Old Gus' Daggerheart System Reference Document
version 0.99d (2025-08-02)
Introduction
Welcome Reader—
Old Gus' Daggerheart System Reference Document (OG-DHSRD) is a hypertext version of the Daggerheart System Reference Document 1.0 (revised June 26, 2025), © Critical Role, LLC, under the terms of the Darrington Press Community Gaming (DPCGL) License. There are no previous modifications by others.
This document has been edited and condensed. You can use this edition to quickly look up Daggerheart rules online, share them with others, or copy text into a character sheet that works for you. Don't mistake anything you read here for "the rules as written".
The OG-DHSRD is not a replacement for the Daggerheart Core Rulebook, which contains setting information, additional examples of gameplay, and lots of great advice for playing Daggerheart—not to mention gorgeous artwork and the seductive odor of cardboard and book glue.
Thanks to Darrington Press for this amazing resource, and thank you for reading—and may this record bring you and yours many happy adventures!
—Old Gus
Editor's Notes — If you'd like to support this work, buy Old Gus a ☕ Ko-fi!
What is Daggerheart?
- Page 4
- Page 8
Daggerheart is a tabletop roleplaying game for one Game Master (GM) and 2–5 players, each in control of one Player Character (PC). The game can be played in a single session (a "one-shot"), or a multiple sessions (a "campaign"). A game session usually takes 2–4 hours.
How to Play Daggerheart
- The GM describes the situation, narrates events, and controls NPCs, adversaries, and obstacles the PCs encounter.
- You roleplay your PC's reaction to the scenario, declaring their action and dialogue.
- If your action depends on fate or fortune, the GM calls for an action roll. To make an action roll, you roll your Duality Dice—two distinct twelve-sided dice (d12s)—representing Hope and Fear. The dice are rolled, summed, and relevant bonuses called modifiers are added to the result.
- The total is compared to a Difficulty set by the GM. If the total meets or beats the Difficulty, you succeed. If it's lower, you fail.
- The situation also changes based on which Duality Die rolls higher, giving the player helpful Hope, or giving adversary Fear to the GM.
Character Creation
- Page 13
Unless you're using pre-generated characters, you create your player character (PC) by making a series of choices that determine what kinds of moves and actions you can do, and what you're (or less) likely to succeed at when making an action roll. You'll also make choices that don't affect game mechanics, but might have a big impact on the story.
Editor's Notes — Additional playtest character options are available from Daggerheart—The Void.
Step 1: Choose a Class and Subclass
- Page 13
- Class
- Choose a class and record its class features. If prompted to make a choice, do so now.
- Subclass
- Choose a subclass and record its Foundation Features.
Step 2: Choose a Heritage
- Page 16
Your heritage is made up of two elements: ancestry and community. Choose one of each.
- Ancestry
- Ancestry represents species or lineage. Record your two ancestry features.
- Community
- Community represents culture or environment of origin. Record your community feature.
Step 3: Assign Traits
- Page 17
Traits represent your physical, mental, and social aptitudes. Each has a modifier that is added to relevant action rolls. There are six traits:
- Trait Array
- Distribute the following array of modifiers to each trait in any order you choose:
- +2
- +1
- +1
- +0
- +0
- −1
Suggested Trait Arrays
You can use these suggestions for each class:
Class | Agility | Strength | Finesse | Instinct | Presence | Knowledge |
---|---|---|---|---|---|---|
Bard | +0 | −1 | +1 | +0 | +2 | +1 |
Druid | +1 | +0 | +1 | +2 | −1 | +0 |
Guardian | +1 | +2 | −1 | +0 | +1 | +0 |
Ranger | +2 | +0 | +1 | +1 | −1 | +0 |
Rogue | +1 | −1 | +2 | +0 | +1 | +0 |
Seraph | +0 | +2 | +0 | +1 | +1 | −1 |
Sorcerer | +0 | −1 | +1 | +2 | +1 | +0 |
Warrior | +2 | +1 | +0 | +1 | −1 | +0 |
Wizard | −1 | +0 | +0 | +1 | +1 | +2 |
Step 4: Additional Statistics
- Page 18
Record the following statistics:
- Level
- You are Level 1.
- Evasion
- Your Evasion score represents your ability to defend yourself and avoid danger. Your Evasion score is determined by your class, but it might have been modified by your ancestry.
- Hit Points
- Hit Points are an abstract measurement of physical health. Your starting Hit Points are determined by your class, but they might have been modified by your subclass or ancestry.
- Stress
- Stress reflects your ability to withstand the physical, mental, and emotional strain of dangerous situations. You start with 6 Stress slots, but they might have been modified by your subclass or ancestry.
- Hope
- You start with 2 Hope, which you can spend to activate your class Hope Feature, or any other features allow or require it.
Starting Hit Points and Evasion
Class | Evasion | Hit Points |
---|---|---|
Bard | 10 | 5 |
Druid | 10 | 6 |
Guardian | 9 | 7 |
Ranger | 12 | 6 |
Rogue | 12 | 6 |
Seraph | 9 | 7 |
Sorcerer | 10 | 6 |
Warrior | 11 | 6 |
Wizard | 11 | 5 |
Ancestry Modifiers
If you gained one of the following features from your ancestry, modify accordingly:
Ancestry | Feature | Modification |
---|---|---|
Giant | Endurance | +1 Hit Point |
Human | High Stamina | +1 Stress slot |
Simiah | Nimble | +1 Evasion |
Subclass Modifiers
If you chose one of the following subclasses, modify accordingly:
Step 5: Choose Equipment
- Page 18
Weapons
Select and equip Tier 1 weapons from the Equipment tables. Choose one of the following two options:
- One two-handed primary weapon
- One one-handed primary weapon and one secondary weapon
Next, record your Proficiency and damage for your chosen weapons:
- Proficiency
- You start with a Proficiency of 1.
- Damage
- When you make a successful attack roll with a weapon, Proficiency determines the number of dice for the damage roll. For example, if your weapon is a cutlass that deals d8+1 physical damage, your damage roll is 1d8+1.
Armor
Choose and equip a set of armor from the Tier 1 Armor Table:
- Armor Score
- Record your Armor Slots, determined by your armor's Base Score (plus any bonuses from other features that modify your Armor Score).
- Damage Threshold
- Calculate your Major and Severe damage thresholds. Start with the numbers listed in your armor's Base Thresholds and add your level (plus any bonuses from other features that modify your damage thresholds) to each.
Inventory
Add the following items to your Inventory:
- A class-specific item—If you have a Spellcast trait, this item carries your spells
- One handful of gold
- Choose one: Minor Health Potion (clear 1d4 Hit Points), or Minor Stamina Potion (clear 1d4 Stress)
- Torch
- 50 feet (15 m) of rope
- Basic supplies
- Additional items the GM approves
Suggested Weapons and Armor
You can use these suggestions for each class:
Class | Equipment |
---|---|
Bard |
|
Druid |
|
Guardian |
|
Ranger |
|
Rogue |
|
Seraph |
|
Sorcerer |
|
Warrior |
|
Wizard |
|
Ancestry Modifiers
If you gained one of the following features from your ancestry, modify accordingly:
Ancestry | Feature | Modification |
---|---|---|
Galapa | Shell | Add Proficiency (+1 at Level 1) to damage thresholds |
Subclass Modifiers
If you chose one of the following subclasses, modify accordingly:
Class | Subclass | Modification |
---|---|---|
Guardian | Stalwart | +1 to damage thresholds |
Seraph | Divine Wielder | You can make weapon attacks within Close range—even if your weapon has a Melee or Very Close range; the weapon's properties are unchanged |
Step 6: Create a Background
- Page 19
- Page 29
- Page 31
- Page 37
- Page 39
- Page 43
- Page 45
- Page 47
- Page 49
- Page 51
Develop your background by answering the background questions for your class. You or the GM can modify or replace them to fit the character or setting.
Class | Background Questions |
---|---|
Bard |
|
Druid |
|
Guardian |
|
Ranger |
|
Rogue |
|
Seraph |
|
Sorcerer |
|
Warrior |
|
Wizard |
|
Step 7: Create Experiences
- Page 20
An Experience is a word or phrase used to encapsulate your specific set of skills, personality traits, or aptitudes. You can spend a Hope to Utilize an Experience, adding its modifier as a bonus on a relevant action roll.
- Create Experiences
- Create two Experiences and record them on your character sheet, each with a +2 bonus.
Step 8: Choose Domain Cards
- Page 21
- Page 25
Choose two level 1 domain cards from the domains assigned by your class. Your choices grant you unique abilities, spells, or grimoires.
Classes and Domains
Class | Domains |
---|---|
Bard | |
Druid | |
Guardian | |
Ranger | |
Rogue | |
Seraph | |
Sorcerer | |
Warrior | |
Wizard |
Subclass Modifiers
If you chose one of the following subclasses, modify accordingly:
Class | Subclass | Modification |
---|---|---|
Wizard | School of Knowledge | +1 domain card |
Step 9: Create party connections
- Page 21
- Page 29
- Page 31
- Page 37
- Page 39
- Page 43
- Page 45
- Page 47
- Page 49
- Page 51
Connections are relationships between the PCs. To create connections:
- If you haven't already done so, choose a name, pronouns, and description for your PC.
- Describe your PC to the other players—at a minimum, name, pronouns, description, experiences, and background.
- Ask the other players one of the following Party Connection Questions for your class, or create your own questions.
- Suggest at least one connection between you and each other PC.
- Accept and record connections you want to explore, refuse those you don't. It's okay if there isn't an established connection between each pair of PCs—you can discover and develop those relationships during the game.
Party Connection Questions
Class | Party Connections |
---|---|
Bard |
|
Druid |
|
Guardian |
|
Ranger |
|
Rogue |
|
Seraph |
|
Sorcerer |
|
Warrior |
|
Wizard |
|
Classes
- Page 27
A class is a role-based archetype that grants you:
- Access to two domains
- Starting Evasion and Hit Points
- Starting items
- Class features, including a Hope Feature
- A choice of subclass
There are nine classes in the Daggerheart core materials.
Subclasses
- Page 27
Each class is divided into two subclasses, each of which further refines its archetype.
- Spellcast Trait
- If the subclass casts spells, this is the trait modifier added to Spellcast Rolls and is sometimes used to determine a spell's damage roll.
- Foundation Features
- These features gained at Level 1.
- Specialization Features
- At Tier 3, you can purchase the Enhanced Subclass advancement to gain its Specialization Features.
- Mastery Features
- At Tier 4, if you already have its Specialization Features, you can purchase another Enhanced Subclass advancement to gain its Mastery Features.
Bard
- Page 28
Bards are the most charismatic people in all the realms. Members of this class are masters of captivation and specialize in a variety of performance types, including singing, playing musical instruments, weaving tales, or telling jokes. Whether performing for an audience or speaking to an individual, bards thrive in social situations. Members of this profession bond and train at schools or guilds, but a current of egotism runs through those of the bardic persuasion. While they may be the most likely class to bring people together, a bard of ill temper can just as easily tear a party apart.
Bard's Hope Feature
- Make a Scene: Spend 3 Hope to temporarily Distract a target within Close range, giving them a −2 penalty to their Difficulty.
Class Feature
- Rally: Once per session, describe how you rally the party and give yourself and each of your allies a Rally Die. At level 1, your Rally Die is a d6. A PC can spend their Rally Die to roll it, adding the result to their action roll, reaction roll, damage roll, or to clear a number of Stress equal to the result. At the end of each session, clear all unspent Rally Dice. At level 5, your Rally Die increases to a d8.
Bard Subclasses
- Page 28
Choose either the Troubadour or Wordsmith subclass.
Troubadour
- Page 28
Play the Troubadour if you want to play music to bolster your allies.
Spellcast Trait
Foundation Feature
Gifted Performer: You can play three different types of songs, once each per long rest; describe how you perform for others to gain the listed benefit:
- Relaxing Song: You and all allies within Close range clear a Hit Point.
- Epic Song: Make a target within Close range temporarily Vulnerable.
- Heartbreaking Song: You and all allies within Close range gain a Hope.
Specialization Feature
Maestro: Your rallying songs steel the courage of those who listen. When you give a Rally Die to an ally, they can gain a Hope or clear a Stress.
Mastery Feature
Virtuoso: You are among the greatest of your craft and your skill is boundless. You can perform each of your Gifted Performer feature's songs twice per long rest.
Wordsmith
- Page 29
Play the Wordsmith if you want to use clever wordplay and captivate crowds.
Spellcast Trait
Foundation Features
Rousing Speech: Once per long rest, you can give a heartfelt, inspiring speech. All allies within Far range clear 2 Stress.
Heart of a Poet: After you make an action roll to impress, persuade, or offend someone, you can spend a Hope to add a d4 to the roll.
Specialization Feature
Eloquent: Your moving words boost morale. Once per session, when you encourage an ally, you can do one of the following:
- Allow them to find a mundane object or tool they need.
- Help an Ally without spending Hope.
- Give them an additional downtime move during their next rest.
Mastery Feature
Epic Poetry: Your Rally Die increases to a d10. Additionally, when you Help an Ally, you can narrate the moment as if you were writing the tale of their heroism in a memoir. When you do, roll a d10 as your advantage die.
Druid
- Page 30
Becoming a druid is more than an occupation; it's a calling for those who wish to learn from and protect the magic of the wilderness. While one might underestimate a gentle druid who practices the often-quiet work of cultivating flora, druids who channel the untamed forces of nature are terrifying to behold. Druids cultivate their abilities in small groups, often connected by a specific ethos or locale, but some choose to work alone. Through years of study and dedication, druids can learn to transform into beasts and shape nature itself.
Druid's Hope Feature
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.
Class Features
Beastform: Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can't use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform's features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you're in a Beastform, your armor becomes part of your body and you mark Armor Slots as usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.
Wildtouch: You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.
Druid Subclasses
- Page 30
Choose either the Warden of the Elements or Warden of Renewal subclass.
Warden of the Elements
- Page 30
Play the Warden of the Elements if you want to embody the natural elements of the wild.
Spellcast Trait
Foundation Feature
Elemental Incarnation: Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:
- Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.
- Earth: Gain a bonus to your damage thresholds equal to your Proficiency.
- Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.
- Air: You can hover, gaining advantage on Agility Rolls.
Specialization Feature
Elemental Aura: Once per rest while Channeling, you can assume an aura matching your element. The aura affects targets within Close range until your Channeling ends.
- Fire: When an adversary marks 1 or more Hit Points, they must also mark a Stress.
- Earth: Your allies gain a +1 bonus to Strength.
- Water: When an adversary deals damage to you, you can mark a Stress to move them anywhere within Very Close range of where they are.
- Air: When you or an ally takes damage from an attack beyond Melee range, reduce the damage by 1d8.
Mastery Feature
Elemental Dominion: You further embody your element. While Channeling, you gain the following benefit:
- Fire: You gain a +1 bonus to your Proficiency for attacks and spells that deal damage.
- Earth: When you would mark Hit Points, roll a d6 per Hit Point marked. For each result of 6, reduce the number of Hit Points you mark by 1.
- Water: When an attack against you succeeds, you can mark a Stress to make the attacker temporarily Vulnerable.
- Air: You gain a +1 bonus to your Evasion and can fly.
Warden of Renewal
- Page 31
Play the Warden of Renewal if you want to use powerful magic to heal your party.
Spellcast Trait
Foundation Features
Clarity of Nature: Once per long rest, you can create a space of natural serenity within Close range. When you spend a few minutes resting within the space, clear Stress equal to your Instinct, distributed as you choose between you and your allies.
Regeneration: Touch a creature and spend 3 Hope. That creature clears 1d4 Hit Points.
Specialization Features
Regenerative Reach: You can target creatures within Very Close range with your "Regeneration" feature.
Warden's Protection: Once per long rest, spend 2 Hope to clear 2 Hit Points on 1d4 allies within Close range.
Mastery Feature
Defender: Your animal transformation embodies a healing guardian spirit. When you're in Beastform and an ally within Close range marks 2 or more Hit Points, you can mark a Stress to reduce the number of Hit Points they mark by 1.
Beastform Options
- Page 32
When you use Beastform, choose a creature category of your tier or lower. Beastform categories are divided by tier. Each entry includes modifications that apply until you drop out of Beastform, including:
- Creature Category
- Role or behavior, with examples of forms. For example, an Agile Scout form could be a fox, mouse, weasel, or other creature the GM approves.
- Trait
- You gain a bonus to the listed trait. For example, as an Agile Scout, you gain a +1 bonus to your Agility.
- Evasion
- Add your Beastform's Evasion bonus to your Evasion. For example, if your Evasion is usually 10, your Agile Scout form's +2 bonus raises it to 12.
- Attack Rolls
- Your attack rolls are replaced by your form's range, trait, and damage dice. For example, as a Level 1 druid, your Agile Scout form makes Melee range attacks with Agility, dealing 1d4 physical damage on a success.
- Advantages
- You gain advantage on action rolls and reaction rolls related to these activities. For example, an Agile Scout for gains advantage on rolls to sneak around and search for objects.
- Features
- Each form includes unique features. For example, an Agile Scout form excels at silent, dexterous movement—but it's easier force you to drop out of Beastform.
Beastform Creature Categories
Tier 3
Beastform Modifications
Tier 1
- Page 32
Agile Scout
- Page 32
(Fox, Mouse, Weasel, etc.)
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.
Fragile: When you take Major or greater damage, you drop out of Beastform.
Aquatic Scout
- Page 32
(Eel, Fish, Octopus, etc.)
Aquatic: You can breathe and move naturally underwater.
Fragile: When you take Major or greater damage, you drop out of Beastform.
Household Friend
- Page 32
(Cat, Dog, Rabbit, etc.)
Companion: When you Help an Ally, you can roll a d8 as your advantage die.
Fragile: When you take Major or greater damage, you drop out of Beastform.
Nimble Grazer
- Page 32
(Deer, Gazelle, Goat, etc.)
Elusive Prey: When an attack roll against you would succeed, you can mark a Stress and roll a d4. Add the result to your Evasion against this attack.
Fragile: When you take Major or greater damage, you drop out of Beastform.
Pack Predator
- Page 32
(Coyote, Hyena, Wolf, etc.)
Hobbling Strike: When you succeed on an attack against a target within Melee range, you can mark a Stress to make the target temporarily Vulnerable.
Pack Hunting: When you succeed on an attack against the same target as an ally who acts immediately before you, add a d8 to your damage roll.
Stalking Arachnid
- Page 32
(Tarantula, Wolf Spider, etc.)
Venomous Bite: When you succeed on an attack against a target within Melee range, the target becomes temporarily Poisoned. A Poisoned creature takes 1d10 direct physical damage each time they act.
Webslinger: You can create a strong web material useful for both adventuring and battle. The web is resilient enough to support one creature. You can temporarily Restrain a target within Close range by succeeding on a Finesse Roll against them.
Tier 2
- Page 33
Armored Sentry
- Page 33
(Armadillo, Pangolin, Turtle, etc.)
Armored Shell: Your hardened exterior gives you resistance to physical damage. Additionally, mark an Armor Slot to retract into your shell. While in your shell, physical damage is reduced by a number equal to your Armor Score (after applying resistance), but you can't perform other actions without leaving this form.
Cannonball: Mark a Stress to allow an ally to throw or launch you at an adversary. To do so, the ally makes an attack roll using Agility or Strength (their choice) against a target within Close range. On a success, the adversary takes d12+2 physical damage using the thrower's Proficiency. You can spend a Hope to target an additional adversary within Very Close range of the first. The second target takes half the damage dealt to the first target.
Mighty Strider
- Page 33
(Camel, Horse, Zebra, etc.)
Carrier: You can carry up to two willing allies with you when you move.
Trample: Mark a Stress to move up to Close range in a straight line and make an attack against all targets within Melee range of the line. Targets you succeed against take d8+1 physical damage using your Proficiency and are temporarily Vulnerable.
Pouncing Predator
- Page 33
(Cheetah, Lion, Panther, etc.)
Fleet: Spend a Hope to move up to Far range without rolling.
Takedown: Mark a Stress to move into Melee range of a target and make an attack roll against them. On a success, you gain a +2 bonus to your Proficiency for this attack and the target must mark a Stress.
Powerful Beast
- Page 33
(Bear, Bull, Moose, etc.)
Rampage: When you roll a 1 on a damage die, you can roll a d10 and add the result to the damage roll. Additionally, before you make an attack roll, you can mark a Stress to gain a +1 bonus to your Proficiency for that attack
Thick Hide: You gain a +2 bonus to your damage thresholds.
Editor's Notes — The Daggerheart SRD 1.0 changelog indicates the Powerful Predator beastform stats were updated to Strength +3, Evasion +1, but the text doesn't reflect this change. The text has been preserved here as it appears in the Daggerheart Core Rulebook.
Striking Serpent
- Page 33
(Cobra, Rattlesnake, Viper, etc.)
Venomous Strike: Make an attack against any number of targets within Very Close range. On a success, a target is temporarily Poisoned. A Poisoned creature takes 1d10 direct physical damage each time they act.
Warning Hiss: Mark a Stress to force any number of targets within Melee range to move back to Very Close range.
Winged Beast
- Page 33
(Hawk, Owl, Raven, etc.)
Bird's-Eye View: You can fly at will. Once per rest while you are airborne, you can ask the GM a question about the scene below you without needing to roll. The first time a character makes a roll to act on this information, they gain advantage on the roll.
Hollow Bones: You gain a −2 penalty to your damage thresholds.
Tier 3
- Page 34
Aquatic Predator
- Page 34
(Dolphin, Orca, Shark, etc.)
Aquatic: You can breathe and move naturally underwater.
Vicious Maul: When you succeed on an attack against a target, you can spend a Hope to make them Vulnerable and gain a +1 bonus to your Proficiency for this attack.
Great Predator
- Page 34
(Dire Wolf, Velociraptor, Sabertooth Tiger, etc.)
Carrier: You can carry up to two willing allies with you when you move.
Vicious Maul: When you succeed on an attack against a target, you can spend a Hope to make them temporarily Vulnerable and gain a +1 bonus to your Proficiency for this attack.
Great Winged Beast
- Page 34
(Giant Eagle, Falcon, etc.)
Bird's-Eye View: You can fly at will. Once per rest while you are airborne, you can ask the GM a question about the scene below you without needing to roll. The first time a character makes a roll to act on this information, they gain advantage on the roll.
Carrier: You can carry up to two willing allies with you when you move.
Legendary Beast
- Page 34
(Upgraded Tier 1 Options)
Evolved: Pick a Tier 1 Beastform option and become a larger, more powerful version of that creature. While you're in this form, you retain all traits and features from the original form and gain the following bonuses:
- A +6 bonus to damage rolls
- A +1 bonus to the trait used by this form
- A +2 bonus to Evasion
Legendary Hybrid
- Page 34
(Griffon, Sphinx, etc.)
Hybrid Features: To transform into this creature, mark an additional Stress. Choose any two Beastform options from Tiers 1–2. Choose a total of four advantages and two features from those options.
Mighty Lizard
- Page 34
(Alligator, Crocodile, Gila Monster, etc.)
Physical Defense: You gain a +3 bonus to your damage thresholds.
Snapping Strike: When you succeed on an attack against a target within Melee range, you can spend a Hope to clamp that opponent in your jaws, making them temporarily Restrained and Vulnerable.
Tier 4
- Page 35
Epic Aquatic Beast
- Page 35
(Giant Squid, Whale, etc.)
Ocean Master: You can breathe and move naturally underwater. When you succeed on an attack against a target within Melee range, you can temporarily Restrain them.
Unyielding: When you would mark an Armor Slot, roll a d6. On a result of 5 or higher, reduce the severity by one threshold without marking an Armor Slot.
Massive Behemoth
- Page 35
(Elephant, Mammoth, Rhinoceros, etc.)
Carrier: You can carry up to four willing allies with you when you move.
Demolish: Spend a Hope to move up to Far range in a straight line and make an attack against all targets within Melee range of the line. Targets you succeed against take d8+10 physical damage using your Proficiency and are temporarily Vulnerable.
Undaunted: You gain a +2 bonus to all your damage thresholds.
Mythic Aerial Hunter
- Page 35
(Dragon, Pterodactyl, Roc, Wyvern, etc.)
Carrier: You can carry up to three willing allies with you when you move.
Deadly Raptor: You can fly at will and move up to Far range as part of your action. When you move in a straight line into Melee range of a target from at least Close range and make an attack against that target in the same action, you can reroll all damage dice that rolled a result lower than your Proficiency.
Mythic Beast
- Page 35
(Upgraded Tier 1 or Tier 2 Options)
Evolved: Pick a Tier 1 or Tier 2 Beastform option and become a larger, more powerful version of that creature. While you're in this form, you retain all traits and features from the original form and gain the following bonuses:
- A +9 bonus to damage rolls
- A +2 bonus to the trait used by this form
- A +3 bonus to Evasion
- Your damage die increases by one size (d6 becomes d8, d8 becomes d10, etc.)
Mythic Hybrid
- Page 35
(Chimera, Cockatrice, Manticore.)
Hybrid Features: To transform into this creature, mark 2 additional Stress. Choose any three Beastform options from Tiers 1–3. Choose a total of five advantages and three features from those options.
Terrible Lizard
- Page 35
(Brachiosaurus, Tyrannosaurus, etc.)
Devastating Strikes: When you deal Severe damage to a target within Melee range, you can mark a Stress to force them to mark an additional Hit Point.
Massive Stride: You can move up to Far range without rolling. You ignore rough terrain (at the GM's discretion) due to your size.
Guardian
- Page 36
The title of guardian represents an array of martial professions, speaking more to their moral compass and unshakeable fortitude than the means by which they fight. While many guardians join groups of militants for either a country or cause, they're more likely to follow those few they truly care for, majority be damned. Guardians are known for fighting with remarkable ferocity even against overwhelming odds, defending their cohort above all else. Woe betide those who harm the ally of a guardian, as the guardian will answer this injury in kind.
Guardian's Hope Feature
Frontline Tank: Spend 3 Hope to clear 2 Armor Slots.
Class Feature
Unstoppable: Once per long rest, you can become Unstoppable. You gain an Unstoppable Die. At level 1, your Unstoppable Die is a d4. Place it on your character sheet in the space provided, starting with the 1 value facing up. After you make a damage roll that deals 1 or more Hit Points to a target, increase the Unstoppable Die value by one. When the die's value would exceed its maximum value or when the scene ends, remove the die and drop out of Unstoppable. At level 5, your Unstoppable Die increases to a d6.
While Unstoppable, you gain the following benefits:
- You reduce the severity of physical damage by one threshold (Severe to Major, Major to Minor, Minor to None).
- You add the current value of the Unstoppable Die to your damage roll.
- You can't be Restrained or Vulnerable.
See full text for details.
Guardian Subclasses
- Page 36
Choose either the Stalwart or Vengeance subclass.
stalwart
Play the Stalwart if you want to take heavy blows and keep fighting.
Foundation Features
Unwavering: Gain a permanent +1 bonus to your damage thresholds.
Iron Will: When you take physical damage, you can mark an additional Armor Slot to reduce the severity.
See full text for details.
Specialization Features
Unrelenting: Gain a permanent +2 bonus to your damage thresholds.
Partners-in-Arms: When an ally within Very Close range takes damage, you can mark an Armor Slot to reduce the severity by one threshold.
Mastery Features
Undaunted: Gain a permanent +3 bonus to your damage thresholds.
Loyal Protector: When an ally within Close range has 2 or fewer Hit Points and would take damage, you can mark a Stress to sprint to their side and take the damage instead.
Vengeance
- Page 36
Play the Vengeance if you want to strike down enemies who harm you or your allies.
Foundation Features
At Ease: Gain an additional Stress slot.
Revenge: When an adversary within Melee range succeeds on an attack against you, you can mark 2 Stress to force the attacker to mark a Hit Point.
See full text for details.
Specialization Feature
Act of Reprisal: When an adversary damages an ally within Melee range, you gain a +1 bonus to your Proficiency for the next successful attack you make against that adversary.
Mastery Feature
Nemesis: Spend 2 Hope to Prioritize an adversary until your next rest. When you make an attack against your Prioritized adversary, you can swap the results of your Hope and Fear Dice. You can only Prioritize one adversary at a time.
Ranger
- Page 38
Rangers are highly skilled hunters who, despite their martial abilities, rarely lend their skills to an army. Through mastery of the body and a deep understanding of the wilderness, rangers become sly tacticians, pursuing their quarry with cunning and patience. Many rangers track and fight alongside an animal companion with whom they've forged a powerful spiritual bond. By honing their skills in the wild, rangers become expert trackers, as likely to ensnare their foes in a trap as they are to assail them head-on.
Ranger's Hope Feature
Hold Them Off: Spend 3 Hope when you succeed on an attack with a weapon to use that same roll against two additional adversaries within range of the attack.
Class Feature
Ranger's Focus: Spend a Hope and make an attack against a target. On a success, deal your attack's normal damage and temporarily make the attack's target your Focus. Until this feature ends or you make a different creature your Focus, you gain the following benefits against your Focus:
- You know precisely what direction they are in.
- When you deal damage to them, they must mark a Stress.
- When you fail an attack against them, you can end your Ranger's Focus feature to reroll your Duality Dice.
Ranger Subclasses
- Page 38
Choose either the Beastbound or Wayfinder subclass.
Beastbound
- Page 38
Play the Beastbound if you want to form a deep bond with an animal ally.
Spellcast Trait
Foundation Feature
Companion: You have an animal companion of your choice (at the GM's discretion). They stay by your side unless you tell them otherwise.
Take the Ranger Companion sheet. When you level up, choose a level up option for your companion as well.
Specialization Features
Expert Training: Choose an additional level-up option for your companion.
Battle-Bonded: When an adversary attacks you while they're within your companion's Melee range, you gain a +2 bonus to your Evasion against the attack.
Mastery Features
Advanced Training: Choose two additional level-up options for your companion.
Loyal Friend: Once per long rest, when the damage from an attack would mark your companion's last Stress or your last Hit Point and you're within Close range of each other, you or your companion can rush to the other's side and take that damage instead.
Wayfinder
- Page 39
Play the Wayfinder if you want to hunt your prey and strike with deadly force.
Spellcast Trait
Foundation Features
Ruthless Predator: When you make a damage roll, you can mark a Stress to gain a +1 bonus to your Proficiency. Additionally, when you deal Severe damage to an adversary, they must mark a Stress.
Path Forward: When you're traveling to a place you've previously visited or you carry an object that has been at the location before, you can identify the shortest, most direct path to your destination.
Specialization Feature
Elusive Predator: When your Focus makes an attack against you, you gain a +2 bonus to your Evasion against the attack.
Mastery Feature
Apex Predator: Before you make an attack roll against your Focus, you can spend a Hope. On a successful attack, you remove a Fear from the GM's Fear pool.
Beastbound Companion
- Page 40
Your Beastbound ranger companion starts with the following statistics:
- Companion Basics
- Work with the GM to choose the type of animal, their name, and based on their training and your shared history, create two Experiences for them, each with a +2 modifier.
- Using Spellcast Rolls, Hope, and Experiences
- Make a Spellcast Roll to command your companion to take action, and spend a Hope to add a relevant companion Experience's modifier to the roll. On a success with Hope, if your next action builds on their success, you gain advantage on the roll.
- Attacking With Your Companion
- Companion attack rolls gain any benefits that normally only apply to you, for example, Ranger's Focus. The companion's damage roll uses your Proficiency and the companion's damage die. For example, at Level 1, the companion deals 1d6 damage.
- Stress as Damage
- When your companion would take any amount of damage, they mark a Stress instead. If you choose a downtime move that clears your Stress, your companion clears an equal amount. If their last Stress is marked, they exit the scene, becoming unavailable until the start of your next long rest, when they clear 1 Stress and return to you.
Editor's Notes — The game doesn't include any rules for riding your mount in combat, but the Conjured Steeds spell suggests these modifications:
Mounted: −2 to attack rolls; +2 to damage rolls
Companion Levels
- Page 40
When you gain a level, choose one available option for your companion from the following list. Options with multiple slots can be chosen more than once. When you choose an advancement, mark one of its slots.
Additionally, whenever you gain a new Experience by reaching a new tier, your companion also gains a new Experience at +2.
Ranger Companion Advancements
Advancement | Notes | Slots |
---|---|---|
Intelligent | Companion gains a +1 bonus to an Experience. | 3 |
Light in the Dark | Companion gains a Hope slot you can use as if it were your own. | 1 |
Creature Comfort | Once per rest, you can share in love and attention, choosing one of the following benefits: | 1 |
Armored | When your companion takes damage, you can mark one of your Armor Slots instead of their Stress. | 1 |
Vicious | You can choose to use this advancement to modify your companion's standard attack in one of two ways:
|
3 |
Resilient | Companion gains 1 Stress slot. | 3 |
Bonded | When you mark your last Hit Point, your companion rushes to your side. Roll a number of d6s equal to their unmarked Stress slots and mark them. If any d6 results in a 6, your companion helps you up, you clear your last Hit Point, and return to the scene. | 1 |
Aware | Companion gains a +1 bonus to Evasion. | 3 |
Rogue
- Page 42
- Errata
Rogues are scoundrels, often in both attitude and practice. Broadly known as liars and thieves, the best among this class move through the world anonymously. Utilizing their sharp wits and blades, rogues trick their foes through social manipulation as easily as breaking locks, climbing through windows, or dealing underhanded blows. These masters of magical craft manipulate shadow and movement, adding an array of useful and deadly tools to their repertoire. Rogues frequently establish guilds to meet future accomplices, hire out jobs, and hone secret skills, proving that there's honor among thieves for those who know where to look.
Rogue's Hope Feature
Rogue's Dodge: Spend 3 Hope to gain a +2 bonus to your Evasion until the next time an attack succeeds against you. Otherwise, this bonus lasts until your next rest.
Class Features
Cloaked: Any time you would be Hidden, you are instead Cloaked. In addition to the benefits of the Hidden condition, while Cloaked you remain unseen if you are stationary when an adversary moves to where they would normally see you. After you make an attack or end a move within line of sight of an adversary, you are no longer Cloaked. Otherwise, this bonus lasts until your next rest.
Sneak Attack: When you succeed on an attack while Cloaked or while an ally is within Melee range of your target, add a number of d6s equal to your tier to your damage roll.
Rogue Subclasses
- Page 42
Choose either the Nightwalker or Syndicate subclass.
Nightwalker
- Page 42
Play the Nightwalker if you want to manipulate shadows to maneuver through the environment.
Spellcast Trait
Foundation Feature
Shadow Stepper: You can move from shadow to shadow. When you move into an area of darkness or a shadow cast by another creature or object, you can mark a Stress to disappear from where you are and reappear inside another shadow within Far range. When you reappear, you are Cloaked.
Specialization Features
Dark Cloud: Make a Spellcast Roll (15). On a success, create a temporary dark cloud that covers any area within Close range. Anyone in this cloud can't see outside of it, and anyone outside of it can't see in. You're considered Cloaked from any adversary for whom the cloud blocks line of sight.
Adrenaline: While you're Vulnerable, add your level to your damage rolls.
Mastery Features
Shadow Stepper: Gain a permanent +1 bonus to your Evasion. You can use your Shadow Stepper feature to move within Very Far range.
Vanishing Act: Mark a Stress to become Cloaked at any time. When Cloaked from this feature, you automatically clear the Restrained condition if you have it. You remain Cloaked in this way until you roll with Fear or until your next rest.
Syndicate
- Page 43
Play the Syndicate if you want to have a web of contacts everywhere you go.
Spellcast Trait
Foundation Feature
Well-Connected: When you arrive in a prominent town or environment, you know somebody who calls this place home. Give them a name, note how you think they could be useful, and choose one fact from the following list:
- They owe me a favor, but they'll be hard to find.
- They're going to ask for something in exchange.
- They're always in a great deal of trouble.
- We used to be together. It's a long story.
- We didn't part on great terms.
Specialization Feature
Contacts Everywhere: Once per session, you can briefly call on a shady contact. Choose one of the following benefits and describe what brought them here to help you in this moment:
- They provide 1 handful of gold, a unique tool, or a mundane object that the situation requires.
- On your next action roll, their help provides a +3 bonus to the result of your Hope or Fear Die.
- The next time you deal damage, they snipe from the shadows, adding 2d8 to your damage roll.
Mastery Feature
Reliable Backup: You can use your Contacts Everywhere feature three times per session. The following options are added to the list of benefits you can choose from when you use that feature:
- When you mark 1 or more Hit Points, they can rush out to shield you, reducing the Hit Points marked by 1.
- When you make a Presence Roll in conversation, they back you up. You can roll a d20 as your Hope Die.
Seraph
- Page 44
Seraphs are divine fighters and healers imbued with sacred purpose. A wide array of deities exist within the realms, and thus numerous kinds of seraphs are appointed by these gods. Their ethos traditionally aligns with the domain or goals of their god, such as defending the weak, exacting vengeance, protecting a land or artifact, or upholding a particular faith. Some seraphs ally themselves with an army or locale, much to the satisfaction of their rulers, but other crusaders fight in opposition to the follies of the Mortal Realm. It is better to be a seraph's ally than their enemy, as they are terrifying foes to those who defy their purpose.
Seraph's Hope Feature
- Page 44
Life Support: Spend 3 Hope to clear a Hit Point on an ally within Close range.
Class Feature
- Page 44
Prayer Dice: At the beginning of each session, roll a number of d4s equal to your subclass's Spellcast trait and place them on your character sheet in the space provided. These are your Prayer Dice. You can spend any number of Prayer Dice to aid yourself or an ally within Far range. You can use a spent die's value to reduce incoming damage, add to a roll's result after the roll is made, or gain Hope equal to the result. At the end of each session, clear all unspent Prayer Dice.
Seraph Subclasses
- Page 44
Choose either the Divine Wielder or Winged Sentinel Winged Sentinel.
Divine Wielder
- Page 44
Play the Divine Wielder if you want to dominate the battlefield with a legendary weapon.
Spellcast Trait
Foundation Features
Spirit Weapon: When you have an equipped weapon with a range of Melee or Very Close, it can fly from your hand to attack an adversary within Close range and then return to you. You can mark a Stress to target an additional adversary within range with the same attack roll.
Sparing Touch: Once per long rest, touch a creature and clear 2 Hit Points or 2 Stress from them.
Specialization Feature
Devout: When you roll your Prayer Dice, you can roll an additional die and discard the lowest result. Additionally, you can use your Sparing Touch feature twice instead of once per long rest.
Mastery Feature
Sacred Resonance: When you roll damage for your Spirit Weapon feature, if any of the die results match, double the value of each matching die. For example, if you roll two 5s, they count as two 10s.
Winged Sentinel
- Page 45
Play the Winged Sentinel if you want to take flight and strike crushing blows from the sky.
Spellcast Trait
Foundation Feature
Wings of Light: You can fly. While flying, you can do the following:
- Mark a Stress to pick up and carry another willing creature approximately your size or smaller.
- Spend a Hope to deal an extra 1d8 damage on a successful attack.
Specialization Feature
Ethereal Visage: Your supernatural visage strikes awe and fear. While flying, you have advantage on Presence Rolls. When you succeed with Hope on a Presence Roll, you can remove a Fear from the GM's Fear pool instead of gaining Hope.
Mastery Features
Ascendant: Gain a permanent +4 bonus to your Severe damage threshold.
Power of the Gods: While flying, you deal an extra 1d12 damage instead of 1d8 from your Wings of Light feature.
Sorcerer
- Page 46
Not all innate magic users choose to hone their craft, but those who do can become powerful sorcerers. The gifts of these wielders are passed down through families, even if the family is unaware of or reluctant to practice them. A sorcerer's abilities can range from the elemental to the illusionary and beyond, and many practitioners band together into collectives based on their talents. The act of becoming a formidable sorcerer is not the practice of acquiring power, but learning to cultivate and control the power one already possesses. The magic of a misguided or undisciplined sorcerer is a dangerous force indeed.
Sorcerer's Hope Feature
Volatile Magic: Spend 3 Hope to reroll any number of your damage dice on an attack that deals magic damage.
Class Feature
Arcane Sense: You can sense the presence of magical people and objects within Close range.
Minor Illusion: Make a Spellcast Roll (10). On a success, you create a minor visual illusion no larger than yourself within Close range. This illusion is convincing to anyone at Close range or farther.
Channel Raw Power: Once per long rest, you can place a domain card from your loadout into your vault and choose to either:
- Gain Hope equal to the level of the card.
- Enhance a spell that deals damage, gaining a bonus to your damage roll equal to twice the level of the card.
Sorcerer Subclasses
- Page 46
Choose either the Elemental Origin or Primal Origin.
Elemental Origin
- Page 46
Play the Elemental Origin if you want to channel raw magic to take the shape of a particular element.
Spellcast Trait
Foundation Feature
Elementalist: Choose one of the following elements at character creation: air, earth, fire, lightning, water. You can shape this element into harmless effects.
Additionally, spend a Hope and describe how your control over this element helps an action roll you're about to make, then either gain a +2 bonus to the roll or a +3 bonus to the roll's damage.
Specialization Feature
Natural Evasion: You can call forth your element to protect you from harm. When an attack roll against you succeeds, you can mark a Stress and describe how you use your element to defend you. When you do, roll a d6 and add its result to your Evasion against the attack.
Mastery Feature
Transcendence: Once per long rest, you can transform into a physical manifestation of your element. When you do, describe your transformation and choose two of the following benefits to gain until your next rest:
- +4 bonus to your Severe threshold
- +1 bonus to a character trait of your choice
- +1 bonus to your Proficiency
- +2 bonus to your Evasion
Primal Origin
- Page 47
Play the Primal Origin if you want to extend the versatility of your spells in powerful ways.
Spellcast Trait
Foundation Features
Manipulate Magic: Your primal origin allows you to modify the essence of magic itself. After you cast a spell or make an attack using a weapon that deals magic damage, you can mark a Stress to do one of the following:
- Extend the spell or attack's reach by one range
- Gain a +2 bonus to the action roll's result
- Double a damage die of your choice
- Hit an additional target within range
Specialization Feature
Enchanted Aid: You can enhance the magic of others with your essence. When you Help an Ally with a Spellcast Roll, you can roll a d8 as your advantage die. Once per long rest, after an ally has made a Spellcast Roll with your help, you can swap the results of their Duality Dice.
Mastery Feature
Arcane Charge: You can gather magical energy to enhance your capabilities. When you take magic damage, you become Charged. Alternatively, you can spend 2 Hope to become Charged. When you successfully make an attack that deals magic damage while Charged, you can clear your Charge to either gain a +10 bonus to the damage roll or gain a +3 bonus to the Difficulty of a reaction roll the spell causes the target to make. You stop being Charged at your next long rest.
Warrior
- Page 48
Becoming a warrior requires years, often a lifetime, of training and dedication to the mastery of weapons and violence. While many who seek to fight hone only their strength, warriors understand the importance of an agile body and mind, making them some of the most sought-after fighters across the realms. Frequently, warriors find employment within an army, a band of mercenaries, or even a royal guard, but their potential is wasted in any position where they cannot continue to improve and expand their skills. Warriors are known to have a favored weapon; to come between them and their blade would be a grievous mistake.
Warrior's Hope Feature
No Mercy: Spend 3 Hope to gain a +1 bonus to your attack rolls until your next rest.
Class Features
Attack of Opportunity: If an adversary within Melee range attempts to leave that range, make a reaction roll using a trait of your choice against their Difficulty. Choose one effect on a success, or two if you critically succeed:
- They can't move from where they are.
- You deal damage to them equal to your primary weapon's damage.
- You move with them.
Combat Training: You ignore burden when equipping weapons. When you deal physical damage, you gain a bonus to your damage roll equal to your level.
Warrior Subclasses
- Page 48
Choose either the Call of the Brave or Call of the Slayer subclass.
Call of the Brave
- Page 48
Play the Call of the Brave if you want to use the might of your enemies to fuel your own power.
Foundation Features
Courage: When you fail a roll with Fear, you gain a Hope.
Battle Ritual: Once per long rest, before you attempt something incredibly dangerous or face off against a foe who clearly outmatches you, describe what ritual you perform or preparations you make. When you do, clear 2 Stress and gain 2 Hope.
Specialization Feature
Rise to the Challenge: You are vigilant in the face of mounting danger. While you have 2 or fewer Hit Points unmarked, you can roll a d20 as your Hope Die.
Mastery Feature
Camaraderie: Your unwavering bravery is a rallying point for your allies. You can initiate a Tag Team Roll one additional time per session. Additionally, when an ally initiates a Tag Team Roll with you, they only need to spend 2 Hope to do so.
