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.

Cabal's Ruin
A magic-devouring cloak that was used by an assassin to eliminate the unscrupulous Den of Druja, Kamaljiori told Vox Machina that, at that time, Cabal's Ruin was worn by a merchant-warrior with a missing eye in Ank'Harel. Before the party reached Cabal's Ruin, Dr. Anna Ripley acquired it first—likely after murdering its previous owner, Mistress Asharru. After Vox Machina killed Ripley, the cloak was given to Percival de Rolo. The cloak was seemingly found in its awakened state while in Ripley's possession, and it became exalted after Percy used it to absorb some of the spell Meteor Swarm cast by Raishan.

Description
Wondrous item, legendary (requires attunement)

This cloak of dark leather and gold trim seems to occasionally shimmer with small sparks of blue energy across the shadowed lining.

Dormant State

 * Cabal's Ruin has 4 charges, and regains 1d4 expended charges daily at dawn.
 * When the wearer is targeted by an enemy’s spell, they can use their reaction to have the cloak swallow part of the spell. The cloak gains a number of charges equal to the spell level of the triggering spell. The wearer is still subject to whatever effects the spell would normally inflict on them. The ability cannot be used again until they finish a short or long rest.
 * When the wearer hits with an attack, they can choose to expend any number of charges from the cloak, dealing an additional 1d6 lightning damage per charge expended, which is inflicted on the target of that attack. If the attack strikes multiple targets, the wearer must choose one target from the group to be subject to this damage.

Awakened State

 * Cabal's Ruin grants the wearer advantage on all saving throws against spells and other magical effects.
 * The cloak’s maximum charges becomes 6, and it regains 1d4+2 charges daily at dawn.
 * When using the cloak’s ability to swallow a spell, the wearer gains resistance to the damage of that spell.

Exalted State

 * The cloak’s maximum charges becomes 10, and it regains 1d6+4 charges daily at dawn.

Deathwalker's Ward
The Deathwalker's Ward is a set of studded leather armor that belonged to a Champion of the Raven Queen. It rested in the Champion's tomb, which used to stand to the west of Vasselheim until it eventually sunk into the ground as the topography shifted over time, now submerged beneath a lake known as the Marrowglade Loch.

Vox Machina obtained the Deathwalker's Ward from the corpse of a former Champion once known as Purvan Suul before ritualistically giving his name to the Raven Queen. Vex'ahlia was killed when Percy attempted to remove the Deathwalker's Ward from the Champion's sarcophagus, triggering a powerful necrotic trap. Kashaw, with the aid of Percy, Zahra and Vax'ildan, was able to revivify Vex. The party then successfully retrieved the Deathwalker's Ward.

Possession of the Deathwalker's Ward passed to Vax'ildan, who reluctantly began donning it in order to acquire the allegiance of the Champion's wolf ally, Galdric, but Vax removed the armor before it was completely donned. After a dream given to him by the Raven Queen, Vax'ildan began wearing the Deathwalker's Ward reluctantly. He later agreed to serve as her champion, becoming a paladin of the Raven Queen.

The Deathwalker's Ward was the first vestige to be awakened, identified as such by Gilmore after their fight with Hotis at Whitestone and the armor's power of flight was activated, and later by Headmaster James Crayon at Ank'Harel. It appeared to have awakened as a consequence of Vax'ildan becoming the new Champion of the Raven Queen.

Description
Armor (studded leather), legendary (requires attunement)

This beautiful, black leather armor is covered in intricate scrollwork, the mantle bearing the black feathers of the Matron of Ravens.

Dormant State

 * The wearer gains a +1 bonus to AC while wearing this armor.
 * They have advantage on death saving throws made while wearing this armor.

Awakened State

 * The armor's bonus to AC increases to +2.
 * While wearing this attuned armor, the wearer chooses and imbues this armor with resistance to a damage type of their choice: fire, cold, acid, lightning, or necrotic. This choice can be changed during a short rest..

Exalted State

 * The armor's bonus to AC increases to +3.
 * As a bonus action, the wearer can grow large, black raven wings. These last for 1 hour, and grant a fly speed of 60 feet. They cannot use this ability again until they finish a long rest.

Fenthras, Wrath of the Fey Warden
A bow that felled titans, Fenthras was lost in the Feywild during the Calamity, the final battle before the Divergence. It became the heart of a cancerous tree corrupting the verdant land there. The elven name "Fenthras" has its roots in two ancient Elvish words meaning "protector" and "growth".

An archfey named Saundor lived in the Feywild, wielding Fenthras as his personal weapon. Betrayed thousands of years ago by the woman he loved, his heart became corrupted—and he, in turn, corrupted the Shademurk Bog. After slaying Saundor, Vex'ahlia claimed ownership of Fenthras.

Fenthras's handle is wrapped in a very tight, dark brown-black leather. At the cusp where nocked arrows rest against the handle, there is a golden-bronze metallic inlay. The rest of the bow is a curved, verdant green, jungle vine texture as if building on itself as a series of natural leaf scales. As it curves to the ends of the recurve bow, it flexes and shifts on its own, tightening and loosening of its own accord. As an arrow is nocked, the bow tightens immediately; when the string is pulled back, it takes no strength to do so, as if the bow pulls the string back itself. When fired, the arrows shoot off at an incredible speed and the bow flexes forward with such intensity that it makes a roaring "woosh" sound.

