Of Sin & Virtue

7 magical items of sin, and 7 magical items of virtue. 14 strong willed individuals manifest their ideals into items, gaining a boon of magical effects. When Sin and Virtue meet, something great happens.

Seven Deadly Sins

It has been foretold that a person who gives in to sin manifests it into a strong, magical item. These items tend to have a curse, but their inhereit powers are far too grand to pass on.

Gluttony

Wondrous item, legendary (requires attunement)

Item description. When the sin of Gluttony manifests, it manifests within a fork. The fork is silver, with a golden border, and a golden engraving of grapes on the back.

Food fight. The fork is a magical weapon. As a bonus action, you can change the size and properties of this fork. In normal form, it acts like a dagger. At a medium size, it acts like a spear. At a large size, it acts like a trident.

Battle consumption. As an action, you can speak the command word Gluttony, and attempt to impale a non-magical, inanimate object. You cannot impale an object currently being held. Make a melee attack against the object (AC = 10) . The object is then absorbed into the fork. If the size of the object is larger than the current form of the fork, you instead absorb a portion equivilent to the weapon's size, leaving a hole. Otherwise, the entire object gets absorbed, and is subsequently destroyed. Your next successful attack gains an extra 1d4 psychic damage, and heals you for half of the total damage you dealt, plus your constitution modifier. Outside of combat, you can only absorb 1 object per short or long rest.

Curse. While in combat, you cannot be healed by any means other than through the Battle consumption feature. This does not apply if you are unconcious.

Personality Traits

All the items listed here are a result of a strong personality trait. From a deep care for others, to a rage uncontrollable, these items are well-suited for high role play games. To get good mileage out of these items, it might be best to watch as your players grow and develop their characters. You might notice that one always takes the magical items, and thus Greed might be a good choice for them. On the other hand, you might have a player who is constantly helping out townsfolk. Charity or Compassion might work for them.


Lust

Wondrous item, legendary (requires attunement)

Item description. When the sin of Lust manifests, it manifests within an amulet. The amulet becomes wreathed in gold, with a beautiful ruby as the pendant.

Strange desire. You irradiate an aura of charm. Outside of combat, you have advantage on all charisma based checks.

Charmed words. Once per short or long rest, as an action, you can choose a target and utilize one of the following skills; Intimidation, Persuasion, or Deception. The target must make a contested roll against your skill check, using either insight. On a failed intimidation check, the target is feared of you for 1 minute. On a failed persuasion check, the target trusts you completely, and will follow non-lethal and non-attacking commands. On a failed deception check, the target will defend you for 1 minute. If the target takes damage from you or your allies, the effect ends. Once the effect ends, the target won't know who charmed them, but will remember everything that happened while under the charm, and have their suspicions.

Curse. If you attempt any charm effect, spells like Charm Person and your Charmed Words, outside of combat and it fails, you desire the target who resisted. You refuse to hurt them, and you genuinely care for them.

Greed

Wondrous item, legendary (requires attunement)

Item description. When the sin of Greed manifests, it manifests within a ring. The ring becomes pure gold, with multiple diamonds on the front. The diamonds can not be removed no matter what.

Midas' touch. While you are wearing this ring, your weapon is coated in gold, with a few of your favorite gems popping out at various places. You deal 1 extra damage die with your weapon's attacks. In addition, outside of combat, you can break an inanimate oject that is not on another's person, or being used. It turns into gold coins, equivelent to its value. If you are knocked unconsious, or killed, all gold transformed this way turns to dust.

True greed. Once per day, as an action, you can speak the command word Greed to destroy up to 10,000 of your own, personal gold coins. Upon their destruction, the gold dust is instantly absorbed into your body, increasing your armor class by +1 for every 1,000 gold you destroy. Until the next dawn, your skin is a golden color, and you retain the armor class bonus. In addition, during your action, you can use a bonus action to destroy a diamond, giving you immunity to a damage type of your choice, until next dawn.

Curse. Upon destroying 10,000 gold through the True gree feature, you are overwhelmed by the loss of gold. As the dust affixes itself to your body, it hardens, turning you into a statue. This effect can not be cured, even through magical means, and you effectively die. Your body is now a golden statue worth no less than 10,000 gold.

