Fingers of Crowley

Wondrous Item • Artifact • Requires Attunement by a Spellcaster

These three fingers once belonged to Lazarus Crowley, the infamous Liber ex Infernum. It is said they were severed during a confrontation with an archdevil. Desecrated with infernal runes and bound together by adamantine wire, they now hang from a macabre necklace.

Random Properties. The Fingers of Crowley have the following random properties:

  • 1 major beneficial property
  • 1 minor detrimental property
  • 1 major detrimental property

Spellturning. While you are attuned to the necklace, you gain resistance against the damage of spells. Further, if you succeed on a saving throw against a spell that targets only you (not an area of effect), you can choose that the spell instead affects the caster, using the slot level, spell save DC, attack bonus, and spell casting ability of the caster.

First Finger. When a creature within 60 feet of you attempts to cast a spell with a casting time of 1 action, you can use your reaction to slow the casting of the spell. The spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

Second Finger. When you cast a spell that targets only one creature and doesn't have a range of self, you can use your bonus action to target a second creature in range with the same spell.

Third Finger. As an action, choose up to three creatures, objects, or magical effects within 30 feet of you. Any ongoing spell on the target ends. Further, all targets must succeed on a DC 20 Constitution saving throw or lose their concentration if they are concentrating on a spell or effect.

Curse. This necklace is cursed, and becoming attuned to it extends the curse to you. You can’t end your attunement to it until you are targeted by a greater restoration spell of level 9 or similar magic. While cursed, your alignment becomes evil, and you develop an endless hate for all other spellcasters who are not Fiends. Further, you are obsessed with finding horrid ways to kill them.

Destroying the Necklace. The only way to destroy the necklace is to place it in a circle of holy power created by the hallow spell cast with a spell slot level of 9 and drowned in a pool of holy water worth at least 10,000 gp for 666 days. The holy water must be exchanged every 66 days and the holy circle renewed every 6 days, as they become corrupted by the necklace. If the necklace is at least one full day outside of the pool or the circle, the process must be started anew.

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.