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Oghma, God of knowledge, eloquence, and communication

  • Pantheon: Celtic pantheon
  • Deity Title: Oghma, the Celtic god of knowledge, eloquence, and communication.
  • Deity Symbol: A set of crossed quills or a stylus and writing tablet.
  • Home Plane: The Otherworld or Tir na nÓg.
  • Deity Level: Lesser deity.
  • Alignment: Neutral good.
  • Aliases: Grianainech, Ogmios.
  • Superior: The Dagda.
  • Traditional Allies: Brigid, Lugh, the Dagda.
  • Traditional Foes: Balor, the Fomorians.
  • Divine Artifact: The Gáe Buide (Yellow Spear), a magical weapon that can pierce any armor or shield.
  • Servants: Bards, scholars, and scribes.
  • Servitor Creatures: Intelligent magical beasts, such as griffins and unicorns.
  • Sacred Animal: The swan.
  • Manifestations: Oghma often appears as a tall, muscular figure with piercing blue eyes and flowing golden hair. He may also appear as a talking bird or animal, or in a dream or vision.
  • Signs of Favor: Increased inspiration and creativity in writing and other forms of communication, success in intellectual pursuits, and protection from enemies.
  • Worshipers: Bards, scholars, scribes, writers, and anyone who seeks knowledge or wishes to improve their communication skills.
  • Cleric Alignments: Lawful good, neutral good, chaotic good.
  • Specialty Priests: Oghma’s specialty priests are known as Wordsmiths, and are focused on the creation, preservation, and dissemination of knowledge and communication. They have access to unique spells and abilities related to writing, language, and knowledge.
  • Holy Days: Oghma is honored on the spring equinox, as well as on the anniversaries of great literary or intellectual achievements.
  • Portfolio: Knowledge, eloquence, communication, writing, scholarship, mediation, and conflict resolution.
  • Domains: Knowledge, life, light.
  • Favored Weapon: The longsword.
  • Favored Class: Bard.
  • Favored Race: Humans and half-elves.
  • Duties of the Priesthood: The priesthood of Oghma is tasked with preserving and spreading knowledge and communication, as well as promoting peace and understanding between cultures. They are expected to be skilled writers, speakers, and mediators, and to dedicate themselves to lifelong learning.
  • Major Cult/Temple Sites: Oghma’s worship is centered around libraries, universities, and other centers of learning. His major temples are often large, ornate structures filled with books and other works of literature.
  • Benefits: Oghma’s worshipers gain increased inspiration and creativity in writing and other forms of communication, as well as access to unique spells and abilities related to knowledge and language. They also gain protection from enemies and obstacles that seek to block or impede their quest for knowledge and understanding.

Oghma, the Celtic god of knowledge, eloquence, and communication, is a revered figure in Irish mythology. As a member of the Tuatha Dé Danann, the supernatural race of Irish deities, Oghma’s mastery of words and language makes him a valuable asset to the pantheon.

Oghma is known for his sharp wit and intelligence, often charming his way out of difficult situations with his smooth tongue. He is a skilled bard and storyteller, weaving tales that captivate and educate his audience. His love of knowledge is insatiable, and he spends much of his time seeking out new information and acquiring knowledge in all its forms.

Despite his wit and charm, Oghma is also a fierce warrior. He wields a deadly sword and is not afraid to defend his fellow gods in battle. However, he prefers to use his words rather than his sword to solve conflicts, and is often called upon as a mediator in disputes.

Oghma is a tall, muscular figure with piercing blue eyes and flowing golden hair. He wears a simple tunic and trousers, and carries a sword at his side. His voice is deep and commanding, and his presence exudes confidence and intelligence.

Oghma’s ultimate goal is to spread knowledge and wisdom throughout the world. He believes that education and understanding are the keys to peace and prosperity, and works tirelessly to ensure that knowledge is accessible to all. He is revered by scholars, poets, and writers alike, and his legacy as the god of eloquence and communication lives on in Irish folklore and literature.



Deity of Knowledge, Eloquence, and Communication

Armor Class: 30 (Divine Protection)

Hit Points: 750 (50d20 + 500)

Speed: 120 ft.

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

Skills: Arcana +30, History +30, Insight +30, Investigation +30, Perception +30, Persuasion +30

Senses: Truesight 120 ft., passive Perception 30

Languages: All languages

Challenge Rating: 35 (500,000 XP)

Divine Traits: Oghma is immune to all forms of damage, except for damage from a weapon wielded by another deity. He cannot be charmed, frightened, or stunned, and is immune to all conditions, diseases, and poisons.

Divine Presence: Oghma can choose to manifest his presence in a physical form. When he does so, he appears as a tall, handsome man with piercing blue eyes and a commanding voice. All creatures within 120 ft. of Oghma must make a DC 30 Wisdom saving throw or become stunned for 1 minute.

Divine Aura: Oghma’s divine aura extends to a range of 120 ft. All creatures within this range gain proficiency in all skills and saving throws, and cannot be surprised or caught off-guard.


  • Divine Strike: Oghma makes a weapon attack with a melee or ranged weapon, dealing 50 (10d10) + 15 force damage on a hit.
  • Word of Power: Oghma utters a word of power, targeting one creature within 120 ft. that can hear him. The creature must make a DC 30 Intelligence saving throw or be stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • Divine Knowledge: Oghma imparts divine knowledge to a creature within 120 ft., allowing it to add 1d10 to any ability check or attack roll it makes within the next minute.
  • Divine Presence: Oghma manifests his presence in a physical form, becoming immune to damage and gaining the ability to make a Wisdom saving throw to stun all creatures within 120 ft.

