Scythe Master (5e Class)
Scythe Master[edit]
The Scythe Masters, from their childhood, were treated like game animals. Natural magic users with the ability to materialize magical energy and transform it into a weapon, through constant contact with ruined or strong emotions. The difference between them and the sorcerers found as nomads in the outskirts of civilization is that usually the power of Scythe Masters doesn't awaken traits related with a specific bloodline. Instead, Scythe Masters have a connection to the weave derived from their attunement with this source of magic. This connection doesn't happen naturally, but tend to occur to creatures naturally predispose to the connection, that have this ability awaken after a extreme situation in their lives, that have forced them into taping in this magical force.
Almost always, the event was some physical treat they had to overcome trough the use of violence, and due to this reason, is not uncommon for scythe masters have their body covered in scars, or having a single but significant scar. These well-trained magic users are often confused or mingled clerics, for their deep awareness, paladins for their strong convictions or sorcerers for the natural knack for arcane magic.
They can look menacing, but this threatening appearance can often be misleading, since the suffering they endure can often led them to empathize with other creature's suffering. The connection they have with violence, pain and death can be uncanny, but this now always create nihilistic monsters, and more often than not can create caring individuals that enjoy life to their fullest.
Magical Scythes[edit]
The Scythe Masters gained this name due to the ability they have of shaping pure magical energy into a condensed sharp form, called "Scythes". Despite the name, they aren't always literal scythes, but just opaque blades of condensed energy that can assume a plethora of different forms and colors. Usually the scythes will reflect something about the master's personality or preferences. For example, although the scythe can be made out of pure energy, some scythe masters will condense the energy in the shape of a material such as wood, iron, gold or any they find aesthetically pleasing or menacing. Others, will just create a simple blade of energy, almost shapeless. Either way, you can learn a lot from a scythe master just looking at how they have decide to shape their scythe.
The Awakening[edit]
Wherever magic do exists, there is the possibility that a connection is formed between an individual and the source of magic. This even is called Awakening, and usually it is triggered by some stressful, traumatic or extreme event or situation. Some are awoken by being violently attacked by a creature, which can force this connection, allowing the Scythe Master to rebuke its aggressor. Others, by suffering an accident, such as a deadly fall, a catastrophic natural event or any extreme situation were magic will be the only solution. And, finally, some are just trained in the ways of the scythe master, learning how to creature the scythe by attuning their senses with the world around them.
Creating a Scythe Master[edit]
Here are some questions that will help you to create your character. Have you been well treated in your childhood, or it was a hostile environment? Your awakening arrived from a childhood trauma, or came later, as an adult, after surviving some terrible event? The awakening event was an accident? How your scythe helped you to survive the event? Or was an aggression, and if so, what happened with the aggressor? Is he dead, or is he alive and you seek revenge?
Not all scythe masters are born out of a random event, but some are trained to become one. Have you been trained since young age to become a scythe master? Why have you been chosen? Did you show some type of natural connection with magic even before the awakening? Training to become a scythe master is usually a brutal and painful path, how was yours? Did you have resentment for your master, or are you grateful for what you learned? Some even don't even have a master, looking alone for the power of the scythes, becoming their own masters.
What's your place in the world? Are you a wanderer, trying to leave your painful past behind, or trying to make sure that whatever pain you have endured won't be place upon others? Or you are an adventurer, a mercenary at service of your monastery, temple or order of scythe masters? Or maybe are you seeking to further your knowledge about this mystical power, traveling the world searching for knowledge and a deeper understanding? Regardless of were you go, the path of scythe masters is usually a path of violence, cause violence is the nature of their powers. The question lies in were this violence is employed, if at service of the master itself or of those who cannot fend for themselves.
- Quick Build
You can make a Scythe Master quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Wisdom and then Constitution. Second, choose the Haunted One or the Urchin background.
