
At a Glance
Identity
Dazhbog (Dažbog, Dazhdbog), god of sunlight, prosperity and the gifts of the day
Divine home
The Dawn Orchards of Iriy in Bytopia, on Dothion
Temperament
Warm, direct and demanding; Neutral Good
Signs
Sun-disc, golden grain, a bright cloak and fruit warm in a cold hand
Followers
Farmers, travellers, healers and households that share their winter stores; Light, Life, Sun and Good
Dazhbog gives the light that makes a harvest possible—and expects the harvest to feed someone. His sunlight belongs to the orchard worker and the woman carrying water as surely as to a crowned ruler. He has little patience for a full granary standing beside hungry homes. Adventurers seek him for healing, shelter and the return of stolen daylight; those who accept his gifts soon find another person who needs their help.
Dazhbog in the world
He usually appears as a broad-shouldered rider in a bright cloak, with dust on his boots and no escort. His white horse stops where people have stopped helping one another. He asks who planted the field, who brought in the crop and who is going without. A truthful answer matters more to him than an expensive offering.
His shrines stand beside granaries, orchard gates and places where travellers can find a meal. Along the southern river roads, his people hang small sun ornaments above their stored grain and set aside seed for neighbours after a failed harvest. An offering is a loaf passed to a hungry person, a repaired roof or an afternoon’s work in another household’s field. Priests keep these local customs; none commands every Slavic shrine.
In 1454, river trade and frontier fighting separate food from the people who grew it. Dazhbog’s servants escort seed boats and winter refugees, heal frostbitten hands and discover who profits when an otherwise sound harvest disappears. The god does not treat every wealthy merchant as an enemy. He judges what a person does when another life lies within their power to save.
Origins and divine relationships
Dazhbog is named among Vladimir’s gods at Kyiv. A medieval Slavic rendering of Malalas identifies him with the Sun and calls him a son of Svarog. The old poem of Igor’s campaign also invokes descent from Dazhbog. These surviving references leave much of his worship undescribed.
In Iriy, Svarog’s forge gives shape to tools while Dazhbog’s warmth helps the fields bear fruit. Mokosh is his close ally where water, soil and labour meet. He will stand beside Perun to defend a village, then argue with him over the people left hungry after the battle. Khors keeps the dusk crossings; the two gods share a boundary, not a single identity.
The Dawn Orchards
The Dawn Orchards spread across sunlit Dothion within Iriy, the Slavic sacred country of Bytopia. Their fruit begins to glow before dawn reaches Earth. Mill paths run beside warm channels, fruit presses and long guest tables. The people tending the trees include mortal visitors, divine servants and honoured dead who have chosen work they love.
A guest may eat, rest and ask for an audience. Selling a gift does not by itself offend the god; selling the only food another guest can reach does. At first light each tree bears one golden apple. Its blessing passes to someone who freely gives the fruit away. Picking whole baskets brings no greater blessing, and the trees stop bearing for a person who denies another guest a share.
Encountering Dazhbog
Dazhbog listens while doing something useful: mending a fence, sharing a meal or helping to load a cart. He wants a clear request and the names of those it will help. A plea for healing earns a hearing. A plea to ruin a rival’s crops earns a second question. He can be persuaded that a harsh choice is necessary, but flattery cannot turn cruelty into necessity.
He offers a road, a remedy or one timely act of aid rather than undertaking every petitioner’s task. When violence starts, he opens an escape for bystanders, reveals concealed attackers with daylight and gives an enemy a chance to release prisoners or stolen provisions. If they refuse, the warmth of the orchard becomes the heat of noon.
Adventures
The Orchard in October
Near the upper Dnieper, the orchard keeper Milena finds golden apples beneath snow. She has promised the crop to a distant court to pay her household’s debts. A group of displaced families has reached her gate with two days of food. The apples remain fresh only while someone freely shares the harvest.
The party can negotiate a smaller sale and a seed loan, find provisions along the river or help Milena break the promise and face her creditor. Stealing every apple destroys the blessing. Feeding the camp while securing the household’s future earns Dazhbog’s attention; solving only one half leaves someone facing winter without help.
The Shadow at Noon
In a settlement on the Desna, the bell rings at noon and a grain warehouse falls into darkness. The merchant Radovan keeps a brass mirror inside it. His hired magician has caught a fragment of eclipse in the glass to conceal prisoners forced to unload stolen grain.
Zora, a carter’s daughter, knows the prisoners leave chalk marks on the lower doors. The party can enter with the next delivery, expose the captors in public or bargain with the magician for a safe release. Shattering the mirror ends the darkness but showers the trapped workers with glass unless they are moved first. Return the prisoners and their food, and the warehouse’s sun ornament shines again.
