Death
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
| 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:
|
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:
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:
|
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:
|
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:
|
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:
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
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.

1
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.

1
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.

2
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.

2
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.

3
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.

3
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.

4
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.

4
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.

5
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.

5
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.

6
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.

6
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).

7
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.

7
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).

8
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.

8
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.

9
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.

9
Final Certainty
When you damage a Vulnerable creature, it marks one additional HP.

10
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.

10
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
You Stand With Me
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.
Domains
—
Starting Evasion
—
Starting Hit Points
—
Class Items
—
You Stand With Me Subclasses
No subclasses available.
—
Background Questions
Answer any of the following, or create your own.
—
Connections
Ask one of the following, or improvise.
—
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.