Me.Mimic

Wavewalker Harness

A dog armored in light-blue plate armor bearing wave motifs.

Armor (half-plate), uncommon

This armor serves as barding for an animal and can’t be worn by a humanoid. The armor is designed to fit any Large or smaller four-legged animal and magically adjusts according to its size and physique when equipped to the animal. While the animal wears the armor, it gains the following benefits:

Aquatic Adaptation. The animal can breathe air and water. Further, it gains a swim speed equal to its walking speed.

A dog armored in light-blue plate armor bearing wave motifs.

Armor (half-plate), rare

This armor serves as barding for an animal and can’t be worn by a humanoid. The armor is designed to fit any Large or smaller four-legged animal and magically adjusts according to its size and physique when equipped to the animal. While the animal wears the armor, it gains the following benefits:

Aquatic Adaptation. The animal can breathe air and water. Further, it gains a swim speed equal to its walking speed.

Water Purification. The armor filters water consumed by the animal making it immune to poison or disease contracted through contaminated water sources.

Wave Walker. The animal can instinctively activate the armor (no action required) to gain the effects of the water walk spell for 1 hour. Once this ability has been used, it can’t be used again until the next dawn.

A dog armored in light-blue plate armor bearing wave motifs.

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.