Wondrous Item, legendary (requires attunement by a Casting a spell while wearing the amulet attunes the user and seals the contract. Amulet is bound to the person and cannot be removed until death. )

Cursed Item: The amulet grants the user the effects of a warlock sealing a pact between the wearer and Beshaba. The user gains 1 level of Warlock instead of their current class, and may choose to embrace this pact leveling up the warlock class subsequently. The amulet imbues the user with a corrupting whisper that slowly influences their behaviors to move their alignment towards Chaotic Evil. This can be embraced or rejected, although rejecting requires strong willpower and mental fortitude. For each level of Warlock class, the ability to withstand this realignment becomes more difficult. (Saving throws of CON DC 13, WIS DC 13 to maintain alignment. Difficulty increases +2 for each level of Warlock)

Chaotic Binding: The chaotic energy within you starts to fuse with your soul and body. When you take acid, cold, fire, lightning or thunder damage, you can use your reaction to reduce the damage by half your Warlock level plus your Charisma modifier. After you use this feature you must wait until your next short or long rest to use it again.

Chaotic Discharge:The amulet instills a small pool of chaotic energy into your very being. Every time you make a successful spell attack against a target, you can tap into this pool and deal an additional 1d4 in random elemental damage as a bonus action. At the beginning of each day roll a d8 on the Element Table to determine the damage type for that day

d8 Element
1 Fire
2 Cold
3 Lightning
4 Thunder
5 Force
6 Acid
7 Necrotic
8 Radiant

 

Corrupting magic: Channelling magical abilities awakens the latent magic allowing it to escape and possibly corrupt the intended magical affect. Roll a d20, on a 11 or higher an applicable corruption occurs from the table below. 

Magic Corruption
If spell produces radiant damage produce necrotic instead
If you would heal an ally 25% of the healing comes from your own hp rounded down
If you would provide a buff to an ally (bless, shield of faith) the magic redirects to an enemy and mirrors the effect as a debuff (bless an ally, bane an enemy instead)
If you would debuff an enemy (bane, hex, command) the spell hungers for blood lacerating an enemy that fails the saving throw (1d4 slashing damage, does not affect undead or constructs)
If you would focus an enemy (hunter's mark, true strike, abjure enemy) the amulet creates a blood link. You take 1d4 slashing damage on a succesful attack against marked target. 
If you make an attack roll against an enemy on a hit, you add 1d4 of your own hp as slashing damage. On a miss, make a CON save throw DC13 or take 1d4 slashing damage.  

 

Wild hunger: The amulet hungers to touch the world with entropy instilling a pool of chaotic energy within you that helps power your pact magic. Each time you cast a Warlock spell using a spell slot, the DM can ask you at any point to roll a d20. If you roll between a 1 and a 5, roll on the Chaos Surge table to create a random magical effect. If the result is a spell you are considered the caster and use your Spell DC. If the spell is a concentration spell, it remains for the whole duration of the spell.

D100 Chaos Magic Surge
1-2 Gravity is reversed in a 20' radius around you, up to a height of 50' and lasts until the end of your next turn.
3-4 Cast Control Weather, roll 1d4; evens change stage by one up on the table, odds change stage by one down on the table.
5-6 You regain all expended spell slots.
7-8 A random creature in a 30' radius becomes under the effect of the Slow spell.
9-10 For the next hour, anything you write glows with shifting colors.
10-11 Your next spell does double damage.
13-14 A random creature in a 30' radius becomes under the effect of the Haste spell.
15-16 You make a Dexterity saving throw or become encased in Otiluke's Resilient Sphere.
17-18 A random creature within 30’ of you has their vision altered to only see black and white.
19-20 You gain the deafened condition.
21-22 Every creature within 30' of you is hit by a 1st level magic missile.
23-24 Cast Earth Tremor centered on you.
25-26 1d6 abyssal chickens controlled by the DM appear in unoccupied spaces within 60' of you and are frightened of you
27-28 Until the end of your next turn, you swap immunities, weaknesses, and vulnerabilities with the nearest hsotile creature
29-30 You gain the blinded condition for the next minute.
31-32 You cast Faerie Fire centered on yourself.
33-34 All creatures in a 30’ make a Wisdom saving throw, on a fail they are frightened of the caster for 1 minute and can make the save again at the end of their turn.
35-36 You glow brightly for 1 minute. Blind others within 5'.
37-38 You cast Grease on yourself.
39-40 You have a vision of you as a child and a party member tucking you into bed.
41-42 You roll twice on the table.
43-44 A Wall of Force appears in front of the caster.
45-46 All plants within 5’ of you wilt and die for the next hour.
47-48 Bones of the Earth is casted randomly.
49-50 You gain 1 point of exhaustion until your next short rest.
51-52 A random creature in a 30' radius around you goes up one size category.
53-54 All creatures within 20’ of the caster must succeed a Wisdom saving throw or suffer from the Confusion spell
55-56 You are stunned until the end of next turn, in which you are then under the effect of the Foresight spell for 1 minute, once it ends you are blinded
57-58 The next spell you cast has its Attack modifier and DC increased by +2.
59-60 You become vulnerable to all damage until the beginning of your next turn.
61-62 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
63-64 The next spell you cast does not cost a spell slot.
65-66 All creatures within 10’ of the caster are targets of Heat Metal for any metal weapons they carry.
67-68 Cast Magic Missile at 5th level.
69-70 You are under the effect of Gaseous Form for 1d4+1 turns.
71-72 You smell faintly of brimstone for 1d6 hours.
73-74 The biological gender of the 1d4 creatures closest to you is reversed for 1d4 hours.
75-76 You are transported to the Astral Plane until the end of your next turn, after which time you return to the sapce you previously occupied or the nearest  unoccupied space if that space is occupied.
77-78 30’ radius centered from you is turned into difficult terrain.
79-80 You gain temporary hit points equal to your Warlock level multiplied by 2.
81-82 Roll a d4; evens both your arms turn completely invisible, odds your legs turn completely invisible.
83-84 You are under the effect of the Zone of Truth spell for the next hour.
85-86 Next spell you cast deals the minimum amount of damage possible.
87-88 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old), If the roll is even, you get older. 
89-90 Next spell you cast deals maximum amount of damage possible.
91-92 You are under the effect of Primordial Ward.
93-94 All melee weapons in a 20' radius of you deal 1d4 less damage
95-96 You use Lightning Lure to all creatures within 15’ of them
97-98 For 1d4 hours, your flesh changes into a form of living metal, increasing your AC by three. You cannot be knocked prone unwillingly, however, your base movement speed is reduced to 15’.
99-100 Paint within 30 feet of you cracks and peels as it ages thirty years instantly

 

 

Notes: Advantage: Arcana, Casting a spell while wearing the amulet attunes the user and seals the contract. Amulet is bound to the person and cannot be removed until death.

Quentin_Ellis

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