Bandua — Guardian of the Village and the Oathbound Gate

At a Glance
| Name | Bandua |
|---|---|
| Tradition | Lusitanian and Gallaecian settlements, especially hillforts and communities named in votive epithets |
| Portfolio | Protection of local communities, watchposts, mutual defence, refuge guaranteed by an oath |
| Divine status | Lawful Neutral, divine rank 12 |
| Home plane | Mechanus — the Holdfast of the True Gate, a refuge for communities that honour sworn protections |
| Symbol | A bronze village gate over a stone shield |
| Worshippers | community wardens, village elders, militia captains, captives offered lawful sanctuary, builders of gatehouses |
The watch bell sounds before any raider can reach the wall. A village whose militia has sworn to Bandua refuses to surrender the refugees hiding within.
Bandua in the World
Bandua is a guardian known in different places through distinct titles; Bandue, Bande and Bandua are documented forms; inscriptions commonly suggest a male power, while other evidence and interpretations complicate gender. In the setting the divine guardian can be addressed through differing local forms without becoming separate universal gods.
The village keeper names all who have been promised shelter, including unpopular strangers. Any person deliberately left off the oath becomes vulnerable to its failure.
Lords seek to invoke Bandua as a divine supporter of fortresses. The god’s allegiance, however, belongs to obligations kept between defenders and communities, not to a ruler’s rank.
When the Inquisition of Flame and Iron attempts to seize a sacred site in western Iberia, the shrine’s keepers insist on their own obligations. The Sacred College cannot speak for the god without a recognised agreement between mortal temples.
Signs and Worship
At a shrine, local stewards receive vows and offerings appropriate to Bandua’s traditions, keep the sanctuary’s property and refuse any official who claims divinity can be purchased. The watch bell sounds before any raider can reach the wall. A village whose militia has sworn to Bandua refuses to surrender the refugees hiding within.
Any visitor may ask for protection, but the divine response is shaped by the visitor’s conduct. The god’s influence is not an excuse for a magistrate to override the customs of neighbouring people.
What Is Happening Right Now?
The watch bell sounds before any raider can reach the wall. A village whose militia has sworn to Bandua refuses to surrender the refugees hiding within.
A local ruler seeks a sacred verdict that will strengthen his claim while another community refuses the rites demanded. Armed retainers guard the road to the temple. The caretaker asks travellers to bring independent witnesses before he hears the petition.
Encounters and Adventures
The Unnamed Refugee
The guardian ward around a hill village falters because its captain omitted one nameless prisoner from the roll of those entitled to shelter. The party must learn whose order compelled that omission.
The Bell Across the Valley
A village watch bell rings every midnight although its tower has been demolished. An invading lord claims Bandua has abandoned the settlement; the surviving priestess says someone stole its oath-stone.
The Boundary Stone
The Inquisition promises to spare a town if its magistrates surrender an independent shrine. Bandua’s defenders refuse, but the shrine’s steward secretly has the town’s treasury.
Divine Powers and Game Rules
Bandua — D&D 2024
Medium Celestial (deity), Lawful Neutral; CR 32 (campaign; unplaytested); PB +9 (extrapolated beyond official CR range)
AC 29 (divine armour); HP 580 (40d8 + 400); Speed 40 ft., Fly 60 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 28 (+9) | 24 (+7) | 30 (+10) | 24 (+7) | 34 (+12) | 28 (+9) |
Saving Throws Str +18, Con +19, Wis +21, Cha +18; Skills Insight +21, Perception +21, Religion +16; Resistance Radiant, Force; Bludgeoning, Piercing and Slashing from nonmagical attacks; Condition Immunities Charmed, Frightened, Poisoned.
Senses Truesight 120 ft., Passive Perception 31; Languages ancient local tongues, Celestial; telepathy 120 ft.
