Aengus Óg — God of Dreams, Youth and Swan-Song

Aengus Óg, youthful Irish god of dreams and poetry
Aengus Óg, the Young Son · Earlier site concept art created with Midjourney. Image credit.

Aengus Óg can find someone lost in a dream, but he cannot make her love him. When he finally reaches Caer Ibormeith, he promises her the freedom to return to the lake—and becomes a swan so they can leave together. The Young Son of the Dagda rules Brú na Bóinne through imagination, cunning and a gift for changing the shape of a story.

At a Glance

Names

Aengus Óg, Óengus, Mac Óc, Angus Mac Óg

Kindred

Son of the Dagda and Boann; fostered in traditions by Midir

Divine status

Greater deity · Neutral Good

Domain and home

Brú na Bóinne, the Boyne valley, Meath

Portfolio

Dreams, youth, poetry, affection, enchantment, new beginnings

Symbols

Two swans in flight, white feathers and the curve of the Boyne

Companion

Caer Ibormeith, the swan-maiden he calls by her own name

Worship and followers

Poets, dreamers, lovers, musicians, couriers and people beginning again

At the Brú of the Young Son

Doors in the mound at Brú na Bóinne do not always open onto the same hall. Some lead to a warm room crowded with friends and music. Others enter gardens where the fruit is never quite gone and the last cup is never empty. At certain nights a young man in an embroidered cloak listens to a poet stumble over an unfinished song. Aengus does not punish a missed word; he asks what the poet was trying to say.

Aengus watches over beginnings: the first conversation after a quarrel, the dream someone finally names aloud, the courage to leave a cruel household. His generosity is real, but so is his fondness for ingenious bargains. People who ask for his help must remember that a clever promise can be just as binding as a sword-oath.

The Dream of Caer Ibormeith

Aengus sees Caer in his sleep and becomes so lovesick that his household seeks her across Ireland. Boann, the Dagda, and their allies learn that she is bound to alternate between human and swan forms. At Samhain, among three times fifty white swans at Loch Bél Dracon, Aengus calls her by name. She agrees to approach only when he promises she can return to the water. He makes that promise, changes into a swan himself, and they circle the lake before flying to Brú na Bóinne. Their two voices send the listeners into a deep sleep. The harp that sings three strains belongs to the Dagda, not to Aengus. The Dream of Aengus preserves the traditional story.

How He Won the Brú

In one telling, the Dagda divides the otherworldly mounds and leaves his son no share. Aengus asks only to remain in his father’s dwelling for a day and a night. The bargain becomes permanent when he points out that the world consists of days and nights. Another account tells the story through Elcmar, fosterage by Midir and a threat at Samhain. These different versions agree that the Young Son wins his home by wit and opportunity rather than by a simple gift from a kindly father. The traditions of Brú na Bóinne retain both versions.

People Around Him

Caer is not a possession or silent attendant. She has her own enchantment, her own terms, and a home to which she can return. The Dagda is a loving, formidable father whose bargains have consequences. Lugh recognises Aengus’s resourcefulness; Brigid shares his regard for inspiration. Nuada knows how quickly a family or court can become divided by a decision made in haste.

Meeting Aengus

Aengus is courteous, observant and frequently amused. He does not demand a kneeling audience. He asks what people dream about when they think nobody is listening. A genuine apology interests him more than an expensive gift. He will lend travellers a bed and guide them through the mound, but he rarely intervenes when a suitor tries to treat another person’s affection as a debt.

Adventures

The Fiftieth Swan

At Loch Bél Dracon, one bird is missing from the flock before Samhain. Caer fears another young woman has been trapped in a borrowed shape and her family is preparing to blame Aengus. Find the missing swan, discover whether she chose to leave, and decide whether exposing a local enchanter will break other transformations across the lake.

The Day That Never Ends

An exhausted traveller takes refuge in a guest chamber at Brú na Bóinne and discovers the same afternoon repeating. Aengus has promised the guest a day of safety, while a pursuer waits outside for the day to end. Discover the exact promise, protect those endangered beyond the mound, or negotiate a way for the guest to leave without sacrificing another person to the pursuer.