Sloth

Armor (plate), legendary (requires attunement)

Item description. When the sin of Sloth manifests itself, it manifests within a set of armor. The armor becomes pitch black, with multiple, silver colored, stars adorning the entire set.

Slow and steady. While wearing this armor, your armor class is 10 + offensive modifier (str or dex, your choice) + your constitution modifier.

Goodnight. Wearing such heavy armor makes you tired. As an action, you can cast Sleep on yourself. Roll 5d8; The number you roll is the number of damage you need to take in order to wake up. While you are asleep, your speed is reduced to 0. In addition, you gain the effects of a Barbarian's Rage. You can move and attack as normal while asleep, but you can't talk. After being put to sleep and raging, you can't use this feature again until your next long rest.

Curse. While wearing this armor, and within combat, your movement is reduced to 5ft and you can't take a dash action.

Wrath

Weapon (any), legendary (both require attunement)

Item description. When the sin of Wrath manifests itself, it manifests within a weapon. The weapon has a handle that is crimson red, with black streaks throughout.

Anger rises. Upon taking damage, the weapon alights on fire, dealing an extra 2d6 fire damage with each attack. This effect lasts until you don't take damage for a round.

Anger management. Once you drop to below half of your maximum health, you gain 2 uses of Action Surge. These action surges can stack with other uses of Action Surge.

Curse. After expending an action surge from below half health, you gain 1 level of exhaustion. After spending the second action surge, you gain 2 additional levels of exhaustion.

Envy

Wondrous item, legendary (requires attunement)

Item description. When the sin of Envy manifests itself, it manifests within a pair of glasses. These glasses are jet black, with exceptionally clear lenses.

Jealousy. When you witness a spell, the lenses of the glasses glow a green color. As a reaction, you can copy the spell. You can do 1 of 3 thigns after copying the spell. As an action, you can cast the spell yourself, once, and at will. As a bonus action, you can apply the effect, damaging or passive, to any piece of equipment you own. If you choose neither, the spell is stored in the glasses for later use. You can copy a spell once per short or long rest.

Enchanting. Once per day, you can take an hour to apply a spell that you copied to an item of your choice. The item can already be magical, and the effect is added to it. The spell determines what effect you can apply. For example, applying a Fireball spell to a weapon gives it fire damage, while applying it to a ring gives you fire resistance. This item requires attunement, and upon creating a new item, the original effect gets removed. If the item you apply the effect to isn't already a magical item, it doesn't account against your 3 attunements. It always counts towards the 3 for others.

Curse. When you wear an item that you embued through the Enchanting feature, it can not be removed, even with a Remove curse spell. The only way to remove the item is to embue a different item, removing the magical effects, as well as this curse.

Pride

Weapon (any) & Shield, legendary (both require attunement)

Item description. When the sin of Pride manifests itself, it manifests within a weapon and a shield. The weapon is a silvered color, with purple highlights, and a gold endcaps. The shield is also silver, with a gold laced outline, and a purple center.

Weapon. If you take damage, you can take an extra reaction per round, once of which can be an immediate attack against whoever damaged you.

Shield. Once per day, you can gaze into the mirror on the face of the shield. You gain 5 + your charisma modifier d12 Inspiration dice. You can use these die much like a Bard, utilizing the dice for only your own rolls, or for Cutting Words. These dice regain every short or long rest.

Curse. The sin of pride makes one think they are untouchable and above all. However, they are not. While within 5ft of either the weapon or shield of Pride, you do not age, show weariness, or show any damage. In addition, if you miss any attack with the weapon of Pride, your next weapon attack is made with disadvantage.

Is Sin Evil?

Wielding an item of sin doesn't necessarily make you evil. Instead, it simply means that you succumbed to temptation. For example, a person wielding Greed isn't evil for wanting all the gold. They might desire all the gold to save a town they grew up in. It's percieved as a sin because that gold comes at a cost. Now someone else who might need it won't get the gold. In the same vein, a person who manifests the sin of Wrath, isn't manifesting it to cause chaos. Instead, they are simply an angry person and can not control it. That said, sins can be evil. Characters can totally utilize their sin to cause chaos if they so desire.

