Vestiges of Divergence

The  are ancient and powerful artifacts from the Calamity. These items have since been scattered around the world—lost to the history books, passed down as symbols of power through various bloodlines or government positions, or stolen and un-recovered for hundreds of years. According to Kamaljiori, the androsphinx mate of Osysa, some Vestiges have been destroyed over this epoch, others lie scattered across the Planes of Existence, and some are sealed or hidden.

The Vestiges are legendary artifacts that grow in power with the experience, force of will, and strength of character of the bearer. Many Vestiges, if sealed away or left without a worthy attuned individual for a period of time, will revert to their dormant state. A dormant state still imbues a modicum of power to the attuned, but with time, perseverance, and personal growth, the Vestige can regain access to some of its lost ability in its awakened state. Eventually, through extreme personal challenge, evolution, and achievement, the Vestige can reach its full potential in its exalted state. This is the true power of the Vestige, the state when it was originally utilized in the Calamity against battle-ready gods.

Over the course of their adventures, the adventuring party Vox Machina has found and retrieved eight of these powerful items throughout Exandria and even the various Planes of Existence bordering the Prime Material Plane.

While the Vestiges where often created by the Prime Deities, there are counterparts to them, which are called Arms of the Betrayers.



Cabal's Ruin

 * &rarr; Main article: Cabal's Ruin.

This cloak of dark leather and gold trim seems to occasionally shimmer with small sparks of blue energy across the shadowed lining. Previously used by an assassin to eliminate the Den of Druja, Cabal's Ruin was worn by Mistress Asharru before it was stolen by Anna Ripley. It is currently in the possession of Percy de Rolo.

Deathwalker's Ward

 * &rarr; Main article: Deathwalker's Ward.

This beautiful, black leather armor is covered in intricate scrollwork, the mantle bearing the black feathers of the Raven Queen. Previously worn by Purvan Suul, a champion of the Raven Queen, it was interred with his body in a tomb beneath the Marrowglade Loch. It is currently in the possession of Vax'ildan, who wore it as he followed the Raven Queen into the afterlife.

Fenthras, Wrath of the Fey Warden

 * &rarr; Main article: Fenthras, Wrath of the Fey Warden.

This gorgeous longbow made of everbark from the Feywild seems to flex and shift like a living entity. Previously the personal weapon of the archfey Saundor, it is currently in the possession of Vex'ahlia de Rolo.

Mythcarver

 * &rarr; Main article: Mythcarver.

This incredible silvered blade once belonged to The White Duke himself, and many more master bards before him. It resonates with nearby musical tones. The sword was entrusted to the sphinx Kamaljiori, who bequeathed it to Scanlan Shorthalt.

Plate of the Dawnmartyr

 * &rarr; Main article: Plate of the Dawnmartyr.

Beautiful silver scrolling and priceless, cut rubies adorn this set of brass-and-gold armor. Worn by the High Priest Duana of the Dawnfather as she fell in the Battle of Ghor Dranas. Once a treasure of the Sutan bloodline, it was lost in a card game to the fire giant Juuraiel. It is currently in the possession of Pike Trickfoot.

Spire of Conflux

 * &rarr; Main article: Spire of Conflux.

A powerful relic made from Melora's breath, passed down from generation to generation of Ashari leaders. For a time, the Spire lay within the stomach of a goristro named Yenk, who devoured the staff along with its wielder. It is currently in the possession of Keyleth.

Titanstone Knuckles

 * &rarr; Main article: Titanstone Knuckles.

Carved from the heartstone of a ruined earth primordial, these gauntlets bestow immeasurable might to the wearer. Taken from the corpse of its previous owner, the Knuckles were worn by Kevdak, Thunderlord of the Herd of Storms, before being claimed by his nephew, Grog Strongjaw.

Whisper

 * &rarr; Main article: Whisper.

Forged with a mercurial metal pulled from the Far Realm, light dances and shifts across this curved blade. Lost to the depths of the Ozmit Sea aboard the wreck of The Shrew, the dagger was recovered by Kynan Leore. It is currently in the possession of Vax'ildan, who took it with him as he followed the Raven Queen into the afterlife.

Dwueth'var, the Star Razor

 * &rarr; Main article: Dwueth'var.

Forged by a union of acolytes of Melora and Sehanine, the Star Razor carries the blessing of the fiercest full moon and starlit night. Sundered and reforged by Dulgrim Smeltborne of Uthodurn, the blade was broken again in a battle in the ruins of Molaesmyr. Its pieces were scattered, eventually reunited and reforged again by Umagorn Smeltborne. It is currently in the possession of Fjord.

