Once per long rest, you can use an action to enter a state where your melancholy blooms and affects everyone around you for 1 minute. You alter time around you in a 30-foot radius centered on you. When a creature you can see moves into a space within 30 feet of you or starts its turn there, that creature must succeed on a Wisdom saving throw (use your spellcasting ability for the DC) or be affected by this effect for the duration.
An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20.
On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this effect makes another Wisdom saving throw at the end of each of its turns.
On a successful save, the effect ends for it and it is immune from this effect for the reminder of the duration.
The amulet has 2 charges and regains its expended charges daily at dawn. You can expend 1 charge to get one of the following effects:
- You long for how things used to be. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 charge of the amulet to double its duration, to a maximum duration of 24 hours.
- As a bonus action whenever you make a History or Arcana check you can spend one charge to roll an additional d20. You must choose to do so before the roll, and you can do so only once per turn.
Notes: Can only attuned one Amulet of Sin at the same time. For a given player, any Amulet of Sin will always have the same effect when attuned.
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