Scythe of Wounding
  1. Objects

Scythe of Wounding

Weapon (Scythe)

The Scythe of Wounding shines like a piece of night sky filled with stars. Its black leather wrapped haft is decorated with pieces of cut obsidian, onyx and jet. Scythes of Wounding are only ever found on Night Riders under the command of Myrkul.


(State: Slumbering) Beneficial Properties. While you are holding the scythe and attuned to it, you gain the following benefits:

  • Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
  • Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

(State: Stirring)(Level 16) Beneficial Properties. While you are holding the scythe and attuned to it, you gain the following benefits:

  • Bonus to Attack and Damage rolls changes to +2
  • Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead.
  • The Scythe can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.
  • You regain hit points equal to the amount of necrotic damage dealt from wounds.

(State: Waking)(Level 20) Beneficial Properties. While you are holding the scythe and attuned to it, you gain the following benefits:

  • Bonus to Attack and Damage rolls changes to +3
  • Devour Soul. If you score a critical hit against a creature that has fewer than 50 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its soul from its body, (a construct or an undead is immune). Whenever you use it to reduce a creature to 0 hit points, the scythe slays the creature and devours its soul. A creature whose soul has been devoured by the scythe can be restored to life only by a wish spell. These souls are delivered to Myrkul directly, no matter which deity the soul worshipped.
  • This weapon has the stirring of sentience within it.

(State: Ascendant)(Unknown)

  • (Replaces Wounding) When it devours a soul, the scythe grants you temporary hit points equal to the slain creature’s hit point maximum up to 50 maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep the Scythe of Wounding in hand, you have advantage on attack rolls, saving throws, and ability checks.


Bonus: Magic, Damage, Combat, Finesse, Reach, Two Handed

Curse

This weapon is cursed. A creature that attunes to it is unwilling to part with the weapon, and it cannot break its attunement to it. After taking a soul using this weapon's property, the cursed creature feels the sentience within the weapon and regards it as a trustworthy friend. A cursed creature also feels the need to keep the weapon's sentience a secret. A cursed creature might sneak away to an unoccupied room and consult the scythe for advice, or mutter to the weapon quietly in the heat of battle. If the scythe issues a command or piece of advice to the creature, it must make a DC 15 Wisdom saving throw or follow the advice, ignoring any moral compunctions it would normally have. Otherwise, it only takes it into consideration as if it was a conversation with a normal friend. If ever the creature is dropped unconscious, and isn't a Night Rider, the scythe will slay it and devour its soul.


However, if the scythe determines that the creature attuned to it would be too stubborn or clever to be persuaded, it might take a different approach and completely hide its sentience from the wielder, waiting patiently until it can emerge.


Either way, if the wielder takes 3 souls with this weapon, their worship shifts to Myrkul and the Night Rider within it arises - taking the scythe back and conscripting the creature into the Legion of Myrkul.


Note on Cursed Items: (DMG 138)

Cursed Items: Most methods of identifying items, including the Identify spell, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the items user when the curse's effects are revealed. 

If it requires attunement, you are not only cursed as long as that attunement exists, but you are prevented from ending the attunement on your own voluntarily. 

Remove Curse, or Greater Restoration will end attunement to a cursed item long enough for it to be removed, and the character freed from that curse, but will NOT end the curse on the item.

The only methods to remove a curse on an item typically is the use of a Wish, destroying the item entirely, or in the case of a deliberate curse being cast during creation, the caster must release it.