Scythe Meister (5e Class)

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Scythe Meister[edit]

<!-Introduction Leader->[edit]

Creating a Scythe Meister[edit]


Quick Build

You can make a Scythe Meister quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma.

Class Features

As a Scythe Meister you gain the following class features.

Hit Points

Hit Dice: 1d12 per Scythe Meister level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Scythe Meister level after 1st

Proficiencies

Armor: Medium
Weapons: Scythe(1d12, slashing)
Tools: Brewers
Saving Throws: Strength, Charisma
Skills: Athletics, Acrobatics and Performance

Equipment

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

  • (a) Dungeoneers pack or (b) Entertainers pack
  • If you are using starting wealth, you have 50 GP in funds.

Table: The Scythe Meister

Level Proficiency
Bonus
Features Style Points —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Style 2
2nd +2 Spellcasting 4
3rd +2 Subclass 6 2
4th +2 Ability Score Improvement 8 3
5th +3 Extra Attack 10 3
6th +3 12 3
7th +3 Subclass Feature 14 4 2
8th +3 Ability Score Improvement 16 4 2
9th +4 Extra Attack 18 4 2
10th +4 Subclass Feature 20 4 3
11th +4 22 4 3
12th +4 Ability Score Improvement 24 4 3
13th +5 26 4 3 2
14th +5 Subclass Feature 28 4 3 2
15th +5 Extra Attack 30 4 3 2
16th +5 Ability Score Improvement 32 4 3 3
17th +6 34 4 3 3
18th +6 Subclass Feature 36 4 3 3
19th +6 Ability Score Improvement 38 4 3 3 1
20th +6 Extra Attack 40 4 3 3 1

Style[edit]

You can spend style points to do different things, listed bellow. Style Points cost is first, then name, then description.

Variable:Spell Level: Spend twice the number of Style Points of a spell slot to create said spell slot.

2:Multi Hit: If an enemy is within 5 feet of an enemy you target for an attack you also target that enemy.

2:Scythe Throw: You can throw your scythe up to double you strength score in feet and dash towards it, not provoking opportunity attacks as you do.

4:Jump: Launch your target up to twice your strength score in feet into the air.

4:Block: Add your strength score to your AC until the start of your next turn.

6:Tendon Slash: You target your opponent with an attack and if you land their movement speed is set to 0 until theyre healed.

6:Disarm: Make an attack roll, if you succeed you disarm the target.

8:Boom: Slam your scythe blade into the ground, everyone within 10 feet of you must make a strength save or be thrown 15 feet back.

8:

10:

10:


<!-Subclass Feature->[edit]

<!-At 3rd level, you chose a path. Choose between <!-list the subclass options->, detailed at the end of the class description. Your choice grants you features at 3rd level, 7th level, 10th level, 14th level and 18th level.

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

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

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<!-Class Feature->

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<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

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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:

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