Dweomers of Mystra V 2.0

In the immediate years following the cataclysmic event known as The Spellplague, many feared that the Goddess of Magic, Mystra, was gone forever from Faerun. However, through the perseverance and dedication of her Chosen, the Lady of Mysteries became whole again, and once more presides of the magic of the Realms, always tending to the Weave.

Likewise, many believed that Mystra's divine domain, Dweomerheart, burned in the blue fires of the Spellplague. The truth is much stranger and more fantastic. While most of the plane was devistated in the event, seven fragments of raw crystallized magic fractured from Dweomerheart and flew to the distant edges of the Great Wheel. Where these fragments are today, or what might happen if they are brought together remains a mystery, but Mystra would surely mot want them wielded by just anyone. Might you be strong enough?

The Dweomerheart shards

In the hundred years that have passed since the Spellplague, vague rumors have circulated of powerful artifacts hidden or squestered by magical means throughout the Forgotten Realms and even in worlds beyond. Each dweomer embodies its own particularly powerful kind of magic, which it bestows on any who attune to it. However, there are a few basic rules that apply to all dweomers.

Spellcasters Only. Dweomers can only be attuned to by spellcaster characters specified by each dweomer. Any character who attempts to attune to a dweomer but is not on of the classes specified must succeed on a DC 18 Wisdom saving throw or be subjected to the effects of the confusion spell for 1 hour.

Arcana Mastery. When attuned to a dweomer, you gain Expertise in Intelligence (Arcana) skill checks. Also, you gain the ability to use the Detect Magic spell at will.

Uncontrolled Magic. At the end of a long rest, you must succeed on a DC 10 saving throw against your spellcasting ability. On a failed save, you unattune to the dweomer. On a successful save, you maintain attunement.

In addition, at the end of a long rest, you must succeed on a DC 18 saving throw against your spellcasting ability. On a failed save, you take 10 (2d12) force damage, or no damage on a successful save.

Never Together. The dweomers are powerful artifacts, and it takes almost all of the spellcaster's ability to keep even one under control. This means that no one can attune to more than one dweomer at a time without causing themselves serious magical injury.

Sentience. The dweomers are sentient items, with Intelligence of 16, Wisdom of 14, and Charisma of 22. They have hearing and true seeing out to 60 feet.

The dweomers communicate with their bearers through emotions, often making the bearers feel the same emotion they do. They may also communicate through visions, but these may be inconvient for you, as the Dweomers are not particular about when they send these.

Personality. The ultimate goal of the dweomers are to return to Mystra or her chosen. They can sense the divine power radiating from these beings and attempt to steer their bearers toward them.

The dweomers do not care what spellcaster carries them, to an extent. If the spellcaster goes against the dweomer's ideal or allies themselves with the enemies of Mystra (mainly the church of Cyric, Bane, Bhaal, or Myrkul) the Dweomer will rebel. If this occurs, the bearer must succeed in a DC 24 Charisma saving throw or take 54 (9d12) force damage and unattune to the dweomer.

Dweomer of the Arcane

Wonderous Item, legendary (requires attunement by a bard, sorcerer, warlock, or wizard)

This dweomer contains an echoes of the greatest practitioners of the Art and the vast stores of arcane knowledge the collected. While its gifts may seem humble to any wizard, other spellcasters may find this dweomer to be an incredibly potent artifact.

Arcane Preparation. You now understand the Art in a way you did not before, allowing you to prepare your spells at the end of a long rest and cast rituals.

You prepare your list of spells that are available for you to cast, choosing from your class spell list. When you do so, choose a number of spells as designated by your spellcasting class. The spells must be of a level for which you have spell slots.

Indomitable Arcana. By drawing on the power of the dweomer, you may regain some of your magical energy. On your turn, you can choose to recover expended spell slots as a bonus action. The spell slots can have a combined level that is equal to or less than half your spellcaster level (rounded up), and none of the slots can be 6th level or higher.

Once you use this feature, you can't use it again until you finish a long rest.

Anyspell. In desparate situations, the echoes of past arcanists may come to your aid. On your turn, you may expend one spell slot to cast a spell you did not have prepared. The spell must be of 5th level or lower, and the spell slot expended must be one level higher than the spell being cast.

For example, if you would lie to cast a 5th level spell you did not have prepared, you must expend a 6th level slot in order to cast it.