Class Features
As a Scythe Master you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Scythe Master level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Scythe Master level after 1st
- Proficiencies
Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Nature, Intimidation, Investigation, and Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a handaxe or (b) any simple weapon
- (a) an explorer's pack or (b) a light crossbow and a quiver with 20 bolts
Level | Proficiency Bonus |
Reflex points | Features | Cantrips Known | Spells Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||||
1st | +2 | — | Battle Robes, Scythe Battle Style | — | — | — | — | — | — | |
2nd | +2 | — | Spellcasting, Vorpal Strike | 4 | 2 | 2 | — | — | — | — |
3rd | +2 | 4 | Battle Style Feature, Reflex Points | 4 | 2 | 3 | — | — | — | — |
4th | +2 | 4 | Ability Score Improvement | 5 | 3 | 3 | — | — | — | — |
5th | +3 | 6 | Soul Reaper | 5 | 3 | 4 | 2 | — | — | — |
6th | +3 | 6 | Soul Seeker Tendency, Rending Scythe | 5 | 4 | 4 | 2 | — | — | — |
7th | +3 | 6 | Whirlwind Protection, Battle Style Feature | 5 | 4 | 4 | 3 | — | — | — |
8th | +3 | 6 | Ability Score Improvement | 5 | 5 | 4 | 3 | — | — | — |
9th | +4 | 8 | — | 5 | 5 | 4 | 3 | 2 | — | — |
10th | +4 | 8 | Battle Style Feature | 6 | 6 | 4 | 3 | 2 | — | — |
11th | +4 | 8 | Savage Flurry | 6 | 6 | 4 | 3 | 3 | — | — |
12th | +4 | 8 | Ability Score Improvement | 6 | 7 | 4 | 3 | 3 | — | — |
13th | +5 | 10 | — | 6 | 7 | 4 | 3 | 3 | 1 | — |
14th | +5 | 10 | Everything For The Hunt | 6 | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | 10 | Battle Style Feature | 6 | 8 | 4 | 3 | 3 | 2 | — |
16th | +5 | 10 | Ability Score Improvement | 6 | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | 12 | — | 6 | 9 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | 12 | Scythe Upgrade | 6 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | 12 | Ability Score Improvement | 6 | 10 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | 12 | Battle Style Feature | 6 | 11 | 4 | 3 | 3 | 3 | 2 |
Battle Robes[edit]
Scythe masters training were harsh and challenging but that wasn't enough to break their will. Facing many enemies and dodging attacks was already hard and heavy armor didn't make it easier. They developed a special way of moves and stances that is based on your quickness and reaction time. When you wear Battle Robes you gain an armor class equal to 10 + Strength or Dexterity modifier (whichever is higher) + your Wisdom modifier.
Scythe Battle Style[edit]
Starting at 1st level, you choose a battle style. Your battle style grant you features at 1st level, and again at 3rd, 7th, 10th, 15th and 20th levels.
- Scythe Mastery
Years of your training made your body synchronize with your Scythe. You have a supernatural bond with this scythe, and can never lose it or have it unwillingly removed from your grasp. As a bonus action, you can choose to summon it or remove it from your grasp, shunning it into a dimensional space. You can always summon your scythe, even trough planes.
You gain a number of scythe points, that you can use to create your own scythe by choosing different properties to it. These are described in the "Create Your Scythe" section at the end of the article.
Spellcasting[edit]
By the time you reach 2nd level, you have learned to use the magical essence of your mystical scythe to cast spells.
- Cantrips
At 2nd level, you know four cantrips of your choice from the Scythe Master spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of The Scythe Master Table
- Spell Slots
The Scythe Master table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.
Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Scythe Master spell list.
The Spells Known column of the Scythe Master table shows when you learn more Scythe Master spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Scythe Master spells you know and replace it with another spell from the Scythe Master spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Wisdom is your spellcasting ability for your Scythe Master spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Scythe Master spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
- Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Spellcasting Focus (Optional)
At 2nd level, you can use your scythe as a spellcasting focus for your Scythe Master spells.
Vorpal Strike[edit]
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal magical slashing damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. Reducing a creature to 0 hit points with this attack is decapitated.
Reflex Points[edit]
At 3rd level your reaction time becomes so quick that you gain Reflex Points. You can spend those points to make special actions. You gain your points back after a long rest.
When a feature requires a Reflex save DC to avoid the effects, you calculate as follows: Reflex save DC equals 8 + your proficiency bonus + your Dexterity modifier. You start knowing 1 reflex feature:
- Spinning Strike
You can spend 1 Point to make an spin attack with your scythe. You move 5 feet in the direction you choose and everyone in a 10 foot range of you must succeed on a Dexterity saving throw against your Reflex save DC or take damage equal to 1d10 + your Dexterity modifier. The damage is slashing.
- Cutting Magic
When you cast a spell that deals damage, you can spend 1 reflex point to change the damage type to slashing.
Ability Score Increase[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.
Soul Reaper[edit]
Starting at 5th level, you can make two attacks, instead of one, when you take the Attack action.
