Komidi, Scythe of Karametra
World of Theros
Komidi, Scythe of Karametra
Weapon
Legendary Artifact Requires Attunement
Heavy, Reach, Two-Handed
Karametra wields Komidi, a scythe meant to harvest the
gifts of nature or those who would dare endanger it. In
Karametra's hands it changes the land around it, warding off
dangerous creatures while allowing mortals who are worthy
to harvest nature's bounty.
Scythe of Harvests
This scythe grants a +2 bonus to
attack and damage rolls made with it. Whenever you finish a
short or long rest you gain temporary hit points equal to half
your piety score (minimum of 1, maximum of 25).
Blessing of Abundance
If you are a worshiper of
Karametra, you gain all the following benefits for which you
have the required piety:
- Piety 1+. The scythe has 1 randomly determined minor
beneficial property. - Piety 25+. The scythe can cast heroes' feast once. When
you finish a long rest roll 1d10. On a 10 the scythe regains
this ability. - Piety 50+. The scythe has 1 additional randomly
determined major beneficial property.
If you aren’t a worshiper of Karametra, the scythe has 2
randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide
for details on randomly determined properties.
Bronze Sable Companion
While attuned to this weapon
you gain an animal companion in the form of a Sable. The
Sable obeys your commands as best as it can. It takes its turn
on your initiative, though it doesn't take an action unless you
command it to. On your turn, you can verbally command the
beast where to move (no action required by you). Use the
Bronze Sable stat block (Mythic Odysseys of Theros pg. 210)
with the following changes:
The Bronze Sable gains additional hit points equal to
twice your character level. Additionally, the creature gains
extra hit points equal to your piety score (maximum 50).
You add your proficiency modifier to the creatures attack
rolls.
Spells
The scythe has 10 charges. While holding it, you
can use an action to expend 1 or more of its charges to cast
one of the following spells (save DC 18) from it: goodberry (1
charge), sanctuary (1 charge), barkskin (2 charges), spike
growth (2 charges), plant growth (3 charges), awaken (5
charges), commune with nature (5 charges), tree stride (5
charges), wall of thorns (6 charges). The scythe regains
1d6+4 expended charges daily at dawn.
Destroying the Scythe
To destroy the scythe one must
bathe it in the blood of 100 orphans. This corrupts and
removes the power of the scythe. Then it must be taken to
Erebos’s palace in Tizerus where it must be left without
sunlight or water for one year, wilting the scythe to dust.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d10 | Slashing |
Weight: 6 lb
Comments