Oghma

Binder of What Is Known

God of knowledge, invention, inspiration, and bards

CR 30Greater deityNeutralKnowledgeInventionInspirationBards

Avatar of Oghma

Large celestial (avatar), neutral

Armor Class
26 (natural armor)
Hit Points
620 (40d12 + 360)
Speed
60 ft.
STRDEXCONINTWISCHA
26 (+8)28 (+9)24 (+7)38 (+14)30 (+10)38 (+14)
Saving Throws
Int +24, Wis +20, Cha +24
Skills
Arcana +34, History +34, Nature +34, Performance +24, Persuasion +24, Religion +34
Damage Resistances
cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
necrotic, poison, psychic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses
truesight 120 ft., passive Perception 30
Languages
all, telepathy 120 ft.
Challenge
30 (155,000 XP)
Proficiency Bonus
+10

Traits

Legendary Resistance (3/Day). If Oghma fails a saving throw, he can choose to succeed instead.
Magic Resistance. Oghma has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. Oghma’s spellcasting ability is Charisma (spell save DC 32, +24 to hit with spell attacks). He requires no components.
  • At will: comprehend languages, detect thoughts, dispel magic, legend lore, tongues
  • 3/day each: foresight, mass suggestion, modify memory, power word stun
  • 1/day each: power word heal, psychic scream
The Binder’s Insight. Oghma automatically succeeds on any Intelligence or Wisdom ability check with a DC of 30 or lower.
Divine Bard. A creature does not need to share a language with Oghma to understand his songs and spoken magical effects.
Godly Presence. Oghma cannot be moved, teleported, or banished against his will.
Living Metatext (Mythic Trait; 1/Day). When Oghma is reduced to 0 hit points, he instead regains 310 hit points and becomes surrounded by spectral script for 1 minute. He can use his mythic actions, and creatures within 60 feet cannot knowingly speak a falsehood.

Actions

Multiattack. Oghma makes two Mortal Strike attacks and one Singing Strike attack.
Mortal Strike. Melee Weapon Attack: +24 to hit, reach 10 ft., one target. Hit: 28 (3d8 + 14) slashing damage plus 18 (4d8) force damage.
Singing Strike. Melee Spell Attack: +24 to hit, reach 10 ft., one target. Hit: 36 (4d10 + 14) thunder damage, and the target takes a −2 penalty to attack rolls until the end of Oghma’s next turn.
Binding Song (Recharge 5–6). Each creature of Oghma’s choice within 60 feet that can hear him must succeed on a DC 32 Wisdom saving throw or be restrained and unable to take reactions until the end of its next turn.

Bonus Actions

Dancing Blade. Oghma commands Mortal Strike to attack one creature within 30 feet. The blade uses Oghma’s attack bonus and returns to his hand after the attack.

Reactions

Arcane Counter. When a creature Oghma can see within 120 feet casts a spell, Oghma casts counterspell.
Defending Blade. Oghma adds 5 to his AC against one melee attack that would hit him.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Invoke Spell. Oghma casts one at-will spell.
Inspired Performance. One ally Oghma can see within 120 feet scores a critical hit on a roll of 18–20 until the end of Oghma’s next turn.
Thought Storm (Costs 2 Actions). One creature within 120 feet must succeed on a DC 32 Intelligence saving throw or take 45 (10d8) psychic damage and be stunned until the end of its next turn.
Mass Suggestion (Costs 3 Actions). Up to twenty creatures within 120 feet must succeed on a DC 32 Wisdom saving throw or follow a reasonable course of action Oghma describes for 24 hours, as in the mass suggestion spell.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Unanswerable Question. Up to three creatures Oghma can see must succeed on a DC 26 Intelligence saving throw or be incapacitated until the end of their next turn while considering a question they cannot resolve.
Shelving Shift. Bookcases, tablets, or walls of script move to form up to three 20-foot-long barriers that provide total cover until initiative count 20 on the next round.
Recovered Lore. Oghma or one ally regains one expended spell slot of 7th level or lower or one expended use of a limited class feature.
Chorus of Names. Each enemy in the lair must succeed on a DC 26 Wisdom saving throw or lose the benefits of being invisible, hidden, or disguised until initiative count 20 on the next round.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

