This amulet was created by a powerful fiend. It may contain the soul of any person but often times is used to contain the soul of an individual who has made the Fiend Warlock pact. The purpose of the amulet is to give additional power to the warlock and to ensure the warlock's loyalty.
The amulet is a two part device. The front of the device can only case positive energy spells. The back of the device can only cast negative energy spells. Each portion of the device has one side that is flat and clear (where the two portions would be connected). It is rare to find both pieces of the amulet together as the Fiend wishes to keep its power secure by dividing the soul contained within. Each piece of the amulet is powered by the portion of the soul that is contained within the amulet. The soul appears as a mist that swirls within the clear portion side of the amulet.
The soul cannot be released from the amulet barring the two halves being re-joined. Both halves can sense each other if they are on the same plane and can point directionally to the other.
Each device has 7 charges and regains 1d4+3 expended charges daily at dawn. If you control a device, you can use an action and expend one or more charges to cast one of the following spells:
For the positive energy device: Greater Restoration (3 charges), Aura of Life (2 charges), Aura of Purity (2 charges), Death ward (2 charges), Beacon of Hope (1 charge), Lesser Restoration cast at 3rd level (1 charge), Sanctuary cast at 3rd level (1 charge).
For the negative energy device: Contagion (3 charges), Enervation (3 charges), Blight (2 charges), Vampiric Touch cast at 4th level (2 charges), Bestow Curse (1 charge), Inflict Wounds cast at 3rd level (1 charge), Ray of Enfeeblement cast at 3rd level (1 charge), Ray of Sickness cast at 3rd Level (1 charge).
The positive energy device also has the following properties: While attuned to the device you are immune to disease; while attuned to the device, you regain 1d6 hit points at the beginning of your turn if you have at least 1 hit point; while attuned to the device, you are blinded when more than 10 feet away from it; and while attuned to the device, you must, before using one of the device's properties, use a bonus action to draw blood from yourself, a willing or incapacitated creature within your reach, using a piercing or slashing melee weapon. The subject takes 1d4 damage of the appropriate type.
The negative energy device also has the following properties: While attuned to the device, you are immune to necrotic damage; while attuned to the device, you regain 1d6 hit points at the beginning of your turn if you have at least 1 hit point; while attuned to the device, all holy water within 10 feet of you is destroyed; and while attuned to the device, you gain a form of long term madness.
When the devices are separated, users of one device are immune to the effects of the other device.
If the two devices are joined, the Fiend is immediately summoned to the wearer. If the wearer is the owner of the soul, the Fiend immediately attacks. If the wearer is not the owner of the soul, the Fiend may either attack or bargain for the device. Once joined, the soul can be restored only by True Resurrection or Wish and the device cannot be separated again. The wearer can stack the uses of both devices until the soul is released via spell or death of the soul's owner. If the soul is released from the amulet, the amulet loses all of its abilities. If the wearer does not release the soul within 24 hours of the devices being joined, the person whose soul is contained therein ages 3d10 years every 24 hours. Furthermore, the person whose soul is contained therein must succeed on a DC10 constitution save or die from shock and instantly transformed into a wight. If the person whose soul is contained therein does not die, only a Wish or True Resurrection spell cast within 12 hours of the save will restore the lost years. If the person whose soul is contained within the amulet dies as a result of aging, the amulet breaks, the soul is released, and the amulet is rendered powerless.
Notes: May be attuned only by fiend, person's soul who is stored within, or any warlock, Jewelry