstice

Discovering the cycle of the solstice at 1st level allows you to harness the power of summer and winter. Your path consists of fire at one end of the path, and cold  at the other end of the path. 

Motes

Casting 1st-level or higher spell dealing fire damage or creating fire creates a mote of summer, while casting a 1st-level or higher spell dealing cold damage or creating water or ice creates a mote of winter.

Juncture

Beginning at 1st level, you have learned to harness the power expressed by the changing seasons. 

  • While it is spring or summer, your proficiency bonus is doubled for Charisma (Persuasion) and Wisdom (Medicine) ability checks, or you may roll a 1d4 and add it to your check, if you are not proficient. 
  • While it is spring or summer, whenever you magically regain hit points, you may spend your reaction to allow another creature you see to regain hit points equal to twice your proficiency bonus. 
  • While it is fall or winter, your proficiency bonus is doubled for Charisma (Intimidation) and Charisma (Deception) checks, or you may roll a 1d4 and add it to your check, if you are not proficient.
  • While it is fall or winter, as a reaction to another creature you can see within 30 feet of you suffering damage, you can reduce the damage by an amount equal to your proficiency bonus. 

Shawl of Winter’s Fire

At 1st level, you manifest and don a shawl of winter’s fire. 

  • If it is spring or summer, as a reaction to suffering fire damage, you can reduce the amount of fire damage you take by your Intelligence modifier, and deal the prevented damage as additional cold to one creature the next time you deal fire damage before the end of your next turn.
  • If it is fall or winter, as a reaction to suffering cold damage, you may spend your reaction to reduce the amount of cold damage to you take by your Intelligence modifier, and deal the prevented damage as additional fire to one creature the next time you deal cold damage before the end of your next turn.

The damage you reduce increases by 1d8 at 11th level, and again at 17thlevel.

Scythe of the Solstice

Beginning at 6th-level, your spells spin out a scythe of the solstice whenever you cast a spell using a spell slot of 1st level or higher that deals fire or cold damage. 

  • If the spell deals fire damage, you may force the creature and up to two additional creatures within five feet of a creature affected by the spell to make a Dexterity saving throw, or suffer half the amount of fire damage (rounded down) again at the start of their turn.  
  • If the spell deals cold damage, you may force the creature and up to two additional creatures within five feet to make a Constitution saving throw or have disadvantage on attack rolls and saving throws until the end of your next turn. 

The Solstice Fields

Starting at 14th level, you have harnessed the power of summer and winter to aid you in transitions. 

  • While it is spring and summer, you can use the Help action as a bonus action.. You can disperse a mote of summer to roll a 1d4 and add it to the result of the check you are Helping with. 
  • While it is fall and winter, you may spend your bonus action to shove a creature within 5 feet of you. You can disperse a mote of winter  to roll a 1d4 and add it to your attack roll to shove. 

Master of the Burning Frost

Upon reaching 18th level, you are able to manifest your mastery over summer and winter.  As an action, you create up to your maximum number of motes of a single aspect of your convergence and may cast a spell of a type associated with the aspect of convergence that you created. 

If you deal damage with this spell, it deals an extra die of damage to each creature damaged by the spell, and you may reroll any damage die that shows a result of 1 or 2, but must take the second result.

  • Whenever you cast a spell that deals fire damage using a 1st-level spell slot or higher, creatures who suffer the fire damage must succeed on a Wisdom saving throw or become frightened. While frightened the creature suffers your Intelligence modifier in fire damage at the beginning of its turn. Affected creatures may save against this effect at the end of every turn after the first. Once a creature has saved against this frightened condition, it may not be frightened by this feature until it takes a long rest.
  • Whenever you cast a spell that deals cold damage using a 1st-level spell slot or higher, creatures who suffer the cold damage must succeed on a Charisma saving throw or become charmed. While charmed the creature suffers your Intelligence modifier in cold damage at the beginning of its turn, but is unaware it is suffering this damage. Affected creatures may save against this effect at the end of every turn after the first. Once a creature has saved against this charmed condition, it may not be charmed by this feature until it takes a long rest.

Once you have used this feature, you may not do so again until you finish a short or long rest.

Meridian Spell List

The Meridian spell list is still undergoing changes, but the gist is “druid wizard” to help determine what goes where.

“Ruins of Santo Domingo” by Storm Crypt is licensed under CC BY-NC-ND 2.0

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