Soul Seeker Tendency[edit]
At 6th level, you decide to seek souls of a specific type of creature. Choose two of the following types of creature: Aberration, Beast, Celestial, Dragon, Fey, Fiend, Giant, Humanoid, Monstrosity or Plant. You add your Wisdom modifier on damage rolls against creatures from the chosen type.
In addition, a Vorpal Strike against a creature from the chosen type deals additional 1d8 damage, to a maximum of 6d8.
Rending Scythe[edit]
Starting at 6th level, your scythe is considered magical, for the purposes of overcoming resistances and immunity to nonmagical damage.
Whirlwind Protection[edit]
At 7th Level, you can rotate your scythe as reaction against ranged attacks, creating a windy spherical area around you. You reduce the damage taken by an amount equal to 1d10 + your Strength or Dexterity modifier (whichever is higher) + your level in this class.
In addition, you can spend 1 reflex point to reduce damage from melee attacks. When you do so, if your reduce the damage taken to 0, you cause damage to that creature equal to the damage reduction.
Savage Flurry[edit]
Starting at 11th level, once in each of your turns when you hit a creature with an attack from your Scythe, you can make one additional attack against the same creature (without requiring an action).
Everything for the Hunt[edit]
At 14th level, you can take the Dash action towards a hostile creature as a bonus action. You must end your movement closer from that creature than when you started.
Scythe Upgrade[edit]
Starting at 18th level, your gain a major upgrade for your Scythe. You gain additional 10 points of upgrades to choose for your scythe.
Scythe Battle Style[edit]
The scythe master battle style is evocative of how the awakening of that master have occurred. Bellow are two examples of styles: the Blood Thirsty, usually related to a random and violent awakening; and the Dancing Scythe, were the awakening was deliberate and the fruit of training instead of trauma.
Blood Thirsty Scythe[edit]
Pain and suffering can mold one's character, and for Scythe Masters, can awaken a specific brand of specially cruel magic control. The Blood Thirsty Scythe masters learned to connect to the weave and shape their scythes after suffering a traumatic and violent event. And as such, their power manifests itself in the ability of controlling the life force and the blood found in themselves and in others.
- Life Draining
At 1st level, you can siphon the vitality out of your targets. When you hit a creature with your Scythe, you can use your bonus action to suck the life force of your target. When you do so, you deal necrotic damage, instead of slashing, and regain a number of hit points equal to your Wisdom modifier + your level in this class.
You can use this ability three times, and regain your uses of this feature after finishing a long rest.
- Thirsty Blade
Starting at 3rd level, whenever you hit a creature with an attack from your scythe, surpassing its AC by 5 or higher, you can use your reaction to sink the blade of your scythe in its flesh, draining its vitality. Doing so grants you temporary hit points equal to 1d6 + your Wisdom modifier, that lasts until the start of your next turn. When you have these temporary hit points, the creature you gained them from has disadvantage on attack rolls against you.
- Blood Hunger
At 3rd level, whenever you gain temporary hit points, you can spend 1 reflex point to increase the amount of temporary hit points gained by an amount equal to 1d6 + your Wisdom modifier. Doing this also increase the duration of these temporary hit points to 1 hour, if it is lower.
In addition, once in each of your turns when you hit a creature your scythe, you can spend all your remaining temporary hit points and add to the damage dealt to a creature.
The die rolled increase to a d8 at 5th level, a d10 at 11th level and a d12 at 17th level.
- Blood Coating
Starting at 7th level, you can use your bonus action to draw from your own vitality to create a powerful coating of blood for your scythe that lasts for 1 minute. While this coating is in effect, your attacks deal an additional 2d6 necrotic damage. Once per turn, you can choose to gain half the damage done with an attack coated with your blood as temporary hit points.
You can use this ability once, and you can't use it again until you finish a short rest or until you spend 1 reflex point to do so.
- Death Resilience
Starting at 10th level, you gain the ability to withstand the death and necrotic energies. You have resistance to necrotic damage. Moreover, if you are reduced to 0 hit points, you can spend 1 reflex point as a reaction and roll your Blood Hunger die. You regain a number of hit points equal to the number rolled.
In addition, you are immune to any effect that cause you to bleed.
- Blood Sharing
At 15th level, you can share your vitality with others. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your wisdom modifier (minimum of one creature). Each of the chosen creatures gain a number of temporary hit points equal to your blood hunger die + your Wisdom modifier and a bonus of +2 to all Constitution saving throws for the next 1 minute.
Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend 1 reflex point to do it again.
- Blood Angel
At 20th level, you become an avatar of bloodlust. You gain the following benefits, that last for 1 hour:
- Crimson wings sprout from your back, and grant you a flying speed of 60 feet.
