Hachiman – God and Clerics for D&D 5e

Hachiman (Intermediate God)

Hachiman was born Ojin, son of the Empress Jingo. According to legend, Empress Jingo became pregnant while leading a military expedition against Korea. In order to delay the child’s birth, she swallowed a rock. It is no wonder that, born of such a woman, Ojin grew up to become a cunning and mighty warrior in his own right. In fact, his victories were so great that the Ama-Tsu-Kami granted him immortal status and made him the god of war.

Hachiman always knows the location, strength, and readiness of any army. He also has the power to read the thoughts of any military commander. In his true form, Hachiman is a splendidly armored warrior.

Roleplaying Tips

When a battle occurs, Hachiman is always watching. There is a 5% chance that he will send his avatar to rescue any warrior who does not flee when outnumbered by more than four-to-one. Before a battle, any commander who has performed constant devotions to Hachiman stands a 5 % chance of suddenly discovering that he “knows” the enemy’s strength, location, and plan of attack. Hachiman hates cowardice in combat and any warrior exhihiting a fear of death suffers a permanent -1 modifier to his attack bonus. Hachiman does not send omens.

STATISTICS

  • Alignment. Lawful Neutral.
  • Worshippers Alignment. Any alignment.
  • Spheres of Influence. War.
  • Holy Symbol. Samurai Sword.

Clerics of Hachiman

Priests or Hachiman are professional soldiers. They must always be prepared to fight for their lord, can never shirk from battle, and must be in the first rank when battle is joined.

Alignment Restriction. Any alignment.

Weapons Allowed. Bows, Dagger, Polearms, Swords.

Armors Allowed. Any armor.

Divine Domains. Knowledge, Life, Tempest, War.

GRANTED POWERS

  • Level 1. Extra Attack Feature as the Fighter.
  • Level 10. Favorite sword becomes a +3 weapon.