Ame-no-Uzume — Goddess of Dawn, Mirth and Sacred Dance

Ame-no-Uzume dances with sacred greenery before the heavenly rock cave as the assembled kami rejoice and sunlight returns
Ame-no-Uzume dances before the heavenly rock cave, drawing laughter from the gods and helping bring Amaterasu back into the light.

Japanese Pantheon · Intermediate Deity · Sacred performance, mirth, courage and the return of light

Ame-no-Uzume is the fearless divine performer of the heavenly rock-cave myth: the kami whose ecstatic dance makes the gathered gods laugh, draws Amaterasu’s attention and turns performance itself into an instrument for restoring light and order.

Ame-no-Uzume at a Glance

Divine Identity

Tradition: Japanese

Divine standing: Intermediate deity · Divine Rank 12

Alignment: Chaotic Good

Portfolio: Sacred dance, mirth, courage, mediation and the return of light

Realm: Takamagahara, the Plain of High Heaven

Relationships: Amaterasu and Sarutahiko

Lineage: Ancestress of the Sarume clan in classical myth

Divine Symbol

Ame-no-Uzume's painted campaign symbol: the overturned dance tub, sacred greenery and bells before the sunlit rock cave

Her sacred attributes: the overturned dancing tub, ritual greenery, bells and the first returning light.

Worship in the Present World

Ame-no-Uzume is honoured wherever sacred performance is expected to do real work. Dancers, musicians, shrine performers, actors and ritual specialists invoke her before ceremonies in which rhythm, movement, laughter or public courage must break fear, shame or paralysis.

Her cult does not require every festival to become comedy. The lesson of the rock-cave myth is sharper: there are moments when solemnity has failed and the world needs someone willing to behave unexpectedly enough to restore movement. Her priests and devotees therefore value timing, courage, embodied ritual and the ability to make a frightened community participate again.

Divine Mechanics

Campaign Divine Tier 32 describes Ame-no-Uzume’s setting-scale power and is not an official SRD challenge rating. These statistics present the deity herself, with mechanics built around performance, laughter, revelation and courageous intervention rather than generic martial attacks.







Ame-no-Uzume — D&D 5.5e / 2024

Medium Celestial (Deity), Chaotic Good

CR 32 (custom epic) · PB +9 · Campaign Divine Tier 32

AC 27 · HP 650 · Initiative +11 · Speed 50 ft.

STRDEXCONINTWISCHA
22 (+6)32 (+11)28 (+9)26 (+8)30 (+10)36 (+13)

Saving Throws Dex +20, Wis +19, Cha +22 · Skills Insight +19, Perception +19, Performance +22, Persuasion +22

Damage Resistances psychic, radiant · Condition Immunities charmed, frightened

Senses truesight 180 ft., passive Perception 29 · Languages all; telepathy 180 ft.

Traits

Legendary Resistance (5/Day). If Ame-no-Uzume fails a saving throw, she can choose to succeed instead.

Magic Resistance. Ame-no-Uzume has Advantage on saving throws against spells and magical effects.

Sacred Performer. Ame-no-Uzume has Advantage on Charisma (Performance) checks, and she cannot roll lower than 20 on the d20 for a Performance check made as part of a rite or public ceremony.

Laughter Breaks Fear. Allies within 30 feet of Ame-no-Uzume are immune to the Frightened condition while they can hear her.

Spellcasting (Action)

Ame-no-Uzume casts the following spells using Charisma (spell save DC 30, +22 to hit with spell attacks), requiring no material components:

At will: calm emotions, daylight, dispel magic, hypnotic pattern
3/day each: greater restoration, mass suggestion, sunbeam
1/day: foresight

Light and Trickery are the cleric domains most closely tied to her 2024 portfolio; Community, Charm and Luck also inform her other edition treatments.

Actions

Multiattack. Ame-no-Uzume makes three Rhythmic Burst attacks.

