Created by a overly studious wizard that wished to be in more than one place at a time, studying different subjects, then retaining the knowledge gained. This amulet has a large deep red gem at its center surrounded by six smaller gemstones, all different colors of sapphires. At the top, is the traditional blue, or simply sapphire then moving clockwise, the rest are a yellow sapphire, a pink, then orange, a green, then lastly a deep purple, all of which are perfectly faceted and affixed in a silver mount and on a sliver chain.
Upon use, the amulet creates a out of smoke, a solid, exact copy of the wearer, including all knowledge, personality, and skillsets, but with only 1d4 hit points. The hit points increase to 2d4 at level 5, then 3d4 at level 10 and finally 4d4 at level 15. Also, one clone is created per use of the amulet until Level 3, at which the user can create up to 2 clones per use. Then at level 6, up to three clones, and at level 9, up to 4 clones, then finally, at Level 12, a max of 5 clones can be created. Once a clone is reduced to 0 HP, it disappears in a poof of smoke and all the knowledge, experiences, etc. are transferred back to the wearer, thus making the amulet a favorite of those who do a lot of reconnaissance without putting themselves in danger or those wish to learn a skill quicker than it would normally take. The clones are so perfectly crafted, it makes it very difficult to tell which is the original. If a person/monster/creature wishes to determine which is the original, without having to combat each clone, they can attempt a perception check against a DC of user level + charisma mod + deception mod + proficiency mod +10 at disadvantage- see below in Spell Interactions for Truesight or the spell True Seeing.
The wearer has the option to dispel any number of the clones at anytime. Inside combat, this is granted as a bonus action. However, if the amulet is used in combat, the clones automatically dispel once combat is over, if any survive. Outside combat, the clones each last 1d4 hours, then they all dispel. Upon entering combat, whether at the beginning, somewhere in the middle, or near the end, each clone shares the wearer's initiative and each are dealt with in any order by the wearer as if it was another instance of themselves. For example, if the wearer creates 2 clones, the player can, on their turn, play the 2 clones and their character in any order they want. For purposes of game play, the wearer informs the DM/GM which is the original at minimum. The player can choose to inform any member of the party at their discretion via spoken word or telepathy, etc.
Spell Interactions
If the spell Detect Magic is used, the wearer and the clones all glow with equal amount of magical aura but no indication of which is the original. If a person/creature has Truesight or has had the spell True Seeing cast on them, they must roll against a DC of user level + charisma mod + deception mod + proficiency mod +10. If successful, then the person/creature with Truesight or True Seeing sees the original and the clones the same but a ribbon of magical energy runs from the original out to each of the clones. If the spell Dispel Magic is used, then each clone must make a saving throw of 1d20 + Constitution mod + deception mod against the caster's DC. If successful, the clone remains, otherwise, the clone is dispelled. The amulet is immune to any magical attack, including targeted magic attacks, such as Heat Metal, however it is not immune to specifically targeted physical attacks, though it is well constructed enough that if it is directly targeted, its AC is equal to the wearer's AC + 1.
Adding or removing charges
The amulet at first use, has 2 charges , as indicated by the illuminated sapphires. As the wearer levels up, additional sapphires may light up, for a max of 6 charges. Upon level up, the wearer rolls a 1d10 to see if an additional sapphire lights up, thus gaining a charge. Any even number, including a 0, indicates no additional charge added while any odd number is a successful +1 to the total charges. Once the max is reached, that is where it will stay, unless the amulet itself is targeted specifically and is damaged (sapphires removed/lost), thus reducing the number of charges per sapphire removed/lost/destroyed. Also, if the wearer has a jeweler or has a jewelry kit and removes a sapphire, the number of charges and the max number of possible charges is reduced by the number of sapphires intentionally removed.
Recharging
To recharge the amulet, the wearer must take a minimum of a long rest to recover 1d4 of the charges. If the amulet is not used at all within a day/ 24 hours, then all the charges are restored.
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