Hachiman — Guardian of Warriors, Shrines and Oaths

Historical painted scroll of Sōgyō Hachiman in monastic robes
Sōgyō Hachiman, historic painted scroll of Hachiman in his syncretic religious form; public domain.

Japanese Pantheon · Guardian of Warriors, Shrines and Oaths

A sworn warrior may pray to Hachiman before a battle, but the god is not a mere patron of killing. His great shrines guard dynastic memory, communities and solemn claims about who has the right to bear arms in whose service.

Hachiman at a Glance

Tradition

Japanese kami

Divine Standing

Divine Rank 17 · Epic CR 36 (custom campaign rules)

Portfolio

Warrior protection, loyal service, shrines, defensive war and sacred oaths

Sacred Attributes

sacred bow, banners and a guarded shrine gate

Mythic Role

A historically powerful cult centred at Usa, later Iwashimizu and Tsurugaoka; Hachiman has a distinctive shrine history rather than a single fixed role in the Kojiki creation cycle.

Worship in the Present World

Hachiman’s priesthoods can bless banners and inspect oaths, but a blessing does not make an unlawful massacre just. At a border fortress, the shrine may feed wounded soldiers from both sides while the garrison insists no enemy must cross the gate.

The historical cult grew from Kyūshū into court and warrior society. In medieval Japan it became closely bound to great clans and to temple-shrine combinations. Its identification with the deified Emperor Ōjin and with Buddhist titles belongs to the historical record; the fantasy campaign can respect that complexity without making the god an interchangeable battle deity.

What Hachiman Is Doing Now

The frontier garrison asks Hachiman’s sanctuary to consecrate a siege banner while families of prisoners seek protection there. The shrine will not turn away the families, and this decision has made it a target for soldiers who fear being judged for violating their oaths.

Cleric Domains and Spell Access

Each edition panel now includes the deity’s complete personal Divine Spellcasting repertoire for this encounter. The separately linked cleric-domain guides contain the spells and subclass features granted to worshippers; those are not the deity’s own spell list. Original campaign conversions require GM approval.

  • War Domain — D&D 2024, 2014, Pathfinder 1e and D&D 3.5e.
  • Protection Domain — Site-original modern conversion, Pathfinder 1e and D&D 3.5e.
  • Law Domain — Pathfinder 1e and D&D 3.5e.
  • Community Domain — Site-original modern conversion, Pathfinder 1e and D&D 3.5e.

Edition access: a 2014 or 2024 Cleric obtains the always-prepared spells of their actual, supported subclass at the printed Cleric levels. Pathfinder 1e and D&D 3.5e Clerics generally select two appropriate domains and use one additional domain spell slot per spell level they can cast. None of these traditions grants every spell from every associated domain automatically.

Divine Mechanics

The following are original epic campaign stat blocks rather than official published deity rules. Challenge ratings above 30 use custom epic benchmarks; do not treat them as ordinary 2014 encounter-building values.




Hachiman — D&D 2024

Medium celestial (deity), lawful good

Armour Class 29 (divine protection) · Hit Points 795 · Speed 40 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
30 (+10) 28 (+9) 34 (+12) 26 (+8) 34 (+12) 32 (+11)

Saving Throws Dex +21, Wis +23, Cha +22; Skills Insight +23, Perception +23, Religion +21; Damage Resistances cold, psychic; Condition Immunities charmed, frightened; Senses truesight 180 ft., passive Perception 43; Languages all, telepathy 180 ft.; Challenge 36 (original epic campaign benchmark).

Traits

Legendary Resistance (5/Day). On a failed saving throw, the deity may succeed instead.

Magic Resistance. Advantage on saving throws against spells and magical effects.

Sanctuary of Banners’s Vigilance. Friendly creatures within 60 feet that can see Hachiman have Advantage on saving throws against being Frightened and on checks to resist being forcibly moved.

