There are a few changes to this campaign, namely Factions and the Half-Daedra template.
Half-Daedra
You cease aging when you reach adulthood and you restore a number of hit points equal to your class level after every short rest. Your Daedric nature is exposed when exposed to certain spells or when you activate any Daedric feats.
Ability Scores
Your maximum for ability scores is increased to 22.
Daedric Feats
As a half-daedra you have access to a wider range of powers and abilities. You receive one of the following feats for free. You may also choose to take an additional Daedric feat instead of a sub-race. You may take a Daedric feat whenever you could take a regular feat. Any time a Daedric feat grants access to a spell to a character who cannot cast spells, the Spellcasting ability is Endurance and the difficulty save is 8+Proficiency Bonus+Endurance Modifier.
Arachnid Form
Increase your Agility or Intelligence score by +1.
Gain a climb speed of 20 ft.
You may cast Entangle as per the spell. You must finish a short rest before casting it again.
As a bonus action you may enter a spider like form. Four spider limbs grow from your back. While active your climb speed increases to 30 ft and you may attack with the limbs as an action or bonus action. Treat them as natural weapons that inflict 1d6 Piercing damage and have the Finesse property.
Battle Form
Increase your Strength or Endurance score by +1.
As a bonus action you may enter a battle form. This grants you a set of claws or augments your existing ones. They inflict 1d6 Slashing. If you already possess claws they inflict 1d8 damage.
You may make two attacks with your claws as a bonus action, but they must be against the same target and all other characters have advantage on attacks against you for 1 round.
While in your battle form and not wearing armor treat your AC as 13+Agility Modifier. If you have any Unarmored Class feature you use the highest of the two.
Chosen By the Viper
You are considered to have the Serpent Constellation in addition to your original.
Daedric Altmer
You must be Altmer to take this feat.
Increase your Willpower by +1.
Reduce your total hitpoints by -1 for every level.
Gain +1 Magicka every level.
You may switch out the spells granted by Highborn after finishing a long rest with different Mage spells of the same level.
Daedric Argonian
You must be Argonian to take this feat.
Increase your Intelligence score by +1.
You may use your Histskin ability as a bonus action and you have advantage on the dice roll.
Lose your ability to breathe underwater.
Daedric Bosmer
You must be Bosmer to take this feat.
Increase your Willpower by +1.
Replace the Animal Friendship spell from Y'ffre's Gift with Bane and Cordon of Arrows.
Replace the Acrobatics from Bosmer Combat Training to Stealth.
Daedric Breton
You must be Breton to take this feat.
Increase your Intelligence, Personality, and Willpower by +1. Increase the maximum for those scores to 24.
Lose the Magic Resistance trait.
Become vulnerable to all damage from spells.
Daedric Dunmer
You must be Dunmer to take this feat.
Increase your Agility, Intelligence, or Strength by +1.
Whenever you succeed on a save against a spell that inflicts damage you may choose to deal 2d6 Fire damage to yourself. This damage ignores Fire Immunity, but not Fire Resistance. If you do, inflict the same to whomever cast the spell if they are within 100 ft. Increase this damage to 3d6 at 8th level and 4d6 at 15th level.
Daedric Imperial
You must be Imperial to take this feat.
Increase your Strength or Intelligence by +1.
Your Luck dice type is changed from a d6 to a d10. However, you may only use them on attack rolls or Deception skill checks.
You may cast the Vicious Mockery cantrip.
Daedric Khajit
You must be Khajit to take this feat.
Increase your Endurance, Strength, Intelligence, or Personality by +1.
Once between finishing a long rest you may grant yourself True Sight for 1 minute. This allows you to see through any illusion, invisible creatures, and perceive the original shape of any transformed creature.
You lose the ability to see beyond 15 ft in front of you.
Daedric Nord
Increase your Strength by +1.
When not wearing armor your may treat your AC as 10+Strength modifier+Agility modifier.
Once per round you may increase a weapon damage roll by +1d6 Cold damage. This is increased to +2d6 at 8th level and +3d6 at 15th level.
Lose your Battlecry trait.
Daedric Orsimer
You must be Orsimer to take this feat.
Increase your Intelligence, Strength, or Agility by +1.
You may use Berserk up to 3 times between finishing a long rest instead of one. When you use Berserk to grant advantage on an attack roll you also have advantage on a damage roll. While Berserk is active the first attack a creature makes against you each round has advantage.
Daedric Redguard
You must be Redguard to take this feat.
Increase your Agility, Endurance, or Strength by +1.
You may use Adrenaline Rush three times between finishing long rests instead of once.
After your Adrenaline Rush ends take 1d12 Necrotic damage and you have disadvantage on Endurance saves for 10 minutes.
Daedroth's Flame
Increase your Endurance or Personality score by +1.
