Weapon (sickle), legendary (requires attunement by a medium or larger creature of 18 or more Strength)
Martial weapon, melee weapon
1d4 slashing - reach
6 lb

 
You gain a +2 bonus to attack and damage rolls made with this magic weapon even if not attuned. while attuned It has the following additional properties. The claws have 8 charges and regain 2d4 expended charges daily at dawn.
 
Abilities of this weapon that require a save DC use your strength modifier as base. Spell save DC = 10 + your proficiency bonus + your Strength modifier.
 
Underworld Flame. Attacks made with this weapon deal an additional 1d4 necrotic damage also you can make an additional attack using your bonus action when you take the attack action on your turn, additionally the weapons regain 1 charge every time you use them to kill a creature with 6 or more intelligence.
 
Bind. You can forgo doing damage on one of your attacks to hold a target with your chains, if it hits the target is restrained until it is freed our until you release it. The chains can't bind creatures that are formless, or creatures that are Huge or larger. You can pull the target as though it were grappled. You can also pull it towards you by expending 2 feet of your movement for every foot you pull it. A creature can use its action to make Strength or Dexterity check, freeing itself or another target within its reach on a success. A target restrained in this way takes 2d4 necrotic damage at the start of each of it's turns.
 
Hades Agony. As an action you can use your blades to hack and slash your foes over a wide area. All other creatures within a 15 ft cone centered on you must make a dexterity saving throw. A target takes 1d4 slashing + 1d4 necrotic damage on a failed save. The damage increases to 2d4 + 2d4 at 5th level, 3d4 + 3d4 at 11th level and 4d4 + 4d4 at 17th level.
 
Soul Summon. As a bonus action you can spend 3 charges to summon 1d4 skeletons. They appear within 5 feet of you and disappear after 10 rounds during which you command them deciding what actions they take and where they are going to move during their next turn. If you issue no commands, the creatures only defend themselves against Hostile creatures. Once given an order, the creatures continues to follow it until their task is complete.
 When a skeleton that was summoned by this feature kills a creature of 6 or more intelligence the claws regain 1 expended charge.
 
Soul Rip. As an action you can spend 5 charges to try and rip out the soul of someone, select a creature within 15ft of you, that creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. A creature killed by this attack can't be raised from the dead except by the effects of a wish spell as it's soul becomes trapped inside the weapon.
 
 Reach. This weapon adds 10 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
 

Proficiency with a Sickle 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.

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Notes: medium or larger creature of 18 or more Strength, Light, Nick

Previous Versions

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9/2/2021 2:37:57 AM
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MagicalPotatoWizard

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