Explorer's Guide to Wildemount
Wondrous item, legendary (requires attunement)
This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams.
Dormant. While wearing the Verminshroud in its dormant state, you gain the following benefits:
| Giant Rat | |||||
| Small beast, Unaligned | |||||
| Armor Class: 12 (natural armor) | |||||
| Hit Points: 7 (2d6) | |||||
| Speed: 30 ft. | |||||
| STR | DEX | CON | INT | WIS | CHA |
| 7 (-2) | 15 (+2) | 11 (+0) | 2 (−4) | 10 (+0) | 4 (−3) |
| Senses: Darkvision 60 Ft., passive Perception 10 | |||||
| Challenge: 1/8 (25 XP) | |||||
| Proficiency Bonus (PB): +2 | |||||
| Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. | |||||
| Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated. | |||||
| Actions | |||||
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. | |||||
Awakened. While wearing the Verminshroud in its awakened state, you gain the following benefits:
| Giant Wasp | |||||
| Medium Beast, Unaligned | |||||
| Armor Class: 12 (natural armor) | |||||
| Hit Points: 13 (3d8) | |||||
| Speed: 10 ft., fly 50 ft. | |||||
| STR | DEX | CON | INT | WIS | CHA |
| 10 (+0) | 14 (+2) | 10 (+0) | 1 (−5) | 10 (+0) | 3 (−4) |
| Senses: passive Perception 10 | |||||
| Challenge: 1/2 (100 XP) | |||||
| Proficiency Bonus (PB): +2 | |||||
| Actions | |||||
| Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. | |||||
Exalted. While wearing the Verminshroud in its exalted state, you gain the following benefits:
| Giant Scorpion | |||||
| Large Beast, Unaligned | |||||
| Armor Class: 15 (natural armor) | |||||
| Hit Points: 52 (7d10+14) | |||||
| Speed: 40 ft. | |||||
| STR | DEX | CON | INT | WIS | CHA |
| 15 (+2) | 13 (+1) | 15 (+2) | 1 (−5) | 9 (-1) | 3 (−4) |
| Senses: Blindsight 60 ft., Passive Perception 9 | |||||
| Challenge: 3 (700 XP) | |||||
| Proficiency Bonus (PB): +2 | |||||
| Actions | |||||
| Multiattack. The scorpion makes three attacks: two with its claws and one with its sting. | |||||
| Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. | |||||
| Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. | |||||
¶ Vestiges of Divergence
When the great wars of the Calamity rolled across Exandria, heroes of divinity accepted legendary relics from their patrons and gods. At the same time, archmages wove dangerous arcane power into items of immense magical might. When the war ended, most of these magic items were buried with their wielders beneath ash and dust. Those items that survived were passed down as heirlooms and prized tokens of the past. Whether they survived destruction or have been claimed from the ruins of history, these remnants of a lost era have come to be known as the Vestiges of Divergence.
Each Vestige of Divergence is a magic item that evolves with its wielder. If not attuned to a worthy individual over a prolonged period, such items commonly revert to their dormant state. While in this state, a Vestige of Divergence grants an attuned bearer only some of its power. Over time, and in response to perseverance and personal growth, a Vestige of Divergence might unlock facets of its lost capabilities to enter an awakened state. Eventually, through extreme personal challenge, evolution, and achievement, these artifacts can reach their ultimate potential in their exalted state. The properties and features gained at each new state are cumulative with the properties and features granted at a previous state, unless otherwise noted.
¶ Advancement of a Vestige of Divergence
Typically, the advancement of a Vestige of Divergence echoes its wielder's own journey of self-discovery, whether that involves triumph or failure. However, a Vestige of Divergence might evolve on its own during moments of duress or desperation for its wielder, granting additional aid in times of need. These moments of advancement are up to the Dungeon Master to identify and enforce, and might manifest in unexpected ways.
DMs can use the following examples as guidelines for shaping the evolution of a Vestige of Divergence:
- A character overcomes one of their greatest fears, bravely facing an otherwise paralyzing phobia to save a fellow party member.
- A character is beaten within an inch of their life by a long-hated foe. In the face of defeat, they feel a deep, dormant strength grow from within.
- A character loses a close ally in battle, their anguish and fury stirring the power within a Vestige of Divergence.
- A character discovers a facet of their destiny that guides them toward a dangerous cause. Setting aside their fears, they accept their fate and responsibility.
- A character successfully takes vengeance against a rival who has long tormented them.
- A character known for restraint gives in to the amoral, violent urges that a Vestige of Divergence was forged to hone.
A Vestige of Divergence typically remains dormant until its wielder achieves 9th level. It becomes awakened between levels 9 and 15, and achieves an exalted state between levels 16 and 20. Ultimately, though, this progression is determined by the Dungeon Master.