This amulet is a symbol of goodness. An evil creature who attempts to use or grab the amulet takes 2d6 radiant damage. A creature takes the damage again each time it ends its turn holding or carrying the talisman.
If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +1 bonus to your spell save DC while you wear or hold it.
The amulet has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see within 120 feet of you. If the target is a fiend or undead of evil alignment, a flaming fissure (fiend) or ghostly void (undead) opens under it. The target must succeed on a Dexterity saving throw against your spell save DC or fall into the fissure or void and be banished for 1 minute, as if you had cast the spell "Banishment". The fissure then closes, leaving no trace of its existence. When you expend the last charge, the amulet disperses into motes of golden light and is destroyed.
Notes: Bonus: Spell Save DC, Cleric or Paladin of Good Alignment, Control, Buff, Jewelry
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