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Death

Domains Designed by Alan Valles

Domain overview

The Death Domain is not about commanding the dead or spreading terror. It is about control at the umbra, the moment where life falters, wounds deepen, and the outcome of a battle begins to crystallize.

The Death Domain thrive where others fall. They transform injuries, near-death moments, and final breaths into momentum, stabilizing allies while tightening their grip on weakened foes. Rather than generating Fear, this domain contains it, redirecting the GM’s pressure through mitigation, positioning, and deliberate sacrifice.

Mechanically, the Death Domain blends measured aggression with battlefield support. Its abilities reward careful timing, shared risk, and proximity to danger, encouraging necromancers to stand close to the fray rather than linger safely behind it. Stress becomes a currency of choice, paid to delay collapse, protect allies, or secure decisive openings.

At the edge of death, you decide what comes next.

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Grim Assistance
When a creature dies within Close range, the lingering echo of death empowers you.

When a creature dies within Close range, the lingering echo of death empowers you. The next time you Help an ally before the end of this Spotlight, you may do so without spending Hope. This effect can only occur once at a time.

2
1 Spell Grasp of Mortal Weight
Make a Spellcast Roll (12) against a target within Melee range.

Make a Spellcast Roll (12) against a target within Melee range. On a success the target takes d8+1 magic damage using your proficiency and the next attack roll that creature makes is at disadvantage.

0
1 Spell Spirit Mark
Make a Spellcast Roll(12) to place a Spirit Mark on an creature within Close range.

Make a Spellcast Roll(12) to place a Spirit Mark on an creature within Close range. On a success, each time the marked creature suffers Severe damage it also marks a Stress. If the creature reaches maximum Stress, it generates a new Spirit Mark on them. When that creature dies, place a number of tokens equal to all Spirit Marks that creature had on this card up to a maximum of your Spellcasting trait; they remain until you take a long rest.

You may spend any number of Spirit Marks to choose one of the following options:

  • Mark a Stress to a creature within Close range.
  • The next time you deal damage to a creature, add an additional d6 magic damage to that creature.
0
2 Ability Oath of the Near Grave
Whenever you take damage or mark Stress, gain 1 Spectral Token (up to a maximum equal to your Proficiency).

Whenever you take damage or mark Stress, gain 1 Spectral Token (up to a maximum equal to your Proficiency). You may spend a Spectral Token to choose one of the following:

  • You or an ally within Very Close range gains Resistance to physical damage the next time they take physical damage.
  • The next time you deal damage to a creature, it also marks 1 Stress.
  • When you clear a Stress, you also clear 1 HP.

All unused Spectral Tokens are cleared the next time you take a Rest.

1
2 Spell Shared Terror
When a creature within Far range receives Severe Damage, make a Spellcast Reaction Roll (13).

When a creature within Far range receives Severe Damage, make a Spellcast Reaction Roll (13). On a success, mark a Stress. The damaged creature and each other creature within Very Close range of it mark a Stress and become Vulnerable until the end of the next GM Spotlight.

1
3 Ability Refuse the Collapse
Once per Session, when an ally within Very Close range would drop to 0 Hit Points, you may mark Stress until your Stress track is full and become Vulnerable.

Once per Session, when an ally within Very Close range would drop to 0 Hit Points, you may mark Stress until your Stress track is full and become Vulnerable.

If you do, that ally instead remains at 1 Hit Point and may immediately reposition to any point within Close range of you.

3
3 Spell Echoing Wound
Make a Spellcast Roll against an enemy within Close range.

Make a Spellcast Roll against an enemy within Close range. On a success, the next time that enemy marks a Hit Point, one additional enemy within Very Close range of the target marks the same amount but in Stress.

On a success with Fear, mark a Stress then choose and additional enemy to receive this effect.

1
4 Ability Fade Conduit
When a creature dies within Close range, place a token on this card.