Traits
Legendary Resistance (4/Day). The deity chooses to succeed on a failed save. Magic Resistance. Advantage on saves against spells and magical effects. Divine Renewal. The deity regains 20 Hit Points at the start of its turn if it has at least 1. Defeat outside its home plane returns the divine body home.
Actions
Multiattack. Three Gatekeeper’s Spear attacks. Gatekeeper’s Spear. Melee Spell Attack: +21 to hit, reach 15 ft., one target. Hit: 35 (4d10 + 13) Force damage.
Oath of the Last Gate (Recharge 5–6). Bandua raises a ward in a 60-foot-radius sphere centered on a point within 120 feet. Allies each gain 30 Temporary Hit Points and cannot be forcibly moved until the start of Bandua’s next turn. Enemies in the sphere make a DC 29 Strength saving throw, taking 63 (14d8) Force damage and being pushed 20 feet toward the nearest boundary on a failure, or half damage and no push on success.
Divine Spellcasting. Wisdom is the spellcasting ability (spell save DC 29, +21 to hit). At will: detect magic, protection from evil and good, dispel magic. 3/day each: heal, greater restoration, divination. 1/day: mass heal. Cast the spells using this edition’s published components, concentration and casting time. This is personal divine magic, not the cleric’s patron track.
Bonus Actions
Sanctuary Step. The deity moves up to half its Speed without provoking Opportunity Attacks, or teleports up to 30 feet within its own sanctified realm.
Reactions
Answer the Vow (3/Day). When an ally within 60 feet takes damage, reduce it by 27 (6d8); that ally can immediately move 10 feet without provoking Opportunity Attacks.
Legendary Actions
Three per round, regaining them at the start of each turn. Advance (1). Move half Speed. Strike (1). Make one Gatekeeper’s Spear attack. Command the Sanctuary (2). One hostile creature within 60 feet must succeed on a DC 29 Wisdom saving throw or have its Speed reduced to 0 until the end of its next turn.
Follower Domains and Patron Spells
Cleric domain: War. The following always-prepared patron track is campaign material in addition to printed domain spells.
- Cleric level 3: Bless; Shield of Faith; Aid; Warding Bond.
- Cleric level 5: Beacon of Hope; Spirit Guardians.
- Cleric level 7: Death Ward; Guardian of Faith.
- Cleric level 9: Circle of Power; Wall of Force.
Divine Relic
The Unbroken Gate-Ring. Legendary Wondrous Item, requires attunement. As a Reaction when an ally within 30 feet would be moved against its will, prevent that movement and grant the ally 15 Temporary Hit Points; once per Long Rest.
Bandua — D&D 2014
Medium Celestial (deity), Lawful Neutral; CR 31 (campaign; unplaytested); PB +9 (extrapolated beyond official CR range)
AC 28 (divine armour); HP 522 (36d8 + 360); Speed 40 ft., Fly 60 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 28 (+9) | 24 (+7) | 30 (+10) | 24 (+7) | 34 (+12) | 28 (+9) |
Saving Throws Str +18, Con +19, Wis +21, Cha +18; Skills Insight +21, Perception +21, Religion +16; Resistance Radiant, Force; Bludgeoning, Piercing and Slashing from nonmagical attacks; Condition Immunities Charmed, Frightened, Poisoned.
Senses Truesight 120 ft., Passive Perception 31; Languages ancient local tongues, Celestial; telepathy 120 ft.
Traits
Legendary Resistance (4/Day). The deity chooses to succeed on a failed save. Magic Resistance. Advantage on saves against spells and magical effects. Divine Renewal. The deity regains 20 Hit Points at the start of its turn if it has at least 1. Defeat outside its home plane returns the divine body home.
Actions
Multiattack. Three Gatekeeper’s Spear attacks. Gatekeeper’s Spear. Melee Spell Attack: +21 to hit, reach 15 ft., one target. Hit: 35 (4d10 + 13) Force damage.
