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God, Belenus, the Shining One

Belenus1
  • Pantheon: Celtic Pantheon
  • Deity Title: Belenus, the Shining One
  • Deity Symbol: Sunburst or Wheel
  • Home Plane: Bright Netherworld, the realm of light and the dead
  • Deity Level: Intermediate
  • Alignment: Neutral Good
  • Aliases: Belenos, Bel, Beli Mawr
  • Superior: None
  • Traditional Allies: Lugh, Danu, Brigid, Cernunnos
  • Traditional Foes: Balor, Crom Cruach, Morrigan
  • Divine Artifact: Staff of Light, a magical staff that can emit bright light and heal the sick
  • Servants: Solar Spirits, Winged Spirits of Light
  • Servitor Creatures: Fey, Pegasi
  • Sacred Animal: Horses, specifically White Horses
  • Manifestations: A shining aura, a bright light, a warm breeze
  • Signs of Favor: A warm, sunny day, a successful harvest, a sudden healing of an illness
  • Worshipers: Druids, farmers, healers, travelers
  • Cleric Alignments: LG, NG, CG
  • Specialty Priests: Solar Adepts, Lightbringers
  • Holy Days: Beltane, Summer Solstice, Lughnasadh, Autumn Equinox
  • Portfolio: Sun, Light, Healing, Fertility, Agriculture, Fire
  • Domains: Life, Light, Nature, Tempest
  • Favored Weapon: Sickle
  • Favored Class: Druid
  • Favored Race: Elves
  • Duties of the Priesthood: Tend to the sick and injured, bless crops and livestock, maintain sacred fires, protect and care for horses
  • Major Cult/Temple Sites: Belenus’ Temple at Aquileia, Glastonbury Tor, Bath
  • Benefits: Clerics of Belenus gain the ability to heal and turn undead more effectively. They also gain the ability to summon Solar Spirits and Winged Spirits of Light to aid them in battle. Additionally, they gain proficiency with sickles and light-based spells.

Belenus is a powerful deity worshipped by many in the Celtic pantheon. He is known as the god of the sun, light, healing, and fertility. With his radiant aura, Belenus provides warmth and vitality to all life on the earth.

Belenus is often depicted as a muscular, handsome man with a glowing aura, symbolizing his radiant power. He wears a crown of oak leaves, a symbol of his connection to nature, and carries a spear, a symbol of his power and protection.

As a deity of healing and fertility, he is revered by many as a patron of healers and physicians. His followers believe that his powers can cure all manner of ailments and bring forth new life.

Belenus is also a god of justice and law. He is said to watch over the land and its people, ensuring that all are treated fairly and justly. He abhors violence and chaos, and his followers strive to maintain peace and order in his name.

Belenus is often depicted as a tall and handsome man with flowing golden hair and piercing blue eyes. He is usually dressed in a long white robe adorned with golden symbols and carries a staff with a sunburst at the top. He exudes an aura of warmth and vitality, and his skin seems to glow with a golden radiance. His voice is melodic and soothing, and his every movement exudes confidence and power.

Above all, he seeks to protect and preserve the natural world. He believes that all life is sacred and that it is the duty of mortals to protect and nurture it. Belenus hopes to inspire his followers to care for the earth and all its creatures, and to work towards a better, more sustainable future.

Belenus, God of Sun and Healing

Belenus, God of Sun and Healing
Midjourney

Medium deity, lawful good


Armor Class: 40 (natural armor)

Hit Points: 1,000 (100d10 + 500)

Speed: 90 ft.


STRDEXCONINTWISCHA
40 (+15)30 (+10)30 (+10)30 (+10)40 (+15)40 (+15)

Skills: Insight +30, Medicine +30, Religion +30

Senses: truesight 120 ft., passive Perception 40

Languages: All

Challenge: 35 (155,000 XP)


Legendary Resistance (3/Day). If Belenus fails a saving throw, he can choose to succeed instead.

Divine Aura. Belenus emits an aura of radiant energy within a 1-mile radius that grants his allies advantage on saving throws against being charmed or frightened.

