Sword of Seven Virtues (5e Equipment)

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Weapon (greatsword), artifact (Requires attunement by paladin)

Forged on the Solania layer of Mount Celestia, reportedly by Moradin himself, the Sword of Seven Virtues is a one-of-a-kind masterpiece meant to reward those greatest living champions of lawful goodness while making sure they stay on the path towards their eternal reward in the Outer Planes. The sword measures exactly seven feet from point to pommel, most of it taken up by a triangular platinum blade studded with a seven perfectly spherical, evenly spaced clear pearls from Venya. It is set into a thick hilt made of infernal iron purified in holy water seven times and bound with a grip made of unicorn locks woven on looms of fate into a septuple helix as a grip.
Heavenly Virtues. The Sword of Seven Virtues judges its wielder’s actions. While attuned to this weapon, if the wielder fulfills certain virtuous criteria to the satisfaction of Sosv (and more importantly the DM), a random clear pearl will turn white and the sword will gain a property based on the virtue, detailed in the table below, until the pearl turns black. Afterwards, another virtuous criteria cannot be fulfilled until after the next dawn. This weapon deals 1 additional radiant damage on hit for each white pearl.

When all seven pearls are white, this weapon has 1 random major beneficial property and you can use an action to cast plane shift without a spell slot or material components, but you can only target Mount Celestia as a destination. You can target any layer of Mount Celestia you wish, and all creatures transported by plane shift will arrive there safely. While on Mount Celestia, you can use this property to teleport to a different layer of it. You can use this property a number of times equal to your proficiency bonus + 1 and regain all uses at dawn. You also gain a +3 bonus to attack and damage rolls made with this magic weapon. When unattuned, all pearls turn clear.

