Lugh – God and Clerics for D&D 5e

Lugh (Intermediate God)

Lugh can best be described as the god of excellence, reputed to be not only the inventor and patron of the arts, but also an expert in such diverse fields as sorcery, history, craftsmanship of all sorts, story telling, and heroism. Lugh, whose name means ‘The Shining One,” is the most widely worshipped of the pantheon, with numerous monuments throughout Celtic regions where followers prayed to him for guidance in any of his many areas of expertise.

He can control endeavors in the arts and crafts with which he is familiar, and he can control or influence all forms of travel and commerce. He can also turn day to night or vice versa at will. Beyond these pursuits, however, Lugh is a formidable warrior, armed with a great spear and a sling.

Roleplaying Tips

A wanderer of the lands of his worshippers, consorting with the various goddesses of the lands that he meets, Lugh is a self-confident god, eager to keep his hand in mundane affairs.

He keeps an eye out for fair play in human matters, stepping in with his avatar to affect the outcome of endeavors within his own expertise.

STATISTICS

  • Alignment. Chaotic Neutral.
  • Worshippers Alignment. Lawful Neutral, Neutral, Neutral Good, Chaotic Neutral.
  • Spheres of Influence. Arts, Crafts, Travel, Commerce, War, Horsemanship.
  • Holy Symbol. Eight-pointed star.

Clerics of Lugh

Priests of Lugh must be highly skilled in the arts, and they must be well-travelled. They must also erect mounds to Lugh, or hold their ceremonies atop low hills or other summits.

Alignment Restriction. Lawful Neutral, Neutral, Neutral Good, Chaotic Neutral.

Weapons Allowed. Mace, Sling.

Armors Allowed. Any armors.

Divine Domains. Forge, Knowledge, Life, Light, Nature, Peace, Tempest, Trickery, Twilight, War.

GRANTED POWERS

  • Level 1. Darkness/Light 100 ft. radius (spell, no material components required)
  • Level 3. Travel at triple speed for 4 hours per day.
  • Level 9. Enchant an Item (spell, once per week).