Asgardian Pantheon • Vanir

Njörðr — Vanir Lord of Sea-Wind, Voyages & Prosperity

Portrait illustration of Njörðr, Vanir lord of the sea, winds and safe voyages
Njörðr of Nóatún. God of fair winds, seafaring and prosperity.

Njörðr is the Vanir god of the prosperous shore: master of wind, sea and safe passage, giver of land and wealth, father of Freyr and Freyja, and the divine hostage whose presence helped end the war between Æsir and Vanir. His power is not the sea’s hunger for wrecks. It is the favourable wind, the harbour reached alive, the fishing ground that feeds a town and the fortune carried home in a ship’s hold.

Njörðr at a Glance

Divine clanVanir; given to the Æsir as a hostage and peace-pledge after the war of the divine clans
Divine statusIntermediate deity (Divine Rank 11)
AlignmentNeutral Good
HomeNóatún, “Ship-Town” or “Enclosure of Ships,” a divine harbour
ChildrenFreyr and Freyja
WifeSkaði; their incompatible love of coast and mountain led them to live largely apart
Major concernsSea-wind, voyages, harbours, fishing, hunting, ships, wealth, land, prosperity and exchange
DomainsTempest, Nature, Life, Travel and Prosperity; older rules use Air, Good and Water
Favoured weaponLongspear
Prophetic futureAt the fall of the world he returns home to the wise Vanir
Divine symbol of Njörðr: a Viking ship rising above curling sea waves, framed by ropework and anchors
Njörðr’s divine symbol. A ship, rising waves and anchors.

Campaign Present

What Is Njörðr Doing Now?

Njörðr remains at Nóatún, where divine harbour, shipyard, storehouse and meeting-place function as one. His attention follows the routes that bind northern Europe, the North Atlantic and the western settlements together. Storms matter, but broken trade, vanished fishing grounds and supernatural interference with sea-roads can be equally serious.

He is especially alert to powers that make safe water dangerous without openly declaring war: hostile wind spirits, sea-monsters driven into shipping lanes, cursed fog, predatory ports and bargains that turn sailors into collateral. Njörðr’s first answer is often a route around danger rather than a battle through it.

His oldest political identity remains equally important. Njörðr was a hostage who became a peace-bond between Vanir and Æsir. When those divine factions disagree, he has more authority than most to ask whether a demand preserves the settlement or quietly reopens the old war.

The Hostage Who Became a God of Asgard

Njörðr is not Æsir by birth. He was raised among the Vanir and given to the Æsir as a hostage, while Hœnir went the other way. The exchange became part of the settlement between the divine peoples.

That history makes Njörðr a living bridge rather than a convert who abandoned his origin. His children Freyr and Freyja carry Vanir power into the shared divine order, while Njörðr himself retains a prophecy that at the world’s fall he will return to the wise Vanir.

Nóatún, Skaði & Nine Nights

Njörðr longing for the sea in a historical illustration
Njörðr’s attachment to the coast and sea stands at the centre of his marriage story with Skaði.

Skaði chose a husband from among the gods by looking only at their feet, expecting the most beautiful pair to belong to Baldr. They belonged to Njörðr. Their marriage exposed an incompatibility no bargain could erase.

They agreed to spend nine nights in Skaði’s mountain home and nine at Nóatún. Njörðr hated the wolf-cries of the mountains; Skaði could not sleep for the cries of seabirds. She returned to the high country. The story is not about one spouse being wrong. It is about two divine natures that could not be made at home in the same landscape.

Njörðr Is Not Ægir

Ægir and Njörðr both belong to the mythic sea, but they are not interchangeable. Njörðr’s old description emphasises wind, voyages, hunting, wealth and the ability to still sea and fire. Ægir belongs more directly to the sea’s personified vastness, feasting and danger.

For play, Njörðr is the god a sailor invokes to arrive safely and profitably. Ægir is the sea-power whose hospitality or wrath must sometimes be negotiated after the voyage has already entered deeper water.

Living Worship

Njörðr’s cult thrives in ports, fishing settlements, shipyards, markets and households whose wealth depends on water. Sailors invoke him before departure; merchants before committing capital to a voyage; fishing communities when weather and shoals decide whether winter stores will be full.

Offerings

Coins cast into harbour water, the first fish of a catch, good rope, sailcloth, carved ship-prows, salt and a share of profitable cargo.

Signs of Favour

A contrary wind turns at departure, fire dies before reaching a sail, a shoal appears clearly through fog, or a lost vessel reaches harbour on the last usable tide.

Signs of Warning

Rope stiffens with salt before launch, seabirds abandon a harbour, a brazier flares blue beside calm water, or every wind points away from the intended destination.

Priestly Duty

Maintain honest measures, seaworthy vessels and safe harbours; record hazards; aid shipwreck survivors; and treat prosperity as something created through exchange and stewardship rather than hoarding.

