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Forgotten Realms Kelemvor Lord of the Dead Johnny Tek

Forgotten Realms


Lord of the Dead

Forgotten Realms Kelemvor Lord of the Dead Johnny Tek
Forgotten Realms Kelemvor Lord of the Dead Johnny Tek

Johnny Tek

Written by Johnny Tek


Legal Documentation DUNGEONS & DRAGONS, D&D, Wizards

Legal Documentation

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All other original material in this work is copyright [2016] by Johnny Tek and published under the Community Content Agreement for Dungeon Masters Guild.


Oh lion, lion, reacher of the sky. Your fearsome roar does cause the ground to

Oh lion, lion, reacher of the sky. Your fearsome roar does cause the ground to shake. Oh lion, lion, how can one deny The fear and awe you leave behind your wake. Oh lion proud and mighty have you been But soon your tower built shall tumble down. For all things end just as they do begin; The Judgment comes to all when time comes ‘round.





Divine Residence: The Crystal Spire, Fugue Plane

Symbol: A skeletal humanoid arm holding up scales in equal balance

Divine Portfolio: Death, The Dead, Funerals and Tombs

Divine Allies: Chauntea, Lathander, Sehanine Moonbow, Selune, Silvanus, Urogalan

Divine Enemies: Cyric, Shar, Myrkul, Talona

Exarchs: Jergal

Kelemvor is god of the dead, as well as funerals and tombs. Once a gallant human warrior and champion of good, the Lord of the Dead purged himself of his humanity so that his role as the supreme judge of the dead could be justly performed. Kelemvor’s great sacrifice protected the stability of the gods’ power structure, which he himself endangered through personal bias.

Kelemvor is a somber, thoughtful deity with a supreme sense of responsibility. He is burdened with knowledge of secrets that have filled him with great urgency in his duties as a judge. Although he maintains neutrality for the sake of balance, Kelemvor may occasionally assist great heroes in a small, limited manner if it serves the justice of the afterlife.

Kelemvor is absolutely opposed to the existence of the undead, as they represent a perversion of life and death that bring a false terror of death to the living. Gods that are strongly zealous in the destruction of undead are counted as Kelemvor’s allies, though destroying undead might be the only endeavor that he might support together with them.

Shar’s relentless support of dark necromancy is terribly offensive, but Kelemvor can not directly move against her because of the divine rules restricting his actions. Talona is also considered to be an enemy for her spreading of unnatural death, including foul diseases that make a mockery of corpses (some going so far as to turn the corpses into undead). Since Cyric is obsessively hateful of Kelemvor from their shared history as mortals before ascending to godhood, the mad god of lies is quite possibly Kelemvor’s most dedicated foe.

Kelemvor appears as an old yet physically fit man in armor with a hood covering his head and a mask covering his face. His personal divine weapon is called Fatal Touch, a longsword specially enchanted to slay the undead.


Exarchs are deities and demigods that serve other (usually more powerful) deities that protect, rule over and/or provide them with support against their enemies.


Jergal was once one of the most powerful gods, and ruled over many godly domains, including death. Bored of his responsibilities, Jergal willingly relinquished most of his divine power to others, and went about serving his successors one after the other as an adviser.

Jergal is the god of fatalism, proper burial, and the protection of tombs. He is bland and formal in his disposition, and shows his disdain through sarcasm. This god shows little concern for anything, and can not be provoked to convey strong emotions except under extreme circumstances. His lackadaisical attitudes are often shared by his followers, many of whom live quiet, laidback lives as gravekeepers, morticians, and tomb custodians.

Jergal’s ancient wealth of knowledge spans the history of the world, so his advice is one of the most valuable resources at Kelemvor’s command.


The Fugue Plane

The first way stop of all mortal souls in the living realms before heading to their afterlife destinations. The Fugue Plane is a dimly lit, grayish expanse that appears as an ocean of fog and dark clouds to those who travel through it. Travel through the Fugue Plane is much like swimming through the Astral Plane; movement through one’s force of will. After souls reach this place, they are then guided to dimensional gates within the Fugue Plane that lead to the afterlife realms ruled by the gods they worship. The servants of the gods guard the souls from harm as they travel through the plane.