Call of the Slayer
- Page 49
Play the Call of the Slayer if you want to strike down adversaries with immense force.
Foundation Feature
Slayer: You gain a pool of dice called Slayer Dice. On a roll with Hope, you can place a d6 on this card instead of gaining a Hope, adding the die to the pool. You can store a number of Slayer Dice equal to your Proficiency. When you make an attack roll or damage roll, you can spend any number of these Slayer Dice, rolling them and adding their result to the roll. At the end of each session, clear any unspent Slayer Dice on this card and gain a Hope per die cleared.
Specialization Feature
Weapon Specialist: You can wield multiple weapons with dangerous ease. When you succeed on an attack, you can spend a Hope to add one of the damage dice from your secondary weapon to the damage roll. Additionally, once per long rest when you roll your Slayer Dice, reroll any 1s.
Mastery Feature
Martial Preparation: You're an inspirational warrior to all who travel with you. Your party gains access to the Martial Preparation downtime move . To use this move during a rest, describe how you instruct and train with your party. You and each ally who chooses this downtime move gain a d6 Slayer Die. A PC with a Slayer Die can spend it to roll the die and add the result to an attack or damage roll of their choice.
Wizard
- Page 50
Whether through an institution or individual study, those known as wizards acquire and hone immense magical power over years of learning using a variety of tools, including books, stones, potions, and herbs. Some wizards dedicate their lives to mastering a particular school of magic, while others learn from a wide variety of disciplines. Many wizards become wise and powerful figures in their communities, advising rulers, providing medicines and healing, and even leading war councils. While these mages all work toward the common goal of collecting magical knowledge, wizards often have the most conflict within their own ranks, as the acquisition, keeping, and sharing of powerful secrets is a topic of intense debate that has resulted in innumerable deaths.
Wizard's Hope Feature
Not This Time: Spend 3 Hope to force an adversary within Far range to reroll an attack or damage roll.
Class Feature
Prestidigitation: You can perform harmless, subtle magical effects at will. For example, you can change an object's color, create a smell, light a candle, cause a tiny object to float, illuminate a room, or repair a small object.
Strange Patterns: Choose a number between 1 and 12. When you roll that number on a Duality Die, gain a Hope or clear a Stress.
You can change this number when you take a long rest.
Wizard Subclasses
- Page 50
Choose either the School of Knowledge or School of War subclass.
School of Knowledge
- Page 50
Play the School of Knowledge if you want a keen understanding of the world around you.
Spellcast Trait
Foundation Features
Prepared: Take an additional domain card of your level or lower from a domain you have access to.
Adept: When you Utilize an Experience, you can mark a Stress instead of spending a Hope. If you do, double your Experience modifier for that roll.
Specialization Features
Accomplished: Take an additional domain card of your level or lower from a domain you have access to.
Perfect Recall: Once per rest, when you recall a domain card in your vault, you can reduce its Recall Cost by 1.
Mastery Features
Brilliant: Take an additional domain card of your level or lower from a domain you have access to.
Honed Expertise: When you use an Experience, roll a d6. On a result of 5 or higher, you can use it without spending Hope.
School of War
- Page 51
Play the School of War if you want to utilize trained magic for violence.
Spellcast Trait
Foundation Features
Battlemage: You've focused your studies on becoming an unconquerable force on the battlefield. Gain an additional Hit Point slot.
Face Your Fear: When you succeed with Fear on an attack roll, you deal an extra 1d10 magic damage.
Specialization Feature
Conjure Shield: You can maintain a protective barrier of magic. While you have at least 2 Hope, you add your Proficiency to your Evasion.
Fueled by Fear: The extra magic damage from your Face Your Fear feature increases to 2d10.
Mastery Features
Thrive in Chaos: When you succeed on an attack, you can mark a Stress after rolling damage to force the target to mark an additional Hit Point.
Have No Fear: The extra magic damage from your Face Your Fear feature increases to 3d10.
Domains
- Page 24
The Daggerheart core set includes nine thematic Domain Decks, comprised of a collection of domain cards.
Each class grants access to two domains.
- Arcana
- Blade
- Bone
- Codex
- Grace
- Midnight
- Sage
- Splendor
- Valor
Domain Cards
- Page 26
Domain cards provide unique moves, passive bonuses, downtime moves, or temporary benefits to your PC. You choose two Level 1 domain cards at character creation, and choose another each time you gain a level. You can gain an additional domain card each tier by purchasing an advancement.
Domain Card Anatomy
In addition to describing its effects or special rules for using the card, each includes:
- Level
- You can't choose a domain card with a level greater than yours—or half your level if you gained access to the card's domain deck by multiclassing.
- Domain
- You can only choose cards from your class domains.
- Recall Cost: X
- When you have the spotlight, you can mark Stress equal to a vaulted domain card's Recall Cost to exchange it for one in your loadout.
- Type
- There are three types of domain cards: Abilities are non-magical. Spells are magical. Grimoires from the Codex domain grant you multiple, less potent spells.
- Usage Limits
- Some domain cards can only be used a certain number of times before a short rest or long rest. If a card has number of uses equal to a trait with a modifier of +0 or less, you can't use it.
Loadout and Vault
- Page 101
- Loadout
- Your loadout is the set of domain cards you can use during play. You can have up to 5 domain cards in your loadout.
- Vault
- Domain cards that aren't in our loadout are placed in your vault. Unless stated otherwise, vaulted cards don't provide you any benefits.
- Exchanging Cards
- At the start of downtime, you can exchange cards between your loadout and vault wiithout paying Recall Costs.
Editor's Notes — The spotlight requirement for paying Recall Costs is based on a comment by designer by Spenser Starke. It is included here in anticipation of official errata.
Daggerheart is a fiction-first, rulings over rules game. Each player and the GM should act in good faith and focus on the story rather than squeezing every last possible advantage out of mechanical minutae. For example, there are probably other common sense limitations on exchanging domain card exchanges in good faith—for example, if you wait for a success with Hope on an attack roll, exchange Bare Bones for Forceful Push to inflict additional damage, and then exchange the two cards again—after all, both cards have a Recall Cost of 0, right?
Sure, the GM could spend a Fear to seize the spotlight and prevent the exchange, but these kinds of punitive measures are against the spirit of the game. Using the golden rule, the players and GM might agree on one of the following arrangements:
- Combat Lock: Domain cards can't be swapped under pressure, including combat.
- Spotlight Effect: Domain cards exchanges must be made after gaining the spotlight, but before making a move.
- Rate Limit: Once you exchange a domain card between your loadout or vault, you can't exchange it again until the next time you gain the spotlight.
See: r/daggerheart: Can you recall domain cards to your loadout during GM's spotlight?
Arcana
- Page 24
- Page 328
Innate and Instinctual magic
Those who choose this path tap into the raw, enigmatic forces of the realms to manipulate both their own energy and the elements. Arcana offers wielders a volatile power, but it is incredibly potent when correctly channeled.
Arcana Domain Deck
Level | Arcana Domain Cards |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 |
Blade
- Page 24
- Page 329
Weapon mastery
Whether by steel, bow, or perhaps a more specialized arm, those who follow this path have the skill to cut short the lives of others. Wielders of Blade dedicate themselves to achieving inexorable power over death.
Blade Domain Deck
Level | Blade Domain Cards |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 |
Bone
- Page 24
- Page 331
Tactics and the body
Practitioners of this domain have an uncanny control over their own physical abilities and an eye for predicting the behaviors of others in combat. Adherents to Bone gain an unparalleled understanding of bodies and their movements.
Bone Domain Deck
Level | Bone Domain Cards |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 |
Codex
- Page 24
- Page 332
Intensive magical study
Those who seek magical knowledge turn to the equations of power recorded in books, written on scrolls, etched into walls, or tattooed on bodies. Codex offers a commanding and versatile understanding of magic to devotees who pursue knowledge beyond the boundaries of common wisdom.
Codex Domain Deck
Level | Codex Domain Cards |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 |
Grace
- Page 24
- Page 334
Charisma
Through rapturous storytelling, charming spells, or a shroud of lies, those who channel this power define the realities of their adversaries, bending perception to their will. Grace offers its wielders raw magnetism and mastery over language.
Grace Domain Deck
Level | Grace Domain Cards |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 |
Midnight
- Page 24
- Page 336
Shadows and secrecy
Whether by clever tricks, deft magic, or the cloak of night, those who channel these forces practice the art of obscurity and can uncover sequestered treasures. Midnight offers practitioners the power to control and create enigmas.
Midnight Domain Deck
Level | Midnight Domain Cards |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 |
Sage
- Page 24
- Page 338
The natural world
Those who walk this path tap into the unfettered power of the earth and its creatures to unleash raw magic. Sage grants its adherents the vitality of a blooming flower and the ferocity of a ravenous predator.
Sage Domain Deck
Level | Sage Domain Cards |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 |
Splendor
- Page 24
- Page 340
- Errata
Life
Splendor is the domain of life. Through this magic, followers gain the ability to heal and, to an extent, control death.
Splendor Domain Deck
Level | Splendor Domain Cards |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 |
Valor
- Page 24
- Page 341
Protection
Whether through attack or defense, those who choose this discipline channel formidable strength to protect their allies in battle. Valor offers great power to those who raise their shields in defense of others.
Valor Domain Deck
Level | Valor Domain Cards |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | |
10 |
Domain Card References
Arcana Domain Cards
- Page 328
Rune Ward
- Page 328
- Level 1 Arcana Spell
- Recall Cost: 0
-
You have a deeply personal trinket that can be infused with protective magic and held as a ward by you or an ally. Describe what it is and why it's important to you. The ward's holder can spend a Hope to reduce incoming damage by 1d8.
If the Ward Die result is 8, the ward's power ends after it reduces damage this turn. It can be recharged for free on your next rest.
Unleash Chaos
- Page 328
- Level 1 Arcana Spell
- Recall Cost: 1
-
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.
Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them. On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target. Mark a Stress to replenish this card with tokens (up to your Spellcast trait).
At the end of each session, clear all unspent tokens.
Wall Walk
- Page 328
- Level 1 Arcana Spell
- Recall Cost: 1
-
Spend a Hope to allow a creature you can touch to climb on walls and ceilings as easily as walking on the ground. This lasts until the end of the scene or you cast Wall Walk again.
Cinder Grasp
- Page 328
- Level 2 Arcana Spell
- Recall Cost: 1
-
Make a Spellcast Roll against a target within Melee range. On a success, the target instantly bursts into flames, takes 1d20+3 magic damage, and is temporarily lit On Fire. When a creature acts while On Fire, they must take an extra 2d6 magic damage if they are still On Fire at the end of their action.
Floating Eye
- Page 328
- Level 2 Arcana Spell
- Recall Cost: 0
-
Spend a Hope to create a single, small floating orb that you can move anywhere within Very Far range. While this spell is active, you can see through the orb as though you're looking out from its position. You can transition between using your own senses and seeing through the orb freely. If the orb takes damage or moves out of range, the spell ends.
Counterspell
- Page 328
- Level 3 Arcana Spell
- Recall Cost: 2
-
You can interrupt a magical effect taking place by making a reaction roll using your Spellcast trait. On a success, the effect stops and any consequences are avoided, and this card is placed in your vault.
Flight
- Page 328
- Level 3 Arcana Spell
- Recall Cost: 1
-
Make a Spellcast Roll (15). On a success, place a number of tokens equal to your Agility on this card (minimum 1). When you make an action roll while flying, spend a token from this card. After the action that spends the last token is resolved, you descend to the ground directly below you.
Blink Out
- Page 328
- Level 4 Arcana Spell
- Recall Cost: 1
-
Make a Spellcast Roll (12). On a success, spend a Hope to teleport to another point you can see within Far range. If any willing creatures are within Very Close range, spend an additional Hope for each creature to bring them with you.
Preservation Blast
- Page 328
- Level 4 Arcana Spell
- Recall Cost: 2
-
Make a Spellcast Roll against all targets within Melee range. Targets you succeed against are forced back to Far range and take d8+3 magic damage using your Spellcast trait.
Chain Lightning
- Page 328
- Level 5 Arcana Spell
- Recall Cost: 1
-
Mark 2 Stress to make a Spellcast Roll, unleashing lightning on all targets within Close range. Targets you succeed against must make a reaction roll with a Difficulty equal to the result of your Spellcast Roll. Targets who fail take 2d8+4 magic damage. Additional adversaries not already targeted by Chain Lightning and within Close range of previous targets who took damage must also make the reaction roll. Targets who fail take 2d8+4 magic damage. This chain continues until there are no more adversaries within range.
Premonition
- Page 328
- Level 5 Arcana Spell
- Recall Cost: 2
-
You can channel arcane energy to have visions of the future. Once per long rest, immediately after the GM conveys the consequences of a roll you made, you can rescind the move and consequences like they never happened and make another move instead.
Rift Walker
- Page 329
- Level 6 Arcana Spell
- Recall Cost: 2
-
Make a Spellcast Roll (15). On a success, you place an arcane marking on the ground where you currently stand. The next time you successfully cast Rift Walker, a rift in space opens up, providing safe passage back to the exact spot where the marking was placed. This rift stays open until you choose to close it or you cast another spell.
You can drop the spell at any time to cast Rift Walker again and place the marking somewhere new.
Telekinesis
- Page 329
- Level 6 Arcana Spell
- Recall Cost: 0
-
Make a Spellcast Roll against a target within Far range. On a success, you can use your mind to move them anywhere within Far range of their original position. You can throw the lifted target as an attack by making an additional Spellcast Roll against the second target you're trying to attack. On a success, deal d12+4 physical damage to the second target using your Proficiency. This spell then ends.
Arcana-Touched
- Page 329
- Level 7 Arcana Ability
- Recall Cost: 2
-
When 4 or more of the domain cards in your loadout are from the Arcana domain, gain the following benefits:
- +1 bonus to your Spellcast Rolls
- Once per rest, you can switch the results of your Hope and Fear Dice.
Cloaking Blast
- Page 329
- Level 7 Arcana Spell
- Recall Cost: 2
-
When you make a successful Spellcast Roll to cast a different spell, you can spend a Hope to become Cloaked. While Cloaked, you remain unseen if you are stationary when an adversary moves to where they would normally see you. When you move into or within an adversary's line of sight or make an attack, you are no longer Cloaked.
Arcane Reflection
- Page 329
- Level 8 Arcana Spell
- Recall Cost: 1
-
When you would take magic damage, you can spend any number of Hope to roll that many d6s. If any roll a 6, the attack is reflected back to the caster, dealing the damage to them instead.
Confusing Aura
- Page 329
- Level 8 Arcana Spell
- Recall Cost: 2
-
Make a Spellcast Roll (14). Once per long rest on a success, you create a layer of illusion over your body that makes it hard to tell exactly where you are. Mark any number of Stress to make that many additional layers. When an adversary makes an attack against you, roll a number of d6s equal to the number of layers currently active. If any roll a 5 or higher, one layer of the aura is destroyed and the attack fails. If all the results are 4 or lower, you take the damage and this spell ends.
Earthquake
- Page 329
- Level 9 Arcana Spell
- Recall Cost: 2
-
Make a Spellcast Roll (16). Once per rest on a success, all targets within Very Far range who aren't flying must make a Reaction Roll (18). Targets who fail take 3d10+8 physical damage and are temporarily Vulnerable. Targets who succeed take half damage.
Additionally, when you succeed on the Spellcast Roll, all terrain within Very Far range becomes difficult to move through and structures within this range might sustain damage or crumble.
Sensory Projection
- Page 329
- Level 9 Arcana Spell
- Recall Cost: 0
-
Once per rest, make a Spellcast Roll (15). On a success, drop into a vision that lets you clearly see and hear any place you have been before as though you are standing there in this moment. You can move freely in this vision and are not constrained by the physics or impediments of a physical body. This spell cannot be detected by mundane or magical means. You drop out of this vision upon taking damage or casting another spell.
Adjust Reality
- Page 329
- Level 10 Arcana Spell
- Recall Cost: 1
-
After you or a willing ally make any roll, you can spend 5 Hope to change the numerical result of that roll to a result of your choice instead. The result must be plausible within the range of the dice.
Falling Sky
- Page 329
- Level 10 Arcana Spell
- Recall Cost: 1
-
Make a Spellcast Roll against all adversaries within Far range. Mark any number of Stress to make shards of arcana rain down from above. Targets you succeed against take 1d20+2 magic damage for each Stress marked.
Blade Domain Cards
- Page 329
Get Back Up
- Page 329
- Level 1 Blade Ability
- Recall Cost: 1
-
When you take Severe damage, you can mark a Stress to reduce the severity by one threshold.
Not Good Enough
- Page 329
- Level 1 Blade Ability
- Recall Cost: 1
-
When you roll your damage dice, you can reroll any 1s or 2s.
Whirlwind
- Page 329
- Errata
- Level 1 Blade Ability
- Recall Cost: 0
-
When you make a successful attack against a target within Very Close range, you can spend a Hope to use the attack against all other targets within Very Close range.
Versatile Fighter
- Page 330
- Level 3 Blade Ability
- Recall Cost: 1
-
You can use a different character trait for an equipped weapon, rather than the trait the weapon calls for. When you deal damage, you can mark a Stress to use the maximum result of one of your damage dice instead of rolling it.
Deadly Focus
- Page 330
- Level 4 Blade Ability
- Recall Cost: 2
-
Once per rest, you can apply all your focus toward a target of your choice. Until you attack another creature, you defeat the target, or the battle ends, gain a +1 bonus to your Proficiency.
Fortified Armor
- Page 330
- Level 4 Blade Ability
- Recall Cost: 0
-
While you are wearing armor, gain a +2 bonus to your damage thresholds.
Champion's Edge
- Page 330
- Level 5 Blade Ability
- Recall Cost: 1
-
When you critically succeed on an attack, you can spend up to 3 Hope and choose one of the following options for each Hope spent:
- You clear a Hit Point.
- You clear an Armor Slot.
- The target must mark an additional Hit Point.
You can't choose the same option more than once.
Vitality
- Page 330
- Level 5 Blade Ability
- Recall Cost: 0
-
When you choose this card, permanently gain two of the following benefits:
- One Stress slot
- One Hit Point slot
- +2 bonus to your damage thresholds
Then place this card in your vault permanently.
Battle-Hardened
- Page 330
- Level 6 Blade Ability
- Recall Cost: 2
-
Once per long rest when you would make a death move, you can spend a Hope to clear a Hit Point instead.
Rage Up
- Page 330
- Level 6 Blade Ability
- Recall Cost: 1
-
Before you make an attack, you can mark a Stress to gain a bonus to your damage roll equal to twice your Strength. You can Rage Up twice per attack.
Blade-Touched
- Page 330
- Level 7 Blade Ability
- Recall Cost: 1
-
When 4 or more of the domain cards in your loadout are from the Blade domain, gain the following benefits:
- +2 bonus to your attack rolls
- +4 bonus to your Severe damage threshold
Glancing Blow
- Page 330
- Level 7 Blade Ability
- Recall Cost: 1
-
When you fail an attack, you can mark a Stress to deal weapon damage using half your Proficiency.
Battle Cry
- Page 330
- Level 8 Blade Ability
- Recall Cost: 2
-
Once per long rest, while you're charging into danger, you can muster a rousing call that inspires your allies. All allies who can hear you each clear a Stress and gain a Hope. Additionally, your allies gain advantage on attack rolls until you or an ally rolls a Failure with Fear.
Frenzy
- Page 330
- Level 8 Blade Ability
- Recall Cost: 3
-
Once per long rest, you can go into a Frenzy until there are no more adversaries within sight.
While Frenzied, you can't use Armor Slots, and you gain a +10 bonus to your damage rolls and a +8 bonus to your Severe damage threshold.
Reaper's Strike
- Page 330
- Level 9 Blade Ability
- Recall Cost: 3
-
Once per long rest, spend a Hope to make an attack roll. The GM tells you which targets within range it would succeed against. Choose one of these targets and force them to mark 5 Hit Points.
Battle Monster
- Page 330
- Level 10 Blade Ability
- Recall Cost: 0
-
When you make a successful attack against an adversary, you can mark 4 Stress to force the target to mark a number of Hit Points equal to the number of Hit Points you currently have marked instead of rolling for damage.
Onslaught
- Page 330
- Level 10 Blade Ability
- Recall Cost: 3
-
When you successfully make an attack with your weapon, you never deal damage beneath a target's Major damage threshold (the target always marks a minimum of 2 Hit Points).
Additionally, when a creature within your weapon's range deals damage to an ally with an attack that doesn't include you, you can mark a Stress to force them to make a Reaction Roll (15). On a failure, the target must mark a Hit Point.
Bone Domain Cards
- Page 331
Deft Maneuvers
- Page 331
- Level 1 Bone Ability
- Recall Cost: 0
-
Once per rest, mark a Stress to sprint anywhere within Far range without making an Agility Roll to get there.
If you end this movement within Melee range of an adversary and immediately make an attack against them, gain a +1 bonus to the attack roll.
I See It Coming
- Page 331
- Errata
- Level 1 Bone Ability
- Recall Cost: 1
-
When you're targeted by an attack made from beyond Melee range, you can mark a Stress to roll a d4 and gain a bonus to your Evasion equal to the result against the attack.
Ferocity
- Page 331
- Level 2 Bone Ability
- Recall Cost: 2
-
When you cause an adversary to mark 1 or more Hit Points, you can spend 2 Hope to increase your Evasion by the number of Hit Points they marked. This bonus lasts until after the next attack made against you.
Strategic Approach
- Page 331
- Level 2 Bone Ability
- Recall Cost: 1
-
After a long rest, place a number of tokens equal to your Knowledge on this card (minimum 1). The first time you move within Close range of an adversary and make an attack against them, you can spend one token to choose one of the following options:
- You make the attack with advantage.
- You clear a Stress on an ally within Melee range of the adversary.
- You add a d8 to your damage roll.
When you take a long rest, clear all unspent tokens.
Brace
- Page 331
- Level 3 Bone Ability
- Recall Cost: 1
-
When you mark an Armor Slot to reduce incoming damage, you can mark a Stress to mark an additional Armor Slot.
Tactician
- Page 331
- Level 3 Bone Ability
- Recall Cost: 1
-
When you Help an Ally, they can spend a Hope to add one of your Experiences to their roll alongside your advantage die. When making a Tag Team Roll, you can roll a d20 as your Hope Die.
Boost
- Page 331
- Level 4 Bone Ability
- Recall Cost: 1
-
Mark a Stress to boost off a willing ally within Close range, fling yourself into the air, and perform an aerial attack against a target within Far range. You have advantage on the attack, add a d10 to the damage roll, and end your move within Melee range of the target.
Redirect
- Page 331
- Level 4 Bone Ability
- Recall Cost: 1
-
When an attack made against you from beyond Melee range fails, roll a number of d6s equal to your Proficiency. If any roll a 6, you can mark a Stress to redirect the attack to damage an adversary within Very Close range instead.
Know Thy Enemy
- Page 331
- Level 5 Bone Ability
- Recall Cost: 1
-
When observing a creature, you can make an Instinct Roll against them. On a success, spend a Hope and ask the GM for one set of information about the target from the following options:
- Their unmarked Hit Points and Stress.
- Their Difficulty and damage thresholds.
- Their tactics and standard attack damage dice.
- Their features and Experiences.
Additionally on a success, you can mark a Stress to remove a Fear from the GM's Fear Pool.
Rapid Riposte
- Page 331
- Level 6 Bone Ability
- Recall Cost: 0
-
When an attack made against you from within Melee range fails, you can mark a Stress and seize the opportunity to deal the weapon damage of one of your active weapons to the attacker.
Recovery
- Page 331
- Level 6 Bone Ability
- Recall Cost: 1
-
During a short rest, you can choose a long rest downtime move instead. You can spend a Hope to let an ally do the same.
Bone-Touched
- Page 331
- Level 7 Bone Ability
- Recall Cost: 2
-
When 4 or more of the domain cards in your loadout are from the Bone domain, gain the following benefits:
- +1 bonus to Agility
- Once per rest, you can spend 3 Hope to cause an attack that succeeded against you to fail instead.
Cruel Precision
- Page 331
- Level 7 Bone Ability
- Recall Cost: 1
-
When you make a successful attack with a weapon, gain a bonus to your damage roll equal to either your Finesse or Agility.
Breaking Blow
- Page 331
- Level 8 Bone Ability
- Recall Cost: 3
-
When you make a successful attack, you can mark a Stress to make the next successful attack against that same target deal an extra 2d12 damage.
Wrangle
- Page 331
- Level 8 Bone Ability
- Recall Cost: 1
-
Make an Agility Roll against all targets within Close range. Spend a Hope to move targets you succeed against, and any willing allies within Close range, to another point within Close range.
On the Brink
- Page 331
- Level 9 Bone Ability
- Recall Cost: 1
-
When you have 2 or fewer Hit Points unmarked, you don't take Minor damage.
Splintering Strike
- Page 332
- Errata
- Level 9 Bone Ability
- Recall Cost: 3
-
Spend a Hope and make an attack against all adversaries within your weapon's range. Once per long rest, on a success against any targets, roll your weapon's damage and distribute that damage however you wish between the targets you succeeded against. Before you deal damage to each target, roll an additional damage die and add its result to the damage you deal to them.
Deathrun
- Page 332
- Level 10 Bone Ability
- Recall Cost: 1
-
Spend 3 Hope to run a straight path through the battlefield to a point within Far range, making an attack against all adversaries within your weapon's range along that path. Choose the order in which you deal damage to the targets you succeeded against. For the first, roll your weapon damage with a +1 bonus to your Proficiency. Then remove a die from your damage roll and deal the remaining damage to the next target. Continue to remove a die for each subsequent target until you have no more damage dice or adversaries.
You can't target the same adversary more than once per attack.
Codex Domain Cards
- Page 332
Book of Ava
- Page 332
- Level 1 Codex Grimoire
- Recall Cost: 2
-
Power Push: Make a Spellcast Roll against a target within Melee range.
On a success, they're knocked back to Far range and take d10+2 magic damage using your Proficiency.
-
Tava's Armor: Spend a Hope to give a target you can touch a +1 bonus to their Armor Score until their next rest or you cast Tava's Armor again.
-
Ice Spike: Make a Spellcast Roll (12) to summon a large ice spike within Far range. If you use it as a weapon, make the Spellcast Roll against the target's Difficulty instead. On a success, deal d6 physical damage using your Proficiency.
Book of Illiat
- Page 332
- Level 1 Codex Grimoire
- Recall Cost: 2
-
Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they're Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.
-
Arcane Barrage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.
-
Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.
Book of Tyfar
- Page 332
- Level 1 Codex Grimoire
- Recall Cost: 2
-
Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.
-
Magic Hand: You conjure a magical hand with the same size and strength as your own within Far range.
-
Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.
Book of Sitil
- Page 332
- Level 2 Codex Grimoire
- Recall Cost: 2
-
Adjust Appearance: You magically shift your appearance and clothing to avoid recognition.
-
Parallela: Spend 2 Hope to cast this spell on yourself or an ally within Close range. The next time the target makes an attack, they can hit an additional target within range that their attack roll would succeed against. You can only hold this spell on one creature at a time.
-
Illusion: Make a Spellcast Roll (14). On a success, create a temporary visual illusion no larger than you within Close range that lasts for as long as you look at it. It holds up to scrutiny until an observer is within Melee range.
Book of Vagras
- Page 332
- Level 2 Codex Grimoire
- Recall Cost: 2
-
Runic Lock: Make a Spellcast Roll (15) on an object you're touching that can close (such as a lock, chest, or box). Once per rest on a success, you can lock the object so it can only be opened by creatures of your choice. Someone with access to magic and an hour of time to study the spell can break it.
-
Arcane Door: When you have no adversaries within Melee range, make a Spellcast Roll (13). On a success, spend a Hope to create a portal from where you are to a point within Far range you can see. It closes once a creature has passed through it.
-
Reveal: Make a Spellcast Roll. If there is anything magically hidden within Close range, it is revealed.
Book of Korvax
- Page 332
- Level 3 Codex Grimoire
- Recall Cost: 2
-
Levitation: Make a Spellcast Roll to temporarily lift a target you can see up into the air and move them within Close range of their original position.
-
Recant: Spend a Hope to force a target within Melee range to make a Reaction Roll (15). On a failure, they forget the last minute of your conversation.
-
Rune Circle: Mark a Stress to create a temporary magical circle on the ground where you stand. All adversaries within Melee range, or who enter Melee range, take 2d12+4 magic damage and are knocked back to Very Close range.
Book of Norai
- Page 333
- Level 3 Codex Grimoire
- Recall Cost: 2
-
Mystic Tether: Make a Spellcast Roll against a target within Far range. On a success, they're temporarily Restrained and must mark a Stress. If you target a flying creature, this spell grounds and temporarily Restrains them.
-
Fireball: Make a Spellcast Roll against a target within Very Far range. On a success, hurl a sphere of fire toward them that explodes on impact. The target and all creatures within Very Close range of them must make a Reaction Roll (13). Targets who fail take d20+5 magic damage using your Proficiency. Targets who succeed take half damage.
Book of Exota
- Page 333
- Level 4 Codex Grimoire
- Recall Cost: 3
-
Repudiate: You can interrupt a magical effect taking place. Make a reaction roll using your Spellcast trait. Once per rest on a success, the effect stops and any consequences are avoided.
-
Create Construct: Spend a Hope to choose a group of objects around you and create an animated construct from them that obeys basic commands. Make a Spellcast Roll to command them to take action. When necessary, they share your Evasion and traits and their attacks deal 2d10+3 physical damage. You can only maintain one construct at a time, and they fall apart when they take any amount of damage.
Book of Grynn
- Page 333
- Errata
- Level 4 Codex Grimoire
- Recall Cost: 2
-
Arcane Deflection: Once per long rest, spend a Hope to negate the damage of an attack targeting you or an ally within Very Close range.
-
Time Lock: Target an object within Far range. That object stops in time and space exactly where it is until your next rest. If a creature tries to move it, make a Spellcast Roll against them to maintain this spell.
-
Wall of Flame: Make a Spellcast Roll (15). On a success, create a temporary wall of magical flame between two points within Far range. All creatures in its path must choose a side to be on, and anything that subsequently passes through the wall takes 4d10+3 magic damage.
Manifest Wall
- Page 333
- Level 5 Codex Spell
- Recall Cost: 2
-
Make a Spellcast Roll (15). Once per rest on a success, spend a Hope to create a temporary magical wall between two points within Far range. It can be up to 50 feet (15 m) high and form at any angle. Creatures or objects in its path are shunted to a side of your choice. The wall stays up until your next rest or you cast Manifest Wall again.
Teleport
- Page 333
- Level 5 Codex Spell
- Recall Cost: 2
-
Once per long rest, you can instantly teleport yourself and any number of willing targets within Close range to a place you've been before. Choose one of the following options, then make a Spellcast Roll (16):
- If you know the place very well, gain a +3 bonus.
- If you've visited the place frequently, gain a +1 bonus.
- If you've visited the place infrequently, gain no modifier.
- If you've only been there once, gain a −2 penalty.
On a success, you appear where you were intending to go.
On a failure, you appear off course, with the range of failure determining how far off course.
Banish
- Page 333
- Level 6 Codex Spell
- Recall Cost: 0
-
Make a Spellcast Roll against a target within Close range. On a success, roll a number of d20s equal to your Spellcast trait. The target must make a reaction roll with a Difficulty equal to your highest result. On a success, the target must mark a Stress but isn't banished. Once per rest on a failure, they are banished from this realm.
When the PCs roll with Fear, the Difficulty gains a −1 penalty and the target makes another reaction roll. On a success, they return from banishment.
Sigil of Retribution
- Page 333
- Level 6 Codex Spell
- Recall Cost: 2
-
Mark an adversary within Close range with a sigil of retribution. The GM gains a Fear. When the marked adversary deals damage to you or your allies, place a d8 on this card. You can hold a number of d8s equal to your level. When you successfully attack the marked adversary, roll the dice on this card and add the total to your damage roll, then clear the dice. This effect ends when the marked adversary is defeated or you cast Sigil of Retribution again.
Book of Homet
- Page 333
- Level 7 Codex Grimoire
- Recall Cost: 0
-
Pass Through: Make a Spellcast Roll (13). Once per rest on a success, you and all creatures touching you can pass through a wall or door within Close range. The effect ends once everyone is on the other side.
-
Plane Gate: Make a Spellcast Roll (14). Once per long rest on a success, open a gateway to a location in another dimension or plane of existence you've been to before. This gateway lasts until your next rest.
Codex-Touched
- Page 333
- Level 7 Codex Ability
- Recall Cost: 2
-
When 4 or more of the domain cards in your loadout are from the Codex domain, gain the following benefits:
- You can mark a Stress to add your Proficiency to a Spellcast Roll.
- Once per rest, replace this card with any card from your vault without paying its Recall Cost.
Book of Vyola
- Page 333
- Level 8 Codex Grimoire
- Recall Cost: 2
-
Memory Delve: Make a Spellcast Roll against a target within Far range. On a success, peer into the target's mind and ask the GM a question. The GM describes any memories the target has pertaining to the answer.
-
Shared Clarity: Once per long rest, spend a Hope to choose two willing creatures. When one of them would mark Stress, they can choose between the two of them who marks it. This spell lasts until their next rest.
Safe Haven
- Page 334
- Level 8 Codex Spell
- Recall Cost: 3
-
When you have a few minutes of calm to focus, you can spend 2 Hope to summon your Safe Haven, a large interdimensional home where you and your allies can take shelter. When you do, a magical door appears somewhere within Close range. Only creatures of your choice can enter. Once inside, you can make the entrance invisible. You and anyone else inside can always exit. Once you leave, the doorway must be summoned again.
When you take a rest within your own Safe Haven, you can choose an additional downtime move.
Book of Ronin
- Page 334
- Level 9 Codex Grimoire
- Recall Cost: 4
-
Transform: Make a Spellcast Roll (15). On a success, transform into an inanimate object no larger than twice your normal size. You can remain in this shape until you take damage.
-
Eternal Enervation: Once per long rest, make a Spellcast Roll against a target within Close range. On a success, they become permanently Vulnerable. They can't clear this condition by any means.
Disintegration Wave
- Page 334
- Level 9 Codex Spell
- Recall Cost: 4
-
Make a Spellcast Roll (18). Once per long rest on a success, the GM tells you which adversaries within Far range have a Difficulty of 18 or lower. Mark a Stress for each one you wish to hit with this spell. They are killed and can't come back to life by any means.
Book of Yarrow
- Page 334
- Level 10 Codex Grimoire
- Recall Cost: 2
-
Timejammer: Make a Spellcast Roll (18). On a success, time temporarily slows to a halt for everyone within Far range except for you. It resumes the next time you make an action roll that targets another creature.
-
Magic Immunity: Spend 5 Hope to become immune to magic damage until your next rest.
Transcendent Union
- Page 334
- Level 10 Codex Spell
- Recall Cost: 1
-
Once per long rest, spend 5 Hope to cast this spell on two or more willing creatures. Until your next rest, when a creature connected by this union would mark Stress or Hit Points, the connected creatures can choose who marks it.
Grace Domain Cards
- Page 334
Deft Deceiver
- Page 334
- Level 1 Grace Ability
- Recall Cost: 0
-
Spend a Hope to gain advantage on a roll to deceive or trick someone into believing a lie you tell them.
Enrapture
- Page 334
- Level 1 Grace Spell
- Recall Cost: 0
-
Make a Spellcast Roll against a target within Close range. On a success, they become temporarily Enraptured. While Enraptured, a target's attention is fixed on you, narrowing their field of view and drowning out any sound but your voice. Once per rest on a success, you can mark a Stress to force the Enraptured target to mark a Stress as well.
Inspirational Words
- Page 334
- Level 1 Grace Ability
- Recall Cost: 1
-
Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options:
When you take a long rest, clear all unspent tokens.
Tell No Lies
- Page 334
- Level 2 Grace Spell
- Recall Cost: 1
-
Make a Spellcast Roll against a target within Very Close range. On a success, they can't lie to you while they remain within Close range, but they are not compelled to speak. If you ask them a question and they refuse to answer, they must mark a Stress and the effect ends. The target is typically unaware this spell has been cast on them until it causes them to utter the truth.
Troublemaker
- Page 334
- Level 2 Grace Ability
- Recall Cost: 2
-
When you taunt or provoke a target within Far range, make a Presence Roll against them. Once per rest on a success, roll a number of d4s equal to your Proficiency. The target must mark Stress equal to the highest result rolled.
Hypnotic Shimmer
- Page 334
- Level 3 Grace Spell
- Recall Cost: 1
-
Make a Spellcast Roll against all adversaries in front of you within Close range. Once per rest on a success, create an illusion of flashing colors and lights that temporarily Stuns targets you succeed against and forces them to mark a Stress. While Stunned, they can't use reactions and can't take any other actions until they clear this condition.
Invisibility
- Page 334
- Level 3 Grace Spell
- Recall Cost: 1
-
Make a Spellcast Roll (10). On a success, mark a Stress and choose yourself or an ally within Melee range to become Invisible. An Invisible creature can't be seen except through magical means and attack rolls against them are made with disadvantage. Place a number of tokens on this card equal to your Spellcast trait. When the Invisible creature takes an action, spend a token from this card. After the action that spends the last token is resolved, the effect ends.
You can only hold Invisibility on one creature at a time.
Soothing Speech
- Page 334
- Level 4 Grace Ability
- Recall Cost: 1
-
During a short rest, when you take the time to comfort another character while using the Tend to Wounds downtime move on them, clear an additional Hit Point on that character. When you do, you also clear 2 Hit Points.
Thought Delver
- Page 334
- Level 5 Grace Spell
- Recall Cost: 2
-
You can peek into the minds of others. Spend a Hope to read the vague surface thoughts of a target within Far range. Make a Spellcast Roll against the target to delve for deeper, more hidden thoughts.
On a roll with Fear, the target might, at the GM's discretion, become aware that you're reading their thoughts.
Words of Discord
- Page 334
- Level 5 Grace Spell
- Recall Cost: 1
-
Whisper words of discord to an adversary within Melee range and make a Spellcast Roll (13). On a success, the target must mark a Stress and make an attack against another adversary instead of against you or your allies.
Once this attack is over, the target realizes what happened. The next time you cast Words of Discord on them, gain a −5 penalty to the Spellcast Roll.
Never Upstaged
- Page 334
- Level 6 Grace Ability
- Recall Cost: 2
-
When you mark 1 or more Hit Points from an attack, you can mark a Stress to place a number of tokens equal to the number of Hit Points you marked on this card. On your next successful attack, gain a +5 bonus to your damage roll for each token on this card, then clear all tokens.
Endless Charisma
- Page 334
- Level 7 Grace Ability
- Recall Cost: 1
-
After you make an action roll to persuade, lie, or garner favor, you can spend a Hope to reroll the Hope or Fear Die.
Grace-Touched
- Page 334
- Level 7 Grace Ability
- Recall Cost: 2
-
When 4 or more of the domain cards in your loadout are from the Grace domain, gain the following benefits:
- You can mark an Armor Slot instead of marking a Stress.
- When you would force a target to mark a number of Hit Points, you can choose instead to force them to mark that number of Stress.
Astral Projection
- Page 334
- Level 8 Grace Spell
- Recall Cost: 0
-
Once per long rest, mark a Stress to create a projected copy of yourself that can appear anywhere you've been before.
You can see and hear through the projection as though it were you and affect the world as though you were there. A creature investigating the projection can tell it's of magical origin. This effect lasts until your next rest or your projection takes any damage.
Mass Enrapture
- Page 334
- Level 8 Grace Spell
- Recall Cost: 3
-
Make a Spellcast Roll against all targets within Far range. Targets you succeed against become temporarily Enraptured. While Enraptured, a target's attention is fixed on you, narrowing their field of view and drowning out any sound but your voice. Mark a Stress to force all Enraptured targets to mark a Stress, ending this spell.
Copycat
- Page 334
- Level 9 Grace Spell
- Recall Cost: 3
-
Once per long rest, this card can mimic the features of another domain card of level 8 or lower in another player's loadout. Spend Hope equal to half the card's level to gain access to the feature. It lasts until your next rest or they place the card in their vault.
Master of the Craft
- Page 334
- Level 9 Grace Ability
- Recall Cost: 0
-
Gain a permanent +2 bonus to two of your Experiences or a permanent +3 bonus to one of your Experiences. Then place this card in your vault permanently.
Encore
- Page 334
- Level 10 Grace Spell
- Recall Cost: 1
-
When an ally within Close range deals damage to an adversary, you can make a Spellcast Roll against that same target. On a success, you deal the same damage to the target that your ally dealt. If your Spellcast Roll succeeds with Fear, place this card in your vault.
Notorious
- Page 334
- Level 10 Grace Ability
- Recall Cost: 0
-
People know who you are and what you've done, and they treat you differently because of it. When you leverage your notoriety to get what you want, you can mark a Stress before you roll to gain a +10 bonus to the result. Your food and drinks are always free wherever you go, and everything else you buy is reduced in price by one bag of gold (to a minimum of one handful). This card doesn't count against your loadout's domain card maximum of 5 and can't be placed in your vault.
Midnight Domain Cards
- Page 336
Pick and Pull
- Page 336
- Level 1 Midnight Ability
- Recall Cost: 0
-
You have advantage on action rolls to pick nonmagical locks, disarm nonmagical traps, or steal items from a target (either through stealth or by force).
Rain of Blades
- Page 336
- Level 1 Midnight Spell
- Recall Cost: 1
-
Spend a Hope to make a Spellcast Roll and conjure throwing blades that strike out at all targets within Very Close range. Targets you succeed against take d8+2 magic damage using your Proficiency.
If a target you hit is Vulnerable, they take an extra 1d8 damage.
Uncanny Disguise
- Page 336
- Level 1 Midnight Spell
- Recall Cost: 0
-
When you have a few minutes to prepare, you can mark a Stress to don the facade of any humanoid you can picture clearly in your mind. While disguised, you have advantage on Presence Rolls to avoid scrutiny.
Place a number of tokens equal to your Spellcast trait on this card. When you take an action while disguised, spend a token from this card. After the action that spends the last token is resolved, the disguise drops.
Midnight Spirit
- Page 336
- Level 2 Midnight Spell
- Recall Cost: 1
-
Spend a Hope to summon a humanoid-sized spirit that can move or carry things for you until your next rest.
You can also send it to attack an adversary. When you do, make a Spellcast Roll against a target within Very Far range. On a success, the spirit moves into Melee range with that target. Roll a number of d6s equal to your Spellcast trait and deal that much magic damage to the target. The spirit then dissipates. You can only have one spirit at a time.
Shadowbind
- Page 336
- Level 2 Midnight Spell
- Recall Cost: 0
-
Make a Spellcast Roll against all adversaries within Very Close range. Targets you succeed against are temporarily Restrained as their shadow binds them in place.
Chokehold
- Page 336
- Level 3 Midnight Ability
- Recall Cost: 1
-
When you position yourself behind a creature who's about your size, you can mark a Stress to pull them into a chokehold, making them temporarily Vulnerable.
When a creature attacks a target who is Vulnerable in this way, they deal an extra 2d6 damage.
Veil of Night
- Page 336
- Level 3 Midnight Spell
- Recall Cost: 1
-
Make a Spellcast Roll (13). On a success, you can create a temporary curtain of darkness between two points within Far range. Only you can see through this darkness. You're considered Hidden to adversaries on the other side of the veil, and you have advantage on attacks you make through the darkness. The veil remains until you cast another spell.
Glyph of Nightfall
- Page 336
- Level 4 Midnight Spell
- Recall Cost: 1
-
Make a Spellcast Roll against a target within Very Close range. On a success, spend a Hope to conjure a dark glyph upon their body that exposes their weak points, temporarily reducing the target's Difficulty by a value equal to your Knowledge (minimum 1).
Stealth Expertise
- Page 336
- Level 4 Midnight Ability
- Recall Cost: 0
-
When you roll with Fear while attempting to move unnoticed through a dangerous area, you can mark a Stress to Roll with Hope instead.
If an ally within Close range is also attempting to move unnoticed and rolls with Fear, you can mark a Stress to change their result to a Roll with Hope.
Hush
- Page 336
- Level 5 Midnight Spell
- Recall Cost: 1
-
Make a Spellcast Roll against a target within Close range. On a success, spend a Hope to conjure suppressive magic around the target that encompasses everything within Very Close range of them and follows them as they move.
The target and anything within the area is Silenced until the GM spends a Fear on their turn to clear this condition, you cast Hush again, or you take Major damage. While Silenced, they can't make noise and can't cast spells.
