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God, Víðarr (God of Silence and Vengeance, Possessor of the iron shoe, Enemy and Slayer of Fenrisulf)

  • Pantheon: Norse Pantheon
  • Deity Title: Víðarr, The Silent God, Avenger of the Gods
  • Deity Symbol: A large leather shoe or boot
  • Home Plane: Asgard
  • Deity Level: Greater Deity
  • Alignment: Lawful Good
  • Aliases: Vidar, Vithar
  • Superior: Odin
  • Traditional Allies: Other deities of the Norse pantheon, particularly Thor
  • Traditional Foes: The jotnar (giants) and forces of chaos, such as the Midgard Serpent
  • Divine Artifact: Víðarr’s magical shoe, which grants him incredible strength and protection
  • Servants: Valkyries, benevolent forest spirits
  • Servitor Creatures: Wolves and bears
  • Sacred Animal: Bear
  • Manifestations: Shaking the earth beneath his followers’ feet, appearing as a tall and mighty figure in a hooded cloak, protecting those in dire need
  • Signs of Favor: Unusually strong and unblemished leather, unexpected acts of heroism, a sudden sense of calm in the face of danger
  • Worshipers: Warriors, hunters, those seeking protection, people in need of courage
  • Cleric Alignments: Lawful Good, Lawful Neutral
  • Specialty Priests: Priests of the Silent Step (focus on stealth and protection)
  • Holy Days: Víðarr’s Day (celebrated during the spring equinox)
  • Portfolio: Silence, strength, protection, revenge, avenging familial honor
  • Domains: Protection, Strength, Justice
  • Favored Weapon: Greataxe or any bludgeoning weapon
  • Favored Class: Fighter or Cleric
  • Favored Race: Humans and Dwarves
  • Duties of the Priesthood: Protecting their communities, seeking out and defeating those who harm the innocent, preserving familial honor, crafting high-quality leather goods
  • Major Cult/Temple Sites: Sacred groves deep in the forests, remote shrines in the mountains, and mead halls in northern settlements
  • Benefits: Divine protection in the form of increased resistance to physical harm, the ability to call upon Víðarr’s strength in times of need, proficiency in leatherworking, and the ability to summon and communicate with animals of the forest.

Víðarr is a towering figure, his powerful physique a testament to his divine strength. He stands over seven feet tall, with broad shoulders, rippling muscles, and a stern, chiseled face. His hair is long and black, falling in loose waves down his back. His eyes are dark and piercing, seeming to look right through anyone who dares to meet his gaze.

Despite his imposing appearance, Víðarr moves with a graceful, fluid grace, his movements precise and deliberate. He wears a simple tunic and trousers made of dark green leather, with sturdy boots and gloves that provide additional protection. At his waist, he carries a sword and a dagger, both of which are of exquisite craftsmanship.

Víðarr’s personality is one of stoic reserve, his silence a reflection of his deep contemplation and inner strength. He is not given to boasting or bragging, preferring to let his actions speak for themselves. He is fiercely loyal to those he considers his allies, but he is also quick to take revenge on those who have wronged him or his loved ones.

As a deity, Víðarr is associated with revenge, silence, and strength. He is often called upon to right wrongs or avenge the mistreatment of others. His silence is seen as a sign of his deep wisdom and inner strength, a reflection of his ability to wait patiently for the right moment to strike.

Víðarr’s ultimate goal is to preserve the balance of the universe, to ensure that good triumphs over evil and that justice prevails. He knows that his role in this endeavor is a small one, but he is content to play his part and to wait for the moment when he will be called upon to fulfill his destiny.

Víðarr, God of Vengeance and Protection

Víðarr, God of Vengeance and Protection

Greater Deity

Armor Class 35 (Divine Armor) Hit Points 900 (18d20 + 360) Speed 90 ft., Fly 120 ft.

30 (+10)24 (+7)30 (+10)24 (+7)30 (+10)26 (+8)

Saving Throws Str +20, Dex +17, Con +20, Wis +20, Cha +18 Skills Athletics +20, Insight +20, Perception +20 Damage Immunities Force, Radiant, Necrotic Condition Immunities Charmed, Frightened, Stunned Senses Truesight 120 ft., Passive Perception 30 Languages All, telepathy 120 ft.

Divine Aura. Víðarr’s divine presence grants allies within 60 feet advantage on saving throws against being frightened, and they have resistance to all damage types.

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

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

Divine Fortitude. Víðarr cannot be stunned, paralyzed, or restrained by any means.

Godly Regeneration. Víðarr regains 50 hit points at the start of his turn.

Axe of Vengeance. Melee Weapon Attack: +23 to hit, reach 15 ft., one target. Hit: 55 (2d12 + 10) slashing damage. On a hit, the target must make a DC 28 Strength saving throw or be knocked prone.