Song Without a Voice

A young poet in Meath loses her voice after entering the mound. Her new verses appear written in silver-feather script, and Aengus insists she gave something away willingly. The person who holds her voice wants to bargain for a happier life. Restore her choice without silencing someone else’s truth—or find a new voice she recognises as her own.

Divine Powers and Game Rules

Aengus — D&D 5.5e / 2024

Aengus Óg, The Young Son of the Brú

Medium Celestial (Greater Deity), Neutral Good; CR 33 (unofficial epic design, no published XP), campaign PB +10

Armor Class 26 (otherworldly grace); Hit Points 638 (44d8 + 440); Speed 40 ft., Fly 60 ft. (swan shape only)

STRDEXCONINTWISCHA
20 (+5)30 (+10)30 (+10)30 (+10)28 (+9)36 (+13)

Saving Throws Str +15, Dex +20, Con +20, Int +20, Wis +19, Cha +23
Skills Deception +23, Insight +19, Perception +19, Performance +23, Persuasion +23, Stealth +20
Damage Resistances Psychic, Radiant; Bludgeoning, Piercing and Slashing
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 29; Languages all, Telepathy 1 mile

Divine Traits

Divine Nature. Aengus does not age or require air, food, drink or sleep. Destroying a manifested body does not constitute his permanent divine death.

Legendary Resistance (5/Day). Aengus may turn a failed saving throw into a success.

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

Promise Kept. When a willing allied creature within 60 feet succeeds on a saving throw against being Charmed or Frightened, Aengus may allow that creature to move 10 feet without provoking Opportunity Attacks. This does not consume a Reaction, but may happen only once per round.

Swan Form. As a Bonus Action he can become a white swan or return to his ordinary form. In swan form he is Small, has Fly Speed 60 ft., Swim Speed 30 ft., walking Speed 10 ft.; cannot wield weapons or speak, and can take only Move, Dash, Disengage, Dodge, Help and Swan-Song actions. His Hit Points, mental ability scores and ongoing effects are unchanged.

Personal Divine Spellcasting

Charisma spellcasting (spell save DC 31; spell attack +23). Aengus requires no Material components or slots, but uses each spell’s normal casting time, other components, targets, duration and Concentration rules; he can concentrate on only one spell at a time. Daily uses refresh after a Long Rest. These are his spells, not his followers’ always-prepared spells.

LevelPersonal spellsUses
CantripsDancing Lights, Friends, Minor Illusion, PrestidigitationAt will
1stCharm Person, Disguise Self, Sleep, SanctuaryAt will
2ndCalm Emotions, Mirror Image, SuggestionAt will
3rdHypnotic Pattern, Major Image, SendingAt will
4thConfusion, Greater Invisibility, Polymorph3/day each
5thDream, Modify Memory, Seeming3/day each
6thMass Suggestion, Programmed Illusion2/day each
7thMirage Arcane, Plane Shift2/day each
8thAntipathy/Sympathy, Mind Blank1/day each
9thForesight, True Polymorph, Weird1/day each

Actions

Multiattack. In ordinary form, Aengus makes two Silver Hazel Rapier attacks, or one Rapier attack and uses Dream’s Invitation if it is available.

Silver Hazel Rapier. Melee Attack Roll: +23 to hit, reach 5 ft., one creature. Hit: 17 (1d8 + 13) Piercing plus 18 (4d8) Psychic damage.

Dream’s Invitation (Recharge 5–6). A creature Aengus can see within 90 ft. that can hear him must succeed on a DC 31 Wisdom save or become Incapacitated until the end of its next turn. The creature may repeat its save immediately after it takes damage, ending the condition on a success. A creature immune to being Charmed is immune. The power reveals what a creature most hopes for; it cannot change their true memories or make them consent to anything.

Swan-Song (Recharge 5–6, Swan Form Only). Aengus sings to up to six hearing enemies within 60 feet. Each makes a DC 31 Wisdom saving throw; on failure it falls Unconscious until the end of its next turn or until it takes damage or a creature uses an action to wake it. It is a magical sleep effect. Creatures immune to Charmed are immune.

Gentle Waking (3/Day). Aengus ends one magical sleep or charm effect on a willing creature within 30 feet and restores 45 (10d8) Hit Points to it. If that creature is unwilling, this action does nothing.

