Me.Mimic

Maul of the four Elements

A large hammer which has a hammerhead covered in fire, earth, ice, and lightning.

Weapon (maul), rare (requires attunement)

Magic Weapon. When you hit with an attack roll using it, the target takes an extra 2d4 damage of your choice of one of the following damage types: bludgeoning, cold, fire, or lightning.

Words of the Elements. You can speak, read, and write Primordial and have advantage checks when communicating with Elementals.

A large hammer which has a hammerhead covered in fire, earth, ice, and lightning.

Weapon (maul), very rare (requires attunement)

Magic Weapon. The maul is a magic weapon that grants a +1 bonus to attack and damage rolls made with it. When you hit with an attack roll using it, the target takes an extra 2d6 damage of your choice of one of the following damage types: bludgeoning, cold, fire, or lightning.

Words of the Elements. You can speak, read, and write Primordial and have advantage checks when communicating with Elementals.

Wielding the Elements. While you are holding this weapon, you can cast the absorb elements spell at will. When you make an attack while empowered by the effects of that spell, roll a d4 to determine the additional effect this weapon inflicts:

D4 SIDE EFFECT
1
The target must succeed on a DC 15 Constitution saving throw or become blinded until the end of its next turn because of the flashing lightning.
2
The target must succeed on a DC 15 Strength saving throw or be pushed 5 feet back and knocked prone.
3
The target must succeed on a DC 15 Constitution saving throw or become covered in frost, halving its speed until it takes an action to remove it.
4
The target must succeed on a DC 15 Dexterity saving throw or be set ablaze and take 1d6 fire damage at the start of each of its turns until the target or a creature within 5 feet of it takes an action to douse the flames.
A large hammer which has a hammerhead covered in fire, earth, ice, and lightning.

Weapon (maul), legendary (requires attunement)

Magic Weapon. The maul is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack roll using it, the target takes an extra 2d8 damage of your choice of one of the following damage types: bludgeoning, cold, fire, or lightning.

Conjuring the Elements. As an action, you can speak the maul’s command word to create effects of the conjure minor elementals spell with a range of 5 feet. The challenge rating and type of Elementals is determined randomly. Additionally, you don’t need to maintain concentration for the duration of the effect and in addition to the normal conditions, the Elementals also vanish when you no longer wield the weapon, or you dismiss them as a bonus action. Once you have used this ability, the maul can’t be used this way again until the next dawn.

Words of the Elements. You can speak, read, and write Primordial and have advantage checks when communicating with Elementals.

Wielding the Elements. While you are holding this weapon, you can cast the absorb elements spell at will. When you make an attack while empowered by the effects of that spell, roll a d4 to determine the additional effect this weapon inflicts:

D4 SIDE EFFECT
1
The target must succeed on a DC 17 Constitution saving throw or become blinded until the end of its next turn because of the flashing lightning.
2
The target must succeed on a DC 17 Strength saving throw or be pushed 5 feet back and knocked prone.
3
The target must succeed on a DC 17 Constitution saving throw or become covered in frost, halving its speed until it takes an action to remove it.
4
The target must succeed on a DC 17 Dexterity saving throw or be set ablaze and take 1d6 fire damage at the start of each of its turns until the target or a creature within 5 feet of it takes an action to douse the flames.
A large hammer which has a hammerhead covered in fire, earth, ice, and lightning.

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.