Base Class: Warlock
You have forged a gruesome pact with a bloodthirsty entity that craves death and destruction—perhaps a dark god of war, a demonic reaper, or a vampiric overlord. In return for your service and devotion, you have been granted a deadly weapon: the Blood Scythe, a cursed blade that siphons the life essence of those it strikes. This pact is not for the faint of heart, as the weapon demands blood not only from your enemies but sometimes from you as well.
Those who choose the Pact of the Bloody Scythe become instruments of death, wielding the power to reap the souls of their foes and grow stronger from the carnage they cause. Each swing of your scythe deepens your bond with your patron, steeping you further in the dark arts of blood magic.
Pact Weapon: Blood Scythe
At 3rd level, when you choose this pact, you are granted the Blood Scythe, a sinister, two-handed weapon that is magically bound to your soul. The scythe materializes in your hand when summoned, pulsating with a crimson glow, as if thirsting for blood. It deals 2d4 slashing damage, and when wielded by you, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can summon or dismiss the Blood Scythe as a bonus action, causing it to appear from or vanish into your patron's domain. If it is ever destroyed, you can recreate the scythe by performing a 1-hour ritual that can be done during a short or long rest.
Bloodletting Edge
Starting at 3rd level, the Blood Scythe becomes an even more vicious instrument of death. When you score a critical hit with the Blood Scythe, the target takes an additional 1d6 necrotic damage as the weapon draws out their life essence. This necrotic damage increases as you gain levels in this class: 2d6 at 10th level and 3d6 at 17th level.
Bloodborne Bond
At 6th level, you learn to feed the Blood Scythe with your own vitality in exchange for increased power. As a bonus action, you can sacrifice your own hit points to empower your next attack. You take necrotic damage equal to your warlock level (this damage cannot be reduced in any way), and your next successful attack with the Blood Scythe within the next minute deals extra necrotic damage equal to twice the amount of damage you sacrificed.
You can use this feature once per short or long rest.
Soul Reaper
At 10th level, the Blood Scythe allows you to harvest the vitality of those you slay. When you reduce a creature to 0 hit points with the Blood Scythe, you can regain hit points equal to your Charisma modifier (minimum of 1). The scythe drinks deeply from the life force of the slain, sustaining you in battle.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Harvest of the Damned
By 14th level, the Blood Scythe has become an instrument not only of death but of soul-binding power. Once per long rest, when you kill a creature with the Blood Scythe, you can choose to trap their soul within the weapon. For the next hour, while this soul is bound to the scythe, you gain the following benefits:
- You have advantage on all attack rolls made with the Blood Scythe.
- You cannot be frightened or charmed.
- You gain temporary hit points at the start of each of your turns equal to your Charisma modifier (minimum of 1).
These benefits last until the hour ends, or until you use this feature again.
Sanguine Rebirth
At 18th level, your pact with your patron reaches its terrifying zenith, allowing you to cheat death itself. When you are reduced to 0 hit points while holding the Blood Scythe, you can choose to drop to 1 hit point instead. When you do, your next successful attack with the Blood Scythe within the next minute restores hit points equal to half the damage dealt.
Once you use this feature, you cannot use it again until you finish a long rest.
Pact Weapon: Blood Scythe
At 3rd level, when you choose this pact, you are granted the Blood Scythe, a sinister, two-handed weapon that is magically bound to your soul. The scythe materializes in your hand when summoned, pulsating with a crimson glow, as if thirsting for blood. It deals 2d6 slashing damage, and can only be wielded by you. It counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bloodletting Edge
Starting at 3rd level, the Blood Scythe becomes an even more vicious instrument of death. When you score a critical hit with the Blood Scythe, the target takes an additional 1d6 necrotic damage as the weapon draws out their life essence. This necrotic damage increases as you gain levels in this class: 2d6 at 10th level and 3d6 at 17th level.
Bloodborne Bond
At 6th level, you learn to feed the Blood Scythe with your own vitality in exchange for increased power. As a bonus action, you can sacrifice your own hit points to empower your next attack. You take necrotic damage equal to your warlock level (this damage cannot be reduced in any way), and your next successful attack with the Blood Scythe within the next minute deals extra necrotic damage equal to twice the amount of damage you sacrificed.
You can use this feature once per short or long rest.
Soul Reaper
At 10th level, the Blood Scythe allows you to harvest the vitality of those you slay. When you reduce a creature to 0 hit points with the Blood Scythe, you can regain hit points equal to your Charisma modifier (minimum of 1). The scythe drinks deeply from the life force of the slain, sustaining you in battle.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Harvest of the Damned
By 14th level, the Blood Scythe has become an instrument not only of death but of soul-binding power. Once per long rest, when you kill a creature with the Blood Scythe, you can choose to trap their soul within the weapon. For the next hour, while this soul is bound to the scythe, you gain the following benefits:
- You have advantage on all attack rolls made with the Blood Scythe.
- You cannot be frightened or charmed.
- You gain temporary hit points at the start of each of your turns equal to your Charisma modifier (minimum of 1).
These benefits last until the hour ends, or until you use this feature again.
-
View User Profile
-
Send Message
Posted Jul 17, 2025This is awesome! I don't subscribe to dndb so I can't add it to my collection, but I am copying and pasting into an unpublished version to use in a Goliath Warlock/Fighter I am building (using the second half of the stats you posted).