Divine Spellcasting — D&D 2024 (complete personal repertoire)

Hachiman’s own magic: original epic campaign rules, not an official printed deity statblock. Wisdom; save DC 30, +22. Spell levels 0–5: at will; each level-6 or level-7 spell: 3/day; each level-8 or level-9 spell: 1/day. Counts are per named spell, not shared pools. No normal spell slots or preparation limit. Normal D&D 2024 casting action, range, duration, concentration and spell-level rules apply; verbal and somatic components are waived, but costly consumed components remain required. Only one Concentration spell may be active. The 113 named spells below define the complete repertoire for this encounter. Alongside broad divine magic, additional spells reflect Hachiman’s portfolio as original campaign permissions, not necessarily entries on the normal Cleric list. Spells not supported by a chosen edition need an explicit GM-approved conversion. Mythic, supernatural, legendary and recharge features elsewhere in this statblock retain their own usage limits.

Spell level Every spell available to Hachiman
Cantrips Guidance; Light; Mending; Resistance; Sacred Flame; Spare the Dying; Thaumaturgy; True Strike
1 Bane; Bless; Command; Create or Destroy Water; Cure Wounds; Detect Evil and Good; Detect Magic; Detect Poison and Disease; Guiding Bolt; Healing Word; Heroism; Inflict Wounds; Protection from Evil and Good; Purify Food and Drink; Sanctuary; Shield of Faith
2 Aid; Augury; Blindness/Deafness; Calm Emotions; Continual Flame; Enhance Ability; Find Traps; Gentle Repose; Hold Person; Lesser Restoration; Locate Object; Magic Weapon; Prayer of Healing; Protection from Poison; Silence; Spiritual Weapon; Warding Bond; Zone of Truth
3 Animate Dead; Beacon of Hope; Bestow Curse; Clairvoyance; Create Food and Water; Crusader’s Mantle; Daylight; Dispel Magic; Glyph of Warding; Magic Circle; Mass Healing Word; Meld into Stone; Protection from Energy; Remove Curse; Revivify; Sending; Speak with Dead; Spirit Guardians; Tongues; Water Walk
4 Aura of Life; Banishment; Control Water; Death Ward; Divination; Freedom of Movement; Guardian of Faith; Locate Creature; Stone Shape
5 Commune; Contagion; Dispel Evil and Good; Flame Strike; Geas; Greater Restoration; Hallow; Insect Plague; Legend Lore; Mass Cure Wounds; Planar Binding; Raise Dead; Scrying; Wall of Stone
6 Blade Barrier; Create Undead; Find the Path; Forbiddance; Harm; Heal; Heroes’ Feast; Planar Ally; True Seeing; Word of Recall
7 Conjure Celestial; Divine Word; Etherealness; Fire Storm; Plane Shift; Regenerate; Resurrection; Symbol
8 Antimagic Field; Control Weather; Earthquake; Holy Aura
9 Astral Projection; Foresight; Gate; Mass Heal; Power Word Heal; True Resurrection

Actions

Multiattack. Three Banner-Spear attacks.

Banner-Spear. Ranged Spell Attack: +22 to hit, range 180 ft., one target. Hit: 46 (6d10 + 13) piercing and radiant damage.

Sanctuary of Banners (Recharge 5–6). Allies within 90 feet gain 25 Temporary Hit Points and cannot be Frightened until the end of Hachiman’s next turn; hostile creatures there make a Wisdom save or become Frightened for that duration. The saving throw DC is 30.

Oathbreaker’s Reckoning (3/Day). One hostile creature within 120 feet that harmed a creature under Hachiman’s protection makes a Wisdom saving throw; on a failure it takes 55 Radiant damage and is unable to take Reactions until the end of its next turn; half damage on a success.

Reactions

The Guardian Intervenes. When an ally within 60 feet is hit by an attack, Hachiman grants it +5 AC against the attack, potentially turning the hit into a miss.

Legendary Actions

Three legendary actions, one at the end of another creature’s turn; regain spent actions at the start of this deity’s turn.

  • Move. Move up to half speed without provoking opportunity attacks.
  • Banner-Spear. Make one Banner-Spear attack.
  • Divine Reprieve (Costs 2). One ally within 60 feet ends the charmed or frightened condition and gains 15 temporary hit points.