Spellcasting: Oghma is a 40th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 30, +30 to hit with spell attacks). Oghma has the following spells prepared from the Knowledge, Life, and Light domains:

  • Cantrips: Light, Guidance, Mending, Message, Prestidigitation, Thaumaturgy
  • 1st Level: Bless, Cure Wounds, Detect Evil and Good, Detect Magic, Identify, Sanctuary
  • 2nd Level: Augury, Find Traps, Gentle Repose, Lesser Restoration, Zone of Truth
  • 3rd Level: Clairvoyance, Dispel Magic, Remove Curse, Sending, Speak with Dead
  • 4th Level: Divination, Freedom of Movement, Locate Creature, Stoneskin
  • 5th Level: Commune, Greater Restoration, Legend Lore, Scrying, Teleportation Circle
  • 6th Level: Find the Path, Heal, True Seeing
  • 7th Level: Etherealness, Plane Shift, Regenerate, Resurrection
  • 8th Level: Discern Location, Mind Blank, Power Word Stun
  • 9th Level: Foresight, Power Word Heal, True Resurrection

Legendary Actions: Oghma 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. Oghma regains spent legendary actions at the start of his turn.

  • Divine Inspiration: Oghma speaks a word of divine inspiration, granting a creature within 60 ft. the ability to cast any spell they know without expending a spell slot. The spell must be of a level they can cast.
  • Scribe Scroll: Oghma creates a magical scroll containing any spell of his choice, which can be used by anyone who can read it. The spell’s level cannot exceed Oghma’s current spell slot level.
  • Divine Intervention: Oghma calls upon his divine power to manipulate reality. He can choose to undo any action taken within the last minute as if it had never occurred.

Lair Actions: When fighting within Oghma’s domain, his knowledge and power allow him to manipulate the battlefield in his favor. On initiative count 20 (losing initiative ties), Oghma can take a lair action to cause one of the following effects:

  • Divine Insight: Oghma grants himself and his allies within 120 ft. the ability to add 1d10 to any ability check, attack roll, or saving throw they make until the end of their next turn.
  • Silent Library: Oghma creates a zone of silence within 120 ft. of himself, making it impossible for creatures to communicate verbally. This effect lasts until the start of Oghma’s next turn.
  • Blinding Light: Oghma unleashes a blinding burst of light within 120 ft. of himself, blinding all creatures within that area until the end of their next turn.
  • Illusory Books: Oghma creates three illusory books in the area that look like real books but contain dangerous magic. A creature that opens one of these books takes 50 (10d10) psychic damage and is stunned for 1 minute.
  • Knowledge Blast: Oghma channels a burst of divine knowledge, dealing 50 (10d10) force damage to all creatures within 60 ft.
  • Word Wall: Oghma creates a wall of divine words that blocks movement and line of sight. The wall has 500 hit points and is immune to all damage except from a weapon wielded by a deity.

Regional Effects: The area within 1 mile of Oghma’s domain is affected by his divine power, creating the following effects:

  • All creatures within this area have advantage on Intelligence-based ability checks.
  • Whenever a creature within this area makes an Intelligence-based ability check, they must succeed on a DC 30 Wisdom saving throw or become stunned for 1 round.
  • The air within this area is charged with divine energy, causing all spells cast within this area to be cast at one level higher than normal.
  • All creatures within 1 mile of Oghma’s temple or shrine gain proficiency in one language of their choice.
  • All creatures within 10 miles of Oghma’s temple or shrine gain the ability to telepathically communicate with any other creature within 10 miles.


Oghma, the Celtic god of knowledge and eloquence, has been keeping a watchful eye on the events of the 1450s. He has observed with great interest the rise of the printing press, which he sees as a means to spread knowledge and information to the masses.

As he walks through the streets of medieval cities, he can feel the excitement and energy of the people as they pour over newly printed books and pamphlets. He is pleased to see that the printed word is reaching a wider audience than ever before, and believes that this will lead to a more educated and informed society.

But Oghma is not content to simply observe from the sidelines. He has taken it upon himself to encourage the spread of knowledge and literacy by visiting libraries and schools, and inspiring scholars and writers to create works of literature that will stand the test of time.

He is particularly interested in the works of humanist scholars, who are using their knowledge of classical languages to translate and preserve ancient texts. He sees this as a means to bridge the gap between the past and the present, and to unlock the secrets of the ancient world.

Oghma is also closely monitoring the political and social developments of the 1450s. He is concerned by the unrest and conflict that is spreading throughout Europe, and is determined to use his skills as a mediator to help bring about peace and reconciliation.

He believes that by fostering a greater understanding and appreciation of different cultures and beliefs, he can help to unite people and create a more harmonious world. With this in mind, he continues to travel, spreading his message of knowledge, wisdom, and understanding wherever he goes.

As the 1450s draw to a close, Oghma remains hopeful that his efforts will bear fruit, and that the world will become a more enlightened and peaceful place. Though the road ahead is long and difficult, he is confident that by working together, humanity can achieve great things.

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