This legendary weapon is an ancient and evil artifact of immense destructive power. Created by an ancient vampire conqueror using the darkest magics, this weapon is known to make even the most noble of heroes into frightful killers. It has bent the will of all those that have wielded it, and been at the head of countless conquests since its creation.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
Proficiency with a halberd allows for adding proficiency bonus to attack.
Focus. The Reaper can be used as a spell focus (Staff)
Cruel Ritual. The attunement of this item requires the sacrifice of an innocent life (the victim can be anyone of good alignment either another player or an NPC. The sacrifice must be killed by the Reaper) by soaking the blade of The Reaper in their blood and while reciting a prayer ritual to the god of death (of the wielders choice). Once attuned to a wielder this weapon can only bond to a different wielder once its current wielder is dead.
Vorpal. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. Creatures meeting the previous descriptions may still die at the GM's discretion.
Vampire's Gift. In the event of beheading, the wielder of The Reaper drinks in the blood of its victim gaining 6d10 hit points
Darkness and Terrors. A creature injured by this weapon at night or in any sort of darkness must pass a DC 18 wisdom saving throw or they will be frightened of the the wielder for 1 hour. An effected creature can retry the save after its turn or whenever The Reaper injures another creature.
Cursed. Once a sentient creature completes the attunement ritual for The Reaper the wielder is transformed over one week into a vampire. The wielder of this weapon must kill a humanoid creature daily or will suffer 10d10 damage at dawn the following day. If this weapon is used in battle it will not allow its wielder to retreat until all aggressors, or the wielder, are killed. If a target flees from combat The Reaper compels its wielder to pursue; this effect will wear off if the wielder is restrained out of combat for one day. If The Reaper is not bonded to a soul the next sentient creature to touch it is compelled to complete the ritual unless it passes a DC 30 wisdom check. If the Attunement is not completed the weapon only functions as a normal scythe (halberd stats) and the weapon cannot curse anyone until after the next sunset.
Proficiency with a Halberd allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Proficiency with a Halberd allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Notes: Damage: Slashing, Melee Weapon Attack: Slashing, Frightened, Incapacitated, Cruel Ritual, Heavy, Reach, Two-Handed, Cleave