Hachiman — D&D 2014

Medium celestial (deity), lawful good

Armour Class 29 (divine protection) · Hit Points 795 · Speed 40 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
30 (+10) 28 (+9) 34 (+12) 26 (+8) 34 (+12) 32 (+11)

Saving Throws Dex +21, Wis +23, Cha +22; Skills Insight +23, Perception +23, Religion +21; Damage Resistances cold, psychic; Condition Immunities charmed, frightened; Senses truesight 180 ft., passive Perception 43; Languages all, telepathy 180 ft.; Challenge 36 (original epic campaign benchmark).

Traits

Legendary Resistance (5/Day). On a failed saving throw, the deity may succeed instead.

Magic Resistance. Advantage on saving throws against spells and magical effects.

Sanctuary of Banners’s Vigilance. Friendly creatures within 60 feet that can see Hachiman have Advantage on saving throws against being Frightened and on checks to resist being forcibly moved.

Divine Spellcasting — D&D 2014 (complete personal repertoire)

Hachiman’s own magic: original epic campaign rules, not an official printed deity statblock. Wisdom; save DC 30, +22. Spell levels 0–5: at will; each level-6 or level-7 spell: 3/day; each level-8 or level-9 spell: 1/day. Counts are per named spell, not shared pools. No normal spell slots or preparation limit. Normal D&D 2014 casting action, range, duration, concentration and spell-level rules apply; verbal and somatic components are waived, but costly consumed components remain required. Only one Concentration spell may be active. The 112 named spells below define the complete repertoire for this encounter. Alongside broad divine magic, additional spells reflect Hachiman’s portfolio as original campaign permissions, not necessarily entries on the normal Cleric list. Spells not supported by a chosen edition need an explicit GM-approved conversion. Mythic, supernatural, legendary and recharge features elsewhere in this statblock retain their own usage limits.

Spell level Every spell available to Hachiman
Cantrips Guidance; Light; Mending; Resistance; Sacred Flame; Spare the Dying; Thaumaturgy; True Strike
1 Bane; Bless; Command; Create or Destroy Water; Cure Wounds; Detect Evil and Good; Detect Magic; Detect Poison and Disease; Guiding Bolt; Healing Word; Heroism; Inflict Wounds; Protection from Evil and Good; Purify Food and Drink; Sanctuary; Shield of Faith
2 Aid; Augury; Blindness/Deafness; Calm Emotions; Continual Flame; Enhance Ability; Find Traps; Gentle Repose; Hold Person; Lesser Restoration; Locate Object; Magic Weapon; Prayer of Healing; Protection from Poison; Silence; Spiritual Weapon; Warding Bond; Zone of Truth
3 Animate Dead; Beacon of Hope; Bestow Curse; Clairvoyance; Create Food and Water; Crusader’s Mantle; Daylight; Dispel Magic; Glyph of Warding; Magic Circle; Mass Healing Word; Meld into Stone; Protection from Energy; Remove Curse; Revivify; Sending; Speak with Dead; Spirit Guardians; Tongues; Water Walk
4 Banishment; Control Water; Death Ward; Divination; Freedom of Movement; Guardian of Faith; Locate Creature; Stone Shape
5 Commune; Contagion; Dispel Evil and Good; Flame Strike; Geas; Greater Restoration; Hallow; Insect Plague; Legend Lore; Mass Cure Wounds; Planar Binding; Raise Dead; Scrying; Wall of Stone
6 Blade Barrier; Create Undead; Find the Path; Forbiddance; Harm; Heal; Heroes’ Feast; Planar Ally; True Seeing; Word of Recall
7 Conjure Celestial; Divine Word; Etherealness; Fire Storm; Plane Shift; Regenerate; Resurrection; Symbol
8 Antimagic Field; Control Weather; Earthquake; Holy Aura
9 Astral Projection; Foresight; Gate; Mass Heal; Power Word Heal; True Resurrection

Actions

Multiattack. Three Banner-Spear attacks.

Banner-Spear. Ranged Spell Attack: +22 to hit, range 180 ft., one target. Hit: 46 (6d10 + 13) piercing and radiant damage.

