Evolving Items^
Contents
If you have the Feat “Evolved Crafting”, you may create evolving items.
Otherwise you must hope to run across them in the wilds. All evolving items require attunement once they hit tier 2.
You may create an evolving item using the rules for modular crafting. You may then choose to give the item a prerequisite to use it, such as a class requirement, or a specific bloodline. What you choose is up to you. (if found in the wild it will have its own requirements already).
Next you need essence from creatures, the essences used will determine what its potential effects will be when it evolves. You choose the minor property the item begins with.
For an item to evolve the character must be at least at the minimum level required for each tier to evolve the item. For example, a 7th level character cannot evolve his or her magic item to tier 3 until reaching 9th level.
Additionally, even if a character has level to evolve the item to the next tier, it’s up to the DM to determine an additional task or a triggering event to allow the item to evolve.
ITEM TIERS AND EVOLVING ITEMS
The levels required for an item to evolve are listed below.
CHARACTER LEVEL | ITEM TIER |
---|---|
1st-4th | Tier 1 |
5th-8th | Tier 2 |
9th-12th | Tier 3 |
13th-16th | Tier 4 |
17th-20th | Tier 5 |
Whenever an item evolves into a new tier, it will gain more power, as listed below.
TIER | PROPERTY 1 | PROPERTY 2 | PROPERTY 3 |
---|---|---|---|
Tier 1 | Minor | – | – |
Tier 2 | Uncommon | Uncommon | – |
Tier 3 | Rare | Rare | – |
Tier 4 | Very Rare | Rare | Uncommon |
Tier 5 | Legendary | Very Rare | Rare |
Potential Properties.
Minor Properties
Property | Description |
---|---|
Beacon | The beaerer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. |
Compass | The wielder can use an action to learn which way is north. |
Conscientious | When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience. |
Delver | While underground, the bearer of this item always knows the item;s depth below the surface and the direction to the nearest staircase, ramp or other path leading upward. |
Gleaming | This item never gets dirty. |
Guardian | The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
Harmonious | Attuning to this item takes only 1 minute. |
Hidden Message | A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. |
Key | The item is used to unlock a container, chamber, vault, or other entryway. |
Language | Th bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person. |
Sentinel | Choose a kind of creature that is an enemy of the item’s creator. This item glows faintly when such creatures are within 120 feet of it. |
Song Craft | Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. |
Strange Material | The item was created from a material that is bizarre given its purpose. It’s durability is unaffected. |
Temperate | The bearer suffers no harm in temperatures as cold as -20 degrees fahrenheit or as warm as 120 degrees fahrenheit. |
Unbreakable | The item can’t be broken, special means must be used to destroy it. |
War Leader | The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn. |
Waterborne | This item floats on water and other liquids. Its bearer has advantage on Strength (atheletics) checks to swim. |
Wicked | When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so. |
Illusion | This item is imbued with illusion magic, allowing its bearer to alter the item’s appearance in minor ways, Such alteration don;t change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it’s made of ivory. The item reverts to its true appearance when no one is carrying or wearing it. |
Double | Roll twice, rerolling any additional 20’s. |
Uncommon Properties
PROPERTY | DESCRIPTION |
---|---|
Ability Increase I | Increase an Ability Score to 16 |
Charges I | The item has 3 charges of a 1st level spell. It regains all expended charges daily at dawn. |
Damage I | The item deals an extra 1d4 damage |
Movement I | The item grants a climbing or swimming speed equal to the walking speed |
Permaspell I | You can cast one cantrip at will |
Pool I | A pool of yours increases by 1. (spell points, ki, superiority dice) |
Skill I | The item grants advantage to one skill check |
Slayer I | The item deals an extra 2d6 damage against a specific creature type |
Spell I | You can cast a spell at 3rd level once per long rest |
Vampiric I | On a critical hit, you regain 1 hitpoint |
Weapon I | You gain a +1 bonus on attacks and damage rolls |
Rare Properties
PROPERTY | DESCRIPTION |
---|---|
Ability Increase II | Increase an Ability Score to 18 |
Armor I | The item grants you +1 AC |
Cast I | You gain +1 bonus on spell attacks, and +1 spell save DC’s. |
Charges II | The item has 3 charges of a 3rd level spell. It regains all expended charges daily at dawn |
Damage II | The item deals an extra 1d6 damage |
Defense I | Damage that you take from one damage type is reduced by 3 (minimum 1) |
Light II | The item shed bright light in a 40-foot radius and dim light for an additional 40 feet |
Permaspell II | You can cast one 1st-level spell at will |
Pool II | A pool of yours increases by 3. (spell points, ki, superiority dice) |
Returning | The item has the thrown property (20/60) and it flies to your hand after attacking |
Sentient I | Your item gains basic sentience. |
Sentinel II | The item glows faintly when a creature of a specific type is near (240 feet or less) |
Skill II | The item grants a +5 bonus to one skill |
Slayer II | The item deals an extra 3d6 damage against a specific creature type |
Spell II | You can cast a spell at 5th level once per long rest |
Vampiric II | On a critical hit, you regain hitpoints equal to half the damage dealt (minimum 1) |
Weapon II | You gain a +2 bonus on attacks and damage rolls |
Very Rare Properties
PROPERTY | DESCRIPTION |
---|---|
Ability Increase III | Increase an Ability Score to 20 |
Armor II | The item grants you +2 AC |
Cast II | You gain +2 bonus on spell attacks, and +2 spell save DC’s. |
Charges III | The item has 3 charges of a 5th level spell. It regains all expended charges daily at dawn |
Critical I | Your crit range with this weapon OR your spell crit range goes up by 1. |
Damage III | The item deals an extra 1d8 damage |
Defense II | You gain resistance against one damage type |
Light III | The item shed bright light in a 80-foot radius and dim light for an additional 80 feet |
Permaspell III | You can cast one 2nd-level spell at will |
Pool III | A pool of yours increases by 5. (spell points, ki, superiority dice) |
Sentient II | You Item gains 2nd level sentience. |
Spell III | You can cast a spell at 7th level once per long rest |
Vampiric III | On a hit, you regain hitpoints equal to half the damage dealt (minimum 1) |
Weapon III | You gain a +3 bonus on attacks and damage rolls |
Legendary Properties
PROPERTY | DESCRIPTION |
---|---|
Ability Increase IV | Increase an Ability Score to 22 |
Armor III | The item grants you +3 AC |
Cast III | You gain +3 bonus on spell attacks, and +3 spell save DC’s. |
Charges IV | The item has 3 charges of a 6th level spell. It regains all expended charges daily at dawn |
Critical II | Your crit range with this weapon OR with spells goes up by 2. |
Damage IV | The item deals an extra 1d10 damage |
Defense III | You gain immunity against one damage type |
Permaspell IV | You can cast one 3rd-level spell at will |
Pool IV | A pool of yours increases by 7. (spell points, ki, superiority dice) |
Sentient III | Your item gains 3rd level Sentience. |
Spell IV | You can cast a spell at 9th* level once per long rest |