Soul Scythe (5e Equipment)

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Weapon (greatscythe), legendary (requires Attunement)

This weapon is a +3 greatscythe, the snath of the greatscythe is made out of a dark, profane material that is black with mist of a green that emits from the scythe, the left hand grip has a insignia that has symbolizes a skull with a cloak while the right hand grip has a insignia that has symbolizes a dual pair greatscythe. The scythes blade is green, sharp, and is the main function of what powers come out of the blade. Typically high authorized servants of the Grim Reaper wield this type of weapon and there are many other variants of this weapon like, Soul Shortsword, Soul Bow, etc.

Charges As a bonus action, you may make an attack roll on an enemy or if they are dead, jam the Greatscythe into their body to leach onto an enemy with a soul, if they do not have a soul this feature does not work. Upon activation, you suck their soul into the Greatscythe with green life essence being filled into the Greatscythe. You gain one charge, these charges can activate other abilities the Greatscythe can use, the maximum charge the Graetscythe can hold is 6. Additionally, you deal 4d10 + 5 necrotic damage; if the enemy goes under their maximum hit points, you can gain 3d6 temporary hit points. you can use this feature 6 times a day.

Soul Cease As an action, you expend 2 charges to cease a person's soul to temporarily paralyze them like they are frozen in time, if an enemy is within 60 feet of you then your target must make a Wisdom saving beating your spell save DC or a DC 8 + prof + Cha if you do not have a spell save. On a fail, You summon the hand of death to halt their soul with a spectral black hand in their chest which paralyzes them for a round.

Soul Swap As an action, you expend 1 charge to switch your body with another soul to change places within range. You point your Greatscythe at the desired target within 80 feet, and upon activation, you swap places with you trading your position with theirs with a green mist leaving the location you swapped with.

Hovering Scythe As an action, you can expend 3 charges to throw your Greatscythe up to 60 feet, upon getting 10 inches above the ground, the Greatscythe hovers in a horizontal position going clockwise in a 10-foot radius square, if any creature steps into the radius or starts their turn in the square must make a Dexterity saving throw beating your spell save DC or a DC 8 + prof + Cha if you do not have a spell save. On a fail, they take 4d6 slashing, necrotic damage, or half on a successful save. As a bonus action, you can mentally move the Greatscythe up to 20 feet or use an action to stop the spinning and telepathically bring the Greatscythe back to your hand.

Phantom Forces As an action, you can expend 3 charges to cast three green hovering skulls out of the Greatscythe, each lock onto multiple or a target of your choice, the skulls automatically hit without a save dealing 2d8 + 4 force damage as the skulls explode into a green fog dissipating slowly into a mist. |

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