At the Fall of the World

Vafþrúðnismál gives Njörðr an unusual future. He came from the Vanir as a pledge to the gods, and when the world falls he is to go home again to the wise Vanir. The poem does not describe him dying in the great battle.

That makes Njörðr one of the pantheon’s living links to whatever survives beyond the present divine order. He does not speak lightly about what “going home” will mean, and his cult does not assume it is an escape from responsibility before Ragnarök.

Adventure Pressure

The Wind Refuses

Every ship can leave a harbour except one vessel whose cargo includes a sealed Vanir treaty-stone. Njörðr insists he is not stopping it.

Nine Nights at Sea

Skaði’s mountain snow begins falling across Nóatún for nine nights while seabirds circle an inland glacier in return.

The Harbour That Burns

Fire spreads over seawater and cannot be extinguished. The phenomenon specifically contradicts Njörðr’s power to still sea and fire.

The Vanir Call Him Home

A formal summons arrives from the Vanir long before Ragnarök. If genuine, someone believes the peace-hostage arrangement has already ended.

Divine Mechanics

Njörðr in Play

Njörðr commands the wind, stills sea and fire, opens safe passages and carries his allies through dangerous waters. Against him, a fleet is never where its enemies expect it; under his protection, ships arrive in harbour rather than vanishing into the deep.

Njörðr — D&D 2024

Njörðr, Lord of Nóatún

Medium Celestial (Deity), Neutral Good · Intermediate Deity, Divine Rank 11 · CR 36 (epic; beyond the core CR table) · PB +11

Armor Class 29
Initiative +9 (19)
Hit Points 888 (48d8 + 672)
Speed 50 ft., swim 160 ft.

STRDEXCONINTWISCHA
36 (+13)28 (+9)38 (+14)28 (+9)36 (+13)34 (+12)

Saving Throws Str +24, Dex +20, Con +25, Int +20, Wis +24, Cha +23
Skills Insight +24, Nature +31, Perception +24, Persuasion +23, Survival +24
Damage Resistances cold, lightning, thunder; bludgeoning, piercing and slashing
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 180 ft., passive Perception 34
Languages all languages; telepathy 1 mile

Divine Traits

Divine Nature. Njörðr requires no air, food, drink or sleep and can breathe water.

Intermediate Deity — Divine Rank 11. Lower-rank effects cannot permanently sever Njörðr from the sea-wind, Nóatún or his Vanir identity.

Legendary Resistance (5/Day). If Njörðr fails a saving throw, he can choose to succeed instead.

Magic Resistance. Njörðr has Advantage on saving throws against spells and magical effects.

Lord of Wind and Passage. Njörðr and allies of his choice within 60 feet ignore penalties from wind, waves and non-divine storms. Their swimming and sailing movement cannot be reduced below half its normal value.

Stiller of Sea and Fire. Fire and water effects created by creatures of lower divine rank cannot become uncontrolled within 120 feet of Njörðr. At the start of his turn he may extinguish ordinary or magical fire of 8th level or lower in that area, calm rough water, or suppress one wave, whirlpool or similar hazard until his next turn.

Fortune of Nóatún. When an ally within 60 feet rolls a d20 Test involving navigation, trade, sailing, fishing or survival at sea, it treats a roll of 9 or lower as a 10.

Divine Immortality. Reducing Njörðr to 0 Hit Points defeats his present body but does not permanently destroy him without a divine-death condition.

Divine Spellcasting

Njörðr casts the spells listed below using Wisdom (spell save DC 32; +24 to hit with spell attacks). He needs no spell slots or Material components. He still uses each spell’s normal casting time and Verbal and Somatic components, and he maintains Concentration on no more than one spell at a time. Each spell is cast at its listed level. He regains the spells’ limited uses when he finishes a Long Rest.

Spell LevelNjörðr’s SpellsUses
Cantripsguidance, mendingAt will
1stcreate or destroy water, fog cloudAt will
2ndgust of wind, lesser restorationAt will
3rdwater breathing, wind wallAt will
4thcontrol water, freedom of movement3/day each
5thcommune with nature, greater restoration3/day each
6thheroes’ feast, wind walk3/day each
7thplane shift, regenerate1/day each
8thcontrol weather, tsunami1/day each
9thmass heal, storm of vengeance1/day each

On his turn, Njörðr casts a spell using the Magic action, unless that spell specifies a different casting time. A spell requiring 1 minute or longer takes its full casting time; he cannot cast it instantaneously. A cast spell still obeys its duration, targeting and Concentration rules.

Clerics of Njörðr

Njörðr’s clerics gain the features and spells of their chosen domain, not the god’s personal repertoire. In the 2024 rules, Life is a Cleric domain. Nature and Tempest use their compatible earlier subclass options; Travel and Prosperity are campaign domains. These are distinct choices, not extra spell lists added together.

Actions

Multiattack. Njörðr makes three Sea-Spear attacks.