d7 Virtue Criteria Property Sin
1 Charity You must give of yourself all that you can without diminishing your future capability of giving. This generosity might take the form of time, resources, or mere effort, but all must be donated without expectation of repayment or reward beyond perhaps a grateful smile. The size of your Lay on Hands pool is tripled and Lay on Hands can be used as a bonus action with a range of 30ft., but it cannot be used to restore your own hit points. Greed
2 Chasity You must overcome your worldly desires beyond those required to keep yourself in the world. You shall reject offers of pleasure for the sake of pleasure and live a life of modest, if pracitical, means, for your duty lies not to your own happiness, but that of others. You have resistance to poison, psychic, and necrotic damage and advantage on saving throws to avoid or end the charmed, petrified, and poisoned conditions. Lust
3 Diligence You must commit all energy you can muster to any task you take upon yourself and never back down from such labors, save those better served by the talents of others while you focus on your own strengths. Never will you have a moment of rest not well-deserved. You ignore all difficult terrain, count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and have advantage on saving throws against exhaustion. Sloth
4 Humility You must be willing to take and assess criticism of yourself from both internal and external sources of advice. If their identification of your flaws rings true, you must take action to correct them. Only then might you grow from your failures. After you fail an attack roll, ability check, or saving throw, you gain advantage on your next attack roll, ability check, or saving throw within 1 minute. Pride
5 Kindness You must treat all creatures with the respect you would expect them to treat you with even if, perhaps especially if, they don’t act in a manner deserving your courtesy. Even then, remember that kindness does not mean being pushover on all things. Whenever you reduce a creature to 0 hit points but do not kill it, you gain temporary hit points equal to its CR + your Charisma modifier and immunity to damage from the creature for 1 minute. Envy
6 Patience Technically speaking, you do not need to do anything to fulfill this criteria. You don’t need to complain about how long its taking to come. You don’t need to find some special activation. You don’t need to fret over why you have not achieved the virtue of patience. You regain all your expended hit dice when you finish a long rest. Whenever your recover hit points using a hit die, you regain additional hit points equal to your Charisma modifier. Wrath
7 Temperance You must exercise consistent self-restraint and control in your actions and words, only engaging with either in a deliberate and mindful manner that considers all sides of any conflict and accurately advances the cause of justice and fairness, even to your own detriment. Whenever you take the Attack action on you turn, you make only make one attack, but the damage it deals is tripled and it scores a critical hit on a roll of 18-20. Gluttony
Deadly Sins. However, merely demonstrating virtue is not enough for the sword. Sin must be avoided or punished. While attuned to this weapon, if the wielder fulfills certain sinful criteria to the scorn of Sosv (and more importantly the DM), the pearl associated with associated virtue or a random clear pearl will turn black, and the sword will gain a property based on the sin, detailed in the table below, until the wielder demonstrates enough of its opposite virtue to turn the pearl white. While there are any black pearls on the sword, the wielder cannot break attunement with the Sword of Seven Virtues except by death for at least one hour for each black pearl. This weapon deals 1 additional necrotic damage on hit for each black pearl. When all seven pearls are black, this weapon has 1 random major detrimental property and your Divine Smite and Improved Divine Smite features deal necrotic instead of radiant damage.
d7 Sin Criteria Property Virtue
1 Greed You have taken more than you needed or stolen that which does not belong to you. Your avarice has begun to infect your thoughts, turning them towards the acquisition of money or objects rather than ideals and intangibilities, blinding you the spirit of giving. The range of your Auras of Courage and Protection features are halved and you can no longer use Lay on Hands on other creatures. Charity
2 Lust You have fallen to the temptation of physical pleasures and sensations over the greater spiritual duties and restrictions of morality. These gratifying forces can come in many forms, but all of them share some sort of addictive quality, even if that corruption has yet to set in. You are charmed by all creatures you see until they deal damage to you. You have disadvantage on saving throws to avoid or end the charmed condition. Chastity
3 Sloth You have allowed laziness and procrastination to become your mode of operation, letting slip your tasks and goals if you still even have any left. Satisfied to wallow in your own contentment or despair, you allow the world to pass you by without care or protest. Your exhaustion level cannot be reduced below 1 and whenever you gain at least 1 level of exhaustion, increase how many levels you gain by 1. Diligence
4 Pride You have achieved perfection and anyone that tells you differently is just jealous of your glory. Not that you shouldn’t try to boost your fame and ego even further of course. Everyone deserves to know your greatness, whether they wish to or not. You deserve nothing less. You advantage on Charisma ability checks, but all creatures have advantage on attacks against you and you have disadvantage on all saving throws. Humility
5 Envy You have a simmering resentment of others inside you. You might try to disguise it, but you can’t help but feel peeved whenever another succeeds or is rewarded. Why shouldn’t you get the credit? What makes other people so special anyways? They’re not you, and therefore lesser. When you see another character kill a creature you dealt damage to, you take psychic damage equal to the creature’s CR. This psychic damage cannot be reduced or mitigated in any way. Kindness
6 Wrath You have let your passions consume your judgment, spurning you towards reckless actions without giving heed to their consequences in either the short or long terms. Your warped thinking obscures such matters behind a cloud of desperation and anger. Perhaps both. Whenever you damage a creature with this weapon, you must expend a hit die of your choice. The creature takes necrotic damage equal to the roll. Patience`
7 Gluttony You have a bottomless hole inside your soul that cannot be filled, only momentarily sated with entertainments to pacify and treats to distract from your hollow existence. You will never find any way to completely ease your appetites in such heavy nothingness. You must eat and drink triple your normal amount of food and water each day. All temporary hit points you gain and hit points you regain from magic or potions are halved. Temperence
Sentience. The Sword of Seven Virtues, or Sosv for short, is a sapient lawful good wondrous item, with an Intelligence score of 7 (-2), a Wisdom score of 14 (+2), and a Charisma score of 21 (+5). It can hear and has truesight and blindsight with a range of your Aura of Protection. The weapon communicates in the mind of its wielder in a passionate, gender-neutral voice. It speaks Common and Celestial. The sword is illiterate in all languages.
Personality. Sosv is the most dedicated, and deluded, champion of lawful goodness you could ever find. The sword cares nothing about practicalities or nuances of the living, instead encouraging a black-and-white perspective where its wielder acts as a righteous hero slaying evil monsters for just authorities. Anything more complex than that gets flattened into the sword’s simple worldview. Sosv values integrity and honor above all pragmatism and would rather its wielder pointlessly die in a stupid but honorable way than resort to any underhanded method to win and affect a more positive outcome. Sosv will mostly speak to its wielder to persuade them to act in accordance with the virtues of the sword and chastise them whenever they take sinful actions that could lead to less grace. It will also try to keep them on track with whatever heroic deed they are setting about on, though it is easy to distract if another, nearer deed needs heroing. Sosv hates Oathbreakers and will refuse to help them unless they are actively working towards redemption. While vaguely racist against tieflings, Sosv will work with them as long as they do not follow in their ancestors’ path.
Destroy. The Sword of Seven Virtues can only be destroyed while it has seven black pearls. Once that condition is met, the wielder must take the sword to 77th level of the Abyss, the Gates of Heaven, and plunge the blade into the heart of a living Balor to deal lethal damage. The resulting explosion will open up a permanent planar rift between the Abyss and the seventh layer of Mount Celestia, Chronias. Sosv’s consciousness will survive in this rift and can communicate with anything passing through it.
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