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Remains

Domains Designed by Valorier

Domain overview

Threads : Pets. Focus on the living body and its fuel with Life and Blood, or the dead body and what it lost with Death and Essence.

Domain card index

0 results
Level Type Name Feature Recall
1 Spell Undead Minions
At the start of a session, place a number of tokens on this card equal to your spellcasting trait.

At the start of a session, place a number of tokens on this card equal to your spellcasting trait.

Spend any number of tokens to target as many adversaries within far range, summoning an undead minion, such as a skeleton, a ghost or a chimera, in each target's melee range. Any damage dealt to an affected target is increased by 1D6 as the undead attacks in tandem. They focus only their target and keep in range with it, and last until the scene ends, their target is defeated or they are targeted by an attack.

Mark a stress to clear all remaining tokens and place a number of tokens on this card equal to your spellcasting trait.

Clear all remaining tokens at the end of a session.

0
1 Grimoire Thesis of Bael'Koth
Wound: Spend Hope and mark Stress or Hit point in any combination, up to 4, to wound a target within Very Close range.

Wound: Spend Hope and mark Stress or Hit point in any combination, up to 4, to wound a target within Very Close range. Every 2 resource spent this way inflicts Major Damage on the target. If it reduces the damage by any mean, it must also mark a Stress.

Breath of Death: Mark a Stress to target a 90° cone emanating from you to Very Close range. Make a Spellcast Roll. Every creature in the area you succeed against takes 1D8+2 magic damage using your Spellcast Trait.

2
1 Grimoire Thesis of Dark Ulah
Cruorem Imperium: You can mark a hit point to target an ally within Close range.

Cruorem Imperium: You can mark a hit point to target an ally within Close range. They clear a hit point. If an effect prevents you from marking or spending a ressource when you cast this spell, the target does not clear a hit point.

Vitality Excess: You can spend a Hope to give an ally a number of Vitality tokens equal to your Spellcast Trait, which persist until the scene ends or you cast this spell again. When they make a Roll, they can spend any number of tokens and add that much to the roll result.

2
2 Ability Student of Death
When an adversary dies within Close range, you can roll a d6.

When an adversary dies within Close range, you can roll a d6. On a 5 or a 6, you clear a Stress.

When you deal damage with a spell, you can mark a Stress to add 1D8 magic damage to the damage roll.

0
2 Grimoire Thesis of Bloodica
Cruorem Influit: You create a blood torrent that strikes a target within Close range.

Cruorem Influit: You create a blood torrent that strikes a target within Close range. Make a Spellcast Roll against a target within range. On a success, you can mark a hit point to push the target to Far range, and you choose if the target marks a Stress or clears a Stress.

Sanguinem Scutum: Mark a Hit point to target an ally or yourself, surrounding them with a shield of blood. The next 2 times the target takes Severe damage, it is reduced to Major damage, the spell then ends. The spell also ends when the scene ends or you cast this spell again.

2
3 Ability Ectoplasmic Guise
You have learned to take on a ghostly form for a brief moment.

You have learned to take on a ghostly form for a brief moment. When you take Severe damage, you can mark a Stress to turn partly ectoplasmic, reducing the damage by 1 threshold.

In addition, when you have a few minutes, you can mark a Stress. Until the scene ends or you take damage, you can pass through solids, can't be damaged by physical attacks and can fly.

1
3 Spell Waste no blood
Once per rest, when an adversary is defeated within Close range, you can spend a Hope to allow each ally within Melee range of the adversary to clear a hit point.

Once per rest, when an adversary is defeated within Close range, you can spend a Hope to allow each ally within Melee range of the adversary to clear a hit point.

You can mark a Hit point to allow them to clear a Stress as well.

Mark 3 Hit points to recover the use of this ability without resting.

1
4 Ability Eye of Death
While this card is in your loadout, you can see and pinpoint the exact position of every living creatures within Close range, even in darkness, behind walls, hidden or cloaked.

While this card is in your loadout, you can see and pinpoint the exact position of every living creatures within Close range, even in darkness, behind walls, hidden or cloaked.

You also add your level to your crit damage.

