D&D inspired variant of the daedric prince Meridia from the elder scrolls universe
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updated January 7, 2026

Description

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Meridia, the Radiant Arbiter

Alignment: Lawful Good (with a hint of Neutral tendencies)
Domain Influence: Light, Life, and Purity
Symbol: A radiant sunburst encircled by a ring of prismatic light
Plane: The Auroran Spire, a resplendent demiplane of eternal dawn

Core Concept

Meridia is a cosmic entity devoted to the eradication of undeath and corruption. In the Elder Scrolls, she despises necromancy and the undead, and that theme translates perfectly into D&D. She becomes a Celestial Power or Outer Plane Patron, revered by paladins, clerics, and even warlocks who seek to cleanse the world of darkness.

Personality & Ideals

  • Purity Above All: Meridia views undeath as a perversion of the natural cycle. Her followers are tasked with restoring balance and burning away corruption.

  • Radiant Justice: She is not merciful to those who willingly embrace necromancy or shadow magic. Her justice is swift and absolute.

  • Order Through Light: While benevolent, Meridia is authoritarian in her approach—her light is not negotiable.

Appearance

Meridia manifests as a towering figure of living light, humanoid in shape but with prismatic wings and a halo of eternal dawn. Her voice resonates like a chorus of bells, and her presence banishes all shadows.

Auroran Spire (Her Realm)

  • A vast crystalline citadel floating in a sea of golden light.

  • Rivers of radiant energy flow through gardens of glass flora.

  • Souls who served her faithfully dwell here as Aurorans, luminous beings who act as her emissaries.

Followers

  • Clerics: Often of the Light Domain or Life Domain.

  • Paladins: Oath of Devotion or a custom Oath of Radiance (focused on destroying undead and purging corruption).

  • Warlocks: Pact of the Celestial, with Meridia as their patron.

Tenets of Meridia

  1. Destroy the Undead: They are an affront to the cycle of life.

  2. Protect the Living: Life is sacred and must be preserved.

  3. Spread the Light: Darkness breeds corruption; illuminate all shadows.

  4. No Compromise with Evil: Mercy for the wicked is weakness.

Artifacts

  • Dawnbreaker (Legendary Weapon): A radiant longsword that explodes with holy fire when striking undead.

  • Prism of Purity: A crystal that can banish necrotic energy and cleanse cursed lands.

Adventure Hooks

  • A cult of necromancers has stolen a shard of Meridia’s essence, corrupting it into a weapon of darkness.

  • A forgotten temple of Meridia lies buried beneath a city plagued by undead—her light must be rekindled.

  • A rival celestial accuses Meridia of tyranny, sparking a divine conflict that mortals are dragged into.


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December 12

You said:

develop lore and background for D&D 5e based on the elder scrolls Daedric Prince Meridia

Copilot said:

Copilot

Here’s a detailed lore and background concept for adapting Meridia into a D&D 5e setting:

Meridia, the Radiant Arbiter

Alignment: Lawful Good (with a hint of Neutral tendencies)
Domain Influence: Light, Life, and Purity
Symbol: A radiant sunburst encircled by a ring of prismatic light
Plane: The Auroran Spire, a resplendent demiplane of eternal dawn

Core Concept

Meridia is a cosmic entity devoted to the eradication of undeath and corruption. In the Elder Scrolls, she despises necromancy and the undead, and that theme translates perfectly into D&D. She becomes a Celestial Power or Outer Plane Patron, revered by paladins, clerics, and even warlocks who seek to cleanse the world of darkness.

Personality & Ideals

  • Purity Above All: Meridia views undeath as a perversion of the natural cycle. Her followers are tasked with restoring balance and burning away corruption.

  • Radiant Justice: She is not merciful to those who willingly embrace necromancy or shadow magic. Her justice is swift and absolute.

  • Order Through Light: While benevolent, Meridia is authoritarian in her approach—her light is not negotiable.

Appearance

Meridia manifests as a towering figure of living light, humanoid in shape but with prismatic wings and a halo of eternal dawn. Her voice resonates like a chorus of bells, and her presence banishes all shadows.

Auroran Spire (Her Realm)

  • A vast crystalline citadel floating in a sea of golden light.

  • Rivers of radiant energy flow through gardens of glass flora.

  • Souls who served her faithfully dwell here as Aurorans, luminous beings who act as her emissaries.

Followers

  • Clerics: Often of the Light Domain or Life Domain.

  • Paladins: Oath of Devotion or a custom Oath of Radiance (focused on destroying undead and purging corruption).

  • Warlocks: Pact of the Celestial, with Meridia as their patron.

Tenets of Meridia

  1. Destroy the Undead: They are an affront to the cycle of life.

  2. Protect the Living: Life is sacred and must be preserved.

  3. Spread the Light: Darkness breeds corruption; illuminate all shadows.

  4. No Compromise with Evil: Mercy for the wicked is weakness.

Artifacts

  • Dawnbreaker (Legendary Weapon): A radiant longsword that explodes with holy fire when striking undead.

  • Prism of Purity: A crystal that can banish necrotic energy and cleanse cursed lands.

Adventure Hooks

  • A cult of necromancers has stolen a shard of Meridia’s essence, corrupting it into a weapon of darkness.

  • A forgotten temple of Meridia lies buried beneath a city plagued by undead—her light must be rekindled.

  • A rival celestial accuses Meridia of tyranny, sparking a divine conflict that mortals are dragged into.

