Perun — Slavic God of Thunder and War

Perun holds an axe beside a hilltop oak while lightning crosses a wide river valley
Perun watches the river crossings beneath the Thunder Ridge.

At a Glance

IdentityPerun, god of thunder and the sworn defence
SpheresLightning, battle, oaths and the hilltop oak
Divine homeThe Thunder Ridge in Shurrock, Iriy, Bytopia
Divine companyVeles disputes his claims; Mokosh reminds him of their cost; Simargl guards the roads below
WorshippersWarriors, oath-keepers and communities defending a crossing
EmblemsThe oak, eagle, thunderstone and battleaxe
RelicThe Thunderstone Axe, a gift to a mortal defender
A golden double-headed axe amid blue lightning, encircled by oak leaves and acorns
The axe, lightning and oak: Perun’s campaign emblem.

On the highest wooded ridges, Perun’s thunder breaks across the earth before the rain begins. He is the god a war-band invokes when its line must hold, but he is not a patron of every ambitious conqueror. His storm will defend a village against raiders and ruin a proud captain who mistakes cruelty for courage.

Perun in the world

In the campaign, Perun’s strongest mortal shrines stand beneath old oaks, on the heights above river fords and near the mustering grounds of people who expect to fight. In Novgorod, a storm-split tree has begun to grow again. The spears laid against its trunk do not rust. A widow who remembers the last defence of the city has become its keeper, and the local warriors have learned to listen when she tells them to stay their hands.

Origins and divine relationships

The Primary Chronicle, compiled in the early twelfth century, places Perun first among Vladimir’s divine images in its account of Kyiv in 980. It describes the wooden figure with a silver head and golden moustache, and later tells of the image being cast into the Dnieper. The Chronicle also associates Perun with Rus’ oaths. This is a Christian chronicler’s account, not a surviving pagan scripture. The extended contest with Veles is a scholarly reconstruction; no complete ancient epic of their conflict survives here.

The Thunder Ridge. Perun’s estate rises in Shurrock, the wild mountain layer of Iriy in Bytopia. A living oak stands above a stone muster court. Petitioners leave their weapons at its roots and name the people they mean to protect. A storm road reaches Ysgard when Perun opens it; travellers cannot summon it merely by shouting his name. The estate, living worship and encounters on this page belong to the campaign.

Encountering Perun

At the Thunder Ridge, the oak shelters people who gather beneath it. Its roots draw a bolt away from one creature each round. Holding a lit brand against an exposed root can interrupt that protection, but may turn a contest into a quarrel with every household whose oath is held there. The edition panels give the ward’s precise limits.

Perun speaks plainly, despises cowardice disguised as prudence, and demands that a champion take responsibility for the people behind the shield wall. He tests courage by requiring protection, not a spectacular killing. A warrior who survives one of his trials can still fail it by leaving the wounded behind.

He accepts an orderly withdrawal that saves the wounded and rejects a glorious charge that leaves a village undefended. A party can win passage by returning a captured standard, keeping a difficult promise or showing that a disputed crossing still shelters innocent travellers. In battle he strikes an enemy champion before a frightened conscript. He stops to hear a surrender offered in good faith; breaking that surrender brings the storm back.

Adventures

The Oak at the Ford

A novice shield-bearer, Zlata, has seen blue fire crawling through the Novgorod oak. An orc raiding party will reach the ford at dawn. The party can recover the buried thunderstone, fortify the crossing, or bargain with the raiders; taking the stone away may save the town but leave the oak powerless for a generation.

The Axe That Would Not Fall

The captain Borislav cannot lower a captured axe, even to eat. Its blade points toward the man who ordered a massacre of surrendered prisoners. Finding him requires following the army into hostile country; handing him over may end the curse, but may also destroy an uneasy peace.

Thunder Over Iriy

A storm road opens above a mountaintop as a contingent of the dead marches toward it. Perun will bar the passage unless the party rescues the living guide whom the dead have taken for their captain.

Worship and powers

A shrine’s keeper leads its own rites; no single mortal priest governs all Perun’s worshippers. A vow is made before witnesses with weapons set down, and its value rests on what the speaker actually protects. His clerics draw on battle and storm, with separate native domain choices in each edition below.

