# Additional Vestiges of Divergance


## Dawning Tome
*Wondrous Item, legendary (Requires attunement by a wizard)*
Inscribed with the emblem of the Archheart, this blue and grey tome has long been a symbol of power amongst the arcane community. The pages the book are blank, but when a wizard attunes to this item, any spells they know are automatically copied into the Dawning Tome. From then on, the user may use the tome as their spell book.

While attuned to the Dawning Tome, you gain a +1 bonus to spell attack rolls and has advantage on Constitution saving throws to concentrate on spells. When you cast spells from the Dawning Tome, they do not require material 
components.
### Awakened
When the user awakens the Dawning Tome, apply the following affects: 
   - The bonus to spell attack rolls becomes +2
   - You may store up to 5 levels of spells in the Dawning Tome to be cast at a later time. (Example: You may store one 1st level spell and a fourth level spells, or one 3rd level spell and one 2nd level spell)
   - The user of the Dawning Tome is always under the effects of *Mage Armor*.

### Exalted
When the user exalts the Dawning Tome, apply the following affects: 
   - The bonus to spell attack rolls become +3.
   - You gain a +1 to your spell save DC.
   - The amount of spell levels the Dawning Tome can hold increases to 9.
   - Targets of spells cast from the Dawning Tome that require saving throws have disadvantage on those saving throws.
   - Spells cast from the Dawning Tome that require attack rolls have advantage.

## Fang of the Wildmother
*Weapon (Scimitar), Legendary (Requires Attunement)*

This scimitar is the fang of a long-forgotten beast that was ripped from it's jaw and set onto a bone white wooden handle. The Wildmother blessed this sword with the wrath and power of the wilderness to hunt down any prey the user sets their eyes on.

While attuned to this item, your Dexterity score becomes 22, and you gain +1 to attack and damage rolls with this item. 

### Awakened
When the user of this item awakens the Fang of the Wildmother, apply the following effects: 
   - Your Dexterity Score becomes 24.
   - The bonus to attack and damage rolls become +2.
   - Your movement speed increases by 10 feet.
   - When you score a critical hit with this weapon, you may cast *Hunter's Mark* as a non-concentration spell on them at first level. You may only have one creature marked at a time. Once this ability has been used, it cannot be used again until you finish a short or long rest.
   
### Exalted
When the user of this item exalts the Fang of the Wildmother, apply the following effects: 
   - Your Dexterity score becomes 26.
   - The bonus to attack and damage rolls becomes +3.
   - Your movement speed increases by another 5 feet.
   - Your Hunter's mark ability is now cast at 3rd level, and can now be used twice per rest.
   
## Helm of the Divine King
*Wondrous Item, Legenary (Requires Attunement)*

Gifted from the Allhammer to one of the first dwarven kings, this simple bronze helm seems to shine with divine brilliance. While wearing this helm, you gain resistance to psychic damage and have advantage on saving throws against being charmed or frightened. Any attempt to read your mind is negated.
### Awakened
When the user awakens the Helm of the Divine King, apply the following effects:

   - You are immune to the charmed and frightened condition.
   - You can see all invisible creatures and objects within 20 feet of you.
   - While attuned to the helm, you may cast the *Spirit Guardians* (DC 15) spell at third level as a non-concentration spell. Once you have used this ability you may not do so again until you have completed a long rest.

### Exalted
When the user exalts the Helm of the Divine King, apply the following effects:
   - You become immune to psychic damage.
   - You gain truesight of 20 feet.
   - Your *Spirit Guardians* ability is now cast at sixth level (DC 17) and can now be used twice per long rest.
   

## Moonweaver's Needle
*Weapon (Rapier), Legendary (Requires Attunement)*

This silverey rapier is formed of a single, seemless piece of steel. Imbued with the light of the Moonweaver, this sheds dim light in a 10 foot radius. Attack and damage rolls with this weapon have a +1 bonus, and any attack with this weapon deals an additional 1d6 radiant damage. 
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### Awakened
When the user awakens the Moonweaver's Needle, apply the following effects: 
   - The bonus to attack and damage rolls become +2.
   - The additional radiant damage dealt becomes 2d6.
   - The Moonweaver's Needle has 5 charges and regains 1d4+1 charges at dawn. You may cast the following spells by expending charges from Moonweaver's Needle: *Blur* (1 charge), *Silence* (1 charge), *Invisibility* (1 charge), *Moonbeam* (1 Charge)
   - You are always under the effects of *Protection from Evil and Good* against celestials, fiends, and undead.


### Exalted
When the user exalts the Moonweaver's Needle, apply the following effects:
   - The bonus to attack and damage rolls becomes +3.
   - The additional radiant damage dealt becomes 3d6.
   - The number of charges becomes 7, and you instead regain 1d6+1 charges at dawn. You gain these additional spells: *Aura of Life* (3 charges) *Greater Invisibility* (3 charges), *Cure Wounds* at 5th level (3 charges)
   - Your *Protection from Evil and Good* ability now extends to aberritions, elementals, and fey, as well as celestials fiends and undead.