In the center of the plane of fire there rests the First Flame. The progenitor of all fire in the cosmos, the First Flame is as old as the planes and is both a physical and metaphysical object that is worshipped and revered by many, used and felt by all. This small amulet holds an ever-burning piece of the First Flame locked in an enchanted magical sphere with a shining copper inlay.
Dormant
While wearing the amulet in its dormant state, you have resistance to fire damage. As an action, you can cause the amulet to illuminate brightly as if the light cantrip was cast on the amulet, and can also dismiss this light as an action. Additionally, if you deal fire damage to an enemy that has fire resistance, you ignore their fire resistance and deal full damage.
Awakened
When the First Flame in the amulet reaches an awakened state, you grow an intuitive and metaphysical understanding of fire's role in the creation of life as well as destruction. You gain the following benefits:
- You may up cast any fire-damage-dealing spell using a spell slot of at least one level higher than the spell would normally require. When you do so, you may heal a creature within 60 feet of the target of the spell for half of the fire damage dealt. When you up cast in this manner, you do not get any other benefits from the up cast. For example, if you cast fireball with this feature, you spend a 4th level spell slot but still only roll 8d6 for damage.
- As an action, you can release an intense flash of bright light from the amulet. Any creature within 30 feet of the amulet that can see the flash of light must make a Constitution Saving Throw against your Spell Save DC or be blinded for one turn. Once you use this feature, you cannot use it again until after the next dawn.
- Enemies that are normally immune to fire damage are not immune to fire damage dealt by you, instead taking half damage.
- The radius of light emitted from the amulet when illuminated can be doubled if you so choose.
Exalted
When the First Flame in the amulet reaches an exalted state, you become one with the metaphysical force of the First Flame. Your understanding of fire as a pure element of life and destruction is intimately entwined with your very existence. You gain the following benefits:
- You are immune to fire damage.
- Any light emitted by the amulet can be sunlight if you wish it to be. The radius of light can be any radius you choose up to 300 feet.
- Your attacks and spells that deal fire damage completely ignore resistances and immunities to fire damage, always dealing full damage.
- You can use the healing feature described in the Awakened section without needing to up cast the spell. All fire damage dealing spells that you cast grant you the option of healing for half of the damage dealt.
- As a reaction, you may unleash the fire energy inside your being as a form of attack. Any creatures within 20 feet of you must succeed on a Dexterity Saving throw against your Spell Save DC. They take 6d10 fire damage on a failed save, and half as much on a successful save. If any targets of this effect are reduced to 0 hitpoints by this damage, their fiery life force swirls around you as a protective wreath of flame, granting you temporary hitpoints equal to the total damage dealt to all such targets. Once you use this feature, you cannot use it again until after the next dawn.
Notes: The advancement of this item is modeled after the Vestiges of Divergence from the Exandrian sourcebooks. 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., Necklace, Vestige of Divergence
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