Phantom Retreat
- Page 336
- Level 5 Midnight Spell
- Recall Cost: 2
-
Spend a Hope to activate Phantom Retreat where you're currently standing. Spend another Hope at any time before your next rest to disappear from where you are and reappear where you were standing when you activated Phantom Retreat. This spell ends after you reappear.
Dark Whispers
- Page 336
- Level 6 Midnight Spell
- Recall Cost: 0
-
You can speak into the mind of any person with whom you've made physical contact. Once you've opened a channel with them, they can speak back into your mind. Additionally, you can mark a Stress to make a Spellcast Roll against them. On a success, you can ask the GM one of the following questions and receive an answer:
- Where are they?
- What are they doing?
- What are they afraid of?
- What do they cherish most in the world?
Mass Disguise
- Page 336
- Level 6 Midnight Spell
- Recall Cost: 0
-
When you have a few minutes of silence to focus, you can mark a Stress to change the appearance of all willing creatures within Close range. Their new forms must share a general body structure and size, and can be somebody or something you've seen before or entirely fabricated. A disguised creature has advantage on Presences Roll to avoid scrutiny.
Activate a Countdown (8). It ticks down as a consequence the GM chooses. When it triggers, the disguise drops.
Midnight-Touched
- Page 337
- Level 7 Midnight Ability
- Recall Cost: 2
-
When 4 or more of the domain cards in your loadout are from the Midnight domain, gain the following benefits:
- Once per rest, when you have 0 Hope and the GM would gain a Fear, you can gain a Hope instead.
- When you make a successful attack, you can mark a Stress to add the result of your Fear Die to your damage roll.
Vanishing Dodge
- Page 337
- Level 7 Midnight Spell
- Recall Cost: 1
-
When an attack made against you that would deal physical damage fails, you can spend a Hope to envelop yourself in shadow, becoming Hidden and teleporting to a point within Close range of the attacker. You remain Hidden until the next time you make an action roll.
Shadowhunter
- Page 337
- Level 8 Midnight Ability
- Recall Cost: 2
-
Your prowess is enhanced under the cover of shadow. While you're shrouded in low light or darkness, you gain a +1 bonus to your Evasion and make attack rolls with advantage.
Spellcharge
- Page 337
- Level 8 Midnight Spell
- Recall Cost: 1
-
When you take magic damage, place tokens equal to the number of Hit Points you marked on this card. You can store a number of tokens equal to your Spellcast trait.
When you make a successful attack against a target, you can spend any number of tokens to add a d6 for each token spent to your damage roll.
Night Terror
- Page 337
- Level 9 Midnight Spell
- Recall Cost: 2
-
Once per long rest, choose any targets within Very Close range to perceive you as a nightmarish horror. The targets must succeed on a Reaction Roll (16) or become temporarily Horrified. While Horrified, they're Vulnerable. Steal a number of Fear from the GM equal to the number of targets that are Horrified (up to the number of Fear in the GM's pool). Roll a number of d6s equal to the number of stolen Fear and deal the total damage to each Horrified target. Discard the stolen Fear.
Twilight Toll
- Page 337
- Level 9 Midnight Ability
- Recall Cost: 1
-
Choose a target within Far range. When you succeed on an action roll against them that doesn't result in making a damage roll, place a token on this card. When you deal damage to this target, spend any number of tokens to add a d12 for each token spent to your damage roll. You can only hold Twilight Toll on one creature at a time.
When you choose a new target or take a rest, clear all unspent tokens.
Eclipse
- Page 337
- Level 10 Midnight Spell
- Recall Cost: 2
-
Make a Spellcast Roll (16). Once per long rest on a success, plunge the entire area within Far range into complete darkness only you and your allies can see through. Attack rolls have disadvantage when targeting you or an ally within this shadow. Additionally, when you or an ally succeeds with Hope against an adversary within this shadow, the target must mark a Stress.
This spell lasts until the GM spends a Fear on their turn to clear this effect or you take Severe damage.
Specter Of The Dark
- Page 337
- Level 10 Midnight Spell
- Recall Cost: 1
-
Mark a Stress to become Spectral until you make an action roll targeting another creature. While Spectral, you're immune to physical damage and can float and pass through solid objects. Other creatures can still see you while you're in this form.
Sage Domain Cards
- Page 338
Gifted Tracker
- Page 338
- Level 1 Sage Ability
- Recall Cost: 0
-
When you're tracking a specific creature or group of creatures based on signs of their passage, you can spend any number of Hope and ask the GM that many questions from the following list.
- What direction did they go?
- How long ago did they pass through?
- What were they doing in this location?
- How many of them were here?
When you encounter creatures you've tracked in this way, gain a +1 bonus to your Evasion against them.
Nature's Tongue
- Page 338
- Level 1 Sage Ability
- Recall Cost: 0
-
You can speak the language of the natural world. When you want to speak to the plants and animals around you, make an Instinct Roll (12). On a success, they'll give you the information they know. On a roll with Fear, their knowledge might be limited or come at a cost.
Additionally, before you make a Spellcast Roll while within a natural environment, you can spend a Hope to gain a +2 bonus to the roll.
Vicious Entangle
- Page 338
- Level 1 Sage Spell
- Recall Cost: 1
-
Make a Spellcast Roll against a target within Far range. On a success, roots and vines reach out from the ground, dealing 1d8+1 physical damage and temporarily Restraining the target. Additionally on a success, you can spend a Hope to temporarily Restrain another adversary within Very Close range of your target.
Conjure Swarm
- Page 338
- Level 2 Sage Spell
- Recall Cost: 1
-
Tekaira Armored Beetles: Mark a Stress to conjure armored beetles that encircle you. When you next take damage, reduce the severity by one threshold. You can spend a Hope to keep the beetles conjured after taking damage.
-
Fire Flies: Make a Spellcast Roll against all adversaries within Close range. Spend a Hope to deal 2d8+3 magic damage to targets you succeeded against.
Natural Familiar
- Page 338
- Level 2 Sage Spell
- Recall Cost: 1
-
Spend a Hope to summon a small nature spirit or forest critter to your side until your next rest, you cast Natural Familiar again, or the familiar is targeted by an attack. If you spend an additional Hope, you can summon a familiar that flies. You can communicate with them, make a Spellcast Roll to command them to perform simple tasks, and mark a Stress to see through their eyes.
When you deal damage to an adversary within Melee range of your familiar, you add a d6 to your damage roll.
Corrosive Projectile
- Page 338
- Level 3 Sage Spell
- Recall Cost: 1
-
Make a Spellcast Roll against a target within Far range. On a success, deal d6+4 magic damage using your Proficiency. Additionally, mark 2 or more Stress to make them permanently Corroded. While a target is Corroded, they gain a −1 penalty to their Difficulty for every 2 Stress you spent. This condition can stack.
Towering Stalk
- Page 338
- Level 3 Sage Spell
- Recall Cost: 1
-
Once per rest, you can conjure a thick, twisting stalk within Close range that can be easily climbed. Its height can grow up to Far range.
Mark a Stress to use this spell as an attack. Make a Spellcast Roll against an adversary or group of adversaries within Close range. The erupting stalk lifts targets you succeed against into the air and drops them, dealing d8 physical damage using your Proficiency.
Death Grip
- Page 338
- Level 4 Sage Spell
- Recall Cost: 1
-
Make a Spellcast Roll against a target within Close range and choose one of the following options:
- You pull the target into Melee range or pull yourself into Melee range of them.
- You constrict the target and force them to mark 2 Stress.
- All adversaries between you and the target must succeed on a Reaction Roll (13) or be hit by vines, taking 3d6+2 physical damage.
On a success, vines reach out from your hands, causing the chosen effect and temporarily Restraining the target.
Healing Field
- Page 338
- Level 4 Sage Spell
- Recall Cost: 2
-
Once per long rest, you can conjure a field of healing plants around you. Everywhere within Close range of you bursts to life with vibrant nature, allowing you and all allies in the area to clear a Hit Point.
Spend 2 Hope to allow you and all allies to clear 2 Hit Points instead.
Thorn Skin
- Page 338
- Level 5 Sage Spell
- Recall Cost: 1
-
Once per rest, spend a Hope to sprout thorns all over your body. When you do, place a number of tokens equal to your Spellcast trait on this card. When you take damage, you can spend any number of tokens to roll that number of d6s. Add the results together and reduce the incoming damage by that amount. If you're within Melee range of the attacker, deal that amount of damage back to them.
When you take a rest, clear all unspent tokens.
Wild Fortress
- Page 339
- Level 5 Sage Spell
- Recall Cost: 1
-
Make a Spellcast Roll (13). On a success, spend 2 Hope to grow a natural barricade in the shape of a dome that you and one ally can take cover within. While inside the dome, a creature can't be targeted by attacks and can't make attacks. Attacks made against the dome automatically succeed. The dome has the following damage thresholds and lasts until it marks 3 Hit Points. Place tokens on this card to represent marking Hit Points.
- Thresholds: 15/30
Conjured Steeds
- Page 339
- Level 6 Sage Spell
- Recall Cost: 0
-
Spend any number of Hope to conjure that many magical steeds (such as horses, camels, or elephants) that you and your allies can ride until your next long rest or the steeds take any damage. The steeds double your land speed while traveling and, when in danger, allow you to move within Far range without having to roll. Creatures riding a steed gain a −2 penalty to attack rolls and a +2 bonus to damage rolls.
Forager
- Page 339
- Level 6 Sage Ability
- Recall Cost: 1
-
As an additional downtime move you can choose, roll a d6 to see what you forage. Work with the GM to describe it and add it to your inventory as a consumable. Your party can carry up to five foraged consumables at a time.
- A unique food (Clear 2 Stress)
- A beautiful relic (Gain 2 Hope)
- An arcane rune (+2 to a Spellcast Roll)
- A healing vial (Clear 2 Hit Points)
- A luck charm (Reroll any die)
- Choose one of the options above.
Sage-Touched
- Page 339
- Level 7 Sage Ability
- Recall Cost: 2
-
When 4 or more of the domain cards in your loadout are from the Sage domain, gain the following benefits:
- While you're in a natural environment, you gain a +2 bonus to your Spellcast Rolls.
- Once per rest, you can double your Agility or Instinct when making a roll that uses that trait. You must choose to do this before you roll.
Wild Surge
- Page 339
- Level 7 Sage Spell
- Recall Cost: 2
-
Once per long rest, mark a Stress to channel the natural world around you and enhance yourself. Describe how your appearance changes, then place a d6 on this card with the 1 value facing up.
While the Wild Surge Die is active, you add its value to every action roll you make. After you add its value to a roll, increase the Wild Surge Die's value by one. When the die's value would exceed 6 or you take a rest, this form drops and you must mark an additional Stress.
Forest Sprites
- Page 339
- Level 8 Sage Spell
- Recall Cost: 2
-
Make a Spellcast Roll (13). On a success, spend any number of Hope to create an equal number of small forest sprites who appear at points you choose within Far range, providing the following benefits:
- Your allies gain a +3 bonus to attack rolls against adversaries within Melee range of a sprite.
- An ally who marks an Armor Slot while within Melee range of a sprite can mark an additional Armor Slot.
A sprite vanishes after granting a benefit or taking any damage.
Rejuvenation Barrier
- Page 339
- Level 8 Sage Spell
- Recall Cost: 1
-
Make a Spellcast Roll (15). Once per rest on a success, create a temporary barrier of protective energy around you at Very Close range. You and all allies within the barrier when this spell is cast clear 1d4 Hit Points. While the barrier is up, you and all allies within have resistance to physical damage from outside the barrier.
When you move, the barrier follows you.
Fane of the Wilds
- Page 339
- Level 9 Sage Ability
- Recall Cost: 2
-
After a long rest, place a number of tokens equal to the number of Sage domain cards in your loadout and vault on this card.
When you would make a Spellcast Roll, you can spend any number of tokens after the roll to gain a +1 bonus for each token spent.
When you critically succeed on a Spellcast Roll for a Sage domain spell, gain a token.
When you take a long rest, clear all unspent tokens.
Plant Dominion
- Page 339
- Level 9 Sage Spell
- Recall Cost: 1
-
Make a Spellcast Roll (18). Once per long rest on a success, you reshape the natural world, changing the surrounding plant life anywhere within Far range of you. For example, you can grow trees instantly, clear a path through dense vines, or create a wall of roots.
Force of Nature
- Page 339
- Level 10 Sage Spell
- Recall Cost: 2
-
Mark a Stress to transform into a hulking nature spirit, gaining the following benefits:
- When you succeed on an attack or Spellcast Roll, gain a +10 bonus to the damage roll.
- When you deal enough damage to defeat a creature within Close range, you absorb them and clear an Armor Slot.
- You can't be Restrained.
Before you make an action roll, you must spend a Hope. If you can't, you revert to your normal form.
Tempest
- Page 339
- Level 10 Sage Spell
- Recall Cost: 2
-
Choose one of the following tempests and make a Spellcast Roll against all targets within Far range. Targets you succeed against experience its effects until the GM spends a Fear on their turn to end this spell.
- Blizzard: Deal 2d20+8 magic damage and targets are temporarily Vulnerable.
- Hurricane: Deal 3d10+10 magic damage and choose a direction the wind is blowing. Targets can't move against the wind.
- Sandstorm: Deal 5d6+9 magic damage. Attacks made from beyond Melee range have disadvantage.
Splendor Domain Cards
- Page 340
Bolt Beacon
- Page 340
- Level 1 Splendor Spell
- Recall Cost: 1
-
Make a Spellcast Roll against a target within Far range. On a success, spend a Hope to send a bolt of shimmering light toward them, dealing d8+2 magic damage using your Proficiency. The target becomes temporarily Vulnerable and glows brightly until this condition is cleared.
Mending Touch
- Page 340
- Level 1 Splendor Spell
- Recall Cost: 1
-
You lay your hands upon a creature and channel healing magic to close their wounds. When you can take a few minutes to focus on the target you're helping, you can spend 2 Hope to clear a Hit Point or a Stress on them.
Once per long rest, when you spend this healing time learning something new about them or revealing something about yourself, you can clear 2 Hit Points or 2 Stress on them instead.
Reassurance
- Page 340
- Level 1 Splendor Ability
- Recall Cost: 0
-
Once per rest, after an ally attempts an action roll but before the consequences take place, you can offer assistance or words of support. When you do, your ally can reroll their dice.
Final Words
- Page 340
- Level 2 Splendor Spell
- Recall Cost: 1
-
You can infuse a corpse with a moment of life to speak with it. Make a Spellcast Roll (13). On a success with Hope, the corpse answers up to three questions. On a success with Fear, the corpse answers one question. The corpse answers truthfully, but it can't impart information it didn't know in life. On a failure, or once the corpse has finished answering your questions, the body turns to dust.
Healing Hands
- Page 340
- Level 2 Splendor Spell
- Recall Cost: 1
-
Make a Spellcast Roll (13) and target a creature other than yourself within Melee range. On a success, mark a Stress to clear 2 Hit Points or 2 Stress on the target. On a failure, mark a Stress to clear a Hit Point or a Stress on the target. You can't heal the same target again until your next long rest.
Voice of Reason
- Page 340
- Level 3 Splendor Ability
- Recall Cost: 1
-
You speak with an unmatched power and authority. You have advantage on action rolls to de-escalate violent situations or convince someone to follow your lead.
Additionally, you're emboldened in moments of duress. When all of your Stress slots are marked, you gain a +1 bonus to your Proficiency for damage rolls.
Divination
- Page 340
- Level 4 Splendor Spell
- Recall Cost: 1
-
Once per long rest, spend 3 Hope to reach out to the forces beyond and ask one "yes or no" question about an event, person, place, or situation in the near future. For a moment, the present falls away and you see the answer before you.
Life Ward
- Page 340
- Level 4 Splendor Spell
- Recall Cost: 1
-
Spend 3 Hope and choose an ally within Close range. They are marked with a glowing sigil of protection. When this ally would make a death move, they clear a Hit Point instead.
This effect ends when it saves the target from a death move, you cast Life Ward on another target, or you take a long rest.
Shape Material
- Page 340
- Level 5 Splendor Spell
- Recall Cost: 1
-
Spend a Hope to shape a section of natural material you're touching (such as stone, ice, or wood) to suit your purpose. The area of the material can be no larger than you. For example, you can form a rudimentary tool or create a door.
You can only affect the material within Close range of where you're touching it.
Smite
- Page 340
- Level 5 Splendor Spell
- Recall Cost: 2
-
Once per rest, spend 3 Hope to charge your powerful smite. When you next successfully attack with a weapon, double the result of your damage roll. This attack deals magic damage regardless of the weapon's damage type.
Restoration
- Page 340
- Level 6 Splendor Spell
- Recall Cost: 2
-
After a long rest, place a number of tokens equal to your Spellcast trait on this card. Touch a creature and spend any number of tokens to clear 2 Hit Points or 2 Stress for each token spent.
You can also spend a token from this card when touching a creature to clear the Vulnerable condition or heal a physical or magical ailment (the GM might require additional tokens depending on the strength of the ailment). When you take a long rest, clear all unspent tokens.
Zone of Protection
- Page 340
- Level 6 Splendor Spell
- Recall Cost: 2
-
Make a Spellcast Roll (16). Once per long rest on a success, choose a point within Far range and create a visible zone of protection there for all allies within Very Close range of that point. When you do, place a d6 on this card with the 1 value facing up. When an ally in this zone takes damage, they reduce it by the die's value. You then increase the die's value by one. When the die's value would exceed 6, this effect ends.
Healing Strike
- Page 340
- Level 7 Splendor Spell
- Recall Cost: 1
-
When you deal damage to an adversary, you can spend 2 Hope to clear a Hit Point on an ally within Close range.
Splendor-Touched
- Page 340
- Level 7 Splendor Ability
- Recall Cost: 2
-
When 4 or more of the domain cards in your loadout are from the Splendor domain, gain the following benefits:
- +3 bonus to your Severe damage threshold
- Once per long rest, when incoming damage would require you to mark a number of Hit Points, you can choose to mark that much Stress or spend that much Hope instead.
Shield Aura
- Page 341
- Level 8 Splendor Spell
- Recall Cost: 2
-
Mark a Stress to cast a protective aura on a target within Very Close range. When the target marks an Armor Slot, they reduce the severity of the attack by an additional threshold. If this spell causes a creature who would be damaged to instead mark no Hit Points, the effect ends.
You can only hold Shield Aura on one creature at a time.
Stunning Sunlight
- Page 341
- Level 8 Splendor Spell
- Recall Cost: 2
-
Make a Spellcast Roll to unleash powerful rays of burning sunlight against all adversaries in front of you within Far range. On a success, spend any number of Hope and force that many targets you succeeded against to make a Reaction Roll (14). Targets who succeed take 3d20+3 magic damage. Targets who fail take 4d20+5 magic damage and are temporarily Stunned. While Stunned, they can't use reactions and can't take any other actions until they clear this condition.
Overwhelming Aura
- Page 341
- Level 9 Splendor Spell
- Recall Cost: 2
-
Make a Spellcast Roll (15) to magically empower your aura. On a success, spend 2 Hope to make your Presence equal to your Spellcast trait until your next long rest.
While this spell is active, an adversary must mark a Stress when they target you with an attack.
Salvation Beam
- Page 341
- Level 9 Splendor Spell
- Recall Cost: 2
-
Make a Spellcast Roll (16). On a success, mark any number of Stress to target a line of allies within Far range. You can clear Hit Points on the targets equal to the number of Stress marked, divided among them however you'd like.
Invigoration
- Page 341
- Level 10 Splendor Spell
- Recall Cost: 3
-
When you or an ally within Close range has used a feature that has an exhaustion limit (such as once per rest or once per session), you can spend any number of Hope and roll that many d6s. If any roll a 6, the feature can be used again.
Resurrection
- Page 341
- Level 10 Splendor Spell
- Recall Cost: 2
-
Make a Spellcast Roll (20). On a success, restore one creature who has been dead no longer than 100 years to full strength. Then roll a d6. On a result of 5 or lower, place this card in your vault permanently.
On a failure, you can't cast Resurrection again for a week.
Valor Domain Cards
- Page 341
Bare Bones
- Page 341
- Level 1 Valor Ability
- Recall Cost: 0
-
When you choose not to equip armor, you have a base Armor Score of 3 + your Strength and use the following as your base damage thresholds:
- Tier 1: 9 / 19
- Tier 2: 11 / 24
- Tier 3: 13 / 31
- Tier 4: 15 / 38
Forceful Push
- Page 341
- Level 1 Valor Ability
- Recall Cost: 0
-
Make an attack with your primary weapon against a target within Melee range. On a success, you deal damage and knock them back to Close range. On a success with Hope, add a d6 to your damage roll.
Additionally, you can spend a Hope to make them temporarily Vulnerable.
I Am Your Shield
- Page 341
- Level 1 Valor Ability
- Recall Cost: 1
-
When an ally within Very Close range would take damage, you can mark a Stress to stand in the way and make yourself the target of the attack instead. When you take damage from this attack, you can mark any number of Armor Slots.
Body Basher
- Page 341
- Level 2 Valor Ability
- Recall Cost: 1
-
You use the full force of your body in a fight. On a successful attack using a weapon with a Melee range, gain a bonus to your damage roll equal to your Strength.
Bold Presence
- Page 341
- Level 2 Valor Ability
- Recall Cost: 0
-
When you make a Presence Roll, you can spend a Hope to add your Strength to the roll.
Additionally, once per rest when you would gain a condition, you can describe how your bold presence aids you in the situation and avoid gaining the condition.
Critical Inspiration
- Page 341
- Level 3 Valor Ability
- Recall Cost: 1
-
Once per rest, when you critically succeed on an attack, all allies within Very Close range can clear a Stress or gain a Hope.
Lean On Me
- Page 341
- Level 3 Valor Ability
- Recall Cost: 1
-
Once per long rest, when you console or inspire an ally who failed an action roll, you can both clear 2 Stress.
Goad Them On
- Page 341
- Level 4 Valor Ability
- Recall Cost: 1
-
Describe how you taunt a target within Close range, then make a Presence Roll against them. On a success, the target must mark a Stress, and the next time the GM spotlights them, they must target you with an attack, which they make with disadvantage.
Support Tank
- Page 342
- Level 4 Valor Ability
- Recall Cost: 2
-
When an ally within Close range fails a roll, you can spend 2 Hope to allow them to reroll either their Hope or Fear Die.
Armorer
- Page 342
- Level 5 Valor Ability
- Recall Cost: 1
-
While you're wearing armor, gain a +1 bonus to your Armor Score.
During a rest, when you choose to repair your armor as a downtime move, your allies also clear an Armor Slot.
Inevitable
- Page 342
- Level 6 Valor Ability
- Recall Cost: 1
-
When you fail an action roll, your next action roll has advantage.
Rise Up
- Page 342
- Level 6 Valor Ability
- Recall Cost: 2
-
Gain a bonus to your Severe threshold equal to your Proficiency.
When you mark 1 or more Hit Points from an attack, clear a Stress.
Shrug It Off
- Page 342
- Level 7 Valor Ability
- Recall Cost: 1
-
When you would take damage, you can mark a Stress to reduce the severity of the damage by one threshold. When you do, roll a d6. On a result of 3 or lower, place this card in your vault.
Valor-Touched
- Page 342
- Level 7 Valor Ability
- Recall Cost: 1
-
When 4 or more of the domain cards in your loadout are from the Valor domain, gain the following benefits:
- +1 bonus to your Armor Score
- When you mark 1 or more Hit Points without marking an Armor Slot, clear an Armor Slot.
Ground Pound
- Page 342
- Level 8 Valor Ability
- Recall Cost: 2
-
Spend 2 Hope to strike the ground where you stand and make a Strength Roll against all targets within Very Close range. Targets you succeed against are thrown back to Far range and must make a Reaction Roll (17). Targets who fail take 4d10+8 damage. Targets who succeed take half damage.
Hold The Line
- Page 342
- Level 9 Valor Ability
- Recall Cost: 1
-
Describe the defensive stance you take and spend a Hope. If an adversary moves within Very Close range, they're pulled into Melee range and Restrained.
This condition lasts until you move or fail a roll with Fear, or the GM spends 2 Fear on their turn to clear it.
Lead By Example
- Page 342
- Level 9 Valor Ability
- Recall Cost: 3
-
When you deal damage to an adversary, you can mark a Stress and describe how you encourage your allies. The next PC to make an attack against that adversary can clear a Stress or gain a Hope.
Unbreakable
- Page 342
- Level 10 Valor Ability
- Recall Cost: 4
-
When you mark your last Hit Point, instead of making a death move, you can roll a d6 and clear a number of Hit Points equal to the result. Then place this card in your vault.
Unyielding Armor
- Page 342
- Level 10 Valor Ability
- Recall Cost: 1
-
When you would mark an Armor Slot, roll a number of d6s equal to your Proficiency. If any roll a 6, reduce the severity by one threshold without marking an Armor Slot.
Ancestries
- Page 52
Ancestries represent a PC's lineage, physical appearance. The following section describes each ancestry. Each description includes characteristics shared by most with that ancestry, but each player decides how much their PCs aligns with the average expression of their ancestry.
There are eighteen ancestries in the Daggerheart core materials.
- Clank
- Drakona
- Dwarf
- Elf
- Faerie
- Faun
- Firbolg
- Fungril
- Galapa
- Giant
- Goblin
- Halfling
- Human
- Infernis
- Katari
- Orc
- Ribbet
- Simiah
- Mixed Ancestry
Ancestry Features
Each ancestry grants two ancestry features. While some features (such as the ability to fly) are implicitly tied to anatomy, players determine their PC's physical form. Work with the GM to change any implied traits that don't align with your character concept.
Clank
- Page 53
Clanks are sentient mechanical beings built from a variety of materials, including metal, wood, and stone. They can resemble humanoids, animals, or even inanimate objects. Like organic beings, their bodies come in a wide array of sizes. Because of their bespoke construction, many clanks have highly specialized physical configurations. Examples include clawed hands for grasping, wheels for movement, or built-in weaponry.
Many clanks embrace body modifications for style as well as function, and members of other ancestries often turn to clank artisans to construct customized mobility aids and physical adornments. Other ancestries can create clanks, even using their own physical characteristics as inspiration, but it's also common for clanks to build one another. A clank's lifespan extends as long as they're able to acquire or craft new parts, making their physical form effectively immortal. That said, their minds are subject to the effects of time, and deteriorate as the magic that powers them loses potency.
Ancestry Features
Purposeful Design: Decide who made you and for what purpose. At character creation, choose one of your Experiences that best aligns with this purpose and gain a permanent +1 bonus to it.
Efficient: When you take a short rest, you can choose a long rest move instead of a short rest move.
Drakona
- Page 54
Drakona resemble wingless dragons in humanoid form and possess a powerful elemental breath. All drakona have thick scales that provide excellent natural armor against both attacks and the forces of nature. They are large in size, ranging from 5–7 feet (1.5–2.1m) on average, with long sharp teeth. New teeth grow throughout a drakona's approximately 350-year lifespan, so they are never in danger of permanently losing an incisor. Unlike their dragon ancestors, drakona don't have wings and can't fly without magical aid. Members of this ancestry pass down the element of their breath through generations, though in rare cases, a drakona's elemental power will differ from the rest of their family's.
Ancestry Features
Scales: Your scales act as natural protection. When you would take Severe damage, you can mark a Stress to mark 1 fewer Hit Points.
Elemental Breath: Choose an element for your breath (such as electricity, fire, or ice). You can use this breath against a target or group of targets within Very Close range, treating it as an Instinct weapon that deals d8 magic damage using your Proficiency.
Dwarf
- Page 55
Dwarves are most easily recognized as short humanoids with square frames, dense musculature, and thick hair. Their average height ranges from 4–5½ feet (1.2–1.7 m), and they are often broad in proportion to their stature. Their skin and nails contain a high amount of keratin, making them naturally resilient. This allows dwarves to embed gemstones into their bodies and decorate themselves with tattoos or piercings.
Their hair grows thickly—usually on their heads, but some dwarves have thick hair across their bodies as well. Dwarves of all genders can grow facial hair, which they often style in elaborate arrangements. Typically, dwarves live up to 250 years of age, maintaining their muscle mass well into later life.
Ancestry Features
Thick Skin: When you take Minor damage, you can mark 2 Stress instead of marking a Hit Point.
Increased Fortitude: Spend 3 Hope to halve incoming physical damage.
Elf
- Page 56
Elves are typically tall humanoids with pointed ears and acutely attuned senses. Their ears vary in size and pointed shape, and as they age, the tips begin to droop. While elves come in a wide range of body types, they are all fairly tall, with heights ranging from about 6–6½ feet (1.8–2.0 m). All elves have the ability to drop into a celestial trance, rather than sleep. This allows them to rest effectively in a short amount of time. Some elves possess what is known as a mystic form, which occurs when an elf has dedicated themself to the study or protection of the natural world so deeply that their physical form changes. These characteristics can include celestial freckles, the presence of leaves, vines, or flowers in their hair, eyes that flicker like fire, and more. Sometimes these traits are inherited from parents, but if an elf changes their environment or magical focus, their appearance changes over time. Because elves live for about 350 years, these traits can shift more than once throughout their lifespan.
Ancestry Features
Quick Reactions: Mark a Stress to gain advantage on a reaction roll.
Celestial Trance: During a rest, you can drop into a trance to choose an additional downtime move .
Faerie
- Page 57
Faeries are winged humanoid creatures with insectile features.
These characteristics cover a broad spectrum from humanoid to insectoid—some possess additional arms, compound eyes, lantern organs, chitinous exoskeletons, or stingers.
Because of their close ties to the natural world, they also frequently possess attributes that allow them to blend in with various plants. The average height of a faerie ranges from about 2–5 feet (0.6–1.5 m), but some faeries grow up to 7 feet (2.1 m) tall. All faeries possess membranous wings and they each go through a process of metamorphosis. The process and changes differ from faerie to faerie, but during this transformation each individual manifests the unique appearance they will carry throughout the rest of their approximately 50-year lifespan.
Ancestry Features
Luckbender: Once per session, after you or a willing ally within Close range makes an action roll, you can spend 3 Hope to reroll the Duality Dice.
Wings: You can fly. While flying, you can mark a Stress after an adversary makes an attack against you to gain a +2 bonus to your Evasion against that attack.
Faun
- Page 58
Fauns resemble humanoid goats with curving horns, square pupils, and cloven hooves. Though their appearances may vary, most fauns have a humanoid torso and a goatlike lower body covered in dense fur.
Faun faces can be more caprine or more humanlike, and they have a wide variety of ear and horn shapes. Faun horns range from short with minimal curvature to much larger with a distinct curl. The average faun ranges from 4–6½ feet (1.2–2.0 m) tall, but their height can change dramatically from one moment to the next based on their stance. The majority of fauns have proportionately long limbs, no matter their size or shape, and are known for their ability to deliver powerful blows with their split hooves. Fauns live for roughly 225 years, and as they age, their appearance can become increasingly goatlike.
Ancestry Features
Caprine Leap: You can leap anywhere within Close range as though you were using normal movement, allowing you to vault obstacles, jump across gaps, or scale barriers with ease.
Kick: When you succeed on an attack against a target within Melee range, you can mark a Stress to kick yourself off them, dealing an extra 2d6 damage and knocking back either yourself or the target to Very Close range.
Firbolg
- Page 59
Firbolgs are bovine humanoids typically recognized by their broad noses and long, drooping ears. Some have faces that are a blend of humanoid and bison, ox, cow, or other bovine creatures. Others, often referred to as minotaurs, have heads that entirely resemble cattle. They are tall and muscular creatures, with heights ranging from around 5–7 feet (1.5–2.1 m), and possess remarkable strength no matter their age. Some firbolgs are known to use this strength to charge their adversaries, an action that is particularly effective for those who have one of the many varieties of horn styles commonly found in this ancestry. Though their unique characteristics can vary, all firbolgs are covered in fur, which can be muted and earth-toned in color, or come in a variety of pastels, such as soft pinks and blues. On average, firbolgs live for about 150 years.
Ancestry Features
Charge: When you succeed on an Agility Roll to move from Far or Very Far range into Melee range with one or more targets, you can mark a Stress to deal 1d12 physical damage to all targets within Melee range.
Unshakable: When you would mark a Stress, roll a d6. On a result of 6, don't mark it.
Fungril
- Page 60
Fungril resemble humanoid mushrooms. They can be either more humanoid or more fungal in appearance, and they come in an assortment of colors, from earth tones to bright reds, yellows, purples, and blues. Fungril display an incredible variety of bodies, faces, and limbs, as there's no single common shape among them. Even their heights range from a tiny 2 feet tall to a staggering 7 feet (0.6–2.1 m) tall. While the common lifespan of a fungril is about 300 years, some have been reported to live much longer. They can communicate nonverbally, and many members of this ancestry use a mycelial array to chemically exchange information with other fungril across long distances.
Ancestry Features
Fungril Network: Make an Instinct Roll (12) to use your mycelial array to speak with others of your ancestry. On a success, you can communicate across any distance.
Death Connection: While touching a corpse that died recently, you can mark a Stress to extract one memory from the corpse related to a specific emotion or sensation of your choice.
Galapa
- Page 61
Galapa resemble anthropomorphic turtles with large, domed shells into which they can retract. On average, they range from 4–6 feet (1.2–1.8 m) in height, and their head and body shapes can resemble any type of turtle.
Galapa come in a variety of earth tones—most often shades of green and brown— and possess unique patterns on their shells. Members of this ancestry can draw their head, arms, and legs into their shell for protection to use it as a natural shield when defensive measures are needed. Some supplement their shell's strength or appearance by attaching armor or carving unique designs, but the process is exceedingly painful. Most galapa move slowly no matter their age, and they can live approximately 150 years.
Ancestry Features
Shell: Gain a bonus to your damage thresholds equal to your Proficiency.
Retract: Mark a Stress to retract into your shell. While in your shell, you have resistance to physical damage, you have disadvantage on action rolls, and you can't move.
Giant
- Page 62
Giants are towering humanoids with broad shoulders, long arms, and one to three eyes. Adult giants range from 6½–8½ feet (2–2.6 m) tall and are naturally muscular, regardless of body type. They are easily recognized by their wide frames and elongated arms and necks. Though they can have up to three eyes, all giants are born with none and remain sightless for their first year of life. Until a giant reaches the age of 10 and their features fully develop, the formation of their eyes may fluctuate. Those with a single eye are commonly known as cyclops. The average giant lifespan is about 75 years.
Ancestry Features
Endurance: Gain an additional Hit Point slot at character creation.
Reach: Treat any weapon, ability, spell, or other feature that has a Melee range as though it has a Very Close range instead.
Goblin
- Page 63
Goblins are small humanoids easily recognizable by their large eyes and massive membranous ears. With keen hearing and sharp eyesight, they perceive details both at great distances and in darkness, allowing them to move through less-optimal environments with ease. Their skin and eye colors are incredibly varied, with no one hue, either vibrant or subdued, more dominant than another. A typical goblin stands between 3–4 feet (0.9–1.2 m) tall, and each of their ears is about the size of their head. Goblins are known to use ear positions to very specific effect when communicating nonverbally. A goblin's lifespan is roughly 100 years, and many maintain their keen hearing and sight well into advanced age.
Ancestry Features
Surefooted: You ignore disadvantage on Agility Rolls.
Danger Sense: Once per rest, mark a Stress to force an adversary to reroll an attack against you or an ally within Very Close range.
Halfling
- Page 64
Halflings are small humanoids with large hairy feet and prominent rounded ears. On average, halflings are 3–4 feet (0.9–1.2 m) in height, and their ears, nose, and feet are larger in proportion to the rest of their body. Members of this ancestry live for around 150 years, and a halfling's appearance is likely to remain youthful even as they progress from adulthood into old age. Halflings are naturally attuned to the magnetic fields of the Mortal Realm, granting them a strong internal compass. They also possess acute senses of hearing and smell, and can often detect those who are familiar to them by the sound of their movements.
Ancestry Features
Human
- Page 65
Humans are most easily recognized by their dexterous hands, rounded ears, and bodies built for endurance. Their average height ranges from just under 5–6½ feet (1.5–2.0 m). They have a wide variety of builds, with some being quite broad, others lithe, and many inhabiting the spectrum in between.
Humans are physically adaptable and adjust to harsh climates with relative ease. In general, humans live to an age of about 100, with their bodies changing dramatically between their youngest and oldest years.
Ancestry Features
High Stamina: Gain an additional Stress slot at character creation.
Adaptability: When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.
Infernis
- Page 66
Infernis are humanoids who possess sharp canine teeth, pointed ears, and horns. They are the descendants of demons from the Circles Below. On average, infernis range in height from 5–7 feet (1.5–2.1 m) and are known to have long fingers and pointed nails. Some have long, thin, and smooth tails that end in points, forks, or arrowheads. It's common for infernis to have two or four horns—though some have crowns of many horns, or only one. These horns can also grow asymmetrically, forming unique, often curving, shapes that infernis enhance with carving and ornamentation. Their skin, hair, and horns come in an assortment of colors that can include soft pastels, stark tones, or vibrant hues, such as rosy scarlet, deep purple, and pitch black.
Infernis possess a dread visage that manifests both involuntarily, such as when they experience fear or other strong emotions, or purposefully, such as when they wish to intimidate an adversary. This visage can briefly modify their appearance in a variety of ways, including lengthening their teeth and nails, changing the colors of their eyes, twisting their horns, or enhancing their height. On average, infernis live up to 350 years, with some attributing this lifespan to their demonic lineage.
Ancestry Features
Fearless: When you roll with Fear, you can mark 2 Stress to change it into a roll with Hope instead.
Dread Visage: You have advantage on rolls to intimidate hostile creatures.
Katari
- Page 67
Katari are feline humanoids with retractable claws, vertically slit pupils, and high, triangular ears. They can also have small, pointed canine teeth, soft fur, and long whiskers that assist their perception and navigation. Their ears can swivel nearly 180 degrees to detect sound, adding to their heightened senses. Katari may look more or less feline or humanoid, with catlike attributes in the form of hair, whiskers, and a muzzle.
About half of the katari population have tails. Their skin and fur come in a wide range of hues and patterns, including solid colors, calico tones, tabby stripes, and an array of spots, patches, marbling, or bands. Their height ranges from about 3–6½ feet (0.9–2.0 m), and they live to around 150 years.
Ancestry Features
Feline Instincts: When you make an Agility Roll, you can spend 2 Hope to reroll your Hope Die.
Retracting Claws: Make an Agility Roll to scratch a target within Melee range. On a success, they become temporarily Vulnerable.
Orc
- Page 68
Orcs are humanoids most easily recognized by their square features and boar-like tusks that protrude from their lower jaw.
Tusks come in various sizes, and though they extend from the mouth, they aren't used for consuming food. Instead, many orcs choose to decorate their tusks with significant ornamentation. Orcs typically live for 125 years, and unless altered, their tusks continue to grow throughout the course of their lives. Their ears are pointed, and their hair and skin typically have green, blue, pink, or gray tones. Orcs tend toward a muscular build, and their average height ranges from 5–6½ feet (1.5–2.0 m).
Ancestry Features
Sturdy: When you have 1 Hit Point remaining, attacks against you have disadvantage.
Tusks: When you succeed on an attack against a target within Melee range, you can spend a Hope to gore the target with your tusks, dealing an extra 1d6 damage.
Ribbet
- Page 69
Ribbets resemble anthropomorphic frogs with protruding eyes and webbed hands and feet. They have smooth (though sometimes warty) moist skin and eyes positioned on either side of their head. Some ribbets have hind legs more than twice the length of their torso, while others have short limbs. No matter their size (which ranges from about 3–4½ feet (0.9–1.4 m)), ribbets primarily move by hopping. All ribbets have webbed appendages, allowing them to swim with ease. Some ribbets possess a natural green-and-brown camouflage, while others are vibrantly colored with bold patterns. No matter their appearance, all ribbets are born from eggs laid in the water, hatch into tadpoles, and after about 6 to 7 years, grow into amphibians that can move around on land. Ribbets live for approximately 100 years.
Ancestry Features
Amphibious: You can breathe and move naturally underwater.
Long Tongue: You can use your long tongue to grab onto things within Close range. Mark a Stress to use your tongue as a Finesse Close weapon that deals d12 physical damage using your Proficiency.
Simiah
- Page 70
Simiah resemble anthropomorphic monkeys and apes with long limbs and prehensile feet. While their appearance reflects all simian creatures, from the largest gorilla to the smallest marmoset, their size does not align with their animal counterparts, and they can be anywhere from 2–6 feet (0.6–1.8 m) tall. All simiah can use their dexterous feet for nonverbal communication, work, and combat. Additionally, some also have prehensile tails that can grasp objects or help with balance during difficult maneuvers. These traits grant members of this ancestry unique agility that aids them in a variety of physical tasks. In particular, simiah are skilled climbers and can easily transition from bipedal movement to knuckle-walking and climbing, and back again. On average, simiah live for about 100 years.
Ancestry Features
Natural Climber: You have advantage on Agility Rolls that involve balancing and climbing.
Nimble: Gain a permanent +1 bonus to your Evasion at character creation.
Mixed Ancestry
- Page 71
Families are as unique as the peoples and cultures that inhabit them. Anyone's appearance and abilities can be shaped by blood, magic, proximity, or other variety of factors. If you are a descendant of multiple ancestries, use the steps below:
Step 1: Choose an Ancestry Combination
When you choose an heritage at character creation, write down how you identify. For example, if you are descended from goblins and orcs, you could be a goblin-orc. You could also choose the ancestry you identify with—goblin or orc. Alternatively, invent a new name for your ancestry—for example, toothling.
Step 2: Choose Ancestry Features
Choose the first feature from one ancestry, and the second feature from the other. For example, if you are mixing the goblin-orc ancestries, you can take the Surefooted and Tusks features, or the Sturdy and Danger Sense features.
Communities
- Page 72
Communities represent the culture, class, or environment of origin that has had a significant on a PC's upbringing.
There are nine communities in the Daggerheart core materials.
Community Features
Your community grants you a community feature.
Highborne
- Page 73
Being part of a highborne community means you're accustomed to a life of elegance, opulence, and prestige within the upper echelons of society. Traditionally, members of a highborne community possess incredible material wealth. While this can take a variety of forms depending on the community—including gold and other minerals, land, or controlling the means of production—this status always comes with power and influence. Highborne place great value on titles and possessions, and there is little social mobility within their ranks. Members of a highborne community often control the political and economic status of the areas in which they live due to their ability to influence people and the economy with their substantial wealth. The health and safety of the less affluent people who live in these locations often hinges on the ability of this highborne ruling class to prioritize the well-being of their subjects over profit.
Highborne are often amiable, candid, conniving, enterprising, ostentatious, and unflappable.
Community Feature
Privilege: You have advantage on rolls to consort with nobles, negotiate prices, or leverage your reputation to get what you want.
Loreborne
- Page 74
Being part of a loreborne community means you're from a society that favors strong academic or political prowess. Loreborne communities highly value knowledge, frequently in the form of historical preservation, political advancement, scientific study, skill development, or lore and mythology compilation. Most members of these communities research in institutions built in bastions of civilization, while some eclectic few thrive in gathering information from the natural world. Some may be isolationists, operating in smaller enclaves, schools, or guilds and following their own unique ethos. Others still wield their knowledge on a larger scale, making deft political maneuvers across governmental landscapes.
Loreborne are often direct, eloquent, inquisitive, patient, rhapsodic, and witty.
Community Feature
Well-Read: You have advantage on rolls that involve the history, culture, or politics of a prominent person or place.
Orderborne
- Page 75
Being part of an orderborne community means you're from a collective that focuses on discipline or faith, and you uphold a set of principles that reflect your experience there. Orderborne are frequently some of the most powerful among the surrounding communities. By aligning the members of their society around a common value or goal, such as a god, doctrine, ethos, or even a shared business or trade, the ruling bodies of these enclaves can mobilize larger populations with less effort. While orderborne communities take a variety of forms—some even profoundly pacifistic—perhaps the most feared are those that structure themselves around military prowess. In such a case, it's not uncommon for orderborne to provide soldiers for hire to other cities or countries.
Orderborne are often ambitious, benevolent, pensive, prudent, sardonic, and stoic.