Thunderstone Axe — divine relic

Perun gives a mortal defender an axe whose dark stone head carries a seam of pale lightning. It is the Thunderstone Axe, distinct from the immense Thunder-Axe he wields himself. A stroke can send lightning leaping towards a second enemy. The gift is meant to hold a road or ford for others, and loses its favour when used to slaughter people whose surrender the bearer has accepted.

Divine powers and encounter rules

D&D 2024

Perun — divine combat statistics

Large Celestial; Lawful Neutral. Initiative +6 (16); CR 34 (unofficial epic deity rating, unplaytested); PB +10 (campaign extrapolation beyond the published CR 30 table; no official CR 34 XP entry). AC 28 (divine ward); HP 780 (40d10 + 560); Speed 40 ft., Fly 60 ft. (hover), Swim 30 ft.

STRDEXCONINTWISCHA
36 (+13)22 (+6)38 (+14)24 (+7)34 (+12)32 (+11)

Saving Throws: Str +23, Con +24, Wis +22, Cha +21. Skills: Athletics +23, Insight +22, Perception +22, Religion +17. Resistances: cold, fire; bludgeoning, piercing and slashing damage from nonmagical attacks. Immunities: lightning; charmed, frightened. Senses: Truesight 120 ft.; Passive Perception 32. Languages: Old East Slavic and Celestial; telepathy 120 ft.

Legendary Resistance (3/day). If Perun fails a saving throw, he may choose to succeed instead.

Actions

Multiattack. Perun makes three Thunder-Axe attacks.

Thunder-Axe. Melee Attack Roll: +23, reach 15 ft., one target. Hit: 35 (4d10 + 13) slashing damage plus 18 (4d8) lightning damage. The axe is a divine manifestation; a disarmed manifestation vanishes at the end of the turn and reforms in Perun’s hand at the start of his next turn.

Oak-Splitting Bolt (Recharge 5–6). Each creature Perun chooses in a 90-foot-long, 10-foot-wide line makes a DC 30 Dexterity saving throw. Failure: 84 (24d6) lightning damage plus 28 (8d6) thunder damage and the Prone condition. Success: half the damage, without falling Prone. A creature directly beneath a living oak has advantage on the save.

Bonus Actions

Step Between Shrines (2/day). Perun teleports up to 30 feet to an unoccupied space he can see. This cannot cross planes or a sealed magical barrier.

Thunder Reversal (1/day). While Bloodied (390 HP or fewer), Perun creates a 20-foot Emanation until the start of his next turn. Hostile creatures in it cannot make Opportunity Attacks. An ally that starts its turn in it or enters it for the first time on a turn gains 16 Temporary Hit Points; each ally can receive these points only once per use.

Reactions

Shield of the Ford (2/day). When Perun or a willing creature he can see within 30 feet takes damage, Perun halves that instance of damage before it is applied. He may then move the protected creature up to 10 feet into an unoccupied space it can enter, without provoking Opportunity Attacks.

Legendary Actions

Perun has three legendary actions, regained at the start of his turn. He uses one option immediately after another creature’s turn, at most one option after that turn. Divine Advance (1 action): move up to half his Speed without provoking Opportunity Attacks. Thunder-Axe (2 actions): make one Thunder-Axe attack. Divine Rebuke (1 action): one creature he can see within 30 feet makes a DC 30 Wisdom saving throw, taking 18 (4d8) lightning damage on a failure or no damage on a success.

Personal Spellcasting

Wisdom; spell save DC 30, spell attack +22. Perun requires no components. Use the spell’s native casting time and Concentration rules; control weather takes 10 minutes. Perun casts only one of these spells with a single casting action, without replacing an attack from Multiattack.

Spell levelPersonal divine spellsUses
Cantripsthaumaturgy, shocking graspAt will
1stthunderwave3/day
2ndshatter3/day
3rdlightning bolt3/day
4thice storm2/day
5thdestructive wave2/day
6thchain lightning2/day
7thfire storm1/day
8thearthquake, control weather1/day each
9thstorm of vengeance1/day

Thunder Ridge ward. At initiative count 20 each round, the estate’s living oak renews its ward. The first time a creature other than Perun within 30 feet of it would take lightning damage before the next renewal, the tree diverts that damage to the sky. A creature touching an exposed root can use the Utilize action with a lit brand to suppress the ward until the next renewal. The ward diverts only one creature’s instance of damage per round and functions only at this oak.

