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Dread – (From the Void)

Domains Designed by Josh

Domain overview

This is part of the Darrington Press Void Content.

Domain card index

0 results
Level Type Name Feature Recall
1 Spell Blighting Strike
Make a Spellcast Roll against a target within Far range.

Make a Spellcast Roll against a target within Far range. On a success, the target takes d6+1 magic damage using your Proficiency and the next time the target deals damage to an ally, it is reduced by half. If you succeed with Fear, the target instead takes d10+1 magic damage using your Proficiency.

1
1 Spell Umbral Veil
Once per rest, when you roll with Fear, you can spend any number of Hope to place an equal number of tokens on this card, encasing yourself in a shadowy energy.

Once per rest, when you roll with Fear, you can spend any number of Hope to place an equal number of tokens on this card, encasing yourself in a shadowy energy. After an attack roll is made against you, you can spend any number of tokens to give the attack roll a -1 penalty per token. On your next rest, remove all tokens from this card.

1
1 Spell Voice of Dread
You can magically speak directly into the ears of a creature you can see.

You can magically speak directly into the ears of a creature you can see. To torment them with your words, make a Spellcast Roll against them. On a success, they must mark a Stress and become temporarily Vulnerable.

0
2 Spell Hideous Retribution
When an ally within Close range takes damage from a target you can see, you can make a Spellcast Reaction Roll against the target.

When an ally within Close range takes damage from a target you can see, you can make a Spellcast Reaction Roll against the target. On a success, mark a Stress to deal them d6 magic damage using your Proficiency.

2
2 Spell Siphon Essence
Make a Spellcast Roll against a target within Very Close range.

Make a Spellcast Roll against a target within Very Close range. On a success, once per long rest, the target takes d20 magic damage using your Proficiency. You clear a number of Hit Points equal to the number of Hit Points the target marked from this attack. On a success with Fear, you gain a +1 bonus to your Proficiency for this attack.

1
3 Spell Shared Trauma
You can transfer suffering from one creature to another.

You can transfer suffering from one creature to another. Once per rest, mark any number of Hit Points on a willing creature within Melee range to clear an equal number of Hit Points on another willing creature within Melee range. You can choose yourself in place of either creature.

1
3 Spell Terrify
Make a Spellcast Roll against a target within Far range.

Make a Spellcast Roll against a target within Far range. On a success, the target marks 1d4 Stress and you can choose to make the target run one range away from you (Close to Far, Far to Very Far, etc). On a success with Fear, the target becomes temporarily Vulnerable.

1
4 Spell Chains of Affliction
Mark 2 Stress to temporarily Chain a target within Close range.

Mark 2 Stress to temporarily Chain a target within Close range. When a Chained creature deals damage, the target of their attack reduces the number of Hit Points they mark by one. You can't have more than one creature Chained at a time.

2
4 Spell Summon Horror
Make a Spellcast Roll against a target within Far range.

Make a Spellcast Roll against a target within Far range. On a success, spend a Hope to call forth an otherworldly creature to attack them and deal d10 magic damage using your Proficiency. The target must succeed on a Reaction Roll (12) to steel themselves from the horror or mark 1d4 Stress.

After making the attack, the creature dissipates.

2
5 Spell Dire Strike
After making a successful attack, you can spend 2 Hope to leech power from the target.

After making a successful attack, you can spend 2 Hope to leech power from the target. For each Hit Point your target marked from this attack, the GM loses a Fear.

1
5 Spell Spectral Mist
Mark a Stress to summon an eerie mist that turns you and any targets within Close range momentarily incorporeal.

Mark a Stress to summon an eerie mist that turns you and any targets within Close range momentarily incorporeal. While a creature is incorporeal, they can move through solid objects and are immune to physical damage. A creature becomes corporeal again after they pass through a solid object or make an action roll. Otherwise, this effect drops at the end of the scene.

0
6 Spell Darkfire
Make a Spellcast Roll against all adversaries within Close range.

Make a Spellcast Roll against all adversaries within Close range. You can spend a Hope for any you succeed against, and they must make a Reaction Roll (14) . On a failure, they take d8+6 magic damage using your Proficiency as they are engulfed in dark fire. On a success, they take half damage.

2
6 Spell Jump Scare
When you deal magic damage to a target, you can mark a Stress to immediately teleport into Melee range of them.

When you deal magic damage to a target, you can mark a Stress to immediately teleport into Melee range of them. When you do, they become Vulnerable until they mark one or more Hit Points.