The City of Judgement

Within the Fugue Plane exists an ever-growing island of titanic size, floating in the gray. Upon this island sits the City of Judgement, the destination for souls that have no divine patron leading them to the afterlife.

Kelemvor rules over the City of Judgement from his palace in the city, known as the Crystal Spire. The palace also hosts the Court of Souls, where gods of death from the various pantheons meet in council.


The Faithless and The False

The Faithless are those who lived their lives in denial of all deities, The False have betrayed their gods in some way while pretending to be faithful.

Every soul among the Faithless and False will roam the City of Judgement, prevented from leaving, for up to ten days before a final judgement is applied by Kelemvor’s judgement. During those ten days, servants of the gods may try to convince the souls to give themselves over to the gods; devils will attempt to make contracts with the souls that will bring them to the Nine Hells as newborn devils. Not all souls are approached however.

Without salvation from a deity or damnation through devil conversion, the remaining souls are usually imprisoned for all eternity as part of a massive wall that surrounds the City of Judgement. The Wall of the Faithless is composed completely of souls and rune-inscribed stone sections. Souls that are bound to the walls will slowly lose their memories and fade into oblivion. The Wall is often raided by demons that tear souls off and bring them to the Abyss for conversion into newborn fiends.

The Court of Souls

Following the events of the Sundering, the gods of death from the realms’ different pantheons were gathered into a council housed in the City of Judgement. Together in the Court of Souls, these gods of death preside over various issues concerning the dead and mediate disputes over souls. Rare cases of re-evaluation brought before the Court may result in a Faithless or False being given the chance for a reprieve from an eternity on the Wall.

As the impartial judge of the dead, Kelemvor has the final say in the approval of actions collectively taken by the Court, and chairs every meeting of the death gods.

Since the death gods other than Kelemvor have their own divine realms to oversee outside of the City of Judgement, they will send either their avatars or proxies to represent them at the Court of Souls.

The following are some of the gods that may be seen in the Court of Souls.

Dumathoin (Neutral)

Dumathoin is the dwarven god of buried wealth, ores, gems, mining, exploration, and guarding the dead; he is also the patron supporter of the shield dwarves.

Dumathoin is adventurous and rowdy, encouraging his worshippers to gather together comrades for grand exploits. One of the greatest honors among the faithful is the right to watch over a fallen friend’s or relative’s body to protect it from predators until a proper funeral and burial can be held. One of the greatest pleasures is to craft, receive, or discover a precious stone of the highest cut and quality.

Myrkul (Neutral Evil)

Myrkul is the god of death in the Faerunian pantheon, and was once the judge of the dead, before Kelemvor took on the mantle. Kelemvor must ever be wary of the twisted machinations of Myrkul, for the evil god of death covets the seat of the judge currently held by Kelemvor.

Myrkul is a cold, calculating, intelligent planner who is always mindful of his behavior and ever vigilant of potential threats to his influence. He is often at odds with Kelemvor over his worshippers’ creation and use of undead, but Kelemvor can not move directly against him without truly just cause.

Myrkul will readily take advantage of any system of rules that binds the gods at any opportunity that serves his long-term plans. Myrkul will often work in tandem with Bane, the god of tyranny, and Bhaal, the god of murder, to further his dastardly schemes (an alliance known as The Dead Three).

Segojan Earthcaller (Neutral Good)

Segojan Earthcaller is the gnomish god of earth, nature, and the dead; he is also the patron supporter of the rock gnomes.

Segojan Earthcaller has a direct and straightforward disposition, with a penchant for pragmatism and reasonable thinking. He will rarely act in violence, preferring diplomacy, unless in defense of gnomes and his faithful. The worshippers of Sergojan Earthcaller follow his pragmatic ways, and are highly organized.

Segojan Earthcaller keeps a close eye on every member of the council in the Court of Souls, and always takes some time to reflect on events before taking action or speaking against another god of death.

