Emergency Cube

Wondrous Item • Uncommon • Requires Attunement

Emergency Field. When you drop to 0 hit points, the cube casts the resilient sphere spell on you. Once used, you can't use that feature again until next dawn. The spell has the following changes:

  • The spell lasts only until the end of your next turn.
  • The force field is cube-shaped instead of sphere-shaped and can't be moved.
  • Allies and their effects can still pass through the force field.

Emergency Cube

Wondrous Item • Rare • Requires Attunement

Charges. This cube has 3 charges and regains 1 expended charge daily at dawn.

Emergency Field. When you drop to 0 hit points, the cube automatically expends 1 charge to cast the resilient sphere spell on you. The spell has the following changes:

  • The spell lasts only until the end of your next turn. If you have 0 hit points by that time, the cube expends another charge to extend the duration by another round.
  • The force field is cube-shaped instead of sphere-shaped and can't be moved.
  • Allies and their effects can still pass through the force field.

First Aid. When the cube's Emergency Field triggers, you become stabilized.

Emergency Cube

Wondrous Item • Very Rare • Requires Attunement

Charges. This cube has 5 charges and regains 1 expended charge daily at dawn.

Emergency Field. When you drop to 0 hit points, the cube automatically expends 1 charge to cast the resilient sphere spell on you. The spell has the following changes:

  • The spell lasts only until the end of your next turn. If you have 0 hit points by that time, the cube expends another charge to extend the duration by another round.
  • The force field is cube-shaped instead of sphere-shaped and can't be moved.
  • Allies and their effects can still pass through the force field.

First Aid. When the cube's Emergency Field triggers, you become stabilized.

Relocation. When you attune to this item, choose one willing creature. When the cube's Emergency Field triggers, you first teleport to an unoccupied space within 5 feet of the chosen creature if it is within 150 feet of you. Otherwise, you teleport to an unoccupied space within 5 feet of the nearest allied creature.

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.