Kāne — Hawaiian Akua of Life, Creation and Fresh Water

Kāne — Hawaiian Akua of Life, Creation and Fresh Water

Kāne, Hawaiian akua of life, creation and fresh water, standing beside a clear spring beneath living forest and sunlight
Kāne is present wherever fresh water, sunlight and living growth make new life possible.

Hawaiian tradition · Life · Creation · Fresh water · Sunlight · Heavens · Voyaging

Kāne is one of the foundational Hawaiian akua. This page keeps the traditional Hawaiian roles distinct while adapting them into campaign-ready divine mechanics.

Kāne at a Glance

Tradition Hawaiian
Divine standing Major akua
Campaign alignment Neutral Good
Portfolio Life, creation, fresh water, sunlight, heavens, growth, canoe-building and voyaging
Sacred signs Unexpected fresh water, shafts of sunlight through cloud, owls at thresholds, bamboo moving without wind and springs opening in dry ground
Pantheon nexus Hawaiki — The Ancestral Isles, within Ossa — The Living and Remembering Sea in Arborea
Campaign present Active wherever life depends on clean water, settlement, cultivation, navigation or the opening of a new place

Divine Mechanics

Encounter role: Support / creator / radiant controller. These statistics are original campaign-scale manifestations. Each edition tab is standalone.

Kāne

Large Celestial (Deity), Neutral Good

Epic CR 35 (campaign-scale; PB +11)

AC 27 · HP 730 · Speed 50 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
28 (+9) 26 (+8) 32 (+11) 32 (+11) 34 (+12) 32 (+11)

Saving Throws Str +20, Dex +19, Con +22, Int +22, Wis +23, Cha +22

Skills Medicine +23, Nature +22, Perception +23, Religion +22, Survival +23

Damage Resistances cold, fire, force, necrotic; bludgeoning, piercing and slashing from nonmagical attacks

Damage Immunities poison, radiant

Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned, Stunned

Senses Truesight 240 ft., Passive Perception 33 · Languages all; telepathy 1 mile

Traits

Divine Rank 14. Kāne is an intermediate deity on the campaign deity scale. His divine effects count as artifact-level magic.

Legendary Resistance (4/Day). If Kāne fails a saving throw, he can choose to succeed instead.

Magic Resistance. Kāne has Advantage on saving throws against spells and other magical effects.

Wai Ola. Fresh water within 120 feet of Kāne becomes clean and drinkable unless a deity of equal or higher rank opposes him.

Source of Life. Living allies that start their turn within 60 feet regain 20 hit points if they are below half their hit point maximum.

Light of Kāne. Magical darkness of 8th level or lower cannot persist within 120 feet.

Actions

Multiattack. Kāne makes three Staff of Living Water attacks.

Staff of Living Water. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) Bludgeoning damage plus 22 (4d10) Radiant damage.

Spring from Stone (Recharge 5–6). A point within 180 feet erupts with fresh water and radiant force. Hostile creatures in a 40-foot-radius area make a DC 31 Strength saving throw, taking 55 (10d10) Force damage and being pushed 30 feet on a failed save, or half damage without being pushed on a success. Allies in the area regain 30 hit points.

First Light (1/Day). Kāne floods a 180-foot radius with dawn-bright radiance for 1 minute. Allies of his choice gain 40 temporary hit points and Advantage on Wisdom saving throws. Hostile Undead and Fiends take 27 (6d8) Radiant damage at the start of their turns while they remain in the area.

Legendary Actions

Kāne can take 3 Legendary Actions, one at a time at the end of another creature’s turn.

  • Living Water. One ally within 60 feet regains 20 hit points.
  • Sun Step. Kāne teleports up to 60 feet between brightly lit spaces.
  • Staff Strike. Kāne makes one Staff of Living Water attack.
  • Open the Spring (Costs 2). One creature within 60 feet makes a DC 31 Strength saving throw or is pushed 30 feet by erupting water.

