Image used with permission from Howard David Johnson
Daghdha enjoys a position of leadership among the loose confederation of Celtic gods, a god of druid. His powers widely varied, but he is credited with control over the weather and crops. His great cauldron is a bottomless receptacle with food and drink and the abundance of the other-world from which he comes - there is virtually nothing he cannot pull from his cauldron. Daghdha is the custodian the gods and all people, using his charms and powers to protect and aid them whenever he can. As a warrior he is a great leader and scout, as a father figure he is both stern and fun-loving; Daghdha enjoys being a comical figure of great power.
Daghdha is a happy go lucky sort who is only interested in the general welfare of his Celtic worshippers. He will often send his avatar to appear at the scene of an impending battle and use his charms to sway crucial male figures on the other side. He also sends him during times of pestilence or crop failure to set things right. He will tempt to resort to comic trickery to get his own way.
Duties of the Priesthood
Priests of Daghdha must be druid. They are expected to dress in an unorthodox manner in order to draw attention to themselves. Daghdha's druid are chiefly responsible for the creation of great standing stones with which they can keep track of the seasons and through which they can exercise their magical powers. His druid generally keep to themselves, gathering only to perform important ceremonies.
Originally written by
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Dagdha is the “good god”, meaning that he is the god of abundance and celebration, but also that is able in (good at) all crafts. He is above all renown for his great magical cauldron. This artifact is one of the four major objects of the Tuatha Dé Danann: the food it produces restores health; and the deceased who are plunged into it are brought back to life. As the god of abundance, Dagdha appears as a ribald god of revelry and fertility (he has numerous lovers among the goddesses). He otherwise is the god of friendship, but also a sworn enemy of the Fomoré of whom he killed many with his great club. In fact, Dagdha is one of the oldest deities, and a patriarchal figure. He was the leader of the Celtic gods before being replaced by Lugh in this function. He appears as a friendly, fat, big man, wearing a cauldron and a huge club.
Originally Posted by
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Greater Celtic Deity
Eochaid Ollathair, the Daghdha, the Dozen King
Symbol: Cauldron. The filidh of the Dagdha all carry with them a small cauldron.
Alignment: Chaotic Good
Portfolio: Fertility, harvest, revelry, prosperity of Celtic peoples.
Typical worshippers: Many Celtic people worship the Dagdha, but especially farmers, and often times rangers., rogues, druids,
Duties of priesthood: Filidh of Dagdha see to the prosperity of Celtic people. They are expected to bless the fields and cattle so they may be fruitful, and see that their clan gets wealthy. They are otherwise expected to be able in many Crafts and Professions.
Special Benefit: Filidh of Daghda cast the spells: Create Water, create food and water, Heroes' Feast automatically as if empowered as per the metamagic feat (but without increasing the spell's level). Cleric Alignments: CG, CN, NG
Domains: Balance, Luck, Good, Abundance, Storm, Trickery
Favored Weapon: Great club.
The leader of the Celtic Pantheon, however, this says very little about the gods behavior, which is uncouth and unpredictable. Though he normally acts like a stupid buffoon, he is certainly capable of the leading the pantheon, and as one of the older gods around, he seems to know exactly where the pantheon needs to go. He appears as a comically dressed man, tall, with a too-short tunic.
Medium-Sized outsider (Chaotic, Extraplanar, Good)
|20d8+160 (outsider) plus 30d8+240 (druid) plus 12d10+96 (fighter) plus 7d6+56 (rogue) (1114 hp)|
|80 (+8 Dexterity, +19 divine, +11 deflection, +32 natural)|
|+5 chaotic holy impact club +83/+78/+73/+68 melee; or by spell +73 melee touch or +71 ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit.|
|+5 chaotic holy impact club 1d6+22+2d6 holy+2d6 chaotic/19-20; or by spell. *Always does maximum damage (club 28 +12 holy+12 chaotic).|
|5 ft. by 5 ft./5 ft.|
|Domain powers, salient divine abilities, spell-like abilities, sneak +4d6.|
|Divine immunities, DR 30/epic, fire resistance 24, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 19 miles, remote communication 19 miles, godly realm (100 miles), greater teleport at will, plane shift at will, a thousand faces, natures sense, wild empathy +41, woodland stride, trackless step, resist natures lure, wild shape (animal, magical beast, plant, dragon 9/day; elemental 3/day), SR 71, divine aura (19 miles, DC 40), trap sense +2, trapfinding, evasion.|
