Ninigi — Heavenly Grandchild and Bearer of the Sacred Regalia

1911 illustration of Ninigi and attendants descending from heaven to Japan
Ninigi and his retinue descend to earth; 1911 illustration from Shōnen Nihon Rekishi Tokuhon by Hagino Yoshiyuki; public domain.

Japanese Pantheon · Heavenly Grandchild and Bearer of the Sacred Treasures

Ninigi descends from the Plain of High Heaven to rule the earthly country prepared for him. He brings not just a royal claim but companions, sacred regalia and obligations to the people whose land is being entrusted to his descendants.

Ninigi at a Glance

Tradition

Japanese kami

Divine Standing

Divine Rank 16 · Epic CR 34 (custom campaign rules)

Portfolio

Heavenly descent, legitimate succession, ripened rice and sacred regalia

Sacred Attributes

sacred sword, mirror and jewel as inherited regalia, not ordinary treasure loot

Mythic Role

The heavenly grandchild of Amaterasu, tied in classical accounts to Takachiho in Hyūga, rice ears and the transmission of authority.

Worship in the Present World

Shrine guardians who honour Ninigi attend ceremonies of succession, first fruits and the handing over of sacred objects. Their authority is not a license to bless every claimant: the rite requires witnesses, proper preparations and agreement about what is actually being transferred.

A village celebrating the rice harvest may honour the presence of the heavenly grandson without taking any position on a distant court dispute. In the campaign, that difference is what factions will try to erase.

What Ninigi Is Doing Now

Two noble houses intend to carry competing regalia in the same seasonal procession. Ninigi’s shrine officials require the hereditary makers, bearers and singers to be present, yet the court has quietly exiled one of those families. The danger lies in turning a shared harvest rite into a declaration of war.

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.

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.




Ninigi — D&D 2024

Medium celestial (deity), lawful good

Armour Class 27 (divine protection) · Hit Points 725 · Speed 40 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
24 (+7) 28 (+9) 30 (+10) 30 (+10) 34 (+12) 32 (+11)

Saving Throws Dex +20, Wis +22, Cha +21; Skills Insight +22, Perception +22, Religion +20; Damage Resistances cold, psychic; Condition Immunities charmed, frightened; Senses truesight 180 ft., passive Perception 42; Languages all, telepathy 180 ft.; Challenge 34 (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.

Command of Descent’s Vigilance. While Ninigi carries or stands beside his sacred regalia, friendly creatures within 30 feet have Advantage on saving throws against being Frightened.

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

Ninigi’s own magic: original epic campaign rules, not an official printed deity statblock. Wisdom; save DC 29, +21. 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 112 named spells below define the complete repertoire for this encounter. Alongside broad divine magic, additional spells reflect Ninigi’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 Ninigi
Cantrips Guidance; Light; Mending; Resistance; Sacred Flame; Spare the Dying; Thaumaturgy
1 Bane; Bless; Command; Create or Destroy Water; Cure Wounds; Detect Evil and Good; Detect Magic; Detect Poison and Disease; Faerie Fire; Guiding Bolt; Healing Word; 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; 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; 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; Sunbeam; 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; Sunburst
9 Astral Projection; Foresight; Gate; Mass Heal; Power Word Heal; True Resurrection

Actions

Multiattack. Three Regalia Glare attacks.

Regalia Glare. Ranged Spell Attack: +21 to hit, range 180 ft., one target. Hit: 39 (6d8 + 12) radiant damage.

Command of Descent (Recharge 5–6). All hostile creatures chosen by Ninigi within 60 feet make a Wisdom saving throw or become Frightened until the end of their next turn; willing allies gain 20 Temporary Hit Points. The saving throw DC is 29.

Unbroken Procession (3/Day). Ninigi and up to six willing creatures within 60 feet teleport to spaces within 180 feet that he can see, accompanied by falling light.

Reactions

Mirror of Witnesses. When a creature within 60 feet fails a Wisdom saving throw, Ninigi may let it reroll the save once, using the new result.

