Comet. The dragon's roar causes your hands, weapons, and spells to appear as if it was gold. Until the dawn of the next day, whenever you reduce a creature to 0 hit points, you may cause the creature to explode into an amount of gold pieces depending on the creature's size:

Balance. The dragon's roar reaches into your body and causes your it to be perceived as something else. Until the dawn of the next day, if the detect evil and good spell or a similar effect is cast in your area, your alignment detects you as something else other than humanoid:

Once this effect happens, the amulet cannot be used again its until the next dawn.

You determine what happens after the dragon's roar by consulting a a deck of cards and functions properly only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck).

When worn, you may spend an hour staring into the gem. When you do so, the gem glows brightly and the dragon roars inside; shaking the amulet furiously and causing fate to be taken into your hands.

This pendant is shaped as a small red gem wrapped with a silver shell and a golden chain. In the middle of the gem is plastered with a golden dragon; shifting around and staring at the holder at all times.

This particular item she thought would be an item that could bring less chaos and a minor benefit to those surrounding. However, to those she gave she would not know.

Crafted from the Deck of Many Things, the Amulet of Fate was an experiment of a lifetime. The Forge Mistress had seen the chaos meant for the deck and sought to make it better for the ideals of humanity.

A small red gem was crafted; put onto a golden chain and a silver shell, with a golden dragon residing aside. Perhaps not all will be plunged into chaos. Perhaps.

At one point the Father of Time had grown tired of uncontrollable chaos. His hand came over the forges of his daughter's underworld; clutching the deck that gave so much power yet so much pain. One by one, the blank cards fell towards the forge; each with a roar of a dragon; destroying a legendary item that he himself had created. And when the last card dipped into the flames, the Forge Mistress saw the pain over her father; how much torment it had caused him. So she set to work. Creating an arcane item that wouldn't bring so much interaction with chaos.

Euryale. As the dragon's roar shakes your hands, its visage becomes that of a medusa. Your hands become cracked like stone and your head then begins to pound.

Until the dawn of the next day, you take a -2 penalty on saving throws and you suffer an effect listed on the bestow curse spell.

The Fates. When the dragon roared, you didn't feel the gem violently shaking in your hand. Instead you heard a voice; one of a loved one telling you that you can change fate, before you are filled with a warm glow throughout time itself, as your hair turns a regal blue and your eyes erupt with light.

Until the dawn of the next day, you gain 3 Luck points, as per the Lucky feat outlined within the Player's Handbook. These luck points are used in the same fashion as the feat.

If you already have the Lucky feat, you add these luck points to your total for the feat.

Flames. As the dragon roars, you feel its violent shake being replaced by the presence of something burning inside you; a malicious being talking in your head; mocking you, and taunting you to release the power of energy burning at your fingertips. Your hands catch fire and burn endlessly as someone else is in control.

Until the dawn of the next day, you gain the following:

Increase your current and maximum hit points by 1d8 + your Constitution modifier.

You learn two cantrips from the warlock spell list. Charisma is your spellcasting ability for the purpose of these spells.

You can cast burning hands and command, using Charisma as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. If you are a warlock, you may increase the spell level of these spells equal to the slot level of your spells.

When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + 1. If you are a warlock with the Dark One's Blessing feature, you add this feature to your own.

Fool. As the dragon roars, its vibrations travel across your body, leaving your body looking not what it was before.

Until the dawn of the next day, you lose the racial features of your race and become a different race determined by your DM. You gain its racial features.

Gem. As the dragon roars, the amulet's form changes into that of a golden key until the dawn of the next day. As an action, you may open the door to the Otherworldly Shop.

The Otherworldly Shop The Otherworldly Shop is owned and ran by The Shopkeeper; A young, red-headed woman with her hair styled and wrapped up in a ponytail. She is typically seen in a trademark pose with her index finger resting on her chin and a sly smile. In this shop is almost every magical item in existence, but suspended and unable to be grabbed without paying gold for it. The Shopkeeper can't be hurt or affected by magic in her domain. But she can be swayed. She also appears to have some form of power, but to this is unknown.

Idiot. As the dragon roars and the gem vibrates in your hand, you feel as though the world makes less sense than it did before. Until the dawn of the next day, your Wisdom score is reduced by 1d4+1 (to a minimum score of 1). You also draw an additional card from the deck.

Jester. When the dragon roars, you feel as though everything can last longer than it could be. As though you can cheat the system at least somewhat...

Upon drawing this card you may declare a number from 1 to 10 and draw an additional card. The next card that you draw lasts an additional amount of days equal to the number you declared.

Key. As the dragon's roar furiously vibrates the gem in your hands, it malforms into a magical weapon, with the dragon's insignia still somewhere on it.

Until the dawn of the next day, a rare or rarer magic weapon with which you are proficient in appears in your hands. The DM chooses the weapon.

Knight. As the dragon begins to roar, you hear the voice of someone familiar to you. At first you would think its in your head, before they ask you to turn around. In confusion you turn around and see that person; clad in armor and kneeling before you, to be of service.

Until the dawn of the next day, you gain the service of an someone important to you. The DM picks an NPC (dead or alive) to appear within 30 feet of you. Regardless of their original stats, they have the statistics of a Warlord, and will disappear in globs of light once killed or once the allotted time has passed.

The NPC will not remember their service to you.