Community Feature
Ridgeborne
- Page 76
Being part of a ridgeborne community means you've called the rocky peaks and sharp cliffs of the mountainside home. Those who've lived in the mountains often consider themselves hardier than most because they've thrived among the most dangerous terrain many continents have to offer. These groups are adept at adaptation, developing unique technologies and equipment to move both people and products across difficult terrain. As such, ridgeborne grow up scrambling and climbing, making them sturdy and strong-willed. Ridgeborne localities appear in a variety of forms—some cities carve out entire cliff faces, others construct castles of stone, and still more live in small homes on windblown peaks. Outside forces often struggle to attack ridgeborne groups, as the small militias and large military forces of the mountains are adept at utilizing their high-ground advantage.
Ridgeborne are often bold, hardy, indomitable, loyal, reserved, and stubborn.
Community Feature
Steady: You have advantage on rolls to traverse dangerous cliffs and ledges, navigate harsh environments, and use your survival knowledge.
Seaborne
- Page 77
Being part of a seaborne community means you lived on or near a large body of water. Seaborne communities are built, both physically and culturally, around the specific waters they call home. Some of these groups live along the shore, constructing ports for locals and travelers alike. These harbors function as centers of commerce, tourist attractions, or even just a safe place to lay down one's head after weeks of travel. Other seaborne live on the water in small boats or large ships, with the idea of "home" comprising a ship and its crew, rather than any one landmass. No matter their exact location, seaborne communities are closely tied to the ocean tides and the creatures who inhabit them. Seaborne learn to fish at a young age, and train from birth to hold their breath and swim in even the most tumultuous waters. Individuals from these groups are highly sought after for their sailing skills, and many become captains of vessels, whether within their own community, working for another, or even at the helm of a powerful naval operation.
Seaborne are often candid, cooperative, exuberant, fierce, resolute, and weathered.
Community Feature
Know the Tide: You can sense the ebb and flow of life. When you roll with Fear, place a token on your community card. You can hold a number of tokens equal to your level. Before you make an action roll, you can spend any number of these tokens to gain a +1 bonus to the roll for each token spent. At the end of each session, clear all unspent tokens.
Slyborne
- Page 78
Being part of a slyborne community means you come from a group that operates outside the law, including all manner of criminals, grifters, and con artists. Members of slyborne communities are brought together by their disreputable goals and their clever means of achieving them. Many people in these communities have an array of unscrupulous skills: forging, thievery, smuggling, and violence. People of any social class can be slyborne, from those who have garnered vast wealth and influence to those without a coin to their name. To the outside eye, slyborne might appear to be ruffians with no loyalty, but these communities possess some of the strictest codes of honor which, when broken, can result in a terrifying end for the transgressor.
Slyborne are often calculating, clever, formidable, perceptive, shrewd, and tenacious.
Community Feature
Scoundrel: You have advantage on rolls to negotiate with criminals, detect lies, or find a safe place to hide.
Underborne
- Page 79
Being part of an underborne community means you're from a subterranean society. Many underborne live right beneath the cities and villages of other collectives, while some live much deeper. These communities range from small family groups in burrows to massive metropolises in caverns of stone. In many locales, underborne are recognized for their incredible boldness and skill that enable great feats of architecture and engineering. Underborne are regularly hired for their bravery, as even the least daring among them has likely encountered formidable belowground beasts, and learning to dispatch such creatures is common practice amongst these societies. Because of the dangers of their environment, many underborne communities develop unique nonverbal languages that prove equally useful on the surface.
Underborne are often composed, elusive, indomitable, innovative, resourceful, and unpretentious.
Community Feature
Low-Light Living: When you're in an area with low light or heavy shadow, you have advantage on rolls to hide, investigate, or perceive details within that area.
Wanderborne
- Page 80
Being part of a wanderborne community means you've lived as a nomad, forgoing a permanent home and experiencing a wide variety of cultures. Unlike many communities that are defined by their locale, wanderborne are defined by their traveling lifestyle. Because of their frequent migration, wanderborne put less value on the accumulation of material possessions in favor of acquiring information, skills, and connections. While some wanderborne are allied by a common ethos, such as a religion or a set of political or economic values, others come together after shared tragedy, such as the loss of their home or land. No matter the reason, the dangers posed by life on the road and the choice to continue down that road together mean that wanderborne are known for their unwavering loyalty.
Wanderborne are often inscrutable, magnanimous, mirthful, reliable, savvy, and unorthodox.
Community Feature
Nomadic Pack: Add a Nomadic Pack to your inventory. Once per session, you can spend a Hope to reach into this pack and pull out a mundane item that's useful to your situation. Work with the GM to figure out what item you take out.
Wildborne
- Page 81
Being part of a wildborne community means you lived deep within the forest. Wildborne communities are defined by their dedication to the conservation of their homelands, and many have strong religious or cultural ties to the fauna they live among. This results in unique architectural and technological advancements that favor sustainability over short-term, high-yield results. It is a hallmark of wildborne societies to integrate their villages and cities with the natural environment and avoid disturbing the lives of the plants and animals. While some construct their lodgings high in the branches of trees, others establish their homes on the ground beneath the forest canopy. It's not uncommon for wildborne to remain reclusive and hidden within their woodland homes.
Wildborne are often hardy, loyal, nurturing, reclusive, sagacious, and vibrant.
Community Feature
Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard.
Traits
- Page 17
You have six traits that represent your physical, mental, and social aptitudes.
- Trait Arrays
- Your traits start with an array of modifiers assigned during character creation.
- Traits and Action Rolls
- When you make an action roll, the relevant trait's modifier is added to the roll's total.
- Negative Modifiers
- Unless otherwise stated, if a mechanic other than a roll uses a trait modifier and yours is negative, treat it as if it were 0. For example, if you are a Druid and choose the Warden of Renewal, your Clarity of Nature feature requires an Instinct modifier of +1 or higher to have any effect. A few mechanics set a minumum—for example, the Flight spell grants 1 counter even if your Agility modifier is −1.
- Increasing Trait Modifiers
- When you gain a level, you can increase purchase an advancement to increase the modifiers of two traits. You can increase a trait's modifier only once each tier.
Agility
- Page 17
Sprint, Leap, Maneuver, etc.
A high Agility means you're fast on your feet, nimble on difficult terrain, and quick to react to danger. You'll make an Agility Roll to scurry up a rope, sprint to cover, or bound from rooftop to rooftop.
- Difficulty Benchmarks: Agility
Strength
- Page 17
Lift, Smash, Grapple, etc.
A high Strength means you're better at feats that test your physical prowess and stamina. You'll make a Strength Roll to break through a door, lift heavy objects, or hold your ground against a charging foe.
- Difficulty Benchmarks: Strength
Finesse
- Page 17
Control, Hide, Tinker, etc.
A high Finesse means you're skilled at tasks that require accuracy, stealth, or the utmost control. You'll make a Finesse Roll to use fine tools, escape notice, or strike with precision.
- Difficulty Benchmarks: Finesse
Instinct
- Page 17
Perceive, Sense, Navigate, etc.
A high Instinct means you have a keen sense of your surroundings and a natural intuition. You'll make an Instinct Roll to sense danger, notice details in the world around you, or track an elusive foe.
- Difficulty Benchmarks: Instinct
Presence
- Page 17
Charm, Perform, Deceive, etc.
A high Presence means you have a strong force of personality and a facility for social situations. You'll make a Presence Roll to plead your case, intimidate a foe, or capture the attention of a crowd.
- Difficulty Benchmarks: Presence
Knowledge
- Page 17
Recall, Analyze, Comprehend, etc.
A high Knowledge means you know information others don't and understand how to apply your mind through deduction and inference. You'll make a Knowledge Roll to interpret facts, see the patterns clearly, or remember important information.
- Difficulty Benchmarks: Knowledge
Experiences
- Page 20
- Page 93
An Experience is a word or phrase that evokes a personality traits or aptitudes you've acquired. Experiences can relate to your backstory, characteristics, specialties, or skills.
- Creating Experiences
- You start with two Experiences from character creation. You create new Experiences each time you reach a new tier. Experiences start with a +2 modifier.
- Utilize an Experience
- When you make an action roll, you can spend a Hope to add a relevant experience's modifier to the result. Describe how the Experience applies to your action. The GM might require you further justify the Experience's relevance, but you decide whether the Experience applies (within reason). You can apply more than one Experience to a roll.
- Increasing Experience Modifiers
- When you gain a level, you can purchase an advancement to increase an Experience's modifier.
Hope
- Page 90
You start with 2 Hope at character creation and gain one more when you roll with Hope. You have a maximum of 6 Hope slots. Hope carries over between sessions.
Spending Hope
- Help an Ally (1 Hope)
- You help a PC with an action roll. Describe how you help, roll your own advantage die, and apply the result as a modifier to their roll. If the PC you help gains advantage from multiple sources, they add only the highest result from any rolled advantage dice.
- Utilize an Experience (1+ Hope)
- When you Utilize an Experience on a relevant roll, add its modifier to the result. You can spend additional Hope to utilize additional relevant Experiences.
- Tag Team Roll (3 Hope)
- Initiate a Tag Team Roll.
- Class Hope Feature (3 Hope)
- Each class provides a Class Hope Feature.
- Other Uses for Hope (1+ Hope)
- Other uses for Hope are defined by class or subclass features, domain cards, and equipment.
- Rolling with Hope
- If you roll with Hope for an action prompted by a Hope Feature or domain card, you can spend the Hope you gain from the roll on the action.
Gaining Levels
- Page 109
- Page 110
- Page 111
The PCs gain a level when the GM decides you've reached a narrative milestone (usually about every 3 sessions).
Each time you gain a level, go through the following four steps:
- Step 1: Check for Tier Achievements
- There are 10 PC levels, which are divided into 4 tiers. When gaining a level causes you reach a new tier—at Level 2, Level 5, and Level 8—you gain new tier achievements.
- Step 2: Purchase Advancements
- You gain two advancements, which you use to purchase benefits available to your tier or lower. Additional advancements become available at Tier 3 and Tier 4.
- Step 3: Increase Damage Thresholds
- Increase your Major and Severe damage thresholds by 1.
- Step 4: Choose A Domain Card
- You gain one domain card and add it to your loadout or vault. If your loadout is full, you can immediately place a card into your vault to make room. Additionally, you can exchange one of your domain card for another of equal or lower level.
Tier Achievements
- Page 109
Your tier affects your tier achievements, and access to advancements.
Levels, Tiers, and Tier Achievements
Level | Tier | Tier Achievements |
---|---|---|
Level 1 | Tier 1 | — |
Level 2–4 | Tier 2 |
|
Level 5–7 | Tier 3 |
|
Level 8–10 | Tier 4 |
|
Advancements
- Page 110
You can purchase an advancement a number of times equal to its slots. The Proficiency and Multiclass options require spending both advancements to purchase.
Advancements by Tier
Advancement | Benefits | Tier 2 | Tier 3 | Tier 4 |
---|---|---|---|---|
Traits | Gain a +1 bonus to two trait modifiers and mark them. You can't use this advancement to increase a marked trait until you reach a new tier and clear it. | 3 | 3 | 3 |
Hit Point | Gain a Hit Point slot. | 2 | 2 | 2 |
Stress | Gain a Stress slot. | 2 | 2 | 2 |
Experiences | Gain a +1 bonus to two Experiences. | 1 | 1 | 1 |
Domain Card | Choose a new domain card from your domains. The card's level can't exceed the level range of the tier slot used to purchase this advancement. | 1 | 1 | 1 |
Evasion | Gain a +1 bonus to your Evasion. | 1 | 1 | 1 |
Enhanced Subclass | Progress a subclass, gaining its specialization feature—or if you have them already, its mastery features. Choosing this option excludes the Multiclass advancement for this tier. | — | 1 | 1 |
Proficiency | Gain a +1 bonus to your Proficiency. You must spend both advancements to purchase this benefit. | — | 1 | 1 |
Multiclass | You gain additional class, as described under multiclassing. You must spend both advancements to purchase this benefit. Choosing this option excludes the Enhanced Subclass advancement for this tier, and the Multiclass option for other tiers. | — | 1 | 1 |
Equipment
- Page 112
- Page 115
- Errata
Equipment includes weapons, armor, loot, consumables, gold, and other items the GM makes available you gain levels.
Weapons
- Page 96
- Page 112
- Page 113
- Errata
- Equipping Weapons
- You can equip up to two active weapons—one primary weapon, and one secondary weapon. You can't attack with weapons that aren't active, and you can't equip weapons with a higher tier than yours. You can carry two inventory weapons. You can swap an inventory weapon with an active weapon during downtime or a moment of calm. In danger, you must mark a Stress to swap weapons.
- Trait
- The trait used for attack rolls with the weapon.
- Range
- The maximum range between you and the target.
- Damage
- The damage dice rolled on a successful attack. If it includes a modifier, add it to the total.
- Damage Type
- Weapons that deal magic damage require a Spellcast trait to wield.
- Burden
- The number of hands it occupies when active. You have two hands.
- Feature
- Some weapons have special properties or features when active.
- Throwing Weapons
- You can make an Finesse attack roll to throw an active weapon within Very Close range, dealing its damage on a success. Once thrown, the weapon isn't active.
- Unarmed Attacks
- Use either Strength or Finesse for the attack roll unless the GM allows otherwise, and deal d4 physical damage.
Primary Weapon Tables
- Page 115
Tier 1 (Level 1)
- Page 115
Physical Weapons
- Page 115
- Errata
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Broadsword | Agility | Melee | d8 phy | One-Handed | Reliable: +1 to attack rolls |
Longsword | Agility | Melee | d10+3 phy | Two-Handed | — |
Battleaxe | Strength | Melee | d10+3 phy | Two-Handed | — |
Greatsword | Strength | Melee | d10+3 phy | Two-Handed | Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. |
Mace | Strength | Melee | d8+1 phy | One-Handed | — |
Warhammer | Strength | Melee | d12+3 phy | Two-Handed | Heavy: −1 to Evasion |
Dagger | Finesse | Melee | d8+1 phy | One-Handed | — |
Quarterstaff | Instinct | Melee | d10+3 phy | Two-Handed | — |
Cutlass | Presence | Melee | d8+1 phy | One-Handed | — |
Rapier | Presence | Melee | d8 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
Halberd | Strength | Very Close | d10+2 phy | Two-Handed | Cumbersome: −1 to Finesse |
Spear | Finesse | Very Close | d8+3 phy | Two-Handed | — |
Shortbow | Agility | Far | d6+3 phy | Two-Handed | — |
Crossbow | Finesse | Far | d6+1 phy | One-Handed | — |
Longbow | Agility | Very Far | d8+3 phy | Two-Handed | Cumbersome: −1 to Finesse |
Magic Weapons
- Page 115
- Errata
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Arcane Gauntlets | Strength | Melee | d10+3 mag | Two-Handed | — |
Hallowed Axe | Strength | Melee | d8+1 mag | One-Handed | — |
Glowing Rings | Agility | Very Close | d10+2 mag | Two-Handed | — |
Hand Runes | Instinct | Very Close | d10 mag | One-Handed | — |
Returning Blade | Finesse | Close | d8 mag | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. |
Shortstaff | Instinct | Close | d8+1 mag | One-Handed | — |
Dualstaff | Instinct | Far | d6+3 mag | Two-Handed | — |
Scepter | Presence | Far | d6 mag | Two-Handed | Versatile: This weapon can also be used with these statistics—Presence, Melee, d8. |
Wand | Knowledge | Far | d6+1 mag | One-Handed | — |
Greatstaff | Knowledge | Very Far | d6 mag | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
Tier 2 (Level 2–4)
- Page 116
Physical Weapons
- Page 116
- Errata
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Improved Broadsword | Agility | Melee | d8+3 phy | One-Handed | Reliable: +1 to attack rolls |
Improved Longsword | Agility | Melee | d10+6 phy | Two-Handed | — |
Improved Battleaxe | Strength | Melee | d10+6 phy | Two-Handed | — |
Improved Greatsword | Strength | Melee | d10+6 phy | Two-Handed | Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. |
Improved Mace | Strength | Melee | d8+4 phy | One-Handed | — |
Improved Warhammer | Strength | Melee | d12+6 phy | Two-Handed | Heavy: −1 to Evasion |
Improved Dagger | Finesse | Melee | d8+4 phy | One-Handed | — |
Improved Quarterstaff | Instinct | Melee | d10+6 phy | Two-Handed | — |
Improved Cutlass | Presence | Melee | d8+4 phy | One-Handed | — |
Improved Rapier | Presence | Melee | d8+3 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
Improved Halberd | Strength | Very Close | d10+5 phy | Two-Handed | Cumbersome: −1 to Finesse |
Improved Spear | Finesse | Very Close | d8+6 phy | Two-Handed | — |
Improved Shortbow | Agility | Far | d6+6 phy | Two-Handed | — |
Improved Crossbow | Finesse | Far | d6+4 phy | One-Handed | — |
Improved Longbow | Agility | Very Far | d8+6 phy | Two-Handed | Cumbersome: −1 to Finesse |
Gilded Falchion | Strength | Melee | d10+4 phy | One-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
Knuckle Blades | Strength | Melee | d10+6 phy | One-Handed | Brutal: When you roll the maximum value on a damage die, roll an additional damage die. |
Urok Broadsword | Finesse | Melee | d8+3 phy | One-Handed | Deadly: When you deal Severe damage, the target must mark an additional Hit Point. |
Bladed Whip | Agility | Very Close | d8+3 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
Steelforged Halberd | Strength | Very Close | d8+4 phy | Two-Handed | Scary: On a successful attack, the target must mark a Stress. |
War Scythe | Finesse | Very Close | d8+5 phy | Two-Handed | Reliable: +1 to attack rolls |
Blunderbuss | Finesse | Close | d8+6 phy | Two-Handed | Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. |
Greatbow | Strength | Far | d6+6 phy | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
Finehair Bow | Agility | Very Far | d6+5 phy | Two-Handed | Reliable: +1 to attack rolls |
Magic Weapons
- Page 117
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Improved Arcane Gauntlets | Strength | Melee | d10+6 mag | Two-Handed | — |
Improved Hallowed Axe | Strength | Melee | d8+4 mag | One-Handed | — |
Improved Glowing Rings | Agility | Very Close | d10+5 mag | Two-Handed | — |
Improved Hand Runes | Instinct | Very Close | d10+3 mag | One-Handed | — |
Improved Returning Blade | Finesse | Close | d8+3 mag | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. |
Improved Shortstaff | Instinct | Close | d8+4 mag | One-Handed | — |
Improved Dualstaff | Instinct | Far | d6+6 mag | Two-Handed | — |
Improved Scepter | Presence | Far | d6+3 mag | Two-Handed | Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+3. |
Improved Wand | Knowledge | Far | d6+4 mag | One-Handed | — |
Improved Greatstaff | Knowledge | Very Far | d6+3 mag | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
Ego Blade | Agility | Melee | d12+4 mag | One-Handed | Pompous: You must have a Presence of 0 or lower to use this weapon. |
Casting Sword | Strength | Melee | d10+4 mag | Two-Handed | Versatile: This weapon can also be used with these statistics—Knowledge, Far, d6+3. |
Devouring Dagger | Finesse | Melee | d8+4 mag | One-Handed | Scary: On a successful attack, the target must mark a Stress. |
Hammer of Exota | Instinct | Melee | d8+6 mag | Two-Handed | Eruptive: On a successful attack against a target within Melee range, all other adversaries within Very Close range must succeed on a Reaction Roll (14) or take half damage. |
Yutari Bloodbow | Finesse | Far | d6+4 mag | Two-Handed | Brutal: When you roll the maximum value on a damage die, roll an additional damage die. |
Elder Bow | Instinct | Far | d6+4 mag | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
Scepter of Elias | Presence | Far | d6+3 mag | One-Handed | Invigorating: On a successful attack, roll a d4. On a result of 4, clear a Stress. |
Wand of Enthrallment | Presence | Far | d6+4 mag | One-Handed | Persuasive: Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result. |
Keeper's Staff | Knowledge | Far | d6+4 mag | Two-Handed | Reliable: +1 to attack rolls |
Tier 3 (Level 5–7)
- Page 118
Physical Weapons
- Page 118
- Errata
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Advanced Broadsword | Agility | Melee | d8+6 phy | One-Handed | Reliable: +1 to attack rolls |
Advanced Longsword | Agility | Melee | d10+9 phy | Two-Handed | — |
Advanced Battleaxe | Strength | Melee | d10+9 phy | Two-Handed | — |
Advanced Greatsword | Strength | Melee | d10+9 phy | Two-Handed | Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. |
Advanced Mace | Strength | Melee | d8+7 phy | One-Handed | — |
Advanced Warhammer | Strength | Melee | d12+9 phy | Two-Handed | Heavy: −1 to Evasion |
Advanced Dagger | Finesse | Melee | d8+7 phy | One-Handed | — |
Advanced Quarterstaff | Instinct | Melee | d10+9 phy | Two-Handed | — |
Advanced Cutlass | Presence | Melee | d8+7 phy | One-Handed | — |
Advanced Rapier | Presence | Melee | d8+6 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
Advanced Halberd | Strength | Very Close | d10+8 phy | Two-Handed | Cumbersome: −1 to Finesse |
Advanced Spear | Finesse | Very Close | d8+9 phy | Two-Handed | — |
Advanced Shortbow | Agility | Far | d6+9 phy | Two-Handed | — |
Advanced Crossbow | Finesse | Far | d6+7 phy | One-Handed | — |
Advanced Longbow | Agility | Very Far | d8+9 phy | Two-Handed | Cumbersome: −1 to Finesse |
Flickerfly Blade | Agility | Melee | d8+5 phy | One-Handed | Sharpening: Gain a bonus to your damage rolls equal to your Agility. |
Bravesword | Strength | Melee | d12+7 phy | Two-Handed | Brave: −1 to Evasion; +3 to Severe damage threshold |
Hammer of Wrath | Strength | Melee | d10+7 phy | Two-Handed | Devastating: Before you make an attack roll, you can mark a Stress to use a d20 as your damage die. |
Labrys Axe | Strength | Melee | d10+7 phy | Two-Handed | Protective: +1 to Armor Score |
Meridian Cutlass | Presence | Melee | d10+5 phy | One-Handed | Dueling: When there are no other creatures within Close range of the target, gain advantage on your attack roll against them. |
Retractable Saber | Presence | Melee | d10+7 phy | One-Handed | Retractable: The blade can be hidden in the hilt to avoid detection. |
Double Flail | Agility | Very Close | d10+8 phy | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
Talon Blades | Finesse | Close | d10+7 phy | Two-Handed | Brutal: When you roll the maximum value on a damage die, roll an additional damage die. |
Black Powder Revolver | Finesse | Far | d6+8 phy | One-Handed | Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. |
Spiked Bow | Agility | Very Far | d6+7 phy | Two-Handed | Versatile: This weapon can also be used with these statistics—Agility, Melee, d10+5. |
Magic Weapons
- Page 119
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Advanced Arcane Gauntlets | Strength | Melee | d10+9 mag | Two-Handed | — |
Advanced Hallowed Axe | Strength | Melee | d8+7 mag | One-Handed | — |
Advanced Glowing Rings | Agility | Very Close | d10+8 mag | Two-Handed | — |
Advanced Hand Runes | Instinct | Very Close | d10+6 mag | One-Handed | — |
Advanced Returning Blade | Finesse | Close | d8+6 mag | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. |
Advanced Shortstaff | Instinct | Close | d8+7 mag | One-Handed | — |
Advanced Dualstaff | Instinct | Far | d6+9 mag | Two-Handed | — |
Advanced Scepter | Presence | Far | d6+6 mag | Two-Handed | Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+4. |
Advanced Wand | Knowledge | Far | d6+7 mag | One-Handed | — |
Advanced Greatstaff | Knowledge | Very Far | d6+6 mag | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
Axe of Fortunis | Strength | Melee | d10+8 mag | Two-Handed | Lucky: On a failed attack, you can mark a Stress to reroll your attack. |
Blessed Anlace | Instinct | Melee | d10+6 mag | One-Handed | Healing: During downtime, automatically clear a Hit Point. |
Ghostblade | Presence | Melee | d10+7 phy or mag | One-Handed | Otherworldly: On a successful attack, you can deal physical or magic damage. |
Runes of Ruination | Knowledge | Very Close | d20+4 mag | One-Handed | Painful: Each time you make a successful attack, you must mark a Stress. |
Widogast Pendant | Knowledge | Close | d10+5 mag | One-Handed | Timebending: You choose the target of your attack after making your attack roll. |
Gilded Bow | Finesse | Far | d6+7 mag | Two-Handed | Self-Correcting: When you roll a 1 on a damage die, it deals 6 damage instead. |
Firestaff | Instinct | Far | d6+7 mag | Two-Handed | Burning: When you roll a 6 on a damage die, the target must mark a Stress. |
Mage Orb | Knowledge | Far | d6+7 mag | One-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
Ilmari's Rifle | Finesse | Very Far | d6+6 mag | One-Handed | Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. |
Tier 4 (Level 8–10)
- Page 120
Physical Weapons
- Page 120
- Errata
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Legendary Broadsword | Agility | Melee | d8+9 phy | One-Handed | Reliable: +1 to attack rolls |
Legendary Longsword | Agility | Melee | d10+12 phy | Two-Handed | — |
Legendary Battleaxe | Strength | Melee | d10+12 phy | Two-Handed | — |
Legendary Greatsword | Strength | Melee | d10+12 phy | Two-Handed | Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. |
Legendary Mace | Strength | Melee | d8+10 phy | One-Handed | — |
Legendary Warhammer | Strength | Melee | d12+12 phy | Two-Handed | Heavy: −1 to Evasion |
Legendary Dagger | Finesse | Melee | d8+10 phy | One-Handed | — |
Legendary Quarterstaff | Instinct | Melee | d10+12 phy | Two-Handed | — |
Legendary Cutlass | Presence | Melee | d8+10 phy | One-Handed | — |
Legendary Rapier | Presence | Melee | d8+9 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
Legendary Halberd | Strength | Very Close | d10+11 phy | Two-Handed | Cumbersome: −1 to Finesse |
Legendary Spear | Finesse | Very Close | d8+12 phy | Two-Handed | — |
Legendary Shortbow | Agility | Far | d6+12 phy | Two-Handed | — |
Legendary Crossbow | Finesse | Far | d6+10 phy | One-Handed | — |
Legendary Longbow | Agility | Very Far | d8+12 phy | Two-Handed | Cumbersome: −1 to Finesse |
Dual-Ended Sword | Agility | Melee | d10+9 phy | Two-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
Impact Gauntlet | Strength | Melee | d10+11 phy | One-Handed | Concussive: On a successful attack, you can spend a Hope to knock the target back to Far range. |
Sledge Axe | Strength | Melee | d12+13 phy | Two-Handed | Destructive: −1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress. |
Curved Dagger | Finesse | Melee | d8+9 phy | One-Handed | Serrated: When you roll a 1 on a damage die, it deals 8 damage instead. |
Extended Polearm | Finesse | Very Close | d8+10 phy | Two-Handed | Long: This weapon's attack targets all adversaries in a line within range. |
Swinging Ropeblade | Presence | Close | d8+9 phy | One-Handed | Grappling: On a successful attack, you can spend a Hope to Restrain the target or pull them into Melee range with you. |
Ricochet Axes | Agility | Far | d6+11 phy | Two-Handed | Bouncing: Mark 1 or more Stress to hit that many targets in range of the attack. |
Aantari Bow | Finesse | Far | d6+11 phy | Two-Handed | Reliable: +1 to attack rolls |
Hand Cannon | Finesse | Very Far | d6+12 phy | One-Handed | Reloading: After you make an attack, roll a d6. On a 1, you must mark Stress to reload this weapon before you can fire it again. |
Magic Weapons
- Page 121
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Legendary Arcane Gauntlets | Strength | Melee | d10+12 mag | Two-Handed | — |
Legendary Hallowed Axe | Strength | Melee | d8+10 mag | One-Handed | — |
Legendary Glowing Rings | Agility | Very Close | d10+11 mag | One-Handed | — |
Legendary Hand Runes | Instinct | Very Close | d10+9 mag | One-Handed | — |
Legendary Returning Blade | Finesse | Close | d8+9 mag | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. |
Legendary Shortstaff | Instinct | Close | d8+10 mag | One-Handed | — |
Legendary Dualstaff | Instinct | Far | d8+12 mag | Two-Handed | — |
Legendary Scepter | Presence | Far | d6+9 mag | Two-Handed | Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+6. |
Legendary Wand | Knowledge | Far | d6+10 mag | One-Handed | — |
Legendary Greatstaff | Knowledge | Very Far | d6+9 mag | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
Sword of Light and Flame | Strength | Melee | d10+11 mag | Two-Handed | Hot: This weapon cuts through solid material. |
Siphoning Gauntlets | Presence | Melee | d10+9 mag | Two-Handed | Lifestealing: On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress. |
Midas Scythe | Knowledge | Melee | d10+9 mag | Two-Handed | Greedy: Spend a handful of gold to gain a +1 bonus to your Proficiency on a damage roll. |
Floating Bladeshards | Instinct | Close | d8+9 mag | One-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
Bloodstaff | Instinct | Far | d20+7 mag | Two-Handed | Painful: Each time you make a successful attack, you must mark a Stress. |
Thistlebow | Instinct | Far | d6+13 mag | Two-Handed | Reliable: +1 to attack rolls |
Wand of Essek | Knowledge | Far | d8+13 mag | One-Handed | Timebending: You can choose the target of your attack after making your attack roll. |
Magus Revolver | Finesse | Very Far | d6+13 mag | One-Handed | Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. |
Fusion Gloves | Knowledge | Very Far | d6+9 mag | Two-Handed | Bonded: Gain a bonus to your damage rolls equal to your level. |
Combat Wheelchair
- Page 122
By Mark Thompson
The combat wheelchair is a ruleset designed to help you play a wheelchair user in Daggerheart. This section provides mechanics and narrative guidance for you to work from, but feel free to adapt the flavor text to best suit your character. Have fun with your character's wheelchair design, and make it as unique or tailored to them as you please.
Action and Movement
When describing how your character moves, you can use descriptions such as the following:
Consequences
GMs should avoid breaking a character's wheelchair or otherwise removing it from play as a consequence, unless everyone—especially the wheelchair user's player—gives their approval.
Here are some ways you might describe complications you encounter when your character uses their wheelchair:
Evasion
Your character is assumed to be skilled in moving their wheelchair and navigating numerous situations in it. As a result, the only wheelchair that gives a penalty to a PC's Evasion is the Heavy Frame model.
Burden
All wheelchairs can be maneuvered using one or two hands outside of combat. However, when being used as a weapon, the chair is restricted to requiring one or two hands to perform attacks, depending on the model you've chosen. If you're playing a character who has limited to no mobility in their arms, their wheelchair can be attuned to them by magical means. For example, your character might use a psychic link to guide the chair around like a pseudo-electric wheelchair. All the rules presented here can be tailored and adapted to any character's needs.
Choosing Your Model
All combat wheelchairs are equipped as Primary Weapons. There are three models of wheelchair available: light, heavy, and arcane. You're encouraged to consider the type of character you're playing and the class they belong to, then choose the model that best matches that character concept.
Light Frame Models
- Page 123
Though tough, these wheelchairs have light frames that allow the chair to move with your character in more acrobatic ways. These models are best suited to adventurers who rely on speed and flexibility.
Light frame models have the following feature:
Quick: When you make an attack, you can mark a Stress to target another creature within range.
Name | Tier | Trait | Range | Damage | Burden |
---|---|---|---|---|---|
Light-Frame Wheelchair | 1 | Agility | Melee | d8 phy | One-Handed |
Improved Light-Frame Wheelchair | 2 | Agility | Melee | d8+3 phy | One-Handed |
Advanced Light-Frame Wheelchair | 3 | Agility | Melee | d8+6 phy | One-Handed |
Legendary Light-Frame Wheelchair | 4 | Agility | Melee | d8+9 phy | One-Handed |
Heavy Frame Models
- Page 123
These wheelchairs have bulky and heavier frames, allowing the chair to lend its weight to your character's attack. It also makes them a bigger target.
Heavy frame models have the following feature:
Heavy: −1 to Evasion
Name | Tier | Trait | Range | Damage | Burden |
---|---|---|---|---|---|
Heavy-Frame Wheelchair | 1 | Strength | Melee | d12+3 phy | Two-Handed |
Improved Heavy-Frame Wheelchair | 2 | Strength | Melee | d12+6 phy | Two-Handed |
Advanced Heavy-Frame Wheelchair | 3 | Strength | Melee | d12+9 phy | Two-Handed |
Legendary Heavy-Frame Wheelchair | 4 | Strength | Melee | d12+12 phy | Two-Handed |
Arcane Frame Models
- Page 123
These wheelchairs have frames that are attuned to your character and their magic, allowing them to channel their spells through the chair. Unlike other ">primary magic weapons, the arcane-frame model doesn't specify a trait to use when making an attack with it. Instead, you use the Spellcast trait indicated by your subclass.
Arcane frame models have the following feature:
Reliable: +1 to attack rolls
Name | Tier | Trait | Range | Damage | Burden |
---|---|---|---|---|---|
Arcane-Frame Wheelchair | 1 | Spellcast | Far | d6 mag | One-Handed |
Improved Arcane-Frame Wheelchair | 2 | Spellcast | Far | d6+3 mag | One-Handed |
Advanced Arcane-Frame Wheelchair | 3 | Spellcast | Far | d6+6 mag | One-Handed |
Legendary Arcane-Frame Wheelchair | 4 | Spellcast | Far | d6+9 mag | One-Handed |
Secondary Weapon Tables
- Page 124
Tier 1 (Level 1)
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Shortsword | Agility | Melee | d8 phy | One-Handed | Paired: +2 to primary weapon damage to targets within Melee range |
Round Shield | Strength | Melee | d4 phy | One-Handed | Protective: +1 to Armor Score |
Tower Shield | Strength | Melee | d6 phy | One-Handed | Barrier: +2 to Armor Score; −1 to Evasion |
Small Dagger | Finesse | Melee | d8 phy | One-Handed | Paired: +2 to primary weapon damage to targets within Melee range |
Whip | Presence | Very Close | d6 phy | One-Handed | Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. |
Grappler | Finesse | Close | d6 phy | One-Handed | Hooked: On a successful attack, you can pull the target into Melee range. |
Hand Crossbow | Finesse | Far | d6+1 phy | One-Handed | — |
Tier 2 (Level 2–4)
- Page 124
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Improved Shortsword | Agility | Melee | d8+2 phy | One-Handed | Paired: +3 to primary weapon damage to targets within Melee range |
Improved Round Shield | Strength | Melee | d4+2 phy | One-Handed | Protective: +2 to Armor Score |
Improved Tower Shield | Strength | Melee | d6+2 phy | One-Handed | Barrier: +3 to Armor Score; −1 to Evasion |
Improved Small Dagger | Finesse | Melee | d8+2 phy | One-Handed | Paired: +3 to primary weapon damage to targets within Melee range |
Improved Whip | Presence | Very Close | d6+2 phy | One-Handed | Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. |
Improved Grappler | Finesse | Close | d6+2 phy | One-Handed | Hooked: On a successful attack, you can pull the target into Melee range. |
Improved Hand Crossbow | Finesse | Far | d6+3 phy | One-Handed | — |
Spiked Shield | Strength | Melee | d6+2 phy | One-Handed | Double Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range |
Parrying Dagger | Finesse | Melee | d6+2 phy | One-Handed | Parry: When you are attacked, roll this weapon's damage dice. If any of the attacker's damage dice rolled the same value as your dice, the matching results are discarded from the attacker's damage dice before the damage you take is totaled. |
Returning Axe | Agility | Close | d6+4 phy | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. |
Tier 3 (Level 5–7)
- Page 125
- Errata
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Advanced Shortsword | Agility | Melee | d8+4 phy | One-Handed | Paired: +4 to primary weapon damage to targets within Melee range |
Advanced Round Shield | Strength | Melee | d4+4 phy | One-Handed | Protective: +3 to Armor Score |
Advanced Tower Shield | Strength | Melee | d6+4 phy | One-Handed | Barrier: +4 to Armor Score; −1 to Evasion |
Advanced Small Dagger | Finesse | Melee | d8+4 phy | One-Handed | Paired: +4 to primary weapon damage to targets within Melee range |
Advanced Whip | Presence | Very Close | d6+4 phy | One-Handed | Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. |
Advanced Grappler | Finesse | Close | d6+4 phy | One-Handed | Hooked: On a successful attack, you can pull the target into Melee range. |
Advanced Hand Crossbow | Finesse | Far | d6+5 phy | One-Handed | — |
Buckler | Agility | Melee | d4+4 phy | One-Handed | Deflecting: When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your available Armor Slots against the attack. |
Powered Gauntlet | Knowledge | Close | d6+4 phy | One-Handed | Charged: Mark a Stress to gain a +1 bonus to your Proficiency on a primary weapon attack. |
Hand Sling | Finesse | Very Close | d6+4 phy | One-Handed | Versatile: This weapon can also be used with these statistics—Finesse, Close, d8+4. |
Tier 4 (Level 8–10)
- Page 125
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Legendary Shortsword | Agility | Melee | d8+6 phy | One-Handed | Paired: +5 to primary weapon damage to targets within Melee range |
Legendary Round Shield | Strength | Melee | d4+6 phy | One-Handed | Protective: +4 to Armor Score |
Legendary Tower Shield | Strength | Melee | d6+6 phy | One-Handed | Barrier: +5 to Armor Score; −1 to Evasion. |
Legendary Small Dagger | Finesse | Melee | d8+6 phy | One-Handed | Paired: +5 to primary weapon damage to targets within Melee range |
Legendary Whip | Presence | Very Close | d6+6 phy | One-Handed | Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. |
Legendary Grappler | Finesse | Close | d6+6 phy | One-Handed | Hooked: On a successful attack, you can pull the target into Melee range. |
Legendary Hand Crossbow | Finesse | Far | d6+7 phy | One-Handed | — |
Braveshield | Agility | Melee | d4+6 phy | One-Handed | Sheltering: When you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage. |
Knuckle Claws | Strength | Melee | d6+8 phy | One-Handed | Doubled Up: When you make an attack with your primary weapon, you can deal damage to another target within Melee range. |
Primer Shard | Instinct | Very Close | d4 phy | One-Handed | Locked On: On a successful attack, your next attack against the same target with your primary weapon automatically succeeds. |
Armor
- Page 112
- Page 114
- Equipping Armor
- You can't equip armor while in danger or under pressure, and you can't equip armor of a higher tier than yours. You can equip only one set of armor. Each set of armor has its own Armor Slots. If you change armor, track its marked Armor Slots. You can't carry armor in your inventory.
- Armor Score and Armor Slots
- Your Armor Score equals your equipped armor's Base Score plus any modifiers (to a maximum of 12). When you take damage that would cause you to mark a Hit Point, you can mark an Armor Slot instead. If your Armor Score gains a temporary bonus, your available Armor Slots increase by the same amount. When the effect ends, clear a number of Armor Slots equal to the bonus.
- Base Thresholds
- When equippeed, a set of armor's base thresholds determine your Major and Severe damage thresholds. Add your level to each.
- Feature
- Some armors grant a feature when equipped.
- Unarmored
- While unarmored, your base Armor Score is 0, your Major threshold is equal to your level, and your Severe threshold is equal to twice your level.
Armor Tables
- Page 126
Tier 1 (Level 1)
- Page 126
Name | Base Thresholds | Base Score | Feature |
---|---|---|---|
Gambeson Armor | 5/11 | 3 | Flexible: +1 to Evasion |
Leather Armor | 6/13 | 3 | — |
Chainmail Armor | 7/15 | 4 | Heavy: −1 to Evasion |
Full Plate Armor | 8/17 | 4 | Very Heavy: −2 to Evasion; −1 to Agility |
Tier 2 (Level 2–4)
- Page 126
Name | Base Thresholds | Base Score | Feature |
---|---|---|---|
Improved Gambeson Armor | 7/16 | 4 | Flexible: +1 to Evasion |
Improved Leather Armor | 9/20 | 4 | — |
Improved Chainmail Armor | 11/24 | 5 | Heavy: −1 to Evasion |
Improved Full Plate Armor | 13/28 | 5 | Very Heavy: −2 to Evasion; −1 to Agility |
Elundrian Chain Armor | 9/21 | 4 | Warded: You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds. |
Harrowbone Armor | 9/21 | 4 | Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot. |
Irontree Breastplate Armor | 9/20 | 4 | Reinforced: When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot. |
Runetan Floating Armor | 9/20 | 4 | Shifting: When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage. |
Tyris Soft Armor | 8/18 | 5 | Quiet: You gain a +2 bonus to rolls you make to move silently. |
Rosewild Armor | 11/23 | 5 | Hopeful: When you would spend a Hope, you can mark an Armor Slot instead. |
Tier 3 (Level 5–7)
- Page 127
Name | Base Thresholds | Base Score | Feature |
---|---|---|---|
Advanced Gambeson Armor | 9/23 | 5 | Flexible: +1 to Evasion |
Advanced Leather Armor | 11/27 | 5 | — |
Advanced Chainmail Armor | 13/31 | 6 | Heavy: −1 to Evasion |
Advanced Full Plate Armor | 15/35 | 6 | Very Heavy: −2 to Evasion; −1 to Agility |
Bellamoi Fine Armor | 11/27 | 5 | Gilded: +1 to Presence |
Dragonscale Armor | 11/27 | 5 | Impenetrable: Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress. |
Spiked Plate Armor | 10/25 | 5 | Sharp: On a successful attack against a target within Melee range, add a d4 to the damage roll. |
Bladefare Armor | 16/39 | 6 | Physical: You can't mark an Armor Slot to reduce magic damage. |
Monett's Cloak | 16/39 | 6 | Magic: You can't mark an Armor Slot to reduce physical damage. |
Runes of Fortification | 17/43 | 6 | Painful: Each time you mark an Armor Slot, you must mark a Stress. |
Tier 4 (Level 8–10)
- Page 127
Name | Base Thresholds | Base Score | Feature |
---|---|---|---|
Legendary Gambeson Armor | 11/32 | 6 | Flexible: +1 to Evasion |
Legendary Leather Armor | 13/36 | 6 | — |
Legendary Chainmail Armor | 15/40 | 7 | Heavy: −1 to Evasion |
Legendary Full Plate Armor | 17/44 | 7 | Very Heavy: −2 to Evasion; −1 to Agility |
Dunamis Silkchain | 13/36 | 7 | Timeslowing: mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack. |
Channeling Armor | 13/36 | 5 | Channeling: +1 to Spellcast Rolls |
Emberwoven Armor | 13/36 | 6 | Burning: When an adversary attacks you within Melee range, they mark a Stress. |
Full Fortified Armor | 15/40 | 4 | Fortified: When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one. |
Veritas Opal Armor | 13/36 | 6 | Truthseeking: This armor glows when another creature within Close range tells a lie. |
Savior Chainmail | 18/48 | 8 | Difficult: −1 to all character traits and Evasion |
Loot
- Page 129
Loot comprises any consumables or reusable items the party acquires, which can be used until sold, discarded, or lost.
