D&D: Vestiges Of Divergence Add Power To Your Magic Weapons
Vestiges of Divergence are one of the best things to come out of Tal’Dorei Campaign Setting Reborn. Here’s why you’ll love them.
We’ve been talking a lot about Tal’Dorei Campaign Setting Reborn this week, but there’s a lot to love about this new campaign setting book from Critical Role’s Darrington Press. We cap off our coverage with a look at Vestiges of Divergence. Vestiges of Divergence are powerful magic items. Usually weapons, sometimes armor. In the setting, Vestiges of Divergence are items imbued with the power of gods during a big calamitous war between the gods and mortals and each other.
These relics once gave mortals god-like powers, and now, Vestiges of Divergence are scattered around the world.
Mechanically, these are iconic magic items. If you want your character to have a special piece of kit, weapon, armor, or otherwise, you want a Vestige of Divergence. This is Mercer’s love letter to Weapons of Legacy from the old 3.5 days. It’s a nod to the fact that sometimes you want your cool magic sword to stay with you. If you’re fighting the dark lord with the sword you inherited from your fallen mentor, that’s pretty significant. But if you got that sword at 1st-3rd level, it probably doesn’t do much.
Especially if you later picked up a flame tongue or holy avenger or whatever.
Here’s how they work.
How Vestiges of Divergence Work
In a nutshell, Vestiges of Divergence have three levels: Dormant, Awakened, and Exalted. Each level unlocks new abilities, building thematically and mechanically on to the item. You might do more damage, gain more spells, or whatever. In order to level up a Vestige of Divergence, your character has to do something symbolically meaningful. They must grow or overcome a significant obstacle.
Any time you’d have an anime power up moment, really.
Let’s take a look at some of Tal’Dorei’s Vestiges of Divergence so you can see them in action.
Comdemner
This is a hand crossbow that has been infused with the stuff of shadows. In its Dormant state, it’s a +1 hand crossbow that deals an extra 1d4 poison damage on a hit. Condemner also has a once per rest ability that lets you cast fog cloud or silence on the target you hit instead of dealing damage.
When it’s Awakened, Condemner becomes a +2 hand crossbow that deals an extra 1d6 poison damage. And you gain the ability to cast hold person on the target you hit instead of dealing damage. A powerful tool for any assassin.
Finally when it’s Exalted, Condemner can also be used to cast blight on its target, as well as giving you a +3 to hit and damage, and dealing an extra 1d8 poison damage. It’s a fun time.
Kiss of the Changebringer
The Kiss of the Changebringer is a magical amulet, rumored to be stolen from the neck of a goddess during the Calamity. While Kiss of the Changebringer is Dormant, it makes you immune to the grappled condition and grants you a +1 bonus to saving throws.
When Awakened, Kiss of the Changebringer becomes +2 and makes you immune to being restrained. Additionally you can cast blink on yourself once per long rest,
And when Exalted, the Kiss of the Changebringer grows, as you might expect, to a +3 bonus to saves. And you become immune to paralyzed and petrified. You also gain a limited version of Luck.
Whether protective or weapons, Vestiges of Divergence add power and wonder to any campaign