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    Barbarian in the Playground
     
    Submortimer's Avatar

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    Default Daedric Artifacts

    While replaying Skyrim for the 100 millionth time, I realized that the Daedric Artifacts would make fantastic additions to the List of available magic items. I've only completed Dawnbreaker so far, but I intend on filling up this post with the rest of the Skyrim versions of the artifacts, then the rest of the notable ones from Oblivion and Morrowind.

    Edit: Okay, I think I'm done for today. Added Ebony Blade, Ebony Mail, and the Oghma Infinium. Have fun with those.

    Spoiler: Dawnbreaker, the Searing Light of the Heavens
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    Dawnbreaker
    Legendary Magic Weapon, Artifact
    (requires attunement from a non-undead creature)

    In the age before time, the great Daedric Prince Merida shone her light down upon the newly formed realm of Tamriel, and saw the bleak state that it was in. Hideous beasts and vile undead corruptions ravaged the virgin land, and slaughtered all folk who dared to stake out the meagerest of claims. Merid decided she could not stand for this, and in the brilliant light of Tamriel's sun, forged a blessing which would burn the wicked and vile, and scour the land clean. This weapon, known as Dawnbreaker, has known many forms over the years, but At all times has given Merida's Champions the power to bring her retribution to her enemies.

    Dawnbreaker is a Magical weapon, forged of Adamantine. Though it normally appears as a longsword, upon attuning with it's new wielder it will change shape into the form best suited for him or her. Dawnbreaker adds +3 to attack and Damage rolls made with it and has the abilities of a Flame Tongue weapon. While drawn, it constantly emits a 20' radius aura of true sunlight. Upon killing or scoring a critical hit on an undead creature, a Demon, Devil, or a Were-creature, Dawnbreaker releases a violent explosion. All undead, Demons, Devils, and Were-creatures within 30 feet of the wielder make a dexterity save, DC 19. On a failed save, targets take 8d8 Radiant damage and are pushed 30 ft. away from the wielder; Targets take half damage and are not pushed on a successful save.

    Spoiler: The Ebony Blade, the Leech of Goodwill
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    The Ebony Blade
    Legendary Magic Weapon, Artifact
    (Requires attunement)

    Long ago, the Daedric Prince Mephala sought to assist the mortals under her guidance in removing the ongoing scourge's of corruption and wanton murder. To that end, she created the Morag Tong, a group of assassins dedicated to order and tradition. They were her scalpel, and with them she cut out the cancer of society, leaving only clean (if bloody) flesh behind to heal and become strong. A scalpel must have a sharp blade, however, and that is the Ebony Blade. This dark instrument of holy will was crafted to guarantee the detachment of it's wielder, ensuring that he or she would be willing to do whatever is needed for the greater good of Tamriel

    The Ebony Blade, sometimes called the Vampire or the Leech, is a greatsword, forged of adamantine, that resembles a large, ebony katana. Despite it's size, it is quite light and easy to use, and counts as a Finesse weapon. Upon finding a new wielder, the Ebony Blade is simply a Magical, Adamantine, Finesseable greatsword; Over time, though it's power will grow. The wielder must utilize the blade to kill those that naturally trust him (it does not work on Charmed creatures); Doing so alienates him from the rest of the world, and turns him into a more effective assassin. Upon killing it's first victim, the Sword gains a +1 to attack and damage; At victim number 3, It deals an additional 1d6 Necrotic damage on each strike; at victim number 6, the bonus increases to +2 to attack and damge; At victim number 10, it will now critically hit on a 19 or a 20; and at victim 15, the bonus increases to +3 attack and damage. Increasing the power of the blade is an inescapably evil act, and will force the user to become evil should they attempt to power the blade. Should the blade become attuned to another creature, The bonuses reset; however, they will return upon being re-attuned to a user that powered it before.