To generate a random piece of loot, choose a rarity, roll the designated dice, and match the total to the item in the table:
- Common: 1d12 or 2d12
- Uncommon: 2d12 or 3d12
- Rare: 3d12 or 4d12
- Legendary: 4d12 or 5d12
Roll | Loot |
---|---|
1 | |
2 | Piper Whistle: This handcrafted whistle has a distinctive sound. When you blow this whistle, its piercing tone can be heard within a 1-mile (1.6 km) radius. |
3 | Charging Quiver: When you succeed on an attack with an arrow stored in this quiver, gain a bonus to the damage roll equal to your current tier. |
4 | Alistair's Torch: You can light this magic torch at will. The flame's light fills a much larger space than it should, enough to illuminate a cave bright as day. |
5 | Speaking Orbs: This pair of orbs allows any creatures holding them to communicate with each other across any distance. |
6 | Manacles: This pair of locking cuffs comes with a key. |
7 | Arcane Cloak: A creature with a Spellcast trait wearing this cloak can adjust its color, texture, and size at will. |
8 | Woven Net: You can make a Finesse Roll using this net to trap a small creature. A trapped target can break free with a successful Attack Roll (16). |
9 | Fire Jar: You can pour out the strange liquid contents of this jar to instantly produce fire. The contents regenerate when you take a long rest. |
10 | Suspended Rod: This flat rod is inscribed with runes. When you activate the rod, it is immediately suspended in place. Until the rod is deactivated, it can't move, doesn't abide by the rules of gravity, and remains in place. |
11 | Glamour Stone: Activate this pebble-sized stone to memorize the appearance of someone you can see. Spend a Hope to magically recreate this guise on yourself as an illusion. |
12 | Empty Chest: This magical chest appears empty. When you speak a specific trigger word or action and open the chest, you can see the items stored within it. |
13 | Companion Case: This case can fit a small animal companion. While the companion is inside, the animal and case are immune to all damage and harmful effects. |
14 | Piercing Arrows: Three times per rest when you succeed on an attack with one of these arrows, you can add your Proficiency to the damage roll. |
15 | Valorstone: You can attach this stone to armor that doesn't already have a feature. The armor gains the following feature.
|
16 | Skeleton Key: When you use this key to open a locked door, you gain advantage on the Finesse Roll. |
17 | Arcane Prism: Position this prism in a location of your choosing and activate it. All allies within Close range of it gain a +1 bonus to their Spellcast Rolls. While activated, the prism can't be moved. Once the prism is deactivated, it can't be activated again until your next long rest. |
18 | Minor Stamina Potion Recipe: As a downtime move, you can use the bone of a creature to craft a Minor Stamina Potion. |
19 | Minor Health Potion Recipe: As a downtime move, you can use a vial of blood to craft a Minor Health Potion. |
20 | Homing Compasses: These two compasses point toward each other no matter how far apart they are. |
21 | Corrector Sprite: This tiny sprite sits in the curve of your ear canal and whispers helpful advice during combat. Once per short rest, you can gain advantage on an attack roll. |
22 | Gecko Gloves: You can climb up vertical surfaces and across ceilings. |
23 | Lorekeeper: You can store the name and details of up to three hostile creatures inside this book. You gain a +1 bonus to action rolls against those creatures. |
24 | |
25 | Bloodstone: You can attach this stone to a weapon that doesn't already have a feature. The weapon gains the following feature.
|
26 | Greatstone: You can attach this stone to a weapon that doesn't already have a feature. The weapon gains the following feature.
|
27 | Glider: While falling, you can mark a Stress to deploy this small parachute and glide safely to the ground. |
28 | Ring of Silence: Spend a Hope to activate this ring. Your footsteps are silent until your next rest. |
29 | Calming Pendant: When you would mark your last Stress, roll a d6. On a result of 5 or higher, don't mark it. |
30 | Dual Flask: This flask can hold two different liquids. You can swap between them by flipping a small switch on the flask's side. |
31 | Bag of Ficklesand: You can convince this small bag of sand to be much heavier or lighter with a successful Presence Roll (10). Additionally, on a successful Finesse Roll (10), you can blow a bit of sand into a target's face to make them temporarily Vulnerable. |
32 | Ring of Resistance: Once per long rest, you can activate this ring after a successful attack against you to halve the damage. |
33 | Phoenix Feather: If you have at least one Phoenix Feather on you when you fall unconscious, you gain a +1 bonus to the roll you make to determine whether you gain a scar. |
34 | Box of Many Goods: Once per long rest, you can open this small box and roll a d12. On a result of 1–6, it's empty. On a result of 7–10, it contains one random common consumable. On a result of 11–12, it contains two random common consumables. |
35 | |
36 | Portal Seed: You can plant this seed in the ground to grow a portal in that spot. The portal is ready to use in 24 hours. You can use this portal to travel to any other location where you planted a portal seed. A portal can be destroyed by dealing any amount of magic damage to it. |
37 | Paragon's Chain: As a downtime move, you can meditate on an ideal or principle you hold dear and focus your will into this chain. Once per long rest, you can spend a Hope to roll a d20 as your Hope Die for rolls that directly align with that principle. |
38 | |
39 | Hopekeeper Locket: During a long rest, if you have 6 Hope, you can spend a Hope to imbue this locket with your bountiful resolve. When you have 0 Hope, you can use the locket to immediately gain a Hope. The locket must be re-imbued before it can be used this way again. |
40 | Infinite Bag: When you store items in this bag, they are kept in a pocket dimension that never runs out of space. You can retrieve an item at any time. |
41 | Stride Relic: You gain a +1 bonus to your Agility. You can only carry one relic. |
42 | Bolster Relic: You gain a +1 bonus to your Strength. You can only carry one relic. |
43 | Control Relic: You gain a +1 bonus to your Finesse. You can only carry one relic. |
44 | Attune Relic: You gain a +1 bonus to your Instinct. You can only carry one relic. |
45 | Charm Relic: You gain a +1 bonus to your Presence. You can only carry one relic. |
46 | Enlighten Relic: You gain a +1 bonus to your Knowledge. You can only carry one relic. |
47 | Honing Relic: You gain a +1 bonus to an Experience of your choice. You can only carry one relic. |
48 | Flickerfly Pendant: While you carry this pendant, your weapons with a Melee range that deal physical damage have a gossamer sheen and can attack targets within Very Close range. |
49 | Lasketider Boots: You can walk on the surface of water as if it were soft ground. |
50 | Clay Companion: When you sculpt this ball of clay into a clay animal companion, it behaves as that animal. For example, a clay spider can spin clay webs, while a clay bird can fly. The clay companion retains memory and identity across different shapes, but they can adopt new mannerisms with each form. |
51 | Mythic Dust Recipe: As a downtime move, you can use a handful of fine gold dust to craft Mythic Dust. |
52 | Shard of Memory: Once per long rest, you can spend 2 Hope to recall a domain card from your vault instead of paying its Recall Cost. |
53 | |
54 | |
55 | |
56 | |
57 | |
58 | |
59 | |
60 | Belt of Unity: Once per session, you can spend 5 Hope to lead a Tag Team Roll with three PCs instead of two. |
Consumables
- Page 132
- Errata
Consumables are loot that can only be used once. You can carry up to five of each consumable at a time in your inventory. Using a consumable doesn't require a roll unless required by the GM.
To generate a random consumable, choose a rarity, roll the designated dice, and match the total to the item in the table:
- Common: 1d12 or 2d12
- Uncommon: 2d12 or 3d12
- Rare: 3d12 or 4d12
- Legendary: 4d12 or 5d12
Roll | Consumable |
---|---|
1 | Stride Potion: You gain a +1 bonus to your next Agility Roll. |
2 | Bolster Potion: You gain a +1 bonus to your next Strength Roll. |
3 | Control Potion: You gain a +1 bonus to your next Finesse Roll. |
4 | Attune Potion: You gain a +1 bonus to your next Instinct Roll. |
5 | Charm Potion: You gain a +1 bonus to your next Presence Roll. |
6 | Enlighten Potion: You gain a +1 bonus to your next Knowledge Roll. |
7 | Minor Health Potion: Clear 1d4 Hit Points. |
8 | Minor Stamina Potion: Clear 1d4 Stress. |
9 | Grindletooth Venom: You can apply this venom to a weapon that deals physical damage to add a d6 to your next damage roll with that weapon. |
10 | Varik Leaves: You can eat these paired leaves to immediately gain 2 Hope. |
11 | Vial of Moondrip: When you drink the contents of this vial, you can see in total darkness until your next rest. |
12 | Unstable Arcane Shard: You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 1d20 magic damage. |
13 | Potion of Stability: You can drink this potion to choose one additional downtime move . |
14 | Improved Grindletooth Venom: You can apply this venom to a weapon that deals physical damage to add a d8 to your next damage roll with that weapon. |
15 | |
16 | |
17 | Jumping Root: Eat this root to leap up to Far range once without needing to roll. |
18 | Snap Powder: Mark a Stress and clear a Hit Points. |
19 | Health Potion: Clear 1d4+1 Hit Points. |
20 | Stamina Potion: Clear 1d4+1 Stress. |
21 | Armor Stitcher: You can use this stitcher to spend any number of Hope and clear that many Armor Slots. |
22 | Gill Salve: You can apply this salve to your neck to breathe underwater for a number of minutes equal to your level.
|
23 | Replication Parchment: By touching this piece of parchment to another, you can perfectly copy the second parchment's contents. Once used, this parchment becomes mundane paper. |
24 | Improved Arcane Shard: You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 2d20 magic damage. |
25 | |
26 | |
27 | |
28 | |
29 | |
30 | |
31 | Blood of the Yorgi: You can drink this blood to disappear from where you are and immediately reappear at a point you can see within Very Far range. |
32 | Homet's Secret Potion: After drinking this potion, the next successful attack you make critically succeeds. |
33 | Redthorn Saliva: You can apply this saliva to a weapon that deals physical damage to add a d12 to your next damage roll with that weapon. |
34 | |
35 | Mythic Dust: You can apply this dust to a weapon that deals magic damage to add a d12 to your next damage roll with that weapon. |
36 | Acidpaste: This paste eats away walls and other surfaces in bright flashes. |
37 | Hopehold Flare: When you use this flare, allies within Close range roll a d6 when they spend a Hope. On a result of 6, they gain the effect of that Hope without spending it. The flare lasts until the end of the scene. |
38 | Major Arcane Shard: You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 4d20 magic damage. |
39 | Featherbone: You can use this bone to control your falling speed for a number of minutes equal to your level. |
40 | Circle of the Void: Mark a Stress to create a void that extends up to Far range. No magic can be cast inside the void, and creatures within the void are immune to magic damage. |
41 | Sun Tree Sap: Consume this sap to roll a d6. On a result of 5–6, clear 2 Hit Points. On a result of 2–4, clear 3 Stress. On a result of 1, see through the veil of death and return unscathed, gaining one scar. |
42 | Dripfang Poison: A creature who consumes this poison takes 2d10 direct magic damage. |
43 | Major Health Potion: Clear 1d4+2 Hit Points. |
44 | Major Stamina Potion: Clear 1d4+2 Stress. |
45 | Ogre Musk: You can use this musk to prevent anyone from tracking you by mundane or magical means until your next rest. |
46 | Wingsprout: You gain magic wings that allow you to fly for a number of minutes equal to your level. |
47 | Jar of Lost Voices: You can open this jar to release a deafening echo of voices for a number of minutes equal to your Instinct. Creatures within Far range unprepared for the sound take 6d8 magic damage. |
48 | Dragonbloom Tea: You can drink this tea to unleash a fiery breath attack. Make an Instinct Roll against all adversaries in front of you within Close range. Targets you succeed against take 2d20 physical damage using your Proficiency. |
49 | Bridge Seed: Thick vines grow from your location to a point of your choice within Far range, allowing you to climb up or across them. The vines dissipate on your next short rest. |
50 | Sleeping Sap: You can drink this potion to fall asleep for a full night's rest. You clear all Stress upon waking. |
51 | |
52 | Bonding Honey: This honey can be used to glue two objects together permanently. |
53 | |
54 | Growing Potion: You can drink this potion to double your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Strength and a +1 bonus to your Proficiency. |
55 | Knowledge Stone: If you die while holding this stone, an ally can take a card from your loadout to place in their loadout or vault. After they take this knowledge, the stone crumbles. |
56 | Sweet Moss: You can consume this moss during a rest to clear 1d10 Hit Points or 1d10 Stress. |
57 | Blinding Orb: You can activate this orb to create a flash of bright light. All targets within Close range become Blinded until they mark Hit Points. |
58 | Death Tea: After you drink this tea, you instantly kill your target when you critically succeed on an attack. If you don't critically succeed on an attack before your next long rest, you die. |
59 | Mirror of Marigold: When you take damage, you can spend a Hope to negate that damage, after which the mirror shatters. |
60 | Stardrop: You can use this stardrop to summon a hailstorm of comets that deals 8d20 physical damage to all targets within Very Far range. |
Gold
- Page 104
- Page 165
Gold is an abstract measurement wealth measured in handfuls, bags, and chests:
- 10 handfuls of gold equals 1 bag
- 10 bags of gold equals 1 chest
You can't carry more than 1 chest, so you'll need to spend some or store it somewhere before you can acquire more.
It's up to the GM and players to decide how much importance to place on tracking gold. If you don't wish to track gold, when PCs go shopping for new items, the GM might allow them choose one or two from a prepared list of appropriate items.
Average Costs
- Page 165
The GM can adjust the following prices for goods and services to better reflect the tone, themes, or setting:
Goods and Services | Cost |
---|---|
Meals for a party of adventurers per night | 1 Handful |
Standard inn room per night | 1 Handful |
Luxury inn room per night | 1 Bag |
Carriage ride | 2 Handfuls |
Mount (horse, mule, etc.) | 3 Bags |
Specialized tools | 3 Handfuls |
Fine clothing | 3 Handfuls |
Luxury clothing | 1 Bag |
Tier 1 Equipment (weapons, armor) | 1–5 Handfuls |
Tier 2 Equipment (weapons, armor) | 1–2 Bags |
Tier 3 Equipment (weapons, armor) | 5–10 Bags |
Tier 4 Equipment (weapons, armor) | 1–2 Chests |
Core Mechanics
Key Terms
- action
- action roll
- advancement
- advantage
- adversary
- ancestry
- area of effect
- armor
- Armor Slot
- Armor Score
- attack
- attack roll
- Avoid Death
- Base Score
- base threshold
- Blaze of Glory
- burden
- class
- community
- condition
- Countdown
- cover
- creature
- critical success (crit)
- critical damage
- damage threshold
- damage
- damage dice
- damage roll
- damage type
- death move
- Difficulty
- direct damage
- disadvantage
- domain
- domain card
- downtime
- Duality Dice
- environment
- Evasion
- Experience
- Fear
- Fear die
- Foundation Feature
- Game Master (GM)
- GM move
- GM turn
- GM's die
- Group Action Roll
- Help an Ally
- Hidden
- Hit Point
- Hope
- Hope die
- immunity
- incoming damage
- level
- line of sight
- loadout
- long rest
- magic damage (mag)
- Mastery Feature
- Major damage
- Minor damage
- modifier
- move
- movement
- Non-Player Character (NPC)
- object
- physical damage (phy)
- Player Character (PC)
- Proficiency
- range
- Reaction
- reaction roll
- Recall Cost
- reroll
- resistance
- rest
- Restrained
- Risk It All
- rounding
- Severe damage
- short rest
- Specialization Feature
- Spellcast Roll
- Spellcast trait
- spotlight
- stacking
- Stress
- subclass
- Tag Team Roll
- target
- temporary
- throwing weapons
- tier
- trait
- trait roll
- unarmed attack
- Utilize an Experience
- vault
- Vulnerable
- weapon
Flow of the Game
- Page 87
Daggerheart is a conversation. The goal is to build on everyone's ideas to tell a satisfying story. The rules provide structure to the conversation, and mechanics for resolving fate or fortune's impact on the outcome.
Core Gameplay Loop
- Page 88
The core gameplay loop is the procedure that drives every scene, both in and out of combat.
Step 1: Set the Scene
The GM describes a scenario, establishing the surroundings, and any dangers, NPCs, or other important details the PCs would notice.
Step 2: Ask and Answer Questions
The players ask questions to explore the scene more deeply, gathering information that informs their action. The GM responds to these questions by giving the players information the PCs would already know or could easily obtain, or by asking questions of the players.
Step 3: Build on the Fiction
As the scene develops, the PCs take action—solving problems, overcoming obstacles, and uncovering mysteries. If an action has no chance of failure (or if failure would be boring), they succeed automatically. If the outcome of an action is unknown, the GM calls for an action roll. Either way, outcome becomes part of the story, and the GM narrates how the PC's actions change things.
Step 4: Go Back to Step 1
The process repeats, until the end of the scene is triggered by a mechanic or arrives organically.
Hope and Fear
- Page 90
Hope and Fear represent the cosmic forces that shape the events of your table's story. Hope powers PC abilities and features, while Fear powers the abilities of the GM and the adversaries and environments they control.
Player Principles and Best Practices
- Page 9
Players should keep the following principles and practices in mind:
Principles
- Be a fan of your character and their journey.
- Spotlight your friends.
- Address the characters and address the players.
- Build the world together.
- Play to find out what happens.
- Hold on gently.
Best Practices
- Embrace danger.
- Use your resources.
- Tell the story.
- Discover your character.
Foundational Rules
The Golden Rule
- Page 7
The most important rule of Daggerheart is to make the game your own. The rules are designed to help you enjoy the experience, but everyone has a different approach to interpreting rules and telling stories. The rules shouldn't get in the way of the story you want to tell, the character you want to play, or the adventure you want to have. If the players and GM agree to a change, anything in the rules can be ignored or adjusted.
Rulings Over Rules
- Page 7
Daggerheart prioritizes rulings over rules. The rules offer answers for many questions, but it won't answer all of them. When in doubt, the GM makes a ruling that aligns with the narrative.
In a narrative-focused game, everything should flow back to the fiction. The GM has the authority and responsibility to make rulings about how rules are applied so they are interesting, logical, and story-based.
Additional Rules
- Page 107
The following rules apply to many aspects of the game.
Rounding Up
- Page 107
Unless stated otherwise, round up to the nearest whole number. When in doubt, resolve any ambiguity in favor of the PCs.
Spending Resources
- Page 107
Unless stated otherwise, you can't spend Hope or mark Stress multiple times on the same feature to increase or repeat its effects on the same roll.
Using Features After a Roll
- Page 94
- Page 96
- Page 107
Unless stated otherwise, features that provide bonuses or benefits must be added before you make the related action roll, reaction roll, or damage roll. If a feature allows you to affect the outcome of a roll, you must use it before the consequences unfold or another roll is made.
Rerolling Dice
- Page 107
When a feature allows you to reroll a die, you always take the new result unless the feature specifically says otherwise.
Resolution
- Page 102
- Page 107
- Page 153
- Editorial Addition
- Targeting
- A target is anything a feature affects. Most of the time, you can choose the target, including who (a creature) or what (an object) is affected. Some features only target creatures. Creatures are living beings—you, your fellow PCs, and adversaries and NPCs you encounter.
- Multiple Effects
- You can maintain the effects from more than one class feature or domain card at a time. If the resolution order of multiple effects is unclear, whoever is in control of the effects (player or GM) decides what order to resolve them in. The effects must be able to resolve in the order presented—for example, if resolving the first effect change redcues damage you've taken from Major to Minor, and the second effect requires you to take Major damage, the two effects can't be resolved—at least not in that order. The GM arbitrates any uncertainty.
- Stacking Effects
- Unless stated otherwise, effects stack. Three important effects that don't stack are advantage and disadvantage, resistance, and conditions.
- Temporary Effects
- If an effect doesn't define when it ends, it ends when you decide or the fiction demands it. The GM can spend a Fear to end a temporary effect early.
The Spotlight
- Page 89
- Page 100
Daggerheart doesn't have a rigid turn order, and you don't have a set number of actions they can perform before the spotlight passes to someone else. The spotlight is a symbol that represents the immediate focus of both narrative and game mechanics.
When you have the spotlight, describes what you do, and then spotlight swings:
- Toward whoever or whatever the fiction would naturally turn it toward
- Toward someone who hasn't had the spotlight in a while
- Toward where a triggered mechanic determines where the spotlight swings next—for example, when you fail an action roll, the spotlight swings to the GM for a GM Turn.
GM Turns
While the GM has the spotlight, you can't use features that require spending resources, or make rolls unless specified—for example, features that allow reaction roll to interrupt an attack roll or damage rolls made by an adversary.
Editor's Notes — Combining the Spotlight Tracker Tool with a Countdown that ticks down whenever players spend an action token could be an interesting way of creating a high-pressure situation.
Action Rolls
- Page 90
- Page 94
- Page 148
- Page 149
- Page 160
A move where success would be trivial or failure would be boring automatically succeeds. A move that's difficult or risky triggers an action roll.
Duality Dice
Action rolls require two distinct d12s called Duality Dice. One represents Hope, and the other Fear. Roll the Duality Dice, sum the results, and apply relevant modifiers. Next, compare the result of the Hope Die and Fear Die, announcing which is higher. The GM compares the total to the Difficulty to determine the outcome.
Difficulty | Higher Hope Die | Higher Fear Die |
---|---|---|
Meets or beats | Success with Hope: You gain a Hope. | Success with Fear: There's a cost or complication along with your success. The GM gains a Fear and the spotlight. |
Less than | Failure with Hope: A minor consequence. You gain a Hope. The spotlight. | Failure with Fear: A major consequence. The GM gains a Fear and the spotlight. |
Critical Success
If your Duality Dice results are equal, the result is Critical Success (Crit), a special kind of Success with Hope. In addition to gaining 1 Hope, the outcome exceeds your expectations, and you clear 1 Stress. If the roll is an attack roll, it deals critical damage.
The GM's Die
When an adversary opposes the PCs, the GM rolls the GM's Die—a d20—instead of Duality Dice, applying appropriate modifiers to the result.
Action Roll Procedure
- Page 92
- Page 93
- Page 94
- Page 95
The following steps describe in more detail the procedure that all action rolls utilize:
Step 1: Pick an Appropriate Trait
Some actions and effects specify in their description which trait applies to the roll. Otherwise, the GM assigns the trait (or traits) apply. If multiple traits are assigned, choose one.
Step 2: Determine the Difficulty
Some actions assign a Difficulty. Otherwise, the GM determines the Difficulty, and can choose to announce it. Either way, the GM should communicate the consequences of failure.
Step 3: Apply Bonus Dice and Modifiers
Apply appropriate bonus dice and modifiers, for example, if you Utilize an Experience, or have advantage.
Step 4: Roll the Dice
Roll your Duality Dice, add the modifiers, and announce the roll in the format of [total] with [Hope or Fear]—or Critical Success!.
Step 5: Resolve the Outcome
Every time you roll your Duality Dice, the scene changes—there are no rolls where "nothing happens". You and the GM work together—along with everyone else—to resolve the action.
Special Rolls
- Page 96
There are a few special kinds of action rolls that modify the usual procedure: trait rolls, Spellcast Rolls, group action rolls, and tag team rolls. In the section on combat, two other types of rolls are defined: attack rolls and damage rolls.
Trait Rolls
- Page 96
Trait rolls define the trait modifier that applies to an action roll.
For example, Agility Roll (12) means the action roll adds your Agility modifier, and has a Difficulty of 12. If no Difficulty is specified, the GM assigns one.
Features and effects that affect trait rolls also affect any action roll that uses that trait, including attack rolls and Spellcast Rolls.
Spellcast Rolls
- Page 96
Spellcast Rolls are trait rolls that require you to use your Spellcast trait. If you have a Spellcast trait, it is determined by your subclass. A successful Spellcast Roll activates the effect described by the feature.
For example, if you are a troubadour bard and must make a Spellcast Roll (15), that means you add your Presence modifier to the action roll, which has a Difficulty of 15. If no Difficulty is specified, the GM decides it.
Reaction Rolls
- Page 99
- Page 148
- Page 161
A reaction roll is made in response to an attack or a hazard, representing a character's attempt to avoid or withstand an imminent effect.
Reaction rolls don't generate Hope or Fear, don't trigger additional GM moves, and other characters can't aid you with Help an Ally.
If you critically succeed on a reaction roll, you don't clear a Stress or gain a Hope, but you do ignore any effects that would have impacted you on a success, such as marking Hit Points or marking Stress.
For example, if you must make a Reaction Roll (14), that means the roll has a Difficulty of 14. If no Difficulty is specified, the GM decides it. Just like the usual procedure, the GM assigns which trait modifier applies to the roll.
When the GM rolls a natural 20 GM's die for an adversary's reaction roll, the adversary automatically succeeds.
Editor's Notes — The Daggerheart SRD is more explicit than the Daggerheart Core Rulebook and confirms that "a critical success on an adversary's reaction roll automatically succeeds, but confers no additional benefit."
Group Action Rolls
- Page 97
When multiple PCs take action together, the party chooses someone to lead the action. The other players describe how their character cooperates on the task, and the leader makes an action roll. Then, the cooperating PCs each make reaction rolls. The leader's action roll is modified based on each contributing reaction roll result:
Reaction Roll Result | Modifier |
---|---|
Success | +1 |
Failure | −1 |
Tag Team Rolls
- Page 97
Once per session, each player can spend 3 Hope to initiate a Tag Team Roll involving another PC. The two players work together to describe how they coordinate their actions. Each player makes an action roll, and they choose one roll's results to apply to the Tag Team Roll.
On a roll with Hope, all PCs involved gain a Hope. On a roll with Fear, the GM gains a Fear for each PC.
If Tag Team Roll is a successful attack, both players make a damage roll and add their totals together to determine the damage dealt. If the attacks deal different damage type, the players choose which type is dealt.
Difficulty
- Page 157
When a player makes an action roll, it's compared to a Difficulty. Many times, the game assigns a Difficulty, for example:
- Casting the Invisibility spell requires a successful Spellcast Roll with a Difficulty of 10.
- Successfully using the fungril's Fungril Network ancestry feature requires an Instinct Roll with a Difficulty of 12.
- The Difficulty of an attack roll made against an adversary is defined on their stat block.
The GM determines the Difficulty of other action rolls required by the narrative, and can modify it by spending Fear, or give the roll advantage and disadvantage based on circumstance.
Sometimes, an action sets the Difficulty for an adversary's reaction roll—for example, the Fireball spell in the Book of Norai grimoire sets a Difficulty of 13, and the Chain Lightning spell contests the adversary's reaction roll with your Spellcast Roll.
Advantage and Disadvantage
- Page 100
- Page 107
- Page 160
Advantage and disadvantage on a roll can be the result of features, mechanical triggers, or the GM's discretion.
- Advantage
- Advantage is opportunity that you seize to increase your chances of success. When you roll with advantage, you roll a d6 advantage die with your dice pool and add its result to your total. When an adversary rolls with advantage, the GM rolls a second GM's die and uses the higher result.
- Disadvantage
- Disadvantage is additional difficulty, hardship, or challenge you face when attempting an action. When you roll with disadvantage, you roll a d6 disadvantage die with your dice pool and subtract its result from your total. When an adversary rolls with disadvantage, the GM rolls a second GM's die and uses the lower result.
- Multiple Sources of Advantage and Disadvantage
- Advantage and disadvantage dice don't stack—for example, if you have two sources of disadvantage, you roll one disadvantage die. Each source of advantage and disadvantage cancels the other out—for example, if you have two sources of advantage and one source of disadvantage, you roll one advantage die.
- Help from an Ally
- If an advantage die belongs to another PC (for example, if they use the Help an Ally move to aid you), they roll it. If you also rolled an advantage die, you choose which advantage die's result to apply to your roll.
Duality Dice Benchmarks
- Editorial Addition
The following tables display the approximate percentage of various action roll results, including rolls made with a +d6 advantage die or −d6 disadvantage die. Rolling a critical success is accounted for. To account for a modifier, subtract it from the Difficulty to determine the chance of success. For example, if the Difficulty is 13 and the modifier is +3, the chances of success are equal to the listed percentages for Difficulty 10.
Hope and Fear
Duality Dice | ▮ Fear | ▮ Hope | ▮ Crit |
---|---|---|---|
d20 Hope + d12 Fear | 28% | 67% | 5% |
d12 Hope + d12 Fear | 46% | 46% | 8% |
d12 Hope + d20 Fear | 67% | 28% | 5% |
2d12 Duality Dice
Difficulty | ▮ −d6 | ▮ 2d12 | ▮ +d6 |
---|---|---|---|
5 | 85% | 97% | 99.8% |
6 | 80% | 94% | 99% |
7 | 74% | 92% | 98% |
8 | 68% | 87% | 97% |
9 | 61% | 83% | 95% |
10 | 55% | 78% | 92% |
11 | 48% | 72% | 89% |
12 | 41% | 65% | 84% |
13 | 35% | 58% | 80% |
14 | 29% | 50% | 74% |
15 | 24% | 43% | 68% |
16 | 20% | 36% | 61% |
17 | 17% | 31% | 54% |
18 | 14% | 25% | 47% |
19 | 12% | 21% | 41% |
20 | 10% | 17% | 34% |
21 | 9% | 14% | 29% |
22 | 9% | 11% | 24% |
23 | 8% | 10% | 20% |
24 | 8% | 8% | 16% |
25 | 8% | 8% | 13% |
26 | 8% | 8% | 11% |
27 | 8% | 8% | 10% |
28 | 8% | 8% | 9% |
29 | 8% | 8% | 9% |
30 | 8% | 8% | 8% |
d20+d12 Duality Dice
Difficulty | ▮ −d6 | ▮ d20+d12 | ▮ +d6 |
---|---|---|---|
5 | 91% | 98% | 99.9% |
6 | 99% | 97% | 99.6% |
7 | 85% | 95% | 99% |
8 | 81% | 93% | 98% |
9 | 77% | 90% | 97% |
10 | 72% | 87% | 95% |
11 | 68% | 83% | 93% |
12 | 63% | 79% | 91% |
13 | 58% | 75% | 88% |
14 | 54% | 70% | 84% |
15 | 49% | 65% | 81% |
16 | 44% | 60% | 77% |
17 | 39% | 56% | 72% |
18 | 35% | 51% | 68% |
19 | 30% | 46% | 63% |
20 | 26% | 41% | 58% |
21 | 22% | 37% | 53% |
22 | 19% | 32% | 49% |
23 | 16% | 28% | 44% |
24 | 13% | 23% | 39% |
25 | 11% | 20% | 34% |
26 | 9% | 17% | 30% |
27 | 7% | 14% | 26% |
28 | 6% | 11% | 22% |
29 | 6% | 9% | 19% |
30 | 5% | 8% | 16% |
Countdowns
- Page 162
Countdowns represent a period of time or series of events that lead to a future event.
A Countdown begins with a starting value. For example, Countdown (3). Each time a counter ticks down, subtract 1 from its value. When the counter reaches 0, its effects are triggered.
- Standard and Dynamic
- Most countdowns tick down each time a player makes a relevant action roll. Standard countdowns tick down by 1. Dynamic Countdowns tick down by 1–3, depending on the results.
- Consequence and Progress
- Consequences leads to negative effects, and Progress leads to positive effects. These can be Linked—after one countdown reaches 0, the other ends without effect.
- Loop
- After triggering, the Countdown resets, possibly increasing or decreasing its starting or maximum value by 1.
- Long-Term
- Ticks down after long rests instead of action rolls.
- Randomized
- Randomized starting values.
Dynamic Countdowns
- Page 163
The GM might also use the results of action rolls to determine changes to a countdown, as shown in the Cliffside Ascent environment. If a Progress Countdown and Consequence Countdown are linked, tick each down differently:
Roll Result | Progress Countdown | Consequence Countdown |
---|---|---|
Failure with Fear | — (or +1) | −3 |
Failure with Hope | — | −2 |
Success with Fear | −1 | −1 |
Success with Hope | −2 | — |
Critical Success | −3 | — (or +1) |
Optional Rules
- Page 168
The GM might use optional rules for the game, including:
Fate Rolls
- Page 168
If the GM wants to leave an outcome up to chance, they call for a fate roll. The GM instructs a player to roll one of their Duality Dice—the Hope Die or the Fear Die—and establishes how the roll will be interpreted.
Falling and Collision Damage
- Page 168
If a character falls or collides with something at high speed, the GM might use the range fallen to determine the damage the collision inflicts:
- Very Close Fall
- 1d10+3 physical damage
- Close Fall
- 1d20+5 physical damage
- Far or Very Far Fall
- 1d100+15 physical damage (or death, at the GM's discretion)
- Collision at Dangerous Speed
- 1d20+5 direct physical damage
Moving and Fighting Underwater
- Page 168
By default, attack rolls made while an attacker is underwater have disadvantage.
For characters that can't breathe underwater, use a Countdown (3) to track how long you can hold their breath. The Countdown ticks down whenever the character take an action.
While a PC remains underwater, if they fail a roll or rolls with Fear, the GM can spend a GM move to tick down their Countdown—twice on a failure with Fear.
Conflict Between PCs
- Page 168
If a PC acts against another PC in the scene, don't jumping to rolling dice. Instead, discuss the situation to decide how to resolve the conflict. A roll might not be necessary to reach an outcome. If it's decided that rolling will be fun for everyone, come to a consensus on the terms of the roll, then resolve the action.
An attack roll against a PC is compared to their Evasion. For other kinds of action rolls, the result is compared to a reaction roll made by the target, with the higher result determining who succeeds.
Combat
- Page 91
Daggerheart relies on the same flow of the game in and out of combat, but physical conflicts rely more heavily on mechanics related to attacking, maneuvering, and taking damage.
Evasion
- Page 91
Evasion represents your ability to avoid attacks and other unwanted effects. Attack rolls against you have a Difficulty equal to your Evasion.
Your starting Evasion is determined by your class. You can purchase an advancement to increase your Evasion when you level up.
Hit Points and Damage Thresholds
- Page 91
Hit Points represent capacity to withstand physical injury. When a character takes damage, they mark 1–3 Hit Points, based on their damage thresholds.
Your damage thresholds are determined by your armor, and gain a bonus equal to your level. Your starting Hit Points are determined by your class.
- Minor Damage
- If the damage is below the Major damage threshold, mark 1 Hit Point.
- Major Damage
- If the damage meets or beats the Major damage threshold, mark 2 Hit Points.
- Severe Damage
- If the damage meets or beats the Severe damage threshold, mark 3 Hit Points.
- Reducing Damage
- You can reduce damage by marking Armor Slots. Some features allow you to mark Stress instead of Hit Points.
- Marking Hit Points
- If you mark your last Hit Point, make a death move. If an adversary's last Hit Point is marked, they are defeated—incapacitated, tied up, routed, killed—whatever makes sense.
- Clearing Hit Points
- You can clear Hit Points during downtime or by activating certain features.
- Increasing Hit Points
- You can purchase an advancement to increase them when you gain a level (up to a maximum of 12).
Editor's Notes — The maximum for Hit Points is based on a comment by designer by Spenser Starke. It is included here in anticipation of official errata.
See: r/daggerheart: Today is TADPOLE THURSDAY - Ask your newbie questions here!
Stress
- Page 92
Stress represents physical, mental, and emotional strain. You start with 6 Stress slots.
- Marking Stress
- Activating a features might require you to mark a Stress. Additionally, the GM can require you to mark Stress as a GM move, or to represent the cost, complication, or consequence of an action roll. When a character marks their last Stress, they become Vulnerable until they clear at least 1 Stress. If all of a character's Stress slots are marked, they can't use features that requires them to mark Stress, and if something else requires them mark Stress, they mark a Hit Point instead.
- Clearing Stress
- Stress is cleared during downtime or by activating certain features.
- Increasing Stress Slots
- You can purchase an advancement to increase your Stress slots when you gain a level (up to a maximum of 12).
Editor's Notes — The maximum for Stress is based on a comment by designer by Spenser Starke. It is included here in anticipation of official errata.
See: r/daggerheart: Today is TADPOLE THURSDAY - Ask your newbie questions here!
Death
- Page 7
- Page 106
If you mark your last Hit Point, choose one of the following death moves:
- Blaze of Glory
- You embrace death and go out in a blaze of glory. Take one final action. With the GM's approval, your action critically succeeds. After the action is resolved, you cross through the veil of death.
- Avoid Death
- You avoid death and faces the consequences, temporarily become Unconscious. Work with the GM to describe how the situation worsens and roll your Hope Die. If the result is equal to or less than your level, you gain a scar. Each time you gain a scar, you lose a Hope slot, and work with the GM to determine its lasting narrative impact, and if and how it can be removed. If you lose your last Hope slot, you cross through the veil of death. While you remain Unconscious, you can't move, act, or be targeted by an attack. You regain consciousness if an ally clears 1 or more of your marked Hit Points, or when the party finishes a long rest.
- Risk It All
- Roll your Duality Dice. If the Hope Die is higher, your character stays on their feet, and you can distribute the value of the Hope Die to clear a number of Hit Points or Stress as you choose. If the Fear Die is higher, your character crosses through the veil of death. If the Duality Dice show matching results, you clear all Hit Points and Stress.
- Page 96
Attack Rolls
- Page 96
- Page 104
- Page 148
- Page 160
- Attacking
- An attack roll is an action roll intended to inflict harm. The trait you use for your attack roll is determined by your weapon or Spellcast trait. If the result meets or beats the target adversary's Difficulty, you succeed and roll the attack's damage dice.
- Adversary Attacks
- When an adversary attacks you, the GM rolls the GM's die and adds the adversary's attack bonus. If the result meets or beats your Evasion, the attack succeeds and they roll the attack's damage dice. If the GM's die results in a natural 20, the attack succeeds automatically and deals critical damage.
- Line of Sight and Cover
- Unless stated otherwise, a ranged attacker must have line of sight to the target. If there is a partial obstruction, the target has cover, and the attack roll has disadvantage. If the obstruction is total, there is no line of sight.
- Multi-Target Attack Rolls
- Make one attack roll and compare it to each target's Difficulty or Evasion. Make one damage roll and apply the results to each target the attack succeeds against.
- Area of Effect
- Unless stated otherwise, an area of effect originates from the target, and includes targets within Very Close range of that point.
Damage Rolls
- Page 96
- Page 98
- Page 110
- Page 113
- Damage Dice
- On a successful attack, roll damage. Damage dice are arranged into steps by an increasing number of faces on the die: d4, d6, d8, d10, d12, and d20. For example, for a domain card spell or weapon that inflicts 1d8+2 damage, you roll a d8 (eight-sided die) and add 2 to the result. The damage dealt is equal to the total.
- Proficiency
- For weapons, the number of damage dice you roll is equal to your Proficiency. For example, a PC with a Proficiency score of 2 wielding a weapon that deals d8+1 rolls 2d8+1 damage for a successful attack. Some subclass features and domain cards are enhanced by your Proficiency in other ways. Your Proficiency starts at 1 and increases each time you reach a new tier. You can purchase an advancement to increase your Proficiency when you level up.
- Spellcast Trait
- If you deal damage using your Spellcast trait, roll a number of dice equal to your Spellcast trait's modifier. If your Spellcast trait is +0 or lower, you don't roll anything.
- Critical Damage
- When you roll a critical success on an attack roll, add the maximum possible result of the damage dice to the damage roll. For example, if an attack deals 2d8+1 damage, its critical damage is 2d8+1+16.
Damage Types
- Page 98
- Page 99
- Page 107
Incoming damage is the total damage from a single attack or source, before Armor Slots are marked.
- Physical damage (phy)
- Unarmed attacks and mundane weapons deal physical damage.
- Magic damage (mag)
- Spells and magic weapons deal magic damage.
- Direct damage
- Direct damage can be magic or physical. Either way, it can't be reduced by marking Armor Slots.
- Incoming Damage
- Incoming damage is the amount a successful attack deals. For example, the Rune Ward domain card allows you to reduce incoming damage by 1d8, potentially lowering it below your Major or Minor damage threshold.
- Resistance
- Resistance reduces incoming damage of a type by half, and is applied before other ways of reducing incoming damage—for example, marking Armor Slots. Resistance doesn't stack. If an attack deals physical and magic damage, the target must be resistant to both.
- Immunity
- A target with immunity to a damage type ignores it. If an attack deals both physical and magic damage, the target must be immune to both.
- Multiple Sources of Damage
- Total simultaneous damage before comparing it to a target's damage thresholds. For example, if you are an orc who successfully attacks a target within Melee range and spend a Hope to use your Tusks feature, you roll your weapon damage and add 1d6 to the result.
Conditions
- Page 102
Conditions are effects that grant specific benefits or drawbacks. Usually, the same condition can't be applied to the same target more than once.
- Hidden
- Hidden characters can't be seen, their location is unknown to their enemies, and rolls against them have disadvantage. After a creature moves to where they would be seen, move into an enemy's line of sight, or make an attacks, they are no longer Hidden.
- Restrained
- Restrained characters can't move, but can still take actions from their current position.
- Vulnerable
- Rolls against Vulnerable characters have advantage.
- Clearing Conditions
- PCs can usually clear a temporary condition with a successful trait roll. An adversary clears them with an adversary action.
- Special Conditions
- Special conditions be cleared only after specific requirements are met, for example, completing a certain action or using a particular item.
Editor's Notes — Some class features apply unique conditions, for example, the Bard Class Hope Feature (Distracted), the Druid Beastform options for Stalking Arachnid (Poisoned) and Striking Serpent (Poisoned), and the Rogue class feature Cloaked (Cloaked). Each Poisoned condition applies a different effect, despite their shared name.
Several domain cards also apply conditions, including Book of Illiat (Asleep), Cinder Grasp (On Fire), Cloaking Blast (Cloaked), Corrosive Projectile (Corroded), Enrapture (Enraptured), Frenzy (Frenzied), Hush (Silenced), Hypnotic Shimmer (Stunned), Invisibility (Invisible), Mass Enrapture (Enraptured), Night Terror (Horrified), and Stunning Sunlight (Stunned).
Adversaries also apply unique conditions, for example, the Jagged Knife Hexer (Cursed).
Maps, Range, and Movement
- Page 103
- Page 104
Range is measured from the source of an effect (for example, the attacker or spellcaster) to the target or object of an effect. A weapon, spell, ability, item, or other effect's stated range is a maximum range. Usually, it can be used at closer distances.
- Movement Under Pressure
- You can move within Very Close or Close range and take an action. If you move within Far or Very Far range, you must succeed on an Agility Roll to reposition yourself safely.
- Adversary Movement
- An adversary can move within Close range for free as part of an adversary action, or within Very Far range as a separate action.
Ranges
Range | Description | Movement | Feet | Meters |
---|---|---|---|---|
Melee | Touch | — | < 5 feet | < 1.5 m |
Very Close | See fine details | Move and take an action | 5–10 feet | 1.5–3 m |
Close | See prominent details | Move and take an action | 10–30 feet | 3–9.1 m |
Far | See few details | Succeed an Agility Roll | 30–100 feet | 9.1–30.5 m |
Very Far | No details | Succeed an Agility Roll | 100–300 feet | 30.5–91 m |
Out of Range | Can't target | — | > 300 feet | > 91 m |
Downtime
- Page 105
- Page 181
Between conflicts, the party can take a rest to recover expended resources and deepen their bonds. Resting should stand in contrast to the intensity of the story, giving PCs room to reflect on and roleplay responses to recent events.
The GM should allow players to choose their own downtime scenes, asking them to describe how they mend each other's wounds, unwind, and relax together. Encourage them to tell stories and exchange dialogue with each other, and any NPCs that might be traveling with them.
- Resting
- When the party rests, they must choose between a short rest and a long rest. Each PC can choose two downtime moves.
- Extended Downtime
- If the GM fast-forwards the story across an extended period, they should use montages to illustrate the passage of time. The GM gains 1d6 Fear per PC, and appropriately ticks down relevant Long-Term Countdowns.
Short Rest
- Page 105
A short rest lasts about an hour. You can exchange domain cards between your loadout and vault, and choose two of the following downtime moves (you can choose the same move twice):
- Tend to Wounds
- Clear 1d4 + Tier Hit Points for yourself or an ally.
- Clear Stress
- Clear 1d4 + Tier Stress.
- Repair Armor
- Clear 1d4 + Tier Armor Slots from your armor or an ally's.
- Prepare
- Describe how you prepare yourself for the path ahead, then gain a Hope. If you prepare with another PC, you each gain 2 Hope.
Interruption
If interrupted, you don't gain downtime move benefits.
Features and Effects
At the end of a short rest, any features or effects with a limited number of uses per rest refresh, and any features or effects that last until your next rest expire.
Short Rest Limits
If the party takes three short rests, the next must be a long rest.
Short Rest Consequences
The GM gains 1d4 Fear.
Long Rest
- Page 105
- Page 181
A long rest is when you relax or sleep for several hours. You can exchange domain cards between your loadout and vault, and choose two of the following downtime moves (you can choose the same move twice):
- Tend to Wounds
- Clear all Hit Points for yourself or an ally.
- Clear Stress
- Clear all Stress.
- Repair Armor
- Clear all Armor Slots from your armor or an ally's.
- Prepare
- Describe how you prepare yourself for the path ahead, then gain a Hope. If you prepare with another PC, you each gain 2 Hope.
- Work on a Project
- With GM approval, you can pursue a long-term project, for example, deciphering an ancient text or crafting a new weapon. When you start a new project, the GM assigns it a Progress Countdown based on the complexity of the project, the availability of relevant tools, and its impact on the story. Each time you Work on a Project during downtime, its Progress Countdown ticks down automatically, or the GM calls for an action roll that determines your progress.
Interruption
If interrupted, you gain the equivalent downtime move benefits from a short rest instead.
Features and Effects
At the end of a long rest, features or effects with a limited number of uses per rest or long rest refresh. Features or effects that last until your next rest or long rest expire.
Long Rest Consequences
The GM gains Fear equal to 1d4 + the number of PCs, and they can tick down a long-term long-term countdown of their choice.
GM Guidance
Running an Adventure
- Page 140
The GM is responsible for guiding the narrative and roleplaying the world the PCs inhabit. This section provides the GM advice for running Daggerheart.
These three sections offer principles, practices, and pitfalls to avoid when running an adventure.