Worship, gifts and the Sunseed Cup
Dazhbog’s priests bless the first seed, carry light into sickrooms and open their doors to travellers. Many households honour him alongside other gods. His warm manner does not make every follower generous; an honoured priest may still be the person keeping the granary shut.
The Sunseed Cup is a small gilt vessel that fills once at dawn with water warm as sunlight. It restores a drinker and rewards a gift freely given. Dazhbog lends it to people who must bring help through a dangerous place. It is a responsibility that can pass from hand to hand.
Divine powers and encounter rules
D&D 2024
Dazhbog
Large Celestial (Deity), Neutral Good
AC 24 Initiative +16 (26)
HP 580 (40d10 + 360)
Speed 40 ft., Fly 60 ft. (hover), Swim 30 ft.
| Ability | Score | Modifier | Save |
|---|---|---|---|
| Str | 26 | +8 | +17 |
| Dex | 24 | +7 | +7 |
| Con | 28 | +9 | +18 |
| Int | 26 | +8 | +8 |
| Wis | 30 | +10 | +19 |
| Cha | 30 | +10 | +19 |
Skills Athletics +17, Insight +19, Perception +19, Religion +17
Resistances Cold, Fire
Immunities Radiant; Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 29
Languages East Slavic, Church Slavonic; telepathy 120 ft.
CR 29 (XP 135,000; PB +9)
Traits
Legendary Resistance (3/Day). If Dazhbog fails a saving throw, he can choose to succeed instead.
Magic Resistance. Dazhbog has Advantage on saving throws against spells and other magical effects.
Sunlit Presence. Dazhbog sheds sunlight in a 60-foot radius and dim light for another 60 feet. He can suppress or restore this light without an action at the start of his turn. Magical darkness of 6th level or lower is suppressed within the sunlight and resumes when outside it.
Actions
Multiattack. Dazhbog makes three Daystar Spear attacks.
Daystar Spear. Ranged Attack Roll: +19, range 180 ft., one target. Hit: 32 (4d10 + 10) Force damage plus 18 (4d8) Radiant damage. This is a bolt of divine light, not a thrown weapon.
Dawn Through the Locked Granary (Recharge 5–6). Constitution Saving Throw: DC 27, each hostile creature in a 60-foot Cone. Failure: 99 (22d8) Radiant damage plus 28 (8d6) Fire damage, and the target has the Blinded condition until the end of its next turn. Success: Half damage only. A creature carrying food it intends to distribute freely makes this save with Advantage.
Spellcasting. Dazhbog casts the following spells using Charisma (spell save DC 27; spell attack +19). He uses each spell’s normal casting time, components and Concentration. A one-action spell uses the Magic action; he cannot replace a Daystar Spear attack with a spell. Spells are cast at their lowest level.
| Spell level | Personal spells | Uses |
|---|---|---|
| 0 | light, sacred flame | At will |
| 1 | bless | 3/day each |
| 2 | scorching ray | 3/day each |
| 3 | daylight | 3/day each |
| 4 | fire shield | 2/day each |
| 5 | flame strike | 2/day each |
| 6 | sunbeam | 2/day each |
| 7 | fire storm | 1/day each |
| 8 | sunburst | 1/day each |
| 9 | true resurrection | 1/day each |
Bonus Actions
Step Between Shrines (2/Day). Dazhbog teleports up to 30 feet to an unoccupied space he can see. This movement cannot cross planes or a barrier that blocks teleportation.
Sunlight Reversal (1/Day). While Bloodied, Dazhbog creates a 20-foot Emanation until the start of his next turn. Enemies in it cannot make Opportunity Attacks. An ally who enters it for the first time during that duration gains 18 Temporary Hit Points for 1 hour. An ally gains these points at most once per use.
Reactions
Gift Passed On (2/Day). When an ally Dazhbog can see within 60 feet restores Hit Points to another creature, Dazhbog causes the recipient to regain another 18 (4d8) Hit Points. One enemy he can see within 30 feet of the recipient takes 18 (4d8) Radiant damage. The recipient must be capable of receiving the original healing; this reaction cannot trigger itself.
Legendary Actions
Dazhbog has 3 legendary action uses, regaining them at the start of his turn. He can expend one use to take an option below at the end of another creature’s turn. He takes at most one at a time and cannot use them while Incapacitated.
Divine Advance. Dazhbog moves up to half his Speed without provoking Opportunity Attacks.
Daystar. Dazhbog makes one Daystar Spear attack. He cannot take this action again until the start of his next turn.
Portfolio Pulse. Wisdom Saving Throw: DC 27, one creature Dazhbog can see within 30 feet. Failure: 18 (4d8) Radiant damage.