Divine Spellcasting. Belenus is a 30th-level spellcaster that uses Wisdom as his spellcasting ability. He has the following divine spells prepared:

  • Cantrips (at will): guidance, light, resistance, sacred flame, spare the dying
  • 1st level (8 slots): cure wounds, detect evil and good, healing word, protection from evil and good, shield of faith
  • 2nd level (8 slots): calm emotions, lesser restoration, prayer of healing, zone of truth
  • 3rd level (8 slots): dispel magic, mass healing word, remove curse, revivify
  • 4th level (8 slots): banishment, death ward, freedom of movement, guardian of faith
  • 5th level (8 slots): greater restoration, mass cure wounds, raise dead, scrying
  • 6th level (8 slots): heroes’ feast, heal, sunbeam, true seeing
  • 7th level (8 slots): divine word, mass cure serious wounds, regenerate, resurrection
  • 8th level (8 slots): holy aura, mass heal, power word heal, sunburst
  • 9th level (8 slots): foresight, mass heal, power word kill, true resurrection

Divine Strike. He can imbue his weapon with divine energy, dealing an extra 50 (10d10) radiant damage on a hit.

Healing Hands. Belenus can use an action to touch a creature and heal them for 50 hit points.

Divine Presence. He can project an aura of divine power within a 30-foot radius, causing enemies to make a Wisdom saving throw (DC 30) or become frightened.

Sunlight Sensitivity. While in sunlight, he has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Regeneration. Belenus regains 50 hit points at the start of his turn.

Actions

Multiattack. Belenus can use his Divine Strike twice and make one attack with his weapon.

Radiant Blast. Ranged Spell Attack: +40 to hit, range 120 ft., one target. Hit: 50 (10d10) radiant damage.

Divine Intervention (1/Day). If Belenus is reduced to 0 hit points, he can choose to succeed on a death saving throw and use Divine Intervention to call upon his deity for aid.


Divine Artifacts

Spear of the Sun. A +3 spear that deals an additional 2d10 radiant damage on a hit. Once per day, Belenus can use an action to call upon the power of the sun to imbue the spear with even greater energy, causing it to deal an extra 10d10 radiant damage on a hit.

Crown of Healing. A golden crown that grants Belenus additional healing powers. Once per day, he can use an action to channel the power of the crown, restoring all hit points to himself and all allies within a 30-foot radius.

Lair Actions

On initiative count 20 (losing initiative ties), Belenus can take a lair action to cause one of the following magical effects:

  • A burst of sunlight fills the area, forcing all creatures within 60 feet to make a Constitution saving throw (DC 30) or become blinded until the end of their next turn.
  • Belenus calls upon his divine power to heal himself and his allies, restoring 200 hit points to each creature within a 60-foot radius.
  • Belenus creates a radiant barrier around himself, granting him resistance to all damage until the end of his next turn.

Legendary Actions

Belenus can take 3 legendary actions per round, 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. Belenus regains spent legendary actions at the start of his turn.

  • Divine Strike. He uses his Divine Strike ability.
  • Radiant Blast. He uses his Radiant Blast ability.
  • Healing Hands. Belenus uses his Healing Hands ability to heal a creature for 50 hit points.

Currently

Belenus walks the earth in the 1450s, his eyes scanning the horizon as he surveys the world around him. He sees a world filled with strife and conflict, a world in desperate need of guidance and direction. Belenus knows that he has been placed on this earth for a purpose, to bring peace and harmony to all those he encounters.

As he travels across the land, Belenus meets people from all walks of life, from the poorest peasant to the wealthiest noble. He listens to their stories, offers them advice, and helps them in whatever way he can. Belenus knows that every small action he takes can have a ripple effect that spreads far beyond his immediate surroundings.

In his travels, Belenus witnesses the devastation wrought by war and the greed of those in power. He sees the suffering of the innocent, the destruction of families and homes, and the corruption of the human spirit. Belenus knows that he must do something to change this, to bring about a better world.

Belenus believes that the key to a better world lies in the hearts and minds of every individual. He seeks to inspire people to be their best selves, to embrace kindness and compassion, and to reject violence and hatred. Belenus wants to create a world where everyone is treated with dignity and respect, where justice and fairness reign supreme.