|Fort +63, Ref +67, Will +72.|
|Strength 30, Dexterity 26, Constitution 26, Intelligence 34, Wisdom 44, Charisma 32.|
|Balance +42, Bluff +77, Climb +44, Concentration +77, Diplomacy +95, Disguise +57, Escape +42, Forgery +69, Gather Information +43, Handle Animal +92, Heal +79, Hide +69, Intimidate +59, Jump +44, Knowledge (Arcana) +64, Knowledge (history) +64, Knowledge (nature) +83, Knowledge (Planes) +64, Knowledge (religion) +64, Listen +86, Move Silently +69, Open Lock +47, Ride +55, Search +41, Sense Motive +65, Sleight of Hand +65, Spellcraft +81, Spot +86, Survival +88, Swim +57, Tumble +37. *Always receives a die roll of 20 on checks.|
|Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Empower Spell, Enhance Spell, Enlarge Spell, Epic Reflexes, Extend Spell, Great Cleave, Greater Spell Penetration, Heighten Spell, Improved Bullrush, Improved Initiative, Improved Trip, Knock-Down, Maximize Spell, Mobility, Multispell, Persistent spell, Power Attack, Quick Draw, Spell Penetration, Spring Attack, Still Spell, Sunder, Track, Weapon Focus (club), Weapon Specialization (club), Whirlwind Attack .|
|Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.|
Salient Divine Abilities
|Alter Form, Alter Reality (DC 50 for duplicated spells), Alter Size, Automatic Metamagic (quickened druid spells), Automatic Metamagic (Silent druid spells), Avatar (20), Battlesense, Command Plants (19 mile radius), Divine Blast (14/day, 19 miles, 30d8 points of damage), Divine Druid, Divine glibness (up to 29 creatures, DC 40), Divine Shield (11/day, stops 190 points of damage), Divine Spellcasting, Divine Weapon Focus (club), Extra Domain (Plant), Extra Domain (Storm), Extra Domain (Trickery), Gift of Life, Increased SR, Instant Counterspell, Life and Death, Mass Divine Blast, Possess Mortal (20 at once, DC 40), Power of Nature (19 miles).|
|Add Wisdom modifier to AC for 19 rounds, 19/day; cast chaotic spells at +1 caster level; cast good spells at +1caster level; rebuke or command plants 14/day.|
uses these abilities as a 29th level caster, except for chaotic and good
spells, which he uses as a 30th level caster. The DCs are 40+spell level.
Make whole, calm
emotions, Clarity of Mind, dismissal,
Sanctuary, mass, Banishment, Word
of Balance, protection
from spells, Weighed in the Balance, protection
from law, shatter, magic
circle against law, chaos hammer,
Dispel Law, animate
objects, word of chaos,
cloak of chaos, summon
monster IX*, protection
from evil, Aid, magic
circle against evil, holy smite,
Dispel Evil, blade
barrier, Holy word, holy
aura, entangle, barkskin,
plant growth, control
plants, wall of thorns,
repel wood, Changestaff,
command plants, Shambler,
Entropic Shield, Gust
of wind, call lightning,
sleet storm, ice
storm, call lightning
storm, control weather,
Whirlwind, storm of vengeance,
change self, invisibility,
false vision, mislead,
any object, time stop.|
*Cast as a chaotic or good spell only
Spells/day (Levels 0-17): 6/10/9/9/9/9/7/7/7/7/3/3/3/3/2/2/2/2; base DC=29+spell
Possessions: Daghdha carries a +5 holy chaotic impact club. In addition, he has access to his Great Cauldron, from which he (and his proxy) can pull any object they desire, as if by the Divine Creation salient divine ability.
As a Greater Deity, Daghdha automatically receives the best possible result on any die roll he makes (including attack rolls, damage roll, and saves). He is immortal.
Senses: Daghdha can see, hear, touch, and smell at a distance of 19 miles. As a standard action, he an perceive anything within 19 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his sense to up to 20 locations at once. He can block the sensing power of deities his rank or lower at up to two remote locations at once for 19 hours.
Portfolio Sense: Daghdha senses anything that affects the crops on a world in which the Celtic Pantheon has a presence 19 tendays (or weeks) before the event occurs and retains the sensation for 19 tendays (or weeks). He likewise senses any change in the weather, whether natural or supernatural, as well as anything that affects the welfare of the Celtic Pantheon as a whole.
Automatic Actions: Daghdha can use Bluff, Diplomacy, Knowledge (nature), or Survival as a free action as long as the DC is 30 or lower.
Create Magic Items: Daghdha can create any magical weapons, as well as any item that controls the weather, controls plants, or aids in stealth and trickery.
The Netbook of Witches and Warlocks
Timothy S. Brannan and The Netbook of Witches and Warlocks Team
Earth and father God to the ancient Celts. He stirs the cauldron of creation. He mates with the Morrigan once per year, but shares his cauldron with Cerridwen.
Areas of Influence: Earth, Life and Death
Consort to: Cerridwen or the Morigann
|To Medieval Gods||To Witchcraft|
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