Mythic Trait

Wai Ola, Source Renewed. The first time Kāne reaches 0 hit points, he instead regains 365 hit points. A freshwater spring opens beneath him, every ally of his choice within 120 feet regains 30 hit points, and Kāne immediately uses First Light.

5.5e check: Staff of Living Water averages 53 damage. Three attacks average 159 damage before Legendary Actions. Attack bonus +20 equals Strength +9 plus PB +11; divine save DC 31 uses Wisdom +12 and PB +11.

Kāne — Pathfinder 1e

CR 34/MR 10; NG Large outsider (divine, extraplanar, good, mythic)

Divine Rank overlay 14

DEFENSE

AC 60, touch 38, flat-footed 52 (-1 size, +8 Dex, +22 natural, +11 deflection, +10 divine)

hp 776 (47d10+517)

Fort +40, Ref +37, Will +41

Defensive Abilities divine resilience +4, freedom of movement, mythic saving throws; DR 25/epic; SR 46

Immune acid, cold, electricity, disease, fear, paralysis, petrification, poison, sleep, stunning; Resist fire 19

OFFENSE

Speed 60 ft., fly 120 ft. (perfect), swim 90 ft.

Melee +5 staff of living water +61/+56/+51/+46 (1d8+18 plus 6d6 radiant/19–20)

Ranged ray of first light +54 touch (10d6 radiant)

Space 10 ft.; Reach 10 ft.

Special Attacks mythic power (10/day, surge +1d12), spring from stone, first light, water of Kāne

Spell-Like Abilities

CL 34th; concentration +45

At will—daylight, heal, purify food and drink, water breathing, water walk

3/day—control water, greater restoration, sunbeam, true seeing

1/day—mass heal, miracle, sunburst

STATISTICS

Str 28, Dex 26, Con 32, Int 32, Wis 34, Cha 32

Base Atk +47; CMB +57; CMD 75

Feats Ability Focus (spring from stone), Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Great Fortitude, Greater Vital Strike, Improved Critical (staff), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability (heal), Skill Focus (Heal), Skill Focus (Perception), Skill Focus (Survival), Toughness, Vital Strike, Weapon Focus (staff)

Skills Acrobatics +58, Diplomacy +61, Fly +62, Heal +68, Knowledge (nature) +61, Knowledge (planes) +61, Knowledge (religion) +61, Perception +72, Sense Motive +66, Spellcraft +61, Survival +68, Swim +59

Languages all; telepathy 1 mile

SQ immortality, portfolio sense, remote communication, source of life

Divine and Mythic Abilities

Water of Kāne (Su). Kāne can purify natural water at will. Allies within 60 feet that are touching fresh water gain fast healing 10.

Source of Life (Su). Once per round as a free action, Kāne can cause a living creature within 60 feet to regain 25 hit points. This is positive energy.

Spring from Stone (Su). Every 1d4 rounds Kāne erupts fresh water and radiant force in a 40-foot-radius area within 180 feet. Hostile creatures take 10d10 force damage and are pushed 30 feet; Reflex DC 45 halves the damage and negates the push. Allies in the area regain 30 hit points.

First Light (Su) 1/day. Kāne fills a 180-foot-radius area with brilliant light for 10 rounds. Allies gain 40 temporary hit points and a +4 sacred bonus on Will saves; hostile undead and evil outsiders take 6d8 radiant damage at the start of their turns.

Mythic Saving Throws. A successful saving throw negates an effect that would normally have a reduced effect on a success.

Source Renewed (Ex) 1/day. When reduced to 0 hit points, Kāne may expend 3 uses of mythic power to remain at 1 hit point, remove one condition affecting him and immediately use First Light.

Divine Domains

Domains Good, Healing, Sun, Water. Subdomains Restoration, Light, Rivers.

Kāne — D&D 3.5e

Intermediate Deity; Divine Rank 14; NG Large Outsider (Extraplanar, Good)

CR 35 · Divine Rank 14 · HD 47d8+517 (893 hp)

Initiative +12 · Speed 80 ft., fly 240 ft. (perfect), swim 80 ft.