Editor's Notes — A free quickstart location—Sablewood— and companion quickstart adventure—The Sablewood Messengers— are available from Daggerheart—Downloads.
GM Principles
- Page 142
These GM Principles are the GM's guiding star—when in doubt, they should return to these principles.
- Begin and End with the Fiction
- Use the fiction to drive mechanics, then connect the mechanics back to the fiction.
- Collaborate at All Times, Especially During Conflict
- The PCs are the protagonists of the campaign; antagonism between player and GM should exist only in the fiction.
- Fill the World with Life, Wonder, and Danger
- Showcase rich cultures, take the PCs to wondrous places, and introduce them to dangerous creatures.
- Ask Questions and Incorporate the Answers
- Ensuring that the players' ideas are included results in a narrative that supports the whole group's creativity.
- Give Every Roll Impact
- Only ask the players to roll during meaningful moments.
- Play to Find Out What Happens
- Be surprised by what the characters do, the choices they make, and the people they become.
- Hold on Gently
- Don't worry if you need to abandon or alter something that came before.
GM Practices
- Page 144
- Cultivate a Curious Table
- Follow what catches the players' interest to foster an environment of creative inquiry.
- Gain Players' Trust
- Act in Good Faith, Follow Through on Your Promises, Admit Your Mistakes.
- Keep the Story Moving Forward
- Advance the story through escalating action, new information, or changing circumstances after every action roll, whether it succeeds or fails.
- Cut to the Action
- Skip past the boring bits. When a scene drags on, end it.
- Help the Players Use the Game
- Players have more fun when you help them understand the system.
- Create a Meta Conversation
- Empower players to speak out of character, use safety tools, and ask for clarification.
Editor's Notes — For an example of safety tools, see Consent in Gaming from Monte Cook Games.
- Tell Them What They Would Know
- Don't hide obvious details or important information from the players.
- Ground the World in Motive
- An NPC's actions flow from their goals and desires.
- Bring the Game's Mechanics to Life
- Set a good example of how fiction and mechanics work together to enhance the game experience.
- Reframe Rather than Reject
- If a player's contribution conflicts with the fiction, work with them to reshape it.
- Work in Moments and Montages
- When framing a scene, decide which beats should be savored and which shouldn't linger.
Pitfalls to Avoid
- Page 146
- Undermining the Heroes
- If a roll doesn't go well, show how it was impacted by an adversary's prowess, environmental factors, or unexpected surprises, rather than the PC's incompetence.
- Always Telling the Players What to Roll
- Let the players decide how to handle a challenge.
- Letting Scenes Drag
- Shake it up or cut away when a scene has concluded, the table's energy is flagging, or people are talking in circles.
- Singular Solutions
- Don't get hung up on one right answer to a problem. If the players have a clever idea, make it work.
- Overplanning
- Spend your prep time inventing situations instead of scripting scenes. If the players surprise you, take a break to think through your options.
- Hoarding Fear
- Spend Fear when you have the opportunity. The players will always generate more.
Difficulty Benchmarks
- Page 158
Refer to the following benchmark tables for more guidance:
Agility
- Page 158
Roll | Sprint | Leap | Maneuver |
---|---|---|---|
5 | Sprint within Close range across an open field with an enemy present. | Make a running jump of half your height (about 3 feet (0.9 m) for a human). | Walk slowly across a narrow beam. |
10 | Sprint within Far range across an open field with an enemy present. | Make a running jump of your height (about 6 feet (1.8 m) for a human). | Walk quickly across a narrow beam. |
15 | Sprint within Close range across rough terrain with an enemy present. | Make a running jump of double your height (about 12 feet (3.6 m) for a human). | Run across a narrow beam. |
20 | Sprint within Close range through an active battle of multiple enemies. | Make a running jump of three times your height (about 18 feet (5.5 m) for a human). | Run across a narrow beam in heavy wind. |
25 | Sprint within Far range through a pitched battle in rough terrain. | Make a running jump of five times your height (about 30 feet (9.1 m) for a human). | Run across a very narrow beam in an active rainstorm. |
30 | Sprint across the heads of your enemies in a pitched battle. | Make a running jump of ten times your height (about 60 feet (18.3 m) for a human). | Run across an inch-wide, oil-slicked beam in an active rainstorm. |
Strength
- Page 158
Roll | Lift | Smash | Grapple |
---|---|---|---|
5 | Lift a chair. | Destroy a glass cup. | Subdue a child. |
10 | Lift a table or small chest. | Destroy a small wooden table. | Subdue a weak adult. |
15 | Lift a grown person or large chest. | Break through a wooden door. | Subdue an average adult. |
20 | Lift the side of a laden cart or carry a large chest up stairs. | Break through a stone wall. | Subdue a skilled wrestler. |
25 | Lift a horse, an ox, or a large monster. | Break through a dragon's teeth. | Subdue a large beast. |
30 | Lift a falling portcullis gate. | Break a god's grip. | Subdue a legendary beast. |
Finesse
- Page 158
Roll | Control | Hide | Tinker |
---|---|---|---|
5 | Ride a horse through easy terrain. | Evade notice under full cover on a moonless night. | Open a sticky lock with the appropriate key. |
10 | Drive an ox-pulled cart. | Evade notice in limited cover on a moonless night. | Open a simple puzzle box. |
15 | Ride a horse through rough terrain. | Evade notice in limited cover on an average night. | Disable a standard trap. |
20 | Drive a cart through rough terrain. | Evade notice in the shadows on an average night. | Disable a complicated trap. |
25 | Ride a wild horse through dangerous terrain. | Evade notice with minimal cover in ample light. | Open a door secured by a sequence of elaborate locks. |
30 | Ride an enraged beast through dangerous terrain. | Evade notice with no cover in full daylight. | Disable an incredibly sensitive and deadly trap. |
Instinct
- Page 159
Roll | Perceive | Sense | Navigate |
---|---|---|---|
5 | Hear a loud noise twenty paces away. | Detect an obvious ambush or notice an obvious deception. | Follow a well-trod path in good lighting and weather. |
10 | Hear a speaking voice fifty paces away. | Detect a looming threat or notice an average person's lies. | Follow an average path in good lighting and weather. |
15 | Hear someone walking in the woods fifty paces away. | Detect hostile intent from a foe or see through a merchant's lies. | Follow a subtle path through rough conditions. |
20 | Hear someone sneaking through the woods fifty paces away. | Detect a politician's veiled hostility or detect a nearby assassin. | Follow a subtle path through harsh conditions. |
25 | Hear a prowling animal fifty paces away. | Identify a spymaster's plot or read a politician's true intentions. | Find your way with no path through dangerous conditions. |
30 | Hear a diving bird a hundred paces away. | Sense a shred of doubt within a god's pronouncement. | Find your way through a trickery god's maze. |
Presence
- Page 159
Roll | Charm | Perform | Deceive |
---|---|---|---|
5 | Win the trust of a friendly neighbor. | Earn a meal from a friendly crowd. | Trick a trusting acquaintance. |
10 | Win the trust of a friendly stranger. | Earn room and board in a small town or impress a small crowd. | Trick an average stranger. |
15 | Win the trust of a cautious stranger or talk your way into a noble's party. | Earn room and board in a low-end tavern or impress a large crowd. | Trick an average merchant. |
20 | Win the trust of a sympathetic foe or talk your way into an enemy's party. | Earn lodging in a high-end tavern or impress a full theater. | Trick a trained courtier. |
25 | Turn an enemy against their ruler or talk your way into a fae court. | Earn your keep in a royal court or impress a full colosseum. | Trick a spymaster. |
30 | Talk a hostile god into granting you a boon. | Save yourself from execution after offending the queen. | Trick a god. |
Knowledge
- Page 159
Roll | Recall | Analyze | Comprehend |
---|---|---|---|
5 | Recall uncommon facts about your community. | Unpack an obvious metaphor in a simple text. | Learn simple skills from an excellent teacher. |
10 | Recall uncommon facts about a neighboring community. | Identify obvious subtext in a conversation. | Learn simple skills from an average teacher. |
15 | Recall uncommon facts about a distant community. | Break an average cipher in a coded message. | Learn complicated skills from an excellent teacher. |
20 | Recall specialized facts about a distant community. | Identify a weakness in a complicated battle plan. | Learn complicated skills under poor conditions. |
25 | Recall specialized facts about a fallen kingdom. | Predict the downfall of a nation based on concealed misdeeds. | Learn complicated skills quickly under dangerous conditions. |
30 | Recall secret information about an obscure historical group. | Identify the weakness in a divine champion's fighting form. | Learn complicated skills quickly from incomplete information. |
Resolving Actions
- Page 148
- Page 149
- Page 150
When a PC makes move:
- No Roll
- The GM doesn't need to call for action roll in response to everything the PCs do. Instead, their relevant Experiences or background, the pressure they're under, or lack of interesting outcomes might mean it's better if the PC succeeds automatically. The GM might also provide the opportunity to forgo an action roll in exchange for an interesting, logical, and story-based outcome, cost, or complication.
- Action Roll
- During the action roll procedure, the GM should communicate the stakes of the action roll—including any unavoidable consequences—before Duality Dice are rolled.
If an outcome is not obvious, the GM should try one of the following:
- Ask the player what happens
- Have the PC mark a Stress
- Tell the players "everything is fine…for now."
- Consult the list of Example GM Moves
Action Roll Resolution
Action Roll | Phrase | Resolution |
---|---|---|
Success with Hope | Yes, and… |
|
Success with Fear | Yes, but… | |
Failure with Hope | No, but… | |
Failure with Fear | No, and… | |
Critical Success | Yes, and… |
Editor's Notes — Sometimes, the game uses the phrases "play passes", "play moves", and "play shifts" without mentioning the spotlight swinging—especially when it comes to success with Fear. What does this mean for resolving action rolls and making GM moves?
- In the examples of play in the Daggerheart Core Rulebook (page 136) these phrases seem equivalent to "the spotlight swings". In the Daggerheart System Reference Document 1.0 (pages 36 and 64), the spotlight swinging is explicitly mentioned on failures with Hope and Fear, but isn't mentioned in the accompanying outcome for a success with Fear.
- If "an adversary attacks" is the always the response to successes with Fear, failures with Hope, and failures with Fear, it could undermine the players' sense of meaningful differences between action roll outcomes.
- Many Example GM Moves don't require moving the spotlight—for example, marking Stress.
- There will be times when it's better to wait on making GM moves—especially those that would require spending Fear. The GM might decide to let Fear accumulate, and delay consequences for a better moment in the narrative.
- There will also be times when the GM will make GM moves so "soft" they aren't really Fear-based at all. Not only should these GM moves never cost Fear to make, some might even reward a PC with Hope.
Ultimately, the GM must earn the trust and respect of the players by making GM moves that:
- Are interesting, logical, and story-based
- Respond appropriately to the outcomes of action rolls
- Spend Fear proportional to impact on the narrative
Fear
- Page 91
- Page 153
- Page 154
The GM starts the game with a number of Fear equal to the number of PCs. Like Hope, Fear carries over between sessions. The GM gains Fear (up to a maximum of 12) when:
- A PC rolls with Fear
- The PCs take a short rest, long rest or extended downtime
- Whenever a trigger causes it, for example, a successful attack from a Bear
The GM should devise a way for the players to know how much Fear they have.
Spending Fear
- Seize the Spotlight (1 Fear)
- The spotlight swings to the GM for a GM move.
- Make an Additional GM Move (1 Fear)
- Make another GM move before returning the spotlight to the PCs.
- Utilize an Experience (1+ Fear)
- Add an adversary's Experience as a bonus to their action roll or as a penalty to a PC's action roll against them.
- Activate a Fear Feature (1+ Fear)
- Many adversaries and environments have Adversary Features that require spending Fear.
- End a Temporary Effect (1 Fear)
- End a temporary class feature, spell, or other effect.
- Create a Major Complication (1+ Fear)
- Improvise a powerful GM move, for example, adding additional adversaries, or selecting one adversary to do something unexpected like cast a powerful spell that deals massive damage, activate a powerful artifact, or assume a more powerful form. The environment exerting a strong effect might also be appropriate.
Dramatic Tension
- Page 155
The dramatic tension of a scene correlates with the amount of Fear the GM spends during it. If the GM has a large amount of Fear, they can spend several on a GM move to create an even bigger impact.
- Spend Fast: Spend Fear before the players have a chance to react
- Spend Often: Spend Fear every time the spotlight swings to you
- Spend Big: Spend Fear to make multiple GM moves in a row
This table recommends a number of Fear to spend in a scene:
Event | Description | Fear |
---|---|---|
Incidental | A catch-up between PCs after an emotionally charged scene; gathering information; resupplying at a local market; resting during downtime. | 0–1 |
Minor | A travel sequence; a minor skirmish that introduces new foes or signals future trouble. | 1–3 |
Standard | A substantial battle with a notable objective; perilous travel that tests might and wit; a tense social encounter seeking crucial information or aid. | 2–4 |
Major | A large battle with a Solo or Leader adversary; a character-defining scene with a significant change to a character's personal story (such as revelation, growth, and betrayal). | 4–8 |
Climactic | A major confrontation with the villain of a story arc; an epic set piece battle; a judicial duel to determine an important NPC's fate. | 6–12 |
GM Moves
- Page 89
- Page 149
- Page 150
- Page 153
The GM makes GM moves that change the story in response to the PC's actions. The GM makes a GM moves when they gain the spotlight each time a PC fails an action roll or rolls with Fear. The GM might also make a move without spending Fear if the spotlight is empty—for example, when players look to the GM for what happens next.
Softer and Harder Moves
- Page 151
The frequency and severity of GM moves should reflect the type and tone of the story, and be responsive to the PC's action—and the results of their action roll.
- Softer Moves
- Soft moves go easier on the players—they give the party new information about the scene and offer them an opportunity to react to it. Respond to roll with Hope with a softer move.
- Harder Moves
- Hard moves are harsher, more impactful, or more direct—the PCs can't interrupt, alter, or anticipate the outcome. Respond to rolls with Fear with a harder move.
Pacing
Story Beats
- Page 173
A story beat is a moment that changes the trajectory of the narrative—a shift in the world, a significant action or reaction, an emotional revelation, or an important decision. Take turns with the players—narrating your beat, and then letting them react and carry the scene forward with their own.
When preparing for a session, GMs should plan beats that could give shape to each scene or sequence, rather than pre-scripting specific details or outcomes.
Setting Scenes
- Page 177
The GM should tell the players what they need to know. The GM should address all of the senses—not just sight, and sound, but smell, taste, touch, temperature, humidity, and time. GMS should strive to share something unique or unexpected about the fiction at regular junctures, including:
- The start of a session
- Arriving at a new place
- Changing the situation or nature of the scene
Engaging Players
- Page 176
Keep players engaged by:
- Rotating the focus between different PCs
- Tying together story elements
- Engaging quiet players
- Encouraging unguided play
- Confronting the PCs with internal and external conflicts
- Raising the stakes by spending Fear
- Layering goals other than attrition into combat
- Using a variety of teaching tools, for example visual representations of things
Random Objectives
- Page 179
d12 | Objective |
---|---|
1 | Acquire (obtain or steal) an important item or items. |
2 | Capture one or more of the opponents. |
3 | Activate a magical device. |
4 | Frame a character or tarnish their reputation. |
5 | Drive the opponent into a corner or ambush point. |
6 | Stop a magical ritual, legal ceremony, or time-sensitive spell. |
7 | Hold the line—keep the enemy from reaching a specific area or group. |
8 | Plant evidence or a tracking device on a target. |
9 | Secure a specific location ahead of another group's arrival. |
10 | Harass the opponent to deplete their resources or keep them occupied. |
11 | Destroy a piece of architecture, a statue, a shrine, or a weapon. |
12 | Investigate a situation to confirm or deny existing information. |
Session Rewards
- Page 176
Reward players at the end of a session with:
Campaign Frames
- Page 253
A campaign frame provides inspiration, tools, and mechanics to support a particular type of story at the table.
Each campaign frame includes the following sections:
- A complexity rating that indicates how much its mechanics deviate from or expand upon the Daggerheart core ruleset on a scale of 1–4.
- A pitch to present to players
- Suggestions and guidance on tone and feel, themes, and touchstones
- An overview of the campaign's background
- Guidance for fitting communities, ancestries, and classes into the setting
- Principles for players and GMs to focus on during the campaign
- Unique setting distinctions
- An inciting incident to launch the campaign
- Special mechanics to use during the campaign
- Questions to consider during session zero
Editor's Notes — See the campaign frame maps in the Daggerheart Core Rulebook (page 357), or from Daggerheart—Downloads.
The Witherwild
- Page 254
When an invading nation attacks an ancient forest deity, a virulent overgrowth spreads throughout the land.
Designed by Carlos Cisco, Rowan Hall, and Spenser Starke
Complexity Rating: 1
The Pitch
- Page 254
Read this section to players to introduce them to the campaign.
Overview
- Page 255
If your group decides to play this campaign, give players the following information before character creation.
Fanewick
Fanewick is a wild and untamed land, long avoided by outside forces. The woods are dark and twisting, filled with Faint Divinities who perform small miracles and services for its inhabitants, but are just as likely to lure travelers off narrow paths to their ruin. Seemingly harmless expanses of field hide bogs that engulf entire armies, consuming heavy artillery as quickly as it can cross the border. This wilderness fosters hardy people who are bold enough to raise families where others have not and strictly follow the unique rules that keep them safe. These Wicklings remained insulated from their neighbors' wars until plague forced the people of Haven to desperate acts.
Haven
Haven was once the most powerful force in the region; for centuries, the high stone walls into the capital bore the phrase "The Godless Gate." While the original meaning has been lost to common knowledge, some dusty tomes and ancient records state that the founders of Haven wished to be free of the influence of the Faint Divinities that dominated the surrounding regions. They hatched a plan to kill one of the mightiest of these deities, known as —Shun'Aush the Granite Ophid. While their exact method of deicide is forgotten, their victory ensured Haven's dominance in the region for centuries to come. They made their home behind his remains, which became the mighty walls that Haven is known for.
But Shun'Aush would have his revenge. As the Havenites carved through his stone body, the fine dust left behind settled into the surrounding earth. There was a time of prosperity over many centuries while the scales of the god remained undisturbed. But progress is its own pressure. TAs the growing population demanded increased productivity, and as farmers tilled deeper soil and miners hacked into hidden stone, and the ancient stone dust rose to the surface. The same walls that brought the city security became the crucible that incubated a virulent plague—the Serpent's Sickness.
Over the last two years, over half of Haven's populace fell to a disease known as the Serpent's Sickness. First, victims cough up dust. Soon after, their skin breaks out in a scaling rash. Finally, their body hardens—first the flesh, bones, and soft tissue, spreading until, finally, their organs ossify. Once within the organs, "the serpent" moves so quickly that sufferers petrify where they stand, filling Haven with statues of victims in their last moments of agony.
The High Magus of Haven, Archmage Phylax, discovered a rare red flower called the crimson lady's veil that could cure the Serpent's Sickness. These buds grow prolifically across Fanewick in the spring—but for every ten thousand of the common white-petaled blossoms, only one red flower blooms.
Desperate to save their people from the plague, Haven invaded Fanewick to amass the scarce red buds. Their forces plunged into the deep wood and, under the guidance of Archmage Phylax, plucked out the Reaping Eye from the most powerful Faint Divinity that protected the land: The Great Owl Nikta, the Shepherd of the Seasons. The Shepherd kept Fanewick in balance by turning her eyes upon the land, first for ripening, then ruination. Thus Nikta maintained the cycle of seasons—of growth and decay, of death and rebirth. With her Reaping Eye removed, Nikta can only watch over Fanewick with the Sowing Eye, forcing the land into everlasting spring.
In the year since, Haven has conquered the bogs, turning them into fields to harvest red flowers. The endless growth that once seemed like a gift quickly evolved into a scourge known as the Witherwild—Fanewick's flora and fauna flourished, unchecked and uncontrolled. Animals swell to massive size; trees warp, twist, and begin to hunt people; and vines creep along the forest floor, strangling all they touch. This explosive growth is unconquerable and unrelenting, with no force able to stop the burgeoning verdancy for long.
Prior to the Serpent's Sickness and the Shepherd's endless growth, your party lived a peaceful life in Fanewick or a life of toil and conquest in Haven. But when the danger demands a response, even the unprepared—and unwilling—must make a stand.
Communities
- Page 256
All communities are available, but some have unique aspects within a Witherwild campaign. As needed, provide the following information to players and choose one or more of the questions to ask them during your session zero.
Loreborne and Highborne
In Fanewick, knowledge is the most valuable commodity, and those who have expertise have the most power. This economy of information functions primarily through gifting and trading, and wisdom would be considered acceptable collateral for a weapon or warm meal. As such, loreborne community members are the wealthiest in Fanewick and might be smaller, distinct groups of hunters, historians, or artisans within larger villages.
In Haven, the wealthiest members are highborne, having inherited riches built in the walled city over generations. While the highborne of Haven were more insulated from the Serpent's Sickness, none were immune.
Ridgeborne, Underborne, and Wildborne
Characters from ridgeborne, underborne, and wildborne communities were likely raised in Fanewick's deadly environs, which have only become more dangerous as the Witherwild grows. Each community has unique customs, some freely shared and others kept secret, that allow them safe passage through dangerous terrain and the Faint Divinities' territories.
In exchange for protection from the Witherwild for themselves and their families, some Wicklings from these groups have been forced to take jobs as farmers in Haven's flower fields. Though it is backbreaking work performed for a nation destroying their land, the farmers are offered safety by the Haven fires that burn back the ever-creeping Witherwild.
Orderborne
Players might choose to build orderborne characters if they want to play current or former members of the Haven Army that invaded Fanewick. Though the army brings violence into this land, they also carry overwhelming grief for a homeland succumbing to disease.
Slyborne
As the Haven Army is the current martial power in Fanewick, those who wish to play slyborne characters might come from Fanewick rebel groups seeking to expel the invading forces from their lands. Depending on the tactics their group employs, a character from a slyborne community might align with or go against their upbringing.
Seaborne
Both Fanewick and Haven have a coastal border. The majority of Fanewick's seaborne communities live in small seaside groups and focus on local travel to neighboring regions, while Havenites tend to live in large ports that ship and receive goods from distant lands.
Wanderborne
Wanderborne communities can be found in both Fanewick and Haven, though safe travel has been severely restricted due to the military occupation and the expansion of the Witherwild. Whether a wanderborne character comes from Fanewick, Haven, or elsewhere, the player should determine their character's personal views on the invasion of Fanewick, and how that aligns or departs from their community's views.
Ancestries
- Page 257
All ancestries are available, but some have unique aspects within a Witherwild campaign. As needed, provide the following information to players.
Clanks
Clanks from Haven are commonly made from iron and steel, while clanks from Fanewick are typically constructed from wood and stone.
Fungril
Since the Witherwild spread throughout Fanewick, some fungril inhabiting the forests have grown noticeably larger than fungril from other regions.
Drakona, Fauns, Firbolgs, and Infernis
After the Witherwild corrupted Fanewick, some drakona, fauns, firbolgs, and infernis have noticed their horns growing faster and longer.
Galapa and Ribbets
Many families of galapa and ribbets who lived in the bogs of Fanewick were displaced when Haven's army invaded. Havenites and the Serpent's Sickness Anyone, but especially those from Haven, may carry the Serpent's Sickness, which stiffens their movements and gives them limited time to survive without a cure.
Classes
- Page 257
All classes are available, but some have unique aspects within a Witherwild campaign. As needed, provide the following information to players.
Druids, Rangers, and Sorcerers
Druids, rangers, and sorcerers are commonly found throughout Fanewick. If players choose one of these classes, they should consider how their character's connection to the natural world might be impacted by the Witherwild.
Warriors and Wizards
Warriors and wizards are prevalent in Haven. A large wizarding school in Haven teaches fighters and healers, and the Haven Army is largely composed of warriors and School of War wizards. If a PC is either of these classes, consider their personal relationship to the Haven Army.
Vengeance Guardian
Many Wicklings who seek revenge on Haven or to expel them from Fanewick become Vengeance guardians. If players choose this subclass, they should consider what ideals or institutions their character protects.
Syndicate Rogue
The Haven Army sends spies into Fanewick communities to gain information on planned attacks and manipulate public perception. When selecting the Syndicate rogue subclass, players should consider how their character might be connected to or impacted by these covert operatives.
GM Principles
- Page 258
Keep the following guidance in mind while you GM this campaign.
- Paint the World in Contrast
- Subvert expectations by giving space for the nightmarish to charm and the beautiful to terrify. Give the PCs visions of the natural beauty of Fanewick that has run roughshod across the region, breaking the bounds of the bogs and forests and devastating homes and communities. Show the grim and ordered life behind Haven's walls, but also show the culture, art, and progress that has come out of centuries of safety. Contrast the capricious nature of the Faint Divinities with the devotion of the Wicklings and Havenites fighting to save their home. In a place of long nights and days, dual seasons, and two nations in conflict, look for ways to highlight bold dualities.
- Show Them True Danger
- Though it may be tragic, bodily harm is not the worst tragedy that can befall the characters. To illustrate what's truly at stake, use the PCs' origins in Fanewick or Haven to show them what they stand to lose, be it their homes, family, friends, communities, or even their core truths and beliefs. The events of this campaign may change, threaten, or destroy these aspects of their past—when players create and are invested in their character's backstory, they have something to fight for.
- Offer Alternatives to Violence
- By illuminating nonviolent approaches to problem-solving, the PCs can help break the brutal cycle that binds this world. For example, showing compassion—rather than swordpoint— to a corrupted beast can free them from the Witherwild. Similarly, the conflict between Haven and Fanewick shouldn't only be solved with blood and blade. What threatens both could also unify them. Give the PCs opportunities to mend old wounds, right past wrongs, and heal the rift between Haven and Fanewick from within.
- Create Multidimensional Allies and Adversaries
- No adversary or ally is all good or all bad, and they each have multidimensional lives. Even the most congenial ally should be hiding darkness inside them, hoping their failings will go undiscovered. Those painted as evil should sometimes do the right thing, even if it's for the wrong reason. Just because a PC or NPCs is from Haven doesn't make them a villain, and, conversely, not all the inhabitants of Fanewick are virtuous. Finding the nuance, complications, and deeper motivations of the people of Haven and Fanewick will lead to richer interactions, more complex moral choices, and a deeper sense of attachment to the world for the players.
Distinctions
- Page 259
- Page 260
Use this information to prepare your campaign. You can also share it with players as needed.
Weeks of Day and Night
The day and night cycle occurs weekly, meaning the sun rises for an entire week before setting into a nighttime of the same length. This has an impact on everything from agriculture to trade, as many merchants refuse to travel through the night.
But this cycle doesn't just affect Wicklings, it's dictated how Fanewick's wondrous ecology has evolved. Days and nights are accompanied by entirely different natural soundscapes as Fanewick's nocturnal denizens sleep through the long days and stalk the woods in times of darkness while their diurnal counterparts sleep. The plants similarly live on this strange day-night loop, and many live out their entire life cycles in a week. Sun rose vines make a thorny ascent to the top of the tree canopy over the course of the week, only to wilt under the light of the moon. Conversely, night bloom, a bioluminescent flower that emits the smell of burnt sugar and decay, only blossoms when evening falls, illuminating patches of forest—a godsend to anyone forced to travel in the dark.
The Serpent's Sickness
The plague sweeping across Haven spares no one. Since the initial outbreak, Haven officials have worked tirelessly to quarantine those in the early stages of the disease, but this effort has done little to stop its spread. Due to the rarity of crimson lady's veil, many citizens began to carry or consume all manner of flowers and snake sheddings in an attempt to protect or cure themselves.
In the initial stages, victims are afflicted with a hacking cough laden with dust that resembles powdered bone. Then a scaled rash erupts across their skin, cracking their flesh in a unique and painful pattern that resembles a snake's skin. Not long after, the victims' bodies harden until their organs solidify and cease to function. The final stages of the Serpent's Sickness is so quick that many transform into statues where they stand, leaving all of Haven a cenotaph to a once-great power.
Lady's Veil
These small flowers grow in patches of sun throughout Fanewick. For every ten thousand blossoms of white-petaled flowers, one blooms a unique and vibrant red. These flowers have long been used in herbal teas across the region, with the crimson flowers holding a place in specific ceremonies. Even so, they were only foraged until the Havenites discovered crimson lady's veil—the only known cure for Serpent's Sickness.
Thus, the Haven Army invaded Fanewick and began cultivating the flowers on massive farms that have overtaken the region's bogs. Though the theft of the Reaping Eye has created an indefinite growing season, the red flowers remain just as rare, and Fanewick is permeated by a sickly sweet smell as the Haven Army races to mass-produce a cure for the Serpent's Sickness.
The Witherwild
This corruption, empowered by the endless spring, is spreading throughout Fanewick. Some believe the overgrowth began in the forest, while others claim it sprang from the bogs. But no matter its origins, this flourishing malignancy induces horrific changes and massive growth on anything it touches, transforming them into Withered beings. Plants spring to life with a desire to consume all around them. Animals grow to immense proportions, with onerous dispositions to match their exaggerated teeth, tusks, and claws. Even harmless creatures that were once hunted for food have become dangerous and formidable adversaries.
When a person is corrupted by the Witherwild, either from a purposeful attack or accidental harm, they are transformed. They become a nightmarish hybrid—their body warped and intertwined with plant or beast. The Witherwild slowly replaces the personality of its victims with the same drive to consume exhibited by the rest of the corrupted Fanewick. Though the Withered may retain a semblance of who they are for a time, they eventually face the final loss of their personhood. Some Wicklings believe the Withered are gifted this power by Nikta's wrath to drive the forces of Haven from Fanewick and return the Shepherd's Reaping Eye.
The Gods of Fanewick: Faint Divinities
Gods in this land aren't ethereal concepts that exist in another realm; instead, they wander the land as incarnate beings, residing in both the natural world as well as within homes and small villages. As such, they're generally present in Wicklings' lives. Many communities, and some larger families, even have their own small god or tutelary spirit who watches over them.
Belief and worship take on a different meaning in Fanewick— there is a constant push and pull between the goals of people and their deific neighbors. The gods must curry worship from mortals, often by performing small miracles, acts of service, or by testing their resolve with tricks and curses. Mortals rely on the small blessings from the gods to keep them safe when traveling and working in Fanewick. The most powerful and widely acknowledged Faint Divinity is the Shepherd of Seasons, Nikta, as the loss of her eye had the most recent and visible impact on everyone in Fanewick.
Fanewick's various divinities each have their own opinion concerning the Witherwild corruption. While some enjoy nature's newfound dominance, many of the lesser deities are wary of how out of balance Fanewick has become. While their behavior and motives may be inscrutable, these deities are more accessible than gods who watch from on high.
The Inciting Incident
- Page 261
You can use the prompt below to start your campaign, or create your own.
The Reaping Eye is stowed in a secure vault beneath the central tower of Haven's wizarding school, seemingly impossible to recover. A secretive and dangerous rebel group, led by a mysterious figure known only as the Fanewraith (she/her), has hatched a plan to end the curse of the Witherwild: find the Great Owl, Nikta, and pluck out the Sowing Eye. While this may solve the immediate problem, the long-term consequences are not being considered, just as they weren't when Haven invaded.
Haven's beleaguered spymaster, Kreil Dirn (he/him), is not a popular person in Haven. He is responsible for rooting out insurgents, stopping schemes before they have a chance to start, and keeping a close watch on Haven's internal activities. Kreil has never agreed—at least not openly—with Archmage Phylax's (they/them) decision to steal the Reaping Eye, and the consequences they've all paid for that decision have been grimly vindicating.
Recently, Kreil uncovered the Fanewraith's plot and is horrified by the possibility of her success. Knowing he can't send a troop of Haven soldiers deep into the woods to hunt down and stop the Fanewraith from stealing the Sowing Eye, Kreil uses his vast network of informants and spies to find a group of adventurers who can bring the Fanewraith to swift justice. The party is sent an invitation from Haven to meet with Kreil. But is his information correct? Does he have his own motivation or secret ambition? Whether they come from Fanewick or Haven, the party must extend some trust to a person who is equally as dangerous and mercurial as the "enemy" they pursue. And what will they do when they find the Fanewraith? Bring her to justice? Side with her? Attempt to recover the Reaping Eye?
Kreil advises the party to start their hunt for the Fanewraith in the treetop village of Alula, where he suspects she runs her operation.
Campaign Mechanics
- Page 261
The following mechanics are unique to this campaign.
Corruption From the Witherwild
Adversaries and environments in this campaign can gain an additional type called Withered. When an adversary is Withered, describe how the Witherwild changed or impacted how they would normally appear or operate, and add the following feature to their stat block:
Withered—Passive: Any time a PC takes Severe damage from a Withered adversary or environment, place a Wither token on that PC's character sheet. When you do, the PC must roll their Fear Die. If the result is equal to or less than the number of Wither tokens on their sheet, they immediately gain a scar and clear all tokens, describing how the Witherwild changes them permanently.
You need about 20 Wither tokens (these can be the same as the tokens you use for Fear). At the end of each session, clear all Wither tokens from the PCs' sheets and gain an equal amount of Fear.
If a character dies with Wither tokens on their sheet, their body is permanently taken over by the Witherwild.
GM Tools
- Editorial Addition
Daggerheart — Downloads
The official Daggerheart — Downloads section provides several useful items in PDF format, including:
- Character sheets and guides
- Print and play cards
- Blank maps
- Campaign frame materials
- Quickstart adventure
- Errata
- Age of Umbra adversaries
- The Void (playtest character options)
Daggerheart Homebrew Kit
The Daggerheart Homebrew Kit establishes the game's design principles and key terms, and provides guidance for creating original:
- Ancestries
- Communites
- Domains
- Classes and subclasses
- Adversaries and environments
- Equipment and loot
- Campaign frames
Encounters
NPCs
Non-Player Characters
- Page 166
When roleplaying NPCs, GMs should strive to bring the world to life in accordance with the GM principles, and differentiate each NPC with unique manners of speech, abilities, desires, and appetites.
The only essential mechanical elements of an NPC are their name, description, and motive, but If you think the PCs might make a move against them, give them a Difficulty. An NPC can quickly become an adversary by modifying an appropriate stat block.
If an NPC is an ally in combat, they don't need a stat block—just put the spotlight on what they do and describe how their involvement alters the fiction. If a PC capitalizes on their help during the scene, give the PC advantage. NPCs that don't have Hit Points or Stress can still be injured or killed if the fiction demands it.
If an important NPC must mechanically interact with the system, give them one or more features with specific triggers and effects.
Adversaries
- Page 193
Adversaries are creatures controlled by the GM that act in opposition to the PCs. Adversary stat blocks include:
- Name
- Some effects apply to all adversaries with the same stat block.
- Tier
- The recommended tier of PCs the creature should oppose.
- Type
- An adversary's type represents the role they play in a conflict.
- Description, Motives, and Tactics
- The adversary's look, mannerisms, and how they get what they want.
- Difficulty
- The Difficulty of most action rolls made against them.
- Damage Thresholds, Hit Points, and Stress
- Damage thresholds, Hit Points, and Stress work exactly the same as for PCs.
- Attack
- Includes attack roll modifier, name, range, and damage roll.
- Experience
- The GM can spend a Fear to add Experience as a modifier to an action roll, or to modify the Difficulty of a roll made against them.
- Features
- Additional adversary features.
Editor's Notes — Just as PCs must Utilize an Experience before an action roll as a matter of procedure, an adversary Utilizing an Experience to raise the Difficulty of a roll made against them should do so before the roll.
Similarly, if an adversary marks their last Stress, they are Vulnerable.
Adversary Types
- Page 194
- Bruiser
- Tough; delivers powerful attacks.
- Horde
- Groups acting as a single unit.
- Leader
- Commands and summons allies.
- Minion
- Easily dispatched; dangerous in numbers.
- Ranged
- High damage at range; fragile up close.
- Skulk
- Maneuvers to ambush.
- Social
- Social challenges with conversation, not combat.
- Solo
- A formidable challenge for the entire party—maybe more.
- Standard
- Representative of their fictional group.
- Support
- Enhances allies; disrupt foes.
Adversary Actions
- Page 89
- Page 100
- Page 148
- Page 194
When the GM gains spotlight, they can make a GM move to spotlight an adversary. They can spend additional Fear to spotlight additional adversaries, prompting each to take an adversary action, including:
- Move within Close range and make a standard attack
- Move within Close range and use an adversary feature
- Clear a condition
- Sprint within Far or Very Far range
- Take another appropriate action the fiction demands
Once an adversary is spotlighted, they can't gain the spotlight again until the spotlight swings to the PCs, and back to the GM again. There are a few exceptions to this—for example, Minor Fire Elemental has the Relentless trait, allowing them to gain the spotlight more than once.
Adversary Features
- Page 195
There are four types of adversary features:
- Passive
- Remains in effect until an adversary marks their last hit point.
- Action
- A special adversary action the adversary can take when spotlighted.
- Reaction
- When triggered by a specific action, event, or situation, the GM can choose to use a reaction. Reactions don't swing the spotlight.
- Fear Features
- Some features require the GM to spend Fear to activate.
Adversary Benchmarks
- Page 208
- Editorial Addition
The following table shows ranges and averages for adversary statistics.
- Difficulty
- Difficulty determines the chance a PC's attack roll succeeds. It also determines a PC's chance to succeed against reaction rolls prompted by adversary features (unless the feature specifies otherwise). For related information, see Duality Dice Benchmarks.
- Damage Thresholds
- Major and Severe damage thresholds determine how many Hit Points an adversary marks in response to a PC's damage roll. For related information, see PC Damage Benchmarks.
- Stress
- Stress can be used to fuel adversary features, and delays the onset of the Vulnerable condition.
- Attack Modifier
- Increase or decrease an adversary's attack modifier by up to ±4 to make an attack roll more or less likely to succeed. For related information, see Adversary Success Benchmarks.
- Damage
- Increasing the damage dice increases average damage, but also increases randomness—especially at higher damage die sizes. Increasing the damage modifier increases a damage roll in a consistent way. Be sure to take the attack roll modifier into account. For related information, see PC Defense Benchmarks.
Statistic | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
---|---|---|---|---|
Difficulty | 8–14 (11 average) | 13–16 (14 average) | 14–19 (17 average) | 17–21 (20 average) |
Major Damage Threshold | 4–8 (7 average) | 7–13 (10 average) | 15–22 (20 average) | 25–36 (25 average) |
Severe Damage Threshold | 7–13 (12 average) | 12–28 (20 average) | 30–42 (32 average) | 42–71 (45 average) |
Stress | 1–4 (3 average) | 1–6 (4 average) | 1–8 (5 average) | 1–10 (6 average) |
Attack Modifier | +1 | +2 | +3 | +4 |
Damage | 1d6+2 to 1d12+4 (6–11 average) | 2d6+3 to 2d12+4 (10–17 average) | 3d8+3 to 3d12+5 (17–25 average) | 4d8+10 to 4d12+15 (28–41 average) |
Adversary Success Benchmarks
- Editorial Addition
The following table shows the success rate of adversary rolls made with the GM's die. Most of the time, these only include attack rolls against a PC's Evasion, or reaction rolls. The table includes rolls made with advantage and disadvantage. To account for a modifier, subtract it from the Evasion to determine the chance of success. For example, if the PC's Evasion is 13 and the modifier is +3, the chances of success are equal to the listed percentages for Evasion 10.
Difficulty | ▮ Disadvantage | ▮ d20 | ▮ Advantage |
---|---|---|---|
1 | 100% | 100% | 100% |
2 | 90% | 95% | 99.8% |
3 | 81% | 90% | 99% |
4 | 72% | 85% | 98% |
5 | 64% | 80% | 96% |
6 | 56% | 75% | 94% |
7 | 49% | 70% | 91% |
8 | 42% | 65% | 88% |
9 | 36% | 60% | 84% |
10 | 30% | 55% | 80% |
11 | 25% | 50% | 75% |
12 | 20% | 45% | 70% |
13 | 16% | 40% | 64% |
14 | 12% | 35% | 58% |
15 | 9% | 30% | 51% |
16 | 6% | 25% | 44% |
17 | 4% | 20% | 36% |
18 | 2% | 15% | 28% |
19 | 1% | 10% | 19% |
20 | 0.25% | 5% | 10% |
Adversary Hit Points
- Editorial Addition
Hit Points determine the number of successful attack rolls the PCs must make to defeat an adversary. Adversaries with damage thresholds will mark Hit Points more frequently.
Hit Points | Guidelines |
---|---|
1 | Defeated by any successful attack roll. This number is only used for a Minion. |
2 | Defeated by 1–2 successful attack rolls. Assign a Major damage threshold, and a Severe damage threshold of "None". |
3 | Might be defeated with one attack roll with a high damage roll, or might take a while to defeat—assign Difficulty and damage thresholds carefully. |
4–6 | These enemies will be last a while. Assign this range to a Standard adversary. |
7–9 | Tougher than usual, but be careful—too many adversaries with too many Hit Points will cause an encounter to last too long. |
10+ | An extremely tough enemy—avoid using more than one of these in an encounter, and supplement them with weaker underlings. |
Adversary Type Modifications
- Editorial Addition
Type | Damage Die | Modifications |
---|---|---|
Bruiser | d10–d12 |
|
Horde | d8–d10 |
|
Leader | d8–d10 |
|
Minion | — |
|
Ranged | d8–d10 |
|
Skulk | d6–d8 | — |
Social | d4–d6 |
|
Solo | d10–d12 |
|
Standard | d6–d8 | — |
Support | d4–d6 |
|
Editor's Notes — Additional guidance for creating adversary stat blocks is provided in the Daggerheart Homebrew Kit. Tools like anydice.com provide damage ranges and averages for adversary damage rolls you can compare against the PCs' damage thresholds.
Adversary Stat Blocks
- Page 209
This section contains the following stat blocks in alphabetical order:
Tier 1 (Level 1)
Humanoids
- Archer Guard (Ranged)
- Bladed Guard (Standard)
- Cave Ogre (Solo)
- Courtier (Social)
- Harrier (Standard)
- Head Guard (Leader)
- Jagged Knife Bandit (Standard)
- Jagged Knife Hexer (Support)
- Jagged Knife Kneebreaker (Bruiser)
- Jagged Knife Lackey (Minion)
- Jagged Knife Lieutenant (Leader)
- Jagged Knife Shadow (Skulk)
- Jagged Knife Sniper (Ranged)
- Merchant (Social)
- Petty Noble (Social)
- Pirate Captain (Leader)
- Pirate Raiders (Horde)
- Pirate Tough (Bruiser)
- Sellsword (Minion)
- Spellblade (Leader)
- Sylvan Soldier (Standard)
- Weaponmaster (Bruiser)
Animals and Monsters
- Acid Burrower (Solo)
- Bear (Bruiser)
- Construct (Solo)
- Deeproot Defender (Bruiser)
- Dire Wolf (Skulk)
- Giant Mosquitoes (Horde)
- Giant Rat (Minion)
- Giant Scorpion (Bruiser)
- Glass Snake (Standard)
- Green Ooze (Skulk)
- Tiny Green Ooze (Skulk)
- Minor Fire Elemental (Solo)
- Minor Treant (Minion)
- Red Ooze (Skulk)
- Tiny Red Ooze (Skulk)
- Swarm of Rats (Horde)
- Tangle Bramble (Minion)
- Tangle Bramble Swarm (Horde)
- Young Dryad (Leader)
Supernatural Beings
- Brawny Zombie (Bruiser)
- Minor Chaos Elemental (Solo)
- Minor Demon (Solo)
- Patchwork Zombie Hulk (Solo)
- Rotted Zombie (Minion)
- Skeleton Archer (Ranged)
- Skeleton Dredge (Minion)
- Skeleton Knight (Bruiser)
- Skeleton Warrior (Standard)
- Shambling Zombie (Standard)
- Zombie Pack (Horde)
Tier 2 (Level 2–4)
Humanoids
- Archer Squadron (Horde)
- Apprentice Assassin (Minion)
- Assassin Poisoner (Skulk)
- Conscript (Minion)
- Courtesan (Social)
- Cult Adept (Support)
- Cult Fang (Skulk)
- Cult Initiate (Minion)
- Elite Soldier (Standard)
- Giant Beastmaster (Leader)
- Giant Brawler (Bruiser)
- Giant Recruit (Minion)
- Knight of the Realm (Leader)
- Masked Thief (Skulk)
- Master Assassin (Leader)
- Merchant Baron (Social)
- Royal Advisor (Social)
- Secret-Keeper (Leader)
- Spy (Social)
- War Wizard (Ranged)
Animals and Monsters
- Battle Box (Solo)
- Electric Eels (Horde)
- Giant Eagle (Skulk)
- Gorgon (Solo)
- Juvenile Flickerfly (Solo)
- Minotaur Wrecker (Bruiser)
- Shark (Bruiser)
- Siren (Skulk)
- Stonewraith (Skulk)
Supernatural Beings
- Chaos Skull (Ranged)
- Demonic Hound Pack (Horde)
- Failed Experiment (Standard)
- Mortal Hunter (Leader)
- Spectral Archer (Ranged)
- Spectral Captain (Leader)
- Spectral Guardian (Standard)
Tier 3 (Level 5–7)
Humanoids
- Monarch (Social)
- Stag Knight (Standard)
Animals and Monsters
- Adult Flickerfly (Solo)
- Dire Bat (Skulk)
- Dryad (Leader)
- Greater Earth Elemental (Bruiser)
- Greater Water Elemental (Support)
- Huge Green Ooze (Skulk)
- Hydra (Solo)
- Oak Treant (Bruiser)
- Treant Sapling (Minion)
- Young Ice Dragon (Solo)
- Vault Guardian Gaoler (Support)
- Vault Guardian Sentinel (Bruiser)
- Vault Guardian Turret (Ranged)
Supernatural Beings
- Demon of Avarice (Support)
- Demon of Despair (Skulk)
- Demon of Hubris (Leader)
- Demon of Jealousy (Ranged)
- Demon of Wrath (Bruiser)
- Elemental Spark (Minion)
- Head Vampire (Leader)
- Vampire (Standard)
Tier 4 (Level 8–10)
Animals and Monsters
- Kraken (Solo)
- Volcanic Dragon: Obsidian Predator (Solo, Phase 1)
- Volcanic Dragon: Molten Scourge (Solo, Phase 2)
- Volcanic Dragon: Ashen Tyrant (Solo, Phase 3)
Supernatural Beings
- Arch-Necromancer (Leader)
- Fallen Shock Troop (Minion)
- Fallen Sorcerer (Support)
- Fallen Warlord: Realm-Breaker (Solo, Phase 1)
- Fallen Warlord: Undefeated Champion (Solo, Phase 2)
- Hallowed Archer (Ranged)
- Hallowed Soldier (Minion)
- High Seraph (Leader)
- Oracle of Doom (Solo)
- Outer Realms Abomination (Bruiser)
- Outer Realms Corruptor (Support)
- Outer Realms Thrall (Minion)
- Perfected Zombie (Bruiser)
- Zombie Legion (Horde)
Adversary Stat Blocks by Alphabetical Order
Acid Burrower
- Page 210
- Tier 1 Solo
- A horse-sized insect with digging claws and acidic blood.
