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Community Spotlight: Items & Artifacts by Zakk Doom


Zakk Doom has put together over 20 items and artifacts to share with the community. Take a look at these iconic items that are ready for you to put into your Elder Scrolls campaign.

WONDROUS ARMOR ITEMS

BOOTS OF THE APOSTLE

Wondrous item, very rare

You receive a +1 bonus to your Armor Class while wearing the boots. In addition, while attuned to the boots, you have a flying speed equal to your base land movement speed.

BOOTS OF BLINDING SPEED

Wondrous item, rare (requires attunement)

While attuned to these bulky and uncomfortable boots, your movement speed doubles, you have advantage on all ability checks that involve making a Strength(Athletics) roll related to running, and your movement does not provoke opportunity attacks. In combat, you can take the disengage or the dash action during your turns as a bonus action, and if you take the dash action, the distance you move is doubled. However, so long as you wear the boots, you become completely blind, and have Blindsight out to 30 feet. FISTS OF RANDAGULF, LEFT/RIGHT GAUNTLET

Wondrous item, very rare (requires attunement)

While wearing and attuned to either or both of these white-gold and ebony gauntlets, you receive a +1 bonus to your AC, also, if either your Strength or Agility are less than 19, they become 19. The left gauntlet augments agility, and the right gauntlet augments strength.

HELM OF OREYN BEARCLAW

Wondrous Item, uncommon (requires attunement by a warrior or barbarian)

The helm of the fabled hero Oreyn Bearclaw grants the wielder incredible physical fortitude: While wearing it, you receive a +1 bonus to your AC. While attuned to it, you receive a +8 bonus to your Constitution score, up to a maximum of 20. The helm itself is treated as Heavy Armor.

MASQUE OF CLAVICUS VILE

Legendary Daedric Artifact (requires attunement)

While wearing the masque, you receive a +1 bonus to your AC. While attuned to the mask, you have advantage on all deception, intimidation and persuasion checks, and become proficient in those checks and Personality saving throws. If you're already proficient, you double your proficiency bonus for those checks and saving throws. Finally, your maximum for your Personality attribute becomes 24.

TEN-PACE BOOTS

Wondrous item, very rare

While wearing the boots, you take no damage from falling, so long as you fall flat on your feet. While attuned to these boots, your movement speed increases by 10 feet, you have advantage on Agility(Acrobatics) checks you make that involve juming, and whenever you would jump, you can choose to jump up to three times as high as you would be able to.

WRAITHGUARD (Right-Hand)

Legendary Artifact (requires attunement)

The Wraithguard is an ancient Dwemer gauntlet crafted by Lord Kagrenac himself, in order to handle the powerful tools that gave his people access to the power of the Heart of Lorkhan. The Wraithguard becomes a part of the wearer's physical form while they are attuned, bracing itself to their arm. Being one of the most powerful artifacts, it cannot be destroyed or altered by any means, even by a wish spell. With it, the wearer can handle dangerous substances that would destroy or ruin other material. While wearing the Wraithguard, certain Dwemer artifacts will not damage the wielder, so long as they are used in the correct hand. In addition, the wielder becomes resistant to many types of magic: fire, cold, poison and lightning damage, and immunity to all diseases.

SHIELDS

AURIEL'S SHIELD

Shield (Buckler), Very Rare

You receive a +2 bonus to your Armor Class while using this shield. Whenever a creature makes a weapon attack against you that misses, you can use your reaction to cast thunderwave as a 2nd-level Spell without expending magicka.

SPELLBREAKER

Shield (Buckler), Legendary

You receive a +3 bonus to your Armor Class while wearing this shield. While attuned to this shield, it grants you the fabled ability to ward yourself against magic attacks. The shield has a pool of 200 temporary hit points that regenerates at each dawn by an amount equal to 10d4 + twice your Intelligence modifier. Whenever you would be dealt damage by a spell or magical effect, you can use your reaction to raise the shield and completely absorb that spell's damage (that would be dealt to you), subtracting it from the shield's total hit points. If damage would cause the shield to fall below 0 hit points, you take the leftover damage, converted to psychic damage. Whenever a spell would cause you to make a saving throw, you can use your reaction to raise the shield and gain advantage on that throw.

