Raijin — Kami of Thunder and Lightning

Japanese Pantheon · Intermediate Deity · Thunder, lightning, storms and rain
Raijin is the thunder kami of Japan: a dangerous but divine power whose drums shake the heavens, whose lightning splits the sky and whose storms can destroy a village or save its fields.
Raijin at a Glance
Tradition
Japanese
Divine standing
Intermediate Deity · Divine Rank 12
Campaign alignment
Chaotic Neutral
Portfolio
Thunder, lightning, storms, rain, violent weather and the fertility brought by seasonal rain
Sacred imagery
Ring of thunder drums, lightning, storm clouds and fierce movement
Close association
Fūjin, the wind kami
Favoured weapons
Thunder drumsticks and lightning
Campaign role
Storm power that must be respected, redirected or survived rather than simplistically defeated
Worship in the Present World
Raijin is honoured and feared wherever storms determine whether a community eats, travels safely or loses everything. Farmers pray for rain but fear hail, lightning and flood. Sailors watch the sky for the first signs of violent weather. Temples and local rites ask not that thunder cease forever, but that the storm arrive in the right season, with the right force and over the right land.
Drums are the most natural ritual echo of Raijin. A shrine festival that imitates thunder can serve as petition, warning or celebration. Lightning-struck trees, exposed hilltops and places where storms repeatedly gather may be treated as sacred or dangerous even without a formal temple.
Divine Mechanics
Campaign Divine Tier 33 presents Raijin as a deity-scale storm power. These are campaign adaptations rather than official published deity statistics.
Raijin — D&D 5.5e / 2024
Large Celestial (Deity), Chaotic Neutral
CR 33 (custom epic) · PB +9 · Campaign Divine Tier 33
AC 27 · HP 720 · Speed 50 ft., fly 120 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 32 (+11) | 30 (+10) | 32 (+11) | 24 (+7) | 28 (+9) | 32 (+11) |
Saving Throws Str +20, Dex +19, Con +20, Cha +20
Damage Immunities lightning, thunder · Damage Resistances cold, fire · Condition Immunities frightened, paralyzed, stunned
Senses truesight 120 ft., passive Perception 19 · Languages all; telepathy 120 ft.
Traits
Legendary Resistance (5/Day). Raijin can choose to succeed on a failed saving throw.
Storm Body. Raijin can move through the space of any creature without squeezing. The first time on a turn he passes through a hostile creature’s space, that creature takes 14 (4d6) lightning damage.
Thunderhead. Rain, wind and thunder follow Raijin within 1 mile unless he suppresses them. Natural flames are extinguished within 120 feet during combat.
Divine Spellcasting
Raijin uses Charisma (spell save DC 29, +20 to hit). Strong portfolio links include Air, Weather, Strength and War. Signature spells include thunderwave, call lightning, control water, control winds, destructive wave, chain lightning, control weather and storm of vengeance.
Actions
Multiattack. Raijin makes three Thunder Drum attacks.
Thunder Drum. Melee or Ranged Spell Attack: +20 to hit, reach 15 ft. or range 180 ft. Hit: 37 (4d12 + 11) thunder plus 18 (4d8) lightning damage.
Drums of Heaven (Recharge 5–6). Raijin strikes the full ring of drums. Creatures of his choice within 90 feet make a DC 29 Constitution save, taking 72 (16d8) thunder damage and becoming deafened until the end of their next turn on a failure, or half damage on a success.
Lightning Procession (Recharge 4–6). Lightning leaps through up to six creatures Raijin can see within 180 feet. Each makes a DC 29 Dexterity save, taking 55 (10d10) lightning damage on a failure or half on a success.
Legendary Actions
- Storm Step. Raijin flies up to half his Speed.
- Drumbeat. Raijin makes one Thunder Drum attack.
- Sudden Squall (Costs 2). A 30-foot-radius area within 120 feet becomes violently windy until the start of Raijin’s next turn; creatures entering or starting there make a DC 29 Strength save or fall prone.