AC 69, touch 42, flat-footed 61 (-1 size, +8 Dex, +27 natural, +14 divine, +11 deflection)

Base Attack/Grapple +47/+60

Attack +5 holy Staff of Living Water +75 melee (1d8+18 plus 2d6 against evil/19–20)

Full Attack +5 holy Staff of Living Water +75/+70/+65/+60 melee (1d8+18 plus 2d6 against evil/19–20)

Space/Reach 10 ft./10 ft.

Special Attacks

Divine aura, domain powers, salient divine abilities, life-and-water portfolio powers and spell-like abilities.

Special Qualities

Divine Rank 14, immortality, remote sensing, remote communication, portfolio sense, godly realm, travel, automatic actions, divine immunities, DR 25/epic, SR 46, acid/cold/electricity immunity, fire resistance 19 and divine fast healing 34.

Saves Fort +50, Ref +47, Will +51

Abilities Str 28, Dex 26, Con 32, Int 32, Wis 34, Cha 32

Skills Concentration +75, Diplomacy +75, Heal +100, Knowledge (nature) +75, Knowledge (planes) +75, Knowledge (religion) +75, Listen +76, Sense Motive +76, Spellcraft +75, Spot +76, Survival +100, Swim +73

Feats Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Critical (staff), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability (heal), Skill Focus (Knowledge [nature]), Weapon Focus (staff)

Salient Divine Abilities

Kāne has 17 salient divine abilities: 14 from Divine Rank and 3 additional abilities for intermediate-deity status.

Alter Reality, Area Divine Shield, Avatar, Command Plants, Create Object, Create Greater Object, Divine Blast, Divine Fast Healing, Divine Radiance, Divine Shield, Divine Water Mastery, Extra Sense Enhancement, Gift of Life, Power of Nature, Rejuvenation, Divine Skill Focus (Heal) and Divine Skill Focus (Survival).

Divine Rank 14

Divine Aura. Up to 1,400 feet; Will DC 35. Kāne may daze, frighten or strengthen resolve as permitted by the divine-rank rules.

Senses. Kāne’s ordinary senses extend 14 miles. He can remotely sense up to ten sacred, worshipper-centred or portfolio-related locations at once.

Portfolio Sense. Kāne senses events involving life, fresh water, sunlight, creation and growth as they occur and can look back through the previous fourteen weeks. He does not receive future portfolio sense at Divine Rank 14.

Godly Realm. Kāne can exercise divine environmental control across a radius of up to 10 miles in an Outer-Plane realm or 1,400 feet around a Material-Plane realm.

Automatic Actions. Within his portfolio Kāne may perform qualifying actions of DC 25 or lower as free actions, up to ten such free actions each round.

Domain Spell-Like Abilities

Domains Good, Healing, Sun, Water. Kāne can use every spell from these domains as a spell-like ability at will. Caster level 24th; save DC 35 + spell level.

Portfolio Powers

Divine Radiance. Kāne can shed a 140-foot emanation of divine sunlight that suppresses lesser darkness and harms undead.

Divine Water Mastery. Kāne exercises deity-scale control over water and senses creatures sharing the same body of water within the range granted by the salient ability.

Gift of Life. Kāne can restore a dead creature to life without a material component, subject to the limits of the salient divine ability and the authority of higher-ranked powers over a soul.

Command Plants. Once per day Kāne can cause plant life to flourish across a radius of up to 14 miles or command plant creatures as described by the salient divine ability.

Source of Life. Fresh water touched by Kāne is purified. Springs created by his divine power remain potable unless a higher-ranked divine effect opposes him.

Environment sacred springs, living forests, voyaging routes and his divine realm · Organization unique · Treasure divine relics · Alignment Neutral Good · Advancement —

Worship in the Living World

Kāne belongs to life-giving water, sunlight, growth and creation. Hawaiian sources connect him with fresh water and with practices including canoe building and navigation. In play, devotion to Kāne is most visible wherever people protect springs, open new settlements, launch canoes or depend on water that must remain clean.

