Scythe of Elune

Scythe of Elune Artifact Requires Attunement
Unique
Versatile (1d8) Quarterstaff +1 / +2 / +3 Hit/Damage 1d6 Slashing Passive: This scythe gives a passive bonus based on its wielders alignment. "There is power within that would be freed. With balance and control, the wolf may be tamed, but only for a time."

The Scythe of Elune was an artifact that was created from the fang of the fallen wild god Goldrinn in the hopes to control the volatile Form of the Pack. It was a twisted and gnarled branch of wood covered with runes, and its blade was the fang of the ancient god.

History

When Tol'vas Moonshadow stole Goldrinn's fang from Malfurion Stormrage to prevent the archdruid from sealing away the Form of the Pack — an action that risked preventing Goldrinn from being able to reincarnate — he returned the artifact to Ralaar Fangfire. The bereaved widow of Arvell, Belysra Starbreeze, aided the Druids of the Pack by forging the fang into the Scythe of Elune. They hoped it would allow for the taming of the Form of the Pack, but instead, the scythe turned the druids into worgen and marked the beginning of the worgen curse.

The worgen aided in the War of the Satyr, but many of their number began to lose themselves to the fury of the curse, and in the end Belysra returned to Malfurion with a regret for what she had helped to do. The Scythe of Elune was turned over to the Cenarion Circle, and the worgen were sealed away in an eternal slumber.

Many years later, Velinde Starsong, a wielder of the scythe, took it to the Eastern Kingdoms when a disturbance prevented the druids from monitoring the sleeping worgen. Unfortunately, the worgen had started to awaken due to the actions of Arugal, and Ralaar Fangfire, now known as Alpha Prime, had Velinde killed by his Wolf Cult and claimed the scythe. It was in his position for several years, and with it it was able to awaken many more worgen, including Tol'vas Moonshadow.

Eventually, Tol'vas was able to break free of Alpha Prime's influence and stole the scythe. He returned to Kalimdor to warn the night elves of Alpha Prime, and the scythe was turned over into the care of the Cenarion Circle. However, Belysra acknowledged that the scythe appeared to resonate with Tol'vas, and it was returned to him so that it could be used to put an end to Alpha Prime permanently. When the druids returned to Gilneas, they used the scythe to aid in the creation of the Ritual of Balance — an important key in taming the virulent curse that had been created so long ago.

Through the resonance of the scythe, Goldrinn was also able to finally reincarnate as the young wolf Valorinn. After Alpha Prime's defeat, Tol'vas remained the wielder of the scythe.

Properties

Dormant

The scythe grants the following benefits in its dormant state:
  • You gain a +1 bonus to attack and damage rolls made with this magic weapon, and the scythe can be a spellcasting focus for your Druid spells.
  • While holding the scythe (or while it is on your person when you change shape), you gain a bonus based on your alignment. If you are lawful, you gain a +1 bonus to your AC. If you are chaotic, you gain a +1 bonus to spell attack rolls, and your spell save DC increases by 1. If you are neither lawful nor chaotic, you gain a +1 bonus on saving throws.
The scythe has 8 charges and regains 1d4 + 4 expended charges at midnight. On a full moon, it regains all of its charges. While holding the scythe, you may expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability:
You can spend some of its charges as an Action to summon the following creatures. You may summon multiple creatures with a single Action, spending charges for them all individually. Any creatures summoned with the scythe is considered a fey, disappears when it drops to 0 hit points or after 1 hour unless you spend more charges, and is friendly to you and your companions, obeying any verbal commands you issue them.
  • Wolf (1 charge)
  • Dire Wolf (2 charges)

Awakened

When the scythe reaches an awakened state, it gains the following properties:
  • The weapon's bonus to attack and damage rolls increases to +2, and the alignment-dependent bonuses to AC, spell attack and saving throw DC, and saving throws increases to +2.
The scythe's charges increase to 12, and it regains 1d8 + 4 charges nightly at midnight. Add the following spells to the list of spells the scythe can be used to cast:
The following creatures can be summoned by the scythe:
  • Winter Wolf (6 charges)
  • Worgen (6 charges)

Exalted

When the scythe reaches an exalted state, it gains the following properties:
  • The weapon's bonus to attack and damage rolls increases to +3, and the alignment-dependent bonuses to AC, spell attack and saving throw DC, and saving throws increases to +3. As long as you are neutral, you gain all of these bonuses, regardless of how good or evil you are.
The scythe's charges increase to 20, and it regains 2d8 + 4 charges nightly at midnight. Add the following spells to the list of spells the scythe can be used to cast:
The following creatures can be summoned by the scythe:
  • Guardian Wolf (8 charges)
  • Spirit Wolf (12 charges)

Wielders