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.

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
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.