Sanctuary of Banners (Recharge 5–6). Allies within 90 feet gain 25 Temporary Hit Points and cannot be Frightened until the end of Hachiman’s next turn; hostile creatures there make a Wisdom save or become Frightened for that duration. The saving throw DC is 30.

Oathbreaker’s Reckoning (3/Day). One hostile creature within 120 feet that harmed a creature under Hachiman’s protection makes a Wisdom saving throw; on a failure it takes 55 Radiant damage and is unable to take Reactions until the end of its next turn; half damage on a success.

Reactions

The Guardian Intervenes. When an ally within 60 feet is hit by an attack, Hachiman grants it +5 AC against the attack, potentially turning the hit into a miss.

Legendary Actions

Three legendary actions, one at the end of another creature’s turn; regain spent actions at the start of this deity’s turn.

  • Move. Move up to half speed without provoking opportunity attacks.
  • Banner-Spear. Make one Banner-Spear attack.
  • Divine Reprieve (Costs 2). One ally within 60 feet ends the charmed or frightened condition and gains 15 temporary hit points.

Hachiman — Pathfinder 1e

Medium outsider (deity, mythic), lawful good; CR 36, mythic rank 10 (original epic campaign creature)

Init +13; Senses true seeing 180 ft., Perception +46; AC 46, touch 30, flat-footed 37; hp 795; Fort +40, Ref +41, Will +43; DR 15/epic; SR 47; Speed 40 ft., fly 90 ft. (perfect).

Str 30, Dex 28, Con 34, Int 26, Wis 34, Cha 32; Base Atk +39; Melee divine weapon +48/+43/+38/+33 (Banner-Spear: 4d8+10 plus 4d6 elemental damage); Ranged Banner-Spear +47 touch (10d6 piercing and radiant, 180 ft.).

Skills Knowledge (religion) +48, Perception +46, Sense Motive +47; Feats Improved Initiative, Combat Casting, Iron Will.

Mythic Power (Su) 23/day; Surge +1d12: as an immediate action after a d20 roll, expend one use to add the surge die. This encounter’s divine abilities extend Pathfinder mythic monster rules as an original campaign adaptation, not published Paizo statistics.

Sanctuary of Banners (Su). Allies within 90 feet gain 25 Temporary Hit Points and cannot be Frightened until the end of Hachiman’s next turn; hostile creatures there make a Wisdom save or become Frightened for that duration. Will DC 35; a one-round duration; three uses per day.

Oathbreaker’s Reckoning (Su). One hostile creature within 120 feet that harmed a creature under Hachiman’s protection makes a Wisdom saving throw; on a failure it takes 55 Radiant damage and is unable to take Reactions until the end of its next turn; half damage on a success. Three uses daily.

Divine Spellcasting — Pathfinder 1e (complete personal repertoire)

Hachiman’s own magic: original epic campaign rules, not an official printed deity statblock. Wisdom; caster level 36, save DC 22 + spell level under this original divine spell-like ability system. Spell levels 0–5: at will; each level-6 or level-7 spell: 3/day; each level-8 or level-9 spell: 1/day. Counts are per named spell, not shared pools. No ordinary slots. A spell-like ability normally takes a standard action unless the ability specifies longer; Pathfinder 1e rules govern spell resistance, range, duration, and caster-level scaling. Expensive consumed components are still required. The 120 named spells below define the complete repertoire for this encounter. Alongside broad divine magic, additional spells reflect Hachiman’s portfolio as original campaign permissions, not necessarily entries on the normal Cleric list. Spells not supported by a chosen edition need an explicit GM-approved conversion. Mythic, supernatural, legendary and recharge features elsewhere in this statblock retain their own usage limits.

