Wondrous Item, rare

While in possession of the amulet a character may inflict a wound upon themselves and place the amulet into the wound.  The amulet's enchantment draws the energy that is let from the character and stores half of the HP lost in the amulet for 1 minute.  The amulet then can be stabbed into another character to deliver the HP that was held. 

The amulet has no limit on uses, but the necromantic enchantment is unstable.  A single use per long rest has no risk, every subsequent use between long rests has an increasing 5% chance of reducing the possessing characters HP by the amount absorbed.  For the second use between long rests, roll a d20, on a 1 the amount of HP stored in the amulet is reduced from the MAX HP of the possessing character.  On the third use, roll a D20 and on a 1 or a 2, the same happens and so forth until there is a guarantee of reducing HP.  So for any attempt, a d20 roll must be higher than the attempt count -1.

For instance, if a character on the second use slashes their leg taking 2d8 + 4 damage (13 damage) the amulet absorbs 6 HP, and the character rolls a 1 on the d20 roll, the players max HP is now reduced by 6.  Those 6 HP can still be used to heal another player for 1 minute by stabbing the amulet into their leg, but the possessing player cannot heal those 6 HP back until they take a long rest.

Notes: Necromancy, Healing, Jewelry

Previous Versions

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10/13/2020 5:51:03 PM
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Item Tags: Healing Jewelry

Thalomid

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