- Motives and Tactics: Burrow, drag away, feed, reposition
Features
Relentless (3)—Passive: The Burrower can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
Earth Eruption—Action: Mark a Stress to have the Burrower burst out of the ground. All creatures within Very Close range must succeed on an Agility Reaction Roll or be knocked over, making them Vulnerable until they next act.
Spit Acid—Action: Make an attack against all targets in front of the Burrower within Close range. Targets the Burrower succeeds against take 2d6 physical damage and must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can't mark an Armor Slot, they must mark an additional HP and you gain a Fear.
Acid Bath—Reaction: When the Burrower takes Severe damage, all creatures within Close range are bathed in their acidic blood, taking 1d10 physical damage. This splash covers the ground within Very Close range with blood, and all creatures other than the Burrower who move through it take 1d6 physical damage.
Adult Flickerfly
- Page 228
- Tier 3 Solo
- A winged insect the size of a large house with iridescent scales and wings that move too fast to track.
- Motives and Tactics: Collect shiny things, hunt, nest, swoop
Features
Relentless (4)—Passive: The Flickerfly can be spotlighted up to four times per GM turn. Spend Fear as usual to spotlight them.
Never Misses—Passive: When the Flickerfly makes an attack, the target's Evasion is halved against the attack.
Deadly Flight—Passive: While flying, the Flickerfly can move up to Far range instead of Close range before taking an action.
Whirlwind—Action: Spend a Fear to whirl, making an attack against all targets within Very Close range. Targets the Flickerfly succeeds against take 3d8 direct physical damage.
Mind Dance—Action: Mark a Stress to create a magically dazzling display that grapples the minds of nearby foes. All targets within Close range must make an Instinct Reaction Roll. For each target who failed, you gain a Fear and the Flickerfly learns one of the target's fears.
Hallucinatory Breath—Action: Countdown (Loop 1d6). When the Flickerfly takes damage for the first time, activate the countdown. When it triggers, the Flickerfly breathes hallucinatory gas on all targets in front of them up to Far range. Targets must make an Instinct Reaction Roll or become overwhelmed by fearful hallucinations. Targets whose fears are known to the Flickerfly have disadvantage on this roll. Targets who fail lose 2 Hope and take 3d8+3 direct magic damage.
Uncanny Reflexes—Reaction: When the Flickerfly takes damage from an attack within Close range, you can mark a Stress to take half damage.
Apprentice Assassin
- Page 220
- Tier 2 Minion
- A young trainee eager to prove themselves.
- Motives and Tactics: Act reckless, kill, prove their worth, show off
Features
Minion (6)—Passive: The Assassin is defeated when they take any damage. For every 6 damage a PC deals to the Assassin, defeat an additional Minion within range the attack would succeed against.
Group Attack—Action: Spend a Fear to choose a target and spotlight all Apprentice Assassins within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 4 physical damage each. Combine this damage.
Arch-Necromancer
- Page 234
- Tier 4 Leader
- A decaying mage adorned in dark, tattered robes.
- Motives and Tactics: Corrupt, decay, flee to fight another day, resurrect
Features
Dance of Death—Action: Mark a Stress to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage, or full damage if you spend a Fear.
Beam of Decay—Action: Mark 2 Stress to cause all targets within Far range to make a Strength Reaction Roll. Targets who fail take 2d20+12 magic damage and you gain a Fear. Targets who succeed take half damage. A target who marks 2 or more HP must also mark 2 Stress and becomes Vulnerable until they roll with Hope.
Open the Gates of Death—Action: Spend a Fear to summon a Zombie Legion, which appears at Close range and immediately takes the spotlight.
Not Today, My Dears—Reaction: When the Necromancer has marked 7 or more of their HP, you can spend a Fear to have them teleport away to a safe location to recover. A PC who succeeds on an Instinct Roll can trace the teleportation magic to their destination.
Your Life is Mine—Reaction: Countdown (Loop 2d6). When the Necromancer has marked 6 or more of their HP, activate the countdown. When it triggers, deal 2d10+6 direct magic damage to a target within Close range. The Necromancer then clears a number of Stress or HP equal to the number of HP marked by the target from this attack.
Archer Guard
- Page 212
- Tier 1 Ranged
- A tall guard bearing a longbow and quiver with arrows fletched in the settlement's colors.
- Motives and Tactics: Arrest, close gates, make it through the day, pin down
Features
Hobbling Shot—Action: Make an attack against a target within Far range. On a success, mark a Stress to deal 1d12+3 physical damage. If the target marks HP from this attack, they have disadvantage on Agility Rolls until they clear at least 1 HP.
Archer Squadron
- Page 220
- Tier 2 Horde (2/HP)
- A group of trained archers bearing massive bows.
- Motives and Tactics: Stick together, survive, volley fire
Features
Horde (1d6+3)—Passive: When the Squadron has marked half or more of their HP, their standard attack deals 1d6+3 physical damage instead.
Focused Volley—Action: Spend a Fear to target a point within Far range. Make an attack with advantage against all targets within Close range of that point. Targets the Squadron succeeds against take 1d10+4 physical damage.
Suppressing Fire—Action: Mark a Stress to target a point within Far range. Until the next roll with Fear, a creature who moves within Close range of that point must make an Agility Reaction Roll. On a failure, they take 2d6+3 physical damage. On a success, they take half damage.
Assassin Poisoner
- Page 220
- Tier 2 Skulk
- A cunning scoundrel skilled in both poisons and ambushing.
- Motives and Tactics: Anticipate, get paid, kill, taint food and water
Features
Grindeloth Venom—Passive: Targets who mark HP from the Assassin's attacks are Vulnerable until they clear a HP.
Out of Nowhere—Passive: The Assassin has advantage on attacks if they are Hidden.
Fumigation—Action: Drop a smoke bomb that fills the air within Close range with smoke, Dizzying all targets in this area. Dizzied targets have disadvantage on their next action roll, then clear the condition.
Battle Box
- Page 221
- Tier 2 Solo
- A cube-shaped construct with a different rune on each of their six sides.
- Motives and Tactics: Change tactics, trample foes, wait in disguise
Features
Relentless (2)—Passive: The Box can be spotlighted up to two times per turn. Spend Fear as usual to spotlight them.
Randomized Tactics—Action: Mark a Stress and roll a d6. The Box uses the corresponding move:
- Mana Beam: The Box fires a searing beam. Make an attack against a target within Far range. On a success, deal 2d10+2 magic damage.
- Fire Jets: The Box shoots into the air, spinning and releasing jets of flame. Make an attack against all targets within Close range. Targets the Box succeeds against take 2d8 physical damage.
- Trample: The Box rockets around erratically. Make an attack against all PCs within Close range. Targets the Box succeeds against take 1d6+5 physical damage and are Vulnerable until their next roll with Hope.
- Shocking Gas: The Box sprays out a silver gas sparking with lightning. All targets within Close range must succeed on a Finesse Reaction Roll or mark 3 Stress.
- Stunning Clap: The Box leaps and their sides clap, creating a concussive boom. All targets within Very Close range must succeed on a Strength Reaction Roll or become Vulnerable until the cube is defeated.
- Psionic Whine: The Box releases a cluster of mechanical bees whose buzz rattles mortal minds. All targets within Close range must succeed on a Presence Reaction Roll or take 2d4+9 direct magic damage.
Overcharge—Reaction: Before rolling damage for the Box's attack, you can mark a Stress to add a d6 to the damage roll. Additionally, you gain a Fear.
Death Quake—Reaction: When the Box marks their last HP, the magic powering them ruptures in an explosion of force. All targets within Close range must succeed on an Instinct Reaction Roll or take 2d8+1 magic damage.
Bear
- Page 210
- Tier 1 Bruiser
- A large bear with thick fur and powerful claws.
- Motives and Tactics: Climb, defend territory, pummel, track
Features
Overwhelming Force—Passive: Targets who mark HP from the Bear's standard attack are knocked back to Very Close range.
Bite—Action: Mark a Stress to make an attack against a target within Melee range. On a success, deal 3d4+10 physical damage and the target is Restrained until they break free with a successful Strength Roll.
Momentum—Reaction: When the Bear makes a successful attack against a PC, you gain a Fear.
Bladed Guard
- Page 212
- Tier 1 Standard
- An armored guard bearing a sword and shield painted in the settlement's colors.
- Motives and Tactics: Arrest, close gates, make it through the day, pin down
Features
Shield Wall—Passive: A creature who tries to move within Very Close range of the Guard must succeed on an Agility Roll. If additional Bladed Guards are standing in a line alongside the first, and each is within Melee range of another guard in the line, the Difficulty increases by the total number of guards in the line.
Detain—Action: Make an attack against a target within Very Close range. On a success, mark a Stress to Restrain the target until they break free with a successful attack, Finesse Roll, or Strength Roll.
Brawny Zombie
- Page 219
- Tier 1 Bruiser
- A large corpse, decay-bloated and angry.
- Motives and Tactics: Crush, destroy, hurl debris, slam
Features
Slow—Passive: When you spotlight the Zombie and they don't have a token on their stat block, they can't act yet. Place a token on their stat block and describe what they're preparing to do. When you spotlight the Zombie and they have a token on their stat block, clear the token and they can act.
Rend Asunder—Action: Make a standard attack with advantage against a target the Zombie has Restrained. On a success, the attack deals direct damage.
Rip and Tear—Reaction: When the Zombies makes a successful standard attack, you can mark a Stress to temporarily Restrain the target and force them to mark 2 Stress.
Cave Ogre
- Page 210
- Tier 1 Solo
- A massive humanoid who sees all sapient life as food.
- Motives and Tactics: Bite off heads, feast, rip limbs, stomp, throw enemies
Features
Ramp Up—Passive: You must spend a Fear to spotlight the Ogre. While spotlighted, they can make their standard attack against all targets within range.
Bone Breaker—Passive: The Ogre's attacks deal direct damage.
Hail of Boulders—Action: Mark a Stress to pick up heavy objects and throw them at all targets in front of the Ogre within Far range. Make an attack against these targets. Targets the Ogre succeeds against take 1d10+2 physical damage. If they succeed against more than one target, you gain a Fear.
Rampaging Fury—Reaction: When the Ogre marks 2 or more HP, they can rampage. Move the Ogre to a point within Close range and deal 2d6+3 direct physical damage to all targets in their path.
Chaos Skull
- Page 221
- Tier 2 Ranged
- A floating humanoid skull animated by scintillating magic.
- Motives and Tactics: Cackle, consume magic, serve creator
Features
Levitation—Passive: The Skull levitates several feet off the ground and can't be Restrained.
Wards—Passive: The Skull is resistant to magic damage.
Magic Burst—Action: Mark a Stress to make an attack against all targets within Close range. Targets the Skull succeeds against take 2d6+4 magic damage.
Siphon Magic—Action: Spend a Fear to make an attack against a PC with a Spellcast trait within Very Close range. On a success, the target marks 1d4 Stress and the Skull clears that many Stress. Additionally, on a success, the Skull can immediately be spotlighted again.
Conscript
- Page 221
- Tier 2 Minion
- A poorly trained civilian pressed into war.
- Motives and Tactics: Follow orders, gang up, survive
Features
Minion (6)—Passive: The Conscript is defeated when they take any damage. For every 6 damage a PC deals to the Conscript, defeat an additional Minion within range the attack would succeed against.
Group Attack—Action: Spend a Fear to choose a target and spotlight all Conscripts within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 6 physical damage each. Combine this damage.
Construct
- Page 210
- Tier 1 Solo
- A roughly humanoid being of stone and steel, assembled and animated by magic.
- Motives and Tactics: Destroy environment, serve creator, smash target, trample groups
Features
Relentless (2)—Passive: The Construct can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
Weak Structure—Passive: When the Construct marks HP from physical damage, they must mark an additional HP.
Trample—Action: Mark a Stress to make an attack against all targets in the Construct's path when they move. Targets the Construct succeeds against take 1d8 physical damage.
Overload—Reaction: Before rolling damage for the Construct's attack, you can mark a Stress to gain a +10 bonus to the damage roll. The Construct can then take the spotlight again.
Death Quake—Reaction: When the Construct marks their last HP, the magic powering them ruptures in an explosion of force. Make an attack with advantage against all targets within Very Close range. Targets the Construct succeeds against take 1d12+2 magic damage.
Courtesan
- Page 221
- Tier 2 Social
- An accomplished manipulator and master of the social arts.
- Motives and Tactics: Entice, maneuver, secure patrons
Features
Searing Glance—Reaction: When a PC within Close range makes a Presence Roll, you can mark a Stress to cast a gaze toward the aftermath. On the target's failure, they must mark 2 Stress and are Vulnerable until the scene ends or they succeed on a social action against the Courtesan. On the target's success, they must mark a Stress.
Courtier
- Page 211
- Errata
- Tier 1 Social
- An accomplished manipulator and master of the social arts.
- Motives and Tactics: Discredit, gain favor, maneuver, scheme
Features
Mockery—Action: Mark a Stress to say something mocking and force a target within Close range to make a Presence Reaction Roll (14) to see if they can save face. On a failure, the target must mark 2 Stress and is Vulnerable until the scene ends.
Scapegoat—Action: Spend a Fear and target a PC. The Courtier convinces a crowd or prominent individual that the target is the cause of their current conflict or misfortune.
Cult Adept
- Page 222
- Tier 2 Support
- An experienced mage wielding shadow and fear.
- Motives and Tactics: Curry favor, hinder foes, uncover knowledge
Features
Enervating Blast—Action: Spend a Fear to make a standard attack against a target within range. On a success, the target must mark a Stress.
Shroud of the Fallen—Action: Mark a Stress to wrap an ally within Close range in a shroud of Protection until the Adept marks their last HP. While Protected, the target has resistance to all damage.
Shadow Shackles—Action: Spend a Fear and choose a point within Far range. All targets within Close range of that point are Restrained in smoky chains until they break free with a successful Strength or Instinct Roll. A target Restrained by this feature must spend a Hope to make an action roll.
Fear Is Fuel—Reaction: Twice per scene, when a PC rolls a failure with Fear, clear a Stress.
Cult Fang
- Page 222
- Tier 2 Skulk
- A professional killer-turned-cultist.
- Motives and Tactics: Capture sacrifices, isolate prey, rise in the ranks
Features
Shadow's Embrace—Passive: The Fang can climb and walk on vertical surfaces. Mark a Stress to move from one shadow to another within Far range.
Pick Off the Straggler—Action: Mark a Stress to cause a target within Melee range to make an Instinct Reaction Roll. On a failure, the target must mark 2 Stress and is teleported with the Fang to a shadow within Far range, making them temporarily Vulnerable. On a success, the target must mark a Stress.
Cult Initiate
- Page 222
- Tier 2 Minion
- A low-ranking cultist in simple robes, eager to gain power.
- Motives and Tactics: Follow orders, gain power, seek forbidden knowledge
Features
Minion (6)—Passive: The Initiate is defeated when they take any damage. For every 6 damage a PC deals to the Initiate, defeat an additional Minion within range the attack would succeed against.
Group Attack—Action: Spend a Fear to choose a target and spotlight all Cult Initiates within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.
Deeproot Defender
- Page 211
- Tier 1 Bruiser
- A burly vegetable-person with grasping vines.
- Motives and Tactics: Ambush, grab, protect, pummel
Features
Ground Slam—Action: Slam the ground, knocking all targets within Very Close range back to Far range. Each target knocked back by this must mark a Stress.
Grab and Drag—Action: Make an attack against a target within Close range. On a success, spend a Fear to pull them into Melee range, deal 1d6+2 physical damage, and Restrain them until the Defender takes Severe damage.
Demon of Avarice
- Page 228
- Tier 3 Support
- A regal cloaked monstrosity with circular horns adorned with treasure.
- Motives and Tactics: Consume, fuel greed, sow dissent
Features
Money Talks—Passive: Attacks against the Demon are made with disadvantage unless the attacker spends a handful of gold. This Demon starts with a number of handfuls equal to the number of PCs. When a target marks HP from the Demon's standard attack, they can spend a handful of gold instead of marking HP (1 handful per HP). Add a handful of gold to the Demon for each handful of gold spent by PCs on this feature.
Numbers Must Go Up—Passive: Add a bonus to the Demon's attack rolls equal to the number of handfuls of gold they have.
Money is Time—Action: Spend 3 handfuls of gold (or a Fear) to spotlight 1d4+1 allies.
Demon of Despair
- Page 228
- Tier 3 Skulk
- A cloaked one-creature with long limbs, seeping shadows.
- Motives and Tactics: Make fear contagious, stick to the shadows, undermine resolve
Features
Depths of Despair—Passive: The Demon deals double damage to PCs with 0 Hope.
Your Struggle Is Pointless—Action: Spend a Fear to weigh down the spirits of all PCs within Far range. All targets affected replace their Hope Die with a d8 until they roll a success with Hope or their next rest.
Your Friends Will Fail You—Reaction: When a PC fails with Fear, you can mark a Stress to cause all other PCs within Close range to lose a Hope.
Momentum—Reaction: When the Demon makes a successful attack against a PC, you gain a Fear.
Demon of Hubris
- Page 229
- Tier 3 Leader
- A perfectly beautiful and infinitely cruel demon with a gleaming spear and elegant robes.
- Motives and Tactics: Condescend, declare premature victory, prove superiority
Features
Terrifying—Passive: When the Demon makes a successful attack, all PCs within Far range must lose a Hope and you gain a Fear.
Double or Nothing—Passive: When a PC within Far range fails a roll, they can choose to reroll their Fear Die and take the new result. If they still fail, they mark 2 Stress and the Demon clears a Stress.
Unparalleled Skill—Action: Mark a Stress to deal the Demon's standard attack damage to a target within Close range.
The Root of Villainy—Action: Spend a Fear to spotlight two other Demons within Far range.
You Pale in Comparison—Reaction: When a PC fails a roll within Close range of the Demon, they must mark a Stress.
Demon of Jealousy
- Page 229
- Tier 3 Ranged
- A fickle creature of spindly limbs and insatiable desires.
- Motives and Tactics: Join in on others' success, take what belongs to others, hold grudges
Features
Unprotected Mind—Passive: The Demon's standard attack deals direct damage.
My Turn—Reaction: When the Demon marks HP from an attack, spend a number of equal to the HP marked by the Demon to cause the attacker to mark the same number of HP.
Rivalry—Reaction: When a creature within Close range takes damage from a different adversary, you can mark a Stress to add a d4 to the damage roll.
What's Yours Is Mine—Reaction: When a PC takes severe damage within Very Close range of the Demon, you can spend a Fear to cause the target to make a Finesse Reaction Roll. On a failure, the Demon seizes one item or consumable of their choice from the target's inventory.
Demon of Wrath
- Page 229
- Tier 3 Bruiser
- A hulking demon with boulder-sized fists, driven by endless rage.
- Motives and Tactics: Fuel anger, impress rivals, wreak havoc
Features
Anger Unrelenting—Passive: The Demon's attacks deal direct damage.
Battle Lust—Action: Spend a Fear to boil the blood of all PCs within Far range. They use a d20 as their Fear Die until the end of the scene.
Retaliation—Reaction: When the Demon takes damage from an attack within Close range, you can mark a Stress to make a standard attack against the attacker.
Blood and Souls—Reaction: Countdown (Loop 6). Activate the first time an attack is made within sight of the Demon. It ticks down when a PC takes a violent action. When it triggers, summon 1d4 Minor Demons, who appear at Close range.
Demonic Hound Pack
- Page 222
- Tier 2 Horde (1/HP)
- Unnatural hounds lit from within by hellfire.
- Motives and Tactics: Cause fear, consume flesh, please masters
Features
Horde (2d4+1)—Passive: When the Pack has marked half or more of their HP, their standard attack deals 2d4+1 physical damage instead.
Dreadhowl—Action: Mark a Stress to make all targets within Very Close range lose a Hope. If a target is not able to lose a Hope, they must instead mark 2 Stress.
Momentum—Reaction: When the Pack makes a successful attack against a PC, you gain a Fear.
Dire Bat
- Page 230
- Tier 3 Skulk
- A winged pet endlessly loyal to their vampire owner.
- Motives and Tactics: Dive-bomb, hide, protect leader
Features
Flying—Passive: While flying, the Bat gains a +3 bonus to their Difficulty.
Screech—Action: Mark a Stress to send a high-pitch screech out toward all targets in front of the Bat within Far range. Those targets must mark 1d4 Stress.
Guardian—Reaction: When an allied Vampire marks HP, you can mark a Stress to fly into Melee range of the attacker and make an attack with advantage against them. On a success, deal 2d6+2 physical damage.
Dire Wolf
- Page 211
- Tier 1 Skulk
- A large wolf with menacing teeth, seldom encountered alone.
- Motives and Tactics: Defend territory, harry, protect pack, surround, trail
Features
Pack Tactics—Passive: If the Wolf makes a successful standard attack and another Dire Wolf is within Melee range of the target, deal 1d6+5 physical damage instead of their standard damage and you gain a Fear.
Hobbling Strike—Action: Mark a Stress to make an attack against a target within Melee range. On a success, deal 3d4+10 direct physical damage and make them Vulnerable until they clear at least 1 HP.
Editor's Notes — The Dire Wolf's Hobbling Strike and is a suspected misprint, dealing excessive damage for a Tier 1 enemy. If the GM agrees, change the damage to 3d4+1 instead.
Dryad
- Page 230
- Tier 3 Leader
- A nature spirit in the form of a humanoid tree.
- Motives and Tactics: Camouflage, drive out, preserve the forest
Features
Bramble Patch—Action: Mark a Stress to target a point within Far range. Create a patch of thorns that covers an area within Close range of that point. All targets within that area take 2d6+2 physical damage when they act. A target must succeed on a Finesse Roll or take more than 20 damage to the Dryad with an attack to leave the area.
Grow Saplings—Action: Spend a Fear to grow three Treant Sapling Minions, who appear at Close range and immediately take the spotlight.
We Are All One—Reaction: When an ally dies within Close range, you can spend a Fear to clear 2 HP and 2 Stress as the fallen ally's life force is returned to the forest.
Electric Eels
- Page 222
- Tier 2 Horde (2/HP)
- A swarm of eels that encircle and electrocute.
- Motives and Tactics: Avoid larger predators, shock prey, tear apart
Features
Horde (2d4+1)—Passive: When the Eels have marked half or more of their HP, their standard attack deals 2d4+1 physical damage instead.
Paralyzing Shock—Action: Mark a Stress to make a standard attack against all targets within Very Close range. You gain a Fear for each target that marks HP.
Elemental Spark
- Page 230
- Tier 3 Minion
- A blazing mote of elemental fire.
- Motives and Tactics: Blast, consume, gain mass
Features
Minion (9)—Passive: The Elemental is defeated when they take any damage. For every 9 damage a PC deals to the Elemental, defeat an additional Minion within range the attack would succeed against.
Group Attack—Action: Spend a Fear to choose a target and spotlight all Elemental Sparks within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.
Elite Soldier
- Page 222
- Tier 2 Standard
- An armored squire or experienced commoner looking to advance.
- Motives and Tactics: Gain glory, keep order, make alliances
Features
Reinforce—Action: Mark a Stress to move into Melee range of an ally and make a standard attack against a target within Very Close range. On a success, deal 2d10+2 physical damage and the ally can clear a Stress.
Vassal's Loyalty—Reaction: When the Soldier is within Very Close range of a knight or other noble who would take damage, you can mark a Stress to move into Melee range of them and take the damage instead.
Failed Experiment
- Page 223
- Tier 2 Standard
- A magical necromantic experiment gone wrong, leaving them warped and ungainly.
- Motives and Tactics: Devour, hunt, track
Features
Warped Fortitude—Passive: The Experiment is resistant to physical damage.
Overwhelm—Passive: When a target the Experiment attacks has other adversaries within Very Close range, the Experiment deals double damage.
Lurching Lunge—Action: Mark a Stress to spotlight the Experiment as an additional GM move instead of spending Fear.
Fallen Shock Troop
- Page 234
- Tier 4 Minion
- A cursed soul bound to the Fallen's will.
- Motives and Tactics: Crush, dominate, earn relief, punish
Features
Minion (12)—Passive: The Shock Troop is defeated when they take any damage. For every 12 damage a PC deals to the Shock Troop, defeat an additional Minion within range the attack would succeed against.
Aura of Doom—Passive: When a PC marks HP from an attack by the Shock Troop, they lose a Hope.
Group Attack—Action: Spend a Fear to choose a target and spotlight all Fallen Shock Troops within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 12 physical damage each. Combine this damage.
Fallen Sorcerer
- Page 234
- Tier 4 Support
- Warped mage bound by the bargains they made in life.
- Motives and Tactics: Acquire, dishearten, dominate, torment
Features
Conflagration—Action: Spend a Fear to unleash an all-consuming firestorm and make an attack against all targets within Close range. Targets the Sorcerer succeeds against take 2d10+6 direct magic damage.
Nightmare Tableau—Action: Mark a Stress to trap a target within Far range in a powerful illusion of their worst fears. While trapped, the target is Restrained and Vulnerable until they break free, ending both conditions, with a successful Instinct Roll.
Slippery—Reaction: When the Sorcerer takes damage from an attack, they can teleport up to Far range.
Shackles of Guilt—Reaction: Countdown (Loop 2d6). When the Sorcerer is in the spotlight for the first time, activate the countdown. When it triggers, all targets within Far range become Vulnerable and must mark a Stress as they relive their greatest regrets. A target can break free from their regret with a successful Presence or Strength Roll. When a PC fails to break free, they lose a Hope.
Fallen Warlord: Realm-Breaker
- Page 235
- Tier 4 Solo
- A fallen God, wreathed in rage and resentment, bearing millennia of experience in breaking heroes' spirits.
- Motives and Tactics: Corrupt, dominate, punish, break the weak
Features
Relentless (2)—Passive: The Realm-Breaker can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
Firespite Plate Armor—Passive: When the Realm-Breaker takes damage, reduce it by 2d10.
Tormenting Lash—Action: Mark a Stress to make a standard attack against all targets within Very Close range. When a target uses armor to reduce damage from this attack, they must mark 2 Armor Slots.
All-Consuming Rage—Reaction: Countdown(Decreasing 8). When the Realm-Breaker is in the spotlight for the first time, activate the countdown. When it triggers, create a torrent of incarnate rage that rends flesh from bone. All targets within Far range must make a Presence Reaction Roll. Targets who fail take 2d6+10 direct magic damage. Targets who succeed take half damage. For each HP marked from this damage, summon a Fallen Shock Troop within Very Close range of the target who marked that HP. If the countdown ever decreases its maximum value to 0, the Realm-Breaker marks their remaining HP and all targets within Far range must mark all remaining HP and make a death move.
Doombringer—Reaction: When a target marks HP from an attack by the Realm-Breaker, all PCs within Far range of the target must lose a Hope.
I Have Never Known Defeat (Phase Change)—Reaction: When the Realm-Breaker marks their last HP, replace them with the Undefeated Champion and immediately spotlight them.
Fallen Warlord: Undefeated Champion
- Page 235
- Tier 4 Solo
- That which only the most feared have a chance to fear.
- Motives and Tactics: Dispatch merciless death, punish the defiant, secure victory at any cost
Features
Relentless (3)—Passive: The Undefeated Champion can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
Faltering Armor—Passive: When the Undefeated Champion takes damage, reduce it by 1d10.
Shattering Strike—Action: Mark a Stress to make a standard attack against all targets within Very Close range. PCs the Champion succeeds against lose a number of Hope equal to the HP they marked from this attack.
Endless Legions—Action: Spend a Fear to summon a number of Fallen Shock Troops equal to twice the number of PCs. The Shock Troops appear at Far range.
Circle of Defilement—Reaction: Countdown (1d8). When the Undefeated Champion is in the spotlight for the first time, activate the countdown. When it triggers, activate a magical circle covering an area within Far range of the Champion. A target within that area is Vulnerable until they leave the circle. The circle can be removed by dealing Severe damage to the Undefeated Champion.
Doombringer—Reaction: When the Undefeated Champion makes a successful attack against a PC, you gain a Fear.
Doombringer—Reaction: When a target marks HP from an attack by the Undefeated Champion, all PCs within Far range of the target lose a Hope.
Giant Beastmaster
- Page 223
- Tier 2 Leader
- A leather-clad warrior bearing a whip and massive bow.
- Motives and Tactics: Command, make a living, maneuver, pin down, protect companion animals
Features
Two as One—Passive: When the Beastmaster is spotlighted, you can also spotlight a Tier 1 animal adversary currently under their control.
Pinning Strike—Action: Make a standard attack against a target. On a success, you can mark a Stress to pin them to a nearby surface. The pinned target is Restrained until they break free with a successful Finesse or Strength Roll.
Deadly Companion—Action: Twice per scene, summon a Bear, Dire Wolf, or similar Tier 1 animal adversary under the Beastmaster's control. The adversary appears at Close range and is immediately spotlighted.
Giant Brawler
- Page 223
- Tier 2 Bruiser
- An especially muscular giant wielding a warhammer larger than a human.
- Motives and Tactics: Make a living, overwhelm, slam, topple
Features
Battering Ram—Action: Mark a Stress to have the Brawler charge at an inanimate object within Close range they could feasibly smash (such as a wall, cart, or market stand) and destroy it. All targets within Very Close range of the object must succeed on an Agility Reaction Roll or take 2d4+3 physical damage from the shrapnel.
Bloody Reprisal—Reaction: When the Brawler marks 2 or more HP from an attack within Very Close range, you can make a standard attack against the attacker. On a success, the Brawler deals 2d6+15 physical damage instead of their standard damage.
Momentum—Reaction: When the Brawler makes a successful attack against a PC, you gain a Fear.
Giant Eagle
- Page 223
- Tier 2 Skulk
- A giant bird of prey with blood-stained talons.
- Motives and Tactics: Hunt prey, stay mobile, strike decisively
Features
Flight—Passive: While flying, the Eagle gains a +3 bonus to their Difficulty.
Deadly Dive—Action: Mark a Stress to attack a target within Far range. On a success, deal 2d10+2 physical damage and knock the target over, making them Vulnerable until they next act.
Take Off—Action: Make an attack against a target within Very Close range. On a success, deal 2d4+3 physical damage and the target must succeed on an Agility Reaction Roll or become temporarily Restrained within the Eagle's massive talons. If the target is Restrained, the Eagle immediately lifts them to the air to Very Far range above the battlefield while holding them.
Deadly Drop—Action: While flying, the Eagle can drop a Restrained target they are holding. When dropped, the target is no longer Restrained but starts falling. If their fall isn't prevented during the PCs' next action, the target takes 2d20 physical damage when they land.
Giant Mosquitoes
- Page 211
- Tier 1 Horde (5/HP)
- Dozens of fist-sized mosquitoes, flying together for protection.
- Motives and Tactics: Fly away, harass, steal blood
Features
Horde (1d4+1)—Passive: When the Mosquitoes have marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.
Flying—Passive: While flying, the Mosquitoes have a +2 bonus to their Difficulty.
Bloodseeker—Reaction: When the Mosquitoes' attack causes a target to mark HP, you can mark a Stress to force the target to mark an additional HP.
Giant Rat
- Page 211
- Tier 1 Minion
- A cat-sized rodent skilled at scavenging and survival.
- Motives and Tactics: Burrow, hunger, scavenge, wear down
Features
Minion (3)—Passive: The Rat is defeated when they take any damage. For every 3 damage a PC deals to the Rat, defeat an additional Minion within range the attack would succeed against.
Group Attack—Action: Spend a Fear to choose a target and spotlight all Giant Rats within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 1 physical damage each. Combine this damage.
Giant Recruit
- Page 223
- Tier 2 Minion
- A giant fighter undergoing borrowed armor.
- Motives and Tactics: Batter, make a living, overwhelm, terrify
Features
Minion (7)—Passive: The Recruit is defeated when they take any damage. For every 7 damage a PC deals to the Recruit, defeat an additional Minion within range the attack would succeed against.
Group Attack—Action: Spend a Fear to choose a target and spotlight all Giant Recruits within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.
Giant Scorpion
- Page 211
- Tier 1 Bruiser
- A human-sized arachnid with tearing claws and a stinging tail.
- Motives and Tactics: Ambush, feed, grapple, poison
Features
Double Strike—Action: Mark a Stress to make a standard attack against two targets within Melee range.
Venomous Stinger—Action: Make an attack against a target within Very Close range. On a success, spend a Fear to deal 1d4+4 physical damage and Poison them until their next rest or they succeed on a Knowledge Roll (16). While Poisoned, the target must roll a d6 before they make an action roll. On a result of 4 or lower, they must mark a Stress.
Momentum—Reaction: When the Scorpion makes a successful attack against a PC, you gain a Fear.
Glass Snake
- Page 212
- Tier 1 Standard
- A clear serpent with a massive head that leaves behind a glass shard trail wherever they go.
- Motives and Tactics: Climb, feed, keep distance, scare
Features
Armor-Shredding Shards—Passive: On a successful attack within Melee range against the Snake, the attacker must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can't mark an Armor Slot, they must mark an additional HP.
Spinning Serpent—Action: Mark a Stress to make an attack against all targets within Very Close range. Targets the Snake succeeds against take 1d6+1 physical damage.
Spitter—Action: Spend a Fear to introduce a 6 Spitter Die. When the Snake is in the spotlight, roll this die. On a result of 5 or higher, all targets in front of the Snake within Far range must succeed on an Agility Reaction Roll or take 1d4 physical damage. The Snake can take the spotlight a second time this GM turn.
Gorgon
- Page 224
- Tier 2 Solo
- A snake-headed, scaled humanoid with a gilded bow, enraged that their peace has been disturbed.
- Motives and Tactics: Corner, hit-and-run, petrify, seek vengeance
Features
Relentless (2)—Passive: The Gorgon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
Suneater Arrows—Passive: When the Gorgon makes a successful standard attack, the target Glows until the end of the scene and can't become Hidden. Attack rolls made against a Glowing target have advantage.
Crown of Serpents—Action: Make an attack roll against a target within Melee range using the Gorgon's protective snakes. On a success, mark Stress to deal 2d10+4 physical damage and the target must mark a Stress.
Petrifying Gaze—Reaction: When the Gorgon takes damage from an attack within Close range, you can spend a Fear to force the attacker to make an Instinct Reaction Roll. On a failure, they begin to turn to stone, marking a HP and starting a Petrification Countdown (4). This countdown ticks down when the Gorgon is attacked. When it triggers, the target must make a death move. If the Gorgon is defeated, all petrification countdowns end.
Death Glare—Reaction: When the Gorgon makes a successful attack against a PC, you gain a Fear.
Greater Earth Elemental
- Page 230
- Tier 3 Bruiser
- A living landslide of boulders and dust, as large as a house.
- Motives and Tactics: Avalanche, knock over, pummel
Features
Slow—Passive: When you spotlight the Elemental and they don't have a token on their stat block, they can't act yet. Place a token on their stat block and describe what they're preparing to do. When you spotlight the Elemental and they have a token on their stat block, clear the token and they can act.
Crushing Blows—Passive: When the Elemental makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can't mark an Armor Slot, they must mark an additional HP.
Immovable Object—Passive: An attack that would move the Elemental moves them two fewer ranges (for example, Far becomes Very Close). When the Elemental takes physical damage, reduce it by 7.
Rockslide—Action: Mark a Stress to create a rockslide that buries all the land in front of Elemental within Close range with rockfall. All targets in this area must make an Agility Reaction Roll (19). Targets who fail take 2d12+5 physical damage and become Vulnerable until their next roll with Hope. Targets who succeed take half damage.
Momentum—Reaction: When the Elemental makes a successful attack against a PC, you gain a Fear.
Greater Water Elemental
- Page 230
- Tier 3 Support
- A huge living wave that crashes down upon enemies.
- Motives and Tactics: Deluge, disperse, drown
Features
Water Jet—Action: Mark a Stress to attack a target within Very Close range. On a success, deal 2d4+7 physical damage and the target's next action has disadvantage. On a failure, the target must mark a Stress.
Drowning Embrace—Action: Spend a Fear to make an attack against all targets within Very Close range. Targets the Elemental succeeds against become Restrained and Vulnerable as they begin drowning. A target can break free, ending both conditions, with a successful Strength or Instinct Roll.
High Tide—Reaction: When the Elemental makes a successful standard attack, you can mark a Stress to knock the target back to Close range.
Green Ooze
- Page 215
- Tier 1 Skulk
- A moving mound of translucent green slime.
- Motives and Tactics: Camouflage, consume and multiply, creep up, envelop
Features
Slow—Passive: When you spotlight the Ooze and they don't have a token on their stat block, they can't act. Place a token on their stat block and describe what they're preparing to do. When you spotlight the Ooze and they have a token on their stat block, clear the token and they can act.
Acidic Form—Passive: When the Ooze makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can't mark an Armor Slot, they must mark an additional HP.
Envelope—Action: Make a standard attack against a target within Melee range. On a success, the Ooze envelops them and the target must mark 2 Stress. The target must mark an additional Stress when they make an action roll. If the Ooze takes Severe damage, the target is freed.
Split—Reaction: When the Ooze has 3 or more HP marked, you can spend a Fear to split them into two Tiny Green Oozes (with no marked HP or Stress). Immediately spotlight both of them.
Tiny Green Ooze
- Page 215
- Tier 1 Skulk
- A small moving mound of translucent green slime.
- Motives and Tactics: Camouflage, creep up
Features
Acidic Form—Passive: When the Ooze makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can't mark an Armor Slot, they must mark an additional HP.
Hallowed Archer
- Page 236
- Tier 4 Ranged
- Spirit soldiers with sanctified bows.
- Motives and Tactics: Focus fire, obey, retribution, volley
Features
Punish the Guilty—Passive: The Archer deals double damage to targets marked Guilty by a High Seraph.
Divine Volley—Action: Mark a Stress to make a standard attack against up to three targets.
Hallowed Soldier
- Page 236
- Tier 4 Minion
- Souls of the faithful, lifted up with divine weaponry.
- Motives and Tactics: Obey, outmaneuver, punish, swarm
Features
Minion (13)—Passive: The Soldier is defeated when they take any damage. For every 13 damage a PC deals to the Soldier, defeat an additional Minion within range the attack would succeed against.
Divine Flight—Passive: While the Soldier is flying, spend a Fear to move up to Far range instead of Close range before taking an action.
Group Attack—Action: Spend a Fear to choose a target and spotlight all Hallowed Soldiers within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 10 physical damage each. Combine this damage.
Harrier
- Page 212
- Tier 1 Standard
- A nimble fighter armed with javelins.
- Motives and Tactics: Flank, harry, kite, profit
Features
Maintain Distance—Passive: After making a standard attack, the Harrier can move anywhere within Far range.
Fall Back—Reaction: When a creature moves into Melee range to make an attack, you can mark a Stress before the attack roll to move anywhere within Close range and make an attack against that creature. On a success, deal 1d10+2 physical damage.
Head Guard
- Page 212
- Tier 1 Leader
- A seasoned guard with a mace, a whistle, and a bellowing voice.
- Motives and Tactics: Arrest, close gates, pin down, seek glory
Features
Rally Guards—Action: Spend 2 Fear to spotlight the Head Guard and up to 2d4 allies within Far range.
On My Signal—Reaction: Countdown (5). When the Head Guard is in the spotlight for the first time, activate the countdown. It ticks down when a PC makes an attack roll. When it triggers, all Archer Guards within Far range make a standard attack with advantage against the nearest target within their range. If any attacks succeed on the same target, combine their damage.
Momentum—Reaction: When the Head Guard makes a successful attack against a PC, you gain a Fear.
Head Vampire
- Page 232
- Tier 3 Leader
- A captivating undead dressed in aristocratic finery.
- Motives and Tactics: Create thralls, charm, command, fly, intimidate
Features
Terrifying—Passive: When the Vampire makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
Look Into My Eyes—Passive: A creature who moves into Melee range of the Vampire must make an Instinct Reaction Roll. On a failure, you gain 1d4 Fear.
Feed on Followers—Action: When the Vampire is within Melee range of an ally, they can cause the ally to mark a HP. The Vampire then clears a HP.
The Hunt Is On—Action: Spend 2 Fear to summon 1d4 Vampires, who appear at Far range and immediately take the spotlight.
Lifesuck—Reaction: When the Vampire is spotlighted, roll a d8. On a result of 6 or higher, all targets within Very Close range must mark a HP.
High Seraph
- Page 236
- Tier 4 Leader
- A divine champion, head of a hallowed host of warriors who enforce their god's will.
- Motives and Tactics: Enforce dogma, fly, pronounce judgment, smite
Features
Relentless (2)—Passive: The Seraph can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
Divine Flight—Passive: While the Seraph is flying, spend a Fear to move up to Far range instead of Close range before taking an action.
Judgment—Action: Spend a Fear to make a target Guilty in the eyes of the Seraph's god until the Seraph is defeated. While Guilty, the target doesn't gain Hope on a result with Hope. When the Seraph succeeds on a standard attack against a Guilty target, they deal Severe damage instead of their standard damage. The Seraph can only mark one target at a time.
God Rays—Action: Mark a Stress to reflect a sliver of divinity as a searing beam of light that hits up to twenty targets within Very Far range. Targets must make a Presence Reaction Roll, with disadvantage if they are marked Guilty. Targets who fail take 4d6+12 magic damage. Targets who succeed take half damage.
We Are One—Action: Once per scene, spend a Fear to spotlight all other adversaries within Far range. Attacks they make while spotlighted in this way deal half damage.
Huge Green Ooze
- Page 231
- Tier 3 Skulk
- A translucent green mound of acid taller than most humans.
- Motives and Tactics: Camouflage, creep up, envelop, multiply
Features
Slow—Passive: When you spotlight the Ooze and they don't have a token on their stat block, they can't act yet. Place a token on their stat block and describe what they're preparing to do. When you spotlight the Ooze and they have a token on their stat block, clear the token and they can act.
