Scythe Master (5e Class)

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Please do not edit this page. This class features and future ways of playing are under testing and balancing. I would really appreciate to not edit this page. Thank you.[edit]

Scythe Master[edit]

The Scythe Masters, from their childhood, were treated like game animals. Sorcerers with the ability to transform their base energy (present in all sorcerers) into a weapon, through constant contact with ruined emotions and lack of social interaction. The difference between them and the sorcerers found as nomads in large forests? These little sorceres were mysteriously born in cities and towns, and had a constant desire and conviction that they needed to react in some way to their lives. The constant mental training to resist difficulties gave frightening seeds, a skull tattoo somewhere on the body. It appeared while sleeping, and in the first presence of some death, a great amount of accumulated energy was their bodies are exhaled , which has stabilized in the form of a scythe, representing the final judgment. These well-trained sorcerers are often confused or mingled with death clerics and paladins, necromancer wizards.

They can look as aways evil being by the treatment they often receive, but they are not bad at all. They just growing with a strange connection to death, Due to mistreatment and mental stress. Before that, they were just normal sorcerers.

Creating a Scythe Master[edit]

Your character was well treated in childhood after some time? Was adopted? Or is indepedent? A mercenary warrior or a battle mage? More Monk-like or more ranger-like? Physical attacks with some improvements to deal area damage (not in a brute form) or a well-worked arcane warrior? Or simply everything above in yours character background concept?

Quick Build

You can make a Scythe Master quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom then Constitution or Strength. Second, choose the Dragon Trained or Mercenary 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


Armor: Light and medium armor
Weapons: Scythe, melee martial weapons
Tools: Any of your choice
Saving Throws: Dexterity and Wisdom
Skills: Choose two from: Acrobatics, Arcana, Athletics, History, Insight, Nature, Intimidation, Investigation, and Perception


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

  • (a) Scythe and or (b) Two melee martial weapons
  • (a) Scythe Master Battle Robes or (b) Chain Armor
  • (a) Dungeoneer's Pack or (b) Explorers pack
  • (a) A dragonchess set or (b) A flute

Table: The Scythe Master

Level Proficiency
Features Cantrips Known Spells Known Reflex points —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Scythe Mastery, Scythe Battle Style 3
2nd +2 Spellcasting, Multi attack 3 2 2
3rd +2 Battle Style Feature, Reflex Points 3 2 1 3
4th +2 Ability Score Improvement 3 3 2 3
5th +3 Battle Style Feature 3 3 2 4 2
6th +3 Extra Attack 3 4 3 4 2
7th +3 Soul Seeker Tendency 4 4 3 4 3
8th +3 Ability Score Improvement, Whirlwind Protection 4 5 4 4 3
9th +4 4 6 4 4 3 2
10th +4 Battle Style Feature 4 7 5 4 3 2
11th +4 Everything For The Hunt 4 8 5 4 3 3
12th +4 Ability Score Improvement 4 9 6 4 3 3
13th +5 Extra Attack 4 10 6 4 3 3 1
14th +5 4 11 7 4 3 3 1
15th +5 Battle Style Feature 4 12 7 4 3 3 2
16th +5 Ability Score Improvement 5 13 8 4 3 3 2
17th +6 Extra Attack 5 14 8 4 3 3 3 1
18th +6 5 15 9 4 3 3 3 1
19th +6 Ability Score Improvement 5 16 9 4 3 3 3 2
20th +6 Battle Style Feature 5 16 10 4 3 3 3 2

Scythe Master Battle Robes[edit]

Scythe masters trainings 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 + dexterity + wisdom modifier.

Scythe Mastery[edit]

Years of your training made your body synchronize with your Scythe. It was always there for you, its your partner. Start with your own individual scythe (You can choose how it will look like) . You are proficient in using it. When you make an attack roll with it add your Dexterity modified to hit. Your scythe deals 1d10 slashing dmg (add your Dexterity modifier if you're using both hands to make an attack).

Soul Seeker Tendency[edit]

At 7th level, you can choose one from: Chaotic, Lawful or Neutral. And one from: Good, Neutral or Evil. You gain advantage for this type of creature. If both of options equals to yours, you gain Advantage and a +2 modifier.

Whirlwind Protection[edit]

At 8th Level, you can rotate your scythe (dexterity test) as reaction against long-ranged attacks (Projectiles need to be small) and spire magics, creating a sphere windy area around you and behind, as protection. You can't do a physycal attack at next turn, this reaction have the following table:

  • 1st magic / 3 Projectiles = 12 DC.
  • 2st magic / 6 Projectiles = 15 DC.
  • 3st Magic / 9 Projectiles = 18 DC.
  • 4st Magic / 12 Projectiles = 21 DC.
  • 5st Magic / 15 Projectiles = 24 DC.

