7ds Sacred Treasures

by GreyWolfe

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Seven Deadly Sins Sacred Treasures

War Hammer Gideon

Weapon (War Hammer), Legendary (Requires Attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. While the war hammer is on your person, difficult terrain underground and in mountainous terrain does not affect you.

Gideon has 20 charges for the following properties. Gideon regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, Chastiefol regains 1d12 + 1 charges.

Lightning Rod. You expend a charge to attempt an intervention with a spell that causes damage to an ally within 60 feet. You make an ability check using your Constition modifier. The DC equals 10 + the spell's level. On a success the spell is absorbed into Gideon then dispersed into the ground beneath. On the second spell Gideon successfully absorbs the radius surrounding the wielder becomes difficult terrain out to a range of 30 feet. For every other spell beyond the first one the range is increased by 5 feet to a maximum of 50 feet. The terrain remains this way for a duration of 10 minutes. The creature attuned to Gideon is not affected by this difficult terrain. On a failure, the spell does not get absorbed but instead is reduced to half damage and any spell effects still go through. This reaction costs 1 charge.

Spells. While holding Gideon, you can use an action to expend some of its charges to cast one of the following spells from it, using your Constitution Modifier for spell save DC and spellcasting ability: Earth Tremor (1 charge), Earth Bind (2 charges), Maximilian’s Earthen Grasp (2 charges), Erupting Earth (3 charges), Stoneskin (4 charges), Stoneshape (4 charges), Wall of Stone (5 charges), Bones of the Earth (6 charges), Move Earth (6 charges), Investiture of Stone (6 charges), or Earthquake (8 charges)

You can also use an action to cast one of the following spells from the staff without using any charges: Mold Earth

Proficiency with a war hammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Twin Bow Herritt

Weapon (Longbow), Very Rare (Requires Attunement)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

While attuned to Herritt, you are granted the spell Hunter's Mark if you do not already know the spell. You can cast Hunter's Mark up to a number of times equal to your wisdom modifier (minimum 1). Herritt's attack range is significantly longer than your normal long bow with a normal range of 300 feet and a maximum range of 1200 feet.

Hunter's Mark now grants disadvantage on Wisdom (Perception) checks against you. You can now add your dexterity modifier to the damage dealt with Hunter's Mark.

Expending 2 charges grants advantage against their quarry that has been tagged by the spell Hunter's Mark

Herritt has 30 charges for the following properties. Herritt regains 2d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, Herritt regains 1d12 + 1 charges.

Spells. While holding Herritt, you can use an action to expend some of its charges to cast one of the following spells from it, using your Wisdom Modifier for spell save DC and spellcasting ability: Phantasmal Force (2 charges), Crown of Madness (2 charges), Suggestion (3 charges), Phantasmal Killer (4 charges), Mass Suggestion (6 charges), Dominate Monster (8 charges), Modify Memory (9th level, 9 charges)

Proficiency with a bow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Demon Sword Lostvayne

Weapon (Shortsword), Legendary (Requires Attunement)

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Physical Clone. When you expend a charge, you can use a bonus action to magically manifest an 4 clones of yourself in an unoccupied space you can see within 20 feet of you. You can summon these clones a number of times equal to half your proficiency bonus rounded down.

Your clones have an AC 15 + your dexterity modifier, hit points equal to your level, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. These clones last until you dimiss them as a bonus action, they reach zero hit points, or you become incapacitated.

You can use your clones in the following ways:

  • When you take either the Attack action or Bonus Action Attack on your turn, any attack you make with that action can originate from your space or the clone’s space. You make this choice for each attack. When a clone attacks their damage is reduced down to the next dice size and amount (minimum 1d6).
  • When a creature that you can see within 5 feet of your clone moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the clone’s space.

Consecutive Attacks. While you are attuned to Lostvayne you gain a second extra attack if you do not already have one.

Extra Punch. Your attacks with Lostvayne deal an extra 2d10 force damage. From there when the first clone attacks, it deals 1d10 force damage, the next attack deals 1d8, and 1d6 for each of the remaining clones.

Lostvayne has 5 charges for the following properties. Lostvayne regains all charges after a long rest.

Full Counter. As a reaction, when a caster targets you or in range of a spell. You can expend a charge to make a Full Counter. You must make an ability check with the same Ability score the original caster uses as a spellcasting focus. The DC equals the original caster's spell save DC or the magical item's DC if there is one. On a successful check only the damage from the spell may be reversed, or redirected. If the spell has other affects, they are negated on a successful check. The new target must make a saving throw against the original caster's or magic item spell save DC. If the check is a failure, all targeted creatures must make continue to make the saving throw.

Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Holy Staff Courechouse

Weapon (Quarterstaff), Very Rare (Requires Attunement)

Enhanced Agility While attuned to Courechouse your Dexterity score is increased by 2.

Let Me Touch You. Courechouse has an extended reach of 10 feet. When you expend 2 ki points your attack range instead becomes 20 feet with Courechouse. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two attacks with Courechouse as a bonus action.

Monk See, Monk Do. Courechouse has 10 ki points instead of normal charges, the ki points recharge on a short or long rest.

No Touchy You can expend a charge to gain advantage on the next dexterity related check or saving throw you make.

We be monk(ey). Monks who attune to Courechouse are free to use the ki points however they please. They are now able to do a flurry of blows with Courechouse instead of a fist attack.

Super Concentration. You can use the spell Haste without concentration and you are not affected by the lethargic effect of the spell. Once used this property can’t be used until after a long rest.

Proficiency with a quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Morning Star Aldan

Wonderous Item, Very Rare (Requires Attunement)

While attuned to Aldan you gain a +2 bonus to spell attack rolls and spell save DC.

Aldan has 30 charges for the following properties. It regains 2d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, Aldan regains 1d12 + 1 charges

Slippery Magic. Grants advantage on saving throws against spells and magical effects

Saving Grace. If you were to be knocked unconscious, your soul is sucked into the orb at the end of your turn. At the beginning of your next turn you are ejected from the orb at 1 HP. If your body were to be destroyed while the spirit is in the orb, the spirit stays in it until another body was created by Clone, Wish, or Simulacrum. Unless the original body was restored by resurrection spells such as True Resurrection, or Wish. While in the orb you can still cast spells but only those that do not require a monetary cost.

Also while in this orb you do not require sleep, food, or water. Aldan's AC while you are in the Orb is 30 and it's hit points equal 3 times your constitution score. If Aldan were to drop to zero hitpoints while you remain within it, it becomes inert, and your senses cease until the next dawn. This property can't be used again until the next dawn.

Spells. While Aldan floats nearby, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: Sending (3 charges), Dispel magic (3 charges), Locate Creature (4 charges), Disintegrate (6 charges), Scrying (5 charges), Telekinesis (5 charges), Wall of Force (5 Charges), Teleportation (7 charges), Whirlwind (7 charges)

You can also use an action to cast one of the following spells from the staff without using any charges: Message

Divine Axe Rhitta

Weapon (Axe), Legendary (Requires Attunement)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Heavier than it looks. Can only be wielded by the attuned, everyone else it is extremely heavy and strenuous.

I am the Sun. While attuned to Divine Axe Rhitta you are granted immunity to fire damage. When you hit with an attack, you can choose to expend any number of charges from the axe, dealing an additional 1d8 fire damage per charge expended, which is inflicted on the target of that attack. If the attack strikes multiple targets, the wearer must choose one target from the group to be subject to this damage. Divine Axe Rhitta has a maximum number of 10 charges, and it regains 1d6+4 charges at daily at dawn.

There is No Room for Weakness. When the wearer is targeted by an enemy’s spell, they can use their reaction to have the cloak swallow part of the spell. The axe gains a number of charges equal to the spell level of the triggering spell. The wielder is still subject to whatever effects the spell would normally inflict on them. The ability cannot be used again until they finish a short or long rest.

The Strong Still Stand. While not in peak but wielding Rhitta during the day, your strength score becomes 22 unless already affected by another item or class feature.

Weak in the Dark. Nighttime negates any strength enhancements

Get Over Here. You can use a bonus action to recall Rhitta from any point on the same plane in existence.

No Trouble for the Weak. Small creatures do not suffer from disadvantage while wielding Rhitta

Peak State. The magic in Rhitta grows ever stronger the longer it's slumber. Upon release the wielder grows in immense strength and size. Their strength score becomes 24 and body takes on the Enlarge effect of the Enlarge/Reduce spell for the 1 minute duration of Peak. The amount of strain your body goes under from such power only allows you to go into Peak state once per long rest. However, if the wielder expends all 9 charges they may once again go into Peak state. After the charges are expended, a bright sunlight effect radiates from Rhitta allowing Peak even in the darkest of places. Rhitta’s sunlight dispels magical darkness up to 40 feet away. In non-magical darkness, Rhitta sheds bright light out to 90 feet and dim light for an additional 90 feet. Whenever the wielder finishes a 'Peak' performance beyond the first one, they gain a point of Exhaustion from the continuous strain. Barbarians who are attuned to Rhitta gain a strength score of 26 instead when they gain the level 20 class feature

Proficiency with an axe allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Spirit Spear Chastiefol

Weapon (Spear), Legendary (Requires Attunement)

Form Changes. You can use a bonus action to interchange Chastiefol's different forms and are limited to 1 at a time.

You can use Chastiefol in the following ways. Base Form. This dormant takes the shape of a giant pillow with permanent Telekinesis spell that can act as a shield, and can carry up to a maximum weight of 300 lbs. When you take damage, you can pull the pillow in front of you to reduce some of the damage. The damage reduction equals 1d10 + your level.

Chastiefol has 50 charges for the following properties. It regains 4d6 + 6 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, Chastiefol regains 1d12 + 1 charges.

First Form. Chastiefol. Upon changing to the first form a long broad spear takes the place with a permanent Telekinesis spell on it. When you roll for attack and damage, you choose between your spellcasting modifier, Strength or Dexterity modifier. You summon the spear in an unoccupied space that you can see within 150 feet. The spear has a melee attack range of 10 feet and a ranged attack of 400 feet. You can also recall the spear from any point where it occupies, targets will do not take damage when it flies back. On your turn you can give the spear a mental command (no action) to move up to 40 feet.

Second Form. Guardian. When Chastiefol shifts to its second form it becomes a giant fluffy teddy bear that packs a punch. You can expend 6 charges to use the spell Summon Construct (Stone form) at 6th level as a stat block for the Guardian. In addition to poison resistance it is resistant to fire damage but vulnerable to cold damage.

Third Form. Fossilization. This form of Chastiefol is a twin headed spear with a spearhead shaped like the claws of a crab. This form has the ability to petrify an individual whom it pierces, rendering them unmovable and immobilized as a statue even if they are still alive via the Flesh to Stone Spell. The DC for this ability is 8 + Charisma Modifier + Proficiency Bonus (6 charges)

Fourth Form. Sunflower. A gigantic shoot emerges from the earth, towering over enemies, as a flower bud blooms firing a giant beam of light. Use the *Sunbeam spell for the purpose of this form. (6 charges)

Fifth Form. Increase. In this form you can choose to use either Magic Missile (5th level, 5 charges) as an attack or a number of kunai-like daggers equal to your proficiency bonus are floating around you. The daggers have a damage of 1d4 each and return to you after each attack. While in this form you can parry a single attack with your reaction by adding 1 to your AC per dagger. You gain advantage on grapple checks involving objects that can be cut with magical blades, use your modifier of choice (see First Form).

Sixth Form. Yggdra Cloth. In this form armor wraps itself around you with long curved blades at the end of each hand. The armor is consider to be Light Armor with a base score of 13 + Dex Modifier (Max of 3), and you are automatically proficient with the armor if you are not already. Each of these blades deal 1d8 + modifier of choice (see First Form) damage. You gain the Extra Attack Feature if you do not already have it, you do not gain another attack if you already have this feature. With this armor you also gain a fly speed of 50 feet. (8 charges)

Seventh Form. Luminosity. Chastiefol transforms into a luminescent, ringed sphere that illuminates the surrounding area. It acts as a torch that allows the user to easily see in dark places. Use the Daylight spell for the purpose of this form. (3 charges)

Eighth Form. Pollen Garden. In this form, those under Pollen Garden's effect can expend their hit dice freely to regain any number of hit points. Pollen Garden also ends blindness, deafness, and any diseases affecting the target. Pollen Garden has no effect on constructs or undead. Pollen Garden cures any points of exhaustion caused by magical means and 1 point of exhaustion by non-magical means. Pollen Garden is considered as an 8th level spell for the purpose of Dispel Magic and Counterspell. (15 Charges)

Flexibility. Any ability score replacement features such as Bladesinger, and Pact of the Blade affect all forms of Chastiefol.


Art Credit

Nakaba Suzuki

Gideon: Art Done by WolfiesworkshopGB on Etsy

Herritt: Art done by Louboshop on Etsy

Lostvayne: 3D model by dark-minaz on Sketchfab

Ban and Courechouse: Art by Nakaba Suzuki

Aldan: Art by Louise from LouboShop on Etsy

Rhitta: Art done by TheGoldenSmurf from DeviantArt

Chastiefol: 3D image by BrunoWill on Sketchfab

 

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