Wreath of the Prism

 * &rarr; Main article: Wreath of the Prism.

This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat. It is currently in the possession of Arkhan the Cruel.

Description
Weapon (flail), legendary (requires attunement by a non-good character)

Utilized in countless tortures and slow executions, the hooked chains of this brutal weapon still smell of dried blood and rot.

Dormant State

 * The wielder gains a +2 bonus to damage rolls made with this magic weapon.
 * When the wielder hits with an attack using this weapon, and that creature was injured with this weapon on their previous attack, they deal an additional 1d6 piercing damage.

Awakened State

 * The bonus to damage rolls is increased to +3.
 * The damage bonus to striking a creature the wielder has already injured increases to 1d8.
 * When a creature is damaged by this weapon, they suffer disadvantage on Strength ability checks until the beginning of the wielder's next turn.
 * When the wielder drops a creature to 0 hit points with an attack using Agony, they can immediately make an additional melee attack with this weapon as a bonus action.

Exalted State

 * The bonus to damage rolls is increased to +4.
 * The damage bonus to striking a creature the wielder has already injured increases to 2d6.
 * When the wielder scores a critical hit with this weapon, the target must make a DC 17 Wisdom saving throw or become frightened of the wielder for 1 minute. If this saving throw is successful, not only does the target not become frightened, they become immune to this frightening effect for the next 24 hours.

Description
Armor (scale), legendary (requires attunement)

This antique armor forged from jade and black dragon scales was once owned and worn by J'mon Sa Ord of Ank’Harel.

Dormant State

 * The wearer has a +1 bonus to AC while wearing this armor.
 * The wearer can cast the command spell (save DC 13) while attuned to this armor. They cannot use this ability again until they have completed a long rest.

Awakened State

 * The bonus to AC increases to +2.
 * The wearer gains resistance to acid damage while wearing this armor.
 * The wearer gains immunity to the frightened condition while wearing this armor.
 * The spell save DC of the armor’s command spell becomes DC 15, and it can target two additional creatures.

Exalted State

 * The bonus to AC increases to +3.
 * The wearer's immunity to the frightened condition extends to include all friendly creatures within 15 feet, as long as the wearer is conscious.
 * The wearer gains immunity to acid damage while wearing this armor.
 * The spell save DC of the armor’s command spell becomes DC 17, and it can target four additional creatures.

Description
Wondrous item, legendary (requires attunement by a non-good character)

Upon wearing this circlet of gnarled onyx, black barbs dig into the wearer's head, imparting power as it twists the wearer's appearance to amuse the Spider Queen.

Dormant State

 * While wearing this circlet, the wearer's Charisma score decreases by 2. They also have advantage on initiative rolls.
 * When making an attack roll, the wearer can use their reaction to gain a +5 bonus to the roll. They make this choice after they see the roll, but before the DM says whether the attack hits or misses. The wearer cannot use this ability again until they finish a short or long rest.

Awakened State

 * The wearer gains resistance to poison damage and immunity to the poisoned condition.
 * The ability to gain a bonus to an attack roll can be used twice between rests.

Exalted State

 * The wearer gains immunity to poison damage and the poisoned condition.
 * The wearer can see invisible creatures and objects.
 * The ability to gain a bonus to an attack roll can be used three times between rests.

Description
Weapon (heavy crossbow), legendary (requires attunement)

This shadow-touched heavy crossbow once served as the weapon of choice for the legendary assassin Todora.

Dormant State

 * The wielder has a +1 bonus to attack rolls made with this weapon.
 * When the wielder hits with an attack using this weapon, the target takes an additional 1d4 poison damage.
 * If the wielder hits with an attack using this weapon, instead of dealing damage, they can choose one of two effects to trigger. Each effect can only be used once, and they cannot be used again until the wielder finishes a short rest:
 * A Fog Cloud spell centered on the target.
 * A Silence spell centered on the target.

Awakened State

 * The bonus to attack rolls increases to a +2.
 * The poison damage inflicted on a hit increases to 1d6.
 * An additional effect that can be triggered in place of damage is added:
 * A Hold Person spell (spell save DC 15).

Exalted State

 * The bonus to attack rolls increases to a +3.
 * The poison damage inflicted on a hit increases to 1d8.
 * The spell save DC for the Hold Person spell increases to DC 17.
 * An additional effect that can be triggered in place of damage is added:
 * The Blight spell (spell save DC 17).