Sea-Spear. Melee or Ranged Attack Roll: +24 to hit, reach 15 ft. or range 240 ft. Hit: 33 (3d12 + 13) Piercing damage plus 36 (8d8) Cold or Lightning damage, Njörðr’s choice. A Large or smaller target must succeed on a DC 32 Strength save or be moved up to 30 feet in a direction Njörðr chooses.

Command Wind and Water (Recharge 4–6). Njörðr chooses one effect centred on a point he can see within 180 feet: Favourable Gale moves up to six willing creatures within 40 feet of that point up to 60 feet each without provoking Opportunity Attacks; Breaking Sea forces each enemy within 40 feet of the point to make a DC 32 Strength saving throw, taking 66 (12d10) Bludgeoning damage and falling Prone on a failure, or half damage without falling Prone on a success; Dead Calm suppresses wind, waves, fog and non-divine weather within 60 feet of the point until the end of Njörðr’s next turn.

Safe Harbour (3/Day). As a Magic action, Njörðr creates a stationary 40-foot-radius sanctuary at a point he can see within 120 feet for 1 minute. Allies inside have Half Cover and cannot be forcibly moved by non-divine effects. Each ally regains 20 Hit Points the first time it enters the sanctuary and at the start of each of its turns while inside. A creature cannot receive this healing more than once per turn. The sanctuary ends early if Njörðr is Incapacitated.

Gift of Land and Gear (1/Day). Njörðr grants up to six allies the material means for a declared expedition: each gains 60 Temporary Hit Points and may immediately end one level of Exhaustion. Mundane food, rope, sailcloth, timber, tools and other voyage supplies sufficient for the party appear nearby and remain real after the magic ends.

Bonus Action

Ride the Wind. Njörðr flies up to 60 feet without provoking Opportunity Attacks, carried by compressed sea-wind; he must end this movement on a surface or in water.

Reaction

Still It. When a creature Njörðr can see within 120 feet takes Fire, Cold, Lightning, Thunder or Bludgeoning damage from a fire, storm, wave or water effect, he reduces the damage by 60. If reduced to 0, the triggering fire, wave or storm effect is also suppressed in a 20-foot radius until the start of Njörðr’s next turn.

Legendary Actions — 4 Uses

Njörðr takes one Legendary Action immediately after another creature ends its turn, spending the number of uses shown. He regains all four uses at the start of each of his turns and cannot use these actions while Incapacitated.

  • Sea-Wind Step. Njörðr moves or swims up to half his Speed.
  • Sea-Spear. Njörðr makes one Sea-Spear attack.
  • Favourable Wind (Costs 2). One ally within 120 feet moves up to its Speed without provoking Opportunity Attacks.
  • Harbour Fortune (Costs 2). One ally within 120 feet gains 35 Temporary Hit Points and Advantage on its next d20 Test.
  • Stilling Word (Costs 3). One ongoing fire, storm, wave or fog effect within 120 feet ends if it is 8th level or lower; stronger effects are suppressed until the end of Njörðr’s next turn.

Divine Realm Actions — Nóatún

While he is within Nóatún and not Incapacitated, Njörðr chooses one of the following effects on initiative count 20 (losing initiative ties). He cannot choose the same effect in consecutive rounds. Each effect lasts until the next initiative count 20 unless its text says otherwise.

  • Every Berth Is Safe. Ships and allied creatures in the harbour cannot be capsized, sunk or forcibly displaced until initiative count 20 on the next round.
  • The Wind Comes Fair. Allies Njörðr chooses may immediately move up to their Speed or a vessel may move up to twice its normal movement.
  • Harbour Wealth. Up to six allies regain 45 Hit Points and gain 25 Temporary Hit Points as stores, tools and provisions appear where needed.

Njörðr — D&D 2014

Njörðr rules the winds and waters from Nóatún and stands among the Æsir as a living pledge of peace with the Vanir. Campaign epic rules: CR 36 lies beyond the standard 2014 challenge table; this deity has no standard XP award.

Njörðr, Lord of Nóatún

Medium celestial (deity), neutral good

Armor Class 28 (divine warding)
Hit Points 888 (48d8 + 672)
Speed 50 ft., swim 160 ft.

STRDEXCONINTWISCHA
36 (+13)28 (+9)38 (+14)28 (+9)36 (+13)34 (+12)

Saving Throws Str +24, Dex +20, Con +25, Int +20, Wis +24, Cha +23
Skills Insight +24, Nature +31 (expertise), Perception +24, Persuasion +23, Survival +24
Damage Resistances cold, lightning, thunder; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 180 ft., passive Perception 34
Languages all languages; telepathy 1 mile
Challenge 36 (unofficial epic design; no standard 2014 XP value)

Traits

Divine Nature. Njörðr does not need air, food, drink or sleep. He can breathe both air and water.