The golden apples
At first light in the Dawn Orchards, each tree bears one golden apple. Giving an apple freely to another creature grants the giver 10 temporary Hit Points until the next dawn. A creature gains this blessing at most once per dawn; these points do not stack. An uneaten apple becomes ordinary fruit at the next dawn.
Clerics of Dazhbog
Light and Life. Light clerics may replace their domain spell list with the following Dawn list. These spells are always prepared, follow the ordinary cleric spellcasting rules, and do not count against prepared spells. Other subclass features remain those of the chosen Light Domain.
| Cleric level | Spell level | Dawn domain spells |
|---|---|---|
| 3 | 1 | burning hands, guiding bolt |
| 3 | 2 | scorching ray, lesser restoration |
| 5 | 3 | daylight, fireball |
| 7 | 4 | fire shield, guardian of faith |
| 9 | 5 | flame strike, greater restoration |
Life Domain: its own always-prepared spells are listed below; a Life cleric uses this list rather than the Dawn list.
| Cleric level | Life domain spells |
|---|---|
| 3 | aid, bless, cure wounds, lesser restoration |
| 5 | mass healing word, revivify |
| 7 | aura of life, death ward |
| 9 | greater restoration, mass cure wounds |
Sunseed Cup — D&D 2024
Wondrous item, rare; no attunement required. At dawn, the empty gilt cup fills with warm, clean water and regains its single use. Drinking the whole cup, or administering it to a willing or unconscious creature within reach, takes a Utilize action. The drinker regains 4d8 Hit Points and ends the Poisoned condition. Undead and Constructs gain no benefit. When the person administering it freely gives the draught to someone else without payment or an agreed return, the giver gains 2d8 temporary Hit Points for 1 hour. The temporary points do not stack. Water poured into another vessel becomes ordinary water, and the cup produces no second draught that day.
D&D 2014
Dazhbog
Large Celestial (Deity), Neutral Good
Armor Class 24 (divine protection)
Hit Points 580 (40d10 + 360)
Speed 40 ft., fly 60 ft. (hover), swim 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 24 (+7) | 28 (+9) | 26 (+8) | 30 (+10) | 30 (+10) |
Saving Throws Str +17, Con +18, Wis +19, Cha +19
Skills Athletics +17, Insight +19, Perception +19, Religion +17
Damage Resistances Cold, Fire; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities Radiant
Condition Immunities charmed, frightened
Senses Truesight 120 ft., Passive Perception 29
Languages East Slavic, Church Slavonic; telepathy 120 ft.
CR 29 (XP 135,000; PB +9)
Traits
Legendary Resistance (3/Day). If Dazhbog fails a saving throw, he can choose to succeed instead.
Magic Resistance. Dazhbog has advantage on saving throws against spells and other magical effects.
Sunlit Presence. Dazhbog sheds sunlight in a 60-foot radius and dim light for another 60 feet. He can suppress or restore this light without an action at the start of his turn. Magical darkness of 6th level or lower is suppressed within the sunlight and resumes when outside it.
Actions
Multiattack. Dazhbog makes three Daystar Spear attacks.
Daystar Spear. Ranged Spell Attack: +19, range 180 ft., one target. Hit: 32 (4d10 + 10) Force damage plus 18 (4d8) Radiant damage. This is a bolt of divine light, not a thrown weapon.
Dawn Through the Locked Granary (Recharge 5–6). Each hostile creature in a 60-foot cone must make a DC 27 Constitution saving throw. Failure: 99 (22d8) Radiant damage plus 28 (8d6) Fire damage, and the target has the Blinded condition until the end of its next turn. Success: Half damage only. A creature carrying food it intends to distribute freely makes this save with advantage.
Sunlight Trial (1/Day). One creature Dazhbog can see within 60 feet must succeed on a DC 27 Wisdom saving throw or have disadvantage on its next attack roll against anyone other than Dazhbog before the end of its next turn. A creature that freely gave food or healing to another creature since its last turn makes this saving throw with advantage.
Innate Spellcasting. Dazhbog casts the following spells using Charisma (spell save DC 27; spell attack +19). He uses each spell’s normal casting time, components and concentration. A one-action spell uses his action; he cannot replace a Daystar Spear attack with a spell. Spells are cast at their lowest level.
| Spell level | Personal spells | Uses |
|---|---|---|
| 0 | light, sacred flame | At will |
| 1 | bless | 3/day each |
| 2 | scorching ray | 3/day each |
| 3 | daylight | 3/day each |
| 4 | fire shield | 2/day each |
| 5 | flame strike | 2/day each |
| 6 | sunbeam | 2/day each |
| 7 | fire storm | 1/day each |
| 8 | sunburst | 1/day each |
| 9 | true resurrection | 1/day each |
Bonus Actions
Step Between Shrines (2/Day). Dazhbog teleports up to 30 feet to an unoccupied space he can see. This movement cannot cross planes or a barrier that blocks teleportation.