Would you like me to expand this into a full playable supplement for D&D 5e (including stat blocks for Meridia, cleric domain, paladin oath, and magic items) or write a short campaign arc centered around her influence?

You said:

Design a paladin oath for Meridia AND Write a cleric domain for Meridia

Copilot said:

Copilot

Here’s a full design for both a Paladin Oath and a Cleric Domain dedicated to Meridia:

Paladin Oath: Oath of Radiance

“The light of Meridia burns away corruption and undeath. You are her blade and her beacon.”

Tenets of Radiance

  1. Cleanse the Taint: Undeath and necromancy are abominations. Destroy them wherever they arise.

  2. Illuminate the Shadows: Bring truth and light to places of darkness and despair.

  3. Protect the Cycle: Life and death are sacred; do not allow their natural order to be broken.

  4. No Mercy for the Wicked: Those who embrace corruption must be purged without hesitation.

Oath Spells

Paladin Level

Spells

3rd

Protection from Evil and Good, Guiding Bolt

5th

Lesser Restoration, Moonbeam

9th

Beacon of Hope, Daylight

13th

Guardian of Faith, Banishment

17th

Flame Strike, Dawn

Channel Divinity

  • Radiant Purge: As an action, present your holy symbol and speak Meridia’s name. All undead within 30 ft. must make a Constitution save or take radiant damage equal to your paladin level + Charisma modifier.

  • Light of Judgment: You can imbue your weapon with radiant energy for 1 minute. It deals an extra 1d8 radiant damage on hit, and undead struck by it must succeed on a Wisdom save or be frightened until the end of your next turn.

Aura of Dawn (7th Level)

You and allies within 10 ft. have resistance to necrotic damage and advantage on saving throws against being frightened. At 18th level, the range increases to 30 ft.

Radiant Avatar (20th Level)

As an action, you become a living beacon of Meridia’s light for 1 minute:

  • You emit bright light in a 60 ft. radius.

  • Undead within 60 ft. take 20 radiant damage at the start of their turn.

  • Your weapon attacks deal an additional 2d8 radiant damage.

  • You gain flight (60 ft. speed).

Cleric Domain: Light of Meridia

“The Radiant Lady’s light is eternal. Her servants are the dawn that banishes the night.”

Domain Spells

Cleric Level

Spells

1st

Protection from Evil and Good, Guiding Bolt

3rd

Lesser Restoration, Moonbeam

5th

Beacon of Hope, Daylight

7th

Guardian of Faith, Banishment

9th

Flame Strike, Dawn

Bonus Proficiencies

You gain proficiency with martial weapons and heavy armor.

Radiant Rebuke (1st Level)

When you use Turn Undead, undead that fail their save also take radiant damage equal to 2 + your cleric level.

Channel Divinity: Purge the Unclean (2nd Level)

As an action, you present your holy symbol and invoke Meridia’s wrath. All undead and fiends within 30 ft. take radiant damage equal to 2d10 + your cleric level and must make a Wisdom save or be turned.

Aura of Purity (6th Level)

You and allies within 10 ft. have advantage on saving throws against necrotic damage and disease.

Radiant Soul (8th Level)

Your weapon attacks deal an extra 1d8 radiant damage. At 14th level, this becomes 2d8.

Avatar of Light (17th Level)

You can use your action to become a radiant avatar for 1 minute:

  • Emit bright light in a 60 ft. radius.

  • Gain resistance to all damage except psychic.

  • Undead within 60 ft. take 20 radiant damage at the start of their turn.

Magic Items of Meridia

Dawnbreaker (Legendary, Requires Attunement by Paladin or Cleric)

  • Weapon (Longsword), Legendary

  • Deals +2 to attack and damage rolls.

  • On hit, deals an extra 2d8 radiant damage.

  • When you kill an undead creature, it explodes in radiant light: all undead within 10 ft. take 4d8 radiant damage (Dex save for half).

  • Light Aura: Emits bright light in 30 ft. and dim light in 30 ft. beyond.

Prism of Purity (Wondrous Item, Very Rare)

  • Once per day, you can cast Greater Restoration and Dispel Evil and Good without expending a spell slot.

  • While holding the prism, you have advantage on saving throws against necrotic damage.

Auroran Plate (Armor, Legendary)

  • Heavy armor, AC 20.

  • Grants resistance to necrotic damage.

  • Once per long rest, you can activate Radiant Shield for 1 minute: attackers take 2d8 radiant damage when hitting you.

NPC Stat Blocks

Meridia, Radiant Arbiter

CR 25 | Huge Celestial | Lawful Good

HP: 420
AC: 22 (Natural Armor)
Speed: 40 ft., Fly 90 ft.

STR: 26 | DEX: 20 | CON: 24 | INT: 22 | WIS: 24 | CHA: 28

Saving Throws: Wis +15, Cha +17, Con +14
Damage Immunities: Necrotic, Radiant, Poison
Condition Immunities: Charmed, Frightened, Exhaustion
Senses: Truesight 120 ft.

Legendary Actions (3 per round):

  • Radiant Burst: Deals 40 radiant damage in a 30 ft. radius (Dex save for half).

  • Blinding Light: Target within 60 ft. must succeed on a Con save or be blinded for 1 minute.

  • Teleport: Meridia teleports up to 120 ft.

Special Abilities:

  • Aura of Dawn: Undead within 60 ft. take 20 radiant damage at the start of their turn.

  • Spellcasting: 9th-level caster; spells include Sunbeam, Dawn, Flame Strike, Mass Heal.

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