You gain a +2 bonus to attack and damage rolls made with this magic weapon.
You can use an action to speak this scythe's true name and throw it on the ground within 10 feet of you. The scythe becomes a fey black cat (see the Monster Manual for statistics) under your control and acts on its own initiative count. On your turn, if the fey black cat is within 90 feet of you and you aren't Incapacitated you can mentally command it. You decide what action it takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If it is reduced to 0 Hit Points, it reverts to its scythe form regaining them back. The scythe then falls to the ground.
While the scythe is in animal form and within 90 feet of you, by using a bonus action to speak it's true name again, the fey black cat turns to scythe form while it travels back to your hand.
The scythe has 1 charge. While holding it, when you take the attack action expend 1 of its charge and the scythe will drains the target's vitality transporting it back to you. When you deal damage using this feature you regain Hit Points that are equal to half the damage dealt. The scythe regains expended charges daily at dawn.
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: Bonus: Melee Weapon Attacks, Damage: Slashing, The scythe regains expended charges daily at dawn., Bloodhunter, Heavy, Reach, Two-Handed, Cleave
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