Sehanine Moonbow (Chaotic Good)

Sehanine Moonbow is the elven goddess of death, dreams, journeys, mysticism, transcendence, the moon, the stars, and the heavens; she is also the matron supporter of the moon elves.

Sehanine Moonbow is a kind, compassionate deity with an air of mystery about her. She is fond of applying subtle meanings and innuendos in conversation, using her words to veil or unveil her intentions in a witty manner. Although Sehanine Moonbow is largely unconcerned with the happenings of the mortal world, she will on occasion use her magic for the sake of elves and her faithful, or to support the destruction of undead infestations.

Although she must suffer the company of certain evil gods in the Court of Souls, Sehanine Moonbow maintains her composure for the sake of gleaning any possible hint of what her enemies (and potential enemies) plan for the future. Her diplomacy is often surprisingly aggressive, employing small provocations and jabs to see how the other parties react.


Turtris (Neutral Evil)

Turtris is the god of death and disease in the orcish pantheon. He embodies the fear that often drives orcs to live up to their barbaric reputation.

Turtris prefers to remain silent unless it is absolutely necessary to communicate with others, even with his faithful. He prefers to observe in contemplation unless his attention is demanded by the situation. Turtris’ silence makes him an enigma to most others, and he would prefer to keep it that way; he never forgives a slight, bearing everlasting enmity that is best kept hidden until the time comes to strike.

Turtris seeks the downfall of Sehanine Moonbow, Sergojan Earthcaller, and all goblinoid gods of death in the Court of Souls. Sehanine’s subtle insults, Sergojan’s condescension, and a past theft committed by the goblin pantheon’s leader Magubliyet have placed them all on Turtris’ secret list of destructive objectives.

Urogalan (Lawful Neutral)

Urogalan is the halfling pantheon’s god of earth, the dead, and protection of the dead. He presides over burials and protection of souls that have yet to reach the afterlife.

Urogalan is a pensive, morose deity who takes little interest in the affairs of the mortal world. Urolagan will avoid being caught up in squabbles between other gods if possible, but he absolutely despises Myrkul for allowing and encouraging his faithful to make mockeries of corpses by turning them into undead creatures.

Urogalan seems to have a personal grudge against Myrkul, but he has not spoken of it to anyone, nor has anyone ever dared to ask. Urolagan’s priests and champions have been instructed to undermine or even slay Myrkul’s faithful whenever possible.


These are the tenets that worshippers of Kelemvor are given to live by.

Death may be the end of life, but it is also the beginning of something more. The great journey continues beyond the veil so do not despair.

The dead are equal in the eyes of the gods, no matter their

station in life. All shall receive fair judgement at their time.

Respect and honor the fallen, for they have joined the

builders of history in their passing. Without those who came before, no progress could have been possible for any of the peoples of the world.

Speak out against the willful prolonging of life beyond a

natural end, especially if it involves the creation of undeath.

The undead are an abomination that must be destroyed.

Their existence is mockery of both the dead and the living.


The clerics of Kelemvor, known as doom guides, are often employed to perform funerals, oversee last rites, and execute last wills and testaments. They typically build their churches and monasteries near places that honor the dead, such as cemeteries and memorial structures. The Church of Kelemvor maintains a highly organized hierarchy and frequently expands its activities whenever possible.

The paladins of Kelemvor are known as grim knights. They are particularly zealous in their hunting of undead, setting out in crusades of extermination whenever news of an undead sighting reaches the ears of Kelemvor’s Church. Grim knights are typically equipped with long swords to honor the martial lore of their god.

Clerics and paladins of Kelemvor usually pray for their spells during the first hour of night, symbolizing the arrival of the dead in the afterlife after a transitional journey.

The standard daily ritual for the cleric or paladin of Kelemvor is to give a prayer for the fallen once after waking, and once before sleeping. A few droplets of holy water are sprinkled on the ground and then flung into the air during these prayers, symbolizing the acknowledgement of the spirit’s release and journey from the body to the great beyond.

Traditional ceremonial dress is a long sleeved gray robe with coarse black lining; the collar is snugly fitted against the neck, and there is a depiction of an armored knight and a panther facing each other on the back. A tiny phial of holy water is worn from the neck on a silver chain, and a long sword is hung from the belt in a black sheath bearing the symbol of Kelemvor.

