An Amanojaku's horn, or even shavings of it formed into a shape, can greatly effect someone's emotions. When held, or better yet formed into a ring, the wearer has +3 to persuasion ability checks. The wearer also has 3 charges of a variation of the 'Amplify Emotions' spell.
If the wearer thinks strongly about one of the following emotions, perhaps recalling a memory that invokes it, they can push the emotions onto one target. They must succeed a DC13 Wisdom save or suffer the following effects.
Holy Rage: On their next turn the target must try to attack the nearest creature perceived as evil by them. This effect lasts 1 minute, until they die or, there are no creatures they perceive as an evil creature in sight.
Pacifism: The target is incapable of doing anything that directly harms any living creature for one minute.
Extreme Loyalty: The DM chooses one ally, if that ally is attacked the target must do all in their power to slay the attacker for one minute.
Honor Bind: The target must fight with a basic code of conduct that postulates that they may not harm a woman, attack an unarmed creature, attack a creature while they are prone or entangled, or accept aid against an enemy that has challenged them to single combat that has not been ended for the next minute.
Apathy: The target can not gain inspiration, cannot rage in any manner, and is immune to the frightened and charmed conditions for the next minute.
Insanity: The target is affected by confusion for the next minute.
Hate: Due to their mind's hatred of good and unlawfulness, the target has advantage on attack rolls against whichever creature they can see which has the farthest alignment from theirs but, disadvantage on attack rolls against every other creature that they can see.
Cowardice: The next time the target is attacked(within a minute of the casting) they become frightened of the attacker
Wrath: The target gains a barbarians rage ability for one minute and seeks to harm the closest creature they can see.
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