As he travels, Belenus encounters many obstacles and challenges. But he faces them with courage and determination, knowing that his cause is just and his mission is important. Belenus is a beacon of hope in a world of darkness, a shining example of what it means to be a true hero.

In the end, Belenus knows that he may never achieve his ultimate goal of creating a world of peace and harmony. But he also knows that every small step he takes brings him closer to that goal. And he will never stop fighting, never stop striving to make the world a better place for all.

Solar Spirit

Solar Spirit
Midjourney

Medium celestial, lawful good

Armor Class 17 Hit Points 120 (16d8 + 48) Speed Fly 60 ft.

STRDEXCONINTWISCHA
162216141820

Skills Perception +8 Senses truesight 120 ft., passive Perception 18 Languages all

Innate Spellcasting. The Solar Spirit’s innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:

  • At will: daylight, lesser restoration, zone of truth
  • 3/day each: cure wounds, dispel evil and good, guiding bolt, heal, shield of faith
  • 1/day each: hallow, heal, mass cure wounds

Radiant Form. The Solar Spirit’s form is made of radiant energy. It has resistance to radiant damage and is immune to necrotic damage.

Light Burst. The Solar Spirit releases a burst of radiant energy in a 30-foot radius around it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much damage on a successful one.

Actions Multiattack. The Solar Spirit makes two melee attacks.

  • Radiant Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) radiant damage.
  • Radiant Blast. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 15 (3d8 + 3) radiant damage.

Challenge 9 (5,000 XP)

Lair Actions. The Solar Spirit can take one lair action on initiative count 20 (losing initiative ties). It can use each lair action only once per combat. The Solar Spirit’s lair is any place of great natural beauty, such as a forest glade, a mountain peak, or a serene lake.

  • The Solar Spirit creates a burst of radiant energy in a 30-foot radius around it. Each creature in the area must make a DC 18 Constitution saving throw, taking 22 (4d10) radiant damage on a failed save, or half as much damage on a successful one.
  • The Solar Spirit blesses one creature within 30 feet of it. The creature gains advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • The Solar Spirit causes a wave of healing energy to wash over all creatures within 60 feet of it. Each creature regains hit points equal to its hit point maximum. This lair action can be used only once per day.

Legendary Actions. The Solar Spirit 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. The Solar Spirit regains spent legendary actions at the start of its turn.

  • Move. The Solar Spirit moves up to its speed without provoking opportunity attacks.
  • Radiant Scimitar. The Solar Spirit makes one attack with its Radiant Scimitar.
  • Radiant Blast (Costs 2 Actions). The Solar Spirit uses its Radiant Blast ability.
  • Healing Touch (Costs 3 Actions). The Solar Spirit touches a creature, restoring 40 hit points to it.

Physical Description: The Solar Spirit is a radiant being, with a humanoid shape made of pure white light. It stands tall at 6 feet and has an ethereal appearance, as if its form is not entirely solid. It is adorned in golden armor, with a flowing cape that appears to be made of light. The Solar Spirit wields a scimitar made of pure radiant energy, and its eyes glow with a warm, golden light. It moves gracefully, almost floating, with its wings of light propelling it through the air. Its presence brings an aura of peace and goodness to any area it inhabits.

Solar Spirits are the ethereal servants of Belenus, a deity from Celtic mythology associated with the sun, light, and healing. As beings of pure energy, they are able to move and travel without physical bodies, existing only as brilliant, radiant light that shimmers and glows in the air around them.

Their appearance is often described as angelic, with long, flowing robes of shimmering gold and silver that seem to be made of pure light. Their skin is a radiant, warm gold, and their eyes glow with a fierce, unyielding intensity that speaks to their power and might.

Despite their otherworldly appearance, Solar Spirits are deeply connected to the natural world, and are said to be able to bring healing and renewal to those who seek their aid. They are often invoked in rituals and prayers as protectors and guardians, tasked with bringing light and warmth to those in need.

In battle, Solar Spirits are fierce and unyielding, able to channel their energy into powerful blasts of light that can incinerate enemies in an instant. They are highly intelligent and strategic, and are able to communicate telepathically with one another and with their worshipers.

As the servants of Belenus, Solar Spirits hold a special place in Celtic mythology, representing the power and majesty of the sun and its life-giving properties. They are revered as guardians and protectors, and are believed to hold the power to bring hope and renewal to all who seek their aid.

Winged Spirits of Light

Winged Spirits of Light
Midjourney

Medium fey, chaotic good

Armor Class 19 Hit Points 110 (13d8 + 52) Speed 60 ft., fly 120 ft.

STRDEXCONINTWISCHA
102218162024

Skills Perception +10 Senses darkvision 120 ft., passive Perception 20 Languages all, telepathy 120 ft.

Innate Spellcasting. The Winged Spirit of Light’s innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components:

  • At will: daylight, lesser restoration, zone of truth
  • 3/day each: cure wounds, dispel evil and good, guiding bolt, heal, shield of faith
  • 1/day each: hallow, heal, mass cure wounds

Radiant Form. The Winged Spirit of Light’s form is made of radiant energy. It has resistance to radiant damage and is immune to necrotic damage.

Blinding Burst. The Winged Spirit of Light releases a burst of blinding light in a 30-foot cone. Each creature in the area must make a DC 22 Dexterity saving throw, becoming blinded for 1 minute on a failed save, or half as long on a successful one.

Actions Multiattack. The Winged Spirit of Light makes two melee attacks.

  • Radiant Sword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) radiant damage.
  • Radiant Blast. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 15 (3d8 + 4) radiant damage.

Challenge 10 (5,900 XP)

Lair Actions. The Winged Spirit of Light can take one lair action on initiative count 20 (losing initiative ties). It can use each lair action only once per combat. The Winged Spirit of Light’s lair is any place of great natural beauty, such as a forest glade, a mountain peak, or a serene lake.

The Winged Spirit of Light creates a burst of radiant energy in a 30-foot radius around it. Each creature in the area must make a DC 22 Constitution saving throw, taking 22 (4d10) radiant damage on a failed save, or half as much damage on a successful one. The Winged Spirit of Light blesses one creature within 30 feet of it.

The creature gains advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. The Winged Spirit of Light causes a wave of healing energy to wash over all creatures within 60 feet of it. Each creature regains hit points equal to its hit point maximum. This lair action can be used only once per day.

Legendary Actions. The Winged Spirit of Light 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. The Winged Spirit of Light regains spent legendary actions at the start of its turn.

  • Move. The Winged Spirit of Light moves up to its speed without provoking opportunity attacks.
  • Radiant Sword. The Winged Spirit of Light makes one melee attack with its radiant sword.
  • Blinding Burst (Costs 2 Actions). The Winged Spirit of Light

The Winged Spirits of Light are ethereal beings that serve the god Belenus. They are often described as angelic, with a radiant and otherworldly appearance that is both beautiful and awe-inspiring. Their bodies are made of pure light and they have large, feathered wings that allow them to fly effortlessly through the air. Their wings can range in color from white to gold, with each feather shimmering like a precious gem in the light.

As servants of Belenus, the Winged Spirits of Light are fiercely loyal and dedicated to upholding the ideals of their god. They embody the virtues of justice, honor, and compassion, and are often called upon to assist mortals in their quest for these ideals. They are known to intervene in battles and other conflicts, appearing suddenly and turning the tide in favor of the righteous.

Despite their powerful and otherworldly appearance, the Winged Spirits of Light are not invincible. They are vulnerable to dark magic and demonic powers, and can be harmed by physical attacks from those who seek to do them harm. However, they possess a strong regenerative ability that allows them to heal from injuries quickly.

The Winged Spirits of Light are also known for their innate magical abilities. They can manipulate light and energy to create dazzling displays of light, or to heal and protect those in need. They can also call upon the power of Belenus to cast powerful spells of divine magic that can smite evil and banish darkness.

Overall, the Winged Spirits of Light are beings of great beauty and power, who embody the ideals of justice and righteousness. They are fierce warriors, skilled healers, and powerful mages, who serve their god with unwavering loyalty and dedication.

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