Rhythmic Burst. Ranged Spell Attack: +22 to hit, range 180 ft. Hit: 19 (3d8 + 6) thunder damage plus 19 (3d8 + 6) radiant damage.

Dance Before the Cave (Recharge 5–6). Ame-no-Uzume performs a divine dance. Each hostile creature of her choice within 90 feet that can see or hear her makes a DC 30 Wisdom save. On a failure, the creature is charmed until the end of its next turn, loses its Reaction and must use its movement to turn toward Ame-no-Uzume if able. Allies in the area end the Frightened condition and gain 25 temporary Hit Points.

Roar of Divine Laughter (Recharge 4–6). Laughter erupts in a 60-foot-radius sphere. Hostile creatures make a DC 30 Constitution save, taking 54 (12d8) thunder damage and falling Prone on a failure, or half damage without falling Prone on a success. Magical silence of 8th level or lower ends in the area.

Draw Forth the Hidden (3/Day). One creature or object within 120 feet that is invisible, disguised by illusion or concealed behind magical darkness is outlined in divine light until the end of Ame-no-Uzume’s next turn. This does not reveal a deity of higher rank against its will.

Bonus Actions

Joyous Step. Ame-no-Uzume moves up to half her Speed without provoking Opportunity Attacks.

Reactions

Disarm Panic. When a creature within 60 feet fails a saving throw against being Charmed or Frightened, Ame-no-Uzume allows it to reroll the save, using the new result.

Legendary Actions

Ame-no-Uzume can take three Legendary Actions, choosing from the options below. She can take only one at a time and only at the end of another creature’s turn. She regains spent Legendary Actions at the start of her turn.

  • Joyous Step. Ame-no-Uzume moves up to half her Speed without provoking Opportunity Attacks.
  • Burst. Ame-no-Uzume makes one Rhythmic Burst attack.
  • Lift the Heart (Costs 2). One ally within 60 feet ends Charmed or Frightened and gains Advantage on its next saving throw.

Ame-no-Uzume — D&D 5e / 2014

Medium celestial (deity), chaotic good

Armour Class 27 (divine protection) · Hit Points 650 · Speed 50 ft.

STRDEXCONINTWISCHA
22 (+6)32 (+11)28 (+9)26 (+8)30 (+10)36 (+13)

Saving Throws Dex +20, Wis +19, Cha +22 · Skills Insight +19, Perception +19, Performance +22, Persuasion +22

Damage Resistances psychic, radiant, thunder · Condition Immunities charmed, frightened

Senses truesight 180 ft., passive Perception 29 · Languages all, telepathy 180 ft.

Challenge 32 (custom epic deity; outside the published 2014 CR 0–30 range). This is a campaign adaptation of Ame-no-Uzume herself, not an official Fifth Edition stat block.

Traits

Legendary Resistance (5/Day). If Ame-no-Uzume fails a saving throw, she can choose to succeed instead.

Magic Resistance. Ame-no-Uzume has advantage on saving throws against spells and other magical effects.

Unshaken Chorus. Friendly creatures within 30 feet of Ame-no-Uzume that can hear her are immune to being frightened. A frightened creature entering the aura has that condition suppressed while it remains in the aura.

Peerless Performer. Ame-no-Uzume has advantage on Charisma (Performance) checks. She can’t roll lower than 20 on a d20 for a Performance check made as part of a sacred rite.

Innate Spellcasting. Ame-no-Uzume’s innate spellcasting ability is Charisma (spell save DC 30, +22 to hit with spell attacks). She can innately cast the following spells, requiring no components:

At will: calm emotions, daylight, dispel magic, hypnotic pattern
3/day each: greater restoration, mass suggestion, sunbeam, true seeing
1/day each: foresight, plane shift

Actions

Multiattack. Ame-no-Uzume makes three Rhythmic Burst attacks.