Spell level Every spell available to Hachiman
Orisons (0) Create Water; Cure Minor Wounds; Detect Magic; Detect Poison; Guidance; Light; Mending; Purify Food and Drink; Read Magic; Resistance; Stabilize; Virtue
1 Bane; Bless; Command; Comprehend Languages; Cure Light Wounds; Detect Evil; Detect Undead; Divine Favor; Doom; Endure Elements; Obscuring Mist; Protection from Evil; Remove Fear; Sanctuary; Shield of Faith
2 Aid; Augury; Calm Emotions; Cure Moderate Wounds; Delay Poison; Detect Thoughts; Enthrall; Gentle Repose; Hold Person; Lesser Restoration; Resist Energy; Shield Other; Silence; Sound Burst; Spiritual Weapon; Status; Suggestion; Zone of Truth
3 Bestow Curse; Blindness/Deafness; Contagion; Cure Serious Wounds; Daylight; Dispel Magic; Magic Circle against Evil; Magic Vestment; Prayer; Protection from Energy; Remove Curse; Remove Disease; Speak with Dead; Stone Shape
4 Air Walk; Cure Critical Wounds; Death Ward; Dimensional Anchor; Dismissal; Divination; Divine Power; Freedom of Movement; Neutralize Poison; Restoration; Sending; Tongues
5 Atonement; Break Enchantment; Breath of Life; Commune; Flame Strike; Greater Command; Hallow; Mass Cure Light Wounds; Raise Dead; Righteous Might; Scrying; True Seeing; Wall of Stone
6 Blade Barrier; Find the Path; Forbiddance; Greater Dispel Magic; Harm; Heal; Heroes’ Feast; Mass Cure Moderate Wounds; Planar Ally; Undeath to Death; Word of Recall
7 Destruction; Ethereal Jaunt; Greater Restoration; Greater Scrying; Holy Word; Legend Lore; Mass Cure Serious Wounds; Regenerate; Resurrection
8 Discern Location; Earthquake; Fire Storm; Greater Planar Ally; Holy Aura; Mass Cure Critical Wounds; Shield of Law
9 Etherealness; Foresight; Gate; Mass Heal; Miracle; Prismatic Sphere; Storm of Vengeance; Summon Monster IX; True Resurrection

Hachiman — D&D 3.5e

Medium outsider (deity), lawful good, Divine Rank 17; Epic Encounter Level 36 is a campaign benchmark, not a sourcebook stat block.

Hit Dice 36d8 + 360 (522 hp, campaign average); Initiative +13; Speed 40 ft., fly 90 ft. (perfect); AC 56, touch 30, flat-footed 47; Base Attack +36; Grapple +63; Melee divine weapon +63 (4d8+10 plus 4d6 divine energy); Space/Reach 5 ft./5 ft..

Fort +65, Ref +62, Will +65; Str 30, Dex 28, Con 34, Int 26, Wis 34, Cha 32; Skills Knowledge (religion) +61, Sense Motive +65, Spot +65; Feats Combat Casting, Improved Initiative, Iron Will.

Divine Aura up to 1700 ft.; Will DC 38 to resist awe or dread. Divine Fast Healing 37 hp/round (Con 34 qualifies). Divine Shield and Rejuvenation follow the SRD’s rank limits and requirements. Sanctuary of Banners (Su): original campaign ability; Allies within 90 feet gain 25 Temporary Hit Points and cannot be Frightened until the end of Hachiman’s next turn; hostile creatures there make a Wisdom save or become Frightened for that duration. Will DC 39.

These combat bonuses extend basic divine-rank conventions for a campaign deity encounter. Audit all epic arithmetic and opposing CRs before introducing the deity to play.

Divine Spellcasting — D&D 3.5e (complete personal repertoire)

Hachiman’s own magic: original epic campaign rules, not an official printed deity statblock. Wisdom; caster level 36, save DC 22 + spell level under this original divine spell-like ability system. Spell levels 0–5: at will; each level-6 or level-7 spell: 3/day; each level-8 or level-9 spell: 1/day. Counts are per named spell, not shared pools. No ordinary slots. A spell-like ability normally takes a standard action unless the ability specifies longer; D&D 3.5e rules govern spell resistance, range, duration, and caster-level scaling. Expensive consumed components are still required. The 128 named spells below define the complete repertoire for this encounter. Alongside broad divine magic, additional spells reflect Hachiman’s portfolio as original campaign permissions, not necessarily entries on the normal Cleric list. Spells not supported by a chosen edition need an explicit GM-approved conversion. Mythic, supernatural, legendary and recharge features elsewhere in this statblock retain their own usage limits.