Envy Spell Examples;

Here are a few examples on how spells can be applied to items.

  • Fireball. When applied to an item, the item gives an additional Fire Resistence effect. When applied to a weapon, it gains an extra 3d6 fire damage.
  • Invisibilty. When applied to an item, you can cast Invisibilty once per day. When applied to a weapon, you can turn the weapon invisible at will.
  • Cure Wounds. When applied to an item, you get a set amount of charges allowing you to cast Cure Wounds. When applied to a weapon, you can choose to make a healing attack against a target, and heal instead of dealing damage.

Seven Heavenly Virtues

And while the fear of sin rose, the desire to save from sin grew as well. Those who are righteous enough, or can prove themselves worthy, manifest their greatest trait within a magical item.

Patience

Weapon (any), legendary (requries attunement)

Item description. When the virtue of Patience manifests itself, it manifests within a weapon. The said weapon becomes obsidian black, and harder than any material known. Red inlays of color are sporadic throughout.

Sentience. When the weapon first manifests, it manifests with a personality. Only the wielder can hear the voice. The personality is Lawful Good, and is named Understanding. Understanding isn't constantly awake, but will occasionally stir to give the wielder advice, or whenever the wielder makes use of the understanding feature.

Understanding. Once per short or long rest, you can decide to study an enemy or ally. While in combat, this takes a full round, including your reaction and movement, but while ouside of combat, it requires 30 minutes. Once you finish studying the target, you know what they are weak to, what they resist, and their name, which is etched onto the weapon. A total of 10 names can be etched on to the weapon. Once you pass 10, you can remove a name to accomadate a new one, if you desire. Once per day, as a bonus action, you can invoke their name to take on a property that they have. You can not learn any of the following; any instant kill effects, any legendary actions, or any lair actions. After 25 hours of using Patience, you can invoke 2 names per day. Refer to the table below for examples on how this weapon functions. These examples aren't all encompassing, and will generally require a DM to figure out a duration for a grand majority of effects. In addition, the following durations and effects are simply guidelines and examples. A DM can choose to increase or decrease the values listed. Generally, special attacks, like a dragon's breath weapon will require an action to use, while things like Rage maintains its bonus action.

Effect Duration
Resistance 8 hours
Bard's Inspiration Uses = Cha modifier
Flight 4 hours
Spell Effect Spell equivelent
Action Surge One time use
Breath Weapon Single Action
Barbarian's Rage Single Bonus Action
Multiattack 4 hours
Constrict Advantage on Grapple - 4 hours
Underwater Breathing 8 hours
Siege damage 4 hours
Spiderclimb 4 hours
Eagle Sight 8 hours

Temperance

Wondrous item, legendary (requires attunement)

Item description. When the virtue of Temperance manifests itself, it manifests within an amulet. It shines a purple hue, and transforms into a silver amulet, with a purple amythest as it's setting.

Restraint. You can create and use a spectral band as a bonus action. These bands can restrain any target of your choosing. They must make a strength check (DC 15) in order to break them. You can also choose to hover the band over a target for 3 rounds, making them deal half as much damage as they normally would.

Humanity. By retraining yourself with a spectral band, you can convince an enemy that you mean them no harm. As your action, make a Persuasion roll, with advantage, against the target's Wisdom score. On success, the enemy willingly gives up. You can then use your reaction retrain them with another band. Very driven adversaries are immune to this effect, however they might hesistate to attack you (DM's discretion) .

Purity

Armor (any), legendary (requires attunement)

Item description. When the virtue of Purity manifests itself, it manifests within a set of armor. The set of armor becomes pure white, never staining, laced with gold.

Health. You are immune to poison and disease, while any ally within 30ft is resistant. If you were to take poison or disease based damage, you instead heal for that amount. In addition, you can cast Detect Poison and Disease at will.

Cured. For every 10 damage of poison, acid, or disease based damage, you gain 1 charge. You can expend a charge to cause an extra 2d6 radiant damage with any attack. You regain all charges at dawn. Purity caps out at 10 charges.

Charity

Wondrous item, legendary (requires attunement)

Item description. When the virtue of Charity manifests itself, it manifests within a ring. If the ring had a gemstone, it drops out an turns into gold equal to its value. The ring becomes solid gold with no other design.