0
4 Grimoire Thesis of Maxwinna
Vital Surge: Once per rest, you can target an ally within Close range.

Vital Surge: Once per rest, you can target an ally within Close range. They clear a Hit point and a Stress slot. Mark 3 Stress to regain use of this power.

Maxwinna's Ward: You can spend 2 Hope to make a Spellcast Roll (15). On a success, target ally within Very Close range receives a Ward that will knit his wounds as they appear. Roll a D4 and place it on the card. While the spell lasts, when the target receives damage, they clear a hit point, and the die counts down by 1. When the die reaches 0, you cast the spell again, the scene ends or the ally must make a death move, the spell ends.

3
5 Ability Necrotic Bolt
Make a Spellcast Roll against a target within Far range.

Make a Spellcast Roll against a target within Far range. On a success, it takes 1D8 +4 magic damage using your Spellcast Trait. If the target is defeated this way, you can spend a Hope to immediately raise it as an undead servant under your control until the scene ends. When you attack a creature within Close range of an undead servant, it moves into melee range of the target and adds your Proficiency to the damage roll.

Undead servants are destroyed if they are hit with an attack.

0
5 Ability Thesis of Aleyna
Vital Report: Spend a Hope to target a number of allies equal to your Spellcast Trait.

Vital Report: Spend a Hope to target a number of allies equal to your Spellcast Trait. You know their status (approximately how wounded and stressed they are) and their Severe Threshold is increased by your Proficiency until you take a long rest or cast this spell again.

Deathly Rebuke: Mark a Stress to envelop yourself or an ally within Melee range with a dark shroud lasting until the scene ends, you cast this spell again or they take Severe Damage. Whenever they are targeted with an attack from Melee range, the attacker gets a -1 on its Attack Roll, and if it hits, they take 1D6 magic damage.

2
6 Ability Reanimation
You can reanimate the dead and use their bodies.

You can reanimate the dead and use their bodies. When a target dies or there is a corpse within Close range, you can spend a hope to reanimate it and place tokens up to your Spellcasting Trait. You choose the undead's form.

While there are tokens on this card, you can spend tokens to gain the following benefits. Spend :

  • any number of tokens on an action roll, gaining that many bonus to your roll.
  • 1 token on a damage roll you make, to add +1D6 physical damage to the total.
  • 3 tokens when you take damage to reduce damage in place of an Armor slot.

At the end of a rest, clear all tokens on this card.

1
6 Ability Soul Net
When you deal damage to a living creature, you temporarily inflict it with the Soul Net condition.

When you deal damage to a living creature, you temporarily inflict it with the Soul Net condition. Whenever a Soul Netted creature is spotlighted, they take 1D6 magic damage, and if they are defeated, you can place a token on this card.

When you make an Action or Reaction Roll without adding an Experience, you can mark a Stress to add a bonus to your test equal to the number of tokens on this card. You must remove a token aftwards.

Clear half the tokens (rounded down) at the end of a rest.

1
7 Ability Remains Touched
While 4 or more cards in your loadout are from the Remains domain, you gain the following benefits : - When you or an ally clears a Hit point, that creature gains an advantage on its next Roll until the scene ends.

While 4 or more cards in your loadout are from the Remains domain, you gain the following benefits :

  • When you or an ally clears a Hit point, that creature gains an advantage on its next Roll until the scene ends.
  • When you force an adversary to mark a Hit point, it is Vulnerable to the next attack that target it.
1
7 Ability Thesis of Caspor
Spiritism: You come into contact with the deceased.

Spiritism: You come into contact with the deceased. Spend 2 Hope to ask a question to a deceased body or to the spirit of famous creature defeated in the place where you stand. The GM gives you a truthful answer from the perspective of the creature.

Soul animation: Spend 2 Hope to place a number of tokens on this card equal to your Presence, representing as many animated souls. Whenever a target within Close range takes Minor Damage, you can send a soul to increase or decrease the Damage by 1 threshold. The soul is destroyed in the process, spending one token. Clear all tokens when you take a long rest.

2
8 Ability Regeneration
Whenever a new scene begins, you can clear a hit point or a stress.

Whenever a new scene begins, you can clear a hit point or a stress.