    Spoiler: Ebony Mail, the Invincible Carapace
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    Ebony Mail
    Legendary Armor, Artifact
    (requires attunement)

    Lord of Plots, Deceiver of Nations, The Queen of Shadows, Goddess of Destruction, He-Who-Destroys and She-Who-Erases...many are the Daedric Prince Boethiah's names. In all forms, however, he is a capricious, malevolent entity, desiring conflict and bloodshed above nearly all else. Though she has, in her long and storied history, been not much more than a blight on the mortals she so gleefully torments, there are many that venerate her as a goddess of progress and resilience; through torment, they see true strength, and following great loss even brighter hope will spring. Boethiah cares little for this misguided belief, and only uses it as a font from which to pick champions that may go out into to the world, causing great conflict and strife in his glorious name. Those that do so have been, in the past, granted the Ebony Mail, a suit of nearly invincible armor that hides the wearer from sight and kills all that come close.

    The Ebony Mail is a suit of +3 Adamantine Chain Mail. Unlike normal chain mail, there is no strength requirement, it does not impose disadvantage on stealth checks, and has a maximum dex bonus of 2. While worn, the wearer may cause the armor to emit tendrils of shadow, which have two effects: First, this gives the wearer advantage on all stealth checks against being seen or heard, and allows the wearer the ability to Hide in Plain Sight; Secondly, any creatures that enter within 15 ft. of the wearer or start their turn there take 15 points of poison damage. This damage may only effect a given creature once per turn.

    Spoiler: The Oghma Infinium, Knowlege Unbound
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    Oghma Infinium
    Legendary Artifact

    In an unknown village, down an unmarked stair, in the unassuming cellar of an unknown peasant, lies the entrance to the Apocrypha. This plane, existing outside all space and time, collects all knowledge of everything past, everything present, and everything future. Deep amid the endless stacks and twisting pathways comprised of books, scrolls, tablets and any other of the myriad mean by which people have inscribed knowledge, lies the Oghma Infinium. This single tome, bound in the flesh of the six elven races, contains all of the most forbidden knowledge of the ages, and is, in fact, the mind of the Great Daedric Prince Hermaeus Mora. While many have attempted to describe and quantify Hermaeus Mora over the eons, those that do invariably go mad. The only corroborated "Facts" are that Hermaeous Mora eschews traditional human form, instead appearing as a mass of tentacles all connected to a single, ever-open and watching eye; that he is the Daedric Prince of Knowledge and Memory; and that he will freely give of his power to mortals, though that this power also tends to shatter the mind of the so blessed.

    The Oghma Infinium is a large tome, bound in a patchwork cover of skin. Anyone who studies the patches can, with a DC 15 medicine check, determine that they are pieces of skin from each of the 6 "elven" races; Those of the Altmer, The Dunmer, The Orsimer, the Bosmer, the Falmer, and the Dwemer. Since the book exists outside the normal planar cosmology, it may appear in a world where these varying types do not exist; as such, the check reveals the skin of High elf, Wood Elf, Orc, Drow, Dwarf, and Gnome. The book is heavy, but not ever so much that whoever intends to read it cannot heft it.

    Casually opening the book and flipping through the pages reveals a few quirks and abilities of the book, but does not activate its primary power. It has seemingly endless pages, and can be continuously flipped though without ever finding the end, however finding information in the book is never difficult; The reader has advantage on all checks made to figure out a secret while using the book, and may double his proficiency bonus on all such knowledge checks. Translations of nearly every language in existence, including the many variations of thieve's cant and all secret Druid tongues can be found within, and an hour of study is sufficient to learn any language desired. The book also contains nearly every spell ever written inside it's bound pages; while the book itself may not function as a normal spellbook, a wizard or similar spellbook using character will find any spell from 1st through 9th level they wish inside, and may copy the spells into their book at 1/4 the normal price.

    The true power of the book only comes with a solid 24 hours of study. During this time, the reader may do nothing else but delve into the book; this will cause him to gain a level of exhaustion. At the end of his study, he will come across a page instructing the reader, by full name, to choose his path: The path of The Warrior, The Path of the Shadow, the Path of Magic, or the Path of the Divine. Once the reader selects his path, the book forcibly (and Painfully) inscribes the knowledge desired into the reader's mind, and then vanishes to another plane of existence.

