Vestiges of Divinity

The **Vestiges of Divinity** are ancient and powerful artifacts from the war of the Gods.  These items have since been scattered around the universe —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 the Writer, some Vestiges have been destroyed over time, 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 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 by the Gods and the humaniods during the battle.

## ​Vestiges of the Loyal Gods

### Armor of the Valiant Soul

#### **Features**

##### **Description**

Armor (scale), legendary (requires attunement)

This antique armour forged from jade and black dragon scales was once owned and worn by Fay Orreno of Asaran.

##### **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.

### 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. It has a twin known as Mythringer that eventhough it is powerful is not a vestige.

#### **Features**

##### **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.