0
8 Grimoire Thesis of Liponee
Vital Blast: Release a surge of Vital energy.

Vital Blast: Release a surge of Vital energy. Once per rest, make a Spellcast Roll (15). On a success, every target within Close range clears 2 Hit points. You can mark 3 Hit points to have everyone clear an extra Hit point.

Lethal Blast: Release a surge of Necrotic energy. Once per rest, make a Spellcast Roll (15). On a success, every target within Close range you succeeded against takes d20 magic damage using your proficiency. Targets you did not succeed against take only half damage.

3
9 Spell Deathly Fog
You release a sickly fog over a Close area at Far range.

You release a sickly fog over a Close area at Far range. Make a Spellcast Roll (16). Once per rest on a success, you can mark a Stress to deal 10d8 +6 magic damage against every target in the area your Roll succeeded against.

Creatures within the fog take 2D8 magic damage when they are spotlighted in the fog, and they have a disadvantage to every rolls until the end of their activation.

The fog persists until the scene ends or the GM spends a Fear to clear it.

2
9 Spell Vital Reboot
Spend 4 Hope and Mark 4 Stress to make a Spellcast Roll (20).

Spend 4 Hope and Mark 4 Stress to make a Spellcast Roll (20). On a success with Hope, a creature within Melee Range dead for less than a minute is brought back to life with a scar. On a success with Fear, the creature is brought back imperfectly, gaining 2 scars.

You can attempt this spell on targets dead for less than an hour (Difficulty 25) or less than a day (difficulty 30).

5
10 Ability Eternity awaits
When you take this card, immediately apply its effects, choose one appearance, then permanently place this card into your Vault.

When you take this card, immediately apply its effects, choose one appearance, then permanently place this card into your Vault.

You won. You have conquered your own mortality. Well, in a way. While time will nevermore hurt you, while death will never come for you unless at the hands of powerful rituals and magic on your remains, your mind is permanently twisted.

You gain two permanent hit point and stress slots, and when you you should die, you instead get a scar and are unconscious until you clear a hit point or 6 hours pass.

Choose if your appearance becomes that of an Archlich, a Specter, a Greater Vampire, or if you remain as you were but bigger, younger, visibly healthier and also unnerving to the eye as if something went missing.

0
10 Ability New Soul
Mark all your Stress and spend all your hope to make a Spellcast Roll (22).

Mark all your Stress and spend all your hope to make a Spellcast Roll (22). On a success, you create a new soul. Add all the resources spent to determine a number.

The soul starts with -1 in all Traits, and you can raise each of them up to +2 by spending from the resources you spent. Choose if your new soul is incarnated or not.

Work with your GM to determine the other statistics of your creation.

Once you cast this spell successfully, place this card in your Vault until the New Soul dies or a year has passed.

8

Domain cards

1

0
Undead Minions
Spell

Undead Minions

At the start of a session, place a number of tokens on this card equal to your spellcasting trait.

Spend any number of tokens to target as many adversaries within far range, summoning an undead minion, such as a skeleton, a ghost or a chimera, in each target's melee range. Any damage dealt to an affected target is increased by 1D6 as the undead attacks in tandem. They focus only their target and keep in range with it, and last until the scene ends, their target is defeated or they are targeted by an attack.

Mark a stress to clear all remaining tokens and place a number of tokens on this card equal to your spellcasting trait.

Clear all remaining tokens at the end of a session.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

2
Thesis of Bael'Koth
Grimoire

Thesis of Bael'Koth

Wound: Spend Hope and mark Stress or Hit point in any combination, up to 4, to wound a target within Very Close range. Every 2 resource spent this way inflicts Major Damage on the target. If it reduces the damage by any mean, it must also mark a Stress.

Breath of Death: Mark a Stress to target a 90° cone emanating from you to Very Close range. Make a Spellcast Roll. Every creature in the area you succeed against takes 1D8+2 magic damage using your Spellcast Trait.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

2
Thesis of Dark Ulah
Grimoire

Thesis of Dark Ulah

Cruorem Imperium: You can mark a hit point to target an ally within Close range. They clear a hit point. If an effect prevents you from marking or spending a ressource when you cast this spell, the target does not clear a hit point.