Cleric domain and granted spells

A cleric may use the 2024 War Domain with a Perun-specific granted-spell list. Each spell is always prepared at the shown cleric level and counts as a cleric spell for that cleric. All the domain’s other features, spell slots and access levels use its own edition. These are the follower’s spells, separate from Perun’s personal powers.

Cleric progressionGranted spells
Cleric 3 (1st-level)thunderwave, shield of faith
Cleric 3 (2nd-level)shatter, gust of wind
Cleric 5 (3rd-level)call lightning, lightning bolt
Cleric 7 (4th-level)freedom of movement, ice storm
Cleric 9 (5th-level)destructive wave, hold monster
Thunderstone Axe — D&D 2024

Weapon (battleaxe), very rare; requires attunement by a creature proficient with it. This magic battleaxe grants +2 to attack and damage rolls. Its normal battleaxe damage and properties use your edition’s equipment rules. Once per turn when you hit with it, you may spend its lightning charge to strike a different creature you can see within 15 feet of the target. The second creature makes a DC 17 Dexterity saving throw, taking 4d8 lightning damage on a failure or half on a success. Using the charge requires no separate action; it returns when you finish a Long Rest. The axe does not return when thrown and gains no thrown property. If you knowingly use it to kill a helpless person whose surrender you accepted, its magical properties cease until you complete a dangerous act of protection without payment and receive Perun’s pardon.

D&D 2014

Perun — divine combat statistics

Large Celestial; Lawful Neutral. CR 34 (unofficial epic deity rating, unplaytested); PB +10 (campaign extrapolation beyond the published CR 30 table; no official CR 34 XP entry). AC 28 (divine ward); HP 780 (40d10 + 560); Speed 40 ft., Fly 60 ft. (hover), Swim 30 ft.

STRDEXCONINTWISCHA
36 (+13)22 (+6)38 (+14)24 (+7)34 (+12)32 (+11)

Saving Throws: Str +23, Con +24, Wis +22, Cha +21. Skills: Athletics +23, Insight +22, Perception +22, Religion +17. Resistances: cold, fire; bludgeoning, piercing and slashing damage from nonmagical attacks. Immunities: lightning; charmed, frightened. Senses: Truesight 120 ft.; Passive Perception 32. Languages: Old East Slavic and Celestial; telepathy 120 ft.

Legendary Resistance (3/day). If Perun fails a saving throw, he may choose to succeed instead.

Actions

Multiattack. Perun makes three Thunder-Axe attacks.

Thunder-Axe. Melee Weapon Attack: +23, reach 15 ft., one target. Hit: 35 (4d10 + 13) slashing damage plus 18 (4d8) lightning damage. The axe is a divine manifestation; a disarmed manifestation vanishes at the end of the turn and reforms in Perun’s hand at the start of his next turn.

Oak-Splitting Bolt (Recharge 5–6). Each creature Perun chooses in a 90-foot-long, 10-foot-wide line makes a DC 30 Dexterity saving throw. Failure: 84 (24d6) lightning damage plus 28 (8d6) thunder damage and the Prone condition. Success: half the damage, without falling Prone. A creature directly beneath a living oak has advantage on the save.

Thunder Trial (1/day). One creature Perun can see within 60 feet makes a DC 30 Wisdom saving throw. On a failure it has disadvantage on attack rolls against creatures other than Perun until the end of its next turn. A creature standing within 10 feet of a living oak has advantage on this save.

Bonus Actions

Step Between Shrines (2/day). Perun teleports up to 30 feet to an unoccupied space he can see. This cannot cross planes or a sealed magical barrier.

Reactions

Shield of the Ford (2/day). When Perun or a willing creature he can see within 30 feet takes damage, Perun halves that instance of damage before it is applied. He may then move the protected creature up to 10 feet into an unoccupied space it can enter, without provoking Opportunity Attacks.

Legendary Actions

Perun has three legendary actions, regained at the start of his turn. He uses one option immediately after another creature’s turn, at most one option after that turn. Divine Advance (1 action): move up to half his Speed without provoking Opportunity Attacks. Thunder-Axe (2 actions): make one Thunder-Axe attack. Divine Rebuke (1 action): one creature he can see within 30 feet makes a DC 30 Wisdom saving throw, taking 18 (4d8) lightning damage on a failure or no damage on a success.

Personal Innate Spellcasting

Wisdom; spell save DC 30, spell attack +22. Perun requires no components. Use the spell’s native casting time and Concentration rules; control weather takes 10 minutes. Perun casts only one of these spells with a single casting action, without replacing an attack from Multiattack.