Scroll of the Ages. Oghma ends one spell or magical effect created within the last minute.
Covenant of Wisdom (Costs 2 Actions). Each ally within 60 feet has advantage on attack rolls and ability checks until the start of Oghma’s next turn. Each enemy there must succeed on a DC 32 Wisdom saving throw or be stunned until the end of its next turn.
The Un-Naming (Costs 3 Actions). One creature within 120 feet must succeed on a DC 32 Intelligence saving throw or take 77 (14d10) psychic damage and lose access to its class features until the end of its next turn.

Introduction

Oghma, the Binder of What Is Known, governs knowledge in its rawest form: the idea. His faithful teach that a named concept gains the strength to move nations and outlast empires. Original song, story, poetry, and other creative work fall within this concern because they give new ideas durable form.

Namers, bards, sages, and wizards maintain his scriptoria and libraries. Different branches of the church disagree over whether knowledge should predict the future, guide public life, or remain preserved until safer minds can use it. Oghma sometimes walks among mortals to hear new work performed and to find creators whose ideas have not yet reached a wider audience.

The avatar appears when a discovery threatens to vanish, a conspiracy attempts to erase a people’s history, or an idea becomes dangerous enough to require divine judgment.

The title Binder also describes Oghma’s mastery of names. Given time, he can answer any question that admits an answer, and he knows the hidden name that binds a mortal creature to its identity. That same authority lets him confine fiends until he decides they may be released.

Physical Appearance

Oghma commonly appears as a handsome dark-skinned man in resplendent clothing, carrying a white snowwood yarting. His alert eyes follow every speaker, and his voice has a melodic lilt even in ordinary conversation.

When open battle becomes necessary, he can assume the build of a gigantic elder with flowing white hair and beard. The yarting remains, its strings producing chords powerful enough to bind bodies and thoughts.

Roleplaying the Avatar

Oghma is charming, unhurried, and conservative about ideas that can cause irreversible harm. He rewards honest inquiry but treats unsupported speculation as unfinished work.

  • Ask for sources, names, and concrete observations.
  • Answer a good question before addressing a boast.
  • Use a musical phrase to mark a decisive fact.
  • Never lie, though you may refuse to release a dangerous truth.
  • Treat debate as craft and violence as a failure that may still be necessary.

Use in a Campaign

The Metatext Fragment

A recovered passage predicts how to end a divine war but also reveals how to begin one. Oghma asks the party to judge who may read it.

The Burned Name

A regime erases an entire community from maps and records. The avatar preserves its true name while the characters recover living witnesses.

Silence at Candlekeep

Every written work in one tower becomes blank overnight. Oghma arrives with a melody that can restore the words if the thief is named during the performance.

Schism of the Namers

Two churches prepare for violence over whether a prophecy should be published. The avatar will accept a mortal argument but only one supported by evidence.

Lairs

Oghma’s lairs give ideas physical form. Spoken names appear as script, forgotten facts gather as dust, and a convincing argument can open a door that force cannot move.

The Font of Knowledge

Waterdeep’s great temple and library fills with spectral music whenever a new work adds a genuinely original idea.

Leaves of Learning

Highmoon’s slim-spired library protects its books with anti-fire wards and corridors that organize themselves around a visitor’s question.

House of the Binder

Within Candlekeep, discoveries spoken in the courtyard write themselves into a book no mortal hand can open alone.

House of Knowledge

In Oghma’s realm, every conceived idea has a room, a name, and a guardian chosen according to the harm the idea could cause.

Shared References

Open a reference for its canonical description and related entries.

Oghma as a dark-skinned man in fine green, ivory, and gold clothing, playing a white snowwood yarting.