When a creature dies within Close range, place a token on this card. The next time you deal damage, you may spend any number of tokens to deal that much Stress. You can hold a maximum number of tokens equal to your Spellcasting trait.

All unused tokens are cleared at the end of the session.

2
4 Ability Spectral Bulwark
When you or an ally within Close range would take damage, a translucent necrotic ward hardens the air around them.

When you or an ally within Close range would take damage, a translucent necrotic ward hardens the air around them. Make a Spellcast Reaction Roll (14). On a success, spend a Hope to reduce the severity of that target’s damage by one step until the end of the GM Spotlight. On a success with Fear, do not spend Hope; instead, mark 3 Stress and reduce the severity of that target’s damage by two steps.

2
5 Ability Death Sustains Us
At the start of the session, place a number of Tokens equal to your Proficiency on this card.

At the start of the session, place a number of Tokens equal to your Proficiency on this card. When you succeed on an action roll with Fear, you may spend 1 Token to prevent the GM from gaining a Fear. If you do not have tokens to spend, mark 3 Stress instead.

2
5 Spell Spirit Bomb
Make a Spellcast Roll (16).

Make a Spellcast Roll (16). On a success, spend 2 Hopes then each creature within Very Close range marks 1d4 Stress.

If a creature marks its last Stress as a result of this spell, roll an additional 1d4. That creature then marks that many additional Stress. This effect can occur only once per creature per Spotlight.

2
6 Ability Death and Decay
Wherever you stand, entropy takes hold.

Wherever you stand, entropy takes hold. While this card is in your loadout, increase your Proficiency by 1, even if it is already at its maximum.

1
6 Ability Death Surge
Your attacks are overcharged with necrotic force.

Your attacks are overcharged with necrotic force. Whenever you deal damage with a weapon attack, the target also marks Stress equal to the damage’s severity (Minor = 1 Stress, Major = 2 Stress, Severe = 3 Stress).

1
7 Ability Grasp Beyond Death
Death refuses to claim you just yet.

Death refuses to claim you just yet. When you would mark your last Stress, you may spend 2 Hope to negate the damage that would result from it.

3
7 Spell Walking Bomb
Make a Spellcast Roll against a target within Close range.

Make a Spellcast Roll against a target within Close range. On a success, spend 2 Hopes to curse the target, causing it to mark 1d4 Stress each time it takes the Spotlight.

If the target is reduced to 0 Hit Points by marking its last Stress from this curse, the curse detonates in a devastating surge. Each creature within Very Close range of the target marks 2d4 Stress if they fail a Reaction Roll (17).

2
8 Ability Death-Touched
If four or more cards in your loadout are from the Death domain: • Increase your spell casting trait by +1 • Once per session, clear all Stress for you and your allies when a creature dies within Close range of you.

If four or more cards in your loadout are from the Death domain:

  • Increase your spell casting trait by +1
  • Once per session, clear all Stress for you and your allies when a creature dies within Close range of you.
1
8 Ability Gravewarden
Once per long rest, you summon a spectral watcher that is always within Melee range of you.

Once per long rest, you summon a spectral watcher that is always within Melee range of you. Place a number of tokens on this card equal to your Spellcasting trait. You may spend 1 token to have the watcher do one of the following:

  • Absorb 1 HP you would take.
  • Grant you advantage on your next Spellcast Roll.
2
9 Ability Crypt's Herald
Once per session, when you succeed on an action roll with Fear, choose one of the following: • The Spotlight does not end.

Once per session, when you succeed on an action roll with Fear, choose one of the following:

  • The Spotlight does not end.
  • All allies within Close range recovers 2 HP.
  • An enemy within Close range becomes Vulnerable and marks 1 additional Hit Point the next time it takes damage.
4
9 Ability Final Certainty
When you damage a Vulnerable creature, it marks one additional HP.

When you damage a Vulnerable creature, it marks one additional HP.

2
10 Ability Simulacrum
Once per long rest, you may spend 3 Hope to prepare your Spirit Form.

