Scythe (5e Class)

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Scythe[edit]

A seemingly regular figure strides through a large crowd on a busy sidewalk. And yet, the tide parts for them as they determinedly weave their way in the crowd. They are wearing bright red robes, and are carrying a long pointed sword at their side. They carefully pull a man aside into a nearby building and come out 5 minutes later, the same stony expression masking their emotions. The people know who this is, and they know what has just transpired. This is a Scythe, a killer, and yet, not just a killer at all.

The Scythe takes on a role that extends far beyond its conventional function as a tool for harvesting crops. Within the narrative, the Scythe becomes a powerful symbol of authority, embodying the delicate balance between life and death. Scythes are not mere executioners, but rather individuals entrusted with the profound responsibility of maintaining population control in a world where death is no longer a natural occurrence.

The Scythe, in this context, becomes a moral arbiter, as those who bear it are tasked with making judicious decisions about who lives and who must be gleaned. Each Scythe's unique approach to this responsibility is reflected in the design and personality of their chosen scythe. The symbolic weight of the Scythe goes beyond its physical form, as it serves as a representation of the ethical dilemmas faced by those who hold this extraordinary power.

Furthermore, the role of the Scythe transcends its immediate function, delving into complex philosophical questions surrounding mortality, justice, and the consequences of wielding such authority. Players who choose to take on the responsibility of becoming a Scythe must bear the order and intricate moral landscape of their duties.

Creating a Scythe[edit]

Scythe Curie, ratgurlstudios
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While you are creating and building your Scythe, ask yourself what made your character so noteworthy that they were asked to be trained as an apprentice Scythe. How did they deal with the stress and mental baggage that comes along with being a Scythe? What is their preferred method of gleaning and what color and design are their robes? And what so desperate calamity made them group up with other people? A Scythe will generally keep to themselves, so tagging along with others is a very uncommon event to see.

Quick Build

You can make a Scythe quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Constitution and Charisma. Second, choose the Folk Hero background. Third, choose the scale mail, a longsword for the martial weapon and a shield, a dagger and a light crossbow, and the explorer's pack.

Class Features

As a Scythe you gain the following class features.

Hit Points

Hit Dice: 1d10 per Scythe level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Scythe level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Athletics, Deception, History, Insight, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) scale mail
  • (a) a martial weapon and a shield or (b) two martial weapons
  • any two simple weapons
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • If you are using starting wealth, you have 6d4 x 10 gp in funds.

Table: The Scythe

Level Proficiency
Bonus
Techniques Features
1st +2 1 Techniques, Glean, Reputation
2nd +2 1 Presence, Fighting Style
3rd +2 1 Art
4th +2 2 Ability Score Improvement
5th +3 2 Target
6th +3 2 Art Feature
7th +3 3 Pacify, Glean Improvement
8th +3 3 Ability Score Improvement
9th +4 3 Presence Improvement
10th +4 3 Art Feature
11th +4 4 Backstab
12th +4 4 Ability Score Improvement
13th +5 4 Glean Improvement
14th +5 4 Art Feature
15th +5 5 Presence Improvement
16th +5 5 Ability Score Improvement
17th +6 5 Grandslayer
18th +6 5 Art Feature
19th +6 5 Ability Score Improvement
20th +6 6 Grand Gleaning

Reputation[edit]

As a scythe, you have a reputation that either imbues people with admiration or fear of you. You gain proficiency in either Persuasion or Intimidation (choose one) and add twice your proficiency bonus in checks with these skills.

Glean[edit]

At 1st level, when you hit a creature with an attack, you can turn that attack into a critical hit. You can use this feature a number of times equal to your Charisma modifier (minimum 1) and you can't do it again until you finish a long rest.

Techniques[edit]

Also at 1st level, you learn special gleaning techniques. You gain techniques at the levels listed on the Techniques column. Whenever you gain a new technique, you can replace an old technique with a new one. You can use this feature once per turn. The save DC for techniques is 8 + your proficiency bonus + your Strength or Dexterity modifier (whichever is higher).