Once you use this feature, you can't use it again until you finish a short or long rest.

Alignment/Ideal. This dweomer is lawful neutral. It believes that arcane knowledge must be preserved, expanded, and freely given to everyone. Destroying arcane knowledge or keeping magic secrets goes against this dweomer's ideal.

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Dweomer of the Forge

Wonderous Item, legendary (requires attunement by an arcane trickster, bard, eldritch knight, paladin, sorcerer, or warlock)

This dweomer is imbued with the iron and magic of hundreds of artificer forges condensed into a chunk of crystal magic. The raw arcane power locked in ancient obects is great, and this dweomer helps its bearer wield other magic items with ease.

Master of Attunement. You have learned how to use your innate magic to connect with magical items. You can now attune to a number of items equal to your spellcasting ability modifier (minimum of 3 items). Additionally, you can ignore race or class specific attunement requirements.

Identify. The Dweomer instills innate knowledge of magical items. You can cast the identify spell at will.

Arcane Steel. You have gained the ability to channel a portion of your magic into the weapons you wield. Any weapon you hold counts as magical for the purpose of overcoing resistance and immunity to nonmagical attacks and damage.

Alignment/Ideal. This dweomer is lawful good. It believes that magic items must be preserved, but understands that sentient items, like itself, must be monitored and controlled if necessary. Allowing a sentient magic item of an evil alignment free reign or ordering the destruction of magic items will create conflict with this dweomer.

Dweomer of the Wilds

Wonderous Item, legendary (requires attunement by a cleric, druid, paladin, ranger, or sorcerer)

This dweomer embodies the wild, divine power coarsing through the natural world. Channeling the power of this artifact allows spellcasters to tap into Toril itself and become a great defender of the natural world.

Commune with Nature. The languages of nature are now clear. You can now cast the speak with animals spell at will. Also, you may cast the speak with plants spell once with this trait and regain the ability to do so daily at dawn.

Wilds Walker. Being at one with nature has its advantages. Moving through nonmagical terrain costs you no extra movement. You can also pass through nonmagical plants wothout being slowed by them and without taking damage from them if they have thorns spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

You can also cast the tree stride spell once using this trait, and regain the ability to do so daily at dawn.

Force of Nature. Tapping into the primal forces of nature, you can change into an embodiment of the earth. You can use this power to transform into a treant with the following alterations:

  • This form obeys the rules of the druid's wild shape feature.
  • This form has 138 hit points.
  • This form does not have the animate trees ability.

Once this trait is used, you regain the ability to use the form daily at dawn.

Alignment/Ideal. This dweomer is true neutral. It believes in the balance of nature and shuns the encroachment of civilization. Disrupting the natural cycle of life and death or destroying the natural world will draw this dweomer's ire.

Dweomer of Revitalization

Wonderous Item, legendary (requires attunement by a bard, cleric, druid, paladin, ranger, sorcerer, or warlock)

This dweomer channels the raw, radiant magical energies of the outer planes into a powerful healing force. Many clerics have spent years praying to their deities and mastering their abilities to produce even a fraction of the rejuvinating power this dweomer provides.

Healing Burst. In times of dire need, you may call on the dweomer to turn the tide of battle. On your turn, you can release a wave of healing energy as an action. Choose up to six creatures in a 30-foot-radius sphere centered on you. Each target regains hit points equal to 7d8 + your spellcasting ability modifier. This ability has no effect on undead or constructs.

Once you use this feature, you can't use it again until you finish a long rest.

Defy the Grave. When the Great Beyond calls, you can use the power of the dweomer to change fate. You learn the spare the dying cantrip. For you, it has a range of 30 feet, and you can cast it as a bonus action.

In addition, you learn death ward and revivify, each of which you can cast once without using components or expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest.

Enduring Resilience. The radiance within the dweomer keeps you going, even in the face of certain death. You gain the following benefits while attuned to this dweomer:

  • You are immune to all diseases and poisons.
  • Your Constitution ability score increases by 10.
  • You gain advantage on Constitution saving throws.
  • Your hit point maximum increases by 40.

Alignment/Ideal. This dweomer is neutral good. It feels that respite should be given to all, friend and enemy alike. Failing to offer healing to the wounded and respect to the fallen, no matter who they are, will turn this gentle dweomer against you.

