Scythe of Life and Death (5e Equipment)

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Weapon (great double scythe), Legendary (requires attunement, with 5 gems containing living souls and 5 gems containing dead souls)

The haft of Scythe of Life and Death is made of intertwined Radiant white metal and Necrotic black metal. The blades on either end of Scythe of Life and Death are great double scythe radiating deathly energy on the top and holy energy on the bottom.

The top and bottom of Scythe of Life and Death are great double scythe and look old glowing with a dark purple energy and appear to be made out of many ancient interwoven metals.

Deaths Dance

  • Whenever you attack with both sides, you may spin and move whenever attacking, you may move up to 5 feet, this does not count towards your movement action.

Blade Damage

  • Life Blade- 1d10 Radiant damage.
  • Death Blade- 1d10 Necrotic damage.

Life's Embrace

  • When you hit a target with the Life blade, the user can choose weather or not it deals damage, if they were to be reduced to 0 hit points, their body is disintegrated and their soul is absorbed by the Yellow gem in the Life blade, if the user chooses not to deal damage it instead heals them for 1d10 as radiant healing.

Death's Embrace:

  • When you hit a target with the Death blade, if they were to be reduced to 0 hit points, their body is disintegrated and their soul is absorbed by the purple gem in the Death blade.

The power of soul:

  • Whenever 5 soul is absorbed by one of the gems, the gems grow in power, increasing the corresponding gems elemental damage and healing type by 1d10.

Mist of Souls:

  • For the cost of 1+ souls from the Death gem, you release a 15 foot cone of black mist of screaming souls from the end of the death side. All other within the black mist must make a DC17 Dexterity saving throw.

The black mist Dealing Xd6 Necrotic damage on a failed save or half on a successful one. Where X the amount of souls used.

Life's Gift

  • For the cost of 1+ soul from the Life gem, you release a 15 foot cone wave of holy of rejuvenation, creatures you hit heal Xd6, where X the amount of souls used. It deals double the damage instead of healing to fiends, aberrations, vampires and undead.

Last Rites:

  • For the cost of 10 souls from the Life gem, the releases a massive black cloud covering a 40 feet area. The cloud lasts until disabled or 10minutes, it can not be removed by other magical mean.
  • All other creatures inside the cloud must make a DC17 Perception saving throw, if failed they can not see within the cloud and must roll again at the start of their next turn. at any point than teleport behind an enemy and attack with the Death side of the weapon, double necrotic damage.

Aura of Providence:

  • For the cost of 10 souls from the Death gem, you spin the weapon around and strike the ground below you with the Life side, causing you to release an aura of holy light that until disabled or 10 minutes.
  • The aura gives 10+(current hit points x current temporary hit points - current missing hit points ÷ 2) temporary hit points rounded down, if you still have any temporary hit points when the aura is gone, remove half and heal for the amount removed.

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