Summary : Those who realize the skill required to wield a scythe and wishing to learn its true potential seek out the path of the Acolyte of the Scythe. Those who can appreciate and understand the skill that is required to wield a scythe with grace and perfection realize its potential and often seek out ways to improve their skill. These few people become Acolytes of the Scythe, learning how to wield their chosen weapon with finesse, learning how to control the battlefield with their abilties and making sure that all realize the power of the weapon they wield.
Any character who wields a scythe as a main combat weapon can be drawn into the ways of the scythe, willing to learn the skills and abilities that the Acolytes of the Scythe wield with finesse.
Becoming an Acolyte of the Scythe can require a willing teacher, but there are those of such a passionate dispoisiton on the innate abilities of the scythe and it's beckoning power that they teach themselves the powers that a scythe delivers.
Having such an expertise, intuition, and innate ability to wield these powerful weapons the Apostles of the Scythe have learned to truly work with the blade as if it were a living partner. That scythe becomes tied to their very soul, becoming a conduit for their purpose and their weapon of destruction. If the Apostle of the Scythe is brought to -1, the scythe is broken if it is held and participates in the battle and the Apostle of the Scythe gets -2 life each round until he dies at if he or she does not get stabilized.
The scythe cannot be broken with a single Strength check, but rather must be sundered from it's Scythe Master to destroy it or when the Scythe Master dies. The Acolyte of the Scythe may do this ritual as a check with his craft skill with any scythe normally. Initially, or if the Scythe is broken and the master didn't die, he or she can connect with any scythe when he or she regains all HP and waits for one month with 24 hours of meditating and xp per class level if it is normal Scythe xp per class level if it's a battle Scythe, and xp per class level if it's magic.
If he or she doesn't want to repair it he or she must destroy it so the bond breaks. Finally, as a supernatural action, he or she may call the scythe to hand with a move action as long as he or she and the scythe are on the same plane.
He can communicate with it as if it was a servant to give it commands. The Scythe gets Intelligence score equal to it's master only when they are binded together. It can understand his master's commands, respond and do as he or she says with a telepathic bond. It obeys only him or her. And cannot respond to anyone else except the Scythe Master and only by telepathic bond. By meditating for 12 hours and expending xp per class level, the Apostle of the Scythe may bind himself to a different scythe, breaking all ties with his former weapon.
Shaft Fighting Ex : At 1st level, the Acolyte of the Scythe is capable of using the pommel of the shaft or a bladed shaft or pommel, of his Scythe as an offensive weapon, gaining an offhand attack as though wielding two weapons.
The shaft of the scythe is a bludgeoning weapon that deals 1d4 damage with a x2 critical and it cannot be magical. It has no additional weight.Learn More. Many of the spells focus on summoning, and the tattoos allow you to ink magic onto your very skin More info. Wesley Schneider. Unearthed Arcana presents three new subclasses for you to playtest: the College of Creation for the bard, the Unity Domain for the cleric, and the Clockwork Soul for the sorcerer Unearthed Arcana leaps into with four new subclasses for you to try out: the Path of the Beast for the barbarian, the Way of Mercy for the monk, the Oath of the Watchers for the paladin, and the Noble Genie for See More Articles.
Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. It only takes a minute to sign up. The sickle is an in-game weapon, but I couldn't find the stats for the Scythe. I remember in 3. If not, what would be the stats for it? Whether you're a DM looking to issue a Scythe to a player, or a player trying to convince your DM to permit your character to use one, you'll need to roll your own statblock for it; there's neither a Mundane nor Magical Scythe to draw from.
I would probably disallow gaining benefits from the Polearm Master feat though, since a Scythe is pretty unlikely to function the exact same as a Polearm, in terms of how it is swung.
You shouldn't have much difficulty convincing your DM to permit you to buy a homebrew scythe with the stats of a glaive.
In fact, unless your DM is really strict, he or she will probably allow you to re-flavor any weapon into a scythe. That way, you can, for example, use the longsword stats 1d8 slashing, versatile for a scythe. Balance-wise, this makes literally no difference whatsoever and merely has an RP-effect, so any DM I know would allow it.
As the other answers have already pointed out, there are currently no stats for a Scythe weapon in any of the official products. It certainly isn't listed on the weapons table in PHB p. The best way to introduce a Scythe that I've found is simply reskinning a Glaive.
Other answers have suggested this, but I've actually done this in the past see below. A Glaive is a heavy, two-handed weapon with 10 ft. The d10 slashing damage also seems representative of the Scythe's large blade.