Reactions
Gift Passed On (2/Day). When an ally Dazhbog can see within 60 feet restores Hit Points to another creature, Dazhbog causes the recipient to regain another 18 (4d8) Hit Points. One enemy he can see within 30 feet of the recipient takes 18 (4d8) Radiant damage. The recipient must be capable of receiving the original healing; this reaction cannot trigger itself.
Legendary Actions
Dazhbog can take 3 legendary actions, choosing from the options below, one at a time at the end of another creature’s turn. He regains spent actions at the start of his turn and cannot use them while incapacitated.
Divine Advance. Dazhbog moves up to half his speed without provoking opportunity attacks.
Daystar Spear (Costs 2 Actions). Dazhbog makes one Daystar Spear attack.
Divine Rebuke. One creature he can see within 30 feet must succeed on a DC 27 Wisdom saving throw or take 18 (4d8) radiant damage.
The golden apples
At first light in the Dawn Orchards, each tree bears one golden apple. Giving an apple freely to another creature grants the giver 10 temporary hit points until the next dawn. A creature gains this blessing at most once per dawn; these points do not stack. An uneaten apple becomes ordinary fruit at the next dawn.
Clerics of Dazhbog
Light and Life. Light clerics may replace their domain spell list with the following Dawn list. These spells are always prepared, follow the ordinary cleric spellcasting rules, and do not count against prepared spells. Other subclass features remain those of the chosen Light Domain.
| Cleric level | Spell level | Dawn domain spells |
|---|---|---|
| 1 | 1 | burning hands, guiding bolt |
| 3 | 2 | scorching ray, lesser restoration |
| 5 | 3 | daylight, fireball |
| 7 | 4 | fire shield, guardian of faith |
| 9 | 5 | flame strike, greater restoration |
Life Domain: its own always-prepared spells are listed below; a Life cleric uses this list rather than the Dawn list.
| Cleric level | Life domain spells |
|---|---|
| 1 | bless, cure wounds |
| 3 | lesser restoration, spiritual weapon |
| 5 | beacon of hope, revivify |
| 7 | death ward, guardian of faith |
| 9 | mass cure wounds, raise dead |
Sunseed Cup — D&D 2014
Wondrous item, rare; no attunement required. At dawn, the empty gilt cup fills with warm, clean water and regains its single use. Drinking the whole cup, or administering it to a willing or unconscious creature within reach, takes an action. The drinker regains 3d8 hit points and ends the Poisoned condition. Undead and Constructs gain no benefit. When the person administering it freely gives the draught to someone else without payment or an agreed return, the giver gains 1d8 temporary hit points for 1 hour. The temporary points do not stack. Water poured into another vessel becomes ordinary water, and the cup produces no second draught that day.
Pathfinder 1e
Dazhbog
CR 29; XP 6,553,600
NG Large outsider (extraplanar, good)
Init +11; Senses darkvision 60 ft., constant true seeing; Perception +53
DEFENSE
AC 53, touch 35, flat-footed 45 (−1 size, +7 Dex, +18 natural, +8 sacred, +10 deflection, +1 dodge)
hp 465 (30d10+300, including Toughness)
Fort +27, Ref +32, Will +35
DR 15/epic; Immune blindness, fear; Resist cold 20, fire 20; SR 40
OFFENSE
Speed 40 ft., fly 60 ft. (perfect)
Melee +3 longspear +41/+36/+31/+26 (2d6+15/19–20/×3 plus 4d6 fire and 4d6 divine damage)
Space 10 ft.; Reach 10 ft. (20 ft. with longspear; cannot strike targets within 10 ft.)
Special Attacks dawn through the locked granary, gift passed on
Spell-Like Abilities (CL 30th; concentration +40; +44 when used defensively; spell-resistance checks +34)
Constant—true seeing
Personal spell-like abilities are listed below. Save DCs are Charisma-based. Activation is a standard action unless the spell has a longer casting time; no components are required. Spell resistance and concentration apply normally.
