Weapon (dagger), artifact (requires attunement by a Requires Attunement by Rogue(Phantom), Cleric(Death domain), Paladin(Not Oathbreaker))

You gain a +3 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and head resembles a demonic head and wings that splay out forming the blade. Whenever you slay a creature with an attack using the dagger, the creature’s soul is imprisoned inside the scythe or as a Trinket. If the souls body is not longer intact, that creature can be restored to life only by a wish spell. If the body is present, the soul can be willed to return with a D100 roll of 10 or less. On a failure the body is consumed and the soul cannot be restored without a wish

Alchemical Alteration: 
-Vial concealment: when not in use, the scythe liquefies and reappears as a vial of silver black liquid.

Consumed by the reactive nature of the Alchemists bow, the Scythe has fully integrated the liquid nature of the bow into itself. 

This bow has reactive alchemical limbs that change material as you pull it back and release arrows. Alchemists who wield such a weapon usually find that their alchemy is more suited for war, than for healing.

-liquid quiver: at the beginning of every day the quiver generates 10 arrows who's massive arrow head has a slot to hold vials in. and at the end of the day any arrows not used will cease to exist. it takes a total of 2 minutes to load every arrow with a poison or potion at the beginning of every day or a bonus action to load in combat. 

-bow of massive proportions: this massive bow is heavy, and must be anchored to withstand the force of releasing an arrow. This bow deals 3d10 damage, and is fired with your strength or Dex modifier. you must expend your movement to activate. This bows range is double that of a long bow. 

Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

The Scythe can hold a maximum of five souls.

For each soul imprisoned in the Scythe, your attacks with it deal an extra 1d4 necrotic damage on a hit. While the scythe is bonded to you, your dream space is filled with interactions with the souls bound to the scythe. 

The Scythe has the following additional properties.

Siphon Vitality. As a bonus action, you can release any number of stored souls from the Scythe to regain 1d10 hit points per soul released.

Deaths Reaping. Once Per day, 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.

No Escape. If used as a Thrown object, It will automatically return to you. 

Rakdos Curse. This item is cursed, so that the user attuned to this item wants to remain bound to it and feels a compulsion to keep it. The user cannot willingly un-attune from it. If the User is unattuned, all souls contained within are automatically destroyed. 

Corecut Curse. The curse also requires the user to expend a hit die any time they are magically healed, (Potions, Spells, Etc). If at any time the user of this item has zero hit dice remaining they die, any soul in the knife beforehand is destroyed, and the wielder's soul is absorbed into the dagger. 

Proficiency with a Dagger 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: Bonus: Magic, Damage: Necrotic, Twice Proficiency: Dexterity Attacks, Requires Attunement by Rogue(Phantom), Cleric(Death domain), Paladin(Not Oathbreaker), Finesse, Light, Thrown, Nick

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