Bonus Action

Feather Step. Aengus teleports up to 40 feet to a point he can see; he does not carry unwilling creatures.

Reaction

Promise of Return. When a creature Aengus can see within 60 feet fails a save against being Charmed or Frightened, he allows it to reroll that save. A creature can benefit only once per Long Rest.

Legendary Actions — Three Uses

At the end of another creature’s turn, Aengus can spend one or more uses, regaining all three at the start of his turn. He cannot use these actions while Incapacitated.

  • Swift Flight (1). Move 30 ft. without provoking Opportunity Attacks.
  • Rapier (1). One Silver Hazel Rapier attack if in ordinary form.
  • Dream Veil (2). One creature within 60 ft. makes a DC 31 Wisdom save, taking 27 (6d8) Psychic damage on failure or half on success. On a failed save it also cannot take Reactions before its next turn.
  • Awaken the Household (3). Up to three willing allies within 60 ft. end Charmed or Frightened and may move up to half their Speed without provoking Opportunity Attacks.

Brú na Bóinne — Estate Actions

On initiative count 20 (losing ties) inside his own otherworld residence, Aengus chooses one effect and cannot repeat it consecutively: The Unending Table, up to three allies each gain 20 Temporary Hit Points; White Wings, every ally of his choice within 60 feet moves 15 feet without provoking Opportunity Attacks; or Gentle Sleep, up to two enemies within 30 feet make a DC 31 Wisdom saving throw or are Incapacitated until their next turn begins. Magical sleep immunity prevents this last effect.

Clerics and Granted Domains

The 2024 Trickery Domain is the primary cleric choice. An optional campaign Dream Domain always prepares Charm Person, Sanctuary and Calm Emotions, Suggestion at cleric level 3; Hypnotic Pattern, Sending at level 5; Confusion, Greater Invisibility at level 7; Dream, Modify Memory at level 9. This is one original subclass, not bonus spells automatically given to every Trickery cleric.

Relic — 2024

Caer’s Swan-Feather Mantle. Wondrous item (very rare; requires attunement by a willing creature). As a Bonus Action, its wearer transforms into a white swan for 1 hour (once per Long Rest). The wearer retains its Intelligence, Wisdom, Charisma, Hit Points and conditions; its size becomes Small, walking Speed becomes 10 feet and it gains Fly Speed 60 feet and Swim Speed 30 feet. Its attacks, if any, are replaced by a beak attack (+6 to hit, 1d4 Piercing). It cannot speak, wield weapons, use components requiring hands or cast spells while transformed. The effect ends early if dismissed (Bonus Action) or the wearer drops to 0 Hit Points. The mantle does not grant immunity to a hostile spell or let its user compel another creature to love it. This original campaign item recalls Caer’s shapechanging; the legends do not attribute this precise artifact to Aengus.

Aengus — D&D 5e / 2014

Aengus Óg, The Young Son of the Brú

Medium celestial (deity), neutral good; Challenge 33 (unofficial epic design, no published XP), campaign PB +10

Armor Class 26 (otherworldly grace); Hit Points 638 (44d8 + 440); Speed 40 ft., Fly 60 ft. (swan shape only)

STRDEXCONINTWISCHA
20 (+5)30 (+10)30 (+10)30 (+10)28 (+9)36 (+13)

Saving Throws Str +15, Dex +20, Con +20, Int +20, Wis +19, Cha +23
Skills Deception +23, Insight +19, Perception +19, Performance +23, Persuasion +23, Stealth +20
Damage Resistances Psychic, Radiant; Bludgeoning, Piercing and Slashing
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 29; Languages all, Telepathy 1 mile

Divine Traits

Divine Nature. Aengus does not age or require air, food, drink or sleep. Destroying a manifested body does not constitute his permanent divine death.

Legendary Resistance (5/Day). Aengus may turn a failed saving throw into a success.

Magic Resistance. He has advantage on saving throws against spells and magical effects.

Promise Kept. When a willing allied creature within 60 feet succeeds on a saving throw against being Charmed or Frightened, Aengus may allow that creature to move 10 feet without provoking Opportunity Attacks. This does not consume a Reaction, but may happen only once per round.