Raijin — D&D 5e / 2014
Large celestial (deity), chaotic neutral
Armor Class 27 (divine protection) · Hit Points 720 · Speed 50 ft., fly 120 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 32 (+11) | 30 (+10) | 32 (+11) | 24 (+7) | 28 (+9) | 32 (+11) |
Saving Throws Str +20, Dex +19, Con +20, Cha +20 · Skills Athletics +20, Intimidation +20, Perception +18
Damage Resistances cold, fire · Damage Immunities lightning, thunder · Condition Immunities frightened, paralyzed, stunned
Senses truesight 120 ft., passive Perception 28 · Languages all, telepathy 180 ft.
Challenge 33 (custom epic adaptation beyond the official 2014 CR 0–30 range)
Traits
Legendary Resistance (5/Day). If Raijin fails a saving throw, it can choose to succeed instead.
Magic Resistance. Raijin has advantage on saving throws against spells and other magical effects.
Storm Body. Raijin can pass through another creature’s space. The first time on a turn he passes through a hostile creature’s space, that creature takes 14 (4d6) lightning damage.
Drums Above the Rice. Raijin creates or suppresses natural thunderclouds and driving rain within 1 mile; storms can bless a harvest as readily as destroy one.
Innate Spellcasting. Raijin uses Charisma (spell save DC 29, +20 to hit with spell attacks), requiring no material components. At will: thunderwave, call lightning, control water; 3/day each: chain lightning, control weather; 1/day: storm of vengeance.
Actions
Multiattack. Raijin makes three Thunder Drum attacks.
Thunder Drum. Melee or Ranged Spell Attack: +20 to hit, reach 15 ft. or range 180 ft., one target. Hit: 37 (4d12 + 11) thunder damage plus 18 (4d8) lightning damage.
Heavenly Thunder (Recharge 5–6). Each hostile creature of his choice within 90 feet must make a DC 29 Constitution saving throw, taking 72 (16d8) thunder damage and becoming deafened for 1 minute on failure, or half damage without deafness on success. A deafened creature repeats the saving throw at the end of each turn.
Lightning Procession (Recharge 4–6). Up to six creatures Raijin can see within 180 feet must each make a DC 29 Dexterity saving throw, taking 55 (10d10) lightning damage on failure or half on success.
Reactions
Drumskin Rebuke. When a creature Raijin sees within 60 feet hits him, the attacker takes 18 (4d8) thunder damage and must succeed on a DC 29 Strength save or be pushed 20 feet.
Legendary Actions
Raijin can take three legendary actions, only one at a time and only at the end of another creature’s turn, regaining them at the start of its turn.
- Stormstride. Raijin flies up to half his flying speed without provoking opportunity attacks.
- Drumbeat. Raijin makes one Thunder Drum attack.
- Scatter the Ranks (Costs 2). Hostile creatures of his choice within 20 feet make DC 29 Strength saves or fall prone.
Raijin — Pathfinder 1e
Large outsider (air, deity, extraplanar); Mythic Rank 10; campaign epic extension
CR 33 · MR 10 · AC 52 · hp 870 · Speed 50 ft., fly 120 ft. (perfect)
Fort +36 · Ref +36 · Will +32 · DR 25/epic · SR 44
Immune electricity, sonic · resist cold 30, fire 30
Str 32 · Dex 30 · Con 32 · Int 24 · Wis 28 · Cha 32
Base Atk +33 · CMB +45 · CMD 84
Offense, Skills and Mythic Power
Init +14 (Improved Initiative); Senses darkvision 120 ft., true seeing, Perception +43; Space/Reach 10 ft./10 ft.; Melee thunder drumstick +45 (4d8+11 bludgeoning plus 4d6 electricity); Ranged thunderbolt +43 touch (12d6 electricity, 180 ft.).
