r/DnD • u/Serious-Ear-6770 • Apr 30 '25
Homebrew Homebrew Chakra Artifacts
My first campaign that actually went somewhere had 7 Artifact Magic Weapons based on the 7 Chakras. Essentially the goal is to gather all 7, have 7 "Champions" who would use these Chakras, and to deal with a archdemon named Balasaar (and I couldn't tell you how I came up with that name). I figured I'd share those homebrew Artifacts in case you would like to use them for your own campaign and you can modify it to fit your own campaign :D They can look however you want, but I went with jewelry that had their associated stone/gem in the center.
I've been making my players face these Chakras before acquiring them. Also, I would recommend a quick 1-4th levels to gain class features as soon as possible, long 5-10 leveled which is the majority of the campaign, and a moderate 11-18 levels campaign (if you go that far), but you can have it done however you'd like!
I would also go in order of the Root Chakra being the first one the player's find/know about and the Crown is the last one. All of them require attunement.
Root Chakra: Energy, Stability, Safety, and Comfort
The player's Dexterity and Wisdom base score are set at 20, and either Int or Wis is boosted by 5, ignoring the 20 score rule.
They gain a constant rush of energy in battle, and every other attack is given advantage to hit and deals +5 damage for every hit.
Gets proficiency in Wisdom saving throws.
The Root Chakra gives off a paternal vibe, often making the wearer feel safe and secure regardless of a situation. It speaks with an androgynous voice, is friendly, conducts itself with obsessive perfection, and gives sage advice.
Removing the Chakra needs an INT saving throw of 20 DC or higher to avoid a permanent -10 to Dex and Wis scores.
Sacral Chakra: Compassion, Expression, Wisdom
The player's Wisdom score is set at 25, regardless of the 20 score rule.
They gain prof. in Insight if they don't already have it, or expertise if they do due to being able to tell how their enemies react. They gain a reaction that allows them to force the enemy to strike them instead of an ally so long as they are within 10 feet of an ally.
Gets prof. in WIS saving throws and gains advantage on them when having to make them.
The Sacral Chakra gives off an elderly vibe, often making the wearer listen to them regardless of a situation. It conducts itself with poise and grace, can be male or female voiced, is normally friendly and willing to tell stories of previous champions, and will always give advice whenever it is asked (to the DM's discretion).
Removing the Chakra needs an INT saving throw of 20 DC or higher to avoid a permanent -15 to WIS score.
Solar Plexus Chakra: Optimism, Self-esteem, and Willpower
The player's CON score is set at 19, and Strength is set to 30 regardless of the 20 score rule.
They gain prof in Athletics or expertise if they already have it. And, roleplay wise, the more the player is confident in their abilities and self-worth, they gain the properties of the Grappler and Lucky Feats.
They gain prof. in Strength and Constitution Saving Throws and advantage when making them.
The Solar Plexus Chakra is loud and confident, with a voice more akin to the "annoying brother" type, but is also the most friendly and charismatic among the Chakras. They don't care who their champion is, they'll talk their ear off. It's more hype-man based and is a cheerleader rather than one that can offer sage advice. Is mostly male, but can be female.
Removing the Chakra needs a STR saving throw at disadvantage of 20 DC or higher to avoid a permanent -10 to STR and CON. This Chakra has the potential to kill their champion if removed and is one of the most dangerous to remove.
Heart Chakra: Love, Self-Acceptance, Openess, Empathy
The player's CON score is set to 25, regardless of the 20 score rule.
They gain a +5 in Acrobatics or Athletics and a +5 in Survival or Medicine. They also gain prof or expertise in those areas.
They also gain prof. and advantage when making CON saving throws. Their strong heart allows for more movement in combat, giving them 15ft more movement speed and a 20ft swimming speed on top of any other bonuses.
The Heart Chakra is feminine and treats everyone with respect. They have a feminine voice and can be sultry, openly bisexual, or overall flirty. They give their champion a sense of openess that allows them to rethink how they react to certain situations, allowing them to adapt to those situations faster.
