You wield the sickle as an instrument of relentless pursuit, carving crescent marks into your prey and using their momentum to sling yourself across the battlefield. Increase your Dexterity or Wisdom score by 1, to a maximum of 20. You gain proficiency with sickles if you do not already have it. While wielding a sickle it gains the finesse property and counts as a climbing tool for scaling wood, packed earth, stone seams, and similar surfaces.
The first time on each turn you hit a creature with a sickle it gains a Crescent Mark until the start of your next turn. While a creature is marked by you it becomes an anchor for the following abilities:
Latchstep. Once on each of your turns you may move toward a creature bearing your Crescent Mark by traveling in a direct line up to your movement speed to an unoccupied space within 5 ft. of it. This movement costs no movement of your own, ignores difficult terrain, and does not provoke attacks of opportunity.
Reaping Arc. When you use Latchstep choose one of the following effects to produce:
- Vault. Leap over the marked creature. You appear on the opposite side of it, and your next sickle attack against it this turn has advantage.
- Bind. Circle around the marked creature. Until the start of your next turn, if it willingly moves more than 5 feet, you may move up to the same distance as part of that movement (no action required).
- Launch. Use the marked creature’s momentum to propel yourself. After arriving, immediately jump up to 15 feet horizontally or 10 feet vertically without expending movement.
Harvest the Wicked. When a marked creature drops to 0 hit points, you may immediately place a Crescent Mark on another creature you can see within 30 feet. If no such creature exists, you gain temporary hit points equal to your proficiency bonus.
Previous Versions
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5/4/2026 4:37:28 PM
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Coming Soon
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