Sword of Protection. Víðarr carries a divine sword that can cut through any magical effect. His attacks with the Sword of Protection ignore all resistances and immunities. Melee Weapon Attack: +23 to hit, reach 10 ft., one target. Hit: 60 (2d10 + 10) slashing damage.

Magic Shoe. Víðarr’s enchanted shoe grants him incredible mobility. He can take two additional Legendary Actions each round.

Bear’s Fury. Víðarr transforms into a giant bear for 1 minute, gaining additional hit points (500) and dealing an extra 30 damage on all melee attacks. While in this form, he can use his Axe of Vengeance and Sword of Protection as a multiattack, making three attacks with each weapon per turn. Additionally, any creature that starts its turn within 60 feet of Víðarr takes 30 slashing damage.

Favor of the Gods. Once per day, Víðarr can call upon the favor of the Norse gods. He gains advantage on all attack rolls, saving throws, and ability checks for 1 minute.

Divine Wrath (Recharge 6). Víðarr can unleash his divine wrath in a 60-foot cone. Each creature in that area must make a DC 28 Strength saving throw, taking 200 (10d20 + 10) force damage on a failed save, or half as much damage on a successful one.

Divine Intervention. When Víðarr’s hit points drop to 0, instead of falling unconscious, he can choose to activate this ability. All creatures within 120 feet of him must make a DC 30 Wisdom saving throw or be banished to a demiplane for 1 hour. Víðarr regains 200 hit points and continues the battle.

Actions Multiattack. Víðarr makes three Axe of Vengeance attacks.

Legendary Actions Víðarr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Víðarr regains spent legendary actions at the start of his turn.

  • Bellow of Fury. Víðarr lets out a thunderous roar. All creatures within 60 feet must make a DC 28 Constitution saving throw or be frightened for 1 minute.
  • Divine Strike (Costs 2 Actions). Víðarr makes one Axe of Vengeance attack.
  • Godly Leap. Víðarr jumps up to 90 feet in any direction without provoking opportunity attacks.

Lair Actions Víðarr’s lair is a manifestation of his power and vengeance. When in his lair, he can take lair actions on initiative count 20 (losing initiative ties). He can use only one lair action per turn and only at the end of another creature’s turn. Víðarr can choose from the following options:

  • Shaking Ground. The ground trembles with Víðarr’s fury. Each creature on the ground within 120 feet must succeed on a DC 28 Strength saving throw or be knocked prone.
  • Vengeful Strike. Víðarr targets one creature within 120 feet. The creature must make a DC 28 Dexterity saving throw or take 100 (4d20 + 10) slashing damage.

Regional Effects The region containing Víðarr’s lair is warped by his divine presence, creating the following effects:

  • Creatures that start their turn within 1 mile of the lair are filled with a sense of vengeance. They gain advantage on attack rolls against creatures that have damaged them in the past 24 hours.
  • The land within 1 mile of the lair becomes rocky and treacherous. Travelers have disadvantage on all Dexterity saving throws while in this area.
  • Víðarr’s presence suppresses all forms of teleportation magic within 1 mile of his lair.

Lore Víðarr is the Norse god of vengeance and protection, often seen as a silent and stoic deity who stands ready to avenge any wrongdoings against the gods or the world. He is one of Odin’s sons and is destined to survive the events of Ragnarök, where he will avenge his father’s death by slaying the wolf Fenrir.

Víðarr is often depicted as a giant, wearing a magical shoe that grants him incredible speed and mobility. He wields a divine sword that can cut through any enchantment or protection.

Roleplaying Víðarr Víðarr rarely speaks and prefers to let his actions speak for him. He is unyielding in his pursuit of vengeance and protection and will stop at nothing to fulfill his duty. While he is typically reserved and composed, when provoked or when he witnesses great injustices, he unleashes his divine wrath without hesitation.

Víðarr seeks to maintain the balance of the cosmos by ensuring that those who threaten it face the consequences of their actions. He also watches over those who seek justice and protection, often providing subtle guidance or aid to their endeavors.

Divine Artifact

Divine Artifact: Boots of Firm Grounding

Wondrous item, artifact (requires attunement by a creature devoted to Víðarr)

These thick boots are made from all the extra leather cut away from every shoe ever made, woven together by divine magic to create a pair of boots that can withstand even the greatest forces of the universe.


  • Resistance to force damage.
  • Immunity to effects that would knock the wearer prone.
  • Whenever the wearer succeeds on a Strength check to resist being pushed or pulled, they can immediately make one melee weapon attack against the creature that tried to move them as a reaction.
  • The wearer always counts as having a solid, stable footing, even in conditions where that would normally be impossible, such as on ice or in a raging river.


  • None.


  • The boots of firm grounding are not sentient.


