Daedric Artifacts .

The Wabbajack The Wabbajack is the Daedric artifact of Sheogorath, a mysterious staff that casts random spells ranging in effect from the complete disintegration to the transformation or empowerment of the target or the wielder. These abilities are able to completely alter the course of battle in one of any number of ways. Madness within The staff is imbued with powerful magic of Sheogorath, the lord of madness. As such, it's prolonged usage and ownership are said to have rather detrimental effect on it's users, making them obsessive and outright insane over time. Effects As an action, you may chose one creature as a target and activate the staff. If you do, roll d100 and consult the table for the effect produced by the staff. The Wabbajack





d100 Effect 1 Wabbajack casts firebal centered at creature it's pointed at. Wielder of wabbajack is left unharmed. 2 Wabbajack pushes the creature it's target at 15 feet from the wielder. If the creature fails it's constitution check (DC 15), it lands prone and loses 1d4 hitpoints. 3 Wabbajack casts mass healing. 4 Wabbajack paralyses any creature it's pointed at for 10 seconds. 5 Wielder and anything Wabbajack is pointed at switch places. 6 Wabbajack reanimates any single dead body the wielder wishes to target, as long as it's Medium or smaller size. 7 Wabbajack fizzles, sizzles, makes coughing sound and makes a puff of ink black smoke that dissipates almost instantly and has no effect. 8 Wabbajack casts Greater invisibility on the wielder. 9 Wabbajack creates a patch of soil 5 feet in diameter, filled with ready to harvest carrots on the nearest solid floor to the wielder that has nobody standing on it. 10 Wabbajack tickles the nearest creature exept the wielder. 11 Wabbajack appears to have no effect but will grant the next wish the wielder, or anybody within hearing distance of the wielder says or thinks. 12 Wabbajack recites the names of every creature the wielder has slain. 13 Wabbajack tattoos one random party member with an image of every person they have had sex with, these tattoos are updated each new sexual encounter. It can be removed with the spell Remove curse. 14 Wabbajack provides the party with irremovable roller skates for 1d8 hours. After the time limit, the skates vanish without a trace. 15 Wabbajack turns into a giant pencil for 5 minutes. Whatever is drawn by the pencil comes to life however it constantly blabbers "Nehoy Mehoy Nehoy Mehoy" until erased or the 5 minutes expire. All potentional enviromental damage is repaired, all lives effects of the drawning took are restored, memories however stay, but only in the wielder and the ones that had died to the effect of the drawing. 16 Wabbajack changes the physical appearance of wielders race at the start of every encounter for the remainder of the session. 17 Wabbajack turns any humanoid it's pointed at into a chicken for 1d20 hours. The armor and equipment disappears and appear only after the target has been turned back into his or her original form.