Cleave

When you hit a creature with a melee weapon attack, you can make a melee weapon attack against another creature within 5 feet of the first target.

Eviscerate

When you cause piercing or slashing damage with a melee weapon attack, you can use a bonus action to force the target to make a Constitution saving throw to deal additional damage to that creature equal to half the damage dealt.

Retaliate

When you are hit by an attack, you can use a reaction to make a melee attack against your attacker.

Split

When you hit a creature, you can choose to instead of causing damage, break one non-magical weapon or shield that creature is holding. The target takes half the damage of your attack.

Bash

When you hit a creature with a melee weapon, you can use a bonus action to shove that target.

Block

When you are hit by a melee attack, you can use a reaction to use a melee weapon you are wielding to parry. You force the target to make a Dexterity saving throw. On a failed save, the attack misses.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Presence[edit]

At 2nd level, you emit an aura that others can sense. You may choose from one of the three options listed below, deciding what kind of presence you give off:

Fear

You emit an aura that terrifies others and causes them to be frightened of you. Whenever any creature of your choice with an Intelligence of 3 or higher moves within 15 feet of you, they must make a Wisdom saving throw. On a failure, they are frightened of you for one round. On a success, they are immune to your Presence for 24 hours.

Relaxation

You emit an aura that relaxes and calms those around you. Whenever a creature of your choice with an Intelligence score of 3 of higher moves within 15 feet of you, you may choose to give them temporary hit points equal to your proficiency bonus. Once a creature benefits from this aura, it can't benefit from it again until it completes a long rest.

Charm

You emit an aura that compels people to want to get to know you and connect with you. Whenever a creature of your choice with an Intelligence score of 3 of higher moves within 15 feet of you, they must make a Wisdom saving throw. On a failure, they are charmed by you until the end of your next turn. On a success, they are immune to your Presence for 24 hours.

At 9th and 15th level, you may choose one of the presence upgrades from the list down below.

Art[edit]

At 3rd level, you chose an art of gleaning that is your trademark. Choose between the Swords, Sniper, Poisoner, Massacre, Manipulator, Versatile, and Whisperer Arts, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Target[edit]

At 5th level, when combat is initiated, you may choose to target one creature. Once per turn, you may gain advantage on an attack against the creature you targeted. When that creature is reduced to 0 hit points you can designate another creature as a target (no action required).

Pacify[edit]

At 7th level, as an action, you may attempt to convince one creature that has an intelligence of 6 or higher that can understand a language you speak to comply to your orders. You must make a contested check. You roll either Intimidation or Persuasion, and the target rolls a Wisdom saving throw.

You must beat them by an amount equal to their challenge rating or level. If you do, they are charmed by you for 1 minute or until they are attacked by you. The first time you attack that creature before the effect ends, it is automatically a critical hit.

You may use this feature a number of times equal to your Charisma bonus per long rest.

Backstab[edit]

At 11th level, you can glean someone without anyone knowing. When you reduce a creature to 0 hit points, you may play it off as normal. Roll a Charisma saving throw with a DC equal to 40 - the creature's max amount of hit points. On a success no one knows you killed them, and you can successfully play it off on someone else near the gleaning. On a failure, everyone near you must roll a perception check. If they beat your saving throw, they saw it.

Grandslayer[edit]

At 17th level, you choose when a anyone is killed, not the other way around. Whenever a creature within 15 feet of you is reduced to 0 hit points, you may choose to reduce them to 1 hit point instead. You may use this a number of times equal to your proficiency bonus per long rest, but you may only use it on one creature per long rest.

Grand Gleaning[edit]

At 20th level, when you reduce a creature to 0 hit points, you may make a grand spectacle of it. Any creature with an intelligence of 7 or higher must make a Wisdom saving throw or be frightened of you for 1 minute. On a failure, they are frightened of you for 1 round.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

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