As Vex'ahlia went to sleep following the exertions of the Nine Hells and the Grey Hunt, Fenthras seemed to grow and become more refined in its definition of shape, later revealed to have entered its exalted state.

Description
Weapon (longbow), legendary (requires attunement)

This gorgeous longbow made of everbark from the Feywild seems to flex and shift like a living entity.

Dormant State

 * The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
 * When firing an arrow from this weapon, the wielder can declare an oracle shot, allowing them to project their sight through the arrow they fire for up to 10 minutes. They cannot use this ability again until they finish a short rest.
 * When a creature is killed by an arrow from this weapon, a single six-foot tree rapidly grows out of their corpse over the next minute.

Awakened State

 * The bonus to attack and damage rolls increases to a +2. Additionally when the wielder hits with an attack using this weapon, the target takes an additional 1d4 lightning damage.
 * When the wielder hits with an attack, they can declare a bramble shot. The target takes an additional 3d8 piercing damage, and they must make a DC 15 Strength saving throw or become restrained by the suddenly sprouting steel-hard thorn brambles that immediately grow from the arrow. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on a success. They cannot use this ability again until the wielder finishes a short or long rest.

Exalted State

 * The bonus to attack and damage rolls increases to a +3.
 * The lightning damage dealt by attacks with this weapon increases to 1d6.
 * The wielder can use the bramble shot ability twice between rests, and the saving throw DC increases to 17.

Mythcarver
A legendary longsword with a silvered blade, the Mythcarver resonates with musical tones. It once belonged to the White Duke and many master bards before him.

Before the White Duke died, he gifted the Mythcarver to Kamaljiori, who in turn awarded it to Vox Machina to aid in their fight against the Chroma Conclave. Possession of the Mythcarver passed to Scanlan Shorthalt.

While fighting a pit fiend named Ghurrix in the City of Brass, Scanlan managed to bring the sword to its full power by remembering and acting on his promise to Kaylie that he would stay alive. The glowing blade granted him four consecutive attacks with advantage, with which he slew the fiend.

Description
Weapon (longsword), legendary (requires attunement by a bard)

This incredible silvered blade once belonged to the White Duke himself, and many more master bards before him. It resonates with nearby musical tones.

Dormant State

 * The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
 * Whenever the Bardic Inspiration feature is used, the wielder gains advantage on attacks with this weapon until the end of their turn.

Awakened State

 * The bonus to attack and damage rolls increases to a +2. In addition, targets damaged with this weapon take an additional 1d6 points of force damage.
 * Whenever the wielder uses their Cutting Words feature while wielding this blade, the target has disadvantage on their next saving throw.

Exalted State

 * The bonus to attack and damage rolls increases to a +3.
 * The wielder can spend an action to let the spirit of the sword overtake them momentarily. They make four melee attacks with this sword, then suffer one point of exhaustion. They cannot use this ability again until they finish a long rest.

The Plate of the Dawnmartyr
Also known as the "Beacon of Protection" to the chosen of Pelor, Kamaljiori told Vox Machina that the Plate of the Dawnmartyr was gathering dust on a wall in the City of Brass in the Elemental Plane of Fire. The armor was a trophy won by a fire giant in a card game from the Sutan bloodline that once donned it. Beautiful silver scrolling and priceless cut rubies adorn the brass-and-gold armor. It was originally worn by the High Priest of Pelor, Duana, as she fell in the battle of Ghor Dranas.

Vox Machina met with the owner of the Plate of the Dawnmartyr, Juuraiel, in the City of Brass. Scanlan challenged her to a card game to try and win the armor, but lost, and instead the fire giant won Vox Machina as slaves. However, she promised to grant them their freedom, as well as the Plate of the Dawnmartyr, if they killed a pit fiend named Ghurrix who had slain her lover. Vox Machina set out to slay Ghurrix, succeeded, and returned to Juuraiel, who fulfilled her end of the deal by freeing them and giving them the Plate of the Dawnmartyr from her collection. It was immediately donned by Pike Trickfoot.

Description
Armor (plate), legendary (requires attunement)

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.

Dormant State

 * The wearer gains a +1 bonus to AC while wearing this armor.
 * When struck by a melee attack, the wearer may use their reaction to cause the attacker to suffer 1d6 points of fire damage.

Awakened State

 * The bonus to AC from this armor increases to a +2.
 * The wearer gains immunity to the frightened condition.
 * The wearer gains resistance to fire damage.
 * The damage inflicted on an attacker by the armor increases to 2d6 fire damage.

Exalted State

 * The bonus to AC from this armor increases to a +3.
 * If the wearer is knocked unconscious by an attack or spell, a blast of healing flame surrounds them. The wearer immediately regains 5 hit points and is lifted to their feet. All enemy creatures within 10 feet of the wearer must make a saving throw. They suffer 6d6 fire damage (half if succeeded) . The wearer cannot use this ability again until they finish a long rest.