Friend of the Passage. Creatures of his choice within 60 feet of Njörðr can breathe water and have advantage on checks to steer a vessel or keep footing aboard it while he can see them.

Magic Resistance. Njörðr has advantage on saving throws against spells and other magical effects.

Legendary Resistance (3/Day). If Njörðr fails a saving throw, he can choose to succeed instead.

Divine Spellcasting

Njörðr casts the spells below innately, using Wisdom (spell save DC 32; +24 to hit with spell attacks). His innate spells use the 2014 casting time and Concentration rules. He needs no Material components but still uses Verbal and Somatic components. He regains expended daily uses after a long rest.

LevelNjörðr’s personal spellsUses
Cantripsguidance, mendingAt will
1stcreate or destroy water, fog cloudAt will
2ndgust of wind, lesser restorationAt will
3rdwater breathing, wind wallAt will
4thcontrol water, freedom of movement3/day each
5thcommune with nature, greater restoration3/day each
6thheroes’ feast, wind walk3/day each
7thplane shift, regenerate1/day each
8thcontrol weather, tsunami1/day each
9thmass heal, storm of vengeance1/day each

He casts a spell using his action unless the spell itself requires a different casting time; a spell requiring 1 minute or longer takes the full casting time. If he casts a bonus-action spell, he follows the 2014 limitation on casting another spell during the same turn. His Concentration is limited to one spell at a time.

Actions

Multiattack. Njörðr makes three Sea-Spear attacks.

Sea-Spear. Melee Weapon Attack: +24 to hit, reach 10 ft., one creature. Hit: 35 (4d10 + 13) piercing damage plus 18 (4d8) cold damage. The target can immediately choose to move 10 feet away from Njörðr without provoking an opportunity attack from him.

Breaking Surf (Recharge 5–6). Each creature of Njörðr’s choice in a 60-foot cone must make a DC 32 Strength saving throw. On a failure, it takes 54 (12d8) bludgeoning damage, is pushed up to 30 feet away and knocked prone. On a success, it takes half damage and is not pushed or knocked prone. Solid cover blocks the wave.

Safe Harbour (3/Day). Njörðr creates a 30-foot-radius haven centred on a point of water or ground he can see within 120 feet. For 1 minute, friendly creatures there have half cover from attacks originating outside the haven and ignore nonmagical wind and wave hazards. Enemies can enter normally; the haven is not a prison. Njörðr must concentrate on it as if concentrating on a spell.

Reaction

Still the Water. When a creature within 120 feet that Njörðr can see takes cold, thunder or bludgeoning damage from a wave, storm or water effect, Njörðr reduces that instance of damage by 35, to a minimum of 0.

Legendary Actions

Njörðr can take 3 legendary actions, only one at a time and at the end of another creature’s turn. He regains spent actions at the start of his turn and cannot use them when incapacitated.

Sea-Wind Step. Njörðr moves or swims up to half his speed without provoking opportunity attacks.

Give Fair Wind. One ally of Njörðr’s choice within 120 feet can move up to half its speed without provoking opportunity attacks.

Sea-Spear (Costs 2 Actions). Njörðr makes one Sea-Spear attack.

Optional Harbour Action

When Njörðr defends his own harbour, on initiative count 20 (losing ties) he may calm a 60-foot stretch of storm-tossed water within 120 feet until the next initiative count 20. Allied vessels there cannot be capsized by non-divine waves, while hostile vessels are unaffected. This original game effect does not claim an extra surviving Norse tale.

Domains and Worship in 2014

Clerics of Njörðr choose the Nature or Tempest Domain. They receive their chosen domain’s spells and features; they do not gain the god’s personal spellcasting. Njörðr’s sanctuary at Nóatún and his marriage to Skaði shape their coastal rites and prayers.

Edition reference: D&D Basic Rules (2014), monsters and legendary actions. All divine combat rules above CR 30 are original homebrew.

Njörðr — Pathfinder 1e

Njörðr, Lord of Nóatún

CR 35 / MR 10 · NG Medium outsider (extraplanar, good, mythic) · Intermediate deity, Divine Rank 11 (campaign rules)

XP — (CR 35 is beyond the Pathfinder 1e core XP table; award experience by campaign ruling).

Init +22 (+8 Dex, +4 Improved Initiative, +10 mythic); Senses darkvision 60 ft., divine sight 180 ft., mistsight; Perception +83
Aura safe passage 1,100 ft. (allies ignore mundane adverse winds and waves)

DEFENSE

AC 68, touch 42, flat-footed 58 (+8 Dex, +26 natural including mythic, +11 divine, +11 deflection, +2 dodge including Mythic Dodge)
hp 1,090 (60d10+600 plus 100 mythic and 60 Toughness); DR 25/epic; SR 53
Fort +43, Ref +53, Will +54; immune to poison, disease and death effects; resist cold, electricity and fire 30

OFFENSE

Speed 60 ft., swim 120 ft.
Melee +5 icy burst longspear +82/+77/+72/+67 (1d8+27/19–20/×3 plus 1d6 cold; additional 2d10 cold on a confirmed critical hit); reach 10 ft. with longspear, cannot attack adjacent creatures with it
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Base Atk +60; CMB +75; CMD 95 (includes +2 dodge)

Spell-Like Abilities (Sp)

Caster level 21st (22nd for Good-domain effects); concentration +29; save DC 29 + spell level. A spell-like ability normally takes a standard action, provokes attacks of opportunity and can be disrupted unless its spell specifies a longer activation time. The listed uses refresh daily.

