While wearing this amulet you can cast Disguise Self at will.
Unsettling Visage (Recharges after a Short or Long Rest). Each creature within 30 feet of you must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Emotive Form. If you spend 10 minutes speaking to a character, you can take a form related to an emotion you wish to evoke from them. You gain no knowledge of who the form is or why they have this bond with them.
Lingering Knowledge (Recharges after a Long Rest). You can add your proficiency to one ability roll, skill check or save with which you are not already proficient. You can do this after making the roll but before knowing whether it succeeds or not.
Curse - Soul Bound. Once attuned to the amulet, your soul is bound to it. Whispers, dreams, and memories of its previous bearers may enter your mind at the DM's discretion. Should you remove the amulet, your soul is pulled into it and nothing short of a wish can free you.
Curse - Subtle Madness. Whenever you use Unsettling Visage or Lingering Knowledge, roll 1d20. On a 1 roll 1d100 on the Short Term Madness table which affects you for 1d10 minutes. On a 100, roll on the Indefinite Madness table, the DCs for Short Term and Indefinite Madness increase and decrease by 1 respectively.
Short-Term Madness
d100 Effect (lasts 1d10 minutes)
01–20 The character retreats into his or her mind and becomes [effect]Paralyzed[/effect]. The effect ends if the character takes any damage.
21–30 The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping.
31–40 The character becomes Frightened and must use his or her action and Movement each round to flee from the source of the fear.
41–50 The character begins babbling and is incapable of normal Speech or Spellcasting.
51–60 The character must use his or her action each round to Attack the nearest creature.
61–70 The character experiences vivid hallucinations and has disadvantage on Ability Checks.
71–75 The character does whatever anyone tells him or her to do that isn’t obviously self- destructive.
76–80 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81–90 The character is Stunned.
91–100 The character falls Unconscious.
Indefinite Madness
d100 Flaw (lasts until cured)
01–15 “Being drunk keeps me sane.”
16 - 25 "I keep whatever I find."
26–30 “I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.”
31–35 “I must bend the truth, exaggerate, or outright lie to be interesting to other people.”
36–45 “Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.”
46–50 “I find it hard to care about anything that goes on around me.”
51–55 “I don’t like the way people judge me all the time.”
56–70 “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.”
71–80 “I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.”
81–85 “There’s only one person I can trust. And only I can see this Special friend.”
86–95 “I can’t take anything seriously. The more serious the situation, the funnier I find it.”
96–100 “I’ve discovered that I really like killing people.”
Curing Madness
A Calm Emotions spell can suppress the effects of madness, while a Lesser Restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, Remove Curse or dispel evil might also prove effective. A Greater Restoration spell or more powerful magic is required to rid a character of indefinite madness.
Notes: User must take a long rest while wearing the amulet, Communication, Deception, Cursed, Necklace, Jewelry
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