This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can’t do so again until the next dawn.
Curse: This amulet has been used to bind a succubus/incubus to the material plane. Upon using the amulet for the first time the DM should make a disadvantaged Wisdom Savings throw (DC15) for the character using it; if failed, they are instantly charmed by the succubus/incubus, who will have full control over the individual as per the "Charm" ability succubi/incubi possess. The wearer will hear the succubus/incubus speak to them telepathically, telling them to never take this amulet off, and never reveal to anyone else that they can hear the voice - either immediately (should they attempt to take the amulet off), or the next time the character sleeps or meditates. They are about to become best friends, according to the fiend. Should the savings throw be passed, or should the wearer already have an evil alignment, the succubus/incubus will not reveal its presence, instead waiting for a new potential target to wear the amulet.
Unlike the standard Charm ability for succubi/incubi, this effect will last as long the amulet is worn, and the wearer will absolutely refuse to ever take it off. The fiend will have the ability to control the wearer whenever they wish, and will accompany the wearer in ethereal form for as long as it takes to perform its main objective (below). The wearer will only have the opportunity to re-take the savings throw (without disadvantage) should they be ordered to do something that causes them to be harmed, or that seems suicidal to the wearer.
The goal of the succubus/incubus, while it retains its Charm over the wearer, is to encourage the wearer to perform acts of evil of their own free will. While it retains its link with the wearer, the succubus/incubus will use its standard tactics of causing the wearer to have dreams about a highly desirable humanoid, and from time to time appear to the wearer in physical form shapechanged into the dream humanoid (other party members will also clearly be able to see this individual - but unless they have some means of detecting a fiend, will not have reason to suspect the person). Specifically the succubus/incubus needs the wearer to perform three acts of clear evil of their own free will - if they can succeed in persuading the wearer to do this, the succubus/incubus will seek to arrange the death of the wearer by whatever expedient method is most likely to succeed (such as by instructing the wearer to take the amulet off (if this is likely to kill the wearer)), claiming the soul of their victim and returning to the lower planes.
Note that a soul so claimed cannot be resurrected or raised from the dead without the permission of the succubus/incubus who owns the soul - or, of course, until the succubus/incubus is destroyed.
The curse on this item cannot be detected using "Identify", however a "Detect Good and Evil" spell will clearly identify a fiendish presence emanating from the amulet; Truesight will also reveal the presence of the succubus/incubus following the wearer while in ethereal form (which is where they will mostly remain while not shapechanged into a physical form).
The curse can be lifted on the wearer through a simple Remove Curse spell, or through the destruction of the amulet (AC10, 5 HP). The Charmed wearer will actively seek to avoid the destruction of the amulet or lifting of the curse by any means necessary.
If the amulet is removed from the wearer without lifting the curse or destroying the amulet, the wearer will immediately be subjected to the succubus/incubus "Draining Kiss" effect. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. This will continue until the wearer either succeeds on a savings throw to break the Charm effect (should the succubus/incubus have ordered them to remove the amulet), or they die.
Lastly, the succubus/incubus is bound to the the amulet, meaning they cannot physically manifest in the material plane more than 1 mile from the amulet itself. They may, however, move around the Ethereal plane as they wish. This binding ends when they succeed in corrupting a good or neutral individual and claiming their soul.
Notes: Healing
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