| Spell level | Personal spells | Uses | Save DC, if any |
|---|---|---|---|
| 0 | light, spark | At will | 20 |
| 1 | endure elements | 3/day each | 21 |
| 2 | heat metal | 3/day each | 22 |
| 3 | daylight | 3/day each | 23 |
| 4 | fire shield | 2/day each | 24 |
| 5 | flame strike | 2/day each | 25 |
| 6 | fire seeds | 2/day each | 26 |
| 7 | sunbeam | 1/day each | 27 |
| 8 | sunburst | 1/day each | 28 |
| 9 | prismatic sphere | 1/day each | 29 |
STATISTICS
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 24 (+7) | 28 (+9) | 26 (+8) | 30 (+10) | 30 (+10) |
Base Atk +30; CMB +39; CMD 75
Feats Improved Initiative, Combat Casting, Weapon Focus (longspear), Improved Critical (longspear), Spell Penetration, Greater Spell Penetration, Dodge, Mobility, Toughness, Iron Will, Great Fortitude, Lightning Reflexes, Blind-Fight, Alertness, Skill Focus (Perception)
Skills Bluff +43, Craft (woodworking) +41, Craft (metalworking) +41, Diplomacy +43, Fly +46, Heal +40, Knowledge (arcana) +38, Knowledge (nature) +38, Knowledge (planes) +41, Knowledge (religion) +41, Perception +53, Sense Motive +47, Spellcraft +41, Stealth +36; Racial Modifiers +8 Fly (perfect manoeuvrability)
Languages East Slavic, Church Slavonic; telepathy 120 ft.
SQ sacred ward, sunlit presence, step between shrines
Gear +3 Large longspear, bright cloak
ECOLOGY
Environment Dawn Orchards, Iriy (Dothion, Bytopia)
Organization unique
Treasure divine possessions; the Sunseed Cup is lent separately
SPECIAL ABILITIES
Sacred Ward (Su). Dazhbog gains a +8 sacred bonus to AC and CMD and a +6 sacred bonus on saving throws, included above. Reflex and Will are his good outsider saves; Fortitude is poor. His 14 listed skills each have 30 ranks (420 ranks). His four additional outsider class skills are Diplomacy, Fly, Knowledge (religion) and Spellcraft. While he holds his two-handed longspear, it channels the listed fire and untyped divine damage and overcomes DR/epic and DR/good; these blessings end when he releases it. Extra damage dice are not multiplied on a critical hit.
Dawn Through the Locked Granary (Su). Once every 1d4 rounds as a standard action, Dazhbog releases a 60-foot cone. Enemies in it take 99 (22d8) divine damage and 28 (8d6) fire damage; Fortitude DC 35 halves both. A failed save also causes blindness for 1 round. A creature carrying food it intends to distribute freely gains a +4 circumstance bonus on the save. The DC is Charisma-based. Divine damage is untyped; fire immunity and resistance apply to the fire portion normally.
Gift Passed On (Su, 2/day). As an immediate action when an ally within 60 feet restores hit points to another creature, Dazhbog adds 4d8 points to that healing and deals 4d8 divine damage to one visible enemy within 30 feet of the recipient (Will DC 35 half). The recipient must be capable of receiving the original healing. This power cannot trigger itself.
Step Between Shrines (Su, 2/day). As a swift action, Dazhbog teleports up to 30 feet to an unoccupied space he can see. Effects that prevent teleportation block this movement. Using an immediate action before his turn consumes that turn’s swift action normally.
Sunlit Presence (Su). Dazhbog sheds sunlight for 60 feet and normal light for another 60 feet. He may suppress or resume it as a free action on his turn. It suppresses magical darkness with caster level 30 or lower inside the sunlight; the darkness resumes outside it.
The golden apples
Giving another creature a dawn apple from the estate grants the giver 10 temporary hit points until the next dawn. One creature benefits once per dawn; repeated gifts do not stack. Unused apples become ordinary fruit at the next dawn.
Clerics of Dazhbog
Domains Sun and Good; favoured weapon longspear. Clerics choose their domains normally and gain the associated domain powers and domain spell slots. They do not gain Dazhbog’s personal spell-like abilities.
Sun: Sun’s Blessing adds cleric level to positive-energy channel damage against undead and prevents channel resistance applying to that channel’s save. From 8th level, Nimbus of Light creates a 30-foot daylight aura for a number of rounds per day equal to cleric level, dealing cleric-level damage to undead inside each round and dispelling darkness effects entering it.
Good: Touch of Good is a standard-action touch, 3 + Wisdom modifier times/day, granting a sacred bonus equal to half cleric level (minimum +1) to attack rolls, saves, skills and ability checks for 1 round. From 8th level, Holy Lance gives a touched weapon the holy quality for half cleric level rounds; uses/day are 1, plus 1 for every four levels after 8th.