Alchemy. Outside of combat, you can turn any non-magical, inanimate object into an equivelent amount of copper, silver, or gold, up to 500 gold per day. Money gained this way, as well as the gold granted when the ring transforms, can only be used for others. The gold disintegrates if you attempt to use it for personal gain. You can instead donate the money. Every time you donate, your ring gains charges equivelent to the amount donated (see chart below). The ring caps out at 20 charges, and regains 1d20+5 (max of 20) charges at dawn.

Gift. Whenever you donate, you can choose a spell that your level would allow you to learn, if you were a spellcaster. For example, if you wanted a level 9 Druid spell, you'd need to be level 18. You can choose any spell from any list, as long as it doesn't deal damage. When you cast the spell, it requires charges equivelent to the spell level. For example, casting a level 9 spell requires 9 charges, while casting a cantrip requires no charges. Refer to the chart below.

Gift of Gold
Donation Amount Spell Level Charges Gained
1 Cantrip 0
10 1 1
100 2 2
200 3 3
400 4 4
800 5 5
1,600 6 6
3,200 7 7
6,400 8 8
10,000 9 9

Persistence

Wondrous item, legendary (requires attunement)

Item description. When the virtue of Persistence manifests itself, it manifests within a pair of gauntles. The gauntles retains its properties, but a repeating design now shows. This design is multiple blue circles around the edges of the gauntlets.

Dilligence. With every successful strike against a single target, you gain +1 to attack and damage rolls against that target. This caps out at +5. If you have at least +2 from your target, you can mirror their movement as a reaction. If the target tries to run away, you can use all or some of your movement to run with them. Both effects go away once you attack a different target.

Keen senses. You can't be put to sleep, paralyzed, or stunned. In addition, you can spend an action to touch an ally that is either asleep, paralyzed, or stunned, and immediately cure them.

Humility

Wondrous item, legendary (requires attunement)

Item description. When the virtue of Humility manifests itself, it manifests within a helmet. The helmet is completely closed, not showing the wearer's face. It's silver with a series of orange gems inlaid above the brow.

Belief. Once every day, you can grant yourself and your allies temporary hit points equal to triple your level. In addition, as long as the hit points still remain, you and your allies can convert the hit points into bonuses on any roll you make. These bonuses can't go over +5, must be used before it is decided whether or not the attack will hit, and can not be added to damage.

Reverence. In the face of danger, you grow stronger to accomadate the threat. If you ever drop below half health, you gain a surge of energy, allowing 2 full actions per round, and as long as you don't take damage, you regain 10% of your maximum health back, until you reach above 50% . You lose this bonus if you regain enough health to put you over 50%.


Compassion

Wondrous item, legendary (requires attunement)

Item description. When the virtue of Compassion manifests itself, it manifests within a piece of fabric. The fabric is green in color and exceptionally soft.

Satisfaction. Outside of combat, you can wrap any magical items with Compassion and enhance their effects until next dawn. It takes 1 hour of being wrapped for the effects to set and you can only wrap a single item per day. If you wrap a weapon, no target can resist its damage. If you wrap a piece of equipment, the piece of equipment is enhanced to give additional resistances to 3 attacking types of your choice. The item does not need to continue to be covered in order to retain the effects.

Kindness. Once wrapped, Compassion copies a single magical effect, your choice, from the item. Once the process is over (1 hour), you can then rip Compassion into smaller pieces, up to 5 pieces. These pieces last until dawn, and are then burned up, matierializing back onto Compassion. As a free action, you can hand these pieces out to whoever you want. As a bonus action, the reciever can tap the cloth to an item of their choice, gaining an effect of their choice; either one of the properties from satisfaction, or the magical effect that was copied. The owner of the item that was wrapped cannot utilize the magical effect copied, but automatically gains the property from satisfaction.

Are Virtues Good?

Much like the sins, the anser is no. A Chaotic Evil character can easily manifest Persistence. Their strong desires to destroy something is something that they would persist. As case for Charity could even be made. Say you have a villain that desires to destroy a town, but doesn't want to draw attention to themselves before their plan is in motion. So, they gift gold and trinkets as they travel through the town. They grow fond of gifting, and it ends up becoming one of their flaws. It might be a hard stretch for some, but remember, these items are strongly based on the personality of the wielder. If a player is playing an evil character, yet demonstrates some admirable traits, maybe a virtue would work well for them.

