Staff (quarterstaff), artifact (requires attunement)

Alondra, Staff of Karametra

Staff, artifact (requires attunement)

Karametra wields Alondra, the staff that creates life by destroying the forces of slaughter. Karametra is often hesitant when giving followers this weapon, as she knows that when in the wrong hands, it can bring upon the most terrible sides of nature. Only if a follower has proven time and time again that they are capable of controlling the power within the staff will she give it to them to spread her love and protection across Theros.

Staff of the Harvest. This magic staff grants a +2 bonus to spell attack rolls and your spell save DC. Also, whenever you restore hitpoints to a creature using a spell slot, they also gain temporary hitpoints equal to your spellcasting ability modifier. This effect does not stack onto the same creature. In the case that the spell targets multiple creatures, such as Mass Healing Word, choose one of the creatures affected to receive the temporary hitpoints.

Blessing of the Harvest. (In case you don't know Theros uses a piety system for determining religious devotion and your relationship with your god.) If you are a worshiper of Karametra, you gain all the following benefits for which you have the required piety:

Piety 10+. While attuned to the artifact, you can use an action to cast one cantrip (chosen by the DM) from it.

Piety 25+. While attuned to the artifact, you regain 1d6 hit points at the start of your turn if you have at least 1 hit point.

Piety 50+. While attuned to the artifact, one of your ability scores (DM’s choice) increases by 2, to a maximum of 24.

If you aren’t a worshiper of Karametra, the staff has 2 randomly determined minor detrimental properties.

Fertile. The staff emits an aura of life. If the staff is left in a single location for an extended period of time, plantlife will begin to sprout from the ground around the staff, regardless of the environment.

Spells. While the staff is on your person, you can use an action to cast one of the following spells: Control WaterTree StrideMass Cure WoundsMove EarthControl WindsFire Storm. Once you use the staff to cast a spell, the spell can’t be cast again from it until the next dawn.

Nature's Truce. When a creature you can see becomes hostile toward you or your allies, you can spend an Action to reach out to the creature and calm their hostile tendencies. The creature must make a DC 18 Wisdom saving throw. The creature makes the save with advantage if you or your allies have attacked it once already. If the target fails, they become charmed by you and they are friendly towards you for 1 minute. The effect ends if you or your companions do anything harmful to it. If the effect ends, the creature knows it was charmed by you. Once you use this ability, you can't use it again until the next dawn.

Destroying the Staff. To destroy the staff, you must burn an entire farming village to the ground using it. Then, cover it in the blood of a minotaur, plant twelve hydra teeth around the base of the staff, and leave it in complete darkness for one full cycle of the seasons.

Proficiency with a Quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Notes: Damage: Force, Versatile, Topple

Creetsy

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