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.
  • Regalia Glare. Make one Regalia Glare attack.
  • Divine Reprieve (Costs 2). One ally within 60 feet ends the charmed or frightened condition and gains 15 temporary hit points.

Ninigi — D&D 2014

Medium celestial (deity), lawful good

Armour Class 27 (divine protection) · Hit Points 725 · Speed 40 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
24 (+7) 28 (+9) 30 (+10) 30 (+10) 34 (+12) 32 (+11)

Saving Throws Dex +20, Wis +22, Cha +21; Skills Insight +22, Perception +22, Religion +20; Damage Resistances cold, psychic; Condition Immunities charmed, frightened; Senses truesight 180 ft., passive Perception 42; Languages all, telepathy 180 ft.; Challenge 34 (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.

Command of Descent’s Vigilance. While Ninigi carries or stands beside his sacred regalia, friendly creatures within 30 feet have Advantage on saving throws against being Frightened.

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

Ninigi’s own magic: original epic campaign rules, not an official printed deity statblock. Wisdom; save DC 29, +21. 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 111 named spells below define the complete repertoire for this encounter. Alongside broad divine magic, additional spells reflect Ninigi’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 Ninigi
Cantrips Guidance; Light; Mending; Resistance; Sacred Flame; Spare the Dying; Thaumaturgy
1 Bane; Bless; Command; Create or Destroy Water; Cure Wounds; Detect Evil and Good; Detect Magic; Detect Poison and Disease; Faerie Fire; Guiding Bolt; Healing Word; 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; 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; 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; Sunbeam; 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; Sunburst
9 Astral Projection; Foresight; Gate; Mass Heal; Power Word Heal; True Resurrection

Actions

Multiattack. Three Regalia Glare attacks.

Regalia Glare. Ranged Spell Attack: +21 to hit, range 180 ft., one target. Hit: 39 (6d8 + 12) radiant damage.

Command of Descent (Recharge 5–6). All hostile creatures chosen by Ninigi within 60 feet make a Wisdom saving throw or become Frightened until the end of their next turn; willing allies gain 20 Temporary Hit Points. The saving throw DC is 29.

Unbroken Procession (3/Day). Ninigi and up to six willing creatures within 60 feet teleport to spaces within 180 feet that he can see, accompanied by falling light.

Reactions

Mirror of Witnesses. When a creature within 60 feet fails a Wisdom saving throw, Ninigi may let it reroll the save once, using the new result.

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.
  • Regalia Glare. Make one Regalia Glare attack.
  • Divine Reprieve (Costs 2). One ally within 60 feet ends the charmed or frightened condition and gains 15 temporary hit points.

Ninigi — Pathfinder 1e

Medium outsider (deity, mythic), lawful good; CR 34, mythic rank 9 (original epic campaign creature)

Init +13; Senses true seeing 180 ft., Perception +42; AC 44, touch 30, flat-footed 35; hp 725; Fort +36, Ref +37, Will +39; DR 15/epic; SR 45; Speed 40 ft., fly 90 ft. (perfect).

Str 24, Dex 28, Con 30, Int 30, Wis 34, Cha 32; Base Atk +37; Melee divine weapon +44/+39/+34/+29 (Regalia Glare: 4d8+7 plus 4d6 elemental damage); Ranged Regalia Glare +43 touch (10d6 radiant, 180 ft.).

Skills Knowledge (religion) +44, Perception +42, Sense Motive +43; Feats Improved Initiative, Combat Casting, Iron Will.

Mythic Power (Su) 21/day; Surge +1d10: 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.

Command of Descent (Su). All hostile creatures chosen by Ninigi within 60 feet make a Wisdom saving throw or become Frightened until the end of their next turn; willing allies gain 20 Temporary Hit Points. Will DC 33; a one-round duration; three uses per day.

Unbroken Procession (Su). Ninigi and up to six willing creatures within 60 feet teleport to spaces within 180 feet that he can see, accompanied by falling light. Three uses daily.

