Endovelicus — Lord of Healing Dreams and the Hidden Sanctuary

At a Glance
| Name | Endovelicus — Endovellicus; Endouellicus |
|---|---|
| Tradition | Lusitania, especially the sanctuary of São Miguel da Mota near Alandroal |
| Portfolio | Healing sleep, oracular dreams, the protection of supplicants, sacred quiet |
| Alignment and divine rank | Neutral Good; divine rank 13 (campaign) |
| Home plane | Plane of Dreams — the Quiet Chambers of Waking, reached from sheltered dream-sanctuaries |
| Worshippers | temple healers, dream interpreters, caretakers of pilgrims and physicians |
| Sacred symbol | A dark bronze lamp above an open palm and a sleeping eye |
| Relations | Some ancient interpretations associate him with healing or chthonic powers; exact ancient roles remain debated. |
A sleeping witness names the culprit in a crime neither temple nor court had witnessed.
Endovelicus in the World
The air quiets, stone lamps light without fuel and the wounded hear a voice that speaks only during the moment before waking. He protects the sick without rewarding ambition, offers truthful signs without guaranteeing comforting answers, and refuses to let rulers turn healing into ransom.
At São Miguel da Mota, stewards protect votive tablets, sleeping chambers and water collected for the sick. Dream interpreters do not have to agree: a priest who lies about a vision can be expelled from the sanctuary.
He opposes those who imprison patients, falsify oracles or refuse sanctuary to the sick. In the lands of Portugal and western Castile and León, his devotees encounter the different rights and customs of neighbouring temples, not one universal Iberian priesthood.
Approaching the Divine
The supplicant remains unarmed within the healing precinct, makes restitution for harm to a patient and sleeps under a caretaker’s watch. A creature that completes a Short Rest in his sanctified presence has Advantage on the next saving throw against a disease or curse it makes within 24 hours.
Priests, Allies and Rival Powers
The Inquisition of Flame and Iron can punish supplicants where its judges have authority, but its writ cannot bind Endovelicus. The Sacred College arbitrates only the sanctuary agreements voluntarily recognised by the parties involved. A priest’s oath may have divine consequences independent of either institution.
What Is Happening Right Now?
A sleeping witness names the culprit in a crime neither temple nor court had witnessed.
Two families request rival judgements from the shrine custodian. The king’s officials call it a question of property, while the keeper insists the dispute concerns a sacred obligation. Adventurers can secure testimony, arrange restitution or confront the official exploiting the quarrel.
Adventure Hooks
The Dream Without a Face
Three patients at São Miguel da Mota share the same dream: a chained stranger is dragged through a Castilian town at dawn. Every waking witness reports a different face. The dream points to a stolen identity rather than an approaching execution.
A Physician for Two Princes
Rival princes arrive seeking cures before their next battle. Endovelicus’s keeper will treat both but refuses to let either army occupy the sanctuary. Each prince threatens to seize the water.
The Lamp that Would Not Sleep
A temple lamp burns through seven nights without fuel. Visitors who fall asleep nearby wake with memories of a wound they never suffered. A disguised inquisitor wants the lamp brought to Segovia.
Worship, Sanctuary and Divine Signs
Those favoured by Endovelicus are recognised by the actions they take in the shrine, the vows they keep and the aid they give—not by a universal doctrine written in Rome. Families bring gifts according to local custom and their means. No rite requires that worshippers renounce the other native gods of the peninsula.
At the threshold, the air quiets, stone lamps light without fuel and the wounded hear a voice that speaks only during the moment before waking. Divine intervention remains rare and consequential; it cannot be purchased like an ordinary service.
Divine Powers and Game Rules
Endovelicus — D&D 2024
Medium Celestial (deity), Neutral Good • Challenge 32 (campaign; unplaytested) • Proficiency Bonus +9 (unofficial extrapolation beyond CR 30)
AC 29 (divine protection); HP 580 (40d8 + 400); Speed 40 ft., Fly 60 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 22 (+6) | 30 (+10) | 28 (+9) | 34 (+12) | 28 (+9) |
Saves Con +19, Int +18, Wis +21, Cha +18; Skills Insight +21, Medicine +21, Religion +18; Resistance Radiant, Necrotic; Bludgeoning, Piercing and Slashing from nonmagical attacks; Immunities Poison damage; Charmed, Frightened, Poisoned conditions
Senses Truesight 120 ft., Passive Perception 31; Languages the tongues of the ancient local worshippers, Celestial; telepathy 120 ft.
