Base Class: Fighter
The line between weapon and wielder blur, the pair coming together to unleash devastating attacks. This is the main tactic of the Scythe Meister's, with deadly efficiency their fury is brought down onto creatures of darkness.
Scythe Meister
To combat the darkness meister's have created various Hunter Techniques to best defeat their opponents. At every level a feature is gained, the meister gains access to a new Hunter Technique.
|
Fighter Level |
Features |
|
3rd |
Soul Resonance |
|
7th |
Anti-demon Wavelength |
|
10th |
Soul Perception |
|
15th |
Soul Reverberance |
|
18th |
Kishin Hunter |
|
Fighter Level |
Hunting Technique |
|
3rd |
Witch |
|
5th |
Demon |
|
9th |
Shadow |
|
13th |
Genie |
|
17th |
Kishin |
Soul Resonance
Soul Resonance is performed when the Meister's Soul Wavelength is sent into their Weapon, which then amplifies it and sends it back to the Meister. This process is done repeatedly. In turn, performing this mildly strengthens the meister and generates a strong Wavelength which can enable a powerful technique to be performed.
At 3rd level you gain this ability and can activate it a number of times equal to your Proficiency Modifier. While this feature is active the users AC increases by 2 and they can add 1d10 of their weapon's damage type to one attack on their turn. This feature lasts until the start of your next turn.
Witch Hunter
After reaching 3rd level, a scythe meister's rigorous training allows them access to the first of the many legendary super-skills of the scythe-meister, Witch Hunter. This technique doubles the size of the blade by 10ft. into a long, curved hook, powered by their Wavelength.
The user can use their action to make one powerful attack at disadvantage, due to the unwieldiness of the weapon. If they hit, the attack does 3d10 of the damage type of the weapon against the target, and they have to make a strength saving throw to avoid being knocked prone. If the attack misses, the weapon releases a shockwave as it hits the ground. Any creatures within 15ft. must make a dexterity saving throw or be knocked prone by the impact. The DC for this ability is equal to 8 + Proficiency Bonus + Strength/Dexterity. This attack can only be used once per long rest.
Anti-demon Wavelength
The Anti-Demon Wavelength is a special wavelength that specializes in driving away evil. In defense, this Wavelength acts as a powerful barrier against Madness.
At 7th level, activating this feature as an action surrounds the user with a 30ft. radius sphere that puts any creature under the "Calm Emotions" spell effect. This aura lasts for 10 minutes. Further, you can make any hostile creatures in the radius indifferent to you or your party. This effect lasts until you attack them, creatures already hostile to you have advantage on the save. The DC for this ability is equal to 8 + Proficiency + Strength/Dexterity. You can use this feature once per short rest.
Demon Hunter
After reaching 7th level, the scythe meister has further strengthened their soul against the madness and can now utilize the second Hunter Technique, Demon Hunter.
The user can use their action to make one powerful attack, no longer at disadvantage. But, a missed attack no longer releases a shockwave through the ground. On hit, the attack will deal 4d10 of the damage type of the weapon against the target and immediately put them into prone, provided they are either medium or large and failed on a dexterity saving throw. The DC of this ability is equal to 8 + Proficiency + Strength/Dexterity. This attack can only be used once per long rest.
Soul Perception
After reaching 10th level, either through intense training or even just luck, certain kinds of Meisters can see beyond the material plane. With this feature, the user is able to sense and perceive the souls of other beings. Not only can they see the form of their own soul, but they can read an individual's personality, characteristics and Soul Wavelength.
This feature allows the user the benefits of the "Truesight" ability (or the "True Seeing" spell) for one round as a bonus action. It also allows you to make an insight check on any individual at advantage to see their true feelings toward you. This feature can be used a number of times equal to half your Proficiency Bonus.
Shadow Hunter
After reaching 10th level, the scythe meister has steeled their mind enough to risk reaching into the madness-even if just for a moment-to utilize the third Hunter Technique, Shadow Hunter.
The user can use their action to make a flurry of three attacks, all dealing 3d12+10 of the weapon's damage type. After doing these attacks, the user must make a wisdom saving throw against their own save DC. On a success, they brush away the madness they utilized. On a failed save, the user lashes out and makes two melee attacks on the closest creature that isn't the one(s) they attacked, allies being prioritized over enemies in terms of the madness attacks. This attack can be used once per long rest.
Soul Reverberance
Through all of your training, you've gained complete control over your soul. The wavelength between yourself and your scythe has strengthened immensely and now you experience the benefits of your Soul Resonance twofold.
At 15th level, your melee attack during Soul Resonance now deals 3d10 of the damage type of the weapon and the AC bonus increases to 4.
Genie Hunter
After reaching 15th level, the scythe meister has familiarized themselves with the anti-witch techniques Lord Death employed to hunt down the Spider Queen, Arachne. The most famous of these techniques is the Genie Hunter.
The user can use their action to make one powerful, anti-magic attack that deals 4d12+10 of the weapons damage type on a hit. Apart from dealing massive damage, the enemy must make a Constitution saving throw against your save DC, 8 + Proficiency + Strength/Dexterity. On a failed save, the target is under the effects of the Slow spell for 1 minute. They can repeat the save at the end of each of their turns. This attack can only be used once per long rest.
Kishin Hunter
After reaching 18th level, you've fully mastered using your Death Weapon and employing anti-madness hunting techniques. With this confidence, you reach out to the inherent madness within yourself to utilize the final and most dangerous hunting technique, Kishin Hunter.
The user can use their action to make 4 powerful swings against their opponent, dealing 5d12+10 of your weapon's damage type to any creature within a 15ft. radius.
After using this technique, the meister must make a wisdom saving throw against your meister DC at disadvantage. On a success, they just barely fight off the madness that attempts to overtake them. On a failed save all attack rolls against you have advantage and crit on a roll of 18 or higher, and If you are immune to crits you are no longer immune while this madness is active. At the start of each of your turns you can repeat the saving throw without disadvantage, this madness lasts for 1 minute or until you succeed on the saving throw. This ability can be used once per long rest.
Previous Versions
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1/29/2025 1:53:01 PM
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4
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0
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1
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Coming Soon
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2/13/2025 6:04:43 PM
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18
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2
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1.1
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Coming Soon
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