While wearing this amulet, you gain the following benefits:
• Your Charisma score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks.
• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You can use a bonus action to manifest a pair of spectral bat wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
• You gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can’t use it again until you finish a long rest.
• Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
• Divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 charge to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn. You gain one charge per level.
Notes: Advantage: Persuasion, Bonus: Charisma Score, cleric of Shar