Swan Form. As a Bonus Action he can become a white swan or return to his ordinary form. In swan form he is Small, has Fly Speed 60 ft., Swim Speed 30 ft., walking Speed 10 ft.; cannot wield weapons or speak, and can take only Move, Dash, Disengage, Dodge, Help and Swan-Song actions. His Hit Points, mental ability scores and ongoing effects are unchanged.

Personal Divine Spellcasting

Charisma spellcasting (spell save DC 31; spell attack +23). Aengus requires no Material components or slots, but uses each spell’s normal casting time, other components, targets, duration and concentration rules; he can concentrate on only one spell at a time. Daily uses refresh at dawn. These are his spells, not his followers’ always-prepared spells.

LevelPersonal spellsUses
CantripsDancing Lights, Friends, Minor Illusion, PrestidigitationAt will
1stCharm Person, Disguise Self, Sleep, SanctuaryAt will
2ndCalm Emotions, Mirror Image, SuggestionAt will
3rdHypnotic Pattern, Major Image, SendingAt will
4thConfusion, Greater Invisibility, Polymorph3/day each
5thDream, Modify Memory, Seeming3/day each
6thMass Suggestion, Programmed Illusion2/day each
7thMirage Arcane, Plane Shift2/day each
8thAntipathy/Sympathy, Mind Blank1/day each
9thForesight, True Polymorph, Weird1/day each

Actions

Multiattack. In ordinary form, Aengus makes two Silver Hazel Rapier attacks, or one Rapier attack and uses Dream’s Invitation if it is available.

Silver Hazel Rapier. Melee Weapon Attack: +23 to hit, reach 5 ft., one creature. Hit: 17 (1d8 + 13) Piercing plus 18 (4d8) Psychic damage.

Dream’s Invitation (Recharge 5–6). A creature Aengus can see within 90 ft. that can hear him must succeed on a DC 31 Wisdom save or become Incapacitated until the end of its next turn. The creature may repeat its save immediately after it takes damage, ending the condition on a success. A creature immune to being Charmed is immune. The power reveals what a creature most hopes for; it cannot change their true memories or make them consent to anything.

Swan-Song (Recharge 5–6, Swan Form Only). Aengus sings to up to six hearing enemies within 60 feet. Each makes a DC 31 Wisdom saving throw; on failure it falls unconscious until the end of its next turn or until it takes damage or a creature uses an action to wake it. It is a magical sleep effect. Creatures immune to Charmed are immune.

Gentle Waking (3/Day). Aengus ends one magical sleep or charm effect on a willing creature within 30 feet and restores 45 (10d8) Hit Points to it. If that creature is unwilling, this action does nothing.

Bonus Action

Feather Step. Aengus teleports up to 40 feet to a point he can see; he does not carry unwilling creatures.

Reaction

Promise of Return. When a creature Aengus can see within 60 feet fails a save against being Charmed or Frightened, he allows it to reroll that save. A creature can benefit only once per Long Rest.

Legendary Actions — Three Uses

At the end of another creature’s turn, Aengus can spend one or more uses, regaining all three at the start of his turn. He cannot use these actions while Incapacitated.

  • Swift Flight (1). Move 30 ft. without provoking Opportunity Attacks.
  • Rapier (1). One Silver Hazel Rapier attack if in ordinary form.
  • Dream Veil (2). One creature within 60 ft. makes a DC 31 Wisdom save, taking 27 (6d8) Psychic damage on failure or half on success. On a failed save it also cannot take Reactions before its next turn.
  • Awaken the Household (3). Up to three willing allies within 60 ft. end Charmed or Frightened and may move up to half their Speed without provoking Opportunity Attacks.

Brú na Bóinne — Estate Actions

On initiative count 20 (losing ties) inside his own otherworld residence, Aengus chooses one effect and cannot repeat it consecutively: The Unending Table, up to three allies each gain 20 Temporary Hit Points; White Wings, every ally of his choice within 60 feet moves 15 feet without provoking Opportunity Attacks; or Gentle Sleep, up to two enemies within 30 feet make a DC 31 Wisdom saving throw or are Incapacitated until their next turn begins. Magical sleep immunity prevents this last effect.