Vitality Excess: You can spend a Hope to give an ally a number of Vitality tokens equal to your Spellcast Trait, which persist until the scene ends or you cast this spell again. When they make a Roll, they can spend any number of tokens and add that much to the roll result.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

0
Student of Death
Ability

Student of Death

When an adversary dies within Close range, you can roll a d6. On a 5 or a 6, you clear a Stress.

When you deal damage with a spell, you can mark a Stress to add 1D8 magic damage to the damage roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

2
Thesis of Bloodica
Grimoire

Thesis of Bloodica

Cruorem Influit: You create a blood torrent that strikes a target within Close range. Make a Spellcast Roll against a target within range. On a success, you can mark a hit point to push the target to Far range, and you choose if the target marks a Stress or clears a Stress.

Sanguinem Scutum: Mark a Hit point to target an ally or yourself, surrounding them with a shield of blood. The next 2 times the target takes Severe damage, it is reduced to Major damage, the spell then ends. The spell also ends when the scene ends or you cast this spell again.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Ectoplasmic Guise
Ability

Ectoplasmic Guise

You have learned to take on a ghostly form for a brief moment. When you take Severe damage, you can mark a Stress to turn partly ectoplasmic, reducing the damage by 1 threshold.

In addition, when you have a few minutes, you can mark a Stress. Until the scene ends or you take damage, you can pass through solids, can't be damaged by physical attacks and can fly.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

1
Waste no blood
Spell

Waste no blood

Once per rest, when an adversary is defeated within Close range, you can spend a Hope to allow each ally within Melee range of the adversary to clear a hit point.

You can mark a Hit point to allow them to clear a Stress as well.

Mark 3 Hit points to recover the use of this ability without resting.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

0
Eye of Death
Ability

Eye of Death

While this card is in your loadout, you can see and pinpoint the exact position of every living creatures within Close range, even in darkness, behind walls, hidden or cloaked.

You also add your level to your crit damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

4

3
Thesis of Maxwinna
Grimoire

Thesis of Maxwinna

Vital Surge: Once per rest, you can target an ally within Close range. They clear a Hit point and a Stress slot. Mark 3 Stress to regain use of this power.

Maxwinna's Ward: You can spend 2 Hope to make a Spellcast Roll (15). On a success, target ally within Very Close range receives a Ward that will knit his wounds as they appear. Roll a D4 and place it on the card. While the spell lasts, when the target receives damage, they clear a hit point, and the die counts down by 1. When the die reaches 0, you cast the spell again, the scene ends or the ally must make a death move, the spell ends.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

0
Necrotic Bolt
Ability

Necrotic Bolt

Make a Spellcast Roll against a target within Far range. On a success, it takes 1D8 +4 magic damage using your Spellcast Trait. If the target is defeated this way, you can spend a Hope to immediately raise it as an undead servant under your control until the scene ends. When you attack a creature within Close range of an undead servant, it moves into melee range of the target and adds your Proficiency to the damage roll.

Undead servants are destroyed if they are hit with an attack.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

5

2
Thesis of Aleyna
Ability

Thesis of Aleyna

Vital Report: Spend a Hope to target a number of allies equal to your Spellcast Trait. You know their status (approximately how wounded and stressed they are) and their Severe Threshold is increased by your Proficiency until you take a long rest or cast this spell again.

Deathly Rebuke: Mark a Stress to envelop yourself or an ally within Melee range with a dark shroud lasting until the scene ends, you cast this spell again or they take Severe Damage. Whenever they are targeted with an attack from Melee range, the attacker gets a -1 on its Attack Roll, and if it hits, they take 1D6 magic damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
Reanimation
Ability

Reanimation

You can reanimate the dead and use their bodies. When a target dies or there is a corpse within Close range, you can spend a hope to reanimate it and place tokens up to your Spellcasting Trait. You choose the undead's form.

While there are tokens on this card, you can spend tokens to gain the following benefits. Spend :

  • any number of tokens on an action roll, gaining that many bonus to your roll.
  • 1 token on a damage roll you make, to add +1D6 physical damage to the total.
  • 3 tokens when you take damage to reduce damage in place of an Armor slot.

