Arawn – God and Clerics for D&D 5e

Arawn

Intermediate God

Arawn is one of the most important characters in the Mabinogi, a collection of ancient Welsh stories that preserve the legends and traditions of the Celtic people. He is the ruler of Annwn, the Otherworld or the land of the dead, where he commands a host of supernatural beings and a pack of white hounds with red ears. He is also a master of magic and shape-shifting, and he can grant gifts and favors to those who earn his friendship or respect.

One of his most famous stories is his exchange of places with Pwyll, the lord of Dyfed, for a year and a day. In this way, Arawn defeats his rival Hafgan, while Pwyll gains the loyalty and admiration of Arawn and his wife. Arawn is also the giver of the magical pigs that Pryderi, the son of Pwyll, receives as a gift. These pigs will later be stolen by Gwydion, the wizard and the brother of Lleu Llaw Gyffes, sparking a war between the kingdoms of Dyfed and Gwynedd.

Arawn is a complex and mysterious figure, who often appears as a friend or a foe, depending on the situation. He is sometimes seen as a benevolent and generous king, who rewards those who are loyal and honorable to him. He is also sometimes seen as a malevolent and cunning lord, who tricks and tests those who cross his path. He is always respected and feared by both humans and gods, as he holds the power over life and death.

The Hounds of the Otherworld

In Welsh mythology, Arawn is not only the king of the otherworld, but also the leader of a pack of Spectral Hounds (see followers) that hunt with him in both worlds. These hounds are called Cŵn Annwn, which means “hounds of Annwn” in Welsh. They have some distinctive features, such as:

  • They are usually white with red ears, although some sources describe them as black or grey .
  • They make a loud and terrifying noise when they are far away, but as they get closer, their sound becomes softer and fainter .
  • They are associated with death and the Wild Hunt, a supernatural chase that preys on the souls of the wicked or the unwary .
  • They are loyal and obedient to Arawn, but can be hostile and aggressive to those who offend or challenge him.

The Cŵn Annwn appear in several Welsh legends and folklore, such as the Mabinogi and the Tale of Culhwch and Olwen, where they play important roles in the adventures and conflicts of the heroes and gods. In this section, we will explore some of these stories and learn more about these mysterious and fascinating hounds of the Otherworld.

STATISTICS OF ARAWN

Arawn is the king of Annwn, the realm of the dead in Welsh mythology. He is a master of magic and shapeshifting, and a lover of hunting and sport. He is neutral evil in alignment, and he welcomes any evil followers who seek his power and secrets. His holy symbol is a stag skull worn as a helmet, which symbolizes his dominion over nature and its predators. He demands respect and obedience from his servants, and he rewards them with knowledge and gifts from the otherworld. He has no allies or enemies among the other gods, but he despises those who interfere with his plans or try to cheat death.

  • Alignment. Neutral Evil.
  • Worshippers Alignment. Any Evil.
  • Spheres of Influence. Life, Death.
  • Holy Symbol. Skull of a Wild Stag worn as a helmet (see rituals).

Clerics of Arawn: Prerequisites & Restrictions

Clerics of Arawn are the evil servants of the Welsh god of life and death, who rules over the cycle of nature and the fate of souls. They use clubs and sickles as their weapons, and they can wear any armor. They have access to the divine domains of Forge, Grave, and Knowledge, which reflect Arawn’s aspects as a master of magic and shapeshifting, a ruler of the realm of the dead, and a keeper of secrets and mysteries. They wear stag skulls as helmets, which are the holy symbol of Arawn. They respect and obey Arawn, and they seek his power and guidance. They have no allies or enemies among the other gods, but they despise those who interfere with Arawn’s plans or try to cheat death.

  • Alignment Restriction. Any Evil.
  • Weapons Allowed. Club, Sickle.
  • Armors Allowed. Any armor.
  • Divine Domains. Death, Nature.