Clerics and Granted Domains

Standard 2014 clerics choose Trickery or Knowledge domains. A campaign Dream Domain instead prepares paired spells at cleric levels 1, 3, 5, 7, 9: Charm Person / Sanctuary; Calm Emotions / Suggestion; Hypnotic Pattern / Sending; Confusion / Greater Invisibility; Dream / Modify Memory. These grants follow standard domain casting rules and do not grant Aengus’s personal resources.

Relic — 2014

Caer’s Swan-Feather Mantle. Wondrous item (very rare; requires attunement by a willing creature). As a Bonus Action, its wearer transforms into a white swan for 1 hour (once per Long Rest). The wearer retains its Intelligence, Wisdom, Charisma, Hit Points and conditions; its size becomes Small, walking Speed becomes 10 feet and it gains Fly Speed 60 feet and Swim Speed 30 feet. Its attacks, if any, are replaced by a beak attack (+6 to hit, 1d4 Piercing). It cannot speak, wield weapons, use components requiring hands or cast spells while transformed. The effect ends early if dismissed (Bonus Action) or the wearer drops to 0 Hit Points. The mantle does not grant immunity to a hostile spell or let its user compel another creature to love it. This original campaign item recalls Caer’s shapechanging; the legends do not attribute this precise artifact to Aengus.

Aengus — Pathfinder 1e

Aengus Óg, Prince of Dreams

CR 33 (unofficial epic; no official XP), NG Medium outsider (divine, good, extraplanar)

Initiative +14; Senses darkvision 120 ft., true seeing; Perception +52; Aura heart’s shelter (30 ft.)

AC 55, touch 43, flat-footed 45 (+10 Dex, +12 natural, +10 divine, +13 deflection)
hp 620 (40d10 + 400)
Fort +32, Ref +32, Will +31
DR 20/epic; Immune poison, charm effects; Resist sonic 30, negative energy 30; SR 45; Speed 40 ft., fly 60 ft. (swan form only, average), swim 30 ft. (swan form only).

Melee +5 rapier +56/+51/+46/+41 (1d6 + 10 piercing plus 4d8 sonic); Space/Reach 5 ft./5 ft.; BAB +40; CMB +45; CMD 65
Str 20, Dex 30, Con 30, Int 30, Wis 28, Cha 36
Skills Bluff +56, Diplomacy +56, Disguise +56, Knowledge (arcana) +53, Knowledge (planes) +53, Perception +52, Perform (sing) +56, Sense Motive +52, Stealth +53
Feats (20): Improved Initiative, Weapon Finesse, Weapon Focus (rapier), Improved Critical (rapier), Dodge, Mobility, Combat Reflexes, Combat Expertise, Improved Feint, Greater Feint, Skill Focus (Perform (sing)), Skill Focus (Diplomacy), Spell Focus (enchantment), Greater Spell Focus (enchantment), Spell Penetration, Greater Spell Penetration, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (suggestion), Quicken Spell-Like Ability (charm person).
Languages all, telepathy 1 mile.

Special Abilities

Dream Invitation (Su; 3/day). As a standard action, one creature within 90 ft. that can hear Aengus makes a DC 43 Will save. On failure, the creature is fascinated for 1 round by a vision of an unfulfilled hope. Damage breaks fascination. This is a mind-affecting enchantment effect; creatures immune to such effects are immune. The DC is Charisma-based with no extra feat bonus.

White Swan (Su). As a swift action, Aengus takes the form of a Small white swan; retain Hit Points and mental ability scores, gain Fly 60 ft. (average), Swim 30 ft., and the usual limits on speech, equipment and spell use for a polymorphed creature. Change back as a swift action.

Swan-Song (Su; recharge 1d4 rounds). In swan shape Aengus may sing as a standard action. Six hearing creatures within 60 feet each make a DC 43 Will save. Failure makes the target sleep for 1 round, waking on damage or an ally using a standard action. It is mind-affecting and sleep-inducing; immune creatures ignore it.

Dream Refuge (Su; 3/day). As a standard action, Aengus ends a charm or sleep effect on one willing creature within 30 feet and restores 10d8 hit points to it. The power does not change memories or compel consent.

Personal Spell-Like Abilities

CL 30, Charisma-based save DC 23 + spell level (+2 on Enchantment spells from Spell Focus feats); concentration +43. Follow native spell-like ability casting, spell resistance and duration rules; no Material or Focus components. Per-day uses renew at dawn.

