Weapon (halberd), very rare (requires attunement by a creature both with darkvision and proficiency in martial weapons)

"You may have a minute to say your goodbyes. Prepare, cry, or whatever befalls you. Win my wars, and my treasure is yours." ~ Queen Aubergine, the Queen who peered into the future.

The Scythe of the Lunatic Queen is a large bladed weapon, a Scythe true to its name with a blade curved and nicked. Across the edge of the blade is an odd metal, pure white almost like ivory, whilst the rest of the weapon itself is made of a dark metal. The Shaft of the weapon itself is curved lightly to allow a wider arc whilst swinging, whilst the metal top ends with a spike protruding forward. Holding the weapon feels unnaturally heavy, downright unmovable if you are not attuned.


Whilst attuned to the Scythe of the Lunatic Queen, the weapon takes on a much lighter form. Agile and easily arced with each swing, as if your own hands were supernaturally guided by the make of the weapon. To denote the usage of this weapon, the one who's currently attuned to it has their eyes glow a dull purple. They may notice themselves acting more pragmatic or fatal, literal and isolated. Yet... is this a consequence of the weapon, or merely a statement on what sort of wielders it brings in?

A Scythe is a Martial Melee Weapon that does 1d10 slashing damage and weighs 6 pounds. A Scythe has the heavy, two handed and finesse properties. Proficiency with Martial Melee weapons allows you to add your proficiency bonus to the attack roll for any attack you make with the scythe. A Scythe is not eligible for the Polearm Mastery Feat.

Win My Wars. The Scythe of the Lunatic Queen is a Scythe with a +1 to attack and damage rolls made with this magical weapon. This bonus increases to +2 if you are not standing in direct sunlight. Additionally whilst holding this weapon, you lose much of the coloration across your hands and going up to your forearms, stopping just at your shoulder. You gain disadvantage on Dexterity (Sleight of Hand) checks as your hands feel too cold to keep steady.

A Name. A Curse. Whilst attuned to the Scythe of the Lunatic Queen, the weapon deals an additional 1d8 force damage and you gain the following benefits below.

Any creature reduced to 0 hit points by this weapon automatically falls under the effects of Gentle Repose as if you had cast it. Additionally, you gain an amount of temporary hit points equal to half your level upon reducing a creature to 0 hit points. Finally, The corpse of the creature may be interacted with whilst under this duration, you may ask the corpses wayward soul a question and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

This weapon has six charges of Solitude, and regains all charges of Solitude after a long rest. These charges may be expended to use the abilities below.

Atonement. Expending one charge of Solitude, you may touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Using this ability successfully creates a 10 foot radius sphere of dim light centered around them for the next hour.

Foresight. As a reaction to when a creature starts its turn within 30 feet of you, or alternatively as an action requiring you to target a creature within 30 feet of you, you may expend two charges of Solitude to bless them with a momentary glimpse into the future. This creature has the Borrowed Knowledge spell cast on them, gaining proficiency in a skill of their choosing. Additionally, the targeted creature gains information on a creature of their choice that they can see, this information can be the creatures type, a damage resistance, damage immunity, or condition immunity.

Heretic Queens Curse. Expending three charges of Solitude as an action, you may target a creature and make a special attack with this weapon using your spell-casting or attack modifier. You make an attack as normal, and as part of this attack, you also create a 20 foot radius sphere of non-magical darkness within a point in 60 feet of you for the next minute. You can move the darkness as a bonus action on your turn and gain advantage on attack rolls made with this weapon whilst within this darkness.

Creatures of your choosing within this radius of darkness become immune to healing and divination magics, and upon reaching 0 hit points they lose all color within their body. A creature that reaches 0 hit points within this radius may be directed to take the attack action against a creature of your choosing within their movement and range at the cost of your reaction. A creature may attempt to dispel this darkness by succeeding on a DC 15 Intelligence (Religion) check as an action on its turn or as a reaction to ending its turn within the darkness.

Informational Hazard. As a free action at the end of your turn, you may give up one language or skill proficiency to regain two charges of Solitude. The language or skill proficiency is forgotten until the end of the next long rest you take, where it is then returned to you. For each language or proficiency you lose for the duration of this ability, deep violet scales grow across your whole body. These scales are itchy, dry and uncomfortable, giving disadvantage on all Charisma checks made except for Charisma (Intimidation) checks, which you have advantage in.

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: Disadvantage: Sleight of Hand, creature both with darkvision and proficiency in martial weapons, Heavy, Reach, Two-Handed, Cleave

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