So What Next?

Well, if you continue to scroll, I've added a way for the virtues and sins to work together and further character development! It may seem strange at first, but in most religion that features Sins and Virtues, they come in pairs as opposites. For example, Greed is the opposite of Charity. I thought it would be more interesting to see a combination of the two opposites, than just an updgrade to the item.

Both Sin & Virtue

The legend of Sin and Virtue begins with a strong set of ideals. The legend ends, when the two meet, and balance one another.

Evocations of Emotion

When a Sin meets with a Virtue, the two combine to form a weapon of combined power. Both Sin and Virtue give way to a new manifestation; Emotion.

Love

Wondrous item, artifact (requries attunement)

Item description. When the virtue Purtiy combines with the sin Lust, Lust takes control and transforms both items into an amulet. The chain of the amulet is made of white gold, with red lacing. The necklace ends in a large ruby, set in a lovely gold mold.

Properties from Purity.

  • You are immune to poison and disease.
  • When attacked by poison and/or disease based damage, you heal instead of taking damage.
  • This amulet has 5 charges. You can expend a charge to deal an extra 2d6 radiant damage per turn. The charges fully regain at dawn.

Properties from Lust.

  • Outside of combat, you have advantage on all charisma based checks.
  • Once per short or long rest, you can use a bonus action to attempt to Intimidate a target. They must roll a constitution saving throw against your Intimidation roll. On a fail, they are afraid of you for 1 minute.
  • Once per short or long rest, you can use a bonus action to attempt to Persuade a target. They must roll a constitution saving throw against your Persuasion roll. On a fail, they drop their weapon, and then refuse to fight for 1 minute. If you or an ally attack them, the effect wears off.
  • Once per short or long rest, you can use a bonus action to attempt to Decieve a target. They must roll a constitution saving throw against your Deception roll. On a fail, they realize that you are their ally, and fight for you for 1 minute. If you or an ally attack them, the effect wears off.
Serenity Modifiers <------------------------------------>
Chained Attacks Attack Roll Bonus Damage Bonus
1 +1 0
2 +2 +3
3 +3 0
4 +4 +3
5 +5 +3

Anger

Weapon (any), legendary (requires attunement)

Item description. When the virtue of Patience combines with the sin of Wrath, Patience takes control, and transforms both items into a singular weapon that best suits the wielder. The weapon has a dull, crimson red color, pulsating throughout, almost like a heartbeat. The main coloring of this weapon is obsidian black.

Properties from Patience.

  • Anger is still sentient, with the same personality. However, the weapon will reveal its true name to be Durbia.
  • 5 names, of your choice, in addition to the names of your party members, remain on the weapon, allowing you to invoke their effects. You can invoke a name as a bonus action twice per day. Refer to the example table on page 2 for example effect durations.
  • Once per day, you can spend a full round, movement and reaction included, to study a single target. You know their weaknesses and resistances. In addition, you can choose to replace one of the names with the new target, as long as it isn't the name of your party member.

Properties from Wrath.

  • Once per short or long rest, you can invoke Anger's name, Durbia. Invoking the name grants you an Action Surge.

Serenity

Armor (any), artifact (requires attunement)

Item description. When the virtue of Persistence combines with the sin of Sloth, Sloth takes control, absorbing Persistence into the armor. The pitch black coloring from Sloth remains, however the white stars transform into golden circles.

Properties from Persistence.

  • As you continue to attack the same target, you gain +1 per attack on each subsequent attack roll. This stacks up to +5.
  • On the 2nd, 4th, and 5th hit, within the chain mentioned above, you deal +3 extra damage.

Properties from Sloth.

