Me.Mimic

Corrupted Halo

A golden halo that is corrupted and half dissolving into greenish liquid and flames.

Wondrous item, rare (requires attunement by a cleric or paladin)

This once holy relic has been corrupted and its purity ruined. It exists in a constant conflict between falling apart and reestablishing its former glory. This item has 10 charges, regaining 1d6 + 4 expended charges daily at dawn. While you are attuned to this item it hovers above your head and you can use the charges in the following ways:

Foul Conversion. You can expend one charge (no action required) when you cast a spell or use an effect (including the Corrupted Healing of this halo) to restore hit points to instead deal necrotic damage. The target must make a DC 14 Constitution saving throw, taking necrotic damage equal to the number of hit points you would have restored on a failed save, or half as much on a successful one.

Tainted Healing. As an action, you expend any number of charges to restore a creature within 30 feet of you for 5 hit points per expanded charge. Immediately afterward roll a d4 to determine an additional side effect.

D4 SIDE EFFECT
1
You lose an equal amount of hit points.
2
The target’s maximum hit points are reduced by an equal amount to the hit points restored until it finishes a long rest.
3
You and the target must expend unspent hit dice. The total amount of required hit dice is equal to the charges you have expended. If the target is willing, you and it can decide the amount each one spends. If the target is unwilling, you both must expend half the total amount (rounded down) or more. In the case, that you and the target are unable to expend enough hit dice together, you both gain one level of exhaustion.
4
Immediately after the target has received the healing, it must succeed on a Constitution saving throw or can’t regain any hit points. The DC equals 10 + the charges you expended. The effect lasts for 1 minute for each charge expended.
A golden halo that is corrupted and half dissolving into greenish liquid and flames.

Wondrous item, very rare (requires attunement by a cleric or paladin)

This once holy relic has been corrupted and its purity ruined. It exists in a constant conflict between falling apart and reestablishing its former glory. This item has 20 charges, regaining 2d8 + 4 expended charges daily at dawn. While you are attuned to this item it hovers above your head and you can use the charges in the following ways:

Foul Conversion. You can expend one charge (no action required) when you cast a spell or use an effect (including the Corrupted Healing of this halo) to restore hit points to instead deal necrotic damage. The target must make a DC 16 Constitution saving throw, taking necrotic damage equal to the number of hit points you would have restored on a failed save, or half as much on a successful one.

Siphoning Cleanse. As a bonus action, you expend 2 charges to end the blinded, deafened, poisoned, petrified, paralyzed, or stunned condition on a creature other than yourself within 30 feet of you. When you do so, you absorb the negative energy into your body and become poisoned. At the end of your turn, you can make a DC 15 Charisma saving throw, ending the effect on a success.

Tainted Healing. As an action, you expend any number of charges to restore a creature within 30 feet of you for 5 hit points per expanded charge. Immediately afterward roll a d4 to determine an additional side effect.

D4 SIDE EFFECT
1
You lose an equal amount of hit points.
2
The target’s maximum hit points are reduced by an equal amount to the hit points restored until it finishes a long rest.
3
You and the target must expend unspent hit dice. The total amount of required hit dice is equal to the charges you have expended. If the target is willing, you and it can decide the amount each one spends. If the target is unwilling, you both must expend half the total amount (rounded down) or more. In the case, that you and the target are unable to expend enough hit dice together, you both gain one level of exhaustion.
4
Immediately after the target has received the healing, it must succeed on a Constitution saving throw or can’t regain any hit points. The DC equals 10 + the charges you expended. The effect lasts for 1 minute for each charge expended.
A golden halo that is corrupted and half dissolving into greenish liquid and flames.

Wondrous item, legendary (requires attunement by a cleric or paladin)

This once holy relic has been corrupted and its purity ruined. It exists in a constant conflict between falling apart and reestablishing its former glory.

Conflicting Protection. At each dawn, you must choose either Celestial or Fiends. The chosen creature type has disadvantage on attack rolls against you, while the not chosen one has advantage.

This item has 30 charges, regaining 4d6 + 4 expended charges daily at dawn. While you are attuned to this item it hovers above your head and you can use the charges in the following ways:

Foul Conversion. You can expend one charge (no action required) when you cast a spell or use an effect (including the Corrupted Healing of this halo) to restore hit points to instead deal necrotic damage. The target must make a DC 18 Constitution saving throw, taking necrotic damage equal to the number of hit points you would have restored on a failed save, or half as much on a successful one.

Siphoning Cleanse. As a bonus action, you expend 2 charges to end the blinded, deafened, poisoned, petrified, paralyzed, or stunned condition on a creature other than yourself within 30 feet of you. When you do so, you absorb the negative energy into your body and become poisoned. At the end of your turn, you can make a DC 15 Charisma saving throw, ending the effect on a success.

Tainted Healing. As an action, you expend any number of charges to restore a creature within 30 feet of you for 5 hit points per expanded charge. Immediately afterward roll a d4 to determine an additional side effect.

D4 SIDE EFFECT
1
You lose an equal amount of hit points.
2
The target’s maximum hit points are reduced by an equal amount to the hit points restored until it finishes a long rest.
3
You and the target must expend unspent hit dice. The total amount of required hit dice is equal to the charges you have expended. If the target is willing, you and it can decide the amount each one spends. If the target is unwilling, you both must expend half the total amount (rounded down) or more. In the case, that you and the target are unable to expend enough hit dice together, you both gain one level of exhaustion.
4
Immediately after the target has received the healing, it must succeed on a Constitution saving throw or can’t regain any hit points. The DC equals 10 + the charges you expended. The effect lasts for 1 minute for each charge expended.
A golden halo that is corrupted and half dissolving into greenish liquid and flames.

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.