LevelPersonal spellsUses
0dancing lights, ghost sound, prestidigitationAt will
1stcharm person, disguise self, sleepAt will
2ndcalm emotions, invisibility, suggestionAt will
3rddeep slumber, major image, tonguesAt will
4thcharm monster, confusion, greater invisibility3/day each
5thdream, mirage arcana, mind fog3/day each
6thmass suggestion, programmed image2/day each
7thgreater scrying, project image2/day each
8thirresistible dance, mind blank1/day each
9thforesight, shapechange, weird1/day each

Cleric Domains and Domain Spells

His priests choose from the Charm, Good, Knowledge or Protection domains. They gain normal cleric bonus domain spells and granted powers; Aengus’s personal spell-like abilities are not inherited. In the campaign, a Charm cleric’s domain spells at levels 1–9 are charm person, calm emotions, suggestion, charm monster, dominate person, geas/quest, insanity, demand, dominate monster, subject to the precise domain entry for this edition.

Relic — Pathfinder 1e

Caer’s Swan-Feather Mantle. Very rare wondrous item, CL 13th, original campaign relic. Once per day as a standard action the wearer becomes a white swan for up to 1 hour, as a variant of beast shape II. The wearer is Small, flies 60 ft. (average), swims 30 ft. and moves 10 ft. on land, with a bite attack for 1d4 damage. It retains its mental ability scores, Hit Points and effects but loses speech and hand manipulation while in swan form. It may dismiss the effect as a standard action. Transformation obeys the usual polymorph restrictions and grants no mind-control benefits.

Aengus — D&D 3.5e

Aengus Óg, the Young Son

Greater Deity (Divine Rank 16), NG Medium Outsider 30 / Bard 20; suggested CR 50, original epic build with no official XP

Hit Dice 30d8 + 20d6 + 500 (860 hp under greater-deity maximum-HD rule); Initiative +30 (Dex +10, Improved Initiative +4, rank +16); Speed 80 ft., 60 ft. fly in swan shape.
AC 64, touch 49, flat-footed 64 while Battlesense operates (+10 Dex, +15 natural, +16 divine, +13 deflection).
Base Attack +20 plus epic attack bonus +15; Grapple +56 (includes Divine Rank); Attack +5 rapier +67 melee (1d6+10 piercing plus 4d8 sonic); Full Attack +67/+62/+57/+52.
Fortitude +53, Reflex +53, Will +52 (including Divine Rank and epic saves); Damage Reduction 30/epic; Spell Resistance 68; Immunities poison, disease, mind-affecting effects, sleep, paralysis, stunning, death effects, energy drain, ability drain, acid, cold and electricity.
Str 20, Dex 30, Con 30, Int 30, Wis 28, Cha 36.
Skills Bluff +66, Diplomacy +66, Disguise +66, Knowledge (arcana) +63, Listen +62, Perform (sing) +66, Sense Motive +62, Spellcraft +63, Spot +62.
General Feats (17): Improved Initiative; Weapon Finesse; Weapon Focus (rapier); Combat Expertise; Dodge; Mobility; Spring Attack; Skill Focus (Perform (sing)); Skill Focus (Diplomacy); Spell Focus (enchantment); Greater Spell Focus (enchantment); Spell Penetration; Greater Spell Penetration; Combat Casting; Iron Will; Lightning Reflexes; Skill Focus (Sense Motive).

Greater Deity Powers

Divine Rank 16 is included in the listed attack rolls, saves and divine checks. As a greater deity he achieves maximum results on his own damage dice, saving throws and checks where the divine rules specify, and defeating his manifested body is not an ordinary mortal death. For example, one rapier hit deals 16 piercing plus 32 sonic damage before resistance or critical effects. Apply the native 3.5e salient divine ability rules for power prerequisites, resources and timing.

Salient Divine Abilities

Twenty-one chosen powers: Avatar; Battlesense; Clearsight; Divine Inspiration; Alter Reality; Gift of Life; Call Creatures; Rejuvenation; Divine Shield; Area Divine Shield; Divine Spellcasting; Divine Blast; Instant Counterspell; Increased Spell Resistance; Power of Luck; Power of Truth; Divine Fast Healing; Possess Mortal; Power of Nature; Mass Divine Blast; Supreme Initiative. These are original campaign selections; no ability grants extra actions beyond its normal text.