  • Once per target, when you make a successful attack, you lower their movement by 5ft.
  • Once per long rest, you can cast Sleep on yourself as an action. Roll 5d8; this is the amount of damage you must take to be awoken.
  • While under the effects of the self-imposed sleep spell, you can wake yourself up at any time. If you take damage while under this effect, you gain the properties of a Barbarian's Rage. This rage lasts for as long as you are sleeping, and persists upon you waking up, as long as you continue to take damage. The rage wears off after you are awake, and if you haven't taken damage for 6 seconds.
  • While under the sleep effect, you can still take your movement and attack actions, but you can not talk.

Joy

Wondrous item, artifact (requires attunement)

Item description. When the virtue of Compassion combines with the sin of Envy, both assume equal control. Joy is a pair of black glasses, with a piece of green fabric covering the bridge of the nose, as well as the tips of the glasses.

Properties from Compassion.

  • You can take off the cloth from the tips of the glasses. By ripping this fabric up, you can distribute it to multiple allies. Allies holding this piece of fabric obtain any magical effects copied through this item. The cloth changes its properties every time you copy a different spell effect.
  • The piece of cloth on the bridge of the nose can not be removed, but can be used by yourself. As a bonus action, you can apply any effect copied from this item to a single piece of equipment or weapon you own. For example, if you copy a Fireball spell, you can either apply the damage die the spell would deal to your next successful weapon attack, or you can apply a fire resistance effect to a piece of equipment, which will last until dawn.

Properties from Envy.

  • Once per short or long rest, when you witness a magical effect occur, you can steal the effect, canceling its effect.
  • You can either store the magical effect, or you can apply it, as outlined above. If you choose to store the effect, you can permanently apply it to any piece of equipment or weapon, magical or not. If the effect is a damaging effect, the DM determines how much extra damage it will add. This new item requires attunement, and can be used by any one. Any already magical item retains its effects. If you choose to embue another item, the current item loses its added effects, and goes back to what it used to be.

Pleasure

Wondrous item, artifact (requires attunement)

Item description. When the virtue of Charity combines with the sin of Greed, both assume equal control. Pleasure is a solid gold ring, with etchings in silver that resemble gems of all kinds.

Properties from Charity.

  • You can convert gold into permanent learned spells (refer to chart below) . When the gold is converted, it teleports into the path of someone who absolutely needs the gold. You can learn a spell per conversion from any spellcaster's list, as long as you are of the proper level. For example, if you wanted to learn a level 9 Druid spell, you'd have to be level 18.
  • This ring has 10 charges. Each spell's level that you learn is how many charges it costs to cast.
  • You can turn non-magical, inanimate objects into gold, amounting to their value, up to 200 gold a day.

Properties from Greed.

  • As an action, you can convert gold into extra damage die for your attacks (refer to the chart) . When the gold is converted, it instantly melts around your weapon, gaining the extra damage until dawn the next day. The gold then disintegrates.

Gold Converted
Amount Converted Spell Level Damage Dice Gained
1 Cantrip 0
10 1 1
100 2 2
200 3 3
400 4 4
800 5 5
1,600 6 6
3,200 7 7
6,400 8 8
10,000 9 9

Trust

Weapon (any), artifact (requires attunement)

Item description. When the virtue of Humility combines with the sin of Pride, Humility takes over, absorbing the shield of Pride, and combining with the weapon to create a new weapon. The weapon is mostly silver, with some purple streaks of color, and a single orange gem, somewhere on the weapon.

Properties from Humility.

  • You can make an attack against an ally. On hit, you heal them for the damage you would deal, and grant them temporary hit points equal to half of the damage.
  • In the face of danger (either the party is outnumbered, or the enemy[s] are considered stronger) , you can use a bonus action to inspire your entire team. For the next 3 rounds, any roll made by an ally against the threat is made with advantage.

Properties from Pride.

  • Upon taking damage, you can use an extra reaction to make an attack. The damage you deal is drained into the weapon. You can choose to heal yourself as a bonus action, or expend the amount to increase the healing and temporary health from the above feature.
  • Once per day, you are granted 3 Inspiration dice, each of which are d12s. You can use a bonus action to inspire an ally, or you can use the dice for yourself.
Making sense of the combinations

Each emotion is a carefully balanced aspect of both Sin and Virtue. Here are a few examples;

  • Anger. Wrath brings the primal fury out of a person, while Patience allows the wielder to take things slow, and calm down.
  • Trust. Pride brings about a certain arrogance and faith in the wielder's own abilities, while Humility transfers a portion of that to their allies.
  • Joy. Compassion brings out happiness in both the wielder and the recievers, while Envy makes the wielder happy through discovery.