Sunseed Cup — Pathfinder 1e
Minor artifact; strong conjuration and transmutation; CL 9th; slot none; weight 1 lb.; priceless. Once each dawn the empty cup fills. Drinking, or administering it to a willing or unconscious adjacent creature, is a standard action. The draught produces cure serious wounds (3d8+9 hit points) and neutralize poison on that drinker, both at caster level 9. For neutralize poison, make the required caster-level check at +9 against the poison DC; it does not automatically succeed. Healing follows the normal positive-energy restrictions of cure spells. A donor who freely administers the draught to another, without payment or an agreed return, gains 2d8 temporary hit points for 1 hour; repeated grants do not stack. Water poured into another vessel loses its magic, and the cup has one draught per day. It can be destroyed only by willingly pouring its dawn water onto a hearth while refusing food to a starving guest whom its bearer can safely feed.
D&D 3.5e
Dazhbog
Large Outsider (Good, Extraplanar)
Divine Rank 11 (intermediate deity); CR 29
Hit Dice 30d8+273 (513 hp; divine Hit Dice maximized, including Toughness)
Initiative +22
Speed 80 ft., fly 240 ft. (perfect)
Armor Class 61 (−1 size, +7 Dex, +11 divine, +24 natural, +10 deflection), touch 37, flat-footed 54; +1 dodge against a designated opponent
Base Attack/Grapple +30/+53
Attack +3 longspear +52 melee (2d6+15/19–20/×3 plus 4d6 fire and 4d6 divine damage)
Full Attack +3 longspear +52/+47/+42/+37 melee (2d6+15/19–20/×3 plus 4d6 fire and 4d6 divine damage)
Space/Reach 10 ft./10 ft. (20 ft. with longspear; cannot strike targets within 10 ft.)
Special Attacks spell-like abilities, dawn through the locked granary, divine aura, salient divine abilities
Special Qualities divine immunities, DR 25/epic, SR 43, fire resistance 16, divine senses, immortality
Saves Fort +39, Ref +35, Will +40
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 24 (+7) | 28 (+9) | 26 (+8) | 30 (+10) | 30 (+10) |
Skills Concentration +53 (+57 defensively), Craft (woodworking) +52, Craft (metalworking) +52, Diplomacy +62, Heal +54, Knowledge (arcana, nature, nobility and royalty, the planes, religion) +52 each, Listen +54, Sense Motive +54, Spellcraft +56, Spot +54, Survival +54, Swim +52
Feats Improved Initiative, Combat Casting, Weapon Focus (longspear), Improved Critical (longspear), Spell Penetration, Greater Spell Penetration, Dodge, Mobility, Toughness, Iron Will, Great Fortitude
Environment Dawn Orchards, Iriy (Dothion, Bytopia)
Organization unique
Treasure divine possessions
Alignment Neutral Good
Advancement —; Level Adjustment —
Combat and divine qualities
Divine Rank. Dazhbog’s rank adds +11 to AC, attacks, saves, skill and ability checks, and caster-level checks. He does not automatically fail attacks or saves on a natural 1. As an intermediate deity he treats ability, skill and caster-level checks as a roll of 20; attack rolls, saving throws and damage are rolled normally. His 30 outsider Hit Dice use racial BAB and saves; he has no epic class levels. Each of his 16 listed skills has 33 ranks (528 total). Diplomacy includes +4 synergy each from Sense Motive and Knowledge (nobility); Spellcraft includes +4 from Knowledge (arcana). Survival receives a further +4 for each applicable Knowledge (nature) or Knowledge (the planes) synergy.
Divine Defences. Dazhbog is immune to acid, cold, electricity, ability damage and drain, energy drain, mind-affecting effects, disease, poison, sleep, paralysis, stunning, death effects and disintegration; he is also immune to forced form changes, petrification, imprisonment and banishment. Apply the divine-rank rules’ equal-or-higher-rank exceptions where specified. He does not need to breathe, eat or sleep, does not age and is not subject to death from massive damage. His weapons overcome DR/good. While he holds his longspear it also overcomes DR/epic and channels the listed extra fire and divine dice, which do not multiply on a critical hit; those blessings end when he releases it.
Divine Senses and Communication. Dazhbog sees and hears out to 11 miles. As a standard action he can place remote senses around a worshipper, sacred site, portfolio event or a place where his name was spoken within the previous hour, across planes, at up to ten places simultaneously. Each covers an 11-mile radius; an equal- or higher-ranked deity can block it. He can likewise block lower- or equal-ranked sensing within 11 miles of himself and at two remote places for 11 hours. He understands all languages and can address creatures within 11 miles; remote communication follows the linked divine-rank rules. His mortal followers use their regional languages.
Portfolio Sense. Dazhbog senses events concerning sunlight and the sharing of essential provisions, regardless of how many people they involve, throughout the multiverse and up to eleven weeks into the past. This tells him the event’s occurrence and location, not its full details or the future.