Spell levelPersonal divine spellsUses
Cantripsthaumaturgy, shocking graspAt will
1stthunderwave3/day
2ndshatter3/day
3rdlightning bolt3/day
4thice storm2/day
5thdestructive wave2/day
6thchain lightning2/day
7thfire storm1/day
8thearthquake, control weather1/day each
9thstorm of vengeance1/day

Thunder Ridge ward. At initiative count 20 each round, the estate’s living oak renews its ward. The first time a creature other than Perun within 30 feet of it would take lightning damage before the next renewal, the tree diverts that damage to the sky. A creature touching an exposed root can use an action with a lit brand to suppress the ward until the next renewal. The ward diverts only one creature’s instance of damage per round and functions only at this oak.

Cleric domain and granted spells

A cleric may use the 2014 Tempest Domain with the following campaign replacement spell list. Each spell is always prepared at the shown cleric level and counts as a cleric spell for that cleric. All the domain’s other features, spell slots and access levels use its own edition. These are the follower’s spells, separate from Perun’s personal powers.

Cleric progressionGranted spells
Cleric 1 (1st-level)thunderwave, shield of faith
Cleric 3 (2nd-level)shatter, gust of wind
Cleric 5 (3rd-level)call lightning, lightning bolt
Cleric 7 (4th-level)freedom of movement, ice storm
Cleric 9 (5th-level)destructive wave, hold monster
Thunderstone Axe — D&D 2014

Weapon (battleaxe), very rare; requires attunement by a creature proficient with it. This magic battleaxe grants +2 to attack and damage rolls. Its normal battleaxe damage and properties use your edition’s equipment rules. Once per turn when you hit with it, you may spend its lightning charge to strike a different creature you can see within 15 feet of the target. The second creature makes a DC 17 Dexterity saving throw, taking 4d8 lightning damage on a failure or half on a success. Using the charge requires no separate action; it returns when you finish a Long Rest. The axe does not return when thrown and gains no thrown property. If you knowingly use it to kill a helpless person whose surrender you accepted, its magical properties cease until you complete a dangerous act of protection without payment and receive Perun’s pardon.

Pathfinder 1e

Perun — Pathfinder 1e

LN Large outsider (lawful, extraplanar away from Bytopia); CR 35 (unofficial epic divine encounter rating; unplaytested). Init +11; Senses darkvision 60 ft., constant true seeing; Perception +46.

AC 60, touch 28, flat-footed 52 (10 base, −1 size, +7 Dex, +22 natural, +10 sacred ward, +11 deflection, +1 Dodge). hp 615 (30d10 + 420 Constitution + 30 Toughness, using average Hit Dice). Fort +32, Ref +32, Will +38; each includes a +6 sacred saving-throw ward and a +2 saving-throw feat. His outsider chassis has good Reflex and Will saves and poor Fortitude progression: Fort +10 base +14 Con +6 sacred +2 Great Fortitude; Ref +17 base +7 Dex +6 sacred +2 Lightning Reflexes; Will +17 base +13 Wis +6 sacred +2 Iron Will. DR 15/epic; SR 35; Immune electricity, fear; Resist fire 20, cold 20.

STRDEXCONINTWISCHA
40 (+15)24 (+7)38 (+14)28 (+9)36 (+13)32 (+11)

Speed 40 ft., fly 60 ft. (perfect). Base Atk +30; CMB +46 (+30 BAB, +15 Str, +1 Large size); CMD 85 (10 + BAB 30 + Str 15 + Dex 7 + size 1 + sacred 10 + deflection 11 + Dodge 1). Space/Reach 10 ft./10 ft.; axe reach 15 ft. Melee Thunder-Axe +48/+43/+38/+33 (4d8+18 slashing plus 4d6 electricity, 19–20/×3). The attack includes a +3 enhancement and Weapon Focus; Improved Critical expands its threat range. Perun wields it in one hand. Its damage dice and ability to overcome epic DR are bespoke divine properties, not ordinary battleaxe qualities. The weapon is lawful-aligned for DR. Touch attacks: melee +44, ranged +36. A disarmed Thunder-Axe vanishes at the end of that turn and returns to his hand at the start of his next turn.

Feats (15): Improved Initiative, Power Attack, Cleave, Great Cleave, Combat Reflexes, Dodge, Mobility, Spring Attack, Toughness, Great Fortitude, Iron Will, Lightning Reflexes, Blind-Fight, Weapon Focus (battleaxe), Improved Critical (battleaxe).