Kāne is often paired with Kanaloa in stories of travel and the search for water. That pairing gives GMs an immediate way to connect inland springs with long-distance voyaging.

Mythic Identity

Kāne is one of the great Hawaiian akua and is associated by the National Park Service with creation, the heavens and the cosmos. Kahoʻiwai also records strong links with water, canoe carving and navigation, as well as bodily forms that include water, bamboo, ʻawa, kalo, pig and coconut.

He is therefore best used as a life-and-creation power rooted in specific practices and natural forms rather than as a generic “creator god.”

Pantheon Plane: Hawaiki and Ossa

Hawaiki — The Ancestral Isles lies within Ossa — The Living and Remembering Sea in Arborea. For the Hawaiian gods, this is a wider pantheon nexus of ancestry, voyaging and remembered homelands rather than a claim that every akua permanently resides there.

Each deity keeps its own Hawaiian places, forms and relationships. Hawaiki provides the shared planar road; it does not flatten those traditions into one court.

What Is Kāne Doing Now?

Freshwater springs have begun opening along old inland routes that have been dry for generations. Each spring reflects a different night sky, and canoes launched from nearby shores find the same unfamiliar star ahead of them.

Kāne and Kanaloa appear to be reopening a forgotten water-road. The question is where it leads—and why now.

Domain Spells and Divine Gifts

Suggested 5.5e domains: Life, Light, Nature. PF1e / 3.5e domains: Good, Healing, Sun, Water.

1st: cure wounds, guiding bolt · 2nd: lesser restoration · 3rd: daylight, water breathing · 4th: divination · 5th: greater restoration · 6th: heal, sunbeam · 7th: plane shift · 8th: sunburst · 9th: mass heal.

Campaign Relic — Wai a Kāne

An original game relic: a dark gourd that always contains a mouthful of cold fresh water. Once per day it can purify a contaminated spring or restore 40 hit points to up to six creatures who drink from it. Once per week it can reveal the nearest hidden source of fresh water on the same plane.

Regional Effects

  • Springs Run Clear. Natural fresh water resists mundane contamination.
  • Life Takes Hold. Newly planted useful plants establish more easily around favoured water.
  • Sunlight Finds the Path. Travellers outdoors gain advantage on one daily navigation check made under natural light.

Relationships

Kanaloa: Kāne’s great travelling counterpart in stories of water, voyaging and the Hawaiian archipelago.

Hina: Hawaiian traditions can pair Kāne with wider male/female divine structures without making Hina merely his opposite.

Wākea and Papahānaumoku: distinct ancestral and creation figures whose genealogies should remain separate from Kāne’s own roles.

Use Kāne Tonight

The Spring Beneath the Road

A new spring opens under a fortified route and cannot be diverted.

The Water Road

A freshwater stream flows uphill and ends in a reflection of Hawaiki.

The Unfinished Canoe

A canoe can never be completed because one missing tree grows only beside a sacred spring.

The Owl at Noon

A pueo appears in full daylight above a poisoned water source.

Deep Link Dive

Hawaiki and Ossa

Follow Kāne’s pantheon ties into the ancestral voyaging realm.

Kanaloa

Continue into Kāne’s great travelling counterpart and the deep ocean.

Cleric

Build divine characters around life, light and living water.

Druid

Connect springs and growth to playable nature magic.

Sources and Licensing

University of Hawaiʻi Kahoʻiwai — Kāne · National Park Service — Hawaiian Akua · Puʻuhonua o Hōnaunau — Kiʻi and the major akua

Traditional Hawaiian material is kept distinct from original campaign additions. Encounter statistics, relic mechanics, planar implementation, regional effects and adventure hooks are original fantasy-RPG adaptations. Edition names identify rules compatibility; they do not claim the traditional narratives originate in those game systems.

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