0
7 Ability Dread-Touched
When 4 or more of the domain cards in your loadout are from the Dread domain, gain the following benefits: When you succeed with Fear, you can mark 2 Stress to prevent the GM from gaining a Fear.

When 4 or more of the domain cards in your loadout are from the Dread domain, gain the following benefits:

When you succeed with Fear, you can mark 2 Stress to prevent the GM from gaining a Fear. Once per rest, when making an action roll, you can add a +1 bonus to the roll for each Fear token the GM has stored.

2
7 Spell Wall of Hunger
Succeed on a Spellcast Roll (13) to create a visible wall of writhing, necrotic energy in a line between two points within Far range that lasts until you mark a Hit Point or cast this spell again.

Succeed on a Spellcast Roll (13) to create a visible wall of writhing, necrotic energy in a line between two points within Far range that lasts until you mark a Hit Point or cast this spell again. Any creatures inside the wall when it appears or who try to pass through the wall must mark 2 Stress, then make a Reaction Roll (16) . On a failure, they are temporarily Restrained by the wall.

2
8 Spell Dark Army
Make a Spellcast Roll (14) .

Make a Spellcast Roll (14) . Once per long rest, on a success you can summon a group of fiends that surround and move with you. Place 8 tokens on this card. When you deal damage to a target within Very Close range, you can spend a token to increase it by +1d8. Additionally, when you take damage, you can spend a token to reduce it by 1d8. Each time you spend a token, a fiend acts on your behalf, then disappears.

Remove all tokens from this card on your next rest.

2
8 Spell Eldritch Flesh
You embody the darkness you have dallied with.

You embody the darkness you have dallied with. While this card is in your loadout:

Gain a +1 bonus to your damage thresholds for each Stress you have marked. When you roll with Fear, you can spend 2 Hope to clear an Armor Slot.

1
9 Spell Damnation
Make a Spellcast Roll against a target within Far range.

Make a Spellcast Roll against a target within Far range. On a success, mark any number of Stress to roll an equal number of d20s, dealing magic damage equal to the total result. If the target is defeated as a result of this attack, all adversaries within Far range of the target mark a Stress.

2
9 Spell Savor the Anguish
Whenever an adversary within Close range marks Stress or takes Severe damage, you can spend a Hope to clear a Stress or force the GM to lose a Fear.

Whenever an adversary within Close range marks Stress or takes Severe damage, you can spend a Hope to clear a Stress or force the GM to lose a Fear.

0
10 Spell Avatar of Terror
Mark a Stress to transform into a creature fueled by fear.

Mark a Stress to transform into a creature fueled by fear. While in this form, your damage rolls gain a +1d6 bonus for each Fear the GM has. Additionally, gain a Hope when the GM uses a Fear feature on an adversary within Close range.

You must spend a Hope to make an action roll while in this form. Otherwise, you drop out of this form.

1
10 Spell Invoke Torment
Targets with all of their Stress marked take double damage from your attacks.

Targets with all of their Stress marked take double damage from your attacks.

Additionally, when you defeat a creature with all of its Stress marked, you clear a Stress.

2

Domain cards

1

1
Spell

Blighting Strike

Make a Spellcast Roll against a target within Far range. On a success, the target takes d6+1 magic damage using your Proficiency and the next time the target deals damage to an ally, it is reduced by half. If you succeed with Fear, the target instead takes d10+1 magic damage using your Proficiency.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

1
Spell

Umbral Veil

Once per rest, when you roll with Fear, you can spend any number of Hope to place an equal number of tokens on this card, encasing yourself in a shadowy energy. After an attack roll is made against you, you can spend any number of tokens to give the attack roll a -1 penalty per token. On your next rest, remove all tokens from this card.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Spell

Voice of Dread

You can magically speak directly into the ears of a creature you can see. To torment them with your words, make a Spellcast Roll against them. On a success, they must mark a Stress and become temporarily Vulnerable.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

2
Spell

Hideous Retribution

When an ally within Close range takes damage from a target you can see, you can make a Spellcast Reaction Roll against the target. On a success, mark a Stress to deal them d6 magic damage using your Proficiency.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Spell

Siphon Essence

Make a Spellcast Roll against a target within Very Close range. On a success, once per long rest, the target takes d20 magic damage using your Proficiency. You clear a number of Hit Points equal to the number of Hit Points the target marked from this attack. On a success with Fear, you gain a +1 bonus to your Proficiency for this attack.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Spell