Once per long rest, you may spend 3 Hope to prepare your Spirit Form. When you would drop to 0 HP instead of making a Death Move. You assume a Spirit Form for a brief time. While in Spirit Form:

  • Your Hit Points remain at 0
  • You use Stress in place of Hit Points
  • Attacks against you have disadvantage and you have resistance to magic damage and immunity to physical damage
  • Abilities and spells that require marking Stress have no Stress cost

You cannot be healed by any means until this form ends by spending 1 Hope. If you mark your last Stress while in Spirit Form, you immediately make a Death Move with disadvantage. If you fail that Death Move, mark one additional Scar instead of one.

4
10 Spell You Stand With Me
Make a Spellcast Roll against an enemy within Melee range.

Make a Spellcast Roll against an enemy within Melee range. Your briefly intertwine fates, bound by shared consequence. On a success, that enemy shares damage consequences with you. The effect end until the creature reach 0 HP or a Fear are spend

1

Domain cards

1

2
Grim Assistance
Ability

Grim Assistance

When a creature dies within Close range, the lingering echo of death empowers you. The next time you Help an ally before the end of this Spotlight, you may do so without spending Hope. This effect can only occur once at a time.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Grasp of Mortal Weight
Spell

Grasp of Mortal Weight

Make a Spellcast Roll (12) against a target within Melee range. On a success the target takes d8+1 magic damage using your proficiency and the next attack roll that creature makes is at disadvantage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Spirit Mark
Spell

Spirit Mark

Make a Spellcast Roll(12) to place a Spirit Mark on an creature within Close range. On a success, each time the marked creature suffers Severe damage it also marks a Stress. If the creature reaches maximum Stress, it generates a new Spirit Mark on them. When that creature dies, place a number of tokens equal to all Spirit Marks that creature had on this card up to a maximum of your Spellcasting trait; they remain until you take a long rest.

You may spend any number of Spirit Marks to choose one of the following options:

  • Mark a Stress to a creature within Close range.
  • The next time you deal damage to a creature, add an additional d6 magic damage to that creature.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Oath of the Near Grave
Ability

Oath of the Near Grave

Whenever you take damage or mark Stress, gain 1 Spectral Token (up to a maximum equal to your Proficiency). You may spend a Spectral Token to choose one of the following:

  • You or an ally within Very Close range gains Resistance to physical damage the next time they take physical damage.
  • The next time you deal damage to a creature, it also marks 1 Stress.
  • When you clear a Stress, you also clear 1 HP.

All unused Spectral Tokens are cleared the next time you take a Rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Shared Terror
Spell

Shared Terror

When a creature within Far range receives Severe Damage, make a Spellcast Reaction Roll (13). On a success, mark a Stress. The damaged creature and each other creature within Very Close range of it mark a Stress and become Vulnerable until the end of the next GM Spotlight.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

3
Refuse the Collapse
Ability

Refuse the Collapse

Once per Session, when an ally within Very Close range would drop to 0 Hit Points, you may mark Stress until your Stress track is full and become Vulnerable.

If you do, that ally instead remains at 1 Hit Point and may immediately reposition to any point within Close range of you.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Echoing Wound
Spell

Echoing Wound

Make a Spellcast Roll against an enemy within Close range. On a success, the next time that enemy marks a Hit Point, one additional enemy within Very Close range of the target marks the same amount but in Stress.

On a success with Fear, mark a Stress then choose and additional enemy to receive this effect.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

2
Fade Conduit
Ability

Fade Conduit

When a creature dies within Close range, place a token on this card. The next time you deal damage, you may spend any number of tokens to deal that much Stress. You can hold a maximum number of tokens equal to your Spellcasting trait.