    Path of the Warrior: The reader gains three levels in either the Champion Fighter or Frenzy Barbarian class and a permanent madness. These count as if taking them from 1st level, and give all appropriate proficiencies. If the reader was already a fighter or a barbarian, they gain 5 levels in their associated class and no madness.

    Path of the Shadow: The reader gains three levels in either the Assassin Rogue, Hunter Ranger, or Shadow Hand Monk class and a permanent madness. These count as if taking them from 1st level, and give all appropriate proficiencies. If the reader was already a Monk, Ranger, or rogue, they gain 5 levels in their associated class and no madness.

    Path of Magic: The reader gains three levels in either the Illusionist Wizard, Wild Magic Sorcerer, or Great Old One (Tome) Warlock class and a permanent madness. These count as if taking them from 1st level, and give all appropriate proficiencies. If the reader was already a Wizard or a Sorcerer, they gain 5 levels in their associated class and no madness; Warlocks have a different option (See Below).

    Path of the Divine: The reader gains three levels in either the Moon Circle Druid, Trickery Domain Cleric, or Oath of the Ancients Paladin class and a permanent madness. These count as if taking them from 1st level, and give all appropriate proficiencies. If the reader was already a Druid, Cleric, or Paladin, they gain 5 levels in their associated class and no madness.

    The book does something slightly different with warlocks: At the end of their study, Instead of the path of Magic, they are offered the Path of the Pact. A warlock that takes the Path of the Pact switches immediately to a pact of a Great Old One, replacing all previous pact abilities; His patron is now Hermaeous Mora. He gains 5 levels in the Warlock class, and gains an additional Pact Boon: If he did not have the Tome boon before, he gains that along with the Book of Ancient Secrets and Eyes of the Rune Keeper Invocations; If he did, He selects another boon, and gains either the Thirsting Blade and Lifedrinker invocations, or the Voice of the Chain Master and the Chains of Carceri invocations. The warlock's Book of Shadows becomes a likeness of the Oghma Infinium, and it contains all known ritual spells.
    Last edited by Submortimer; 2015-04-05 at 02:24 PM.

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    Bugbear in the Playground
     
    BlueKnightGuy

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    Default Re: Daedric Artifacts

    1. Changing shape is awesome. More artifact axes that don't turn you into a dwarf!

    2. Why not just 8d8 radiant damage? I never got the item but wouldn't radiant damage make more sense?

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    Pixie in the Playground
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    Default Re: Daedric Artifacts

    Mehrune's Razor
    Legendary Magic Weapon
    This black-and-silver bladed dagger carries a frightening potential to sap the soul of a wounded target, and funnel it straight to the Abyss. Mehrune's Razor adds +3 to attack and damage rolls. Whenever an attack roll of 20 is made, if a roll of 3 or 4 is received on the dagger's damage die, the target is instantly killed, and cannot be resurrected except by a Wish spell.

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    Barbarian in the Playground
     
    Submortimer's Avatar

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    Default Re: Daedric Artifacts

    Quote Originally Posted by Ralanr View Post
    1. Changing shape is awesome. More artifact axes that don't turn you into a dwarf!

    2. Why not just 8d8 radiant damage? I never got the item but wouldn't radiant damage make more sense?
    Solid point. in Skyrim, it dealt additional fire damage on attacks, but the explosion was just light.

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    Dwarf in the Playground
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    Default Re: Daedric Artifacts

    Mace of Molag Bal
    Legendary Magic Weapon, requires attunement by an Evil character
    This twisted, thorned mace carries itself with a tangible aura of pure malice. It functions as a magical mace, adding +3 to attack and damage rolls. When used against a Good-aligned creature, it deals an additional 4d8 damage. On a successful critical hit, the wielder restores Hit Points equal to half of the damage dealt with the attack.

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