Constant: freedom of movement, water breathing, true seeing.

At will: air walk, control water, fog cloud, gust of wind, water walk, wind wall.

3/day each: control winds, greater restoration, heroes’ feast, wind walk, whirlwind.

1/day each: control weather, miracle, tsunami.

STATISTICS

StrDexConIntWisCha
41 (+15)26 (+8)31 (+10)26 (+8)28 (+9)26 (+8)

Racial Hit Dice 60d10 outsider (full BAB; good Reflex and Will saves); outsider skills 840 ranks total (14/HD, maximum 60 ranks in any skill).
Skills Knowledge (nature) +82, Perception +83, Profession (sailor) +83, Spellcraft +82, Survival +83, Swim +97; listed values include 60 ranks, class skill bonus where applicable, ability modifier, and Divine Rank +11. Swim includes the +8 racial bonus from his swim speed.
Languages Old Norse and all spoken languages; telepathy 1 mile
Feats (30) Alertness, Blind-Fight, Combat Reflexes, Dodge, Mobility, Spring Attack, Endurance, Great Fortitude, Iron Will, Lightning Reflexes, Improved Initiative, Improved Critical (longspear), Weapon Focus (longspear), Power Attack, Cleave, Great Cleave, Improved Bull Rush, Greater Bull Rush, Improved Overrun, Greater Overrun, Improved Trip, Greater Trip, Combat Expertise, Improved Disarm, Greater Disarm, Critical Focus, Staggering Critical, Improved Sunder, Greater Sunder, Toughness.
Mythic feats (5) Mythic Dodge, Mythic Improved Initiative, Mythic Iron Will, Mythic Power Attack, Mythic Weapon Focus (longspear).

Mythic and Divine Rules

Mythic Power (Su; 10/day, surge +1d12). As an immediate action after a d20 roll, Njörðr spends one mythic use to add 1d12. Mythic Improved Initiative also lets him spend one use to treat his initiative die as a natural 20. Mythic Dodge lets him spend one use as an immediate action for an additional +10 dodge bonus against one attack. Mythic Weapon Focus doubles his usual +1 longspear Weapon Focus bonus to +2 (included above), and he can spend one mythic power use as a swift action for a further +5 to longspear attacks until the end of his turn. Five mythic feats, +10 mythic initiative, mythic natural armour and mythic bonus hit points are included above.

Divine Rank 11 (Su). His rank grants a +11 divine bonus to saving throws and skill checks and to AC as listed. As an intermediate deity he takes 20 on checks of his own skills without increasing the time required; this ability does not automatically succeed at impossible tasks. His spell-like ability DC is 29 + spell level (10 + Charisma +8 + Divine Rank +11 + spell level).

Stiller of Sea and Fire (Su). As an immediate action he stills an ordinary wave, wind or fire within 120 ft., or attempts to dispel one ongoing magical weather, water or fire effect there as greater dispel magic (caster level 21). He cannot dispel artifacts or a higher-rank deity’s effects with this power.

Favourable Wind (Su). Vessels and allies he chooses in his aura double their overland speed on water and take no speed penalties from non-mythic winds or waves. This does not grant a flying or swimming speed.

Safe Harbour (Su). As a standard action, Njörðr spends one mythic power use to create a stationary 40-foot-radius haven centred on a point within 120 ft. for 1 minute. Allies in the haven gain cover, fast healing 10 and immunity to forced movement caused by non-mythic waves and wind. These benefits end upon leaving it; enemies can enter normally.

Divine Water Mastery (Su). Njörðr has freedom of movement in water. Once each round as a free action, he changes the direction of a current or suppresses one non-mythic wave or whirlpool within 120 ft. until his next turn.

Divine Immortality (Ex). Defeating his manifested form does not permanently destroy him unless the specific divine-death condition of the campaign is met.

Domains Granted to Clerics

Njörðr grants the Air, Good, Travel, Water, Weather domains; Wind and Oceans are suitable subdomains. His worshippers select the domains available to their own class and do not gain all his spell-like abilities.

Njörðr — D&D 3.5e

Njörðr combines ranger and rogue mastery with divine power. The Sandals of the Voyager and the rites of his merchant-temples are campaign treasures and traditions, not possessions attributed to him in the Eddas.