Divine Spellcasting — Pathfinder 1e (complete personal repertoire)

Ninigi’s own magic: original epic campaign rules, not an official printed deity statblock. Wisdom; caster level 34, 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 Ninigi’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 Ninigi
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; 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; 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; Sunbeam
8 Discern Location; Earthquake; Fire Storm; Greater Planar Ally; Holy Aura; Mass Cure Critical Wounds; Shield of Law; Sunburst
9 Etherealness; Foresight; Gate; Mass Heal; Miracle; Prismatic Sphere; Storm of Vengeance; Summon Monster IX; True Resurrection

Ninigi — D&D 3.5e

Medium outsider (deity), lawful good, Divine Rank 16; Epic Encounter Level 34 is a campaign benchmark, not a sourcebook stat block.

Hit Dice 34d8 + 340 (493 hp, campaign average); Initiative +13; Speed 40 ft., fly 90 ft. (perfect); AC 55, touch 30, flat-footed 46; Base Attack +34; Grapple +57; Melee divine weapon +57 (4d8+7 plus 4d6 divine energy); Space/Reach 5 ft./5 ft..

Fort +60, Ref +59, Will +62; Str 24, Dex 28, Con 30, Int 30, Wis 34, Cha 32; Skills Knowledge (religion) +60, Sense Motive +62, Spot +62; Feats Combat Casting, Improved Initiative, Iron Will.

Divine Aura up to 1600 ft.; Will DC 37 to resist awe or dread. Divine Fast Healing 36 hp/round (Con 30 qualifies). Divine Shield and Rejuvenation follow the SRD’s rank limits and requirements. Command of Descent (Su): original campaign ability; All hostile creatures chosen by Ninigi within 60 feet make a Wisdom saving throw or become Frightened until the end of their next turn; willing allies gain 20 Temporary Hit Points. Will DC 38.

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)

Ninigi’s own magic: original epic campaign rules, not an official printed deity statblock. Wisdom; caster level 34, 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 Ninigi’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 Ninigi
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; 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; 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; Sunbeam
8 Discern Location; Earthquake; Fire Storm; Greater Planar Ally; Holy Aura; Mass Cure Critical Wounds; Shield of Law; Sunburst
9 Astral Projection; Etherealness; Foresight; Gate; Mass Heal; Miracle; Prismatic Sphere; Storm of Vengeance; True Resurrection

Relationships and Divine Politics

In the Kojiki and Nihon Shoki, Ninigi descends as the younger generation succeeds to a task first assigned to his father, Oshihomimi. Amaterasu and Takamimusuhi equip him, accompanied by ancestral kami of ritual and craft. Sarutahiko guides the passage, and Ame-no-Uzume meets the guide. The myths connect heaven’s authority with the court’s ancestral claims, but they also preserve names of craftspeople, retainers and the communities responsible for rites.

Related gods: Amaterasu · Ame-no-Uzume · Izanagi and Izanami

Where Worship Is Found

Takachiho in Hyūga is the descent landscape. Courts that seek heavenly legitimacy may commission emissaries, while village shrines safeguard rites tied to rice and first fruits.

Omens and Adventures

  • The missing mirror bearer. A member of the procession carrying a sacred mirror has vanished. Without their hereditary office the rite cannot proceed, and three rival houses each claim the vacancy.
  • Rice before swords. The ruler wants the harvest offered before the villages have enough grain to survive winter. Ninigi’s shrine must choose between a correct royal rite and the lives of those who sustain it.
  • A guide at the crossroads. A masked stranger claims to speak for Sarutahiko and demands that the heavenly grandson’s route be changed. Someone has moved the boundary markers and expects the party to discover it too late.

Mythological and Historical Context

The heavenly descent (tenson kōrin) binds Ninigi to Amaterasu, his father Oshihomimi, Takamimusuhi and the clan ancestors of shrine ritualists and artisans. Traditions differ over the precise descent route and attendants. Later enthronement ideology uses these stories as sacred ancestry, which can be portrayed in the setting without pretending the texts supply one unchanging political constitution.

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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