Wail of the Revenant King
Weapon
Varies Requires Attunement
Wail of the Revenant King may be wielded as either a two-handed Scythe or split in the center shaft to form two sickles. As an action, you may change how you wield the weapon by assembling or deassembling Wail. You gain a +1 bonus to attack and damage rolls made with Wail in either form.
When wielding as a Scythe, use the following weapon stats.
Damage: 1d12 slashing Properties: Heavy, Two-handed
When wielding as two one-handed sickles, use the following weapon stats.
Damage: 1d8 slashing Properties: Light
Sentience
Wail of the Revenant King is a sentient weapon of lawful neutral alignment, with an Intelligence of 16, a Wisdom of 16, and a Charisma of 14. It has hearing and darkvision out to a range of 60 feet. The weapon communicates telepathically with its wielder and can speak, read and understand Olo'thi (Ancient Elvish).
Wail is inhabited by the spirit of Thyril, the Olothine Elf King. Outside of a brutally honest personality and desire to be freed from the weapon, the Dungeon Master should mold Thyril's personality to fit the campaign. If the character who claims Wail chooses to release Thyril's spirit, Wail of the Revenant King is no longer sentient upon his soul's departure. If Thyril's spirit has left Wail and the character dies while attuned, their soul becomes trapped inside Wail.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
Increase the bonus to attack and damage rolls made with Wail of the Revenant King to +2
Vengeance: When you hit with Wail against a creature already damaged by Wail this turn, deal an extra 1d6 slashing damage to the creature.
When you score a critical hit with Wail, the target must make a DC13 Wisdom saving throw or become frightened of you for 1-minute. On a success, they are immune to being frightened by this effect for the next 24 hours.
Exalted
When a character exalts this item, apply the following changes to the item's traits.
Increase the bonus to attack and damage rolls made with Wail of the Revenant King to +3
Increase the damage dealt from Vengeance to 1d8.
Increase the DC to resist being frightened from a critical hit to 17.
Revenant Fury: Once per long rest as an action, you assume the form of a dark shadow. While in this form you gain resistance to acid, cold, fire, lightning, thunder, bludgeoning, piercing and slashing damage. You also gain advantage on all melee attacks you make with Wail while under the effects of Revenant Fury. To assume this form, you must sacrifice 3 Hit Dice at the end of each of your turns. If you consume your last hit dice and stay in Revenant Fury, at the end of your turn your soul is absorbed by Wail. If you fall unconscious while in Revenant Fury, you revert to your normal form.