- All creatures of your choice gain resistance to necrotic damage, and can't have their hit point maximum reduced. In addition, at the start of each turn, the chosen creatures regain a number of hit points equal to your Wisdom modifier if it starts its turn within the aura with 0 hit points.
- You become immune to necrotic damage for the duration.
- If you are under half your maximum hit points, you regain a number of hit points equal to your wisdom modifier in each of your turns.
Once you use this feature, you can't use it again until you finish a long rest.
Dancing Scythe[edit]
Not always the awakening even define the Scythe Master. Sometimes, they can just be the starting point for a deeper understanding of this mysterious force. For the Dancing Scythes, the weave is like a silent melody, and they dance with this song, swinging their scythes trough enemies while careful and graciously stepping on the battlefield, harvesting lives and souls in the process.
- Flying Blade
At 1st level, you can forgo one attack you make as part of your attack action to hurl your scythe onto an opponent within 30 feet. Make a ranged weapon attack against the chosen target, causing slashing damage equal to 1d6 + your Wisdom modifier to the target. In addition, you can choose one creature within 5 feet of it to take slashing damage equal to your Wisdom modifier. The damage is slashing. The scythe comes back to your hand after each throw.
- Dance of Death
Starting at 3rd level, you can use your bonus action to enter a dance of death. While dancing, you can move without taking opportunity attacks. In addition, you can use your bonus action to perform long jumps, granting you flight speed equal to your movement speed for the rest of your turn.
In addition, you can mark one creature within 30 feet of you as a target while dancing. If you do so, if that creature moves at least 5 feet in any direction while marked, you can hurl your flying blade at it, as a reaction.
If you take any damage, your dance ends, you need to use another bonus action to initiate your dance once more.
- Dancer's Step
At 3rd level, you can make a variety of spins, twirls and jumps to make your battle performance even more beautiful and deadly. On your turn, you can spend 1 reflex point to make one extra attack when you take the Attack action.
- Enthralling Performance
Starting at 7th level, whenever you make a Charisma (Performance) or Dexterity (Acrobatics) check and roll under a 9, you can choose a 9 instead. Also, you can use your Dexterity, instead of Strength, for Athletics checks.
- Defensive Footwork
At 10th level, your enemy's attacks are just too slow for you. When an attack hits you or any creature of your choice within your movement's range while you are using your Dance of Death feature, you can use your reaction and spend 2 reflex points to deflect that attack, reducing the damage by a half, ending your dance and moving half your movement speed in any direction.
- Violent Rebuke
Starting at 15th level, interrupting the dance of a Scythe Master can be lethal. Whenever your dance is interrupted due to an attack from a hostile creature, you can spend 1 reflex point cause damage to that creature and any other hostile creature in a 5 foot radius equal to 2d6 + your Dexterity modifier slashing damage.
- Shadow Dancer
At 20th level, your soul have too much energy than your body and your scythe after intense fights and training, so you look for a way to spend this extra energy somehow. You can create energy shadow-like clones of you, for 1 minute. This shadow clones make hitting you harder than usual, and attacks against you are made at disadvantage, as they hit the shadows engulfing you.
Also, any hostile creature that starts its turn within 30 feet of you must succeed on a Dexterity saving throw against your reflex save DC when you activate the shadow dance, or they are attacked by your clones, taking your Flying Blades damage.
Finally, you can use your bonus action on your turn to cause your clones to attack up to four creatures within 30 feet of you. You can make four attacks against a single creature or against distinct targets. On a hit, the targets take damage equal to your Dexterity modifier. The damage is slashing.
After activating the Shadow Dance, you can't do so again until you finish a long rest.
Create Your Scythe[edit]
Your Scythe Master is unique and defines your approach to fighting and even reflects aspects of your character's personality. Because of this, you must design your own scythe. The Scythe have any appearance you want and can be made out of any material, or no material at all, being made out of pure energy.
When you first create your scythe, it is a simple weapon you are proficient with, deals 1 point of slashing damage, has the two-handed property, and has an additional +1 to attack and damage rolls. However, you gain a couple of points to enhance your scythe capabilities, buying new properties and abilities. You start out with 6 points, and have additional 2 for each proficiency bonus point you have.
Scythe Properties[edit]
- One Handed (3 points)
Your scythe can be wielded in one hand, instead of two.
- Damage Die d4 (2 points)
Your scythe now deals 1d4 slashing damage.