Traits
Legendary Resistance (4/Day). If Endovelicus fails a saving throw, he may choose to succeed instead. Magic Resistance. Advantage on saving throws against spells and magical effects. Divine Recovery. At the start of each of Endovelicus’s turns, he regains 25 Hit Points if he has at least 1 Hit Point. Defeating the body outside the divine home sends him back there rather than destroying the deity.
Actions
Multiattack. Endovelicus makes three Lamp of True Sleep attacks. Lamp of True Sleep. Melee Spell Attack: +21 to hit, reach 15 ft., one creature. Hit: 33 (4d8 + 15) Radiant damage.
Waking Oracle (Recharge 5–6). Endovelicus chooses up to six creatures he can see within 120 feet. Willing creatures each regain 45 (10d8) Hit Points and end one of these conditions: Blinded, Deafened, Paralyzed or Poisoned. Hostile creatures make a DC 29 Wisdom save; on failure they are Incapacitated until the end of their next turn as a clear prophetic vision overwhelms them.
Innate Divine Magic. Wisdom is Endovelicus’s spellcasting ability (spell save DC 29, +21 to hit). At will: detect magic, sanctuary, dispel magic; 3/day each: greater restoration, heal, divination; 1/day: mass heal. Use native spell descriptions, action costs and concentration. These are personal divine powers, not follower spell lists.
Bonus Actions
Sanctuary Step. Endovelicus teleports up to 30 feet to an unoccupied space seen within the dream-sanctuary; otherwise he may move up to half Speed without provoking Opportunity Attacks.
Reactions
Protect the Petitioner (3/Day). When a creature within 60 feet takes damage, Endovelicus reduces it by 22 (4d10) and grants the creature Advantage on its next saving throw.
Legendary Actions
Three uses each round; one choice at the end of another creature’s turn, recovered at the start of Endovelicus’s turn. Move (1). Move up to half Speed. Strike (1). Make one Lamp of True Sleep attack. Hallowed Word (2). One enemy within 60 feet makes a DC 29 Wisdom saving throw or cannot take Reactions until the end of its next turn.
Follower Domain and Patron Spells
Cleric Domain: Life. The following is a separate campaign patron track; it supplements rather than silently replacing the printed subclass spells. At 3rd level receive four spells; add two at 5th, 7th and 9th.
- 3rd-level Cleric: Cure Wounds; Sanctuary; Aid; Lesser Restoration.
- 5th-level Cleric: Beacon of Hope; Remove Curse.
- 7th-level Cleric: Death Ward; Divination.
- 9th-level Cleric: Greater Restoration; Mass Cure Wounds.
Divine Relic
The Sleeper’s Lamp. A bronze sanctuary lamp that burns beside the sick and gives one reliable warning. Legendary Wondrous Item, requires Attunement by a devotee. Once per Long Rest, while you hold the lamp, you may cast Divination without material components. In addition, as a Reaction when an ally within 30 feet fails a saving throw against a spell, the ally can reroll the save and must use the new result.
Endovelicus — D&D 2014
Medium Celestial (deity), Neutral Good • Challenge 31 (campaign; unplaytested) • Proficiency Bonus +9 (unofficial extrapolation beyond CR 30)
AC 28 (divine protection); HP 522 (36d8 + 360); Speed 40 ft., Fly 60 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 22 (+6) | 30 (+10) | 28 (+9) | 34 (+12) | 28 (+9) |
Saves Con +19, Int +18, Wis +21, Cha +18; Skills Insight +21, Medicine +21, Religion +18; Resistance Radiant, Necrotic; Bludgeoning, Piercing and Slashing from nonmagical attacks; Immunities Poison damage; Charmed, Frightened, Poisoned conditions
Senses Truesight 120 ft., Passive Perception 31; Languages the tongues of the ancient local worshippers, Celestial; telepathy 120 ft.
Traits
Legendary Resistance (4/Day). If Endovelicus fails a saving throw, he may choose to succeed instead. Magic Resistance. Advantage on saving throws against spells and magical effects. Divine Recovery. At the start of each of Endovelicus’s turns, he regains 25 Hit Points if he has at least 1 Hit Point. Defeating the body outside the divine home sends him back there rather than destroying the deity.
Actions
Multiattack. Endovelicus makes three Lamp of True Sleep attacks. Lamp of True Sleep. Melee Spell Attack: +21 to hit, reach 15 ft., one creature. Hit: 33 (4d8 + 15) Radiant damage.
