Wondrous item, uncommon (requires attunement)
This pair of steel chains wraps comfortably around your arms like bandages or bracers. While you wear them, you gain the following benefits:
Lightning Strikes. When you make an unarmed attack, you deal an additional 1d6 lightning damage.
Shackle. As an action, you can target a Medium or smaller creature within 5 feet of you and speak the chains’ command word. When you do so, the target must succeed on a DC 12 Dexterity saving throw or become grappled by you as the chains rapidly wrap around the target. While grappled this way, the target is restrained. Once you have used this action, you can’t use it again until the next dawn.

Wondrous item, rare (requires attunement)
This pair of steel chains wraps comfortably around your arms like bandages or bracers. While you wear them, you gain the following benefits:
Armored. You gain a +1 bonus to your armor class while not wearing a shield.
Electrified Shackle. As an action, you can target a Medium or smaller creature within 5 feet of you and speak the chains’ command word. When you do so, the target must succeed on a DC 14 Dexterity saving throw or become grappled by you as the chains rapidly wrap around the target. While grappled this way, the target is restrained and takes 1d6 lightning damage at the start of each of its turns. Once you have used this action, you can’t use it again until the next dawn.
Lightning Strikes. When you make an unarmed attack, you deal an additional 1d6 lightning damage.

Wondrous item, very rare (requires attunement)
This pair of steel chains wraps comfortably around your arms like bandages or bracers. While you wear them, you gain the following benefits:
Armored. You gain resistance to lightning damage and a +1 bonus to your armor class while not wearing a shield.
Electrified Shackle. As an action, you can target a Large or smaller creature within 10 feet of you and speak the chains’ command word. When you do so, the target must succeed on a DC 16 Dexterity saving throw or become grappled by you as the chains rapidly wrap around the target. While grappled this way, the target is restrained and takes 2d6 lightning damage at the start of each of its turns. Once you have used this action, you can’t use it again until the next dawn.
Flash Steps. Your speed increases by 10 feet. When you take the Dash action, you don’t provoke attacks of opportunity.
Lightning Strikes. When you make an unarmed attack, you deal an additional 1d8 lightning damage. When you score a critical hit, the target becomes stunned until the end of its next turn.

Wondrous item, legendary (requires attunement)
This pair of steel chains wraps comfortably around your arms like bandages or bracers. While you wear them, you gain the following benefits:
Armored. You gain resistance to lightning damage and a +2 bonus to your armor class while not wearing a shield.
Electrified Shackle. As an action, you can target a Huge or smaller creature within 15 feet of you and speak the chains’ command word. When you do so, the target must succeed on a DC 18 Dexterity saving throw or become grappled by you as the chains rapidly wrap around the target. While grappled this way, the target is restrained and takes 4d6 lightning damage at the start of each of its turns.
Flash Steps. Your speed increases by 10 feet. When you take the Dash action, you don’t provoke attacks of opportunity.
Lightning Strikes. When you make an unarmed attack, you deal an additional 2d8 lightning damage. When you score a critical hit, the target becomes stunned until the end of its next turn.
Storm Rush. As an action, you can teleport yourself and a creature affected by the Electrified Shackle to a point you see within 100 feet. Immediately after you disappear, each creature within 10 feet of the space you left must make a DC 18 Constitution saving throw, taking 4d12 lightning damage on a failed save, or half as much damage on a successful one. Once you have used this action, you can’t use it again until the next dawn.

Using Evolving Items
Evolving items can be used as standard magic items—the GM simply determines the rarity at which the item is found. However, when used as evolving items, they typically start at their lowest stage and grow in power over time. The GM decides the conditions for their evolution, allowing for organic progression tied to the story and the characters’ actions. Those conditions could be something like:
- Character Growth. Reaching a specific character level, class level, or proficiency milestone.
- Arcane Empowerment. Enhancing the item through crafting, rituals, or materials obtained via quests or trade.
- Attunement Over Time. Gaining deeper attunement by wielding the item for an extended period or completing a major storyline.
- Thematic Achievements. Fulfilling tasks or trials related to the item’s nature or using the item in a defining moment.
- Divine or Infernal Favor. Gaining recognition from deities, spirits, or other powerful entities tied to the item.
- Environmental Influence. The item changes when exposed to specific locations, celestial events, or magical anomalies (e.g., bathed in moonlight, struck by lightning).
By using evolving items, the GM can weave them into the story, making them feel personal and rewarding as they develop alongside the characters.