Weapon (greataxe), legendary (requires attunement)

While you hold this magical scythe, you have resistance to necrotic damage and advantage on saving throws against curses. The scythe can be used as a spellcasting focus as if it were a staff. You also gain a +2 bonus to attack and damage rolls made with the scythe. When you hit a creature with an attack using the scythe, the attack also deals an extra 1d8 cold damage plus 1d8 necrotic damage, and the target can't regain hit points until the end of its next turn.

The scythe has 12 charges for the following properties. It regains all expended charges daily at dawn.

Control Undead. While holding the scythe, you can use an action to expend some of its charges to target one undead creature you can see within 60 feet of you. If the target's challenge rating is equal to or less than the number of charges you expended, it must succeed on a DC 20 Wisdom saving throw or else it must obey your commands for the next 24 hours.

Reaper. When an attack using this scythe reduces a creature to 0 hit points, the creature instantly dies. In addition, when you hit a humanoid, beast, or undead with an attack using the scythe, if the target has 20 hit points or fewer, it instantly dies instead of taking damage from the attack. All weapon attacks made with the scythe score a critical hit on a roll of 19 or 20, and when you critically hit a creature with an attack using the scythe, you can expend 1 charge to have the attack deal an additional 10 necrotic damage.

Spells. While holding the scythe, you can use an action to expend some of its charges to cast one of the following spells from it, using a spell save DC of 20 and a spellcasting ability of +6: animate dead (3 charges), blight (4 charges), chilling darkness (new) (5 charges), create apparition (new) (4 charges), create undead (6 charges), darkness (2 charges), death ward (4 charges), desolation (new) (12 charges), harm (6 charges), midnight (new) (12 charges), speak with dead (3 charges), or summon apparition (new) (5 charges).

Umbral Gate. While holding the scythe, you can spend 10 minutes to carve elaborate symbols upon the ground, expending 6 charges. When you finish the ritual, if you are on the Material Plane or in the Shadowfell, a magical portal opens connecting the Shadowfell and the Material Plane at your location and the related location on the other plane. This portal follows the same rules as the gate spell, except that it lasts for 1 hour or until you use an action while holding the scythe to close it.

Proficiency with a Greataxe 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: Magic, Damage: Cold, Damage: Necrotic, Resistance: Necrotic, Advantage: Saving Throws, Summoning, Teleportation, Damage, Banishment, Combat, Deception, Warding, Heavy, Two-Handed, Cleave

Item Tags: Summoning Teleportation Damage Banishment Combat Deception Warding

BenevolentEvil

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