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Dellingr, God of Dawn and Light

Dellingr is a minor god in Norse mythology associated with dawn and father of the goddess Sol.

  • Pantheon: Norse mythology
  • Deity Title: Dellingr, god of dawn and light
  • Deity Symbol: A radiant sun rising over a mountain peak
  • Home Plane: Asgard
  • Deity Level: Lesser deity
  • Alignment: Lawful good
  • Aliases: Dellinger, Delinger, Delling, Dellingar
  • Superior: Heimdallr
  • Traditional Allies: Sol, Baldr, Frigg
  • Traditional Foes: Jörmungandr, Loki, Fenrir
  • Divine Artifact: The Ring of Dawn, a magical ring that enhances the wearer’s senses and allows them to see in complete darkness
  • Servants: Valkyries, light elves
  • Servitor Creatures: Hawks, roosters, deer
  • Sacred Animal: The rooster
  • Manifestations: Rays of sunlight, shimmering auroras, the call of roosters, the scent of blooming flowers
  • Signs of Favor: A sudden burst of sunlight on a cloudy day, the appearance of a white rooster, a feeling of warmth and serenity
  • Worshipers: Craftsmen, artists, farmers, sailors, anyone who values the beauty and renewal of the dawn
  • Cleric Alignments : Lawful good, neutral good
  • Specialty Priests: The Dawnbringers, who are skilled at creating works of art that capture the beauty of the natural world
  • Holy Days: The Summer Solstice, the Autumn Equinox, and the Spring Equinox
  • Portfolio: Dawn, light, beauty, craftsmanship, renewal, nature
  • Domains: Good, Knowledge, Light, Plant, Sun
  • Favored Weapon: The spear
  • Favored Class: Bard
  • Favored Race: Elves
  • Duties of the Priesthood: Creating works of art that capture the beauty of the natural world, performing daily rituals to honor the dawn, protecting the environment from harm, teaching others about the importance of harmony with nature
  • Major Cult/Temple Sites: The Temple of the Dawn in Asgard, the Shrine of the Rising Sun in Alfheim, the Chapel of the First Light in Midgard
  • Benefits: Clerics of Dellingr gain the ability to see in complete darkness, as well as enhanced senses and the ability to communicate with animals. They also gain proficiency with the spear and the ability to create works of art that can have magical effects. Additionally, they can call upon Dellingr to create a burst of radiant sunlight that can heal allies and harm undead creatures.



Medium humanoid (god), chaotic good

Armor Class: 30 (natural armor) Hit Points: 750 (50d20+250) Speed: 60 ft.


Skills: Perception +30, Religion +30, Insight +30 Senses: truesight 120 ft., passive Perception 40 Languages: all, telepathy 120 ft.


  • Divine Awareness: Dellingr can sense the presence and general direction of any celestial, fiend, or undead within 1 mile of him.
  • Divine Resistance: Dellingr has resistance to all damage types except psychic damage.
  • Legendary Resistance (3/day): If Dellingr fails a saving throw, he can choose to succeed instead.
  • Magic Weapons: Dellingr’s weapon attacks are magical.


  • Gleaming Spear: Melee Weapon Attack: +30 to hit, reach 20 ft., one target. Hit: 75 (10d10+20) piercing damage, and the target must make a DC 30 Constitution saving throw or become blinded until the end of its next turn.
  • Radiant Burst: Dellingr can unleash a burst of radiant energy in a 60-foot radius around himself. Each creature in that area must make a DC 30 Dexterity saving throw, taking 150 (20d10+30) radiant damage on a failed save, or half as much damage on a successful one.
  • Sunrise: Dellingr causes the sun to rise, blinding all creatures within a 1-mile radius for 1 minute. Creatures that have sunlight sensitivity or that are vulnerable to radiant damage take 50 (10d10) radiant damage at the start of each of their turns while within the area of effect.

Spells: Dellingr is a 30th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 30, +30 to hit with spell attacks). He has the following cleric spells prepared:

  • Cantrips (at will): guidance, light, mending, resistance, sacred flame, thaumaturgy
  • 1st level (4 slots): bless, detect evil and good, detect magic, protection from evil and good
  • 2nd level (3 slots): aid, lesser restoration, spiritual weapon
  • 3rd level (3 slots): dispel magic, protection from energy, remove curse
  • 4th level (3 slots): freedom of movement, guardian of faith, locate creature
  • 5th level (3 slots): banishing smite, destructive wave, flame strike
  • 6th level (2 slots): blade barrier, heal
  • 7th level (2 slots): divine word, symbol
  • 8th level (1 slot): earthquake
  • 9th level (1 slot): mass heal

Legendary Actions:

Dellingr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Dellingr regains spent legendary actions at the start of its turn.

  • Gleaming Strike: Dellingr makes one Gleaming Spear attack.
  • Divine Intervention: Dellingr can cast any cleric spell without using a spell slot or material components.
  • Radiant Aura: Dellingr emits a radiant aura in a 30-foot radius around himself. All creatures within that area take 20 (4d10) radiant damage and must make a DC 30 Wisdom saving throw or be charmed by Dellingr for 1 minute.

