Death note world illustration - Modern theme
Modern

Death note

S
SainoRisk

In modern Japan, a supernatural force—the Death Note—changes the balance of life and death.


Author's Note: Welcome to the morally complex world of Death Note. This campaign invites players into a world where knowledge is lethal, secrets are currency, and every move has consequences. Unlike traditional fantasy campaigns, this is not about slaying monsters or amassing loot. Instead, it's a battle of wits, deduction, and manipulation, set in a world where the supernatural lies just beneath the surface of modern Japan. Players may operate in the shadows as Death Note users, pursue justice as investigators, enforce the law, or simply try to survive as civilians in a world on edge. The gameplay centers around tension, secrecy, and discovery. The Death Note itself is a unique and dangerous tool governed by strict rules—capable of reshaping the world if wielded cleverly. Meanwhile, law enforcement, criminal factions, and supernatural beings like the Shinigami complicate every choice players make. Players are given full narrative freedom. The story is open-ended and reactive, allowing the world to shift based on alliances, betrayals, investigations, and moral dilemmas. Canon characters from the anime exist in the world with their original personalities, but the timeline and events are shaped entirely by the players' actions. This is a game of cat and mouse, of gods and ghosts, of logic versus lies. Victory may come not through combat, but through deception, observation, and calculated risk. Welcome to the world of Death Note—where your next move could be your last.
Played8 times
Cloned1 times
Created
20 days ago
Last Updated
18 days ago
VisibilityPublic
Curse of Jealousy (Gelus' Legacy)
6

Curse of Jealousy (Gelus' Legacy)

You mark a humanoid who has formed an emotional bond with a human. If the target tries to interfere with their fate (such as saving them unnaturally), they take 6d10 psychic damage and lose 1d6 years of their lifespan per round of interference. This spell can only be cast by Shinigami.

Gravewalker’s Descent
5

Gravewalker’s Descent

You temporarily step into the Shinigami realm, becoming incorporeal and immune to all non-magical damage for 3 rounds. You can pass through walls and floors and are invisible to humans unless they possess Shinigami Eyes or magical sight, but cannot attack or interact physically while this spell is active.

Veil of the Forgotten
4

Veil of the Forgotten

You shroud yourself or another creature in the same aura that surrounds forgotten souls. For 1 hour, the target is unnoticeable to non-magical NPCs and cannot be remembered once out of sight. Non-magical creatures must succeed on a DC 18 Wisdom saving throw to retain awareness of the target. Shinigami can still perceive them, making this spell particularly useful for stealthy operations.

Threads of Mortality
5

Threads of Mortality

You pull at the thread of life surrounding a humanoid target. If they are under magical healing, resurrection, or life extension effects, those spells are immediately suppressed for 1 minute. On a failed DC 18 Constitution save, the target is also paralyzed for 1 round by the weight of death. If any suppressed spell was active, the target takes 4d6 necrotic damage.

Soul Ledger
3

Soul Ledger

You open your ethereal Soul Ledger, a supernatural journal that logs the names and lifespans of those near you. For 10 minutes, you know the exact remaining lifespan of any humanoid you see within 60 ft. You can also detect whether their death is 'scheduled' or 'tampered with' by unnatural means (magic, curses, Death Note).

Reap the Fated
4

Reap the Fated

You point toward a humanoid whose natural death is fated to occur within the next 24 hours. That creature must succeed a DC 17 Constitution saving throw or immediately succumb to their destined death (usually heart failure). If they succeed, they are still marked by a faint aura visible only to you, and take 5d8 necrotic damage.

Death Note Immunity
1

Death Note Immunity

Upon casting this spell, your supernatural essence awakens, granting you permanent immunity to all effects of the Death Note. This immunity is a passive trait unique to Shinigami and cannot be dispelled, stolen, or replicated by mortals, though it does not protect against indirect effects. Only the Shinigami race can use this spell

Death Note Residue Trace
5

Death Note Residue Trace

You examine an object, sheet of paper, or item suspected to be a Death Note page. If it has ever been used to kill, you see spectral images of the last person it affected and the writer’s hand faintly burning into it. You may ask the DM one question about the event (e.g., “Was the death natural?” or “Did the writer know the target personally?”).

Secure Surveillance Web
4

Secure Surveillance Web

You create a 1-hour surveillance field across a 100-ft zone. Any creature who enters or exits the area while attempting to stay hidden must succeed a DC 15 Stealth check or be flagged by your equipment or magic. If they attempt to manipulate or destroy evidence, you are immediately alerted.

Behavioral Analysis Sweep
3

Behavioral Analysis Sweep

You monitor a group of up to 6 humanoids and automatically detect behavioral irregularities. For 10 minutes, you can ask the DM once per round: 'Who in this group is acting most suspicious?' The DM must respond truthfully based on available context.