d100 Effect 18 Wabbajack turns it's wielder into a chicken or 1d20 hours. The armor and equipment disappears and appear only after the holder has been turned back into his or her original form or dies. 19 Wabbajack summons 2d20 flies which start to fly around creature it's pointed at, causing mild annoyence of the target. 20 Wabbajack summons a cupcake in front of the wielder, then eats it. 21 Wabbajack springs one gallon of clean, fresh water out of its point. 22 Wabbajack places a curse on it's wielder, causing him be unable to say any other word then "Wabbajack" 23 If the wielder has fur skin (humans for example), Wabbajack makes the wielder to sprout feathers. If the wielder is already feathered it covers his or her skin with scales instead. If the wielder has scales (dragonborn for eample), it turns his skin into fur one. This does not shift race, just the skin type. The effect lasts for 1d12 days. 24 Wabbajack turns a creature it's pointed at into copper coins of the total weight equal to the weight of the target. 25 Wabbajack starts singing drunkard's songs and or recitating limericks. It keeps doing this for the next 1d12 minutes. Cannot be bothered to do anything else until it finishes. 26 Wabbajack recitates a riddle. If the wielder answeres correctly within the next 1d4 minutes (ingame) the staff says "Well done" and spits a gold coin. Wrong or no answer causes it to say "Why I must always end surrounded by idiots" then eats up one gold coin from the wielders purse then says "Tax for idiocy". 27 Wabbajack turns the gravity upside down in the sphere with 50 feet radius, centered on the wielder, for 1d6 seconds. 28 Wabbajack creates a glowing trail to the current goal of the wielder for 1 day. 29 Wabbajack says the time of day. E.g. „It's morning.“ 30 Wabbajack becomes cold to touch. 31 Wabbajack becomes uncomfortably warm. 32 Wabbajack gives relationship advice paired with soft kisses to the wielders hand. 33 Wabbajack becomes as inconsolable as a greiving widdow for 1d4 hours. It does not cry quietly. 34 Wabbajack influences the wielder to be overcome with joyous emotions to wich they MUST be as greatful, merciful and charitable as possible for 1d4 hours. 35 Wabbajack summons a sandwich. 36 Flip a coin. Heads, the creature Wabbajack is pointed at grows up one size cathegory. Tails, the creature decreaces by one cathegory in size. 37 Wabbajack teleports the wielder 30ft upwards and 10ft in a random direction 38 Wielder gets fly speed 100ft for the rest of wielder's turn. 39 Wielder's current hitpoits change to 1, regarless of what value they were before. 40 Wabbajack deals 1d8 necrotic damage to the creature it's pointed at and anybody standing ithin 5 feet diameter of that creature. 41 Wabbajack prevents the wielder from lying, even by omission, for 24 hours. 42 Wabbajack makes whatever it's pointed at only be able to speak in rhyme for 24 hours. 43 Wabbajck replaces creature it's pointed at with 1d20 cheese wheels. The target is moved on the exact other side of the planet. 44 Wabbajack deals 40 damage to the creature it's pointed at. 45 Wabbajack causes the wielder to feel an incredibly annoying itch all around his body that prevents any concentration for the next 1d4 minutes. 46 Wabbajack permanently removes all hair not on scalp of the wielder and anybody standing within 30 feet radius around the wielder. 47 For the next 10 minutes, everybody in the world forgets how to speak. 48 Wabbajack permanently kills any creature it's pointed at. 49 Wabbajack moves into another PC's inventory. That player gains control over Wabbajack for the next week. 50 Wabbajack causes the creature it's pointed at to be unable to die in the next 24 hours. 51 Wabbajack makes the wielder forget his or her skin tone. 52 Wabbajack summons raining within the sphere with 30 feet radius, centered at the wielder. The wielder can be under open sky, or in deepest of caves, it rains all around him or her. 53 The wielder thinks something awesome just happened, but cannot remember what. 54 Wabbajack summons enough sand above the wielder's head to bury him or her under it and then proceeds to do so. 55 Wabbajack transforms any armor or clothing the wielder is wearing into finely made tuxedo for 1 minute. 56 The wielder gets sunburn. 57 Wabbajack sends out three darts doing 3d20 damage each. Each of them hits randomly chosen creature that is standing in front of the wielder, but one creature cannot be hit with more then one dart. 58 Wabbajack turns in a penguin for 1d4 minutes. Each minute it produces „Noot Noot“ sound. 59 Wabbajack transforms the wielder into rather tasty looking cupcake for 1 minute. 60 Wabbajack removes armor from the creature it's pointed at and places it on the ground within 5 feet radius of that creature. 61 Wabbajack deals 2d20 of frost damage to any creature it's pointed at and causes it to move with hlaved speed for the next 3d20 seconds.

