Abilities from the Nemiren are gained in stages. Each stage requires devotion and a test of the constitution.
Stage 1.
8hr of concentration. Once completed dark tendrils of smoke emanate from the amulet. Each creature within 5ft of the amulet takes 10d4 necrotic damage or half that on con DC save 10.
Dark Knowledge. After The Player makes an attack roll, ability check, or saving throw, but before the outcome is determined, an additional d20 can be rolled. Caira chooses which of the d20s rolled is used to determine the outcome. When she does so, she takes 12 (4d4) necrotic damage, which can't be reduced or prevented in any way.
Stage 2.
16hr of concentration. Once completed dark tendrils of smoke emanate from the amulet. Each creature within 10ft of the amulet takes 10d6 necrotic damage or half that on con DC save 15.
Godhate. The player has advantage on saving throws against divine spells, which are spells cast by clerics, paladins, druids, rangers, celestials, and other sources the DM deems appropriate.
Stage 3.
24hr of concentration. Once completed dark tendrils of smoke emanate from the amulet. Each creature within 20ft of the amulet takes 10d10 necrotic damage or half that on con DC save 18.
Legendary Resistance (1/Long Rest). If The Player fails a saving throw, she can choose to succeed instead.
Stage 3.
72hr of concentration. Once completed a burst of dark energy erupts from the amulet. Each creature within 60ft of the amulet takes 10d20+8 necrotic damage or half that on con DC save 18. They are thrown 40ft away from it with the exception of the holder. All players within the are must make a str DC save 16 or be knocked prone with 1d10+6 force damage.
Anti-Heal. The Player can activate or deactivate this feature as a bonus action. While active, creatures within 45 feet of Caira can't magically regain hit points. A creature that was to magically regain hit points must instead make a DC 19 Constitution saving throw. On a failed save, the creature takes necrotic damage equal to the hit points it would have regained.
Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, Evil Alignment. If any other alignment holds this item with direct skin contact it deals 5d4 Necrotic damage and knocks them prone with sickness. If they are a good alignment they are incapacitated until intelligence saving DC 18
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