Twin Rooks

Armor (shield) • Uncommon • Requires Attunement

These twin shields are imprinted with the symbol of a tower. When you attune to them you only require a single attunement slot. While wearing them you gain the benefits of two shields for a total bonus of +4 to your armor class as well as the following additional benefits:

Hunker Down. As an action, you can speak the shields’ command word and slam them to the ground. When you do so, you doff the shields, and they expand into an immobile 4-foot tall and 4-foot-wide barricade providing 3/4 quarter cover to Medium or smaller creatures directly behind them. This effect lasts until you don the shields and speak the command word again. Another creature can make a Strength (Athletics check) (DC 13) against the barricade to knock it over.

Quick Equip. You only require a single action to don or doff both shields, provided they are both within reach at the same time.

Shield Slam. You can use a shield as an improvised weapon dealing 1d4 plus your Strength modifier bludgeoning damage. If you are proficient with shields, you have proficiency with these attacks.

Two identical wooden shields studded with iron in form a chess tower.

Twin Rooks

Armor (shield) • Rare • Requires Attunement

These twin shields are imprinted with the symbol of a tower. When you attune to them you only require a single attunement slot. While wearing them you gain the benefits of two shields for a total bonus of +4 to your armor class as well as the following additional benefits:

Guard. As a reaction, you can add 2 to an allied creature’s armor class against one attack roll that would hit it. To do so, you must see the attacker, be within 5 feet of the creature you want to guard and be wielding at least one of the shields.

Hunker Down. As an action, you can speak the shields’ command word and slam them to the ground. When you do so, you doff the shields, and they expand into an immobile 4-foot tall and 4-foot-wide barricade providing 3/4 quarter cover to Medium or smaller creatures directly behind them. This effect lasts until you don the shields and speak the command word again. Another creature can make a Strength (Athletics check) (DC 16) against the barricade to knock it over.

Quick Equip. You only require a single action to don or doff both shields, provided they are both within reach at the same time.

Shield Slam. You can use a shield as an improvised weapon dealing 1d6 plus your Strength modifier bludgeoning damage. If you move at least 10 feet in a straight line immediately before one of those attacks, the target must succeed on a Strength saving throw or be knocked prone. The DC equals 8 plus your proficiency bonus plus your Strength modifier. If you are proficient with shields, you have proficiency with these attacks.

Two identical wooden shields studded with iron in form a chess tower.

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.