Njörðr, Lord of Nóatún

CR 36 (campaign epic) · NG Medium outsider (good, extraplanar), Divine Rank 11 · 20 outsider HD / Ranger 20 / Rogue 20

Hit Dice 20d8+200 (outsider) plus 20d8+200 (ranger) plus 20d6+200 (rogue); hp 1,040 (maximum divine hit points: 160 + 160 + 120 + 600)
Initiative +12 (+8 Dex, +4 Improved Initiative); Speed 60 ft., swim 100 ft.
AC 61, touch 37, flat-footed 53 (+8 Dex, +11 divine, +24 natural, +8 deflection); +1 dodge bonus against his designated Dodge target
Space/Reach 5 ft./5 ft. (reach 10 ft. with longspear); DR 25/epic; SR 43

Base attack +20 from outsider HD; epic attack bonus +20 for 40 epic levels
Melee +5 icy burst longspear +72/+67/+62/+57 (1d8+27 piercing plus 1d6 cold, 19–20/×3; additional 2d10 cold on a confirmed critical); +74/+69/+64/+59 and +2d6 damage against giants from bane
Saving Throws Fort +53, Ref +51, Will +54 (outsider base +12, epic save +20, ability modifier, divine +11; +2 Iron Will on Will)
Abilities Str 41 (+15), Dex 26 (+8), Con 31 (+10), Int 26 (+8), Wis 28 (+9), Cha 26 (+8)
Senses divine perception extends 11 miles through Njörðr’s normal senses (Divine Rank 11); Languages Old Norse and all spoken languages; telepathy 1 mile.
Divine Aura 1,100 ft., Will DC 29 (10 + Divine Rank 11 + Cha 8).

Skills Profession (sailor) +80, Spot +80, Listen +80, Knowledge (nature) +79, Swim +94, Use Rope +79; each listed skill has 60 ranks and includes the relevant ability modifier and +11 divine bonus; Swim includes +8 from swim speed.
Feats (21) Alertness, Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Mobility, Spring Attack, Whirlwind Attack, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Improved Critical (longspear), Improved Initiative, Iron Will, Improved Disarm, Weapon Focus (longspear), Improved Trip, Point Blank Shot, Precise Shot; Ranger bonus feats: Track and Endurance, plus the archery combat-style feats Rapid Shot, Manyshot and Improved Precise Shot.

Divine and Class Features

Intermediate Deity. Njörðr takes the equivalent of a 20 on skill and ability checks, gains Divine Rank +11 on attacks, saving throws, checks and AC, and is immune to a natural 1 causing automatic failure on attacks or saving throws. His divine form cannot be permanently destroyed through ordinary combat alone.

Ranger 20. Favoured enemies: giants +6, humanoids (goblinoid) +4, dragons +4, aberrations +2, undead +2. Woodland stride, swift tracker, evasion, camouflage and hide in plain sight. These bonuses include the ranger’s increased favoured-enemy selections.

Rogue 20. Sneak attack +10d6, trapfinding, trap sense +6, uncanny dodge, improved uncanny dodge, improved evasion, crippling strike, opportunist and skill mastery.

Personal Spells

Ranger prepared spells: 6/5/5/5 slots of levels 1–4 (including Wisdom bonus spells), ranger caster level 10th; Wisdom-based save DC 19 + spell level. Clerics of Njörðr choose the Air, Good or Water domains; cleric domains do not grant the deity’s personal spell-like abilities.

Spell-like abilities (CL 21; good spells CL 22; save DC 29 + spell level): at will—fog cloud, gust of wind, water breathing, control water, freedom of movement, wind wall; 3/day each—control winds, wind walk, heroes’ feast, greater restoration; 1/day each—control weather, mass heal, storm of vengeance. Spell-like abilities provoke attacks of opportunity and normally take a standard action unless the spell states otherwise.

Divine Water Mastery. As a standard action Njörðr stills a 120-foot area of water, sea wind or non-divine fire for 10 rounds. Magical effects of higher divine rank are unaffected. Safe Passage. Allied vessels within his aura ignore ordinary storms, rough seas and adverse winds.

Original The Lore of the Gods build, relic and credited source text

Historical source: Steven Creech and Kevin Ruesch, The Lore of the Gods, Book Two: The Asgardians (Bastion Press, 2002; original d20 third-edition material). The Ranger d10 and original spell lists below reflect that publication. The playable stat block above uses the revised 3.5e Ranger d8 and epic/divine advancement rules.

