A necklace with a simple, thin iron chain which holds a glass charm that rests upon the wearer's chest. The charm is shaped like an anatomically correct heart, with a preserved chili pepper inside. The charm "beats" rapidly when the necklace is touched by a sentient being, always at a tempo that mimics what that being's heart rate would be in a severe state of panic and terror. The beating is only heard by the being in question, and only while contact is maintained.
The amulet has three charges which refill each day at dawn. As a reaction, the wearer may spend a single charge to roll any single Strength, Dexterity, or Constitution skill check as a saving throw instead, with a +3 bonus to the roll in question. Each expended charge applies one point of exhaustion to the user.
Alternatively, the user may choose to expend all three charges simultaneously, resulting in an extended burst of hysterical strength. Using the amulet in this manner causes all Strength, Dexterity, and Constitution skill checks to be rolled as saving throws for one minute. All saving throws with such skills will also gain a +8 bonus modifier. However, this effect comes at great cost. While this effect is active, all Intelligence, Wisdom, and Charisma checks (excepting Intimidation) are made at disadvantage. When the effect ends, the user will take (x)d4 damage, where x is equal to the number of skill checks changed into saving throws by the effect during its duration. This does NOT include rolls that were already considered saving throws.
If the damage from these rolls is enough to make the user's HP reach -20, one of their death saving throws is immediately failed. If the user is knocked unconscious by this damage, they suffer three points of exhaustion. If the user is not made unconscious by this damage, they suffer 4 points of exhaustion.
Notes: Exhaustion, Combat, Cursed, Necklace, Jewelry
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