- Damage Die d6 (2 points)
Prerequisite: Damage Die d4
Your scythe now deals 1d6 slashing damage.
- Damage Die d8 (2 points)
Prerequisite: Damage Die d6
Your scythe now deals 1d8 slashing damage.
- Damage Die d10 (2 points)
Prerequisite: Damage Die d8
Your scythe now deals 1d10 slashing damage.
- Damage Die d12 (2 points)
Prerequisite: Damage Die d10
Your scythe now deals 1d12 slashing damage.
- Versatile (1 point)
Prerequisite: one handed
Your scythe damage die increases in one category when wielded in two hands (1 > d4 > d6 > d8 > d10 > d12).
- Finesse (2 points)
You can use your Dexterity, instead of your Strength, for attacks and damage rolls with your scythe.
- Brutal (2 points)
You roll one additional weapon damage die when determining the extra damage for a critical hit with your scythe.
- Sharp (3 points)
You score a critical hit on a roll of 19-20 with the scythe.
- Thrown (0,5 points)
You can throw this weapon up to a short range of 20 feet or a long range of 60 feet.
- Return (0,5 points)
Prerequisite: thrown You can cause this weapon to return to your hand as a bonus action after throwing it.
- Slashing Wind (varies)
You can make ranged attacks with your scythe when wielding it in two hands, up to a range of 30 feet (1 points), 80 feet (2 points) or 120 feet (2,5 points). You can make only one attack per turn with the slashing wind, regardless of how many attacks you can make in each turn.
- Fast Wind (2 points)
You can make any amount of attacks per turn using your slashing wind.
- Double Weapon (1 point)
Prerequisite: light
When you make one attack with this weapon, you can use your bonus action to make a second attack, causing 1d4 point of damage on a hit. You can increase the damage by spending additional points: d6 (3 points), d8 (5 points), and d10 (7 points). You don't add your ability modifier to this second attack, and you must choose one of the following damage types for it: slashing, piercing or bludgeoning.
- Defensive (4 points)
When wielding this scythe in two hands, you add 2 to your AC.
- Reach (2 points)
Your scythe gain the reach property.
- Warden (2 points)
You increase the AC of your Defensive position in 1. You can choose this property 3 times.
- Double Damage Die (1 point)
Prerequisite: d8 or d12 damage. You can roll 2d4, instead of 1d8 or 2d6 instead of 1d12, as appropriated.
- Light (3 points)
Prerequisite: one handed
When you make an attack roll with this weapon as part of your Attack action, you can make a second one with another light weapon as a bonus action.
- Elemental (varies)
Chose one of the following damage types: acid, cold, fire, lightning or thunder. Your weapon deal additional damage from the chosen type. In addition, you can choose to deal damage from the chosen type, instead of slashing damage. The amount of damage depends on the number of points you spend: 1 (2 points) 1d4 (5 points), 1d6 (7 points), 1d8 (9 points), 1d10 (11 points) or 1d12 (13 points)
- Precise (2 points)
You add 1 to attack rolls made with this scythe. You can buy this property three times.
- Vicious (2 points)
You add 1 to damage rolls made with this scythe. You can buy this property three times.
- Floating (2 points)
Prerequisite: Dancing Scythe Mastery
When you summon your scythe, you can cause it to float within 5 feet of you. You still must use your hands to control the scythe as you would if you were holding it.
Scythe Master Spell List[edit]
You know all of the spells bellow, the Scythe Master's spell list table and the spells from your subclass.
- Cantrips
blade ward, booming blade, chill touch, green-flame blade, resistance, spare the dying, sword burst, thorn whip, toll the dead, true strike,mage hand, guidance, lightning lure, minor illusion.
- 1st Level
bane, cause fear, compelled duel, detect evil and good, ensnaring strike, expeditious retreat, faerie fire, false life, feather fall, hunter's mark, jump, longstrider, shield, wrathful smite, zephyr strike.
- 2nd Level
blindness/deafness, blur, enhance ability, hold person, magic weapon, mirror image, misty step, pass without trace, see invisibility, spiritual weapon.
- 3rd Level
blink, blinding smite, elemental weapon, haste, nondetection, slow, water walk.
- 4th Level
elemental bane, black tentacles, greater invisibility, locate creature, faithful hound, phantasmal killer.
- 5th Level
banishing smite, far step, negative energy flood, skill empowerment, steel wind strike.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Scythe Master class, you must meet these prerequisites: 13 Dexterity, 13 Wisdom
Proficiencies. When you multiclass into the scythe master class, you gain the following proficiencies: simple weapons
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