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Kelemvor (pronounced KELL-em-vor), also known as the Lord of the Dead and Judge of the Damned, is the god of death and the dead, and master of the Crystal Spire in the Fugue Plane. Fair yet cold, Kelemvor is the god of Death and the Dead — the most recent deity to hold this position, following in the footsteps of Jergal, Myrkul, and, briefly, Cyric. Unlike these other deities, whose rule as gods of the dead made the afterlife an uncertain and fearful thing, Kelemvor urges knowledge that death is a natural part of life and should not be feared as long as it is understood. Kelemvor is one of the Gods of Light.

The death clergy as they are known have many duties, most involve tending to the last wishes of the dying and provide burial services to those who die alone. They also set out to cure diseases and defend people from monsters so that folk do not die before their time. Their final and debatably most important task is the destruction of undeath in all its various forms as it is an affront to Kelemvor. Elite priests of Kelemvor are known as Doomguides.

Kelemvorite Domains: Fate, Law, Protection, Repose, Travel

Fate Domain
Granted Power: You gain the uncanny dodge ability. If you already have it, you gain improved uncanny dodge instead. These abilities are identical to those described in the barbarian and rogue class descriptions in the PHB.

Fate Domain Spells
1. True Strike: You gain +20 on your next attack roll.
2. Augury(M,F): You learn whether an action will be good or bad.
3. Bestow Curse: Subject takes a -6 penalty to any ability score; -4 penalty on attack rolls, saves, and checks; or 50% chance of losing each action.
4. Divination(M): Provides useful advice for specific proposed actions.
5. Mark of Justice: Designates action that will trigger curse on subject.
6. Geas/Quest: As lesser geas, plus it affects any creature.
7. Vision (M,XP): As legend lore, but quicker and strenuous.
8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
9. Foresight: “Sixth sense” warns of impending danger.

Law Domain
Granted Power: You cast lawful spells at +1 caster level.

Law Domain Spells
1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Calm Emotions: Calms creatures, negating emotion effects.
3. Magic Circle against Chaos: As protection from chaos spell, but 10-ft. radius and 10 min./level.
4. Order’s Wrath: Damages and dazes chaotic creatures.
5. Dispel Chaos: +4 bonus against attacks by chaotic creatures.
6. Hold Monster: As hold person, but any creature.
7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
8. Shield of Law (F): +4 to AC, +4 resistance, and SR 25 against chaotic spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a lawful spell only.)

Protection Domain
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Protection Domain Spells
1. Sanctuary: Opponents can’t attack you, and you can’t attack.
2. Shield Other (F): You take half of subject’s damage.
3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4. Spell Immunity: Subject is immune to one spell per four levels.
5. Spell Resistance: Subject gains SR 12 + level.
6. Antimagic Field: Negates magic within 10 ft.
7. Repulsion: Creatures can’t approach you.
8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Repose Domain
Granted Power: The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature’s current hit points, it dies.

Repose Domain Spells
1. Deathwatch: Reveals how near death subjects within 30 feet are.
2. Gentle repose: Preserves one corpse.
3. Speak with dead: Corpse answers one question/two levels.
4. Death ward: Grants immunity to death spells and negative energy effects.
5. Slay living: Touch attack kills subject.
6. Undeath to death: Destroys 1d4 HD/level undead (max 20d4).
7. Destruction: Kills subject and destroys remains.
8. Fortunate Fate: Target immediately receives a heal if killed by damage. (MoF 95)
9. Wail of the banshee: Kills one creature/level.

Travel Domain
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.

Travel Domain Spells
1. Longstrider: Increases your speed.
2. Locate Object: Senses direction toward object (specific or type).
3. Fly: Subject flies at speed of 60 ft.
4. Dimension Door: Teleports you short distance.
5. Teleport: Instantly transports you as far as 100 miles/level.
6. Find the Path: Shows most direct way to a location.
7. Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8. Phase Door: Creates an invisible passage through wood or stone.
9. Astral Projection (M): Projects you and companions onto Astral Plane.


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