Rhythmic Burst. Ranged Spell Attack: +22 to hit, range 180 ft., one target. Hit: 38 (6d8 + 11) thunder damage, and the target sheds dim light until the end of its next turn.

Dance at the Heavenly Cave (Recharge 5–6). Ame-no-Uzume stamps out a divine rhythm. Each hostile creature of her choice within 90 feet that can see or hear her must succeed on a DC 30 Wisdom saving throw or be charmed and incapacitated until the start of Ame-no-Uzume’s next turn. A creature immune to being charmed is unaffected by the incapacitation. Each friendly creature of her choice in the area can immediately end one effect causing it to be charmed or frightened and gains 20 temporary hit points.

Laughter of the Heavenly Assembly (Recharge 4–6). Each hostile creature of her choice within 60 feet that can hear her must make a DC 30 Constitution saving throw, taking 54 (12d8) thunder damage and falling prone on a failed save, or half as much damage without falling prone on a successful one. Magical silence created by a spell of 8th level or lower ends in the area.

Unmask the Hidden (3/Day). Ame-no-Uzume reveals one invisible or illusion-disguised creature she can sense within 120 feet. Until the end of her next turn, that creature gains no benefit from invisibility or an illusory disguise, and creatures can see its true outline. This ability doesn’t automatically overcome the intervention of a higher-ranking deity.

Reactions

Courageous Refrain. When a friendly creature Ame-no-Uzume can see within 60 feet fails a saving throw against being frightened, she allows that creature to reroll the saving throw and use the new result.

Legendary Actions

Ame-no-Uzume 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. She regains spent legendary actions at the start of her turn.

  • Joyous Step. Ame-no-Uzume moves up to half her speed without provoking opportunity attacks.
  • Rhythmic Burst. Ame-no-Uzume makes one Rhythmic Burst attack.
  • Raise the Spirits (Costs 2 Actions). One friendly creature within 60 feet that can hear Ame-no-Uzume ends the charmed or frightened condition and gains 15 temporary hit points.
  • Reveal the Way (Costs 3 Actions). Until the end of her next turn, Ame-no-Uzume and her allies within 60 feet can see invisible creatures and objects as if affected by see invisibility.

Ame-no-Uzume — Pathfinder 1e

CR 32 · XP: custom epic campaign encounter · CG Medium outsider (chaotic, good, mythic) · Mythic Rank 8 · divine rank and epic CR are campaign extensions

Defense

Init +15; Senses true seeing, Perception +44

AC 50, touch 41, flat-footed 39 (+11 Dex, +20 divine deflection, +9 natural)

hp 790 (divine vitality); Fort +31, Ref +36, Will +36

DR 25/epic; SR 43; Immune charm, fear; Resist electricity 20, fire 20, sonic 30

Offense

Speed 50 ft.; Space/Reach 5 ft./5 ft.

Melee unarmed strike +38 (1d3+6 bludgeoning)

Ranged resonant gesture +43 touch (8d6 sonic, 120-ft. range)

Special Attacks sacred dance, divine laughter, unmask the hidden, fearless procession

Spell-Like Abilities CL 26th, concentration +39. At will—calm emotions, daylight, disguise self, greater dispel magic; 3/day—greater restoration, mass suggestion, sunbeam, true seeing; 1/day—foresight, miracle, plane shift. Saving throws for spell-like abilities use the normal spell level and her Charisma modifier.

Statistics

Str 22, Dex 32, Con 28, Int 26, Wis 30, Cha 36

Base Atk +32; CMB +38; CMD 79 (includes the +20 divine deflection bonus)

Skills Acrobatics +46, Diplomacy +48, Perception +44, Perform (dance) +51, Sense Motive +45; Feats Combat Casting, Dodge, Improved Initiative, Mobility, Skill Focus (Perform)

Languages all, telepathy 180 ft.; Environment Takamagahara or consecrated performance grounds

Special Abilities

Mythic Power (Su). Ame-no-Uzume has 19 uses of mythic power per day. She can expend one use as an immediate action after making a d20 roll to add her surge die (+1d10) to that roll. Her mythic rank is already reflected in her campaign statistics and is not an additional bonus to every check.

