Scythe (5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 13:06, 11 March 2024 (MDT) because: Needs to be nerfed. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

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
{{{3}}}

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

Ability DC[edit]

Whenever an ability or feature of yours requires a creature to make aa saving throw, the DC is equal to 8 + your proficiency bonus + your Charisma modifier.

Techniques[edit]

Starting at 1st level, you learn techniques of gleaning that you specialize in and might even enjoy implementing. Choose 1 technique at 1st level, and another at 4th, 7th, 11th, 15th, and 20th level. All techniques are listed down below.

Glean[edit]

At 1st level, as a part of your action when you attack, you may choose to automatically critically hit, provided you beat the target of your attack's AC by at least 3. Additionally, when you activate this feature, you roll triple your normal dice, instead of double, when you critically hit until the end of your turn. You may do this once per turn, and a number of times per long rest equal to your Charisma bonus per long rest provided you have targeted no other creature with an attack or a spell this combat.

This ability increases to quadruple at level 7 and quintuple at level 13.

Reputation[edit]

As a scythe, you have a reputation that most people are aware of. At 1st level, and every 5 times you level up after that (5, 10, 15, and 20) you may choose to either increase or decrease your reputation level. Each time you do so, you gain a feature based on your reputation. All features are listed down below.

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[edit]

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 10 minutes.

Relaxation[edit]

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. You may use this ability only once per hour per creature. These temporary hit points last for 1 hour.

Charm[edit]

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 for one round. On a success, they are immune to your Presence for 10 minutes.

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

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.

Archery[edit]

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling[edit]

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[edit]

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.

Superior Technique[edit]

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting[edit]

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting[edit]

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

Unarmed Fighting[edit]

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Close Quarters Fighting[edit]

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

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.

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.

<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

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

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

5.00
(one vote)

Back to Main Page5e HomebrewClasses<!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes->

Home of user-generated,
homebrew pages!


Advertisements: