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  • Pantheon: Irish mythology
  • Deity Title: Daghdha, also known as The Dagda or The Good God
  • Deity Symbol: A club or staff
  • Home Plane: The Otherworld
  • Deity Level: Greater deity
  • Alignment: Neutral
  • Aliases: Eochaid Ollathair, Ruad Rofhessa
  • Superior: None
  • Traditional Allies: Lugh, Brigid, Nuada, Ogma
  • Traditional Foes: Balor, Bres, Cethlenn, Fomorians
  • Divine Artifact: A magical cauldron, a harp that controls the seasons and emotions
  • Servants: The Mórrígan, a goddess of war and death
  • Servitor Creatures: Pookas, leprechauns, and other nature spirits
  • Sacred Animal: The boar
  • Manifestations: A giant, benevolent figure with a club, a harp, and a cauldron
  • Signs of Favor: Good harvests, favorable weather, fertility, prosperity
  • Worshipers: Farmers, craftsmen, warriors, and anyone who relies on the land for their livelihood
  • Cleric Alignments : Neutral, Chaotic Good, Chaotic Neutral
  • Specialty Priests: Bards, druids, and warriors
  • Holy Days: Samhain, Beltane, and Imbolc
  • Portfolio: Fertility, agriculture, weather, wisdom, and knowledge
  • Domains: Life, Nature, Tempest, Trickery
  • Favored Weapon: Great club. (Shillelagh)
  • Favored Class: Druid
  • Favored Race: Humans
  • Duties of the Priesthood: Maintaining the fertility of the land, promoting agriculture and craftsmanship, and protecting the people from harm
  • Major Cult/Temple Sites: Brú na Bóinne, the Hill of Tara, and other sacred sites throughout Ireland
  • Benefits: Daghdha grants his worshipers protection, fertility, and prosperity. His priests have the power to control the weather and the fertility of the land, as well as the ability to heal the sick and wounded. They also have the power to control emotions and the seasons through the use of Daghdha’s harp.

Daghdha is a powerful and revered figure in Irish mythology, known as the father of all the gods and the protector of the land. As the god of fertility, agriculture, and weather, Daghdha is responsible for ensuring that the crops grow, the weather remains favorable, and the people are prosperous.

As a character, Daghdha is depicted as a wise and benevolent leader who cares deeply for his people. He is often portrayed as a large and imposing figure, with a booming voice and a commanding presence. Despite his great power, Daghdha is approachable and kind, and always willing to lend a helping hand to those in need.

Daghdha’s primary motivation is to ensure the well-being of his people and the land they inhabit. He wants nothing more than to see his followers thrive, and he works tirelessly to make this happen. To achieve his goals, Daghdha uses his powers to control the weather, make the crops grow, and protect the people from harm.

Despite his great power, Daghdha is not infallible. He is often depicted as a flawed character, prone to bouts of anger and impatience. However, he always learns from his mistakes and strives to do better in the future.

Daghdha is a tall and imposing figure with broad shoulders and a muscular build. He has long, flowing hair and a thick beard that reaches down to his chest. His eyes are deep and penetrating, and his face is weathered and lined with age. Daghdha’s presence is commanding, and his voice is deep and powerful, filling the air with a sense of authority and strength.

In summary, Daghdha is a complex and multifaceted character, driven by a deep sense of duty and responsibility. He is a symbol of the power of nature and the importance of respecting and protecting the land that sustains us all.

Daghdha, God of Fertility and Weather

Daghdha, God of Fertility and Weather

Huge celestial, chaotic good

Armor Class 30 (natural armor) Hit Points 1,000 (60d20 + 480) Speed 60 ft., fly 120 ft.

30 (+10)24 (+7)32 (+11)28 (+9)30 (+10)30 (+10)

Skills Insight +25, Nature +25, Perception +25 Damage Resistances cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 120 ft., passive Perception 35 Languages all, telepathy 120 ft. Challenge 35 (330,000 XP)

Divine Traits

  • Divine Awareness: Daghdha can sense the presence of all creatures and objects within 10 miles of his location.
  • Divine Power: Daghdha can cast any spell from his domain list at will, without the need for material components. He can also use any divine artifact associated with him.
  • Legendary Resistance: Daghdha can choose to succeed on any saving throw he fails.
  • Magic Resistance: Daghdha has advantage on saving throws against spells and other magical effects.


  • Multiattack: Daghdha makes two attacks with his magic club.
  • Magic Club: Melee Weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 40 (4d10 + 10) bludgeoning damage plus 25 (10d6) lightning damage.
  • Call Lightning: Daghdha calls down a bolt of lightning in a 120 ft. radius, dealing 50 (10d10) lightning damage to all creatures in the area. A successful DC 30 Dexterity saving throw halves the damage.
  • Earthquake: Daghdha causes a violent earthquake in a 1-mile radius, dealing 50 (10d10) bludgeoning damage to all creatures in the area. A successful DC 30 Dexterity saving throw halves the damage. The earthquake also creates difficult terrain and can cause structures to collapse.
  • Fertility Blessing: Daghdha blesses a creature with fertility, granting them advantage on all ability checks and attack rolls for 1 minute.
  • Whirlwind: Daghdha creates a 120 ft. radius whirlwind that picks up creatures and objects and hurls them up to 300 ft. away. Creatures in the area take 50 (10d10) bludgeoning damage and are knocked prone. A successful DC 30 Strength saving throw halves the damage and prevents being knocked prone.

Legendary Actions

Daghdha 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. Daghdha regains spent legendary actions at the start of his turn.

  • Magic Club Attack: Daghdha makes one Magic Club attack.
  • Fertility Blessing: Daghdha casts Fertility Blessing on a creature within 60 ft. of him.
  • Thunderous Roar: Daghdha unleashes a thunderous roar in a 120 ft. cone, dealing 50 (10d10) thunder damage and pushing all creatures within the area 30 ft. away from him. A successful DC 30 Constitution saving throw halves the damage and prevents being pushed.

Regional Effects

The region around Daghdha’s presence is affected by his divine power. These effects can last for hours or even days.

  • Fertile Ground: The land within 10 miles of Daghdha’s presence becomes incredibly fertile, allowing plants to grow more quickly and providing abundant food for animals and people alike. The region gains a bountiful harvest for the next month, providing enough food to sustain double the usual population.
  • Stormy Weather: The weather around Daghdha’s presence becomes unpredictable, with thunderstorms and high winds becoming more frequent. All ranged attacks and spells have disadvantage within 10 miles of his location.
  • Blessing of Fertility: All creatures within 10 miles of Daghdha’s presence have advantage on ability checks related to fertility, such as animal husbandry or farming. Additionally, any pregnant creature in the area has a successful birth and gives birth to healthy offspring.

Divine Artifacts

Divine Artifact: Lorg Mór, +3 Magic Club

Weapon (club), legendary (requires attunement by Daghdha)

Damage: 2d8+3 bludgeoning damage + 1d10 lightning damage


  • +3 bonus to attack and damage rolls
  • Control Weather: As an action, Daghdha can use the club to cast the Control Weather spell (no material components required). This feature can be used once per day.
  • Call Lightning: As an action, Daghdha can use the club to cast the Call Lightning spell (no material components required). This feature can be used three times per day.


  • Fertility Blessing: Once per day, Daghdha can use Lorg Mór to bless a creature with fertility, granting them advantage on all ability checks and attack rolls for 1 minute.

Note: Daghdha can only use the magical abilities of Lorg Mór if he is attuned to the weapon.

Divine Artifact: Daghdha’s Magical Cauldron

The magical cauldron is a legendary artifact associated with Daghdha, the God of Fertility and Weather. It is said to have the power to produce endless amounts of food and drink, as well as the ability to revive the dead.

Artifact Traits:

  • Endless Bounty: The cauldron can create an unlimited amount of food and drink, filling it with any desired substance.
  • Revival: The cauldron can bring back the dead to life. Once per day, the cauldron can be used to restore a creature to life, as per the true resurrection spell.
  • Divine Protection: The cauldron has a +5 bonus to its Armor Class and Saving Throws.
  • Indestructible: The cauldron cannot be destroyed by any mortal means.
  • Divine Connection: Daghdha can communicate telepathically with the cauldron, regardless of its location.

The magical cauldron can be incorporated into any campaign as a powerful artifact for players to discover and potentially use. However, its abilities should be balanced carefully to prevent it from being overpowered or disrupting the game’s mechanics.

Divine Artifact: Daghdha’s Magical Harp

Weapon (harp), artifact (requires attunement by a bard)

The magical harp of Daghdha is an ancient artifact that was crafted by the god himself. It is said to be made from the finest materials, including rare woods and precious metals. The harp has the power to calm the emotions of those who listen to its music, and it can even heal physical wounds.


  • The harp has 10 charges, and it regains 1d6+4 charges daily at dawn.
  • While holding the harp, the attuned bard can use an action to expend 1 or more charges to play a tune that has one of the following effects:
    • Healing Tune (1 charge): The bard plays a soothing melody that restores 10d8 hit points to up to six creatures within 30 feet of the harp.
    • Calming Tune (2 charges): The bard plays a calming tune that ends all ongoing spells affecting up to six creatures within 30 feet of the harp.
    • Enthralling Tune (3 charges): The bard plays an enchanting tune that causes up to six creatures within 30 feet of the harp to become charmed for 1 minute. The creatures will follow the bard’s commands to the best of their ability.
  • Daghdha’s Blessing: Once per day, the bard can expend all 10 charges of the harp to gain the benefits of a Long Rest, regaining all hit points and spell slots. Additionally, the bard gains temporary hit points equal to their level + their Charisma modifier (minimum of 20).


  • The harp has a curse that affects anyone who is not a bard or who is not attuned to it. When someone other than the attuned bard attempts to play the harp, they must make a DC 20 Wisdom saving throw. On a failure, the creature takes 10d6 psychic damage and is stunned for 1 minute. On a success, the creature takes half damage and is not stunned.

Notes: The magical harp of Daghdha is a powerful artifact that can be used to heal, charm, and even grant a Long Rest. However, its curse makes it a dangerous object to handle for anyone who is not attuned to it.

Overall, Daghdha is a powerful deity who wields immense power over the weather and fertility of the land. His abilities and divine traits make him a formidable opponent for any group of adventurers, and his regional effects can dramatically impact the gameplay experience. Players who encounter Daghdha should approach with caution and be prepared for a challenging battle.


Originally Posted by

Tebryn14 of the Wizards Community forums.

On this Thread

The leader of the Celtic Pantheon, however, this says very little about the god’s behavior, which is uncouth and unpredictable. Though he normally acts like a stupid buffoon, he is certainly capable of the leading the pantheon, and as one of the older gods around, he seems to know exactly where the pantheon needs to go. He appears as a comically dressed man, tall, with a too-short tunic.

druid 30/ fighter 12/ Rogue 7
Medium-Sized outsider (Chaotic, Extraplanar, Good)
Divine Rank19
Hit Dice20d8+160 (outsider) plus 30d8+240 (druid) plus 12d10+96 (fighter) plus 7d6+56 (rogue) (1114 hp)
AC80 (+8 Dexterity, +19 divine, +11 deflection, +32 natural)
Attack*+5 chaotic holy impact club+83/+78/+73/+68 melee; or by spell +73 melee touch or+71 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit.
Damage*+5 chaotic holy impact club 1d6+22+2d6 holy+2d6 chaotic/19-20; or by spell. *Always
does maximum damage (club 28 +12 holy+12 chaotic).
Face/Reach5ft. by 5 ft./5 ft.
Special AttacksDomain powers, salient divine abilities, spell-like abilities, sneak +4d6.
Divine immunities, DR 30/epic, fire resistance 24, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 19 miles, remote communication 19 miles, godly realm (100 miles), greaterteleport at will, plane shift at will, a thousand faces, nature’s sense, wild empathy+41, woodland stride, trackless step, resist nature’s lure, wild shape (animal, magical beast, plant, dragon 9/day; elemental 3/day), SR 71, divine aura (19 miles,DC 40), trap sense +2, trapfinding, evasion.
SavesFort+63, Ref +67, Will +72.
AbilitiesStrength 30, Dexterity 26, Constitution 26, Intelligence 34, Wisdom 44, Charisma 32.
Skills*Balance+42, Bluff +77, Climb +44, Concentration +77, Diplomacy +95, Disguise +57, Escape +42, Forgery +69, Gather Information +43, Handle Animal +92, Heal +79, Hide +69, Intimidate+59, Jump +44, Knowledge (Arcana) +64, Knowledge (history) +64, Knowledge (nature) +83, Knowledge (Planes) +64, Knowledge (religion) +64, Listen +86, Move Silently +69, Open Lock +47, Ride +55, Search +41, Sense Motive +65, Sleight of Hand +65, Spellcraft +81, Spot +86, Survival +88, Swim +57, Tumble +37. *Always receives a die roll of 20 on checks.
  FeatsAlertness,Awesome Blow, Blind-FightCleave, Combat Expertise, Combat Reflexes, Dodge, Empower Spell, Enhance Spell, Enlarge Spell, Epic Reflexes, Extend Spell, Great Cleave, Greater Spell Penetration, Heighten Spell, Improved Bullrush, Improved Initiative, Improved Trip, Knock-Down, Maximize Spell, Mobility, Multispell, Persistent spell, Power Attack, Quick Draw, Spell Penetration, Spring AttackStill Spell, Sunder, Track, Weapon Focus (club), Weapon Specialization (club), Whirlwind Attack .
Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Divine Abilities
Alter Form, Alter Reality (DC 50 for duplicated spells), Alter Size, Automatic Metamagic (quickened druid spells), Automatic Metamagic (Silent druid spells), Avatar (20), Battlesense, Command Plants (19 mile radius), Divine
(14/day, 19 miles, 30d8 points of damage), Divine Druid, Divine glibness (up to 29 creatures, DC 40), Divine Shield (11/day, stops 190 points of damage), Divine SpellcastingDivine Weapon Focus (club), Extra Domain (Plant), Extra Domain (Storm), Extra Domain (Trickery), Gift of Life, Increased SR, Instant Counterspell, Life and Death, Mass Divine Blast, Possess Mortal (20 at once, DC 40), Power of Nature (19 miles).
Add Wisdom modifier to AC for 19 rounds, 19/day; cast chaotic spells at +1 caster level; cast good spells at +1caster level; rebuke or command plants 14/day.
Daghdha uses these abilities as a 29th level caster, except for chaotic and good spells, which he uses as a 30th level caster. The DCs are 40+spell level. Make whole, calm emotions, Clarity of Mind dismissalSanctuary, mass, Banishment, Word of Balance, protection from spells, Weighed in the Balance, protection from law, shatter, magic circle against law, chaos hammer,Dispel Law, animate objects, word of chaoscloak of chaos, summon monster IX*, protection from evil, Aid, magic circle against evil, holy smite,Dispel Evil, blade barrier, Holy word, holy aura, entangle, barkskinplant growth, control plants, wall of thornsrepel wood, Changestaffcommand plants, ShamblerEntropic Shield, Gust of wind, call lightningsleet storm, ice storm, call lightning storm, control weather, Whirlwind, storm of vengeancechange self, invisibilityNondetection, confusionfalse vision, misleadscreen, polymorph any object, time stop.*Cast as a chaotic or good spell only

Druid Spells/day (Levels 0-17): 6/10/9/9/9/9/7/7/7/7/3/3/3/3/2/2/2/2; base DC=29+spell level.

Possessions: Daghdha carries a +5 holy chaotic impact club. In addition, he has access to his Great Cauldron, from which he (and his proxy) can pull any object they desire, as if by the Divine Creation salient divine ability.

Other Divine Powers

As a Greater Deity, Daghdha automatically receives the best possible result on any die roll he makes (including attack rolls, damage roll, and saves). He is immortal.

Senses: Daghdha can see, hear, touch, and smell at a distance of 19 miles. As a standard action, he an perceive anything within 19 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his sense to up to 20 locations at once. He can block the sensing power of deities his rank or lower at up to two remote locations at once for 19 hours.

Portfolio Sense: Daghdha senses anything that affects the crops on a world in which the Celtic Pantheon has a presence 19 tendays (or weeks) before the event occurs and retains the sensation for 19 tendays (or weeks). He likewise senses any change in the weather, whether natural or supernatural, as well as anything that affects the welfare of the Celtic Pantheon as a whole.

Automatic Actions: Daghdha can use Bluff, Diplomacy, Knowledge (nature), or Survival as a free action as long as the DC is 30 or lower.

Create Magic Items: Daghdha can create any magical weapons, as well as any item that controls the weather, controls plants, or aids in stealth and trickery.


Daghdha stands on the lush green hills of Ireland, gazing out at the vast expanse of his beloved land. It is the 1450s, and Daghdha has been watching as the world around him changes at a rapid pace. Trade and commerce are flourishing, and new technologies are being developed. But despite all this progress, Daghdha worries that the people of Ireland are being left behind.

As he looks out over the rolling hills, Daghdha thinks about his role as the protector of the land. He knows that he must take action to ensure that the people of Ireland are able to thrive in this new world. With a determined look in his eyes, Daghdha sets out to make a difference.

Over the coming years, Daghdha works tirelessly to improve the lives of his people. He introduces new farming techniques, promotes the growth of industry, and encourages the development of new technologies. With his guidance, the people of Ireland become more prosperous and self-sufficient.

But Daghdha’s efforts are not without opposition. There are those who see his actions as a threat to their power and influence. They plot against him, spreading lies and rumors about his motives and intentions. But Daghdha refuses to be deterred, and he continues to work tirelessly to improve the lives of his people.

Despite the challenges he faces, Daghdha remains steadfast in his determination to achieve his goals. He knows that his actions will have a lasting impact on the people of Ireland, and he is willing to do whatever it takes to ensure their prosperity and well-being.

As he looks out over the rolling hills of his beloved land, Daghdha knows that there is still much work to be done. But he is filled with a sense of hope and optimism, knowing that his efforts are making a difference. And he is determined to continue fighting for the people of Ireland for as long as he is able.

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