Wondrous item, common (requires attunement)
While wearing these gloves you gain the following benefits:
Imaginary Weapon. As an action, you can mime an attack with an imaginary weapon. Make an attack roll using Charisma instead of the Dexterity or Strength modifier against a target within 5 feet of you. On a hit, you deal 1d4 plus your Charisma modifier psychic damage.

Wondrous item, uncommon (requires attunement)
Imaginary Wall. As an action, you can mime an invisible wall with both your hands and magically create the effect of a single 10 by 10 feet panel from the wall of force spell in front of you. On your subsequent turns, you can use your action to continue miming and maintain this effect in this place. The effect ends if you use your action to do anything else and this property can’t be used again until the next dawn.
Imaginary Weapon. As an action, you can mime an attack with an imaginary weapon. Make an attack roll using Charisma instead of the Dexterity or Strength modifier against a target within 5 feet of you. On a hit, you deal 1d6 plus your Charisma modifier psychic damage. If you have proficiency in the Performance skill the attack deals one additional d6 damage.

Wondrous item, rare (requires attunement)
While wearing these gloves you gain the following benefits:
Imaginary Object. As an action, you mime the shape of mundane Small or smaller object, such as a rope. An invisible object springs into existence you and other creatures can interact as if it would be real. On your subsequent turns, you can use your action to continue miming and maintain this effect. The effect ends if you use your action to do anything else and this property can’t be used again until the next dawn.
Imaginary Wall. As an action, you can mime an invisible wall with both your hands and magically create the effect of a single 10 by 10 feet panel from the wall of force spell in front of you. On your subsequent turns, you can use your action to continue miming and maintain this effect in this place. The effect ends if you use your action to do anything else and this property can’t be used again until the next dawn.
Imaginary Weapon. As an action, you can mime an attack with an imaginary weapon. Make an attack roll using Charisma instead of the Dexterity or Strength modifier against a target within 5 feet of you. On a hit, you deal 1d8 plus your Charisma modifier psychic damage. If you have proficiency in the Performance skill the attack deals one additional d8 damage.

Wondrous item, very rare (requires attunement)
While wearing these gloves you gain the following benefits:
Imaginary Object. As an action, you mime the shape of mundane Medium or smaller object, such as a rope. An invisible object springs into existence you and other creatures can interact as if it would be real. On your subsequent turns, you can use your action to continue miming and maintain this effect. The effect ends if you use your action to do anything else.
Imaginary Wall. As an action, you can mime an invisible wall with both your hands and magically create the effect of a single 10 by 10 feet panel from the wall of force spell in front of you. On your subsequent turns, you can use your action to continue miming to maintain this effect and add one additional panel to the existing one (up to a total of 10 panels) which must be contiguous with an existing panel. The effect for all panels ends if you use your action to do anything else.
Imaginary Weapon. As an action, you can mime an attack with an imaginary weapon. Make an attack roll using Charisma instead of the Dexterity or Strength modifier against a target within 30 feet of you. On a hit, you deal 1d10 plus your Charisma modifier psychic damage. If you have proficiency in the Performance skill the attack deals one additional d10 damage.

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.