Dweomer of Spellcraft

Wonderous Item, legendary (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)

If the Dweomer of the Arcane contains magical knowledge, then the Dweomer of Spellcraft shows you how to use it. Drawing on ancient knowledge lost to time, this dweomer allows you to shape your magic in advantageous ways.

Spell Power. The blue fire contained in the heart of this dweomer instantly increases the potentency of your spells. Add +3 to your spell save DC and spell attack bonus.

Metamagics. Tapping into the power of the dweomer, you gain the ability to alter your spells like a sorcerer. Choose two of the following metamagic options, which can be used together for any spell you cast. At the end of a long rest, you can change out one or both of your metamagics the same way you can prepare spells.

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Careful Spell. When you cast a spell that forces other creatures to ake a saving throw, you can protect some of those creatures from the spell's force. Choose a number of creatures up to your spellcasting ability modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and they take no damage if they would normally take half damage on a successful save.

Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell.

When you cast a spell that has a range of touch, you can make the range a spell of 30 feet.

Empowered Spell. When you roll damage for a spell, you can reroll a number of damage dice up to your spellcasting ability modifier (minimum of one). You must use the new rolls.

Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum of 24 hours.

Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell. When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.

Subtle Spell. When you cast a spell, you can cast it without any somatic or verbal components.

Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can target a second creature in range with the same spell.

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Delayed Spell. When you cast a spell, you can delay the effect of a spell until 1 to 5 rounds after you finish casting it. You determine the delay and area of effect (if applicable) when casting the spell, and it cannot be changed once set. The spell activates just before your turn on the round you designate.

For example, you could cast the cloud of daggers spell in a 5-foot cube in front of a doorway you are running toward and set the delay for 1 turn. You can use your movement to go through the door, and at the start of your next turn, the cloud of daggers spell activates in the doorway behind you.

A delayed spell may be dispelled normally during the delay, using either dispel magic or counterspell. There is no way for the dispeller to detect the level of the spell you cast.

Perfect Counterspell. When you use your reaction to cast counterspell, you may reflect the effect back at the user. Regardless of whether your counterspell automatically counteracts an opposing spell, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the effects of the spell turns on the caster.

Alignment/Ideal. This dweomer is chaotic neutral. It knows that magic must be progressed through experimentation and discovery. Using the same metamagics three or more days in a row will cause this dweomer to tire of you and seek a new host.

Dweomer of the Elements

Wonderous Item, legendary (requires attunement by a bard, druid, paladun, ranger, sorcerer, warlock, or wizard)

This dweomer contains the raw power of the elemental planes, shifting and empowering your spells. Directing the flow of the elements can be challenging, but for those who master it, this dweomer can be used to great effect against extraplanar threats.

Elemental Control. Drawing on the power of the Inner Planes, you can change the nature of your elemental spells. When casting a spell with an elemental component, such as the fireball spell, you can choose to switch the element you use. You may choose acid, cold, fire, lightning, poison, or thunder for the elemental type.

You can use this feature a number of times equal to your spellcasting ability modifier (minimum of once).

Once you use this feature, you can't use it again until you finish a long rest.

Quasi-Powers. Drawing on the power of the ancient and forgotten quasi-elemental planes, you can produce powerful magical effects. As an action, you may use one of the following spell-like abilities. Once you use two of these powers, you can't use them again until you've finished a long rest.

Lightning Column. Calling upon the quasi-elemental plane of lightning, you bring a column of electricity down on your enemies. A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The ability fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you use this ability choose a point you can see within 60 feet of you. Each creature within 5 feet of that point must make a DC 18 Dexterity saving throw. A creature takes 10d10 lightning damage on a failed save and is paralyzed. On a successful save, a creature takes half damage and is not paralyzed.

Each creature within 30 feet of the point must make the DC 18 Dexerity saving throw. A creature takes 5d10 lightning damage on a failed save and is stunned. On a successful save, a creature takes half damage and is not stunned..

Each creature within 60 feet (including you) must make the DC 18 Dexerity saving throw. A creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one.

Empty Void. Calling upon the quasi-elemental plane of vacuum, you tear open a rift in the material world. The rift opens at a point of your choice within 30 feet of you. Every creature in a 90-foot radius of the rift must make a DC 10 Strength saving throw. On a failed save, the creature is pulled through the rift into the plane of vacuum and begins to sufficate.

