Wondrous Item, artifact (requires attunement by a Person who has drank water from the river Lethe.)

This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.

While wearing the amulet, you can use an action to name a place you are familiar with to transport yourself and anything you are wearing or carrying to another plane of existence or move to a place 100 feet from you. The destination you choose doesn’t need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen, visIted, or know very well).

This amulet is fueled by your memories and the memories of you. If you cannot supply the amulet with your own memories, a memory of you will taken from those who know of you. You then must make a DC 25 Intelligence saving throw to use the amulet to teleport. On a failed saving throw, the skull cackles as you have a random occurrence happen to you in transit. The occurrence takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Forgetfulness Occurrences table.

Forgetfulness Occurrences 

d100 Occurrences
01–20 Your appearance has been changed and you can no longer be recognized as you, a curse that can only be removed with a greater restoration spell or similar magic. Until the curse ends, your appearance can’t be changed by magic or any other means.
21–35 You are transported to a random place on the plane that you named. The place you go to is at the DM’s discretion.
36–50 You travel to a random plane of existence. You will figure out which by randomly picking one of the colors for the planes.
51–70 You arrive at the destination wearing nothing but the amulet of forgetfulness . Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you, or in another random plane of existence. You have 24 hours to retrieve said items or forget that they existed.
71–95 You become petrified. This effect is only ended with a wish spell.
96–00 You must succeed in rolling a natural 20 on a d20, or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence or your existence.
 
Cursed. This amulet is cursed, the wearer does not wish to depart from this item and cannot remove it. This item compels the wearer to use it every day. The wearer must succeed a DC 25 Wisdom saving throw or be compelled to use the amulet each day.

Notes: Person who has drank water from the river Lethe., Teleportation, Exploration, Jewelry

Item Tags: Teleportation Exploration Jewelry

Brandon_Privette

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