Clerics and paladins of Kelemvor are mandated to offer condolences to those who have lost loved ones, and preserve the sanctity of places reserved for the storage of corpses and remembrance of the dead. If there are undead creatures in the vicinity, the highest priority is the protection of the living, followed by the destruction of the undead. If it is not possible to destroy the undead with current resources, the standard procedure is to send a request for reinforcements from the nearest conclaves so that the faithful of Kelemvor can descend upon the threat en masse as a unified front.

The lifestyle of a cleric or paladin of Kelemvor is typically a humble one that emphasizes training, prayer, and meditation. It is common for them to take up a quiet hobby such as writing literature, or crafting works of art such as sculptures or paintings.



Clerics and paladins can take special feats as servants of Kelemvor.

Doom Guide of Kelemvor

Requirement: Cleric, worships Kelemvor

As a doom guide of Kelemvor, you provide comfort for the bereaved and defend the people and land from undead abominations.

Undead creatures have Disadvantage on saving throws made

against your Channel Divinity: Turn Undead feature. In addition you are treated as being 3 cleric levels higher when using the Destroy Undead feature.

You can cast gentle repose without material components and you always keep it among your prepared spells without counting it towards your maximum limit.

You gain resistance to necrotic and poison damage. When

you use a cleric spell on one or more allies with a casting time of 1 action or bonus action, those allies gain resistance to necrotic and poison damage until the start of your next turn.

You have Advantage on saving throws made to resist or

negate being possessed by spirits or ethereal creatures.

Grim Knight of Kelemvor

Requirement: Paladin, worships Kelemvor

As a grim knight of kelemvor, your blade is the bane of those who would dare to threaten the souls of the fallen or desecrate the bodies of the dead.

Your Divine Strike feature adds double the extra damage

against undead creatures. In addition, you can choose to make the extra damage necrotic instead of radiant.

You gain resistance to necrotic and poison damage. Your

Aura of Protection feature extends this benefit to all allies within the aura’s radius.

Your weapon attacks ignore the weapon damage resistances/ immunities of undead creatures.

You have Advantage on saving throws made to resist or

negate being possessed by spirits or ethereal creatures.

Exclusive Spells

Clerics and paladins of Kelemvor are able to prepare the following spells, unique to worshippers of Kelemvor.

Bond of Fatal Touch

3rd-level transmutation

SPECIAL: You must be a divine spellcaster worshipping Kelemvor to cast this spell. Casting Time: 1 bonus action Range: Touch Components: V Duration: Concentration, up to 1 minute You invoke the blessing of Kelemvor unto a nonmagical melee weapon; the weapon is imbued with a power that mimics the properties of Kelemvor’s personal weapon, Fatal Touch.

The imbued weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. In addition, the weapon deals an extra 2d6 radiant damage against undead creatures.

At Higher Levels. When you cast this magic spell with a spell slot of 5th level or higher, the bonus increases to +2. In addition, when you hit an undead creatures with the weapon on a melee weapon attack, the undead creature must make a Wisdom saving throw. On a failed save, the target has Disadvantage on its attack rolls until the start of your next turn.

When you cast this magic spell with a spell slot of 7th level or higher, the bonus increases to +3. In addition, the Disadvantage effect becomes Disadvantage on attack rolls and saving throws.

Kelemvor’s Pull

4th-level abjuration

SPECIAL: You must be a divine spellcaster worshipping

Kelemvor to cast this spell.

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You invoke the censures of Kelemvor to force ethereal beings into the world. All creatures in the Ethereal Plane in spaces that are parallel to spaces within a 60-foot spherical radius centered on you must make a Wisdom saving throw. On a failed save, an affected creature takes 4d8 psychic damage, is pulled into the plane of existence that you are currently on, and can’t return to the Ethereal Plane on its own for 10 minutes. The creature takes half damage on a successful save.

At Higher Levels. When you cast this magic spell with a spell slot of 5th level or higher, the damage increases by 2d4 for each spell slot level above 4th.