Wondrous Item, artifact (requires attunement by a creature who has been killed by damage from an external source while in direct skin contact with the Amulet)

The Amulet of the Imprisoned Soul is an ornate round amulet around 2 inches across made from white gold, with thirteen brilliant-cut diamonds surrounding a large oval-cut ruby in a starburst pattern. It was discovered in the personal effects of the late sorcerer ██████ ███ who had killed himself in his study in an unsuccessful attempt to attune. Our adventurer in the area found that the Amulet was immune to all types of damage, even those that bypass immunity, and brought it in.

If, after discovering it, one of your players touches it, roll a d6.

On a 1-5, nothing happens. On a 6, the player's mind is utterly and irrevocably wiped, replaced with the mind of Sage Jackson the Bright, a former cleric of ████. 

Backstory: Sage Jackson the Bright was granted the task of finding the Amulet's purpose by a higher-ranking acolyte. Later that year, a berserker invaded his temple. Sage Bright was carrying the Amulet by hand past the main entrance and was among the first killed. A few days later, a young acolyte, told to clear the area, discovered the Amulet, and Jackson has been this way ever since, trapped in the Amulet, hopping between bodies. As a result, Jackson has become jaded, sarcastic, and distrustful to conceal his sheer terror at the thought of eternity and what is to come. He usually tries to bury this fear by either drinking at the local tavern, pulling increasingly elaborate pranks and stunts, or both simultaneously. He can usually be found regaling patrons with stories of centuries long past (or on the floor) at any tavern he might encounter, running from town guards after having pulled one prank too many, or crying at home into a cup of Calimport blend tea. He is incredibly slow to trust, but he is a stalwart friend, willing to die (more than once) for those he considers worth protecting.

Ideal: “I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care,” "The best way to get me to do something is to tell me I can't do it," "To me, a tavern brawl is a nice way to get to know a new city," and "I've lost too many friends over the centuries, and I'm slow to make new ones."

Bond: “Those who fight beside me are those worth dying for,” and "One day, I'll find a way to get out of this Tormforsaken amulet."

Flaw: I judge others harshly, and myself even more severely,” "There's no room for caution in a life lived to the fullest," and "Once I start drinking, it's hard for me to stop."

DM Notes: An example of this happening is as follows: "As Evendur Dundragon takes hold of the mysterious charm in the Vanthampur vault, his face wipes blank, his eyes glassy, as if dead... Kevin, I asked if you were sure and you said yes. Anyway, face blank, eyes glassy, looks dead, but only for a moment, as his eyes light up with a foreign intelligence. Evendur looks at his hands as if he's never seen them before, turns them over, inspects the nails, and then makes a noise between a groan and a sigh. 'Holy Helm, another adventurer? When will they learn to keep their hands off what doesn't belong to them?' He puts the necklace around his neck, trying not to look at it, and turns to you. 'Well, I guess I owe you an explanation, seeing as I basically killed your friend here... what was his name? Evendur? Nice name. Mine's Jackson. Sage Jackson the Bright. I was born in 1056, and died for the first time in 1078. Don't ask me about it. I've been trapped in this cursed amulet ever since, stealng lives to prolong my own, not by choice, of course, but in a few centuries, who knows? Anyway, I'm off to the nearest tavern to go try to forget about this.'"

If the amulet is empty, a creature that is killed by damage from an external source while in direct skin contact with it has their soul permanently and irrevocably trapped within. The only thing that can free them is the magic of the Fates card from the deck of many things.

If a soul is locked within the amulet, any creature that touches it must succeed on a Wisdom saving throw (DC 30) or the soul takes control over the creature's body until it is no longer in contact with the amulet. If a creature is in contact with the amulet for 30 days or more, the creature's soul moves on to the afterlife and a copy of the soul trapped within the amulet permanently takes control over the creature's body until the body expires. Any number of creatures can be possessed at the same time.

If dispel magic (must meet DC 30, 9th level is not enough) is cast on a creature who is in contact with the amulet, and the creature's body has not been permanently taken over, the creature regains control of its body and the amulet is thrown off the creature. If a creature's body has been permanently taken over, nothing happens.

While controlling a creature, the soul gains any racial traits that the creature has and uses the creature's physical attributes (STR, DEX, CON) but retains its mental attributes (INT, WIS, CHA). The soul does not gain any proficiencies or knowledge that the creature once possessed. 

Credit to DonNinja, Cardz, MrDrSirLord, and JackBright963 for some snippets of text I used

Notes: creature who has been killed by damage from an external source while in direct skin contact with the Amulet, Control, Cursed, Necklace, Jewelry

Item Tags: Control Cursed Necklace Jewelry

call_me_thaumiel

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