Weapon (glaive), artifact (requires attunement by a creature spending an hour meditating with the scythe when the scythe is at 15 Bloodlust stacks)

 

Nexthar's Scythe's abilities and bonuses are dormant unless it is attuned to a cursed creature. Otherwise, this weapon acts like a glaive (see weapons).

+1 to attack and damage rolls made with this weapon.

Bloodlust: This item receives a Bloodlust stack when a non-undead creature within 100ft drops to 0 hp and dies. There can never be more than 15 stacks. Once at 15 stacks, a creature can attune to this weapon. Once attuned, the attuned creature is cursed.

Curse. This scythe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the scythe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. The creature is cursed until targeted by the remove curse spell or similar magic.


 

On hit: Nexthar's Scythe deals normal weapon damage to target and heals the attuned creature 1d4.

Lifegain: On hit, as a bonus action you can choose to make the target make a Con save, DC 16. If failed, the attuned creature gains an extra 2d4 hp and the target takes an extra 1d4 necrotic damage. No damage or healing on a successful save. This ability uses a Bloodlust stack.

If an attack missed, the attuned creature must make a Wis save, DC 16. On a failed save, the creature takes 1d8 psychic damage and the next hit does not heal the first 1d4 healing. The attuned creature can use a Bloodlust stack to reduce the damage on a failed save to 0, but still receives no healing.


 

This scythe is sentient with the Tortured God; Nexthar (NE alignment). It's sentience remains dormant until the item is attuned to a cursed creature. The item can read and understand Common and Abyssal, but cannot speak. In addition, the scythe can communicate telepathically with any creature that is cursed by it. It has hearing and darkvision out to 120 feet.

The item craves torture and goads its user to inflict pain arbitrarily. It demands that its wielder pursue the item's goals to the exclusion of all other goals, or it will attempt to take control of the user. If the scythe attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 15 (12 + the scythe's Charisma modifier). On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the scythe's commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until the next dawn.

 

INT (11 (Mod: 0) ) WIS (12 (Mod: +1) ) CHA (16 (Mod: +3) )

Proficiency with a Glaive 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.

Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Notes: Bonus: Magic, Damage: Slashing, creature spending an hour meditating with the scythe when the scythe is at 15 Bloodlust stacks, Heavy, Reach, Two-Handed, Graze

DaEpicPandaa

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