The Spire of Conflux
A staff born from Melora's breath, Kamaljiori told Vox Machina that the Spire of Conflux was devoured, along with its previous owner, by a goristro named Yenk in the Endless Maze of the Abyss.

Scanlan used a Gate spell scroll to pull Yenk from the Abyss, using him as bait for Vorugal in the hopes that one of them would kill the other. The two giant creatures managed to do significant damage to each other. Vox Machina, with the aid of Lady Kima and Raishan, managed to finish them off. Once the battle ended, the Spire of Conflux was retrieved from Yenk's eviscerated belly and given to Keyleth.

Description
Staff, legendary (requires attunement by a spellcaster)

A powerful relic passed down from generation to generation of Ashari leaders.

Dormant State

 * The staff has 8 charges and regains 1d4 + 2 expended charges daily at dawn.
 * While holding the staff, the wielder can expend some of its charges to cast one of the following spells from it, using their spell save DC and spellcasting ability:
 * Burning Hands (1 charge)
 * Fireball (3 charges)

Awakened State

 * The staff’s charges increase to a maximum of 12, and it regains 1d6+2 charges at dawn daily.
 * The following spells to the list of spells the staff may be used to cast are added:
 * Ice Storm (4 charges)
 * Conjure Elemental (5 charges)
 * Whenever a spell that deals fire, ice, or lightning damage is cast and the wielder rolls a 1 on a damage die, they can reroll the die and must use the new result.

Exalted State

 * The staff’s charges increase to a maximum of 20, and it regains 1d6+4 charges at dawn daily.
 * The following spells to the list of spells the staff may be used to cast are added:
 * Chain Lightning (6 charges)
 * Fire Storm (7 charges)
 * While holding this staff, the wielder gains a +1 bonus to spell attack rolls, and their spell save DC increases by 1.

Titanstone Knuckles
According to Kamaljiori, the Titanstone Knuckles were taken from the brutalized corpse of their proud owner and worn by a terrible half-giant turned tyrant in Westruun. According to Grog Strongjaw, his uncle Kevdak possessed the Titanstone Knuckles as one of his two prized weapons. It is unknown if Kevdak understood their true origin or power. After Vox Machina successfully dispatched Kevdak, the large gauntlets were passed to Grog.

The Titanstone Knuckles became exalted after Grog just barely defeated Earthbreaker Groon within the Trial Forge, the temple of Kord in Vasselheim. Two beams of light, similar to lightning strikes, came down from the ceiling of the temple, hitting the gauntlets and causing them to glow.

Description
Wondrous item, legendary (requires attunement)

Carved from the heartstone of a ruined earth primordial, these gauntlets bestow immeasurable might to the wearer.

Dormant State

 * The wielder's Strength score becomes 22.
 * The wielder gains the Siege effect of being able to deal double damage against objects and structures.

Awakened State

 * The wielder's Strength score becomes 24.
 * The wielder can use an action to grow in size as per the Enlarge spell for 10 minutes. They cannot use this ability again until they finish a long rest.

Exalted State

 * The wielder's Strength score becomes 26.
 * While the wielder is under the effects of the Enlarge spell granted by this item, they gain resistance to fire, cold, and lightning damage. This lasts as long as they are affected by the spell.

Whisper
A blade forged from metal pulled from the Far Realm, Whisper was the center of many dark rituals. According to Kamaljiori, it was lost with a ship called The Shrew at the bottom of the Ozmit Sea, sunken near an island of glass in a storm three hundred years ago. Scanlan realized that this island was the Isle of Glintshore, part of an archipelago that edges the continent of Marquet due north of Ank'Harel, beyond the Mountain of Gifts.

Before Vox Machina was able to obtain Whisper, it was recovered by Anna Ripley and given to Kynan Leore to wield. After Ripley's death, Kynan gave the dagger to Vax'ildan.

Description
Weapon (dagger), legendary (requires attunement)

Forged with a mercurial metal pulled from the Far Realm, light dances and shifts across this curved blade.

Dormant State

 * The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
 * Whenever a creature is struck with a critical hit from Whisper, the target must make a DC 13 Wisdom saving throw or become frightened of the wielder for 1 minute. On a success, they are immune to being frightened by this effect for the next 24 hours.

Awakened State

 * The bonus to attack and damage rolls increases to a +2. Additionally, a target that is hit with this weapon takes an additional 1d6 psychic damage.
 * The DC to resist being frightened from a critical hit increases to 15.

Exalted State

 * The bonus to attack and damage rolls increases to a +3, and the additional damage taken increases to 1d8 psychic damage.
 * The DC to resist being frightened from a critical hit increases to 17.
 * Whenever Whisper is thrown but before it hits, the wielder can choose to transform into shadow and merge with the blade, teleporting instantly to wherever the blade impacts. If the target is a creature, the wielder emerges adjacent to the target in a space of their choice. If they miss with the attack, the DM determines where the wielder teleports accordingly.

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 immunes 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.