As DM, I have had two separate players in two separate games ask me about having a Scythe. In both instances I offered them the option of reskinning a Glaive. It worked well for both of them one was a Paladin, the other a Pact of the Blade Warlock. The two-handed, heavy and reach properties, as well as the d10 slashing damaging, really made it "feel" like a large Scythe, but RAW, it was a Glaive, so there were no balance concerns whatsoever for example, no one could use it with a shield, since that's not something the Glaive would allow either.
The Paladin character even used it with Polearm Master, since it is actually a Glaive regarding the mechanics, and none of this caused any problems for us. To the best of my knowledge it hasn't been add as an official weapon. You could use roughly the same stats as from 3rd edition, but 5th edition doesn't support the extra critical multiplier from that edition making it less useful.
If you want to try to keep the extra critical multiplier and are willing or able to house rules give it 2d4 damage, heavy and two-handed properties and on a critical hit you roll damage dice 4 times instead of twice.
Scythes do not have a stat block in 5th Edition D&D
Sign up to join this community.A scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped. Sign In Don't have an account? Start a Wiki. Description Edit A scythe can be used to make trip attacks.
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It is our intent to work within this license in good faith. This material is published under the OGL. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it. Deep Crystal. Mundane Crystal. Silver, Alchemical. Increase total cost for magical enhancement by 2, gp for cold iron weapons. This is part of the Revised v.Free Resources on Roll All rights reserved. Advertisement Create a free account.
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War Scythe, Variant (5e Equipment)
Tools Toggle Dropdown. Character Vault. Roll20 for Android. Roll20 for iPad. Community Toggle Dropdown. Searches must be at least 3 characters. Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them.
Scythe (5e Equipment)
A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of Poisoned darts. A trap can be either mechanical or magical in Nature. Mechanical traps include pits, arrow traps, Falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate.
Magic traps are either magical device traps or spell traps. Magical device traps initiate spell Effects when activated. Spell traps are Spells such as Glyph of Warding and Symbol that function as traps. Traps in Play When adventurers come across a trap, you Need to Know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.
Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps such as the Glyph of Warding spell have more complicated trigger Conditionsincluding a password that prevents the trap from activating. Detecting and Disabling a Trap Usually, some element of a trap is visible to careful inspection.
It only takes a minute to sign up. The stats I have call it a heavy weapon, but it only weighs 5 lbs and does 1d8 of damage. The longsword has the same weight and damage, but is not a heavy weapon and is only one handed. So my question is, why would the scythe be considered heavy and could a warlock still use one since its a simple weapon?
Scythe Simple Weapon Damage: 1d8 Weight: 5lb. Properties: Heavy, two-handed. Your numbers are all a bit odd perhaps you are using a playtest edition, or your DM is providing his own customized equipment listbut I think your question is answerable with the information you've provided. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk makes it too large for a Small creature to use effectively. Compare the great club, which weighs 10 lbs.
The difference isn't their weight. The difference is that a small creature is going to have more difficulty using a glaive several times longer than they are than they will a great club. Why is the scythe so much "worse" than the longsword? Because the longsword is a Martial Weapon and the scythe is merely a Simple Weapon. Simple Weapons all tend to be a bit worse than their Martial equivalents, but more characters are proficient with them.
Compare the mace to the longsword You lose damage and the versatile keyword.
If you are one of these classes, you are likely to prefer the mace, simply because you have an easier time hitting your target. Any character can use any weapon, as spelled out in this featured question. Warlocks are proficient with simple weapons, which means that they can add their proficiency modifier to attack rolls with simple weapons. This would include the scythe. If you are a Pact of the Blade warlock, you can use any weapon as your pact weapon and be proficient in it.
This means that you can use the scythe, but you would be better off mechanically choosing a Martial Weapon of some kind. The only penalty you need to worry about is the penalty from Heavy. If you are a small-sized warlock e. This is regardless of whether or not you are proficient with the weapon. The rules for a two-handed weapon state that it only occupies a second hand while making an attack with it. Two-Handed p. This property is relevant only when you attack with the weapon, not when you simply hold it.
Arcane Focus: If using an arcane focus, you will need to move the focus in and out of your free hand.Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.
The Weapons table shows the most common weapons used in fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.
Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively.
Most warriors use martial weapons because these weapons put their fighting style and training to best use. Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll. A weapon that can be used to make a ranged attack has a range as well as the ammunition or thrown property.
The range lists two numbers. When attacking a target beyond normal range, you have disadvantage on the attack roll. Ammunition : You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon.
Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack you need a free hand to load a one-handed weapon.
At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. A sling must be loaded to deal any damage when used in this way. Finesse : When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Scythe (5e Equipment)
Heavy : Small creatures have disadvantage on attack rolls with heavy weapons. Light : A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading : Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus actionor reaction to fire it, regardless of the number of attacks you can normally make. Reach : This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Thrown : If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.