This amulet has 1d4 + 3 amethyst gems set in the pendant. You can use an action to detach a gem and throw it (Max Distance = Strength Score * 5 feet.) When it reaches the end of its trajectory, the gem shatters and you teleport to that location and roll (1d6) on the table below. If you teleported to a space that causes you to fall you can use a Reaction to grab onto something if anything is within reach (Athletics DC 15) or land "safely" on a flat surface below you (Acrobatics DC 10+5 for every 10 feet). A failed save results in fall damage, knocking you prone...or worse.
The necklace regains 1 of its gems after a long rest. If the last gem is used, roll 1d20. On a 5 or lower, the amulet loses its magic property and the gem pockets fill in.
| Roll | Outcome |
| 1 | You suffer 1 point of damage. |
| 2 | You suffer no ill effects. |
| 3 | You suffer 5 points of damage. |
| 4 | You suffer 5 points of damage and gain 1 level of exhaustion. |
| 5 | You suffer no ill effects. |
| 6 | You gain a level of exhaustion. |
Notes: Creature with a soul, Damage, Combat, Jewelry
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