Skills Fly +43, Intimidate +44, Perception +43, Survival +42; Feats Improved Initiative, Power Attack, Skill Focus (Intimidate).
Mythic Power (Su) 23/day; surge +1d12. As an immediate action after a d20 roll, Raijin may expend one use to add the surge die.
Special Abilities
Thunder Drums (Su). Every 1d4 rounds Raijin releases a 90-foot burst dealing 18d8 sonic damage, Fortitude DC 35 half; creatures that fail are deafened for 1 round.
Living Lightning (Su). Raijin’s attacks deal an additional 4d6 electricity damage and ignore the first 20 points of electricity resistance.
Storm Cloud (Su). Raijin is continuously surrounded by severe wind and rain out to 60 feet and may suppress or restore it as a free action.
Spell-Like Abilities
At will—call lightning, control winds, gust of wind, thunderstomp; 3/day—chain lightning, control weather, whirlwind; 1/day—storm of vengeance. Caster level 28th.
Domain Access
Air, Weather, Strength and War-facing campaign domains.
Raijin — D&D 3.5e
Intermediate Deity; Divine Rank 12; Chaotic Neutral Large Outsider (Air, Extraplanar)
Challenge benchmark 39 · AC 68 · hp 820 · DR 25/epic · SR 44
Speed 60 ft., fly 180 ft. (perfect) · Fort +59 · Ref +59 · Will +55
Str 32 · Dex 30 · Con 32 · Int 24 · Wis 28 · Cha 32
Combat, Aura and Divine Skills
Initiative +10; Base Attack +33; Grapple +60 (Large); Space/Reach 10 ft./10 ft.; Melee thunder drumstick +55/+50/+45/+40 (4d8+16 bludgeoning plus 4d6 electricity); Ranged storm bolt +54 touch (10d6 electricity, range 180 ft.).
Divine Aura up to 1,200 feet, Will DC 33 (rank 12, Charisma +11); his aura often inspires awe or terror rather than choosing moral sides. Skills Intimidate +56, Listen +54, Spot +54, Survival +52; Feats Power Attack, Cleave, Weapon Focus (club).
Divine Fast Healing 32 hit points per round (20 + rank 12). SRD Rejuvenation, if triggered outside interference by an equal- or higher-rank deity, restores him after 10d10 days, not immediately.
Salient Divine Abilities. Divine Blast, Divine Storm, Divine Shield, Divine Fast Healing and Rejuvenation. Divine Storm appears as a whirling ring of wind and thunder around Raijin. Rain may fall beyond the storm’s combat radius, but its damage and warding use the stated salient divine ability rules.
Portfolio Spell-Like Abilities. Air, Weather, Strength and War effects at divine caster level 22nd.
Divine Powers, Domains and Sacred Objects
Air
Air governs storm wind, cloud and the movement of weather.
Weather
Weather reflects rain, lightning and the agricultural consequences of seasonal storms.
Strength
Strength expresses the raw physical violence of thunder.
War
War is available to martial cults that invoke thunder as battlefield terror.
Domain Spells for Clerics
Raijin’s priests call on rain, lightning and the force of thunder; martial cults invoke his power in battle. The linked domains give the complete clergy spell lists, distinct from Raijin’s own divine spellcasting.
- D&D 2024: War is an official subclass beginning at Cleric level 3. Its first spell group contains Guiding Bolt, Magic Weapon, Shield of Faith and Spiritual Weapon.
- D&D 2014: use the separate War subclass progression from Cleric level 1. Air, Weather and Strength are portfolio associations, not additional official 2014 or 2024 subclasses.
- Pathfinder 1e: Air, Weather, Strength, War each provide a full 1st–9th-level list. Weather grants Call Lightning as a 3rd-level domain spell and Control Weather as a 7th-level spell.
- D&D 3.5e: Air, Strength, War use the 3.5e lists. The separate Greek d20 3.x Weather material is a source-specific option from The Lore of the Gods, not the Pathfinder list or a 3.5e SRD domain.