Waking Oracle (Recharge 5–6). Endovelicus chooses up to six creatures he can see within 120 feet. Willing creatures each regain 45 (10d8) Hit Points and end one of these conditions: Blinded, Deafened, Paralyzed or Poisoned. Hostile creatures make a DC 29 Wisdom save; on failure they are Incapacitated until the end of their next turn as a clear prophetic vision overwhelms them.
Innate Divine Magic. Wisdom is Endovelicus’s spellcasting ability (spell save DC 29, +21 to hit). At will: detect magic, sanctuary, dispel magic; 3/day each: greater restoration, heal, divination; 1/day: mass heal. Use native spell descriptions, action costs and concentration. These are personal divine powers, not follower spell lists.
Bonus Actions
Sanctuary Step. Endovelicus teleports up to 30 feet to an unoccupied space seen within the dream-sanctuary; otherwise he may move up to half Speed without provoking Opportunity Attacks.
Reactions
Protect the Petitioner (3/Day). When a creature within 60 feet takes damage, Endovelicus reduces it by 22 (4d10) and grants the creature Advantage on its next saving throw.
Legendary Actions
Three uses each round; one choice at the end of another creature’s turn, recovered at the start of Endovelicus’s turn. Move (1). Move up to half Speed. Strike (1). Make one Lamp of True Sleep attack. Hallowed Word (2). One enemy within 60 feet makes a DC 29 Wisdom saving throw or cannot take Reactions until the end of its next turn.
Follower Domain and Patron Spells
Cleric Domain: Life. The following is a separate campaign patron track; it supplements rather than silently replacing the printed subclass spells. Two spells are granted at each designated cleric level as usual for 2014 patron progression.
- Cleric level 1: Cure Wounds; Sanctuary.
- Cleric level 3: Aid; Lesser Restoration.
- Cleric level 5: Beacon of Hope; Remove Curse.
- Cleric level 7: Death Ward; Divination.
- Cleric level 9: Greater Restoration; Mass Cure Wounds.
Divine Relic
The Sleeper’s Lamp. A bronze sanctuary lamp that burns beside the sick and gives one reliable warning. Legendary Wondrous Item, requires Attunement by a devotee. Once per Long Rest, while you hold the lamp, you may cast Divination without material components. In addition, as a Reaction when an ally within 30 feet fails a saving throw against a spell, the ally can reroll the save and must use the new result.
Endovelicus — Pathfinder 1e
Medium outsider (native to Plane of Dreams; divine rank 13); Neutral Good; CR 32 (unofficial divine encounter; unplaytested)
Init +6; Senses true seeing 120 ft., darkvision 60 ft.; AC 47, touch 26, flat-footed 41; hp 36d10 + 360 (558 hp); Fort +32, Ref +28, Will +34; SR 43.
Speed 40 ft., fly 60 ft. (perfect); Space/Reach 5 ft./15 ft. (divine touch); Melee Lamp of True Sleep +43/+38/+33/+28 (4d8 + 12 nonlethal damage; effects that heal or harm use the targets specified in the action).
Str 24, Dex 22, Con 30, Int 28, Wis 34, Cha 28; BAB +36; CMB +43; CMD 59.
Feats Alertness, Blind-Fight, Combat Casting, Dodge, Great Fortitude, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Mobility, Skill Focus (Heal), Skill Focus (Knowledge [religion]), Skill Focus (Perception), Spell Focus (conjuration), Greater Spell Focus (conjuration), Spell Penetration, Greater Spell Penetration, Toughness. Skills Heal +51, Knowledge (religion) +48, Knowledge (planes) +48, Sense Motive +51, Spellcraft +48, Perception +51.
Special Abilities
Waking Oracle (Su). Standard action, once every 1d4 rounds. Enemies in a 60-foot-radius spread within 120 feet make a DC 40 Will save; on a failure they take 18d6 nonlethal damage and are dazed for 1 round; a success halves damage and negates the condition. A willing target in the spread instead receives 6d8+20 points of magical healing. The save DC is Wisdom-based.
Divine Sanctuary (Su). Endovelicus’s home sanctuaries ward oath-keeping petitioners. Within a consecrated sanctuary, a petitioner who completes its local rite receives a +4 sacred bonus on its next saving throw against curse or disease within 24 hours. This benefit does not stack with another use of the same rite.