Oath of the Last Gate (Recharge 5–6). Bandua raises a ward in a 60-foot-radius sphere centered on a point within 120 feet. Allies each gain 30 Temporary Hit Points and cannot be forcibly moved until the start of Bandua’s next turn. Enemies in the sphere make a DC 29 Strength saving throw, taking 63 (14d8) Force damage and being pushed 20 feet toward the nearest boundary on a failure, or half damage and no push on success.
Divine Spellcasting. Wisdom is the spellcasting ability (spell save DC 29, +21 to hit). At will: detect magic, protection from evil and good, dispel magic. 3/day each: heal, greater restoration, divination. 1/day: mass heal. Cast the spells using this edition’s published components, concentration and casting time. This is personal divine magic, not the cleric’s patron track.
Bonus Actions
Sanctuary Step. The deity moves up to half its Speed without provoking Opportunity Attacks, or teleports up to 30 feet within its own sanctified realm.
Reactions
Answer the Vow (3/Day). When an ally within 60 feet takes damage, reduce it by 27 (6d8); that ally can immediately move 10 feet without provoking Opportunity Attacks.
Legendary Actions
Three per round, regaining them at the start of each turn. Advance (1). Move half Speed. Strike (1). Make one Gatekeeper’s Spear attack. Command the Sanctuary (2). One hostile creature within 60 feet must succeed on a DC 29 Wisdom saving throw or have its Speed reduced to 0 until the end of its next turn.
Follower Domains and Patron Spells
Cleric domain: War. The following always-prepared patron track is campaign material in addition to printed domain spells.
- 1-level spell: Bless; Shield of Faith
- 3-level spell: Aid; Warding Bond
- 5-level spell: Beacon of Hope; Spirit Guardians
- 7-level spell: Death Ward; Guardian of Faith
- 9-level spell: Circle of Power; Wall of Force
Divine Relic
The Unbroken Gate-Ring. Legendary Wondrous Item, requires attunement. As a Reaction when an ally within 30 feet would be moved against its will, prevent that movement and grant the ally 15 Temporary Hit Points; once per Long Rest.
Bandua — Pathfinder 1e
Medium outsider (extraplanar outside Mechanus), Lawful Neutral; divine rank 12; CR 32 (campaign, unplaytested)
Init +7; Senses darkvision 60 ft., true seeing 120 ft.; AC 47, touch 26, flat-footed 40; HP 558 (36d10+360); Fort +32, Ref +29, Will +34; SR 43; DR 15/epic.
Speed 40 ft., fly 60 ft. (perfect); Space/Reach 5 ft./15 ft.; Melee Gatekeeper’s Spear +45/+40/+35/+30 (4d8+13 force or bludgeoning); Str 28, Dex 24, Con 30, Int 24, Wis 34, Cha 28; BAB +36; CMB +45, CMD 62.
Skills Heal +51, Knowledge (religion) +46, Sense Motive +51, Survival +51, Spellcraft +46; Perception +51; Feats Alertness, Blind-Fight, Combat Casting, Dodge, Great Fortitude, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Mobility, Skill Focus (Heal), Skill Focus (Knowledge [religion]), Skill Focus (Perception), Spell Focus (conjuration), Greater Spell Focus (conjuration), Spell Penetration, Greater Spell Penetration, Toughness.
Special Abilities
Oath of the Last Gate (Su). Standard action, usable once every 1d4 rounds: a 60-foot spread at range 120 feet. Enemies suffer 18d6 force damage and are moved 20 feet to the nearest edge on a failed DC 40 Fortitude save; success halves damage and prevents the other effect. Allies in the area receive 6d8+20 healing or equivalent temporary protection instead. Wisdom-based DC.
Sanctuary Oath (Su). One devotee keeping a genuine vow at the deity’s own sanctuary receives a +4 sacred bonus on its next saving throw against fear, curse or coercion made within 24 hours. A broken vow ends the benefit.