WONDROUS CLOTHING ITEMS

DENSTANGMER'S RING

Wondrous item, uncommon (requires attunement)

While attuned to the ring, you have resistance to fire, cold and lightning damage.

MENTOR'S RING

Wondrous item, rare (requires attunement)

While attuned to the ring, both your Intelligence and Willpower attributes become 19 if they're less than 19.

RING OF PHYNASTER

Wondrous item, uncommon (requires attunement)

While attuned to the ring, you have resistance to poison, thunder and force damage.

RING OF KHAJIIT

Wondrous item, rare

While wearing the ring, your movement speed is increased by 10 feet. In addition, you have advantage on all Dexterity (Stealth) checks that involve hiding in darkness or dim light.

RING OF SURROUNDINGS

Wondrous item, uncommon

While wearing the ring, you are proficient in Dexterity (Stealth) checks, unless you're already proficient. If you are, you add a bonus to those checks equal to your Intelligence modifier.

RING OF THE WIND

Wondrous item, legendary (requires attunement)

While attuned to the ring, your Agility score becomes 30.

ARMORS

CUIRASS OF THE SAVIOR'S HIDE

Armor (Hide), Legendary Daedric Artifact

You have a +3 bonus to AC while wearing this armor. While attuned to this armor, it gains additional properties, a gift from the Daedric Lord Hircine: ● You have advantage on saving throws against effects that would poison you ● You have Resistance against poison damage. If you already are resistant to poison damage, you have immunity to poison damage instead. ● Whenever you would make a saving throw against a spell or magical effect, you become proficient in the attribute targeted by that saving throw. If you're already proficient in that attribute's saving throw, you double your proficiency bonus for that save. MUDAN DRAGONBONE CUIRASS

Armor (Plate), uncommon (requires attunement)

While wearing this armor, you are immune to fire damage. In addition, you can cast the burning hands spell once per day at 1st level without expending a magicka, regaining the ability to do so after completing a long rest. Personality is your spellcasting attribute for the purposes of this ability.

LORD'S MAIL

Armor (Plate), Very Rare (requires attunement by a lawful or chaotic good creature)

You have a +3 bonus to AC while wearing this armor and attuned to it. In addition, this armor has a pool of healing power that replenishes at the end of each day. This pool is equal to your character level x 5, and replenishes completely at dawn. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to neutralize a poison affecting that target. This feature has no effect on undead and constructs.

WINGS OF THE QUEEN OF BATS

Weapon (Battleaxe or Greataxe), Rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon deals an additional 2d6 necrotic damage to its targets. In addition, when you score a critical hit using this weapon, the target of that attack takes an additional 2d6 necrotic damage.

WEAPONS

SUNDER

Weapon (Light Hammer), Legendary

This weapon has a base damage of 2d4. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon ignores all damage resistances and immunities. Those who wield Sunder gain Kagrenac's Strength and Endurance, having proficiency in those saving throws while the weapon is wielded. In addition, Sunder is an exquisite weapon made of adamantine, dwarven plate metal and gold - for this reason, this weapon deals an additional 2d8 critical hit damage. The magic of Sunder allows it to deal more physical damage to constructs and other automatons; when striking one of those creatures with Sunder, that creature has weakness to Sunder's damage. If you draw or wield Sunder in combat or to use it as a tool without wearing Wraithguard, you immediately take 10d6 necrotic damage, and take that much damage at the start of each of your turns for as long as you keep it equipped. If outside of combat, the damage associated with Sunder affects you about every six seconds.

KEENING

Weapon (Dagger), Legendary

You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon ignores all damage resistances and immunities. Those who wield Keening gain Kagrenac's Agility and Willpower, having proficiency in those saving throws while the weapon is wielded. Keening's crystalline blade is incredibly sharp; you score a critical hit with this weapon on a roll of 18, 19 or 20. In addition, Keening is a wellspring from which Kagrenac was able to draw magical power. You have an additional 20 points of magicka while wielding this weapon. If you draw or wield Keening in combat or to use it as a tool without wearing Wraithguard, you immediately take 10d6 necrotic damage, and take that much damage at the start of each of your turns for as long as you keep it equipped. If outside of combat, the damage associated with Sunder affects you about every six seconds.

STAFF OF HASEDOKI

Weapon (Quarterstaff), Rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While attuned to the Staff of Hasedoki, you have advantage on all saving throws you make to resist magical effects.

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