Phantom Scythe (5e Equipment)
Weapon (scythe), very rare (requires attunement) A wave of mist shimmers around the pitch-black scythe, the only light reflecting off the crimson blood of your fallen enemies. The phantom scythe has 5 charges and recovers 1d4 + 1 charges daily at dusk. If a flask of holy water is splashed on the scythe, it is destroyed. The Bells of Fate. While you hold this magic weapon, you can cast the toll the dead cantrip. Blackened Vision. When you hit a creature with this scythe, you can expend 2 charges to attempt to blind the target. The target must make a DC 15 Constitution saving throw. On a failed save, they are blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns. On a success, the effect ends. Dark Matter Slashes. While you hold the scythe, you can use your action and expend 2 charges to create four orbs of dark matter. Each orb hits a creature of your choice within 120 feet, dealing 1d4 + 1 necrotic damage. The orbs all strike simultaneously, and you can direct them to hit one creature or several. Phantom Transformation. While you hold the scythe, you can use your action and spend 3 charges to become incorporeal for 1 minute. While incorporeal you can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. The effect ends early if you dismiss it on your turn (no action required) or you are no longer holding the scythe. |
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