On Intiative count 20, each creature still in the rift's area of effect must reroll their saving throws. For each round the rift remains open, the DC for the Strength saving throw increases by 2. You can close the rift on your turn as a bonus action.

Steam Jet. Calling upon the quasi-elemental plane of steam, you conjure a line of pressurized steam. You can release this jet as a 60-foot line that is 5 feet wide or a 30-foot cone of steam. Each creature in the path of the steam must make a DC 18 Dexterity saving throw. A creature takes 6d8 fire damage on a failed save or half as much on a successful save.

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In addition, any creature wearing metal armor in the ability's area of effect is subect to the effects of a heat metal spell as the steam condenses in their armor. These creatures take an additional 3d8 fire damage at the beginning of their next turn.

Salt Spike. Calling upon the quasi-elemental plane of salt, you produce a long thin spike of crystallized salt. This spike functions as a +2 rapier. The spike lasts for 1 minute before it shatters.

In addition, when you successfully hit a creature with this weapon, they must make a DC 18 Constitution saving throw. A creature takes 5d10 necrotic damage on a failed save, as the salted blade draws out the water in their bodies, withering them. On a successful save, the creature takes half as much damage.

Mineral Armor. Calling upon the quasi-elemental plane of mineral, you can bolster defenses with strong natural armor. You touch a willing creature who isn't wearing armor, and they gain a flexible layer of hard mineral on their skin. The targets base AC becomes 13 + its dexterity modifier. The mineral armor lasts for 1 hour. The effect ends if the target dons armor or you dismiss the spell as an action.

In addition, if the target makes an unarmed strike while wearing the mineral armor, they deal an additional 2d8 magical slashing damage, as the sharp minerals cut through the enemy.

Vanishing Dust. Calling upon the quasi-elemental plane of dust, you can make a quick escape. You create a 30-foot-radius sphere of dust centered on a point within 30 feet of you. The dust cloud spreads around corners and its area is heavily obscured. It lasts for 1 hour or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

In addition, you and up to five willing creatures within 10 feet of you fade into the swirling dust and teleport up to 60 feet to an unoccupied space you can see.

Radiant Eyes. Calling upon the quasi-elemental plane of radiance, you gain sight beyond sight. Summoning the power of radiant light into your eyes for 1 hour, you gain the following benefits:

  • You gain truesight out to a range of 60 feet.
  • Your eyes shed bright light in a 30-foot cone, and dim light for an additional 30-feet.

In addition, you can choose to end the effects of this spell early to produce a beam of radiance in a 100-foot long line that is 5 feet wide. Any creature in the path of the beam must make a DC 18 Dexterity saving throw. A creature takes 4d12 radiant damage on a failed save or half as much on a successful save.

Hounds of Ash. Calling upon the quasi-elemental plane of ash, you substansiate creatures of fire and cinder. You summon three ash hounds. These hounds persist for 10 minutes. A hound disappears when it drops to 0 hit points or when the effect ends.

The hounds are friendly to you and your companions. Roll initiative for the hounds as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Alignment/Ideal. This dweomer is chaotic neutral. It believes in the balance of all things. Using the same quasi-powers three or more days in a row will cause this dweomer to seek someone more capable of balancing its power.


Ash hound

Medium elemental, chaotic neutral


  • Armor Class 13
  • Hit Points 45 (7d8 + 14)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2)

  • Skills Perception +5
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 15
  • Languages understands Terran but can't speak it
  • Challenge 3 (700 XP)

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing and smell.

Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapcitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.

Cinder Breath (Recharge 5-6). The hound exhales a 15-foot cone of smoldering ash. Each creature in the area must make a DC 12 Dexterity saving throw On a failed save, a creature takes 18 (5d6) fire damage and is blinded until the end of the hound's next turn. On a successful save the creature takes half as much damage and is not blinded.

Dweomer of the Chosen

Wonderous Item, legendary (requires attunement by any spellcaster)

This dweomer contains nothing more or less than a fraction of Mystra's divine essence. Her Chosen know this power well, as it is the power they wield. They consider this the most dangerous of the dweomers because, while they were Chosen with consideration and purpose, anyone attuned to this artifact could claim the patronage of the Mother of Magic.