Skills: Bluff +44, Craft (weapons) +42, Fly +46, Intimidate +44, Knowledge (planes) +42, Knowledge (religion) +42, Perception +46, Sense Motive +46, Spellcraft +42, Stealth +36, Survival +43, Swim +45, Appraise +39, Diplomacy +41, Knowledge (history) +39. Each of these fifteen skills has 30 ranks, spending all 450 skill ranks from (6 outsider base + 9 Int) × 30 HD. Fly, Intimidate, Knowledge (religion) and Spellcraft are his four additional outsider class skills. Survival, Swim, Appraise, Diplomacy and Knowledge (history) are not among his class skills and do not gain the +3 class-skill bonus. Fly includes +8 perfect maneuverability and −2 size; Stealth includes −4 size. Fly includes +8 perfect manoeuvrability and −2 size; Stealth includes −4 size. Languages: Old East Slavic and Celestial; telepathy 120 ft.

Oak-Splitting Bolt (Su). Standard action, recharges after 1d4 rounds. Chosen creatures in a 90-ft.-long, 10-ft.-wide line take 24d6 electricity and 8d6 sonic damage, Reflex DC 39 half (10 + half of 30 HD + Constitution modifier 14). A failed save also knocks the creature prone. A creature directly beneath a living oak has +4 circumstance on the save. The save is Charisma-based, using half his 30 HD.

Personal spell-like abilities

CL 30th; Charisma-based save DC 21 + spell level; concentration +41. No components are required. Use native casting times, spell resistance and concentration; control weather still takes 10 minutes.

Spell levelPersonal spell-like powersUses
0detect magic, guidanceAt will
1magic weapon3/day each
2gust of wind3/day each
3call lightning3/day each
4ice storm2/day each
5flame strike2/day each
6chain lightning2/day each
7control weather1/day each
8whirlwind1/day each
9storm of vengeance1/day each

Thunder Ridge ward. At initiative count 20, the estate oak renews a ward that diverts the first instance of electricity damage that would affect a creature other than Perun within 30 ft. before the next renewal. An adjacent creature can use a standard action with a lit brand against an exposed root to suppress the ward until the next renewal. It protects one creature per round at this oak.

Cleric domains and domain spells

A cleric of Perun chooses two of Air, Weather and War. They receive both domains’ granted powers and a domain slot at each available spell level. His favoured weapon is the battleaxe.

Granted domain powers

Air: Lightning Arc is a standard-action ranged touch attack against a foe within 30 ft., dealing 1d6 + half cleric level electricity damage, 3 + Wisdom modifier times/day. Electricity resistance is 10 at cleric 6, 20 at 12, and immunity at 20.

Weather: Storm Burst is a standard-action ranged touch attack within 30 ft., dealing 1d6 + half cleric level nonlethal damage and giving −2 on attacks for 1 round, 3 + Wisdom modifier times/day. At cleric 8, Lightning Lord provides a daily pool of bolts equal to cleric level. A standard action can spend several bolts against different targets no more than 30 ft. apart, no more than one per creature; otherwise use the native call lightning rules.

War: Battle Rage is a standard-action touch granting +half cleric level (minimum +1) on melee damage for 1 round, 3 + Wisdom modifier times/day. At cleric 8, Weapon Master is a swift action granting one combat feat whose prerequisites the cleric meets, for a pool of rounds/day equal to cleric level; the feat can change on each activation.

Spell levelAirWeatherWar
1obscuring mistobscuring mistmagic weapon
2wind wallfog cloudspiritual weapon
3gaseous formcall lightningmagic vestment
4air walksleet stormdivine power
5control windsice stormflame strike
6chain lightningcontrol windsblade barrier
7elemental body IV (air only)control weatherpower word blind
8whirlwindwhirlwindpower word stun
9elemental swarm (air only)storm of vengeancepower word kill
Thunderstone Axe — Pathfinder 1e

Unique minor artifact; +2 battleaxe; CL 20th; no market price or normal crafting recipe. The axe adjusts to the wielder’s size when first grasped, but otherwise uses the native battleaxe damage, critical multiplier and weapon rules. Once per day, after a successful hit, its wielder may activate its lightning as a free action. A different creature the wielder can see within 15 feet of the struck target takes 4d8 electricity damage, Reflex DC 21 half; spell resistance applies with a +20 caster-level check. This does not multiply on a critical hit. It grants no thrown or returning quality. If its wielder knowingly kills a helpless person whose surrender they accepted, the artifact becomes an ordinary masterwork axe until that person completes a dangerous act of protection without payment and receives Perun’s pardon. Its magic is permanently destroyed if a willing bearer breaks it against the oak beneath which their own sworn defender was betrayed.