Divine Aura (Ex). Dazhbog chooses a radius from 0 to 1,100 feet and an aura effect as free actions on his turn. Affected creatures make a Will DC 31 save; success gives immunity for 24 hours. Daze allows defence but no actions. Fright makes creatures shaken, with −2 morale to attacks, saves and checks; his glance can make an affected creature frightened. Resolve grants +4 morale to allies’ attacks, saves and checks and imposes −4 morale on enemies’ attacks, saves and checks. Effects are mind-affecting, last while within the aura, and do not affect deities of equal or higher rank. He can exempt his worshippers and Neutral Good creatures. Listed combat numbers exclude aura modifiers.
Dawn Through the Locked Granary (Su). Every 1d4 rounds as a standard action, Dazhbog creates a 60-foot cone. Enemies take 22d8 divine damage and 8d6 fire damage; Fortitude DC 46 halves both. Failure also causes blindness for 1 round. A creature carrying food for free distribution gains a +4 circumstance bonus on the save. The DC is 10 + half racial HD + Charisma modifier + divine rank. Divine damage is untyped.
Personal Spell-Like Abilities. Caster level 30th (31st for good spells); save DCs are Charisma-based and include divine rank. Caster-level checks against spell resistance are +45 (+46 for good spells). Components are not required. Each takes a standard action unless the spell has a longer casting time; normal concentration and spell resistance apply. Personal daily limits are separate from the domain powers below.
| Spell level | Personal spells | Uses | Save DC, if any |
|---|---|---|---|
| 0 | light, prestidigitation | At will | 31 |
| 1 | endure elements | 3/day each | 32 |
| 2 | heat metal | 3/day each | 33 |
| 3 | daylight | 3/day each | 34 |
| 4 | fire shield | 2/day each | 35 |
| 5 | flame strike | 2/day each | 36 |
| 6 | fire seeds | 2/day each | 37 |
| 7 | sunbeam | 1/day each | 38 |
| 8 | sunburst | 1/day each | 39 |
| 9 | prismatic sphere | 1/day each | 40 |
Fourteen salient divine abilities
Each power below is supernatural. Unless stated otherwise, it has caster level 30 for opposed effects, uses save DC 31, and neither expends nor restores another salient power’s uses.
First Golden Ray. At will as a move action, Dazhbog teleports up to 100 feet between two visible sunlit places within the Dawn Orchards. A barrier raised by an equal- or higher-ranked deity that prevents teleportation blocks this passage.
Bread for Travellers. Twice/day as a standard action, he releases a 30-foot cone of sunlight. Enemies in it take 10d6 fire damage (Reflex DC 31 half); magical darkness of 6th level or lower ends in the cone.
The Shadow Recedes. Twice/day as an immediate action, an ally within 40 feet that fails a Reflex save may reroll it against the same DC. The second result stands.
Harvest Ransom. Once/day as an immediate action, one ally within 60 feet ignores fatigue and exhaustion caused by hunger, thirst or environmental cold for 24 hours. This prevents neither damage nor death from those hazards.
Grain That Grows. Once/day as a standard action, he fills a 20-foot square of earth within 60 feet with grain for 1 round. It is difficult terrain for enemies and gives allies in it cover (+4 AC, +2 Reflex against attacks crossing the grain). The grain then withers and supplies no lasting food.
Sun-Wheel Turning. Three/day as a swift action, his next successful weapon hit before the end of the turn deals +4d6 fire damage. This extra damage does not multiply on a critical hit.
Open-Handed Gift. Once/day as a standard action, he opens a two-way doorway between two visible points in the Dawn Orchards no farther than 300 feet apart. It lasts until the start of his next turn; moving through it costs 5 feet of movement. It cannot cross a planar boundary or an equal- or higher-ranked deity’s ward against planar travel.
River of Gold. Twice/day as a swift action, he blesses one visible ally’s weapon within 60 feet for 1 minute. Its next successful hit deals +3d6 fire damage and counts as good for DR; the blessing then ends. Extra fire dice do not multiply on a critical hit.
Fields Reclaimed. Once/day as an immediate action, Dazhbog imposes a −4 sacred penalty on an enemy attack against another creature within 60 feet, after the die is rolled but before its result is announced.
The Day Returned. Once/day as a standard action, he attempts to dispel each magical darkness effect in a 60-foot radius. His dispel check is 1d20+30, plus his +11 divine bonus; the intermediate-deity check rule treats the roll as 20. The DC is 11 + the darkness effect’s caster level.
Sunlight Sight. At will as a standard action, he sees a known shrine of Dazhbog on the same plane for 1 round, as though standing there. He hears nothing; lead, blocked planar access and wards against scrying prevent the vision. This is separate from rank-based remote sensing.