Description
Wondrous item, legendary (requires attunement)

These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar.

Dormant State

 * The wearer can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
 * The wearer has advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight.

Awakened State

 * The wearer sees invisible creatures and objects within 60 feet as if they were visible, and he or she can see into the Ethereal Plane.
 * Using a bonus action, the wearer can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can't be used again until the next dawn.
 * As a bonus action, the wearer can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size.

Exalted State

 * The wearer automatically detects illusions he or she can see and automatically succeeds on saving throws against them. In addition, he or she sees a bright aura around any creature that isn't in its true form.
 * As an action, the wearer can cast the antimagic field spell from the visor. This property can't be used again until the next dawn.

Description
Armor (shield), legendary (requires attunement by a non-evil character)

This massive, silvered shield bearing the crest of the Platinum Dragon never tarnishes. The metal is warm to the touch.

Dormant State

 * While holding the shield, the wielder has a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
 * The wielder is immune to the prone condition while bearing this shield.

Awakened State

 * The bonus to AC increases to a +2.
 * Whenever a creature’s attack against the wielder misses, they can use their reaction to immediately attempt to make a shove attack against that creature.

Exalted State

 * The bonus to AC increases to a +3.
 * Using a bonus action, the wielder can protect an adjacent ally, imparting +3 to their AC until the beginning of the wielder's next turn, or the ally is no longer adjacent to them (whichever comes first).

Description
Wondrous item, legendary (requires attunement)

A beautiful, glittering emerald is set within the center of this silver chain, humming with power and possibility.

Dormant State

 * While wearing this amulet, the wearer gains a +1 bonus to all saving throws, and is immune to the grappled condition.

Awakened State

 * The bonus to all saving throws increases to a +2.
 * The wearer becomes immune to the restrained condition as well as the grappled condition.
 * The wearer may use an action to cast the spell blink on themselves without needing any components. They cannot use this ability again until they finish a long rest.

Exalted State

 * The bonus to all saving throws increases to a +3.
 * The wearer become immune to the paralyzed and petrified conditions, as well as the grappled and restrained conditions.
 * Whenever the wearer makes an attack roll, an ability check, or a saving throw, they can choose to roll an additional d20. The wearer can choose to do this after they roll the die, but before the outcome is determined. They choose which of the d20s is used for the attack roll, ability check, or saving throws. The wearer cannot use this ability again until they finish a short or long rest.

Description
Weapon (maul), legendary (requires attunement)

Forged from deep red iron, this massive hammer houses an everburning gemstone of orange flame.

Dormant State

 * The wielder has a +1 bonus to attack rolls made with this weapon.
 * When the wielder hits with an attack with this weapon, the target takes an additional 1d6 fire damage.

Awakened State

 * The bonus to attack rolls increases to a +2.
 * The fire damage inflicted on a hit increases to 2d6.
 * As an action, the wielder can slam the Pyremaul into the ground to cast Burning Hands at 2nd-level (spell save DC 15). They cannot use this ability again until they finish a short or long rest.
 * When the wielder scores a critical hit with this weapon, the target must succeed on a DC 15 Strength saving throw or be knocked prone.

Exalted State

 * The bonus to attack rolls increases to a +3.
 * The fire damage inflicted on a hit increases to 3d6.
 * The Burning Hands spell save DC increases to 17, and is now cast at 3rd-level.
 * When the wielder scores a critical hit with this weapon, the target must succeed on a DC 17 Strength saving throw or be knocked prone. The wielder can also roll an additional 3d6 fire damage when determining the extra damage for the critical hit.

Description
Wondrous item, legendary (requires attunement by a monk)

Created and wielded by the ancient warrior called Dyamak, this thick cloth strips of enchanted material appear to be stained with blood of unknown origin.

Dormant State

 * The wielder has a +1 bonus to attack and damage rolls made with their unarmed strikes.
 * Whenever the wielder finishes a short or long rest, they gain a number of temporary hit points equal to their full ki points.

Awakened State

 * The bonus to attack and damage rolls increases to a +2.
 * As a bonus action, the wielder can cast the Misty Step spell. They cannot use this ability again until they score a critical hit with an unarmed strike, or they complete a short or long rest.

Exalted State

 * The bonus to attack and damage rolls increases to a +3.
 * When the wielder hits with an unarmed strike, they can choose to make the attack a Ravenous Strike. The target takes an additional 6d6 necrotic damage, and the wielder regains hit points equal to the additional necrotic damage dealt. They cannot use this ability again until they complete a short or long rest.