Sacred Dance (Su). As a standard action, once every 1d4 rounds, Ame-no-Uzume performs before creatures within 90 feet that can see or hear her. Hostile creatures she chooses attempt a DC 38 Will save or are fascinated for 1 round; this is a mind-affecting effect. Allies in the area may instead end one fear effect affecting them and gain a +4 morale bonus on saving throws for 1 round. The save DC is Charisma-based with divine enhancement.

Divine Laughter (Su). Three times per day, as a standard action, Ame-no-Uzume unleashes laughter through a 60-foot-radius spread. Hostile creatures take 16d6 sonic damage and fall prone. A DC 38 Fortitude save halves the damage and negates being knocked prone. The laughter dispels magical silence of caster level 20th or lower in the area.

Unmask the Hidden (Su). Ame-no-Uzume has permanent true seeing. As a swift action, she can extend its benefits to allies within 60 feet until the beginning of her next turn.

Fearless Procession (Su). Allies within 30 feet of Ame-no-Uzume who can hear her receive immunity to fear. An ally leaving the area keeps this protection until the end of its current turn.

Domains and Worship

Charm, Community and Luck express her role in these campaign rules. Sacred dancers, musicians and performers invoke her when ceremony must change events rather than merely commemorate them.

Ame-no-Uzume — D&D 3.5e

Intermediate Deity (Divine Rank 12) · Chaotic Good Medium Outsider (Chaotic, Extraplanar, Good) · Epic encounter benchmark 37

Combat Statistics

Initiative +23; Senses divine senses, true seeing, Listen +48, Spot +48; Divine Aura 1,200 ft. (Will DC 35)

AC 69, touch 53, flat-footed 58 (+11 Dex, +12 divine, +20 deflection, +16 natural)

hp 760 (divine vitality); Fort +53, Ref +59, Will +58; DR 25/epic; SR 44

Speed 60 ft.; Space/Reach 5 ft./5 ft.

Base Attack +32; Grapple +38; Melee unarmed strike +50/+45/+40/+35 (1d3+6 bludgeoning); Ranged divine rhythm +55 touch (8d6 sonic, range 120 ft.)

Abilities Str 22, Dex 32, Con 28, Int 26, Wis 30, Cha 36

Skills Balance +48, Diplomacy +50, Knowledge (religion) +43, Listen +48, Perform (dance) +60, Sense Motive +49, Spot +48, Tumble +50

Feats Combat Casting, Dodge, Improved Initiative, Mobility, Skill Focus (Perform), Spring Attack; Languages all; telepathy 180 ft.

Divine Nature

Intermediate Deity. Ame-no-Uzume possesses divine rank 12, immortality, divine senses and the usual intermediate-deity immunities and protections. Her rank contributes to attacks, saving throws and checks as appropriate under the campaign’s 3.5e divine rules. These values already include the listed bonuses; do not add them a second time.

Divine Aura (Su). Ame-no-Uzume chooses awe, courage or dread within 1,200 feet. Creatures subject to an unwilling effect may attempt a DC 35 Will save. She usually grants courage to gathered worshippers rather than inspiring fear.

Sacred Dance (Su). As a standard action once every 1d4 rounds, Ame-no-Uzume may fascinate hostile creatures of her choice within 90 feet who can see or hear her for 1 round (Will DC 35 negates; mind-affecting). Willing allies in the area instead end one fear effect and gain a +4 morale bonus on saving throws for 1 round.

Divine Laughter (Su). Three times per day, a standard action releases a 60-foot-radius burst dealing 16d6 sonic damage to hostile creatures and knocking them prone; Fortitude DC 35 halves the damage and negates falling prone.