SACRED DAYS OF ARAWN

Samhain (October, 31st). Samhain is a festival that celebrates the end of the harvest season and the beginning of the dark half of the year. It is also a time when the boundary between the worlds is thin, and the spirits of the dead and other supernatural beings can cross over to the mortal realm. Samhain is a sacred day for Arawn and his followers, who honor him with offerings, rituals, and prayers. They may also seek his guidance, power, or secrets through divination or magic.

RITUALS OF ARAWN

Arawn’s followers perform various rituals to honor, appease, and attune to their god. These rituals reflect Arawn’s domains and aspects, as well as his clerics’ duties and powers.

  • 1st level – The Initiation of Arawn
  • 5th level – The Trial of the Champions
  • 10th level – The Hunt of Arawn
  • 15th level – The Sacrifice of Arawn
  • 20th level: The Arawn’s Ritual of Undeath

DUTIES OF ARAWN’S CLERICS

A cleric of Arawn has several duties that reflect their devotion and allegiance to their god, as well as their own ambitions and interests. Here is a list of some of the duties that a cleric of Arawn should comply with:

  • Perform sacrifices to appease Arawn and his hounds.
  • Hunt for sport and pleasure, as Arawn does.
  • Explore the mysteries of the Otherworld
  • Be wary and cautious of other gods and their followers who oppose or rival Arawn.
  • Respect Arawn as the only master of death.
  • Deceive and confuse your enemies and rivals.
  • Respect and help the allies that have achieved Arawn’s favor.

GRANTED POWERS

Arawn grants his clerics special powers that reflect his domains and aspects, by granting his clerics special powers that reflect his domains and aspects.

  • 5th level. Arawn’s Speak with Dead (spell)
  • 10th level. Arawn’s Animate Dead (spell)
  • 15th level. Arawn’s Resurrection (spell)
  • 20th level. Arawn’s Raise Nation (spell)

FOLLOWERS

Arawn is a Celtic god of death and the underworld, who rules over the realm of Annwn. He is known for his hunting and shapeshifting abilities, as well as his connection to Pwyll, a mortal lord who became his friend and ally. Arawn grants his clerics a special bond with him, and bestows upon them loyal and devoted followers, who share his aspects and domains. These followers are usually warriors, hunters, spies, or necromancers, who aid the cleric in their quests and battles. The cleric of Arawn can gain up to four followers, depending on their level and achievements. These followers are:

  • 5th level. The cleric of Arawn receives a Hound of Arawn as a follower. This is a large, black, spectral dog with glowing red eyes and a fearsome howl. The hound of Arawn is loyal to the cleric and Arawn, and can track and hunt any creature that the cleric commands.
  • 10th level. The cleric of Arawn receives a fey ally as a follower. This is a creature from the Otherworld that has a bond with Arawn and his clerics. The fey ally can be of any type or subtype of fey. The fey ally has the same statistics as the chosen type of fey, except that it can communicate telepathically with the cleric and Arawn.
  • 15th level. The cleric of Arawn receives a revenant as a follower. This is a creature that was killed by the cleric or by Arawn’s will, and has been brought back to life by Arawn to serve the cleric.
  • 20th level. The cleric of Arawn is joined by a formidable Death Knight, a fearsome warrior in dark armor, who was a former Arawn’s champion summoned by Arawn to serve the cleric of Arawn. This Death Knight will serve as the general in command of the undead army raised by the spell Arawn’s Raise Nation, leading legions of undead into battle and enforcing the cleric’s will with an iron fist. The Death Knight possesses not only immense martial prowess but also the ability to wield dark magic, including spells granted by Arawn, making them a powerful ally in the cleric’s quest for dominance over life and death.

Thank you for reading this content about Arawn, the Celtic god of life and death, and his clerics, who serve him as mediators, seekers, and hunters. I hope you enjoyed learning about this fascinating deity and his followers, and how they can be used in your D&D campaigns. If you want to catch up with future updates and have a conversation about this subject, I invite you to join Angry Golem Games on Reddit, where you can find more content and discussions about D&D and RPGs. You can follow this link to join the community: Angry Golem Games. Thank you for your interest and support.