Spell-Like Abilities. Caster level 25; save DC 10 + spell level + Wisdom modifier. At will: detect magic, sanctuary, remove fear; 3/day each: greater restoration, heal, divination; 1/day: mass heal. Standard-action use unless a spell states otherwise; follow the rules of this edition.
Follower Domains and Patron Spell Track
Cleric domains: Protection, Community. The following is a campaign track, with one spell per spell level 1–9.
- Spell level 1: Shield of Faith
- Spell level 2: Shield Other
- Spell level 3: Magic Vestment
- Spell level 4: Spell Immunity
- Spell level 5: Wall of Stone
- Spell level 6: Heroes’ Feast
- Spell level 7: Refuge
- Spell level 8: Protection from Spells
- Spell level 9: Freedom
Divine Relic
The Unbroken Gate-Ring. Unique minor artifact; no market price or ordinary item creation formula. Once per day as an immediate action, a wearer can negate forced movement against a willing creature within 30 feet and grant that creature 15 temporary hit points.
Bandua — D&D 3.5e
Medium outsider (extraplanar outside Mechanus), Lawful Neutral; divine rank 12; CR 31 (campaign, unplaytested)
Init +7; Senses darkvision 60 ft., true seeing 120 ft.; AC 45, touch 26, flat-footed 40; HP 522 (36d8+360); Fort +32, Ref +29, Will +34; SR 43; DR 15/epic.
Speed 40 ft., fly 60 ft. (perfect); Space/Reach 5 ft./15 ft.; Melee Gatekeeper’s Spear +45/+40/+35/+30 (4d8+13 force or bludgeoning); Str 28, Dex 24, Con 30, Int 24, Wis 34, Cha 28; BAB +36; Grapple +45.
Skills Heal +51, Knowledge (religion) +46, Sense Motive +51, Survival +51, Spellcraft +46; Spot, Listen +51; Feats Alertness, Blind-Fight, Combat Casting, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Skill Focus (Heal), Skill Focus (Knowledge [religion]), Spell Focus (conjuration), Toughness.
Special Abilities
Oath of the Last Gate (Su). Standard action, usable once every 1d4 rounds: a 60-foot spread at range 120 feet. Enemies suffer 18d6 force damage and are moved 20 feet to the nearest edge on a failed DC 40 Fortitude save; success halves damage and prevents the other effect. Allies in the area receive 6d8+20 healing or equivalent temporary protection instead. Wisdom-based DC.
Sanctuary Oath (Su). One devotee keeping a genuine vow at the deity’s own sanctuary receives a +4 sacred bonus on its next saving throw against fear, curse or coercion made within 24 hours. A broken vow ends the benefit.
Spell-Like Abilities. Caster level 25; save DC 10 + spell level + Wisdom modifier. At will: detect magic, sanctuary, remove fear; 3/day each: greater restoration, heal, divination; 1/day: mass heal. Standard-action use unless a spell states otherwise; follow the rules of this edition.
Follower Domains and Patron Spell Track
Cleric domains: Protection, Law. The following is a campaign track, with one spell per spell level 1–9.
- Spell level 1: Shield of Faith
- Spell level 2: Shield Other
- Spell level 3: Magic Vestment
- Spell level 4: Spell Immunity
- Spell level 5: Wall of Stone
- Spell level 6: Heroes’ Feast
- Spell level 7: Refuge
- Spell level 8: Protection from Spells
- Spell level 9: Freedom
Divine Relic
The Unbroken Gate-Ring. Unique minor artifact; no market price or ordinary item creation formula. Once per day as an immediate action, a wearer can negate forced movement against a willing creature within 30 feet and grant that creature 15 temporary hit points.
Historical Sources and Related Places
Other gods of western Iberia: Ataecina · Endovelicus · Nabia.
The inscriptions attest Bandua’s name and local titles, but the divine functions, appearance and interpretation of the figure’s gender vary across the surviving evidence.
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