[Item Type], [Item Rarity] (sometimes “requires attunement”)
Sometimes there is a short intro text but not always. Please note that when you copy text into the text field here or on the left that you copy it beforehand into an editor file to remove all the formatting.
Trait 1. A trait’s title is bold and italic.
Trait 2. Trait’s text is just standard text, please don’t forget to copy the text before into an editor file remove the formatting.
Trait 3. Should you forget to copy the text into an editor file beforehand, this could end up to have different font or font size than intented and look weird.

Wondrous item, rare (requires attunement)
You can ignore the other stages, I will do them. They are mainly there to create different variations of the item making it more or less powerful by increase / decreasing the rarity (common > uncommon > rare > very rare > legendary > artifact).

Wondrous item, very rare (requires attunement)
You can ignore the other stages, I will do them. They are mainly there to create different variations of the item making it more or less powerful by increase / decreasing the rarity (common > uncommon > rare > very rare > legendary > artifact).

Wondrous item, legendary (requires attunement)
You can ignore the other stages, I will do them. They are mainly there to create different variations of the item making it more or less powerful by increase / decreasing the rarity (common > uncommon > rare > very rare > legendary > artifact).

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.