At the end of a rest, clear all tokens on this card.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

6

1
Soul Net
Ability

Soul Net

When you deal damage to a living creature, you temporarily inflict it with the Soul Net condition. Whenever a Soul Netted creature is spotlighted, they take 1D6 magic damage, and if they are defeated, you can place a token on this card.

When you make an Action or Reaction Roll without adding an Experience, you can mark a Stress to add a bonus to your test equal to the number of tokens on this card. You must remove a token aftwards.

Clear half the tokens (rounded down) at the end of a rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

1
Remains Touched
Ability

Remains Touched

While 4 or more cards in your loadout are from the Remains domain, you gain the following benefits :

  • When you or an ally clears a Hit point, that creature gains an advantage on its next Roll until the scene ends.
  • When you force an adversary to mark a Hit point, it is Vulnerable to the next attack that target it.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

7

2
Thesis of Caspor
Ability

Thesis of Caspor

Spiritism: You come into contact with the deceased. Spend 2 Hope to ask a question to a deceased body or to the spirit of famous creature defeated in the place where you stand. The GM gives you a truthful answer from the perspective of the creature.

Soul animation: Spend 2 Hope to place a number of tokens on this card equal to your Presence, representing as many animated souls. Whenever a target within Close range takes Minor Damage, you can send a soul to increase or decrease the Damage by 1 threshold. The soul is destroyed in the process, spending one token. Clear all tokens when you take a long rest.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

0
Regeneration
Ability

Regeneration

Whenever a new scene begins, you can clear a hit point or a stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

8

3
Thesis of Liponee
Grimoire

Thesis of Liponee

Vital Blast: Release a surge of Vital energy. Once per rest, make a Spellcast Roll (15). On a success, every target within Close range clears 2 Hit points. You can mark 3 Hit points to have everyone clear an extra Hit point.

Lethal Blast: Release a surge of Necrotic energy. Once per rest, make a Spellcast Roll (15). On a success, every target within Close range you succeeded against takes d20 magic damage using your proficiency. Targets you did not succeed against take only half damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

2
Deathly Fog
Spell

Deathly Fog

You release a sickly fog over a Close area at Far range. Make a Spellcast Roll (16). Once per rest on a success, you can mark a Stress to deal 10d8 +6 magic damage against every target in the area your Roll succeeded against.

Creatures within the fog take 2D8 magic damage when they are spotlighted in the fog, and they have a disadvantage to every rolls until the end of their activation.

The fog persists until the scene ends or the GM spends a Fear to clear it.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

9

5
Vital Reboot
Spell

Vital Reboot

Spend 4 Hope and Mark 4 Stress to make a Spellcast Roll (20). On a success with Hope, a creature within Melee Range dead for less than a minute is brought back to life with a scar. On a success with Fear, the creature is brought back imperfectly, gaining 2 scars.

You can attempt this spell on targets dead for less than an hour (Difficulty 25) or less than a day (difficulty 30).

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

0
Eternity awaits
Ability

Eternity awaits

When you take this card, immediately apply its effects, choose one appearance, then permanently place this card into your Vault.

You won. You have conquered your own mortality. Well, in a way. While time will nevermore hurt you, while death will never come for you unless at the hands of powerful rituals and magic on your remains, your mind is permanently twisted.

You gain two permanent hit point and stress slots, and when you you should die, you instead get a scar and are unconscious until you clear a hit point or 6 hours pass.

Choose if your appearance becomes that of an Archlich, a Specter, a Greater Vampire, or if you remain as you were but bigger, younger, visibly healthier and also unnerving to the eye as if something went missing.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

10

8
New Soul
Ability

New Soul

Mark all your Stress and spend all your hope to make a Spellcast Roll (22). On a success, you create a new soul. Add all the resources spent to determine a number.

The soul starts with -1 in all Traits, and you can raise each of them up to +2 by spending from the resources you spent. Choose if your new soul is incarnated or not.

Work with your GM to determine the other statistics of your creation.

Once you cast this spell successfully, place this card in your Vault until the New Soul dies or a year has passed.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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