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In game use .
Armor Class 14 + Dexterity modifier and
The Scythe of Elune (Requires attunement Heavy, Constiturion modifier
reach, two-handed, 6lb. ) : As stated before the Scythe Speed 40 ft.; climb 40 ft.
is sought by many , when a creature tries to attune to the Darkvision. You gain darkvision 60 ft.
it it must succeed a DC 17 Wisdom saving throw or else Keen Smell. You have advantage on Wisdom
entities like The Dark Rider's and Member's of the Wolf (Perception) checks that rely on smell.
Cult are alerted about its location. Whether he succeeds or Pounce. If you move at least 20 feet straight toward a
not the user is shown foggy visions of the past related to creature right before hitting it with a weapon attack, the
the War of the Satyr after which a sort of communication creature must succeed on a Strength saving throw (DC 10
with the Worgen who are tied to the Emerald dream is + Dex modifier + proficiency) . On a failed save, the
formed , not by speech but spiritual means . creature is knocked prone and the next attack you make
The Scythe of Elune deal's 1d12 of damage and provides before the end of your turn deals an extra 2d8 damage.
a +3 bonus to both spell attacks and melee attacks Multiattack. When you take the Attack action to make
bloodlust and ferocity from the fang balancing out with a weapon attack, you can use a bonus action to attack with
the more tame staff of Elune. a different weapon. Actions
The Scythe has 16 charges, and regains 2d8 + 2 Bite. Melee Weapon Attack: Reach 5 ft., one target. Hit:
expended charges daily at dawn. If you expend the last (1d8 + modifier) piercing damage. If the target is a
charge, roll a d20. On a 1, The Fang of Goldrinn reject's its humanoid, it must succeed on a DC 12 Constitution saving
union with Elune and the artifact brakes in 2 but only the throw or gain the worgen curse.
staff retains its power , on a 20 the Scythe regains 2d8+2
charges.
While attuned to this weapon you gain the
following:
Lore
Grayson was once a pirate captain of a ship until his life
was ended upon the perilous rocks of Westfall's coastline
because the Lighthouse was black that night.
When his life was ended, he had no clue what the
afterlife held for him. He traveled as a ghostly pirate
captain to the Lighthouse and watched, helpless, as Old
Murk-Eye led the attack and scared the keeper's family off.
They returned and re-lit the flame but Old Murk-Eye
coerced the weaker-minded murlocs to raid the
Lighthouse with him once again. The second time the
family was not so lucky, and before his eyes they perished
helplessly.
With no one to keep watch on the flame, the
responsibility has fallen upon him. His afterlife plight is to
see that no others follow his destiny.
In game use
Captain Grayson Flintlock Pistol (Light,range 60/150,
1d10 Cold damage,3 lb.)
This Flintlock is made out of metal and its handle is
ornate with black and gold.
The Pistol dose not require any type of ammunition and
dose not make loud noises when fired . The weapon fires a
ghost bullet that inflicts frostbite on the enemy's skin on
impact dealing 1d10 Cold damage . In addition the user
may speak the command word as a bonus action
transforming the pistol into a pirate clothing item (Hat ,
Eye patch , Bandana) , The item can go back and forth
between its 2 forms.