Evolving Items^

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, UNLESS you sacrifice part of its power, by removing the possibility of it unlocking tier 5 powers, you may remove the requirement for attunement. (this condition is experimental and may yet be removed)

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 LEVELITEM TIER
1st-4thTier 1
5th-8thTier 2
9th-12thTier 3
13th-16thTier 4
17th-20thTier 5

Whenever an item evolves into a new tier, it will gain more power, as listed below.

TIERPROPERTY 1PROPERTY 2PROPERTY 3
Tier 1Minor
Tier 2UncommonUncommon
Tier 3RareRare
Tier 4Very RareRareUncommon
Tier 5LegendaryVery RareRare

Potential Properties.

Minor Properties

PropertyDescription
BeaconThe 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.
CompassThe wielder can use an action to learn which way is north.
ConscientiousWhen the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience.
DelverWhile 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.
GleamingThis item never gets dirty.
GuardianThe item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
HarmoniousAttuning to this item takes only 1 minute.
Hidden MessageA 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.
KeyThe item is used to unlock a container, chamber, vault, or other entryway.
LanguageTh bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person.
SentinelChoose 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 CraftWhenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
Strange MaterialThe item was created from a material that is bizarre given its purpose. It’s durability is unaffected.
TemperateThe bearer suffers no harm in temperatures as cold as -20 degrees fahrenheit or as warm as 120 degrees fahrenheit.
UnbreakableThe item can’t be broken, special means must be used to destroy it.
War LeaderThe 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.
WaterborneThis item floats on water and other liquids. Its bearer has advantage on Strength (atheletics) checks to swim.
WickedWhen 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.
IllusionThis 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.
DoubleRoll twice, rerolling any additional 20’s.

Uncommon Properties

PROPERTYDESCRIPTION
Ability Increase IIncrease an Ability Score to 16
Charges IThe item has 3 charges (DC 11). It regains 
1d3 expended charges daily at dawn
Damage IThe item deals an extra 1d4 damage
Movement IThe item grants a climbing or swimming 
speed equal to the walking speed
Permaspell IYou can cast one cantrip at will (DC 11)
Skill IThe item grants a +5 bonus to one skill
Slayer IThe item deals an extra 2d6 damage against 
a specific creature type
Spell IYou can cast a spell at 3rd level once per long rest (DC 11)
Vampiric IOn a critical hit, you regain 1 hitpoint
Weapon IYou gain a +1 bonus on attacks and damage rolls

Rare Properties

PROPERTYDESCRIPTION
Ability Increase IIIncrease an Ability Score to 18
Armor IThe item grants you +1 AC
Charges IIThe item has 5 charges (DC 13). It regains 
1d4 expended charges daily at dawn
Damage IIThe item deals an extra 1d6 damage
Defense IDamage that you take from one damage 
type is reduced by 3 (minimum 1)
Light IIThe item shed bright light in a 40-foot 
radius and dim light for an additional 40 feet
Permaspell IIYou can cast one 1st-level spell at will (DC 13)
ReturningThe item has the thrown property (20/60) 
and it flies to your hand after attacking
Sentinel IIThe item glows faintly when a creature of 
a specific type is near (240 feet or less)
Skill IIThe item grants advantage to one skill check
Slayer IIThe item deals an extra 3d6 damage 
against a specific creature type
Spell IIYou can cast a spell at 6th level once per long rest (DC 13)
Vampiric IIOn a critical hit, you regain hitpoints 
equal to half the damage dealt (minimum 1)
Weapon IIYou gain a +2 bonus on attacks and damage rolls

Very Rare Properties

PROPERTYDESCRIPTION
Ability Increase IIIIncrease an Ability Score to 20
Armor IIThe item grants you +2 AC
Charges IIIThe item has 7 charges (DC 15). It regains 
1d6 expended charges daily at dawn
Damage IIIThe item deals an extra 1d8 damage
Defense IIYou gain resistance against one damage type
Light IIIThe item shed bright light in a 80-foot 
radius and dim light for an additional 80 feet
Permaspell IIIYou can cast one 2nd-level spell at will (DC 15)
Spell IIIYou can cast a spell at 7th level once per long rest (DC 15)
Vampiric IIIOn a hit, you regain hitpoints equal to 
half the damage dealt (minimum 1)
Weapon IIIYou gain a +3 bonus on attacks and damage rolls

Legendary Properties

PROPERTYDESCRIPTION
Ability Increase IVIncrease an Ability Score to 22
Armor IIIThe item grants you +3 AC
Charges IVThe item has 9 charges (DC 17). It regains 
1d6+2 expended charges daily at dawn
Damage IVThe item deals an extra 1d10 damage
Defense IIIYou gain immunity against one damage type
Permaspell IVYou can cast one 3rd-level spell at will (DC 17)
Spell IVYou can cast a spell at 8th level once per long rest (DC 17)

Image – https://www.artstation.com/artwork/0qk3G