These boots were created by the god Víðarr to aid him in his battle against the great wolf Fenrir during Ragnarok, the end of the world. They were later passed down to Víðarr’s most devoted followers, who used them to help protect the world against all manner of threats.

Minor Properties

  • The boots emit a faint aura of divine power that is visible only to those who are attuned to them.
  • The wearer’s footsteps are completely silent, even on the loudest of surfaces.
  • The boots are always perfectly clean, no matter how dirty the ground beneath them.

Major Properties

  • The boots can create a 10-foot radius zone of stability around the wearer that lasts for 1 minute once per day. While in this zone, the ground cannot be moved or destroyed by any means, and any creatures within the zone gain the benefits of the Boots of Firm Grounding.
  • The boots can cast the Stone Shape spell once per day.


  • The boots have 3 charges, which are renewed at dawn.
  • The wearer can use an action to expend 1 charge to cast the Earthquake spell (DC 20) from the boots. The spell uses the wearer’s spellcasting ability modifier.
  • The wearer can use an action to expend 1 charge to cast the Mold Earth cantrip from the boots. The cantrip uses the wearer’s spellcasting ability modifier.
  • The wearer can use an action to expend 3 charges to cast the Move Earth spell from the boots. The spell uses the wearer’s spellcasting ability modifier.

Destroying the Artifact

The boots of firm grounding can only be destroyed by the combined power of Fenrir and Jormungand, the Midgard Serpent, during the final battle of Ragnarok.

  • Vidi is his realm, it is located within the walls of Asgard.
  • Vidi is a land of tall grass full of huge legendary animals, where deities go to hunt. he also keeps his hall and stables here.
  • The name Vidi is also applied to Vidar’s hall.

Currently in the World

As a deity of few words, Víðarr’s actions are often shrouded in mystery, even to other gods. From the beginning of his existence, He was a silent but powerful figure, born of the union between Odin and the giantess Gríðr. Unlike his father, Víðarr was a solitary figure, preferring to spend his time in quiet contemplation and physical training. He was always calm and composed, his strength and confidence a source of awe and admiration among his peers.

In the 1450s, Víðarr continued his solitary existence, observing the world with an unblinking gaze. He saw the rise of empires, the fall of kings, and the suffering of humanity. But for Víðarr, these events were merely passing moments in the grand scheme of things. He knew that his time would come, that he would be called upon to fulfill his destiny when the time was right.

In the meantime, Víðarr continued to hone his skills, pushing himself to his limits and beyond. He trained in combat, honing his already formidable strength and speed to a razor’s edge. He meditated for hours on end, seeking to achieve a deeper understanding of the universe and his place in it. And he observed the actions of his fellow gods, watching as they pursued their own agendas and struggled with their own weaknesses.

Despite his strength and power,he was not invulnerable. He had his weaknesses and vulnerabilities, as all gods did. His reticence and solitude sometimes made him seem aloof or uncaring, and his silence could be mistaken for apathy. But those who knew him best understood that Víðarr was always watching, always waiting for the moment when he would be needed.

And that moment did eventually come. In the years that followed, Víðarr would find himself drawn into a conflict that would shake the very foundations of the world. But that is a story for another time. For now, Víðarr continues his solitary existence, waiting for the moment when he will be called upon to fulfill his destiny.

In Myth

The god Víðarr stands in the jaws of Fenrir and swings his sword. The list of illustrations in the front matter of the book gives this one the title Vidar (motive from the Gosforth Cross). The Elder or Poetic Edda; commonly known as Sæmund's Edda. Edited and translated with introduction and notes by Olive Bray. Illustrated by W.G. Collingwood (1908) Page 38, Vidar
The god Víðarr stands in the jaws of Fenrir and swings his sword. Illustrated by W.G. Collingwood (1908) Page 38

He will avenge Odin‘s death at Ragnarök by stabbing Fenrir in the heart. Heand his brother Váli will both live in the “temples of the gods” after Surtr’s fire has ceded and that he will avenge the death of his father Odin by sundering the cold jaws of Fenrir in battle.

He is introduced by the enthroned figure of High as “the silent god” with a thick shoe, that he is nearly as strong as the god Thor, and that the gods rely on him in times of immense difficulties.

During Ragnarök, the wolf Fenrir will devour Odin, he will avenge him by stepping down with one foot on the lower jaw of the monster, grabbing his upper jaw in one hand and tearing his mouth apart, killing him. His “thick shoe” is described as consisting of all the extra leather pieces that people have cut from their own shoes at the toe and heel, collected by the god throughout all time. Therefore, anyone who is concerned enough to give assistance to the gods should throw these pieces away.

Following Ragnarök and the rebirth of the world, Víðarr along with his brother Váli will have survived both the swelling of the sea and the fiery conflagration unleashed by Surtr, completely unharmed, and shall thereafter dwell on the field Iðavöllr, “where the city of Asgard had previously been”.

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