Preparing domain spells: in 2024 and 2014, choose one subclass; its domain spells are always prepared at the listed Cleric levels and do not count against normal preparation. In Pathfinder 1e and 3.5e, an ordinary cleric selects two eligible domains and receives one extra domain slot at each castable spell level 1–9, preparing one spell from either chosen domain in that slot. Associated domains do not grant every list at once. See the Cleric class rules for the full spellcasting progression.
The Thunder Drums
Raijin’s ring of drums is divine iconography and a source of his thunder, not a set of ordinary detachable magic items. A drum or drumstick genuinely linked to him should be treated as an artifact capable of calling storms or carrying thunder across impossible distances.
Behaviour, Relationships and Divine Politics
Raijin is volatile rather than malicious. In farming districts his thunder is not only a warning: rain feeds the paddies, and lightning has long been associated with the fertility of rice. A bolt in a field can prompt protective rites and offerings, while storms during transplanting may bring bamboo clappers or other measures meant to drive dangerous thunder away. The same kami can promise an abundant harvest and ruin it in an afternoon.
Raijin is commonly paired with Fūjin, whose winds drive the same storms. Susanoo overlaps through storm and sea, but Susanoo’s myths centre on exile, conflict and serpent-slaying, while Raijin remains the direct personification of thunder and lightning.
Where Worship Is Found
Raijin belongs naturally at shrines and rites concerned with storms, rain, lightning and agricultural protection. Farmers, sailors, travellers and people living in lightning-prone regions have practical reasons to seek his restraint or favour.
Lightning-struck trees and exposed peaks can become local sacred sites. A place hit repeatedly without burning may be understood as marked rather than cursed.
Omens, Cults and Adventure Use
Signs of Favour
Rain falls without flood; lightning strikes a dead tree instead of a house; thunder arrives after desperately needed planting rain.
Signs of Warning
Drums sound in a clear sky; metal objects hum before sunset; clouds gather over one household and nowhere else.
Storm Theft
A wizard traps lightning in bronze drums, and the surrounding countryside falls into unnatural drought.
Divine Rivalry
A coastal shrine blames Susanoo for storms that Raijin’s priests insist are being deliberately redirected.
Adventure Hooks
- A thunderstorm follows one travelling merchant for hundreds of miles without raining anywhere else.
- A shrine drum beats by itself each night, counting down toward a storm no diviner can locate.
- A lightning-struck cedar refuses to die and begins speaking with a voice like distant thunder.
- Fūjin’s wind has vanished from a storm, leaving Raijin’s thunder trapped over one valley.
Mythological and Historical Context
The print above belongs to the later artistic tradition of depicting Raijin with a ring of drums. A surviving Kamakura-period sculpture shows this iconography was established centuries earlier.
Raijin appears throughout Japanese religious art as a fierce thunder deity surrounded by drums. He is often paired with Fūjin, the wind god. The frightening appearance expresses the violence of storms rather than reducing him to a demon or embodiment of moral evil.
Sources and Licensing
- Kokugakuin University, Encyclopedia of Shinto — Raijin, thunder worship, rain and rice
- Cleveland Museum of Art — Kamakura-period sculpture of Raijin
- D&D 3.5e SRD — Salient Divine Abilities and prerequisites
- Pathfinder 1e — Mythic Creatures and surge rules
Historical context: Raijin’s paired thunder-and-wind iconography is preserved across Japanese temple, painting and print traditions; his cult should be read as divine storm power rather than a moralised demon taxonomy.
Artwork: existing Hokusai-associated Raijin image in the site media library.
Rules: Full deity statistics for D&D 5.5e / 2024, D&D 5e / 2014, Pathfinder 1e and D&D 3.5e are original epic campaign adaptations, not official published deity stat blocks. Epic CR and divine abilities extend normal monster-creation benchmarks; the GM should review extreme-power encounters before play.
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