You Can't go further than this table. You use 3 reflex points to use this feature.

Everything for the Hunt[edit]

At 11th level, you can Dash as bônus action, to a creature attack area. Both roll dexterity, the winner can deal a double damage Opportunity Attack.

Scythe Battle Style[edit]

After picking Your Battle Style you cannot change it. This feature gives you bonuses on 1st, 5th, 10th, 15th and 20th lvl.

Blood thirsty Scythe[edit]

Your scythe is bounded to your soul and can only be used by you. You can summon your weapon at will and it can float above ground to 5 feet from you. If someon was to take your scythe it takes 1d8 necrotic damage every turn and heals you half of the damage given. At 1st lvl your scythe has a chance to grant you temporary hitpoints equal to half of Scythe Master lvl + your constitution modifier( This will always give you at least 1 temporary hitpoint). Every round you can do it once and you have to roll 1d20+ your constitution and it works when you get 13 or above. You can store temporary hit points to maximum of double your maximum hp.

At 3rd level while you roll for temporary hit points you gain 1d6+ your con modifier. You can store your temporary hit points to maximum of double your maximum hp. When the fight ends and you still have maximum of your temporary hit points you gain permanently 2 hp.

At 5th lvl you can store your temporary hit ponts in your scythe to maximum of 20hp. You can use all of the stored blood to heal yourself( you heal half of the stored amount) or create a exploding blood ball that you shoot towards enemy up to 20 feet. Explosion deals 1d8 damage to every creature that is standing in 10 feet range.

Dancing Scythe[edit]

Your scythe is bounded to your soul and can only be used by you. You can summon your weapon at will and it can float above ground to 5 feet from you. If someone was to take your scythe it takes 1d8 necrotic damage every turn and have disadvantage on attacks made with it. Your attacks are elegant and makes you look like you were dancing with the scythe.

At 1st lvl, you share your soul with your scythe. You can spin your scythe and send it at the enemy that you can see up to 30 feets from you. Creature takes 1d6 + your wisdom modifier slashing damage. After the attack your scyther comes back to your hand. If any other creature will be on way of the scythe or 5 feet away from the target it must make an dexterity saving throw or take 1d6 slashing damage.

At 5th lvl, you can make a variety of spins, twirls and jumps to make your battle performance even more beautiful. On your turn, you can now make one extra attack when you take the Attack action. You can do this a number of times equal to your dexterity modifier. Your uses of this replenish when you take a short or long rest.

At 10th lvl, your reaction can be used for defense as well. Your enemy's attacks are just too slow for you. When an attack hits you, you can use your reaction to add your proficiency bonus to your AC for that attack. If you do this, you cannot take the Attack action on your next turn.

At 15th lvl, your soul have too much energy than your body and your scythe after intenses fights and trainings, so you look for a way to spend this extra energy somehow. Once time after a Long Rest, you can create energy shadow-like clones of you and yours weapon, the amount equals of your dexterity modifier. Each clone can deal a bonus of 2d6+your wisdom modifier slashing damage and 1d6 energy damage and copy your actions.


Your spellcasting ability is Wisdom

Reflex Points[edit]

At 3rd lvl 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 short or long rest.

 You can spend 1 Point to make an spin attack with your scythe. You jump 5 feets the direction you choose and everyone in 10 feet range from you take 1d10+ your dex modifier.

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.

Spell List[edit]

You know all of the spells bellow, the ranger's spellist table and the spells from your subclass. ((Hint: If you will edit or add a spell, don't add homebrews!))


True Strike, Cure Wounds, Sacred Flame, Ray of Frost, Produce Flame, Message, Fire Bolt, Acid Splash

1st Level

Chromatic Orb, Burning Hands, Identify, Shield, Inflict Wounds, Wrathful Smite, Thunderwave, Cure Wounds, Hunter's Mark, Feather Fall, False Life, Find Familiar, Guiding Bolt, Find Traps, Longstrider, Calm emotions

2nd Level

Spiritual Weapon, Magic Weapon, Continual Flame, Heat Metal, Flame Blade, Mirror Image, Shatter, Gust of Wind, See Invisibility, Levitate

3rd Level

Elemental Weapon, Vitality Aura, Haste, Fly, Spirit Guardians, fireball

4th Level

Black Tentacles, Phantasmal Killer, Stone Skin, Wall of Fire

5th Level

Mass cure wounds, Reincarnate, Negative Energy Flood


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 <!-class name-> class, you gain the following proficiencies:

(one vote)

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