Vestments of Divinity

The vestments of divinity are a set of hallowed items that allow you to deny sin, wage war against evil, and put an end to malevolence wherever it is found.

The vestments of divinity are most useful if you are a good-aligned cleric or a paladin, since they enhance your divine abilities to combat evil and destroy undead. However, any character can appreciate the benefits of at least some of the items in this set.

Lore

Characters who have ranks in Knowledge (arcana) or Knowledge (religion), or who have the bardic knowledge ability, can research the vestments of divinity to learn more about these items. When a character succeeds on a check, the following lore is revealed, including the information from lower DCs.

DC 15: The vestments of divinity were revealed to a holy man named Reesh N’Faeren in a vision. He spent years tracking down each sacred relic until he gathered them all.

DC 20: When Reesh N’Faeren was a child, his village was terrorized by flail-wielding cultists calling themselves the Heralds of Hell. The cult was eventually driven off, but not before Reesh’s family was taken from him. Reesh was spared, but he grew into an adult with an unflinching hatred of all those unaligned with his own sense of righteousness. His purity of purpose was given expression in the temple where he began training as a cleric. One night, while still an acolyte, Reesh received a vision, imparting to him vague knowledge concerning the location of five sacred relics. He was given to understand that if he gathered all the items together, he could use them to destroy the Heralds of Hell.

Reesh spent years adventuring, following treasure maps, tracking leads, and following up clues, until he finally located all the items his vision had shown him years before. With these vestments, Reesh set out to fulfill the penultimate quest of his life. Whether he succeeded or ultimately failed, history does not record.

DC 25: A group of destruction worshipers called the Heralds of Hell has cells in several large cities. The Heralds utilize both devils and undead in their destructive rites. Some time back, several of their cells were eradicated by a holy vigilante. It’s unclear whether this vigilante was Reesh N’Faeren himself, or someone to whom Reesh passed along his vestments. Ultimately, a few cells escaped destruction, and the vigilante disappeared. It is whispered that he was killed in a conflict with the cult, and that the cells of the Heralds that remained each took one of the vestments, hoping to ensure that no one could gather them all together again.

DC 30: A check result of 30 or higher reveals the location of another piece of the set. Use this to drive further adventure and direct the PCs toward some location or story you would like them to explore.

Collection Benefits

Wearing the vestments of divinity grants you powers that bolster your ability to battle evil creatures, from a stronger resolve against their attacks to a stronger resistance against their machinations. With each new item added, you gain additional divine confidence. When all five pieces are worn together, your body takes on a silvery sheen, and your eyes become the color of glowing aquamarine.

2 Pieces: You gain a +1 sacred bonus on saves against effects created by evil creatures.

5 Pieces: Your melee attacks deal an extra 1d6 points of damage to evil creatures.

Vestments of Divinity Pieces and Abilities
PieceBody
Slot
Price
(gp)
Item
Level
Ability
Ephod of authorityTorso8003rdTurn undead as if 1 level higher
Lenses of revelationFace1,4005thReveal foe as undead or evil outsider
Cord of favorWaist3,0007th+5 on Sense Motive; 3/day divine favor
Badge of gloryThroat3,4008th2/day deal +1 damage/2 levels to evil creature
Phylactery of virtueHead6,50010th+2 on saves against energy drain, death effects, and negative energy effects; 2/day death ward
Vestments of Divinity Collection Benefits
Pieces WornBenefit
2 pieces+1 on saves against evil creatures
5 pieces+1d6 melee damage to evil creatures

Badge of Glory

Price (Item Level): 3,400 gp (8th)

Body Slot: Throat

Caster Level: 5th

Aura: Faint; (DC 17) transmutation

Activation: Swift (command)

Weight: 1 lb.

This ornate platinum badge is set with two large cabochon aquamarines.

When you activate a badge of glory, the next melee attack you make on the same turn against an evil creature deals an extra 1 point of damage per two character levels. A badge of glory functions two times per day.

If you have the smite evil class feature, the extra damage granted by a badge of glory is instead equal to that granted by your smite evil ability (or 1 point per two levels, whichever is greater).

Prerequisites: Craft Wondrous Item, ability to smite evil, possession of a piece of the set.

Cost to Create: 1,700 gp, 136 XP, 4 days.

Cord of Favor

Price (Item Level): 3,000 gp (7th)

Body Slot: Waist

Caster Level: 6th

Aura: Moderate; (DC 18) evocation

Activation: — and standard (command)

Weight: 1 lb.

This silver cord is worn about the body as a belt.

A cord of favor grants you a +5 competence bonus on Sense Motive checks. This is a continuous effect and requires no activation.

In addition, three times per day you can activate the cord and sacrifice a prepared divine spell or divine spell slot of 1st level or higher to use divine favor (as the spell), using your own caster level or that of the cord, whichever is higher.

Prerequisites: Craft Wondrous Item, divine favor, possession of a piece of the set.

Cost to Create: 1,500 gp, 120 XP, 3 days.

Ephod of Authority

Price (Item Level): 800 gp (3rd)

Body Slot: Torso

Caster Level: 5th

Aura: Faint; (DC 17) necromancy

Activation:

Weight: 2 lb.

This silver vestment is set with a circle of nine semiprecious gemstones surrounding a raised, silver hemisphere.

While wearing an ephod of authority, your effective cleric level is treated as one higher than your actual level for the purpose of turning undead (but not rebuking or commanding undead).

Prerequisites: Craft Wondrous Item, turn undead, possession of a piece of the set.

Cost to Create: 400 gp, 32 XP, 1 day.

Lenses of Revelation

Price (Item Level): 1,400 gp (5th)

Body Slot: Face

Caster Level: 5th

Aura: Faint; (DC 17) divination

Activation: Standard (mental)

Weight:

These two small, concave glass discs have a translucent silver sheen to them.

You can activate lenses of revelation to perceive the true nature of any creature in sight. Activating the lenses creates a faint aura for 1 round around the target creature (visible only to you) of a particular color based on its nature:

Evil Outsider: Red.

Undead: Bone-white.

Any Other: Green.

Any effect that would defeat a detect evil spell or effect also masks a creature from lenses of revelation.

Prerequisites: Craft Wondrous Item, augury, possession of a piece of the set.

Cost to Create: 700 gp, 56 XP, 2 days.

Phylactery of Virtue

Price (Item Level): 6,500 gp (10th)

Body Slot: Head

Caster Level: 7th

Aura: Moderate; (DC 18) necromancy

Activation: — and standard (command)

Weight:

This small black leather box attaches to two leather straps worn around the brow. Inside the box is a parchment of sacred prayers.

A phylactery of virtue allows you to better resist the life-draining powers wielded by minions of undeath. You gain a +2 morale bonus on saves against energy drain, death effects, and negative energy effects (such as inflict spells or chill touch). This is a continuous effect and requires no activation.

In addition, two times per day you can activate the phylactery and sacrifice a prepared divine spell or divine spell slot of 4th level or higher to use death ward (as the spell), using your own caster level or that of the phylactery, whichever is higher.

Prerequisites: Craft Wondrous Item, death ward, possession of a piece of the set.

Cost to Create: 3,250 gp, 260 XP, 7 days.

Source: Magic Item Compendium, page 213.