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.