Spellfire. Magical, heatless,, silver fire harmlessly erupts from you and surrounds you until you are incapacitated or until you use an action to quench it. You gain one of the following benefits of your choice, which lasts until the silver fire ends:

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  • You can breathe underwater.
  • You can survive without food and water.
  • You is immune to magic that would ascertain your thoughts truthfulness, alignment or creature type.
  • You gain resistance to cold damage, and you are unharmed by temperatures as low as -50 degrees Fahrenheit.

While the silver fire is present, you have the following additional action options:

  • Cast the cure wounds spell. The target regains 1d8 + 5 hit points. After you take this action, roll a d6. On a roll of 1, the silver fire disappears.
  • Cast the revivify spell without material components. After you take this action, roll a d6. On a roll of 1-2, the silver fire disappears.
  • Release a 60-foot line of silver fire that is 5 feet wide or a 30-foot cone of silver fire. Objects in the area that aren't being worn or carried take 26 (4d12) fire damage. Each creature in the area must succeed on a DC 21 Dexterity saving throw, taking 26 (4d12) fire damage on a failed save, or half as much damage on a successful one. After you take this action, roll a d6. On a roll of 1-3, the silver fire disappears.

Alignment/Ideal. This dweomer is chaotic good. It sees itself as the closest of the dweomers to Mystra herself, and will adamently defend her allies against her enemies. If you betray Mystra's church or her true Chosen, you are not worthy of this dweomer.

Dweomer Locations

The dweomers are hidden in locations of the DM's choice, which may be in the Forgotten Realms, or scattered to other places in the multiverse. However, the dweomers do have personalities of their own, and there are a few things to keep in mind when choosing spots to place them.

First, the dweomers wish to remain concealed until they are found by Mystra, one of her Chosen, or an adventurer who has proven themselves worthy of the dweomers power. As such, they will hide themselves deep behind traps and puzzles that a capable spellcaster could solve.

Second, the dweomers will probably chose places to hide that are significant to Mystra or satiated in magical power. The ruins of Myth Drannor or the twisting passages of the Undermountain are both steeped in arcane energy that the dweomers would find easy to hide in.

Thirdly, because of their nature, the dweomers will never choose willingly to hide together. As each is an embodiment of a different ind of magic, they may disagree if couped up together for a century or two.

Fourth, if the dweomers hide in a place that does not already have natural or manmade defenses, they can, by nature of being pieces of Dweomerheart, create magical defenses for themselves. These defenses may take the form of traps, guardians, or puzzles designed to ward of the casual adventurer. They can also use this power to bolster defenses already in place.

Lastly, there are many powerful mages abroad in the multiverse, and it has been nearly a century since Dweomerheart was shattered. It may be entirely possible that one or more of the dweomers has already been discovered and secreted away by an ancient wizard or steely-eyed dragon. It's entirely up to the DM what these NPCs have done with the dweomers, if they actively use them, if they can be used by the NPC, and what the NPC has done to keep their secret treasure safe.

Using the dweomers in campaigns

The dweomers are designed with a campaign in mind, similar to the quest of the Rod of Seven Parts. That being said, it is entirely possible that adventurers may stumble across a dweomer hidden in the lair of a powerful NPC or in the side chamber of a deep dungeon. While they might not know the significance of the artifact or understand its origin, player characters may still be able to attune to the artifact and access its powers.

The most important thing to keep in mind is that the dweomers are legendary artifacts that could significantly alter the nature of the game they are put into. With this in mind, and because this is an early draft of the dweomers, I encourage DMs who would like to use these artifacts to scale or adjust their power as they see fit. It may be that a low level player who has stumbled onto one of the dweomers may only be able to access a portion of its power. If a dweomer has somehow ended up on a different world, its powers may have been dimished from is disconnection to Mystra or altered to align with that world's god or goddess of magic.

Also, keep in mind that the dweomers have personalities and may conflict with the goals of the player characters or try to force the player characters down a certain path.

Plans for the next Draft

  • Tweaking powers of the dweomers based on feedback to provide a more balanced experience (or as balanced as legendary artifacts can be).
  • Adding clarification of powers or abilities based on feedback.
  • Adding a little a art! (If anyone knows an artist with DnD flair)
  • Adding a section explaining what might happen if, for some reason, the seven dweomers are brought together.

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