NJÖRÐR
Ranger 20/Rogue 20
Medium-Size outsider
Divine Rank11
Hit Dice20d8+200 (outsider) plus 20d10+200 (Rgr) plus 20d6+200 (Rog) (1,080 hp)
Initiative+12 (+8 Dexterity, +4 Improved Initiative)
Speed60 ft., Swim 100 ft.
AC61 (+8 Dexterity, +11 divine, +24 natural, +8 deflection)
Attacks+5 bane* icy burst longspear +72/+67/+62/+57 melee; or spell +66 melee touch or +59 ranged touch *+74/+69/+64/+59 against giants.
Damage+5 bane* icy burst longspear 1d8+27/19-20/×3 or by spell *2d6  plus 1d8+27/19-20/×3 against giants.
Face/Reach5 ft. by 5 ft./5 ft.
Special AttacksDomain powers, salient divine abilities, spell-like abilities, sneak attack +10d6, crippling strike, opportunist.
Special QualitiesElf traits, divine immunities, DR 25/epic, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 11 miles, remote communication, godly realm, teleport without error at will, plane shift at will, favored enemies (giants +5, goblinoids +4, dragons +3, aberrations +2, undead +1), evasion, uncanny dodge (cannot be flanked, +4 against traps), defensive roll, improved evasion, SR 43, divine aura (1,100 ft., DC 29).
SavesFort +53, Ref +51, Will +54.
AbilitiesStrength 41, Dexterity 26, Constitution 31, Intelligence 26, Wisdom 28, Charisma 26.
Skills*Appraise +50, Bluff +48, Concentration +50, Craft (shipbuilding) +54, Craft (metalworking) +42, Craft (stoneworking) +42, Diplomacy +54, Gather Information +48, Handle Animal +48, Hide +54, Innuendo +53, Intimidate +52, Intuit Direction +55, Knowledge (arcana) +44, Knowledge (nature) +50, Knowledge (the planes) +36, Knowledge (religion) +36, Listen +59, move silently +54, Profession (sailor) +57, Ride (horse) +23, Scry +30, Search +56, Sense Motive +43, Spellcraft +34, Spot +59, Swim +38, Use Magic Device +42, Use Rope +54, Wilderness Lore +45. *Always receives a 20 on checks.
FeatsAlertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Endurance, Combat Expertise, Great Cleave, Improved Bull Rush, Improved Critical (longspear), Improved Disarm, Improved Initiative, Iron Will, Martial Weapon Proficiency (composite longbow), Martial Weapon Proficiency (composite shortbow), Martial Weapon Proficiency (longbow), Martial Weapon Proficiency (longsword), Martial Weapon Proficiency (rapier), Mobility, Power Attack, Power Critical (longspear), Spring Attack, Sunder, Track, Weapon Focus (longspear), Whirlwind
Attack
.
Elf Traits+2 racial bonus on Will saves against enchantment spells or effects; Low-Light Vision; entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it.
Divine ImmunitiesAbility damage, ability drain, acid, cold, electricity, fire, death effects, disease, disintegration, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient
Divine Abilities
Alter Form, Alter Size, Banestrike (giants), Call Creatures (sea animals), Divine Storm, Divine Water Mastery, Energy Storm (positive energy), Extra Energy Immunity (fire), Gift of Life, Life and Death, Mind of the Beast, Power of Nature, Shapechange, Speak with Creatures (sea animals).
Domain
Powers
11/day turn or destroy earth creatures, or rebuke or command air creatures; cast good spells at +1 caster level; 11/day turn or destroy fire creatures, or rebuke or command water creatures.

Spell-Like Abilities: Njörðr uses these abilities as a 21st-level caster, except for good spells, which he uses as a 22nd-level caster. The save DCs are 29 + spell level. Acid Fog, aid, air walk, Blade Barrier, chain lightning, cone of cold, control water, control weather, control winds, dispel evil, elemental swarm (as air or water spell only), fog cloud, gaseous form, holy aura, holy smite, holy word, horrid wilting, ice storm, magic circle against evil, obscuring mist, protection from evil, summon monster IX (as good spell only), water breathing, whirlwind, wind wall.

Ranger Spells/Day: 6/5/5/5; base DC = 19 + spell level.

Other Divine Powers

As an intermediate deity, Njörðr automatically receives a die result of 20 on any check. Njörðr treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.

Senses: Njörðr can see (using normal vision or Low-Light Vision), hear, touch, and smell at a distance of eleven miles. As a standard action, he can perceive anything within eleven miles of any of his worshipers, holy sites, or objects, or any location where one of his titles or his name was spoken within the last hour. He can extend his senses to up to ten locations at once. He can block the sensing abilities of deities of his rank or lower at up to two remote locations for 11 hours.

Portfolio Sense: Njörðr automatically senses when any merchant or coastal fishing vessel sets sail, regardless of how many people are involved, and this sense extends up to eleven weeks in the past. He likewise senses any business negotiations involving such vessels.

Automatic Actions: Njörðr can use Appraise, Diplomacy, Profession (sailor), Use Rope, or Wilderness Lore as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions in a round.

Create Magic Items: Njörðr can create any magic item related to building or sailing ships or fishing, as long as the item’s market price does not exceed 200,000 gp.