All unused tokens are cleared at the end of the session.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

2
Spectral Bulwark
Ability

Spectral Bulwark

When you or an ally within Close range would take damage, a translucent necrotic ward hardens the air around them. Make a Spellcast Reaction Roll (14). On a success, spend a Hope to reduce the severity of that target’s damage by one step until the end of the GM Spotlight. On a success with Fear, do not spend Hope; instead, mark 3 Stress and reduce the severity of that target’s damage by two steps.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

2
Death Sustains Us
Ability

Death Sustains Us

At the start of the session, place a number of Tokens equal to your Proficiency on this card. When you succeed on an action roll with Fear, you may spend 1 Token to prevent the GM from gaining a Fear. If you do not have tokens to spend, mark 3 Stress instead.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

2
Spirit Bomb
Spell

Spirit Bomb

Make a Spellcast Roll (16). On a success, spend 2 Hopes then each creature within Very Close range marks 1d4 Stress.

If a creature marks its last Stress as a result of this spell, roll an additional 1d4. That creature then marks that many additional Stress. This effect can occur only once per creature per Spotlight.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
Death and Decay
Ability

Death and Decay

Wherever you stand, entropy takes hold. While this card is in your loadout, increase your Proficiency by 1, even if it is already at its maximum.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
Death Surge
Ability

Death Surge

Your attacks are overcharged with necrotic force. Whenever you deal damage with a weapon attack, the target also marks Stress equal to the damage’s severity (Minor = 1 Stress, Major = 2 Stress, Severe = 3 Stress).

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

3
Grasp Beyond Death
Ability

Grasp Beyond Death

Death refuses to claim you just yet. When you would mark your last Stress, you may spend 2 Hope to negate the damage that would result from it.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Walking Bomb
Spell

Walking Bomb

Make a Spellcast Roll against a target within Close range. On a success, spend 2 Hopes to curse the target, causing it to mark 1d4 Stress each time it takes the Spotlight.

If the target is reduced to 0 Hit Points by marking its last Stress from this curse, the curse detonates in a devastating surge. Each creature within Very Close range of the target marks 2d4 Stress if they fail a Reaction Roll (17).

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

1
Death-Touched
Ability

Death-Touched

If four or more cards in your loadout are from the Death domain:

  • Increase your spell casting trait by +1
  • Once per session, clear all Stress for you and your allies when a creature dies within Close range of you.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

2
Gravewarden
Ability

Gravewarden

Once per long rest, you summon a spectral watcher that is always within Melee range of you. Place a number of tokens on this card equal to your Spellcasting trait. You may spend 1 token to have the watcher do one of the following:

  • Absorb 1 HP you would take.
  • Grant you advantage on your next Spellcast Roll.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

4
Crypt's Herald
Ability

Crypt's Herald

Once per session, when you succeed on an action roll with Fear, choose one of the following:

  • The Spotlight does not end.
  • All allies within Close range recovers 2 HP.
  • An enemy within Close range becomes Vulnerable and marks 1 additional Hit Point the next time it takes damage.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
Final Certainty
Ability

Final Certainty

When you damage a Vulnerable creature, it marks one additional HP.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

4
Simulacrum
Ability

Simulacrum

Once per long rest, you may spend 3 Hope to prepare your Spirit Form. When you would drop to 0 HP instead of making a Death Move. You assume a Spirit Form for a brief time. While in Spirit Form:

  • Your Hit Points remain at 0
  • You use Stress in place of Hit Points
  • Attacks against you have disadvantage and you have resistance to magic damage and immunity to physical damage
  • Abilities and spells that require marking Stress have no Stress cost

You cannot be healed by any means until this form ends by spending 1 Hope. If you mark your last Stress while in Spirit Form, you immediately make a Death Move with disadvantage. If you fail that Death Move, mark one additional Scar instead of one.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

1
You Stand With Me
Spell

You Stand With Me

Make a Spellcast Roll against an enemy within Melee range. Your briefly intertwine fates, bound by shared consequence. On a success, that enemy shares damage consequences with you. The effect end until the creature reach 0 HP or a Fear are spend

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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