Lair Actions:

On initiative count 20 (losing initiative ties), Dellingr takes a lair action to cause one of the following effects:

  • The sun brightens, becoming twice as bright as normal, and all creatures within 1 mile that have sunlight sensitivity or that are vulnerable to radiant damage take 20 (4d10) radiant damage.
  • A burst of radiant energy erupts from the ground in a 60-foot radius around Dellingr, dealing 50 (10d10) radiant damage to all creatures within the area. Creatures that fail a DC 30 Constitution saving throw are blinded until the end of their next turn.
  • Dellingr summons a group of radiant creatures to aid him in battle. The creatures have stats similar to solar angels and obey Dellingr’s commands for 1 hour.

Regional Effects:

The region containing Dellingr’s temple or domain is infused with divine energy, which creates the following effects:

  • Sunlight streams into the area, even during the night or in areas that are normally dark. All celestial creatures in the area gain advantage on saving throws against spells and magical effects.
  • All fiendish creatures in the area have disadvantage on saving throws against spells and magical effects.
  • Once per day, Dellingr can choose to cause the sun to rise or set in the region, creating the appropriate effects for the duration of the day or night.


The Ring of Dawn

Ring, legendary (requires attunement)

While wearing The Ring of Dawn, the wearer gains the following benefits:

  • Darkvision: The wearer gains the ability to see in darkness as if it were dim light, up to a range of 60 feet.
  • Enhanced Senses: The wearer gains advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
  • Detection: The wearer can detect the presence of hidden and invisible creatures within 60 feet of them, as well as detect illusions and magical traps.

In addition, The Ring of Dawn has 10 charges, which can be used to cast the following spells:

  • Detect Magic (1 charge): The wearer can cast detect magic as an action, without requiring concentration.
  • See Invisibility (2 charges): The wearer can cast see invisibility on themselves as an action, without requiring concentration.
  • True Seeing (6 charges): The wearer can cast true seeing on themselves as an action, without requiring concentration.

The ring regains 1d4+6 expended charges daily at dawn.

Note: While The Ring of Dawn does not directly enhance the wearer’s combat capabilities, its powerful detection abilities and versatility make it a valuable asset in both exploration and combat scenarios.

Dellingr is a minor god in Norse mythology, and he is often associated with the beauty and renewal of the dawn. As the father of the goddess Sol, who embodies the sun, Dellingr’s role in the mythology is often overlooked, but his contributions are crucial to the cyclical nature of the world.

Dellingr is a gentle and contemplative god who takes great pleasure in observing the world around him as it awakens with the dawn each day. He is fascinated by the way the light transforms the landscape, illuminating hidden beauty that is often overlooked in the dark of night.

Despite his somewhat passive demeanor, Dellingr is a skilled craftsman who is constantly seeking to improve his skills. He spends much of his time experimenting with different materials and techniques to create intricate works of art that capture the essence of the natural world.

One of Dellingr’s primary motivations is to help preserve the delicate balance of the natural world. He sees himself as a steward of the environment, and he takes great care to ensure that his actions do not upset the delicate equilibrium that keeps the world functioning smoothly.

Dellingr is a tall, slender god with a pale complexion and piercing blue eyes. He has long, flowing golden hair that falls in loose waves around his face and down his back, and he wears a simple tunic and trousers made from soft, supple leather. When he moves, he seems to glide effortlessly, as if he is always in perfect harmony with his surroundings. His hands are calloused from years of intricate craftsmanship, and he carries himself with a calm, serene demeanor that belies the depth of his inner thoughts and emotions.

Ultimately, Dellingr wants to achieve a state of perfect harmony with the natural world. He knows that this is a lofty goal, but he believes that by constantly working to refine his craft and deepen his understanding of the world around him, he can help to create a more harmonious and sustainable future for all living beings.


As the world moves into the 1450s, Dellingr finds himself increasingly drawn to the bustling cities that are springing up across Europe. He is fascinated by the new technologies and innovations that are emerging, and he sees great potential in the ways that these developments could be used to enhance the natural world.

Currently, Dellingr is in Venice, one of the most vibrant and cosmopolitan cities of the time. He spends his days wandering the narrow streets and canals, observing the ways in which the city’s inhabitants have adapted to their environment. He marvels at the ingenuity of the Venetians, who have managed to build a thriving city on a series of islands in the middle of a lagoon.

Despite his fascination with the city, Dellingr is acutely aware of the damage that unchecked human activity can do to the natural world. He has seen firsthand the devastation that can result from overfishing, deforestation, and other forms of environmental degradation, and he is determined to use his influence to mitigate these effects wherever possible.

To this end, Dellingr has begun to work with a group of Venetian artisans to create new technologies that are both practical and sustainable. He has helped to develop a new system of aquaculture that uses natural filtration techniques to raise fish in enclosed pools, reducing the need for wild-caught seafood. He has also worked with local farmers to develop new methods of crop rotation and soil conservation that can help to reduce erosion and preserve the health of the land.

Dellingr knows that his efforts are just a drop in the bucket compared to the scale of the challenges facing the world, but he remains committed to doing his part to create a more sustainable future. He sees the potential for a world in which humans and the natural world can coexist in harmony, and he believes that by working together, we can achieve this vision.

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