Me.Mimic

Ring of Shadow Animation

A pure black ring with wavy almost liquidy surface.

Ring, rare (requires attunement)

This ring has 3 charges. It regains 1d3 expended charges daily at dawn. As an action, you expend 1 charge to animate your shadow, which uses the shadow statblock and defends you to the best of its abilities. The shadow is attached to you and moves with you whenever you move, requiring none of its movement. The shadow returns to its normal inanimate state after 1 minute, when you dismiss it as a bonus action, or when it is reduced to 0 hit points.

Curse. This ring is cursed. When your shadow is reduced to 0 hit points, the GM secretly rolls a d20. On a 1, you become cursed until you are targeted by the greater restoration spell or similar magic; parting with the ring fails to end the curse. While cursed, you are shadowless and can’t use the ring anymore. Additionally, you take 10 radiant damage when you start your turn in sunlight, and you have disadvantage on attack rolls and ability checks while being in sunlight.

A pure black ring with wavy almost liquidy surface.

Ring, very rare (requires attunement)

As an action, you can animate your shadow, which uses the shadow statblock and defends you to the best of its abilities. The shadow has double its normal hit points, an additional 5 feet reach on its attack rolls, and no Sunlight Weakness trait. Further, it is attached to you and moves with you whenever you move, requiring none of its movement. The shadow returns to its normal inanimate state after 10 minutes, when you dismiss it as a bonus action, or when it is reduced to 0 hit points.

Curse. This ring is cursed. When your shadow is reduced to 0 hit points, the GM secretly rolls a d20. On a 1, you become cursed until you are targeted by the greater restoration spell or similar magic; parting with the ring fails to end the curse. While cursed, you are shadowless and can’t use the ring anymore. Additionally, you take 10 radiant damage when you start your turn in sunlight, and you have disadvantage on attack rolls and ability checks while being in sunlight.

A pure black ring with wavy almost liquidy surface.

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.