I love the lore of Dungeons and Dragons, and I am particularly fond of the lore surrounding the goddess of Magic in the Forgotten Realms, Mystra. Recently, I've been working on putting together a campaign that starts with the recently released Waterdeep: Dragon Heist module and becomes a sweeping adventure across Faerun to help gather the shattered fragments of Dweomerheart (Mystra's Divine Realm, which was destroyed in the Spellplague).
So, I've been working on creating the dweomers and their powers based on current 5th edition material, some material from older editions, some inspiration from DnD podcasts, and some of m own homebrew stuff. I'd love to get some feedback on the results!
That is a lot of words, I'm just going to cover the shared traits.
"Spellcasters only" is that a suggestion or a requirement, if it is a requirement then this effect really only applies to the thief's use magic item trait.
"Uncontrolled magic" consider making this less inconvenient, or it would be easier for players to end their attunement at night and re-attune in the morning. For example: DC 18 or take 11 (2d10) psychic damage struggling to maintain control, and DC 11 or lose attunement.
First, to clarify spellcasters only, it was designed to be a requirement because of the nature of the artifacts. Since they are basically crystallized magic, it made sense to me that melee classes like fighter, monk, and rogue wouldn't be able to attune to them (unless it's an Eldritch Knight or an Arcane Trickster, in which case using magic is a key part of the character). It's just a restriction I made from a lore standpoint, but if it's confusing I can specify more or narrow the field.
Secondly, I like the suggestion for Uncontrolled Magic. The original idea was to make it difficult to hold onto the artifacts because I don't think they're balanced very well for gameplay, but since they're for a more story-centered campaign, it would be easier to leave it up to the DM to see how they slip in and out of players' hands. Also, I like the idea of staying attuned, but still taking damage.
I've been working a bit on updating the Dweomers of Mystra based on some of the feedback I got and would like to hear what you think! At a glance, here are the things I've changed:
Based on feedback, I've updated the wording of the arcane preparation ability to reflect the spell preparation ability of the cleric class.
Based on feedback from DxJxC, I've updated the spellcasters only section to say that the negative effects of attempting to attune to a dweomer are now caused if our class cannot attune to the dweomer. I've also updated the attunement requirements on each dweomer to reflect which classes can attune to each.
Based on feedback from DxJxC, I've updated the uncontrolled magic feature to require two saving throws, one to remain attuned to the dweomer and one to remain attuned to the dweomer and not take damage.
I've given each dweomer and individual alignment and ideal. This is to help DMs and players with roleplaying the relationship between the caster and the dweomer they are attuned to, as well as creating potential conflict between the dweomers and the world, as well as the dweomers themselves.
Increased the range on the empty void quasi-power to make it more dangerous for the players to use (It's a pretty powerful ability).
If you want to check out the full text of version 2.0 of the Dweomers of Mystra, check it out here:
Question for anyone checking out this thread; would it be easier to create a page for each dweomer individually as opposed to reading five pages of material all at once? I'm afraid it's difficult to provide feedback on all the material at once.