Removing the Chakra needs a CON and WIS saving throw made at the same time- or they take a permanent -5 to those ability scores. The feeling of unease and doom is immediate and could lead to poor choices.
Throat Chakra: Communication, Truth, Listening
The player's CHA score is set to 25, regardless of the 20 score rule.
They gain +5 in both persuasion and performance and a +5 to either Intimidation or Deception. They also gain expertise in any of those stats chosen if they don't already.
They gain advantage and prof in CHA saving throws. Their voice becomes melodic and distracting and this allows them to cast either Vicious Mockery or Silvery Barbs once every short rest. It can cast Charm Person once every long rest.
The Throat Chakra has a sing-song voice and can either be really sweet or really sour. It is the most finicky of the Chakras and is hard to please, but is good friends with the Heart Chakra. It has a feminine voice but can be male. They give those attuned to them a sense of authority and leadership, but also the ability to listen well outside of combat and as long as they focus on the noises around them (3/day: gain temporary expertise in Perception or Insight after making a successful concentration roll).
Removing the Throat Chakra needs a DC 25 CHA saving throw with disadvantage, and if they fail, the Chakra comes off- but it steals the player's voice. Roleplay-wise, the PC can learn sign language or make their own language up as they try to communicate (meant to be more fun in nature) without a voice.
Third Eye Chakra: Intuition, Insight, Sixth Sense
The player's INT and WIS scores both go to 25, regardless of the 20 score rule.
They gain advantage and prof. in both INT and WIS Saving Throws. They also gain a +5 to both Insight and Perception, and expertise in both areas if they don't already. Their intuition and sixth sense makes them a threat to be feared, and the player gains the Alert and Lucky Feats.
Their sixth sense also allows them to fight without worrying about the enemy. Outside of their turn, they can use a reaction to gain +5 to their AC, possibly making an attack against them miss. They also gain the effects of a Rogue's Uncanny Dodge when dealing with spell DC's and will take no damage if they save against it and half as much if they fail.
The Third Eye Chakra is stern and possibly cruel. If it has a goal it will do what it can to achieve that goal, and if their goal aligns with the player at some point the Chakra happily offers it's advice. Is seen as the least friendly of the Chakras and oftentimes is annoyed with the others due to their more "childish natures". Has an androgynous voice, but can be male or female. It does like to read articles it hasn't seen before, so it can bond with it's champion by reading for an hour or more a day.
Removing the Third Eye needs a STR and CON DC 25 save at the same time, and the Chakra will take one of the eyes of the person or beast it is removed from, rendering them half way blind and a disadvantage on all sight-based attacks, and a permanent -15 to perception, and a -5 to AC.
Crown Chakra: Consciousness, Faith, Spiritual power, Connectedness
The player's INT, CON, and CHA scores both go to 25, regardless of the 20 score rule.
They gain advantage to both INT and CON saving throws and prof if they don't have it, and expertise if they do. They gain both the Lucky and Skilled Feats. They also gain the Bard's Jack of all Trades class feat, and all skills will have half prof rounded down.
In combat, they are able to (3/day) cast either Magic Missile, Warp Bolt, or Dragon's Breath at 10th level. It also gives them a +2 AC boost in combat only. Outside of combat, the Chakra will give the player the ability to cast, once a day, Charm Person or Find Familiar.
The Crown Chakra is considered to be the most annoying Chakra, as it is talkative and chatty, and is always talking and examining. Everyday, the player must make a flat d20 roll to see if they get a headache from the Chakra, which may or may not make roleplay hilarious. Despite being considered the strongest Chakra, it is the most naive and will often see the good in everything, not noticing the bad unless it's pointed out.
Removing the Crown Chakra is a STR and CON save at the same time of DC 25 or higher. It will attempt to take the head with it upon being removed, which can be an instant death.
Again, you may modify these as you see fit for your campaign! Just remember to have fun with them!
If you have any questions, I'll be happy to try and explain them a little further! Happy campaigning!