Dream Invitation (Su; 3/day). Standard action, one living creature within 90 ft. makes a DC 39 Will save or is fascinated by a vision for 1 round, ending on damage. This is a mind-affecting enchantment ability and cannot force a target to consent to an agreement.

Swan-Song (Su; 3/day). In swan shape Aengus sings as a standard action, affecting six hearing targets within 60 feet. Each makes a DC 39 Will save or sleeps for 1 round; a creature wakes on damage or by being shaken awake as a standard action. Creatures immune to sleep or mind-affecting effects ignore this ability.

White Swan (Su). Change between humanlike and Small swan form as a swift action, retaining mental ability scores and Hit Points while using Fly 60 ft. (average), Swim 30 ft., and normal polymorph restrictions.

Personal Spell-Like Abilities

CL 30; Charisma spell-like ability save DC 39 + spell level (plus +2 on Enchantment spells through applicable Spell Focus feats), concentration +43. Each uses native D&D 3.5e standard-action spell-like activation except where its own ability says otherwise; no Material, Focus or XP component is required for spell-like abilities. Daily uses renew at dawn.

LevelPersonal spellsUses
0dancing lights, ghost sound, prestidigitationAt will
1stcharm person, disguise self, sleepAt will
2ndcalm emotions, invisibility, suggestionAt will
3rddeep slumber, major image, tonguesAt will
4thcharm monster, confusion, greater invisibility3/day each
5thdream, mind fog, seeming3/day each
6thmass suggestion, programmed image2/day each
7thgreater scrying, project image2/day each
8thirresistible dance, mind blank1/day each
9thforesight, shapechange, weird1/day each

Bard 20 Spellcasting

In addition to his personal divine spell-like abilities, Aengus has the normal spells known and spell slots of a 20th-level bard, using Charisma 36 and Bard caster level 20. Daily slots including Charisma 36 bonus spells are 4 cantrips, 8 first-level spells, 7 each of 2nd–5th-level spells, and 6 sixth-level spells. Choose the spells known before play; higher divine spell-like levels are not 7th–9th-level bard slots.

Granted Cleric Domains

Clerics select two of Charm, Good, Knowledge and Protection. Each domain supplies its own granted power and one bonus spell per spell level under 3.5e rules. His personal bard and divine spell-like slots are never available to ordinary clerics.

Relic — D&D 3.5e

Caer’s Swan-Feather Mantle. Wondrous item, original campaign relic, caster level 13th. Once per day as a standard action, the bearer may assume a Small white swan shape for 1 hour, functioning as polymorph with swan form only. It gains fly 60 ft. (average), swim 30 ft. and a 1d4-damage beak, but loses speech and hand use while transformed. The usual 3.5e spell and item restrictions on form, Hit Dice and supernatural abilities apply. It does not control other creatures’ wills.

Caer and the White Swans

Older painted portrait of Aengus Óg, dreamer and poet of the Boyne
Earlier site portrait of Aengus · Midjourney image credit.

Caer Ibormeith’s changing body is her own strange inheritance. Her story makes the strongest adventure companion when she is given choices and a voice rather than reduced to an interchangeable giant-bird monster. Swan Maidens offer a related creature tradition elsewhere in the bestiary; Caer herself is a named divine figure, not a generic swan-maiden stat block. Swans can still be dangerous when defending a nest or guarding a supernatural lake; the old improvised acid-swallowing giant-swan combat block is not used as a model for ordinary swans. Aengus’s four rule panels give the relevant spell and swan-form mechanics for encounters involving him.

Other Gods, Stories and Sources

Explore the Celtic Pantheon, Ireland, Meath, the Dagda, Lugh, Brigid and Nuada. Players interested in his clerics can consult the Charm, Knowledge and Beauty domains where edition-appropriate.

Mythic sources: The Dream of Aengus (Aislinge Óenguso); Lady Gregory’s Dream of Angus; and Brú na Bóinne — the variant mound traditions. The page’s deity statistics, optional Dream Domain, encounter hooks and feather mantle are original campaign material; they are not historical claims or official playtested CR values.

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