The Lore of the Gods
Book Two: The Asgardians
Lead Designers Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler Art Director Todd Morasch
Illustrations Michael Nickovich Typesetter Joshua Gilchrist

A member of the Vanir, he was sent with his son (Freyr) and daughter (Freyja) to the Aesir as a hostage after the war between the two races of deities and is said to return to the Vanir at Ragnarok. After becoming a member of the Aesir, Odin made Njörðr a priest of sacrificial offerings. His home was called Noatun (which means harbor) and his wife was the giantess Skaði who married him because he had beautiful feet. She later left him because they could not agree on whose dwelling in which they should live.

Magical Artifacts that the Avatar May Possess:

Sandals of the Voyager

These are an ordinary-looking pair of leather, roman-style sandals. After slipping them on however, the wearer feels (but does not actually) as if she is floating an inch above the ground.

While worn the possessor may tread upon any surface as if on solid ground. The wearer may negate this ability at will. The Sandals of the

Voyager have the following powers (at 20th level):

The Sandals of the Voyager

Worn smooth by journeys no mortal sailor could survive, Njörðr’s sandals carry their bearer over treacherous coasts and unseen roads. Their wearer does not command the sea; the road beneath their feet simply refuses to swallow them.

Open the Sandals of the Voyager rules

D&D 2024

Wondrous item (footwear), artifact; requires attunement

Walk the Sea. While you wear the sandals, you move across water, mud, snow, loose sand and similar surfaces as if they were solid ground. Such terrain cannot make you fall Prone, though you still take damage from contact with harmful surfaces. This property does not grant flight or allow you to walk on air.

Sea-Legs. You gain a +10 bonus to Dexterity (Acrobatics) checks made to keep your balance and ignore movement penalties from nonmagical wind and waves. You have the effects of Freedom of Movement on yourself while wearing the sandals.

Voyager’s Road. You can cast Pass without Trace at will (self only), Dimension Door and Find the Path five times each per dawn, and Teleport twice per dawn. Each spell uses its normal casting time and Concentration rules; the sandals supply all components. When casting Teleport, a destination on a sea route you have personally travelled counts as very familiar. Unused casts do not carry over.

D&D 2014

Wondrous item (footwear), artifact; requires attunement

Walk the Sea. You treat water, marshland, snow and loose terrain as solid ground while wearing the sandals. They do not grant flying movement, protect from damage caused by dangerous surfaces, or let you cross solid obstacles.

Sure-footed. You gain a +10 bonus on Dexterity (Acrobatics) checks to balance or avoid falling, and nonmagical wind or surf does not reduce your speed. You are continuously affected by Freedom of Movement while wearing the sandals.

Voyager’s Road. You can cast Pass without Trace at will (self only), Dimension Door and Find the Path five times each per day, and Teleport twice per day. The spells require their normal casting times and Concentration, but not components. Daily uses return at dawn.

Pathfinder 1e

Slot feet; CL 20th; aura strong transmutation and conjuration; weight 1 lb.; minor artifact (no market price or crafting formula).

Sea-strider (Su). The wearer gains continuous Water Walk, including the ability to run on mud, ice, sandbars and water without sinking. The effect does not grant a fly speed. The wearer gains a +10 competence bonus on Acrobatics checks involving balance and ignores penalties from nonmagical storms and heavy wind. The wearer also has continuous Freedom of Movement.

Command powers (Sp; CL 20th). Expeditious Retreat and Pass without Trace at will; Dimension Door and Find the Path 5/day each; Greater Teleport 2/day. Activating a command power is a standard action unless its listed spell takes longer. Spell resistance and item effects use the usual Pathfinder rules; daily uses renew at dawn.

D&D 3.5e

Slot feet; CL 20th; strong transmutation and conjuration; minor artifact; weight 1 lb.

Sea-strider. The wearer treats water, snow, quicksand and other unstable surfaces as firm ground, is unaffected by the movement effects of high wind, and gains a +10 competence bonus on Balance and Tumble checks. The wearer is continuously affected by Freedom of Movement. Harmful contact with a surface still deals damage.

Command powers (Sp; CL 20th). Expeditious Retreat, Pass without Trace and jump at will; Dimension Door and Find the Path 5/day each; Teleport without Error 2/day. Command activation is a standard action unless the underlying spell requires longer; the wearer must satisfy the usual spell targeting and range restrictions. Uses refresh at dawn.

Sources & Licensing

Gylfaginning identifies Njörðr as a Vanir hostage dwelling at Nóatún who rules the wind, stills sea and fire, grants successful voyages, hunting, wealth, land and gear, and recounts his incompatible marriage with Skaði. Vafþrúðnismál confirms his Vanir origin and says that at the world’s fall he will return home to the wise Vanir.

Read Gylfaginning · Read Vafþrúðnismál.

The Sandals of the Voyager, detailed merchant institutions, full divine mechanics and specific cult omens are campaign/game developments rather than direct medieval source evidence.

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