Weapon
Uncommon
Mastery Archetype: Sickle or Flail
Mods
Chain
Grip
Head
Maneuvers
Carry the Momentum - If you miss the target with an attack, you can bring the weighted chain back around and make another attempt at an Attack for 1d8 AP I Bludgeoning damage.
Create an Opening - Bypass your target's defenses as a Bonus Action and reduce their Evasion (AC) by your Proficiency Bonus + Dexterity Modifier until the start of your next turn, the target must make a Dexterity Saving Throw against a DC equal to 8 + Your Proficiency Bonus + Strength or Dexterity Modifier or have their Evasion (AC) reduced. Once you have used this maneuver, you cannot use it again until after your next turn.
Exploit the Opening - If you have used the 'Create an Opening' maneuver on this turn and the target failed their save, you may use this maneuver to give yourself Advantage and AP IV for a single attack.
Parry - When an opponent attempts to attack you in Melee range, you may use the hand-scythe component of this weapon if it is in your main hand or offhand to attempt to intercept the attack and use your Reaction. Make an attack roll against the target, if your attack roll beats theirs, you parry the attack and deflect the blow.
Riposte - On successful parry, you may attempt to attack the target that attacked you by using your main hand or offhand.
Special Maneuvers
Binding Chains - When you successfully make an attack with the weighted chain portion of this weapon, you can attempt to Restrain a target as a Bonus Action. The target must make a Strength saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity modifier. If the target fails, they are Restrained until they succeed on a Strength check against the save DC or you choose to release them as a Free Action. While the target is restrained, you may not make attacks with the weighted chain, and you may not move more than 10 feet away from them or the Restrained effect will end.
Carry the Momentum - Once per turn, if you miss the target with an attack, you can bring the weighted chain back around and make another attempt at an Attack for 1d8 AP I Bludgeoning damage.
Concussive Strike - Step 5 feet towards a target of your choice within 15 feet and make an Attack with the weighted chain against their head without your Proficiency Bonus. This additional movement does not provoke opportunity attacks. Upon a successful attack, you deal the rolled damage, the target is Dazed and has disadvantage on their attack rolls for 1 minute, and you return to the space you were originally standing in. At the end of each of their turns, they may make a Constitution saving throw against a DC equal to 8 + your Proficiency Bonus + your Dexterity modifier. On a successful save, they end the effects early. Once you have successfully made an attack with this maneuver, you may not use it again until you finish a Short or Long rest.
Disarming Strike - After making a successful attack with either the hand-scythe or the weighted chain, you can spend a Bonus Action to attempt to force a weapon out of the target's hands. The target must succeed on a Dexterity saving throw against a DC equal to 8 + Your Proficiency Bonus + Your chosen Ability Modifier or be disarmed, with the weapon relocated to a point of your choosing within 10 feet of the target. You may use this maneuver once per Short or Long rest.
Rounding Strikes - As an Action, make a number of attacks with the weighted chain equal to either your Dexterity or Strength modifier, each dealing 1d8 AP II Bludgeoning damage. If two or more attacks succeed, the target is knocked Prone and you have advantage on any remaining attacks with this maneuver. You may use this maneuver once per Short or Long rest.
Throat-Slitter - While you are Hidden, you may use this maneuver. You may sneak up behind a chosen target that has no allied targets within 10 feet of it to attempt to deal enormous amounts of damage with the hand-scythe portion. You must get within 5 feet of your target. Upon making a successful attack, you deal an additional damage die worth of damage to that target and they automatically fail their Hemorrhaging saving throw. If the target drops to 0 HP, you refund the use of this maneuver and remain Hidden. You may use this maneuver once per Short or Long rest.
Properties
Armor Piercing II
Blunt Weapon - This weapon's weighted chain attacks deal double the rolled damage to Poise.
Finesse
Reach - This weapon's weighted chain has a reach of up to 10 feet. The hand-scythe does not have the Reach property.
Special Properties
Harvesting Tool - Can be used to give advantage on Survival checks when gathering food or organic materials
Hemorrhaging - Targets struck by this weapon's Slashing attacks must make a Constitution saving throw against a DC equal to 8 + Proficiency Bonus + Your Strength or Dexterity Modifier or take 1d8 Bleed damage.
Staggering - Upon making a successful Bludgeoning attack, this weapon prevents a target from taking an Opportunity Attack until the start of your next turn.
Utility Grab - This weapon can be used to grab onto objects up to 10 feet away and manipulate them, if they're a lever, a switch, or some other loose object, or swing from solid objects attached to the terrain or structures, such as a horizontal pole or a tree limb.
Weight: 3
Handling: 2-Handed
A Karasu-designed combination weapon that is comprised of a hand-scythe used as a gardening implement and a weighted chain that can be used to disarm opponents and allow the user to close in for an attack, this odd piece of equipment is rarely seen or used because of the great degree of skill required to make the weapon effective, but in the right hands, it is devastating.
| Type |
Damage |
Damage |
Range |
| Martial Melee |
4d8 Slashing or 3d8 Bludgeoning |
Slashing |
Melee, Reach of 10ft. |
Weight: 3lbs