You may breathe fire in a 30 ft cone as an action. This inflicts 1d8 Fire damage to all creatures in that area, Agility save halves. You must finish a short rest before doing so again. Increase the damage to 2d8 at 3rd level, 3d8 at 6th level, 4d8 at 9th level, 5d8 at 12th level, 6d8 at 15th level, and 7d8 at 18th level.
Dark Soldier
Increase your Strength, Agility, or Endurance score by +1.
Become proficient with one weapon of your choice.
As a bonus action you may Temporary Hit points equal to your proficiency bonus + character level. These last for 1 minute. You must finish a short rest before doing so again.
Dremora Talents
Increase one ability score of your choice by +1.
Become proficient in a single weapon type of your choice.
You may cast a single 1st level Desctruction spell, chosen when you gain this feat, twice before needing to finish a short rest before you may cast it again.
Eternal Killer
Whenever you have advantage on an attack roll you may add your proficiency bonus to that damage roll. Your Daedric nature is not revealed if you do not.
When you successfully attack a creature it stops any regeneration ability they have for 1 round.
Any creature you kill, including Daedra, are permanently slain and cannot later rise or be remade.
Evil Eye
Increase your Agility or Personality by +1.
Gain a pool of 2 Misfortune points. Whenever a creature you can see makes a roll you may force Disadvantage on that roll as a Reaction. Does not work if they have advantage. You must finish a long rest for these points to recharge.
Far Stepper
Increase your Personality or Willpower by +1.
Instead of moving you may choose to teleport up to 20 ft to any place you can see. You may also do so when taking the Dash action.
As a Reaction to a melee attack failing against you, you may teleport up to 20 ft away.
Living Portal
Increase your Intelligence or Willpower by +1.
You may cast Find Steed as the spell. You must finish a short rest before casting it again.
Whenever you cast a Conjuration spell and summon a creature, it is always Daedric in nature. This grants them Fire resistance and additional hit points equal to your character level.
Madness of Oblivion
Increase one ability score by +2 at random by rolling a d6, Strength-1, Agility-2, Endurance-3, Intelligence-4, Personality-5, and Willpower-6.
You may cast Tasha's Hideous Laughter as a spell. You must finish a short rest to cast it again.
Mutable
When activating Daedric feats you may choose not to reveal your nature.
You may cast the Absorb Elements, Disguise Self, and Fog Cloud spells. You must finish a long rest before casting them again.
Nightrunner
Increase your Agility score by +1.
Increase your base speed by +10 ft.
You may take the Dash action as a bonus action.
Oblivion Hunter
Increase one ability score of your choice by +1.
You inflict +2 damage with all attacks made against Daedra.
You have advantage on all saves you make against effects created by Daedra.
Ogrim's Might
Increase your Strength or Endurance score by +1.
Treat your carry weight and the amount you can maneuver as if you were one size category larger.
As an action, you may slam into an enemy instead of making an attack. This acts as the Shove action, but also inflicts 2d4 Bludgeoning damage. When you Shove in this way you may perform against creatures two size categories larger than yourself.
Power of the Flame Atronach
Increase one ability score of your choice by +1.
Become immune to Fire damage, but vulnerable to Cold damage.
Twice between finishing a long rest you may cast Hellish Rebuke.
Power of the Frost Atronach
Increase one ability score of your choice by +1.
Become immune to Cold damage, but vulnerable to Fire damage.
Twice between finishing a long rest you may cast Ice Knife.
Power of the Storm Atronach
Increase one ability score of your choice by +1.
Gain resistance against Lightning damage.
Twice between finishing a long rest you may cast Witch Bolt.
Serpent's Tongue
Become proficient with the Deception skill. If already proficient you may add double your proficiency bonus to Deception skill checks instead.
You may cast the Charm Person, Healing Word, and Hex spells. You must finish a long rest before casting them again.
Vile Presence
Increase your Personality by +1.
Become proficient with the Intimidation skill. If you are already proficient you may add double your proficiency bonus to Intimidation skill checks instead.
When you successfully Intimidate a single creature you may choose to inflict 1d10 Psychic damage to them.
War Mage
Increase your Intelligence, Personality, or Willpower score by +1.
You may cast a single 1st level Destruction spell, chosen when you first gain this feat. You must finish a short rest before casting it again.
When you roll damage for a Destruction spell you may choose to roll again, taking the second result even if it is worse. You may only do this three times before you need to finish a long rest and recharge.
Wings of Shadow
As a bonus action grow a set of wings that grant a flight speed of 30 ft. Reduce this speed to 10 if carrying a heavy load or wearing heavy armor.
Xivilian Skin
Increase your Strength or Agility score by +1.
While not wearing armor treat your AC as 13+Agility modifier.
Once between finishing a long rest you may choose to gain advantage on a single save made against a spell. If successful, you suffer no ill effects, even if you would normally do so on a failed save.