d100 Effect 62 Wabbajack deals 2 poinst of damage to the creature it's pointed at. 63 Wabbajack says „There is time and place for everything, but not now.“ 64 Wabbajack produces distinctive smell of roses. 65 A frog pops out of Wabbajack. 66 Wabbajack restores the target to full health. 67 Wabbajack says „Not very effective.“ 68 Wabbajack opens 1x1 inch portal into random sphere. 69 Wabbajcack burps. 70 Wabbajack turns any creature it's pointed at into stegosaurus. 71 Wabbajack makes the whole party glow in the dark, as if they had casted Cast light on themselves for 3 days. 72 Illusionary butterflies and flowers flow around the wielder for a minute. 73 Wielders skin changes color into bright blue. It can be removed as any curse. 74 Wabbajck casts Magic missile as 5. magic level spell. 75 Every non-living object that isn't worn or carried by any living being within 30 feet radius around the wielder ignates. 76 Every creature within 40 feet radius around the wielder gets invisible until they attack or cast a spell. 77 Wabbajack casts mirror image on the wielder. 78 The wielder is immortal for next minute. 79 All wielder's hair fall out, but they regrow during next long rest. 80 An unicorn controlled by DM appears next to the wielder. It dissappears after a minute. 81 Wabbajack causes the creature it's pointed at to grow an extra limb. The limb dangles limply, occasionally mimicking the movement of other nearby limbs. The new limb sprouts from the target’s shoulder in the case of an arm or his hip in the case of a leg. The limb does not affect the user’s equipment, provide additional attacks, or affect most in-game situations, but a DM might rule that the limb provides some circumstance penalties in social situations. 82 An elephant suddenly appears in front of the wielder, explains that he’s very sorry he didn’t show up earlier and wanders off about 500 feet in random direction humming before dissappearing. 83 Both wielder of the Wabbajack and the creature the Wabbajack is pointed at suffer 1d6 points of acid damage. 84 Wielder's head becomes ethereal, the body stays solid, making the wielder appear as undead. 85 An energy bolt suddenly shoots out from wielder's left ear and hits the nearest object / person, causing 4d6 force damage. 86 The wielder becomes incapable of standing still for the next 10 minutes. 87 Wielder smells like a skunk for the rest of that day. 88 All those within 50 feet of wielder who have any special vision (true, dark, etc.) lose it and all who don’t, gain Nightvision. In both cases, the effect lasts 1d6 minutes. 89 The wielder of Wabbajack ages 1d10 years. 90 The wielder gets 1d10 years younger. 91 All magical items within 60 feet of wielder glow for 2d8 days. 92 The creature Wabbajack is pointed at forgets who he or she is for 1d6 hours. 93 A golem is created from the nearest appropriate substance. 50/ 50 chance it will obey or attack the wielder. 94 An announcer’s voice is heard, announcing everyone’s moves and offering critique when someone does something wrong. When it’s all over, the voice will give a synopsis of the event and a final opinion, good or bad. 95 A rock launches itself from the ground and strikes any single enemy the wielder chooses on the head. This does no damage except to skew any helm he has on and make him think he’s being attacked from someplace else. 96 The next 10 meals the wielder eats will taste like cow dung. 97 Wielder's nose grows by an inch in lenght. 98 Wabbajack causes the creature it's pointed at to sing for the next 1d6 minutes, not paying attention to anything else. 99 All food within 50 feet of the Wabbajack turns into sweetrolls. 100 The wielder becomes drunk.

Masque of Clavicus Vile Legend tells the tale of Avalea, a noblewoman of some renown. As a young girl, she was grossly disfigured by a spiteful servant. Avalea made a dark deal with Clavicus Vile and received the Masque in return. Though the Masque did not change her looks, suddenly she had the respect and admiration of everyone. A year and a day after her marriage to a well connected baron, Clavicus Vile reclaimed the Masque. Although pregnant with his child, Avalea was banished from the Baron's household. Twenty one years and one day later, Avalea's daughter claimed her vengeance by slaying the Baron. Effects While wearing this mask, the wearer is granted +2 to all Persuation and Intimidation checks. The wearer might also find out that shopkeepers tend to give him unexpected discounts up to 20% of the price while wearing the mask. And tha's not all my dear friends, for the wearer of this mask can, once a day, regain 1 spell slot of the first level.





Masque of Clavicus Vile























Ebony Mail Boethia is the Daedric Prince of deceit, conspiracy, treachery and sedition. Therefore it's not such suprise her gift to her favourite mortals is an armor. However her biggest deceit is that she will not protect her favourites and instead favourites anybody who wears the armor. Effects Halfplate +1, requires attunement

While wearing this armor, the wearer is granted +5 to stealth checks. The armor also radiates evil aura so strong it causes anybody who is hostile to the wearer to take 2 necrotic damage per turn as long as they are within 5 feet of him or her. Ebony Mail Ebony Mail