D&D 3.5e

Perun — D&D 3.5e

LN Large outsider (lawful, extraplanar away from Bytopia); Divine Rank 12, intermediate deity. CR 39 (unofficial epic deity encounter rating; unplaytested). Init +23 (+7 Dex, +4 Improved Initiative, +12 divine bonus to checks); intermediate-deity check result 43 (20 +23). Speed 60 ft., fly 100 ft. (perfect), specific campaign speeds. Space/Reach 10 ft./10 ft.; Thunder-Axe reach 15 ft.

AC 64, touch 39, flat-footed 57 (10 base, −1 Large size, +7 Dex, +12 divine, +25 natural [rank 12 +13], +11 deflection [Charisma]). Dodge adds +1 against its chosen foe. hp 693 (30d8 maximized to 240 + 450 Constitution [30 × +15] + 3 Toughness). Fort +51, Ref +41, Will +49. Each save uses +17 from 30 outsider HD, +5 epic for levels 22–30, +12 divine rank, its ability modifier (+15 Con, +7 Dex, +13 Wis) and +2 Great Fortitude or Iron Will where applicable. DR 25/epic; SR 44; Resist fire 17.

Immune: acid, cold and electricity; hostile shape-changing and petrification, mind-affecting effects, ability damage/drain, energy drain, poison, disease, stunning, sleep, paralysis, death effects, disintegration, magical imprisonment and banishment. Equal-or-higher-rank divine exceptions apply where specified by the native divine rules; the three energy immunities apply even against higher-ranked deities. Perun is immortal, does not need air, food or sleep, and does not die from massive damage.

STRDEXCONINTWISCHA
42 (+16)24 (+7)40 (+15)28 (+9)36 (+13)32 (+11)

Base Atk +20, with +5 epic attack bonus; Grapple +57 (+20 BAB, +5 epic attack, +16 Str, +4 Large, +12 divine). Melee Thunder-Axe +56/+51/+46/+41 (4d8+19 slashing plus 4d6 electricity, ×3). These attacks include +12 divine, +3 enhancement and the War domain’s bonus Weapon Focus. Perun wields the axe one-handed. Its unusual damage dice, 15-ft. reach and epic DR penetration are bespoke divine weapon properties; it is also lawful-aligned for DR. Touch attacks: melee +52, ranged +43. A disarmed manifestation vanishes at that turn’s end and returns to his hand at the start of his next turn.

Feats (11): Improved Initiative, Power Attack, Cleave, Great Cleave, Combat Reflexes, Dodge, Mobility, Spring Attack, Toughness, Great Fortitude, Iron Will. Bonus domain feat: Weapon Focus (battleaxe), separate from those eleven selections.

Skills: Climb +61, Concentration +60, Craft (weapons) +54, Diplomacy +60, Intimidate +56, Knowledge (arcana) +54, Knowledge (planes) +54, Knowledge (religion) +54, Listen +58, Search +54, Sense Motive +58, Spot +58, Survival +58, Swim +61, Knowledge (nature) +54, Ride +52, Handle Animal +56. All seventeen listed skills have 33 ranks apiece, spending 561 skill points: (8 outsider +9 Intelligence) × (30 HD +3). Ride and Handle Animal are Perun’s additional campaign class skills. The divine +12 bonus to skill checks is included; no Pathfinder +3 class-skill bonus applies. Diplomacy includes +4 synergy from Sense Motive; situational Survival synergies apply when their native conditions are met.

Divine checks and senses. Rank 12 gives a result of 20 on skill, ability, caster-level and turning checks; it does not maximize his attack, save or damage rolls. Natural 1s do not automatically fail attacks or saves. He understands and speaks all languages, commonly addressing mortals in Old East Slavic, and can communicate directly within 12 miles. His ordinary senses extend 12 miles without seeing through solid barriers. He can observe up to ten eligible remote sites under the native divine sensing rules. Portfolio sense notices relevant events regardless of participants and reaches 12 weeks into the past, revealing their location rather than an automatic complete history.

