Vestiges of Divergence

During the years of the Gods war great destruction rained across the many lands of the world. Broken remnants of history speak of battles between gods leveling mountains and sinking islands. Chosen heroes rose up to accept the artifacts of their patrons to combat the tide of death their adversaries harnessed. Powerful archmages harnessed the surging arcane powers of the war to forge incredible objects of potent strength and ability, further arming every side of the conflict. Relics of the Age of Creation were further enhanced, creating unheard-of magical capabilities. When the battle climaxed in a wave of aberrant destruction, leaving much of civilization in ruins, many of these artifacts were buried among the ashes with their wielders. Others were passed down through bloodlines for generations, a sign of respect and importance within their culture. Some were locked away, the fear of their power giving temples reason to keep them from mortal hands, while a handful still see use to this day by great warriors or proven killers. These mighty echoes of the Gods war, and the divine banishment that followed, are known as the Vestiges of Divergence.

These artifacts have 3 forms. Dormant, awakened, exalted., they revert into their dormant state when locked away or left without a worthy attuned individual for a period of time. While dormant they still give a small amount of power to the attuned user. 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 Gods War.

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**Known Vestiges ==**

### The Platinum Scale

Shield, legendary, requires attunement by a non evil character

A platinum shield bearing the crest of bahamut. The metal is warm to the touch

#### Dormant

* 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

* 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

* 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).

### Lolth’s Web

Net, legendary, requires attunement

A purple silk net with a silvery glow.

#### Dormant

* The net save dc is upped from 10 to 13
* Net is immune to slashing damage

#### Awakened

* The dc is increased to 16
* For each turn a creature is captured in net it takes 1d10 necrotic damage, spiders are immune

#### Exalted

* Dc increased to 19
* Necrotic damage is increased to 2d10, spiders are immune
* Creature in net takes 1d4 poison damage per turn, spiders are immune

### Bane

Spear, legendary, requires attunement by non good creature.

A long spear made of ebony and emerald, gives of a glowing green smoke.

#### Dormant

* +3 to attack and damage rolls with this weapons
* Does 1d4 poison damage

#### Awakened

* The damage and attack bonus increases to +4
* The hit target has to make a constitution DC 15 saving throw, if fail the target is incapacitated for 10 minutes, horrifically sick

#### Exalted

* Dmg and attk bonus increases to +5
* Con dc increases to 18 and no instead of being incapacitated. The target is affected by a random disease listed in the contagion spell

1. Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
2. Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
3. Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
4. Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
5. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
6. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

### Gear of Mechanus

Wondrous item, ring, rare, requires attunement by lawful alignment.

A brass ring molded into the shape of a gear.

#### Dormant

* Has 4 charges, 1d4 charges replenished at dawn
* Can spend 1 charge to summon a monodrone

#### Awakened

* Has 6 charges replenishes 1d4+2 charges at dawn
* Can spend 1 charge to summon a monodrone, 2 charges to summon a duodrone
* Can expend 3 charges to cast dominate beast

#### Exalted

Has 10 charges replenishes 1d6+4 charges at dawn

* Can summon a monodrone, spend 1  to summon a duodrone, 2 to summon tridrone, 3 quadron, 4 to summon pentadrone
* Can expend 2 charges to cast beast
* Can expend 3 charges to cast dominate person

### Fangguard

Armor, medium, hide, legendary, Requires attunement

A set of armor crafted from the hide of the first werewolf

#### Dormant

* + 1 ac
* Advantage on con saving throws

#### Awakened

* Ac bonus increases to +2
* Advantage on strength saving throws

Wielder can use a bonus action to morph their hands into huge wolf glows that deal 2d4 plus strength mod slashing damage when used as weapons

#### Exalted

* Ac bonus increase to +4
* Wielder can use an action to beast shape into a winter wolf with an ac equal to the wearers own