Dawnbreaker Dawnbreaker is golden sword that slightly glows when in dark. Legends say it was forged by Meridia herself in a holy light and send to the material plane to burn away corruption and false life. For Meridia hates undead with passion mortals are uncapable of. Effects Dawnbreaker deals 1d6 damage as any mundane short sword and additional 1d4 radiant damage (3d4 if target is undead). When an undead is destroyed with Dawnbreaker, roll 1d4. Upon 4 it causes the body to explode in bluish ball of fire with 20-foot radius. Any and every undead within the area must make a Wisdom saving throw. If the creature succeeds its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from the wielder as it can, and it can't willingly move to a space within 30 feet of the wielder. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. On failed roll, Undead with CR according to the table, or lesser, is instantly destroyed. The explosion has no effect on the living. Wielder's character level Undead CR 1-7 1/2 8-10 1 11-13 2 14-16 3 17+ 4 Dawnbreaker Ebony Blade Ebony blade is two-handed sword of foreign looks. It's part of many stories and is thought to be on the material plane for milenia. But those stories aren't pretty. Even if the blade was wielded by heroes fromtime to time, it's full potentional was never unlocked by honest and good men. For it's power is bolstered with the blood of those kindred to the wielder. Great power comes with great sacrifice.after all. Effects When the Ebony Blade and it's new owner become attuned, Ebony Blade becomes 2d6+1 sword. Upon landing successful hit, the attuned character gains 1/4 hitpoints dealt by the Blade. However, the power of the sword rises with each person that considered the wielder as close friend, or part of family, in short anybody who would trust the wielder with their life, slain by this blade. However the death only counts if the victim saw their death at the hands of the wielder as betreyal. Body count Damamge per hit Hitpoints healed 0-10 2d6+1 1/4 hitpoints dealt 11-20 2d6+2 1/2 hitpoints dealt 21-30 2d6+3 equals hitpoints dealt 31+ 2d6+4 2 times hitpoints dealt Ebony Blade

Spellbreaker This shield made in acient times from rods and what seems to be cloth, radiates powerful magic. It's said to be the gift of Perylite to the dwarwen king of times already lost to history, who used it to battle a powerful wizard.. Effects Spellbreaker, while held in hand, grants +5 to AC against all magical attacks targeted on the wielder. It's fragile construction offeres no real protection from physical attacks.





Spellbreaker

































Skeleton key Almost any burgular, thief, and spy would kill to get this artifact, even if it's merely a unbreakable lockpick. But, given it's a gift of the princess of thievery and other shady things, it's more then just unbreakable. It fits into any keyhole and one who is skilled in this sort of things can use it to pick multiple locks at once, provided they all lock the same door. Effects Unbreakable, while using Skeleton key to pick a lock, you are considered skilled with thief's tools and apply +1 to the skill check.





Skeleton key

Sanguine rose A rather peculiar staff, that can be tracked to a rather peculiar daedric prince named Sanguine. Effects As an action, you may use this staff to summon one demon of random type of CR equals half of your character level, rounded up, or lower to aid you in battle for one minute. You may use this feature any numbers of times, however there can be only one demon at a time summoned this way. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hitpoints, when the time is up, or when you attempt to summon another demon, using the staff. The demon acts on it's own iniative and is controlled by DM, as it has it's own personality. It should be noted that the demons loyalty lies with the staff, not the curent staff user.





Sanguine rose

























Mace of Molag Bal "The Mace of Molag Bal! I give you its true power, mortal. When your enemies lie broken and bloody before you, know that I will be watching."

―Molag Bal Effects Mace +1, requires attunement

On successful hit the target's movement speed is reduced by 10 for the next 12 seconds. If a creature dies within 1 round after being hit with this mace, it's soul is ripped from it's body and stored within the mace. You can chose to burn any of the souls stored within to ïncrease the damage by 1 and draining the lowest unspend spellslot the creature might have, upn succesful hit, that is. The Mace can hold up to 5 souls, any extra souls it ripped away are send directly to Molag Bal's domain.



Mace of Molag Bal

Mehrunes' Razor "I am pleased, mortal. I will give you my Razor. Use it to wreak havoc on Tamriel."

―Mehrunes Dagon Effects Dagger +1, requires attunement upon landing a hit, roll 1d100. Upon rolling 99 or 100 on this roll, the target dies immediately. Mehrunes' Razor























Oghma Infinium Book seeked by many, but found only by those the daedric prince Hermaeus Mora. Only selected few are allowed to peek at it's maddening contents and only a few survive this experience. Those who do, however, are blessed. Effects Reading of this book grants permanent +2 boost one Abillity score according to the readers chosing. Once read, it disappears back to Hermaeus Mora's domain.





Oghma Infinium

Ring of Namira This ring has rather interesting design and very bad name, thanks to being linked to the Namira, the princess of ...strange tastes. However, Namira's followers aren't usually the kind of people that would care about the opinions of their food. Effects While being attuned to this ring, and wearing it, consuming fresh, raw meat of a sapient humanoid grants you 10 temporary hitpoints and restores 10 hitpoints. Wearing this ring raises your basic movement speed by 5.





Ring of Namira























































Savior's Hide Effects Leather armor +1, requires attunement

While wearing this armor, you have ressistance to poison and force damage.





Savior's Hide