Oak-Splitting Bolt (Su). Standard action; recharges after 1d4 rounds. Chosen creatures in a 90-ft.-long, 10-ft.-wide line take 24d6 electricity and 8d6 sonic damage, Reflex DC 36 half (10 + half of 30 HD +11 Charisma). Failure also knocks a creature prone. Being directly beneath a living oak gives +4 circumstance on the save. This is a separate half-HD/Charisma-based supernatural attack, not a salient ability.

Divine aura. As a free action each round, choose a radius from 0 to 1,200 ft. and one effect: daze (no actions, normal defence), fright (shaken, becoming frightened at his direct gesture), or resolve (allies +4 morale on attacks, saves and checks; foes −4). Mortals and lower-ranked deities resist with Will DC 33 (10 + divine rank 12 + Charisma 11); success grants 24-hour immunity. Perun can exempt his worshippers and creatures of his alignment. The effect ends on leaving the radius, and the higher-ranked divine aura takes precedence.

Salient divine abilities

The fifteen original portfolio powers below fill twelve rank selections and three intermediate-deity selections. They work in antimagic, ignore spell resistance and use DC 35 (10 + divine rank 12 + Wisdom 13, a campaign save formula) unless expressly stated otherwise. They are campaign abilities rather than printed feat entries.

15 storm and oath salient abilities
  1. Oak That Stands. At will, move action: teleport up to 100 ft. between two visible, storm-marked oaks in the Thunder Ridge without provoking. Both endpoints must be visible; this cannot cross planes or override an equal-or-higher-ranked deity’s planar barrier.
  2. Ford-Guard Challenge. 2/day, standard action: a visible foe within 100 ft. takes 12d6 electricity damage and falls prone, Reflex DC 35 halves the damage and prevents the fall. Metal armour imposes −2 circumstance on this save.
  3. Storm Latch. 2/day, immediate action: an ally within 40 ft. rerolls a failed Reflex save and must use the new result.
  4. Lightning-Seared Track. 1/day, immediate action: after a visible foe within 50 ft. misses an ally with a melee attack, the foe takes 8d6 sonic damage, Fortitude DC 35 half.
  5. Thunderhead Covenant. 2/day, standard action: grow a contiguous 30-ft.-long, 10-ft.-high, 1-ft.-thick oak barrier on visible solid ground within 60 ft. It lasts 3 rounds and cannot occupy a creature’s space. Each 10-ft. section has hardness 10, 80 hp and Climb DC 15. It blocks movement and line of effect, granting cover where appropriate.
  6. Riven Shield. 3/day, swift action: the next successful Thunder-Axe hit before the end of Perun’s turn deals an extra 4d6 electricity damage. This extra damage is not multiplied on a critical hit.
  7. Bolt Returning. 1/day, standard action: open a two-way, 10-ft.-square passage between two visible points in the Thunder Ridge within 300 ft. of each other. It lasts until the start of Perun’s next turn; entering it moves a creature to an unoccupied space at the other end. An equal-or-higher-ranked deity’s planar barrier blocks the passage.
  8. Sky-Witness. 1/day, standard action: try to end one visible, ongoing magical electricity effect within 100 ft., caster-level check +42 against 11 + its caster level. Success also grants up to three willing allies within 30 ft. immunity to electricity for 3 rounds. It cannot undo instantaneous damage or another deity’s salient power.
  9. Oak-Root Defiance. 1/day, immediate action: give one visible foe within 60 ft. −4 on a single attack after the roll but before its result is announced. A foe within 10 ft. of a living oak is exempt.
  10. The Warrior’s Rain. 1/day, standard action: mark a visible ford up to 50 ft. wide within 100 ft. for 1 minute. An enemy charging through it takes −4 on its charge attack; crossing without a charge has no penalty.
  11. Thunder Sight. At will, standard action: see a silent image of a known thunder shrine on the same plane for 1 round. Lead or an equal-or-higher-ranked deity’s sensing barrier blocks this particular vision. It is separate from Perun’s broader native divine sensing.
  12. Thunder Recollection. 1/day, swift action: restore one expended use of a personal spell-like ability of 4th level or lower. This cannot restore another salient power.
  13. Thunder Restoration. 1/day, standard action: repair a lightning-shattered, nonmagical object of Large size or smaller to full hit points. Every original fragment must be within 10 ft. This cannot restore magic, creatures or missing material.
  14. Thunder Reprieve. 1/day, immediate action: a creature within 30 ft. rerolls a failed save against electricity or sonic damage and must use the new result.
  15. Thunder Standard. 1/day, standard action: raise a 20-ft.-high storm banner on visible ground within 60 ft. in the estate for 3 rounds. A foe entering within 10 ft. makes Will DC 35 or becomes shaken for 1 round. A creature tests only once per round; success grants 24-hour immunity to this banner.
Personal spell-like abilities and domain powers