Sunlight Recollection. Once/day as a swift action, he restores one expended use of a personal spell-like ability of 4th level or lower. It cannot restore relic uses, salient powers or spell slots.
Sunlight Restoration. Once/day as a standard action, he repairs a nonmagical object of Large size or smaller within 30 feet if all its fragments are present. It restores the object to full hit points, not its contents, lost magic or absent materials.
Sunlight Reprieve. Once/day as an immediate action, one creature within 30 feet may reroll a failed save against magical blindness, an effect with the light descriptor or environmental heat. The second result stands. An immediate action consumes Dazhbog’s next swift action normally.
Native domain powers
Dazhbog grants Sun, Good and Fire. He uses their spells at will as spell-like abilities at caster level 21st (22nd for good spells), save DC 31 + spell level. Caster-level checks against spell resistance are +36 (+37 for good spells). The domain spell table below is also his complete at-will domain repertoire.
Good: the +1 caster level for good spells is included above. Fire: he can turn or destroy water creatures, or rebuke, command or bolster fire creatures, as a cleric of level 11, a total of 13 times/day. His divine bonus and intermediate-deity check rule apply to the turning check. Sunlit Turning (Su): as a standard action, he turns undead as a cleric of level 11, 13 times/day; up to eleven of these attempts may be greater turnings, destroying undead that would be turned. His turning check is 1d20+21, treated as 41 by his divine rank; turning damage is 2d6+21 HD. This campaign power supplies his undead-turning pool.
The golden apples
Once per dawn, a creature that freely gives another creature an apple from the Dawn Orchards gains 10 temporary hit points until the next dawn. Additional gifts do not stack or refresh that grant. Unused golden apples become ordinary fruit at the next dawn.
Clerics of Dazhbog
Domains Sun, Good, Fire; favoured weapon longspear. Clerics choose two domains and gain their normal granted powers and domain spell slots. Their own spell DCs, caster levels and turning attempts follow their cleric statistics, without Dazhbog’s divine rank.
Sun: once/day a cleric replaces a normal undead-turning attempt with greater turning, destroying undead that would otherwise be turned. Good: cast good spells at +1 caster level. Fire: turn/destroy water creatures or rebuke/command/bolster fire creatures as a cleric turns undead, 3 + Charisma modifier total uses/day.
Sunseed Cup — D&D 3.5e
Minor artifact; strong conjuration and transmutation; CL 9th; slot none; weight 1 lb.; priceless. Once each dawn the empty cup fills. Drinking, or administering it to a willing or unconscious adjacent creature, is a standard action. The draught produces cure serious wounds (3d8+9 hit points) and neutralize poison on that drinker, both at caster level 9. Healing follows the normal positive-energy restrictions of cure spells. A donor who freely administers the draught to another, without payment or an agreed return, gains 2d8 temporary hit points for 1 hour; repeated grants do not stack. Water poured into another vessel loses its magic, and the cup has one draught per day. It can be destroyed only by willingly pouring its dawn water onto a hearth while refusing food to a starving guest whom its bearer can safely feed.
Sources and further reading
Historical roots. The Primary Chronicle passages and discussion collected by Václav Blažek name Dazhbog among the Kyiv idols and discuss the references in the poem of Igor’s campaign. Nikos Čausidis examines Dazhbog in the Slavic Malalas chronicle and related traditions. Scholars also dispute how far the Sun identification, the Svarog relationship and the distinction from Khors can be reconstructed from the surviving texts; see Oleg V. Kutarev, Dazhbog: The Ancient Slavic Pagan Deity of the Shining Sky (2021). The distinct gods, Dawn Orchards, living shrines, named adventures, Sunseed Cup and combat powers here are campaign creations; the painted emblem is not a surviving medieval cult object. Artwork: AI-generated campaign paintings.
Rules sources and attribution. The deity and relic mechanics are original, unplaytested campaign designs. The D&D 2024 and 2014 panels use their respective spell and monster rules; Pathfinder uses its own outsider, feat and domain rules; D&D 3.5e uses its own outsider and divine-rank rules. Encounter ratings are campaign estimates.
D&D reference: System Reference Documents 5.2.1 and 5.1, © Wizards of the Coast LLC, available under CC BY 4.0. Original deity material and alterations are not official Wizards material. Pathfinder reference: Paizo’s outsider rules and cleric domains. D&D 3.5e reference: the divine ranks and powers and cleric domain lists in the Revised System Reference Document. Open rules are used under the applicable licences; product and company names identify their owners and imply no endorsement.
Return to the Slavic pantheon; visit Svarog, Mokosh and Simargl, or explore Slavic monsters.
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System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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