All non-allies within 30 feet of you that you can see gets damaged and the damage is of necrotic type need to do a DC 15 Constitution saving throw or get double the necrotic damage, this ability doesn't work on undead. Also in case of failure in the saving throw you are taking the normal amount of necrotic damage as temporary hit points. The temporary hit points don't stack if taken again by the amulet so you can choose to replace with the new result or keep the remaining of the old.
Also each time someone fails the constitution saving throw add 1 point to the amulet. If it gets 10 points or more then as a bonus action ,before the points get reset, you can activate it to its true form for 1 min. Points are reset after 10 mins of when the first point was taken or when its true form is over if it got triggered at any point
True form:
The amulet has absolved enough necrotic energy to show the true potentials and empower its user giving the following benefit
- Advantage at saving throws against spells
-All your attacks are considered magical
-A magic aura surrounds you. For every point above 10 you get a +1 to your AC (maximum +5)
-You can change the amulet to the form of a melee weapon or make a melee weapon you hold surrounded by its power. If you make the weapon it has the same stats as a normal weapon of its kind would have but is doing necrotic damage instead otherwise the weapon is dealing an extra 3d6 necrotic (if the weapon is already doing necrotic then it is 5d6 instead of 3d6 not counting the necrotic damage it already does)
While the amulet is in it's true form each time the holder is getting damaged needs to do a Concentration check (Constitution saving throw). DC is half the damage or 10 (whichever is higher). In case of failure part of your soul i getting absolved in the amulet as you take 5d6 necrotic damage (doesn't enable the amulet's effects)
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