While a creature is wearing this amulet, sentient beings around them feel compelled to trust this individual, and many struggle to bring themselves to doubt or harm them.
When in combat, any hostile creature within 60 feet of the wearer must make a Charisma saving throw with DC equal to 20 minus their Charisma score and then doubled, I.E., a creature with 8 CHA will need to beat 24 (20-8 = 12, 12*2 = 24) and a creature with 15 CHA will need to beat 10 (20-15 = 5, 5*2 = 10). On a failed save, the creature may not take attack actions against the wearer, or do anything that would directly harm them, I.E., they may not use melee or ranged attacks against the wearer, nor can they shove them off of a high place or throw something at them, however they are not disallowed from taking actions that indirectly cause harm to the wearer. For instance they can still knock down a pile of barrels that the wearer just happened to be standing under, and they can still direct summons or followers to attack the wearer, provided that said summons and followers succeeded the save. On a successful save, a creature may still take actions as normal, but each time they target the wearer, they roll attacks with disadvantage.
Outside of combat, any sentient creature within 60 feet of the wearer become easier to persuade and deceive due to them feeling at ease in their presence. Whenever the wearer makes a Charisma check or a Charisma skill (Intimidation, Persuasion, Deception, Performance) check against a sentient creature, they may choose to roll with advantage or add 5 to the result, but they must state which bonus they are choosing before they make the roll.
However, since everyone around them is so much more invested in their presence than usual, the wearer has disadvantage on stealth while they are wearing the amulet, and may not take the hide action.
Notes: Disadvantage: Stealth, Buff, Jewelry
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