Satisfaction

Wondrous item, artifact (requires attunement)

Item description. When the virtue of Temperence combines with the sin of Gluttony, Temperance takes over, and fuses into Gluttony's fork. The fork retains its silver and gold coloring, losing the image of the grapes, and instead, gaining a small amythest that grows with the weapon.

Properties from Temperance.

  • Once per short or long rest, you can create spectral bands that are purple in color as a bonus action. The amount of bands are equivelent to your highest mental (Int, Cha, or Wis) stat's modifier.
  • As an action, you can restrain a target with one of the bands. They must make a strength saving throw, against your highest mental stat, to break the retraint.
  • As a bonus action, you can shrink a band over a target's arm. When the target makes an attack, you can use your reaction to squeeze the band, halving the damage they would do.
  • As an action, you can restrain yourself with the band. Make a Persuasion attempt against a target. The target makes a contested roll, using their Wisdom modifier. On a fail, they decide to stop fighting & surrender. You can retrain them with a band indefinitely after this. A determined target might be immune to this effect, but will be hesistant to attack (DM's discretion) .

Properties from Gluttony.

  • This fork acts like a dagger. As a bonus action, you can shift it to a medium size, taking on the properties of a spear, or a large size, taking on the properties of a trident. While it is in the lance form, you can wield it with 1 hand.
  • As an action, you can speak the command word Gluttony, and attempt to impale a non-magical, inanimate object. Make a melee attack against the object (AC = 10) . The object is then absorbed into the fork. Your next successful attack gains an extra 1d4 psychic damage, and heals you for half of the total damage you dealt, plus your constitution modifier. Outside of combat, you can only absorb 1 object per short or long rest. See the "Gluttony" item on page 1 for more details on restrictions!
More Name Explinations

Here are the rest of the names and their explinations;

  • Love. Lust drives the wielder to a strong desire, while Purity calms that desire and forms an emotional bond.
  • Serenity. Sloth brings a heavy heart, while Persistence encourages the wielder's will.
  • Pleasure. Greed and Charity both bring about a desire to feel good.
  • Satisfaction. Gluttony brings a never ending desire to consume, while Temperance brings about the ability to restrain one's self.

Variant Rules

Since these items are derived from the ideals of a character, and then subsequently fuse into an item derived from an emotion, a DM might want to rule a bit of flavor to the characters that wield these items. Below are a few examples of how this would work. Consider these Cantrip like effects, similar to Druidcraft, Thaumaturgy, or Prestidigitation. For example, a character wielding Anger wouldn't be able to stop a Barbarian's Rage, but might be able to make a character angrier within a conversation.

  • Love. A character wielding the item Love might be able to; discern if a person truly loves another, quell their own feelings of love for a greater good, or be able to help people learn to love each other.
  • Anger. A character wielding the item Anger might be able to; lessen their own anger, quell a beast's anger, or even incite anger within another.
  • Serenity. A character wielding the item Serenity might be able to; calm themselves, create an aura of peace, or help a person fall asleep.
  • Joy. A character wielding the item Joy might be able to; lessen their sadness, encourage a person to enjoy something, or lessen the blow of a sad encounter by remembering the good times.
  • Pleasure. A character wielding the item Pleasure might be able to; instill faith in one's goals, increase the pleasure of certain acts, or increase the pleasure of a friend.
  • Trust. A character wielding the item Trust might be able to; further convince an ally to trust them, determine a basic level of trust of a person, or boost thier own confidence.
  • Satisfaction. A character wielding the item Satisfaction might be able to; stop themselves from eating too much, quell one's desire for more, or simply remain satisfied with a certain outcome without thinking too much on it.

"Would it make sinse to make more items virtue?"

Anything Else?

Nah, that's all folks! Below is a link to the orignal set of items, with the Virtues retaining their Artifact upgrade. I made a few changes to the oringal items to better reflect real world Sins and Virtues, but they mostly remain the same.

http://homebrewery.naturalcrit.com/share/SJz79tFAg