Aura Disruption Pulse
4

Aura Disruption Pulse

You release a focused wave of intent-detection magic that targets Death Note users. Any creature within range that is actively attuned to a Death Note must make a DC 16 Wisdom saving throw or be momentarily stunned and glow faintly with a ghostly red aura, visible to the caster.

Pattern of Judgment
3

Pattern of Judgment

You analyze the timeline of deaths related to a suspect. For the next hour, you can roll Intelligence (Investigation) with advantage to spot consistencies in time, motive, and location across recorded killings. On success (DC set by DM), you learn one of the following: the type of targets Kira prefers, a geographic pattern, or a behavioral trigger (e.g., media broadcast).

Logical Trap
4

Logical Trap

You set a verbal or situational 'logic trap' based on conflicting details in a target’s story. If the target fails a DC 16 Intelligence saving throw, they slip up and reveal a lie, contradiction, or unintentional truth. This spell requires at least 10 minutes of observed behavior or prior dialogue.

Voice Stress Analysis
1

Voice Stress Analysis

You attune your senses to the voice of a speaking target, detecting fluctuations in tone and cadence. For 1 minute, you can ask the DM whether each statement made by the target is truthful, misleading, or uncertain, while targets aware of this spell may resist with a DC 13 Charisma saving throw.

Cover Operation
3

Cover Operation

You orchestrate a discreet, coordinated maneuver with your team—evacuate quietly, trail a suspect, or shift positions. All allies within range gain advantage on Stealth and Deception checks for the next 10 minutes if they follow the plan, allowing investigators to move covertly during high-risk moments.

Trace Suspicion
2

Trace Suspicion

You mentally mark a target who has interacted with a crime scene or suspicious event. For the next hour, you gain advantage on all Insight and Investigation checks related to their behavior, story, or involvement. If the target attempts to lie, the DM must notify you that something doesn’t align.

Pattern Recognition
1

Pattern Recognition

You enter a focused state, analyzing clues, timelines, or behaviors. For 1 hour, you gain advantage on Investigation and Insight checks made to uncover criminal patterns or contradictions in alibis. Additionally, when reviewing multiple crime scenes or witness statements, the DM must reveal one connection you may have otherwise missed.

Echo of Ownership
4

Echo of Ownership

You briefly return a Death Note to its former owner, restoring all memories and awareness of their past actions for 10 minutes. During this time, the target regains all spellcasting abilities tied to the Note but cannot kill without physically holding it.

Mind Cleanse
2

Mind Cleanse

You remove the effects of supernatural fear, charm, or confusion from a creature who has seen or been targeted by a Death Note. This spell restores the target's composure and clears mental fog, allowing them to think clearly once more.

Cloak of Normalcy
3

Cloak of Normalcy

You mask all magical auras, including Death Note ownership and any magical pacts. You appear as a mundane civilian to all detection spells and supernatural senses (including Shinigami). Lasts for 1 hour or until you cast another spell or write in a Death Note.

Reaper’s Gaze
4

Reaper’s Gaze

You lock eyes with one creature, instilling a creeping sense of death within them. For the next minute, they have disadvantage on concentration checks, and the next time they are targeted by a Death Note, they suffer disadvantage on their Constitution saving throw to resist it.

Eyes of Judgment
2

Eyes of Judgment

You gain temporary, partial Shinigami Sight. For 1 minute, when you focus on a humanoid within 60 ft, you can attempt to discern if they have killed another human being. The DM must answer truthfully if you succeed a Wisdom (Insight) check vs. the target’s Charisma (Deception).

Human Ownership Seal
3

Human Ownership Seal

You place a magical seal on a Death Note, binding it exclusively to one humanoid. For 24 hours, only that creature may activate entries in the Note. Anyone else who tries to write in it causes the page to burn instantly and take psychic backlash.

Divine Countermeasure
7

Divine Countermeasure

You imbue a creature with a divine shield that protects them from being affected by a Death Note. If their name is written in the Death Note within the next hour, the page burns before the entry can activate, rendering them unaffected. This effect can only be applied to one creature at a time and lasts for one use before ending.

Obscure the Name
3

Obscure the Name

You place a magical ward on a creature's identity. For the next 24 hours, their true name becomes imperceptible to all magical means, including Shinigami Eyes. If someone attempts to write their name in a Death Note, the name appears blurred and unreadable.

Shinigami Barrier
5

Shinigami Barrier

You summon an invisible barrier made from the residual essence of the Shinigami realm. For 1 minute, any magical or divine attempts to detect you, read minds, or scry within the area automatically fail. Death Notes cannot be observed or divined through while within the barrier.

Witness Collapse
3

Witness Collapse

Choose one humanoid who has just witnessed a death caused by the Death Note. They must succeed a DC 15 Wisdom saving throw or become stunned with overwhelming shock for 1d4 rounds and take psychic damage.