Unmask the Hidden (Su). Her vision functions as true seeing. As a swift action, she can grant the same sight to allies within 60 feet for 1 round.

Salient Divine Abilities

Divine Inspiration, Divine Shield, Gift of Life, Power of Luck, Supreme Initiative. Ame-no-Uzume can awaken courage, ward herself against attacks, restore life and change the fortunes of those she chooses. These named abilities meet her divine-rank, ability-score and domain prerequisites. Supreme Initiative means she acts first in the initiative order, subject to its rules for other deities with the same ability.

Spell-Like Abilities

Caster Level 22nd. At will—calm emotions, daylight, disguise self, dispel magic; 3/day—greater restoration, mass suggestion, true seeing; 1/day—foresight, miracle, plane shift. When a saving throw applies, use DC 35 + the spell’s level for divine spell-like abilities. Chaos, Charm, Community, Good and Luck are her campaign domains.

Defeat and Return

Defeating Ame-no-Uzume’s divine body ends this encounter, but cannot by itself settle the fate of her worship or the duties of the kami. Restoration would require a separate divine intervention or a campaign-specific rite; it is not automatic under the Rejuvenation ability. A consecrated performance could be part of such a rite, subject to the powers and consent of the deities involved.

Divine Powers, Domains and Sacred Implements

Light

Light reflects her role in restoring Amaterasu and bringing the crisis of darkness to an end.

Trickery

Trickery expresses wit, surprise and the use of unexpected action to break a stalemate without making deception her entire identity.

Community

Community reflects the gathered kami whose laughter becomes part of the solution rather than an audience standing apart from it.

Luck and Charm

Luck and Charm support timing, presence and the ability to change the emotional direction of a gathering.

Domain Spells for Clerics

Ame-no-Uzume’s clergy use light, performance, misdirection and fellowship to bring a gathering out of fear or deadlock. The domain pages below contain the complete spell lists for those callings.

  • D&D 2024: Light, Trickery are official subclasses, chosen at Cleric level 3. Community is a site-original compatible option; its level-3 group includes Aid, Bless, Sanctuary and Warding Bond.
  • D&D 2014: Light, Trickery use their own level-1 subclass progressions. Community is a separate site-original compatible option, requiring the GM’s approval.
  • Pathfinder 1e: Trickery, Community, Luck, Charm give full 1st–9th-level lists. Light is a Sun subdomain with selected replacements, not an independent list; apply the Sun parent and subdomain eligibility rules.
  • D&D 3.5e: use Trickery, Community, Luck, Charm. For example, the 3.5e Luck list starts with Entropic Shield, while Pathfinder Luck starts with True Strike.

Preparing domain spells: in 2024 and 2014, choose one subclass; its domain spells are always prepared at the listed Cleric levels and do not count against normal preparation. In Pathfinder 1e and 3.5e, an ordinary cleric selects two eligible domains and receives one extra domain slot at each castable spell level 1–9, preparing one spell from either chosen domain in that slot. Associated domains do not grant every list at once. See the Cleric class rules for the full spellcasting progression.

The Overturned Tub

In the classical rock-cave account, Ame-no-Uzume stamps upon an overturned tub while performing before the cave. The tub is not a unique magic artifact; its importance lies in ritual transformation. An ordinary object becomes the stage on which divine performance changes the fate of the world.

Sacred Greenery and Adornment

The Kojiki and Nihon Shoki traditions describe Ame-no-Uzume adorning herself with plants before the dance. Such greenery, hair ornaments and ritual costume are therefore more appropriate sacred attributes than invented swords or jewels.

Behaviour, Relationships and Divine Politics

Ame-no-Uzume is bold enough to act when a room full of gods has become trapped by fear and solemnity. She values courage, timing and the social intelligence to recognise what a crisis actually needs. Her humour is not humiliation for its own sake; it is a force that restores participation.