Shared Trauma

You can transfer suffering from one creature to another. Once per rest, mark any number of Hit Points on a willing creature within Melee range to clear an equal number of Hit Points on another willing creature within Melee range. You can choose yourself in place of either creature.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Spell

Terrify

Make a Spellcast Roll against a target within Far range. On a success, the target marks 1d4 Stress and you can choose to make the target run one range away from you (Close to Far, Far to Very Far, etc). On a success with Fear, the target becomes temporarily Vulnerable.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

2
Spell

Chains of Affliction

Mark 2 Stress to temporarily Chain a target within Close range. When a Chained creature deals damage, the target of their attack reduces the number of Hit Points they mark by one. You can't have more than one creature Chained at a time.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

2
Spell

Summon Horror

Make a Spellcast Roll against a target within Far range. On a success, spend a Hope to call forth an otherworldly creature to attack them and deal d10 magic damage using your Proficiency. The target must succeed on a Reaction Roll (12) to steel themselves from the horror or mark 1d4 Stress.

After making the attack, the creature dissipates.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

1
Spell

Dire Strike

After making a successful attack, you can spend 2 Hope to leech power from the target. For each Hit Point your target marked from this attack, the GM loses a Fear.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

0
Spell

Spectral Mist

Mark a Stress to summon an eerie mist that turns you and any targets within Close range momentarily incorporeal. While a creature is incorporeal, they can move through solid objects and are immune to physical damage. A creature becomes corporeal again after they pass through a solid object or make an action roll. Otherwise, this effect drops at the end of the scene.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

2
Spell

Darkfire

Make a Spellcast Roll against all adversaries within Close range. You can spend a Hope for any you succeed against, and they must make a Reaction Roll (14) . On a failure, they take d8+6 magic damage using your Proficiency as they are engulfed in dark fire. On a success, they take half damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

0
Spell

Jump Scare

When you deal magic damage to a target, you can mark a Stress to immediately teleport into Melee range of them. When you do, they become Vulnerable until they mark one or more Hit Points.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Ability

Dread-Touched

When 4 or more of the domain cards in your loadout are from the Dread domain, gain the following benefits:

When you succeed with Fear, you can mark 2 Stress to prevent the GM from gaining a Fear. Once per rest, when making an action roll, you can add a +1 bonus to the roll for each Fear token the GM has stored.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Spell

Wall of Hunger

Succeed on a Spellcast Roll (13) to create a visible wall of writhing, necrotic energy in a line between two points within Far range that lasts until you mark a Hit Point or cast this spell again. Any creatures inside the wall when it appears or who try to pass through the wall must mark 2 Stress, then make a Reaction Roll (16) . On a failure, they are temporarily Restrained by the wall.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
Spell

Dark Army

Make a Spellcast Roll (14) . Once per long rest, on a success you can summon a group of fiends that surround and move with you. Place 8 tokens on this card. When you deal damage to a target within Very Close range, you can spend a token to increase it by +1d8. Additionally, when you take damage, you can spend a token to reduce it by 1d8. Each time you spend a token, a fiend acts on your behalf, then disappears.

Remove all tokens from this card on your next rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

1
Spell

Eldritch Flesh

You embody the darkness you have dallied with. While this card is in your loadout:

Gain a +1 bonus to your damage thresholds for each Stress you have marked. When you roll with Fear, you can spend 2 Hope to clear an Armor Slot.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
Spell

Damnation

Make a Spellcast Roll against a target within Far range. On a success, mark any number of Stress to roll an equal number of d20s, dealing magic damage equal to the total result. If the target is defeated as a result of this attack, all adversaries within Far range of the target mark a Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

0
Spell

Savor the Anguish

Whenever an adversary within Close range marks Stress or takes Severe damage, you can spend a Hope to clear a Stress or force the GM to lose a Fear.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

1
Spell

Avatar of Terror

Mark a Stress to transform into a creature fueled by fear. While in this form, your damage rolls gain a +1d6 bonus for each Fear the GM has. Additionally, gain a Hope when the GM uses a Fear feature on an adversary within Close range.

You must spend a Hope to make an action roll while in this form. Otherwise, you drop out of this form.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

2
Spell

Invoke Torment

Targets with all of their Stress marked take double damage from your attacks.

Additionally, when you defeat a creature with all of its Stress marked, you clear a Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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