The Seven Deadly Sins

The Blade of Jealousy

Envy, (requires attunement)

A steel short sword, which has a handle wrapped in green leather, the blade has "Envy eats nothing but its own heart" engraved on one side and "It is better to be envied than pitied" on the other.

When a character becomes attuned with the Blade of Jealousy, they form a psychic link, over which the sword and character can communicate. The Blade of Jealousy will refuse to become attuned with an individual who is attuned with any other weapon.

During combat as a bonus action you can select an enemy to become envious of, you can not be envious of a target that you have completely eclipsed in strength. Attacking the target does an extra 1d6 psychic damage. The Blade of Jealousy can only have one target at a time and will only change targets if the previous one dies or after after not seeing the target for a day.

Hunger

Gluttony, (requires attunement)

This two handed war hammer has a head that has been crafted to look like a wolf. Between the end of the handle and the head there is a message that reads, "Gluttony kills more than the sword". The wolf head will become animated and tear pieces out of a target when attacking.

Attacking with Hunger uses your strength mod to hit. When you successfully hit, your damage is 1d10 + CON piercing and you are healed for half of the damage dealt. If an attack with Hunger lands you must make a CON Save with a DC of the damage done with the attack, after resistances where applicable, on a failed save your turn ends (this includes movement, multi-attacks, and any other types of actions).

Belt of Short-term Success

Greed, rare (requires attunement)

A leather belt with a bronze buckle, the belt will resize to fit the individual putting it on. Set into the buckle is the image of a pile of gold pieces, in a circle around the image is inscribed, "Greed, in the end, fails even the greedy".

While wearing the belt when you enter combat, you take the first turn in addition to your standard turn set by initiative, both turns are considered to be part of the first round of combat. If you are surprised you take your standard turn set by initiative and a turn at the end of the surprise round.

After the first round of the combat you take two points of damage, from the belt, at the beginning of your turn. This damages continues to occur until you either are reduced to zero hit points or combat ends. If you are reduced to zero hit points, you cease to take damage from the belt for the rest of the encounter.

Boots of Attraction

Lust, rare (requires attunement)

High black leather boots, which magically adapt to the size of the foot of the person putting them on. On the sole of each boot is a quote, on the left, "I do not desire mediocre love. I want to drown in someone" and on the right "If only you knew".

While attuned with the Boots of Attraction, you can wear them for the following effects. You have advantage on all Charisma checks, when interacting with creatures that you are able to communicate with. However you have disadvantage on all Charisma saving throws.

Devil's Touch

Pride, rare (requires attunement)

Golden plate armor chest piece, that resizes to fit over armor, inscribed on each shoulder is a message. The left read, "Take pride in how far you have come" and the right says, "but your pride will cost you."

Once attuned with Devil's Touch, you can activate the chest piece by saying something cocky. When activated the piece glows, giving the you +2 attack and damage, but -2 AC. Any attacks you make while the chest piece is active, are considered magical when calculating resistances.

Sloth's Protection

Sloth, rare (requires attunement)

Loose grey cotton pants, which can be worn under any armor, stained in blue on the left leg says, "The lazy will take a difficult job and find the shortest way to do it." The pants will resize to fit the individual putting them on. While active the blue symbol glows and will appear on the outside of any armor worn over these pants.

When worn your movement speed in combat is halved. But, if you do not move during your turn you activate A Sloth's Protection. This effect remains active until you move again, this includes being moved by an enemy. While under A Sloth's Protection you reduce any damage you take by 1d6.

Full Counter

Wrath , rare (requires attunement)

Even though looking at this it is just the hilt of a great sword, touching Full Counter reveals that it is quite powerful as it seems to hum in a your hand. The hilt's end is shaped to look like a red dragon's head and on the cross guard is inscribed, "Come not within the measure of my wrath".

Once attuned to Full Counter a character can choose to forgo the action and half the movement on their turn in order to 'prepare', by doing so a fiery blade bursts forth from the hilt. If the character has 'prepared' before their next turn they receive two reactions, during which they can 'counter'. Countering an attack reflects all damage back towards the attacker and the character shall take no damage. Characters are unable to counter attacks they can not see or damage that comes from area of effect sources.