Spell-Like Abilities. Caster level 25; Will or Fortitude DC 10 + spell level + 12 unless spell specifies otherwise. At will: detect magic, sanctuary, remove fear. 3/day each: greater restoration, heal, divination. 1/day: mass heal. Standard-action activation unless stated otherwise; follow edition rules for attacks of opportunity and spell resistance.
Follower Domains and Domain Spell Track
Domains: Healing, Knowledge. This is an original patron track, one spell per spell level 1–9; printed domain mechanics and spell texts remain unchanged.
- Level 1: Cure Light Wounds
- Level 2: Augury
- Level 3: Remove Disease
- Level 4: Divination
- Level 5: True Seeing
- Level 6: Heal
- Level 7: Greater Restoration
- Level 8: Discern Location
- Level 9: Mass Heal
Divine Relic
The Sleeper’s Lamp. Unique minor artifact, no market price or standard crafting prerequisites. Once per day as a standard action the holder may use divination (caster level 15). Once per day as an immediate action, a conscious ally within 30 feet may reroll a failed saving throw against a spell, taking the second result.
Endovelicus — D&D 3.5e
Medium outsider (native to Plane of Dreams; divine rank 13); Neutral Good; CR 31 (unofficial divine encounter; unplaytested)
Init +6; Senses true seeing 120 ft., darkvision 60 ft.; AC 45, touch 25, flat-footed 39; hp 36d8 + 360 (522 hp); Fort +32, Ref +28, Will +34; SR 41.
Speed 40 ft., fly 60 ft. (perfect); Space/Reach 5 ft./15 ft. (divine touch); Melee Lamp of True Sleep +43/+38/+33/+28 (4d8 + 12 nonlethal damage; effects that heal or harm use the targets specified in the action).
Str 24, Dex 22, Con 30, Int 28, Wis 34, Cha 28; BAB +36; Grapple +43.
Feats Alertness, Blind-Fight, Combat Casting, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Skill Focus (Heal), Skill Focus (Knowledge [religion]), Spell Focus (conjuration), Toughness. Skills Heal +51, Knowledge (religion) +48, Knowledge (planes) +48, Sense Motive +51, Spellcraft +48, Spot +51, Listen +51.
Special Abilities
Waking Oracle (Su). Standard action, once every 1d4 rounds. Enemies in a 60-foot-radius spread within 120 feet make a DC 40 Will save; on a failure they take 18d6 nonlethal damage and are dazed for 1 round; a success halves damage and negates the condition. A willing target in the spread instead receives 6d8+20 points of magical healing. The save DC is Wisdom-based.
Divine Sanctuary (Su). Endovelicus’s home sanctuaries ward oath-keeping petitioners. Within a consecrated sanctuary, a petitioner who completes its local rite receives a +4 sacred bonus on its next saving throw against curse or disease within 24 hours. This benefit does not stack with another use of the same rite.
Spell-Like Abilities. Caster level 25; Will or Fortitude DC 10 + spell level + 12 unless spell specifies otherwise. At will: detect magic, sanctuary, remove fear. 3/day each: greater restoration, heal, divination. 1/day: mass heal. Standard-action activation unless stated otherwise; follow edition rules for attacks of opportunity and spell resistance.
Follower Domains and Domain Spell Track
Domains: Healing, Knowledge. This is an original patron track, one spell per spell level 1–9; printed domain mechanics and spell texts remain unchanged.
- Level 1: Cure Light Wounds
- Level 2: Augury
- Level 3: Remove Disease
- Level 4: Divination
- Level 5: True Seeing
- Level 6: Heal
- Level 7: Greater Restoration
- Level 8: Discern Location
- Level 9: Mass Heal
Divine Relic
The Sleeper’s Lamp. Unique minor artifact, no market price or standard crafting prerequisites. Once per day as a standard action the holder may use divination (caster level 15). Once per day as an immediate action, a conscious ally within 30 feet may reroll a failed saving throw against a spell, taking the second result.
Sources and Related Places
Other gods of western Iberia: Ataecina · Bandua · Nabia.
The surviving votive inscriptions illuminate the sanctuary and its worshippers, but do not preserve a complete divine genealogy or every rite practised there.
- The Endovellicus Sanctuary in Portugal: votive evidence
- Olivares Pedreño, indigenous Lusitanian gods
Iberian Pantheons · Portugal · Castile and León · Inquisition of Flame and Iron
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