a golden amulet with 10 stones in it (one dark grey, deep blue, light grey, red, yellow, green, black, and white) that when not active seals up
you gain a burrowing, swimming, and flying speed of 30 ft
you gain resistance to fire damage
you can spend 1 charge to roll 1d4 on a table depending to the stone you activated
dark gray (earth)
1 gain +2 to your ac for 1 minute as stones hover up to block hits
2 one non hovering creature of your choice has there speed drop to 0 as the earth raps around there feet until they succeed a str check
3 gain resistance to bludgeoning damage as the earth blocks your vital organs for one minute
4 gain immunity to bludgeoning damage but your speed drops to 0 and you cant breath as the earth incases your body
deep blue (water)
1 boost your swim speed by 30 ft for 1 minute
2 gain the ability to breath underwater for 1 minute
3 water flows around you arms increasing your reach by 10 ft
4 all the water within 30 ft of you starts flowing to flow to you. depending on the amount of water around you you gain different benefits and disadvantages.
low: water starts to block attacks on you giving you a +5 to your ac but every time the water blocks a attack its bonus is reduced by 1 till it is 0
medium: water flows around you giving attacks on you disadvantage but you start drowning (it takes 5 times the amount to drown) for 5 minutes
high: water incases you with 10 ft on every side giving disadvantage on all melee attacks and ranged attacks cant hit you
light gray (wind)
1 you gain extra fly speed of 30 ft for a minute
2 one enemy within 10 ft must make a str save every turn for half a minute or be pushed back 10 ft as great winds start blowing them away
3 all your weapons gain the thrown 20/60 and it will come back to you at the end of the turn
4 all creatures within 15 ft get blown back 10 ft and you fly up 20 ft
red (fire)
1 gain the ability to shoot a beam of fire for 1 minute (dex based attack range 20/60 ft 1d6 fire damage)
2 one weapon within 30 ft starts glowing red hot (bright light 5 dim light additional 5 ft and 1d6 extra fire damage)
3 create a wall of fire 5 ft tall and surrounding you. (1d4 fire damage for entering)
4 (gain immunity to fire damage and all creatures within 30 ft of you gains vulnerability to fire even if it already has immunity or resistance
yellow (sound)
1 one enemy within 30 ft must make a con save of be defend for 1 minute
2 you grant one enemy within 30 ft +2 and advantage on all perception checks relating to hearing For 1 minute
3 you suck all the sound within 10 ft of you for 1 minute
4 all creatures including you within 15 ft of you become defend for 1 minute
green (time)
1 you grant 1 creature within 10 ft of you the ability to see everything that may happen for the remainder of one minute (they gain advantage on any saves for the next minute)
2 you can change a failed save to a success and vice versa
3 you gain the ability to teleport 30 ft for the next minute as you bend time and space
4 you rewind time by 1d100+20 seconds but every roll made for 3 turns gains disadvantage even if they already have advantage and all spells have a 20% chance to fail the spell.
black (darkness)
1 one enemy within 30 ft must make a con save of be blinded for 1 minute
2 one ally within 30 ft of you gains blind sight 30 ft for one minute
3 you suck all the light within 10 ft of you for 1 minute
4 all creatures including you within 15 ft of you become blinded for 1 minute
white (light)
1 one ally within 30 ft of you automatically succeed on perception (hearing) checks for 1 minute
2 one ally with 30 ft of you starts glowing (bright light 30 ft dim light extra 30 ft) for 1 minute
3 every object (including the ground) within 10 ft of you starts glowing (bright light 5 ft dim light 5 extra ft)
4 all creatures within 15 ft of you gains darkvison 60 ft.
Notes: Sense: Blindsight, Sense: Darkvision, Resistance: Fire, Advantage: Perception, the maker of the amulet or there decedents