Delay Death Command
4

Delay Death Command

When writing a Death Note entry, you may delay the time of death up to 48 hours and issue up to three realistic, achievable actions for the target to perform. If they do not complete all conditions in time, they die instantly. If they do, death still occurs at the end of the timer.

Judged by the Note
6

Judged by the Note

You write a name into the Death Note while watching a live video or hologram feed of the target. If the image is live, uninterrupted, and the face is clearly visible, the spell works as though you’re seeing them in person. On a failed DC 18 Constitution save, the target dies of heart failure in 40 seconds. On a successful save, the target takes 3d10 necrotic damage instead.

Death Note Swap
4

Death Note Swap

You instantly swap a Death Note you hold with another attuned one, regardless of distance, as long as neither is held by another creature. This spell allows for strategic repositioning of powerful artifacts, enabling you to manipulate the battlefield or your enemies' plans.

Conditional Death Trigger
6

Conditional Death Trigger

You inscribe a target's name with a specific condition that, when met, causes their instant death. The effect lasts for 1 day or until the condition is fulfilled, requiring the target to make a DC 20 Constitution saving throw to resist the fatal effect. On a failed save, the target dies instantly; on a successful save, they take 4d10 psychic damage instead.

Memory Revival
3

Memory Revival

You restore all memories associated with a Death Note to a previous owner. On a successful touch, they regain everything instantly, but must make a DC 12 Constitution saving throw. On a failed save, they become stunned for 1 round from the overwhelming influx of memories, suffering psychic damage.

Kira’s Broadcast
4

Kira’s Broadcast

You hijack a nearby media source and broadcast a 1-minute divine-style Kira message. Creatures within range must make a DC 15 Wisdom saving throw or become frightened for 1 round. On a failed save, they also take 2d8 psychic damage as the overwhelming message invades their minds.

Erasure of Cause
5

Erasure of Cause

You touch a target and erase a cause of death from a previously written Death Note entry, reverting the death to basic heart failure if it hasn’t occurred yet. If the target resists the overwrite, they suffer psychic damage as their mind struggles against the alteration of fate.

Shinigami Pact
4

Shinigami Pact

You forge a pact with a Shinigami, offering part of your soul or lifespan for one of the following benefits for 24 hours: Shinigami Eyes (no HP cost), resistance to one Death Note death, or understanding Shinigami speech. The pact comes with a risk; failure to uphold the terms results in a permanent reduction of your maximum hit points or 2d8 psychic damage if the pact is broken.

Multi-Note Sync
6

Multi-Note Sync

For 1 hour, you link multiple Death Notes in your possession. Names written in one appear in all, allowing simultaneous death commands or group coordination. This spell enhances your ability to execute coordinated attacks or commands against multiple targets, making it a powerful tool for strategic planning in combat.

Death Note Forgery
3

Death Note Forgery

You create a fake page from a Death Note. Creatures examining it must succeed a DC 17 Investigation check or believe it is real. Shinigami automatically know it’s fake.

Shinigami Summon
5

Shinigami Summon

You summon the Shinigami tied to your Death Note in ghostly form for 1 hour. Only visible to you and those with magic sight, they can communicate and use Shinigami Sight, but cannot engage in combat unless bound by a pact.

Lifespan Transfer
4

Lifespan Transfer

You transfer up to 20 years of your own lifespan to another humanoid, healing them completely and halting their aging for 24 hours. For every 10 HP restored, you lose 1d4 years of your own lifespan, making this a powerful yet sacrificial spell.

Memory Wipe (Death Note Forfeit)
3

Memory Wipe (Death Note Forfeit)

The target willingly or incapacitated forfeits ownership of a Death Note, erasing all memories related to it and the Shinigami. This spell ensures that the target is free from the burdens and consequences of their past actions associated with the Death Note.

Death Note: Instant Death
5

Death Note: Instant Death

You write a known target’s name in the Death Note, invoking a powerful curse. On a failed DC 20 Constitution save, the target dies instantly of heart failure; on a successful save, they resist the effect but suffer psychic backlash, taking necrotic damage.

Death Note: Commanded Cause
4

Death Note: Commanded Cause

You inscribe the target's name and a realistic cause of death in your Death Note. If the target fails a DC 18 Constitution saving throw, they perish within 60 seconds. On a successful save, the cause is rejected, and they suffer psychic damage instead.

Shinigami Eyes
3

Shinigami Eyes

You gain the supernatural ability to see a human’s true name and remaining lifespan above their head. For 10 minutes, any humanoid you can see within range (whose face is visible) has their name and life duration revealed to you in glowing red text. Creatures affected by invisibility or magical disguise remain immune. This spell can only be cast by a creature who has sacrificed half their maximum HP permanently, or has made a pact with a Shinigami.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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