Amaterasu is the relationship that defines her best-known myth. Ame-no-Uzume’s performance helps draw the hidden sun goddess back toward the opening of the cave. Sarutahiko becomes important during the Descent of the Heavenly Grandchild: Ame-no-Uzume confronts and engages the formidable earth kami, and classical tradition connects her with the Sarume clan thereafter.

Susanoo is not her personal enemy, but his earlier violence creates the crisis in which her sacred performance becomes necessary. Her place in divine politics is therefore often that of mediator, performer and courageous first mover rather than warrior champion.

Where Worship Is Found

Ame-no-Uzume is honoured through shrine traditions associated with sacred performance, kagura and the Ama-no-Iwato myth. Her worship is especially resonant at places that preserve the memory of Amaterasu’s withdrawal and return, but no single universal cult centre exhausts her significance.

Performers carry her beyond major shrines. A travelling troupe, village festival or court ritual can all become places where her presence is felt if performance is treated as sacred action rather than entertainment added after the serious work is done.

Omens, Cults and Adventure Use

Signs of Favour

Laughter breaks out at the exact moment panic should have won; drums answer one another across an empty valley; a frightened performer suddenly remembers every step.

Signs of Warning

No one can laugh inside a festival ground; drums make no sound despite intact skins; performers forget only the part of a rite that reveals something hidden.

Broken Performance

A sacred dance is being repeated perfectly but has lost its effect because the performers no longer understand what crisis it was meant to resolve.

Divine Mediation

Two kami refuse to speak, and Ame-no-Uzume’s shrine demands that the mortals arrange a performance capable of bringing both parties into the same space.

Adventure Hooks

  • A community struck by supernatural darkness can still hear laughter from inside a sealed shrine.
  • A famous kagura mask causes every wearer to reveal a truth they intended to hide.
  • Sarutahiko’s road-signs turn away from a sacred procession, implying that its performers have violated an old compact.
  • On the eve of a major festival every musician in the region dreams of the same overturned tub.

Mythological and Historical Context

The Encyclopedia of Shinto identifies Ame-no-Uzume as the goddess whose dance lures Amaterasu from the heavenly rock cave. In the classical account she undergoes divine possession, adorns herself with plants, stamps on an overturned tub and provokes laughter from the assembled kami. Amaterasu’s curiosity at the noise helps bring the crisis toward its resolution.

The same classical tradition also places Ame-no-Uzume in the Descent of the Heavenly Grandchild, where she encounters Sarutahiko and becomes associated with the Sarume clan. Her divine personality is therefore broader than “goddess of parties”: performance, fearless social action and mediation are central to her mythic role.

Both the Kojiki and Nihon Shoki describe the dance as startlingly uninhibited: Ame-no-Uzume stamps upon the tub, loosens her clothing and makes the assembled kami laugh. The boldness matters. She breaks the paralysis around the sealed cave not by defeating its guardian, but by drawing the withdrawn sun goddess into an unexpected celebration.

Ritual music and dance remain central to kagura, performance offered to the kami. Ame-no-Uzume’s cave dance is an important mythic point of reference for these traditions; individual forms of kagura have their own histories.

Historical Japanese colour woodcut depicting Ame-no-Uzume, by Hōjō Katei, circa 1800
Historical depiction of Ame-no-Uzume by Hōjō Katei, circa 1800. Library of Congress.

Sources and Licensing

Artwork: the painted hero and divine symbol are original interpretations of Ame-no-Uzume’s heavenly rock-cave myth. The symbol combines the ritual tub, sacred greenery and rising light; it is a campaign emblem, not an attested historical shrine insignia. The historical woodcut reproduced above is by Hōjō Katei, circa 1800, from the Library of Congress; no known restrictions on publication.

Rules: D&D 5.5e / 2024, D&D 5e / 2014, Pathfinder 1e and D&D 3.5e deity statistics are original campaign adaptations rather than officially published statistics for Ame-no-Uzume. Her epic challenge ratings and divine powers are intended for high-powered campaigns.

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