Gloves of the Pantomime

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.

Curse. These gloves are cursed. Attuning to the gloves, curses you until you are targeted by the remove curse spell or similar magic; parting with the gloves fails to end the curse. While cursed, you can't speak, create sounds with your mouth, or form verbal components.

Two white gloves with deep violet ornaments.

Gloves of the Pantomime

Wondrous Item • Uncommon • Requires Attunement

While wearing these gloves, you gain the following benefits:

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-foot 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 or if targeted by dispel magic, disintegrate, or a similar spell or effect, 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 damage die is a d8 instead.

Curse. These gloves are cursed. Attuning to the gloves, curses you until you are targeted by the remove curse spell or similar magic; parting with the gloves fails to end the curse. While cursed, you can't speak, create sounds with your mouth, or form verbal components.

Two white gloves with deep violet ornaments.

Gloves of the Pantomime

Wondrous Item • Rare • Requires Attunement

While wearing these gloves, you gain the following benefits:

Imaginary Object. As an action, you mime the shape of a mundane Small or smaller object, such as a rope. An invisible object springs into existence you and other creatures can interact as if it were 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-foot 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 or if targeted by dispel magic, disintegrate, or a similar spell or effect, 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 damage die is a d10 instead.

Performer. While wearing these gloves, you have advantage on checks using the Performance skill.

Curse. These gloves are cursed. Attuning to the gloves, curses you until you are targeted by the remove curse spell or similar magic; parting with the gloves fails to end the curse. While cursed, you can't speak, create sounds with your mouth, or form verbal components.

Two white gloves with deep violet ornaments.

Gloves of the Pantomime

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 a mundane Medium or smaller object, such as a rope. An invisible object springs into existence you and other creatures can interact as if it were 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-foot 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 or if targeted by dispel magic, disintegrate, or a similar spell or effect.

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 damage die is a d12 instead

Performer. While wearing these gloves, you have advantage on checks using the Performance skill.

Curse. These gloves are cursed. Attuning to the gloves, curses you until you are targeted by the remove curse spell or similar magic; parting with the gloves fails to end the curse. While cursed, you can't speak, create sounds with your mouth, or form verbal components.

Two white gloves with deep violet ornaments.

Using Evolving Items

Evolving items can be used as standard magic items—the GM simply determines the rarity at which the item is found...

  • Character Growth. Reaching a specific level or proficiency milestone.
  • Arcane Empowerment. Enhancing the item through crafting or rituals.
  • Attunement Over Time. Deepening attunement through continued use.
  • Thematic Achievements. Fulfilling tasks or trials related to the item’s nature.
  • Divine or Infernal Favor. Gaining recognition from powerful entities.
  • Environmental Influence. Exposure to special locations or events.

By using evolving items, the GM can weave them into the story, making them feel personal and rewarding as they develop alongside the characters.