Spell level Every spell available to Hachiman
Orisons (0) Create Water; Cure Minor Wounds; Detect Magic; Detect Poison; Guidance; Inflict Minor Wounds; Light; Mending; Purify Food and Drink; Read Magic; Resistance; Virtue
1 Bane; Bless; Bless Water; Cause Fear; Command; Comprehend Languages; Cure Light Wounds; Detect Evil; Detect Secret Doors; Detect Undead; Divine Favor; Doom; Endure Elements; Entropic Shield; Obscuring Mist; Protection from Evil; Remove Fear; Sanctuary; Shield of Faith
2 Aid; Augury; Calm Emotions; Cure Moderate Wounds; Delay Poison; Detect Thoughts; Enthrall; Gentle Repose; Hold Person; Lesser Restoration; Owl’s Wisdom; Resist Energy; Shield Other; Silence; Sound Burst; Spiritual Weapon; Status; Suggestion; Zone of Truth
3 Bestow Curse; Blindness/Deafness; Clairaudience/Clairvoyance; Contagion; Cure Serious Wounds; Daylight; Dispel Magic; Glyph of Warding; Magic Circle against Evil; Magic Vestment; Prayer; Protection from Energy; Remove Curse; Remove Disease; Speak with Dead; Stone Shape
4 Air Walk; Cure Critical Wounds; Death Ward; Dimensional Anchor; Dismissal; Divination; Divine Power; Freedom of Movement; Neutralize Poison; Restoration; Sending; Spell Immunity; Tongues
5 Atonement; Break Enchantment; Commune; Flame Strike; Greater Command; Hallow; Mass Cure Light Wounds; Raise Dead; Righteous Might; Scrying; True Seeing; Wall of Stone
6 Blade Barrier; Find the Path; Forbiddance; Geas/Quest; Harm; Heal; Heroes’ Feast; Mass Cure Moderate Wounds; Planar Ally; Undeath to Death; Wind Walk; Word of Recall
7 Destruction; Ethereal Jaunt; Greater Restoration; Greater Scrying; Holy Word; Legend Lore; Mass Cure Serious Wounds; Regenerate; Resurrection
8 Discern Location; Earthquake; Fire Storm; Greater Planar Ally; Holy Aura; Mass Cure Critical Wounds; Shield of Law
9 Astral Projection; Etherealness; Foresight; Gate; Mass Heal; Miracle; Prismatic Sphere; Storm of Vengeance; True Resurrection

Relationships and Divine Politics

Usa Hachimangū is a major early centre. Hachiman’s oracles entered imperial affairs; later the cult became central to the Minamoto warrior tradition and was honoured at Tsurugaoka Hachimangū in Kamakura. Rival patrons can appeal to the same protective god and receive conflicting counsel because their disputes concern duties and justice, not just the strength of their armies.

Related gods: Amaterasu

Where Worship Is Found

Usa in Kyūshū, Iwashimizu near Kyōto and Tsurugaoka at Kamakura are historically grounded anchors. Their different institutional histories are useful for intrigue between court, shrine and military authority.

Omens and Adventures

  • The divided banner. Two branches of a warrior house carry the same Hachiman banner into opposing camps. Shrine records can settle the seniority dispute, but an envoy is secretly burning them.
  • A siege without a victor. A frontier shrine insists that wounded prisoners be exchanged before the next assault. The commanders agree publicly while arranging a false attack to undermine the truce.
  • The oracle nobody wanted. A shrine oracle refuses a general’s planned offensive. The general claims the priestess was bribed; witnesses saw no messenger near her sanctuary.

Mythological and Historical Context

Hachiman’s cult grew historically from Usa in Kyūshū, was established in the courtly centre and spread through warrior patronage. The Minamoto connection and Tsurugaoka shrine belong to the medieval political history of this worship. His association with Ōjin and the title Hachiman Daibosatsu belong to developed shrine-temple traditions; they should not be forced into the primordial Kojiki genealogy.

Sources and Licensing

Edition-specific divine statistics and supernatural abilities are original SpiralWorlds campaign conversions. Pathfinder and D&D 3.5e SRD links are provided for reference to their rules; no claim is made that these gods have official four-edition stat blocks.

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