The personal powers below use CL 30th, save DC 33 + spell level (10 + divine rank 12 + Charisma 11 + spell level) and caster-level checks +42. The granted domain spells in the separate table are also available at will, CL 22nd, save DC 33 + spell level and caster-level checks +34. No components are required. Use native casting times and concentration; control weather takes 10 minutes and storm of vengeance takes 1 round. His native divine travel also permits self-only greater teleport at will (CL 20, up to 1,200 lb. of objects) and self-only plane shift at will (CL 20, up to 100 lb. of objects).

Spell levelPersonal spell-like powersUses
0detect magic, guidanceAt will
1magic weapon3/day each
2gust of wind3/day each
3call lightning3/day each
4ice storm2/day each
5flame strike2/day each
6chain lightning2/day each
7control weather1/day each
8whirlwind1/day each
9storm of vengeance1/day each

Personal domain powers. Air: turn/destroy earth creatures or rebuke/command/bolster air creatures as a 12th-level cleric, sharing 12 uses/day; turning check +23 and turning damage 2d6+23 (Cha +11 and divine rank +12). Strength: free action, gain +12 enhancement to Strength for 1 round, 12/day; the base statistics above omit this buff. War: battleaxe proficiency and bonus Weapon Focus, already included.

Thunder Ridge ward. At initiative count 20 the living oak renews a ward that diverts the first instance of electricity damage that would affect a creature other than Perun within 30 ft. before the next renewal. An adjacent creature can use a standard action with a lit brand against an exposed root to suppress it until the next renewal. This protection applies to one creature per round at that oak.

Cleric domains and domain spells

A cleric chooses two of Air, Strength and War, gaining both granted powers and a domain slot at each available spell level. The favoured weapon is the battleaxe.

Granted domain powers

Air: turn/destroy earth creatures or rebuke/command/bolster air creatures as a cleric turns or rebukes undead, sharing 3 + Charisma modifier uses/day. Strength: once/day, as a free action gain an enhancement bonus to Strength equal to cleric level for 1 round. War: gain Weapon Focus (battleaxe) and Martial Weapon Proficiency (battleaxe) if needed.

Spell levelAirStrengthWar
1obscuring mistenlarge personmagic weapon
2wind wallbull’s strengthspiritual weapon
3gaseous formmagic vestmentmagic vestment
4air walkspell immunitydivine power
5control windsrighteous mightflame strike
6chain lightningstoneskinblade barrier
7control weathergrasping handpower word blind
8whirlwindclenched fistpower word stun
9elemental swarm (air only)crushing handpower word kill
Thunderstone Axe — D&D 3.5e

Unique minor artifact; +2 battleaxe; CL 20th; no market price or normal crafting recipe. The axe adjusts to the wielder’s size when first grasped, but otherwise uses the native battleaxe damage, critical multiplier and weapon rules. Once per day, after a successful hit, its wielder may activate its lightning as a free action. A different creature the wielder can see within 15 feet of the struck target takes 4d8 electricity damage, Reflex DC 21 half; spell resistance applies with a +20 caster-level check. This does not multiply on a critical hit. It grants no thrown or returning quality. If its wielder knowingly kills a helpless person whose surrender they accepted, the artifact becomes an ordinary masterwork axe until that person completes a dangerous act of protection without payment and receives Perun’s pardon. Its magic is permanently destroyed if a willing bearer breaks it against the oak beneath which their own sworn defender was betrayed.

Sources and further reading

The Primary Chronicle selections include the accounts of Vladimir’s divine images and the conversion of Kyiv. Vernadsky’s chapter on Rus’ treaties and religion is further reading. Historical evidence and later comparative interpretation should be distinguished from the Thunder Ridge and other original campaign material.

Explore the Slavic pantheon, Simargl, Iriy in Bytopia, Gods and Pantheons and the Cleric class.

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