Acidic Form—Passive: When the Ooze makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can't mark an Armor Slot, they must mark an additional HP.
Envelop—Action: Make an attack against a target within Melee range. On a success, the Ooze Envelops them and the target must mark 2 Stress. While Enveloped, the target must mark an additional Stress every time they make an action roll. When the Ooze takes Severe damage, all Enveloped targets are freed and the condition is cleared.
Split—Reaction: When the Ooze has 4 or more HP marked, you can spend a Fear to split them into two Green Oozes (with no marked HP or Stress). Immediately spotlight both of them.
Hydra
- Page 231
- Tier 3 Solo
- A quadrupedal scaled beast with multiple long-necked heads, each filled with menacing fangs.
- Motives and Tactics: Devour, regenerate, terrify
Features
Many-Headed Menace—Passive: The Hydra begins with three heads and can have up to five. When the Hydra takes Major or greater damage, they lose a head.
Relentless (X)—Passive: The Hydra can be spotlighted X times per GM turn, where X is the Hydra's number of heads. Spend Fear as usual to spotlight them.
Regeneration—Action: If the Hydra has any marked HP, spend a Fear to clear a HP and grow two heads.
Terrifying Chorus—Action: All PCs within Far range lose 2 Hope.
Magical Weakness—Reaction: When the Hydra takes magic damage, they become Dazed until the next roll with Fear. While Dazed, they can't use their Regeneration action but are immune to magic damage.
Jagged Knife Bandit
- Page 193
- Page 213
- Tier 1 Standard
- A cunning criminal in a cloak bearing one of the gang's iconic knives.
- Motives and Tactics: Escape, profit, steal, throw smoke
Features
Climber—Passive: The Bandit climbs just as easily as they run.
From Above—Passive: When the Bandit succeeds on a standard attack from above a target, they deal 1d10+1 physical damage instead of their standard damage.
Jagged Knife Hexer
- Page 213
- Tier 1 Support
- A staff-wielding bandit in a cloak adorned with magical paraphernalia, using curses to vex their foes.
- Motives and Tactics: Command, hex, profit
Features
Curse—Action: Choose a target within Far range and temporarily Curse them. While the target is Cursed, you can mark a Stress so that target rolls with Hope to make the roll be with Fear instead.
Chaotic Flux—Action: Make an attack against up to three targets within Very Close range. Mark a Stress to deal 2d6+3 magic damage to targets the Hexer succeeded against.
Jagged Knife Kneebreaker
- Page 213
- Tier 1 Bruiser
- An imposing brawler carrying a large club.
- Motives and Tactics: Grapple, intimidate, profit, steal
Features
I've Got ‘Em—Passive: Creatures Restrained by the Kneebreaker take double damage from attacks by other adversaries.
Hold Them Down—Action: Make an attack against a target within Melee range. On a success, the target takes no damage but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Kneebreaker takes Major or greater damage.
Jagged Knife Lackey
- Page 213
- Tier 1 Minion
- A thief with simple clothes and small daggers, eager to prove themselves.
- Motives and Tactics: Escape, profit, throw smoke
Features
Minion (3)—Passive: The Lackey is defeated when they take any damage. For every 3 damage a PC deals to the Lackey, defeat an additional Minion within range the attack would succeed against.
Group Attack—Action: Spend a Fear to choose a target and spotlight all Jagged Knife Lackeys within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.
Jagged Knife Lieutenant
- Page 213
- Tier 1 Leader
- A seasoned bandit in quality leathers with a strong voice and cunning eyes.
- Motives and Tactics: Bully, command, profit, reinforce
Features
Tactician—Action: When you spotlight the Lieutenant, mark a Stress to also spotlight two allies within Close range.
More Where That Came From—Action: Summon three Jagged Knife Lackeys, who appear at Far range.
Coup de Grace—Action: Spend a Fear to make an attack against a Vulnerable target within Close range. On a success, deal 2d6+12 physical damage and the target must mark a Stress.
Momentum—Reaction: When the Lieutenant makes a successful attack against a PC, you gain a Fear.
Jagged Knife Shadow
- Page 214
- Tier 1 Skulk
- A nimble scoundrel bearing a wicked knife and utilizing shadow magic to isolate targets.
- Motives and Tactics: Ambush, conceal, divide, profit
Features
Backstab—Passive: When the Shadow succeeds on a standard attack that has advantage, they deal 1d6+6 physical damage instead of their standard damage.
Cloaked—Action: Become Hidden until after the Shadow's next attack. Attacks made while Hidden from this feature have advantage.
Jagged Knife Sniper
- Page 214
- Tier 1 Ranged
- A lanky bandit striking from cover with a shortbow.
- Motives and Tactics: Ambush, hide, profit, reposition
Features
Unseen Strike—Passive: If the Sniper is Hidden when they make a successful standard attack against a target, they deal 1d10+4 physical damage instead of their standard damage.
Juvenile Flickerfly
- Page 214
- Tier 2 Solo
- A horse-sized insect with iridescent scales and crystalline wings moving faster than the eye can see.
- Motives and Tactics: Collect shiny things, hunt, swoop
Features
Relentless (3)—Passive: The Flickerfly can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
Peerless Accuracy—Passive: Before the Flickerfly makes an attack, roll a d6. On a result of 4 or higher, the target's Evasion is halved against this attack.
Mind Dance—Action: Mark a Stress to create a magically dazzling display that grapples the minds of nearby foes. All targets within Close range must make an Instinct Reaction Roll. For each target who failed, you gain a Fear and the Flickerfly learns one of the target's fears.
Hallucinatory Breath—Reaction: Countdown (Loop 1d6). When the Flickerfly takes damage for the first time, activate the countdown. When it triggers, the Flickerfly breathes hallucinatory gas on all targets in front of them up to Far range. Targets must succeed on an Instinct Reaction Roll or be tormented by fearful hallucinations. Targets whose fears are known to the Flickerfly have disadvantage on this roll. Targets who fail must mark a Stress and lose a Hope.
Knight of the Realm
- Page 224
- Tier 2 Leader
- A decorated soldier with heavy armor and a powerful steed.
- Motives and Tactics: Run down, seek glory, show dominance
Features
Chevalier—Passive: While the Knight is on a mount, they gain a +2 bonus to their Difficulty. When they take Severe damage, they're knocked from their mount and lose this benefit until they're next spotlighted.
Heavily Armored—Passive: When the Knight takes physical damage, reduce it by 3.
Cavalry Charge—Action: If the Knight is mounted, move up to Far range and make a standard attack against a target. On a success, deal 2d8+4 physical damage and the target must mark a Stress.
For the Realm!—Action: Mark a Stress to spotlight 1d4+1 allies. Attacks they make while spotlighted in this way deal half damage.
Kraken
- Page 236
- Tier 4 Solo
- A legendary beast of the sea, bigger than the largest galleon, with sucker-laden tentacles and a terrifying maw.
- Motives and Tactics: Consume, crush, drown, grapple
Features
Relentless (3)—Passive: The Kraken can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
Many Tentacles—Passive: While the Kraken has 7 or fewer marked HP, they can make their standard attack against two targets within range.
Grapple and Drown—Action: Make an attack roll against a target within Close range. On a success, mark a Stress to grab them with a tentacle and drag them beneath the water. The target is Restrained and Vulnerable until they break free with a successful Strength Roll or the Kraken takes Major or greater damage. While Restrained and Vulnerable in this way, a target must mark a Stress when they make an action roll.
Boiling Blast—Action: Spend a Fear to spew a line of boiling water at any number of targets in a line up to Far range. All targets must succeed on an Agility Reaction Roll or take 4d6+9 physical damage. If a target marks an Armor Slot to reduce the damage, they must also mark a Stress.
Momentum—Reaction: When the Kraken makes a successful attack against a PC, you gain a Fear.
Maked Thief
- Page 225
- Tier 2 Skulk
- A cunning thief with acrobatic skill and a flair for the dramatic.
- Motives and Tactics: Evade, hide, pilfer, profit
Features
Quick Hands—Action: Make an attack against a target within Melee range. On a success, deal 1d8+2 physical damage and the Thief steals one item or consumable from the target's inventory.
Escape Plan—Action: Mark a Stress to reveal a snare trap set anywhere on the battlefield by the Thief. All targets within Very Close range of the trap must succeed on an Agility Reaction Roll (13) or be pulled off their feet and suspended upside down. The target is Restrained and Vulnerable until they break free, ending both conditions, with a successful Finesse or Strength Roll (13).
Master Assassin
- Page 220
- Tier 2 Leader
- A seasoned killer with a threatening voice and a deadly blade.
- Motives and Tactics: Ambush, get out alive, kill, prepare for all scenarios
Features
Won't See It Coming—Passive: The Assassin deals direct damage while they're Hidden.
Strike as One—Action: Mark a Stress to spotlight a number of other Assassins equal to the Assassin's unmarked Stress.
The Subtle Blade—Reaction: When the Assassin successfully makes a standard attack against a Vulnerable target, you can spend a Fear to deal Severe damage instead of their standard damage.
Momentum—Reaction: When the Assassin makes a successful attack against a PC, you gain a Fear.
Merchant
- Page 204
- Tier 1 Social
- A finely dressed trader with a keen eye for financial gain.
- Motives and Tactics: Buy low and sell high, create demand, inflate prices, seek profit
Features
Preferential Treatment—Passive: A PC who succeeds on a Presence Roll against the Merchant gains a discount on purchases. A PC who fails on a Presence Roll against the Merchant must pay more and has disadvantage on future Presence Rolls against the Merchant.
The Runaround—Passive: When a PC rolls a 14 or lower on a Presence Roll made against the Merchant, they must mark a Stress.
Merchant Baron
- Page 225
- Tier 2 Social
- An accomplished merchant with a large operation under their command.
- Motives and Tactics: Abusive power, gather resources, mobilize minions
Features
Everyone Has a Price—Action: Spend a Fear to offer a target a dangerous bargain for something they want or need. If used on a PC, they must make a Presence Reaction Roll (17). On a failure, they must mark 2 Stress or take the deal.
The Best Muscle Money Can Buy—Action: Once per scene, mark a Stress to summon 1d4+1 Tier 1 adversaries, who appear at Far range, to enforce the Baron's will.
Minor Chaos Elemental
- Page 214
- Tier 1 Solo
- A coruscating mass of uncontrollable magic.
- Motives and Tactics: Confound, destabilize, transmogrify
Features
Arcane Master—Passive: The Elemental is resistant to magic damage.
Sickening Flux—Action: Mark a HP to force all targets within Close range to mark a Stress and become Vulnerable until their next rest or they clear a HP.
Remake Reality—Action: Spend a Fear to transform the area within Very Close range into a different biome. All targets within this area take 2d6+3 direct magic damage.
Magical Reflection—Reaction: When the Elemental takes damage from an attack within Close range, deal an amount of damage to the attacker equal to half of the damage they dealt.
Momentum—Reaction: When the Elemental makes a successful attack against a PC, you gain a Fear.
Minor Demon
- Page 215
- Tier 1 Solo
- A crimson-hued creature from the Circles Below, consumed by rage against all mortals.
- Motives and Tactics: Act erratically, corral targets, relish pain, torment
Features
Relentless (2)—Passive: The Demon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
All Must Fall—Passive: When a PC rolls a failure with Fear while within Close range of the Demon, they lose a Hope.
Hellfire—Action: Spend a Fear to rain down hellfire within Far range. All targets within the area must make an Agility Reaction Roll. Targets who fail take 1d20+3 magic damage. Targets who succeed take half damage.
Reaper—Reaction: Before rolling damage for the Demon's attack, you can mark a Stress to gain a bonus to the damage roll equal to the Demon's current number of marked HP.
Momentum—Reaction: When the Demon makes a successful attack against a PC, you gain a Fear.
Minor Fire Elemental
- Page 214
- Tier 1 Solo
- A living flame the size of a large bonfire.
- Motives and Tactics: Encircle enemies, grow in size, intimidate, start fires
Features
Relentless (2)—Passive: The Elemental can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
Scorched Earth—Action: Mark a Stress to choose a point within Far range. The ground within Very Close range of that point immediately bursts into flames. All creatures within this area must make an Agility Reaction Roll. Targets who fail take 2d8 magic damage from the flames. Targets who succeed take half damage.
Explosion—Action: Spend a Fear to erupt in a fiery explosion. Make an attack against all targets within Close range. Targets the Elemental succeeds against take 1d8 magic damage and are knocked back to Far range.
Consume Kindling—Reaction: Three times per scene, when the Elemental moves on objects that are highly flammable, consume them to clear a HP or a Stress.
Momentum—Reaction: When the Elemental makes a successful attack against a PC, you gain a Fear.
Minor Treant
- Page 215
- Tier 1 Minion
- An ambulatory sapling rising up to defend their forest.
- Motives and Tactics: Crush, overwhelm, protect
Features
Minion (5)—Passive: The Treant is defeated when they take any damage. For every 5 damage a PC deals to the Treant, defeat an additional Minion within range the attack would succeed against.
Group Attack—Action: Spend a Fear to choose a target and spotlight all Minor Treants within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 4 physical damage each. Combine this damage.
Minotaur Wrecker
- Page 225
- Tier 2 Bruiser
- A massive bull-headed hybrid with a quick temper.
- Motives and Tactics: Consume, gore, navigate, overpower, pursue
Features
Ramp Up—Passive: You must spend a Fear to spotlight the Minotaur. While spotlighted, they can make their standard attack against all targets within range.
Charging Bull—Action: Mark a Stress to charge through a group within Close range and make an attack against all targets in the Minotaur's path. Targets the Minotaur succeeds against take 2d6+8 physical damage and are knocked back to Very Far range. If a target is knocked into a solid object or another creature, they take an extra 1d6 damage (combine their damage).
Gore—Action: Make an attack against a target within Very Close range, moving the Minotaur into Melee range of them. On a success, deal 2d8 direct physical damage.
Monarch
- Page 231
- Tier 3 Social
- The sovereign ruler of a nation, unearthed in the privilege of tradition and wielding unmatched power in their domain.
- Motives and Tactics: Control vassals, destroy rivals, forge a legacy
Features
Execute Them!—Action: Spend a Fear per PC in the party to have the group condemned for crimes real or imagined. A PC who succeeds on a Presence Roll can demand trial by combat or another special form of trial.
Crossguard—Action: Once per scene, mark a Stress to summon six Tier 3 Minions, who appear at Close range to enforce the Monarch's will.
Casus Bell—Reaction: Long-Term Countdown (8). Spend a Fear to activate after the Monarch's desire for war is first revealed. When it triggers, the Monarch has a reason to rally the nation to war and the support to act on that reason. You gain 1d4 Fear.
Mortal Hunter
- Page 225
- Tier 2 Leader
- An undead figure wearing a heavy leather coat, with searching eyes and a cruelly cut demeanor.
- Motives and Tactics: Devour, hunt, track
Features
Terrifying—Passive: When the Hunter makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
Deathlock—Action: Spend a Fear to curse a target within Very Close range with a necrotic Deathlock until the end of the scene. Attacks made by the Hunter against a Deathlocked target deal direct damage. The Hunter can only maintain one Deathlock at a time.
Inevitable Death—Action: Mark a Stress to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage.
Rampage—Reaction: Countdown (Loop 1d6). When the Hunter is in the spotlight for the first time, activate the countdown. When it triggers, move the Hunter in a straight line to a point within Far range and make an attack against all targets in their path. Targets the Hunter succeeds against take 2d8+2 physical damage.
Oak Treant
- Page 232
- Tier 3 Bruiser
- A sturdy animated old-growth tree.
- Motives and Tactics: Hide in plain sight, preserve the forest, root down, swing branches
Features
Just a Tree—Passive: Before they make their first attack in a fight or after they become Hidden, the Treant is indistinguishable from other trees until they next act or a PC succeeds on an Instinct Roll to identify them.
Seed Barrage—Action: Mark a Stress and make an attack against up to three targets within Close range, pummeling them with giant acorns. Targets the Treant succeeds against take 2d10+5 physical damage.
Take Root—Action: Mark a Stress to Root the Treant in place. The Treant is Restrained while Rooted, and can end this effect instead of moving while they are spotlighted. While Rooted, the Treant has resistance to physical damage.
Oracle of Doom
- Page 237
- Tier 4 Solo
- A towering immortal and incarnation of fate, cursed to only see bad outcomes.
- Motives and Tactics: Change environment, condemn, dishearten, toss aside
Features
Terrifying—Passive: When the Oracle makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
Walls Closing In—Passive: When a creature rolls a failure while within Very Far range of the Oracle, they must mark a Stress.
Pronounce Fate—Action: Spend a Fear to present a target within Far range with a vision of their personal nightmare. The target must make a Knowledge Reaction Roll. On a failure, they lose all Hope and take 2d10+4 direct magic damage. On a success, they take half damage and lose a Hope.
Summon Tormentors—Action: Once per day, spend 2 Fear to summon 2d4 Tier 2 or below Minions relevant to one of the PC's personal nightmares. They appear at Close range relative to that PC.
Ominous Knowledge—Reaction: When the Oracle sees a mortal creature, they instantly know one of their personal nightmares.
Vengeful Fate—Reaction: When the Oracle marks HP from an attack within Very Close range, you can mark a Stress to knock the attacker back to Far range and deal 2d10+4 physical damage.
Outer Realms Abomination
- Page 237
- Tier 4 Bruiser
- A chaotic mockery of life, constantly in flux.
- Motives and Tactics: Confuse, demolish, devour, undermine
Features
Chaotic Form—Passive: When the Abomination attacks, roll 2d4 and use the result as their attack modifier.
Disorienting Presence—Passive: When a target takes damage from the Abomination, they must make an Instinct Reaction Roll. On a failure, they gain disadvantage on their next action roll and you gain a Fear.
Reality Quake—Action: Spend a Fear to rattle the edges of reality within Far range of the Abomination. All targets within that area must succeed on a Knowledge Reaction Roll or become Unstuck from reality until the end of the scene. When an Unstuck target spends Hope or marks Armor Slots, HP, or Stress, they must double the amount spent or marked.
Fungal Form—Reaction: When the Abomination takes damage, reduce it by 1d20. If the Abomination marks 1 or fewer Hit Points from a successful attack against them, you gain a Fear.
Outer Realms Corruptor
- Page 237
- Tier 4 Support
- A shifting, formless mass seemingly made of chromatic light.
- Motives and Tactics: Confuse, distract, overwhelm
Features
Will-Shattering Touch—Passive: When a PC takes damage from the Corrupter, they lose a Hope.
Disgorge Reality Flotsam—Action: Mark a Stress to spew partially digested portions of consumed realities at all targets within Close range. Targets must succeed on a Knowledge Reaction Roll or mark 2 Stress.
Outer Realms Thrall
- Page 237
- Tier 4 Minion
- A vaguely humanoid form stripped of memory and identity.
- Motives and Tactics: Destroy, disgust, disorient, intimidate
Features
Minion (13)—Passive: The Thrall is defeated when they take any damage. For every 13 damage a PC deals to the Thrall, defeat an additional Minion within range the attack would succeed against.
Group Attack—Action: Spend a Fear to choose a target and spotlight all Outer Realm Thralls within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 11 physical damage each. Combine this damage.
Patchwork Zombie Hulk
- Page 219
- Tier 1 Solo
- A towering gestalt of corpses moving as one, with torso-sized limbs and fists as large as a grown halfling.
- Motives and Tactics: Absorb corpses, flail, hunger, terrify
Features
Destructive—Passive: When the Zombie takes Major or greater damage, they mark an additional HP.
Flailing Limbs—Passive: When the Zombie makes a standard attack, they can attack all targets within Very Close range.
Another for the Pile—Action: When the Zombie is within Very Close range of a corpse, they can incorporate it into themselves, clearing a HP and a Stress.
Tormented Screams—Action: Mark a Stress to cause all PCs within Far range to make a Presence Reaction Roll (13). Targets who fail lose a Hope and you gain a Fear for each. Targets who succeed must mark a Stress.
Perfected Zombie
- Page 239
- Tier 4 Bruiser
- A towering, muscular zombie with magically infused strength and skill.
- Motives and Tactics: Consume, hound, maim, terrify
Features
Terrifying—Passive: On successful attack, all PCs in Far range lose Hope and you gain Fear.
Fearsome Presence—Passive: PCs can't spend Hope to use features against the Zombie.
Perfect Strike—Action: Mark a Stress to attack all targets within Very Close range; on success, targets are Vulnerable until next rest.
Skilled Opportunist—Reaction: When another adversary deals damage to target within Very Close range of Zombie, spend a Fear to add Zombie's standard attack damage to the damage roll.
Petty Noble
- Page 216
- Tier 1 Social
- A richly dressed and adorned aristocrat brimming with hubris.
- Motives and Tactics: Abuse power, gather resources, mobilize minions
Features
My Land, My Rules—Passive: All social actions made against the Noble on their land have disadvantage.
Guards, Seize Them!—Action: Once per scene, mark a Stress to summon 1d4 Bladed Guards, who appear at Far range to enforce the Noble's will.
Exile—Action: Spend a Fear and target a PC. The Noble proclaims that the target and their allies are exiled from the noble's territory. While exiled, the target and their allies have disadvantage during social situations within the Noble's domain.
Pirate Captain
- Page 216
- Tier 1 Leader
- A charismatic sea dog with an impressive hat, eager to raid and plunder.
- Motives and Tactics: Command, make 'em walk the plank, plunder, raid
Features
Swashbuckler—Passive: When the Captain marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.
Reinforcements—Action: Once per scene, mark a Stress to summon a Pirate Raiders Horde, which appears at Far range.
No Quarter—Action: Spend a Fear to choose a target who has three or more Pirates within Melee range of them. The Captain leads the Pirates in hurling threats and promises of a watery grave. The target must make a Presence Reaction Roll. On a failure, the target marks 1d4+1 Stress. On a success, they must mark a Stress.
Momentum—Reaction: When the Captain makes a successful attack against a PC, you gain a Fear.
Pirate Raiders
- Page 216
- Tier 1 Horde (3/HP)
- Seafaring scoundrels moving in a ravaging pack.
- Motives and Tactics: Gang up, plunder, overwhelm
Features
Horde (1d4+1)—Passive: When the Raiders have marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.
Swashbuckler—Passive: When the Raiders mark 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.
Pirate Tough
- Page 216
- Tier 1 Bruiser
- A thickly muscled and tattooed pirate with melon-sized fists.
- Motives and Tactics: Plunder, raid, smash, terrorize
Features
Swashbuckler—Passive: When the Tough marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.
Clear the Decks—Action: Make an attack against a target within Very Close range. On a success, mark a Stress to move into Melee range of the target, dealing 3d4 physical damage and knocking the target back to Close range.
Red Ooze
- Page 216
- Tier 1 Skulk
- A moving mound of translucent flaming red slime.
- Motives and Tactics: Camouflage, consume and multiply, ignite, start fires
Features
Creeping Fire—Passive: The Ooze can only move within Very Close range as their normal movement. They light any flammable object they touch on fire.
Ignite—Action: Make an attack against a target within Very Close range. On a success, the target takes 1d8 magic damage and is ignited until they're extinguished with a successful Finesse Roll (14). While ignited, the target takes 1d4 magic damage when they make an action roll.
Split—Reaction: When the Ooze has 3 or more HP marked, you can spend a Fear to split them into two Tiny Red Oozes (with no marked HP or Stress). Immediately spotlight both of them.
Tiny Red Ooze
- Page 216
- Tier 1 Skulk
- A small moving mound of translucent flaming red slime.
- Motives and Tactics: Blaze, camouflage
Features
Burning—Reaction: When a creature within Melee range deals damage to the Ooze, they take 1d6 direct magic damage.
Rotted Zombie
- Page 219
- Tier 1 Minion
- A decaying corpse ambling toward their prey.
- Motives and Tactics: Eat flesh, hunger, maul, surround
Features
Minion (3)—Passive: The Zombie is defeated when they take any damage. For every 3 damage a PC deals to the Zombie, defeat an additional Minion within range the attack would succeed against.
Group Attack—Action: Spend a Fear to choose a target and spotlight all Rotted Zombies within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.
Royal Advisor
- Page 225
- Tier 2 Social
- A high-ranking courtier with the ear of the local nobility.
- Motives and Tactics: Curry favor, manufacture evidence, scheme
Features
Devastating Retort—Passive: A PC who rolls less than 17 on an action roll targeting the Advisor must mark a Stress.
Bend Ears—Action: Mark a Stress to influence an NPC within Melee range with whispered words. That target's opinion on one matter shifts toward the Advisor's preference unless it is in direct opposition to the target's motives.
Scapegoat—Action: Spend a Fear to convince a crowd or notable individual that one person or group is responsible for some problem facing the target. The target becomes hostile to the scapegoat until convinced of their innocence with a successful Presence Roll (17).
Secret-Keeper
- Page 226
- Errata
- Tier 2 Leader
- A clandestine leader with a direct channel to the Fallen Gods.
- Motives and Tactics: Amass great power, plot, take command
Features
Seize Your Moment—Action: Spend 2 Fear to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage.
Our Master's Will—Reaction: When you spotlight an ally within Far range, mark a Stress to gain a Fear.
Summoning Ritual—Reaction: Countdown (6). When the Secret-Keeper is in the spotlight for the first time, activate the countdown. When they mark HP, tick down this countdown by the number of HP marked. When it triggers, summon a Minor Demon who appears at Close range.
Fallen Hounds—Reaction: Once per scene, when the Secret-Keeper marks 2 or more HP, you can mark a Stress to summon a Demonic Hound Pack, which appears at Close range and is immediately spotlighted.
Sellsword
- Page 217
- Tier 1 Minion
- An armed mercenary testing their luck.
- Motives and Tactics: Charge, lacerate, overwhelm, profit
Features
Minion (4)—Passive: The Sellsword is defeated when they take any damage. For every 4 damage a PC deals to the Sellsword, defeat an additional Minion within range the attack would succeed against.
Group Attack—Action: Spend a Fear to choose a target and spotlight all Sellswords within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 3 physical damage each. Combine this damage.
Shambling Zombie
- Page 219
- Tier 1 Standard
- An animated corpse that moves shakily, driven only by hunger.
- Motives and Tactics: Devour, hungry, mob enemy, shred flesh
Features
Shark
- Page 226
- Tier 2 Bruiser
- A large aquatic predator, always on the move.
- Motives and Tactics: Find the blood, isolate prey, target the weak
Features
Terrifying—Passive: When the Shark makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
Rending Bite—Passive: When the Shark makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can't mark an Armor Slot, they must mark an additional HP.
Blood in the Water—Reaction: When a creature within Close range of the Shark marks HP from another creature's attack, you can mark a Stress to immediately spotlight the Shark, moving them into Melee range of the target and making a standard attack.
Siren
- Page 226
- Tier 2 Skulk
- A half fish person with shimmering scales and an irresistible voice.
- Motives and Tactics: Consume, lure prey, subdue with song
Features
Captive Audience—Passive: If the Siren makes a standard attack against a target Entranced by their song, the attack deals 2d10+1 damage instead of their standard damage.
Enchanting Song—Action: Spend a Fear to sing a song that affects all targets within Close range. Targets must succeed on an Instinct Reaction Roll or become Entranced until they mark 2 Stress. Other Sirens within Close range of the target can mark a Stress to each add a +1 bonus to the Difficulty of the reaction roll. While Entranced, a target can't act and is Vulnerable.
Skeleton Archer
- Page 217
- Tier 1 Ranged
- A fragile skeleton with a shortbow and arrows.
- Motives and Tactics: Perforate distracted targets, play dead, steal skin
Features
Opportunist—Passive: When two or more adversaries are within Very Close range of a creature, all damage they each deal to that creature is doubled.
Deadly Shot—Action: Make an attack against a Vulnerable target within Far range. On a success, mark a Stress to deal 3d4+8 physical damage.
Skeleton Dredge
- Page 217
- Tier 1 Minion
- A clattering pile of bones.
- Motives and Tactics: Fall apart, overwhelm, play dead, steal skin
Features
Minion (4)—Passive: The Dredge is defeated when they take any damage. For every 4 damage a PC deals to the Dredge, defeat an additional Minion within range the attack would succeed against.
Group Attack—Action: Spend a Fear to choose a target and spotlight all Dredges within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 1 physical damage each. Combine this damage.
Skeleton Knight
- Page 217
- Tier 1 Bruiser
- A large armored skeleton with a huge blade.
- Motives and Tactics: Cut down the living, steal skin, wreak havoc
Features
Terrifying—Passive: When the Knight makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear.
Cut to the Bone—Action: Mark a Stress to make an attack against all targets within Very Close range. Targets the Knight succeeds against take 1d8+2 physical damage and must mark a Stress.
Dig Two Graves—Reaction: When the Knight is defeated, they make an attack against a target within Very Close range (prioritizing the creature who killed them). On a success, the target takes 1d8+4 physical damage and loses 1d4 Hope.
Skeleton Warrior
- Page 217
- Tier 1 Standard
- A dirt-covered skeleton armed with a rusted blade.
- Motives and Tactics: Feign death, gang up, steal skin
Features
Only Bones—Passive: The Warrior is resistant to physical damage.
Reform—Reaction: When the Warrior is defeated, roll a d6. On a result of 6, if there are other adversaries on the battlefield, the Warrior re-forms with no marked HP.
Spectral Archer
- Page 226
- Tier 2 Ranged
- A ghostly fighter with an ethereal bow, unable to move on while their charge is Vulnerable.
- Motives and Tactics: Move through solid objects, stay out of the fray, rehash old battles
Features
Ghost—Passive: The Archer has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.
Pick Your Target—Action: Spend a Fear to make an attack against a target within Very Close range of at least two other PCs. On a success, the target takes 2d8+12 physical damage.
Spectral Captain
- Page 226
- Tier 2 Leader
- A ghostly commander leading their troops beyond death.
- Motives and Tactics: Move through solid objects, rally troops, rehash old battles
Features
Ghost—Passive: The Captain has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.
Unending Battle—Action: Spend 2 Fear to return up to 1d4+1 defeated Spectral allies to the battle at the points where they first appeared (with no marked HP or Stress).
Hold Fast—Reaction: When the Captain's Spectral allies are forced to make a reaction roll, you can mark a Stress to give those allies a +2 bonus to the roll.
Momentum—Reaction: When the Captain makes a successful attack against a PC, you gain a Fear.
Spectral Guardian
- Page 226
- Tier 2 Standard
- A ghostly fighter with spears and swords, anchored by duty.
- Motives and Tactics: Move through solid objects, protect treasure, rehash old battles
Features
Ghost—Passive: The Guardian has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.
Grave Blade—Action: Spend a Fear to make an attack against a target within Very Close range. On a success, deal 2d10+6 physical damage and the target must mark a Stress.
Spellblade
- Page 217
- Tier 1 Leader
- A mercenary combining swordplay and magic to deadly effect.
- Motives and Tactics: Blast, command, endure
Features
Arcane Steel—Passive: Damage dealt by the Spellblade's standard attack is considered both physical and magic.
Suppressing Blast—Action: Mark a Stress and target a group within Far range. All targets must succeed on an Agility Reaction Roll or take 1d8+2 magic damage. You gain a Fear for each target who marked HP from this attack.
Move as Unit—Action: Spend 2 Fear to spotlight up to five allies within Far range.
Momentum—Reaction: When the Spellblade makes a successful attack against a PC, you gain a Fear.
Spy
- Page 227
- Tier 2 Social
- A skilled espionage agent with a knack for being in the right place to overhear secrets.
- Motives and Tactics: Cut and run, disguise appearance, eavesdrop
Features
Gathering Secrets—Action: Spend a Fear to describe how the Spy knows a secret about a PC in the scene.
Fly on the Wall—Reaction: When a PC or group is discussing something sensitive, you can mark a Stress to reveal that the Spy is present in the scene, observing them. If the Spy escapes the scene to report their findings, you gain 1d4 Fear.
Stag Knight
- Page 231
- Tier 3 Standard
- A knight with huge, majestic antlers wearing armor made of dangerous thorns.
- Motives and Tactics: Isolate, maneuver, protect the forest, weed the unwelcome
Features
From Above—Passive: When the Knight succeeds on a standard attack from above a target, they deal 3d12+3 physical damage instead of their standard damage.
Blade of the Forest—Action: Spend a Fear to make an attack against all targets within Very Close range. Targets the Knight succeeds against take physical damage equal to 3d4 + the target's Major threshold.
Thorny Armor—Reaction: When the Knight takes damage from an attack within Melee range, you can mark a Stress to deal 1d10+5 physical damage to the attacker.
Stonewraith
- Page 227
- Tier 2 Skulk
- A prowling hunter, like a slinking mountain lion, with a slate-gray stone body.
- Motives and Tactics: Defend territory, isolate prey, stalk
Features
Stonestrider—Passive: The Stonewraith can move through stone and earth as easily as air. While within stone or earth, they are Hidden and immune to all damage.
Rocky Ambush—Action: While Hidden, mark a Stress to leap into Melee range with a target within Very Close range. The target must succeed on an Agility or Instinct Reaction Roll (15) or take 2d8 physical damage and become temporarily Restrained.
Avalanche Roar—Action: Spend a Fear to roar while within a cave and cause a cave-in. All targets within Close range must succeed on an Agility Reaction Roll (14) or take 2d10 physical damage. The rubble can be cleared with a Progress Countdown (8).
Momentum—Reaction: When the Stonewraith makes a successful attack against a PC, you gain a Fear.
Swarm of Rats
- Page 218
- Tier 1 Horde (10/HP)
- A skittering mass of ordinary rodents moving as one like a ravenous wave.
- Motives and Tactics: Consume, obscure, swarm
Features
Horde (1d4+1)—Passive: When the Swarm has marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.
In Your Face—Passive: All targets within Melee range have disadvantage on attacks against targets other than the Swarm.
Sylvan Soldier
- Page 218
- Tier 1 Standard
- A faerie warrior adorned in armor made of leaves and bark.
- Motives and Tactics: Ambush, hide, overwhelm, protect, trail
Features
Pack Tactics—Passive: If the Soldier makes a standard attack and another Sylvan Soldier is within Melee range of the target, deal 1d8+5 physical damage instead of their standard damage.
Forest Control—Action: Spend a Fear to pull down a tree within Close range. A creature hit by the tree must succeed on an Agility Reaction Roll (15) or take 1d10 physical damage.
Blend In—Reaction: When the Soldier makes a successful attack, you can mark a Stress to become Hidden until the Soldier's next attack or a PC succeeds on an Instinct Roll (14) to find them.
Tangle Bramble
- Page 218
- Tier 1 Minion
- An animate, blood-drinking tumbleweed.
- Motives and Tactics: Consume, drain, entangle
Features
Minion (4)—Passive: The Bramble is defeated when they take any damage. For every 4 damage a PC deals to the Tangle Bramble, defeat an additional Minion within range the attack would succeed against.
Group Attack—Action: Spend a Fear to choose a target and spotlight all Tangle Brambles within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.
Drain and Multiply—Reaction: When an attack from the Bramble causes a target to mark HP and there are three or more Tangle Bramble Minions within Close range, you can combine the Minions into a Tangle Bramble Swarm Horde. The Horde's HP is equal to the number of Minions combined.
Tangle Bramble Swarm
- Page 218
- Tier 1 Horde (3/HP)
- A cluster of animated, blood-drinking tumbleweeds, each the size of a large gourd.
- Motives and Tactics: Digest, entangle, immobilize
Features
Horde (1d4+2)—Passive: When the Swarm has marked half or more of their HP, their standard attack deals 1d4+2 physical damage instead.
Crush—Action: Mark a Stress to deal 2d6+8 direct physical damage to a target with 3 or more bramble tokens.
Encumber—Reaction: When the Swarm succeeds on an attack, give the target a bramble token. If a target has any bramble tokens, they are Restrained. If a target has 3 or more bramble tokens, they are also Vulnerable. All bramble tokens can be removed by succeeding on a Finesse Roll (12 + the number of bramble tokens) or dealing Major or greater damage to the Swarm. If bramble tokens are removed from a target using a Finesse Roll, a number of Tangle Bramble Minions spawn within Melee range equal to the number of tokens removed.
Treant Sapling
- Page 232
- Tier 3 Minion
- A small, sentient tree sapling.
- Motives and Tactics: Blend in, preserve the forest, pummel, surround
Features
Minion (6)—Passive: The Sapling is defeated when they take any damage. For every 6 damage a PC deals to the Sapling, defeat an additional Minion within range the attack would succeed against.
Group Attack—Action: Spend a Fear to choose a target and spotlight all Treant Saplings within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 8 physical damage each. Combine this damage.
Vampire
- Page 232
- Tier 3 Standard
- An intelligent undead with blood-stained lips and a predator's smile.
- Motives and Tactics: Bite, charm, deceive, feed, intimidate
Features
Draining Bite—Action: Make an attack against a target within Melee range. On a success, deal 4d physical damage. A target who marks HP from this attack loses a Hope and must mark a Stress. The Vampire then clears a HP.
Mistform—Reaction: When the Vampire takes physical damage, you can spend a Fear to take half damage.
Vault Guardian Gaoler
- Page 232
- Tier 3 Support
- A boxy, dust-covered construct with thick metallic swinging doors on their torso.
- Motives and Tactics: Carry away, entrap, protect, pummel
Features
Blocking Shield—Passive: Creatures within Melee range of the Gaoler have disadvantage on attack rolls against them. Creatures trapped inside the Gaoler are immune to this feature.
Lock Up—Action: Mark a Stress to make an attack against a target within Very Close range. On a success, the target is Restrained within the Gaoler until freed with a successful Strength Roll (18). While Restrained, the target can only attack the Gaoler.
Vault Guardian Sentinel
- Page 232
- Tier 3 Bruiser
- A dust-covered golden construct with boxy limbs and a huge mace for a hand.
- Motives and Tactics: Destroy at any cost, expunge, protect
Features
Kinetic Slam—Passive: Targets who take damage from the Sentinel's standard attack are knocked back to Very Close range.
Box In—Action: Mark a Stress to choose a target within Very Close range to focus on. That target has disadvantage on attack rolls when they're within Very Close range of the Sentinel. The Sentinel can only focus on one target at a time.
Mana Bolt—Action: Spend a Fear to lob explosive magic at a point within Far range. All targets within Very Close range of that point must make an Agility Reaction Roll. Targets who fail take 8d20 magic damage and are knocked back to Close range. Targets who succeed take half damage and aren't knocked back.
Momentum—Reaction: When the Sentinel makes a successful attack against a PC, you gain a Fear.
Vault Guardian Turret
- Page 233
- Tier 3 Ranged
- A massive hulking turret with reinforced armor and twelve piston-driven mechanical legs.
- Motives and Tactics: Concentrate fire, lock down, mark, protect
Features
Slow Firing—Passive: When you spotlight the Turret and they don't have a token on their stat block, they can't make a standard attack. Place a token on their stat block and describe what they're preparing to do. When you spotlight the Turret and they have a token on their stat block, clear the token and they can attack.
Mark Target—Action: Spend a Fear to Mark a target within Far range until the Turret is destroyed or the Marked target becomes Hidden. While the target is Marked, their Evasion is halved.
Concentrate Fire—Reaction: When another adversary deals damage to a target within Far range of the Turret, you can mark a Stress to add the Turret's standard attack damage to the damage roll.
Detonation—Reaction: When the Turret is destroyed, they explode. All targets within Close range must make an Agility Reaction Roll. Targets who fail take 3d20 physical damage. Targets who succeed take half damage.
Volcanic Dragon: Obsidian Predator
- Page 238
- Tier 4 Solo
- A massive winged creature with obsidian scales and impossibly sharp claws.
- Motives and Tactics: Defend lair, dive-bomb, fly, hunt, intimidate
Features
Relentless (2)—Passive: The Obsidian Predator can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight.
Flying—Passive: While flying, the Obsidian Predator gains +3 Difficulty.
Obsidian Scales—Passive: The Obsidian Predator is resistant to physical damage.
Avalanche Tail—Action: Mark a Stress to make attack against all targets within Close range. Success: 4d6+4 physical damage, knocked to Far range and Vulnerable until next roll with Hope.
Dive-Bomb—Action: If the Obsidian Predator is flying, mark a Stress to choose point within Far range. Move to that point and make an attack against all targets within Very Close range. Targets the Obsidian Predator succeeds against take 2d10+6 physical, mark a Stress and lose a Hope.
Erupting Rage (Phase Change)—Reaction: When the Obsidian Predator marks their last HP, replace them with the Molten Scourge and immediately spotlight them.
Volcanic Dragon: Molten Scourge
- Page 238
- Tier 4 Solo
- Engaged by their wounds, the dragon bursts into molten lava.
- Motives and Tactics: Douse with lava, incinerate, repel invaders, respawn
Features
Relentless (3)—Passive: The Molten Scourge can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
Cracked Scales—Passive: When the Molten Scourge takes damage, roll a number of d6s equal to HP marked. For each result of 4 or higher, you gain a Fear.
Shattering Might—Action: Mark a Stress to make an attack against a target within Very Close range. On a success, target takes 4d8+14 physical damage, loses a Hope, and is knocked back to Close range. The Molten Scourge clears a Stress.
Eruption—Action: Spend a Fear to erupt lava from beneath the Molten Scourge's scales, filling area within Very Close range with lava. All targets must make Agility Reaction Roll or take 4d6+6 physical damage and be knocked back to Close range. The area remains lava (6 HP damage on entry or action).
Volcanic Breath—Reaction: When the Molten Scourge takes Major damage, roll d10. On 8+, erupt lava in Very Close range: Agility Reaction Roll. Targets who fail take 2d10+4 physical damage, mark 1d4 Stress, and are Vulnerable until clearing a Stress. Targets who succeed take half damage and must mark a Stress..
Lava Splash—Reaction: When the Molten Scourge takes Severe damage from attack within Very Close, molten blood gushes from the wound and deals 2d10+4 direct physical damage to attacker.
Ashen Vengeance (Phase Change)—Reaction: When the Molten Scourge marks their last HP, replace them with the Ashen Tyrant and immediately spotlight them.
Volcanic Dragon: Ashen Tyrant
- Page 238
- Tier 4 Solo
- A legendary, lava-hardened dragon. No enemy has ever had the insolence to wound the dragon so.
- Motives and Tactics: Choke, fly, intimidate, kill or be killed
Features
Relentless (4)—Passive: The Ashen Tyrant can be spotlighted up to four times per GM turn. Spend Fear as usual to spotlight them.
Cornered—Passive: Mark a Stress instead of spending a Fear to spotlight the Ashen Tyrant.
Injured Wings—Passive: While flying, the Ashen Tyrant gains a +1 bonus to their Difficulty.
Ashes to Ashes—Passive: When a PC rolls a failure while within Close range of the Ashen Tyrant, they lose a Hope and you gain a Fear. If the PC can't lose a Hope, they must mark a HP.
Desperate Rampage—Action: Mark a Stress to make an attack against all targets within Close range. Targets the Ashen Tyrant succeeds against take 2d20+2 physical damage, are knocked back to Close range of where they were, and must mark a Stress.
Ashen Cloud—Action: Spend a Fear to smash the ground beneath an adversary within Far range. While within the ash cloud, a target has disadvantage on action rolls. The ash cloud clears the next time an adversary is spotlighted.
Apocalyptic Thrashing—Action: Countdown (1d12). Spend a Fear to activate it. It ticks down when a PC rolls with Fear. When it reaches 0, the Ashen Tyrant thrashes about, causing environmental damage (such as an earthquake, avalanche, or collapsing walls). All targets within Far range must make a Strength Reaction Roll. Targets who fail take 2d10+10 physical damage and are Restrained by the rubble until they break free with a successful Strength Roll. Targets who succeed take half damage. If the Ashen Tyrant is defeated while this countdown is active, trigger the countdown immediately as the destruction caused by their death throes.
War Wizard
- Page 202
- Tier 2 Ranged
- A battle-hardened mage trained in destructive magic.
- Motives and Tactics: Develop new spells, seek power, conquer
Features
Battle Teleport—Passive: Before or after making a standard attack, you can mark a Stress to teleport to a location within Far range.
Refresh Warding Sphere—Action: Mark a Stress to refresh the Wizard's "Warding Sphere" reaction.
Eruption—Action: Spend a Fear and choose a point within Far range. A Very Close area around that point erupts into impassable terrain. All targets within that area must make an Agility Reaction Roll (14). Targets who fail take 2d10 physical damage and are thrown out of the area. Targets who succeed take half damage and aren't moved.
Arcane Artillery—Action: Spend a Fear to unleash a precise hail of magical blasts. All targets in the scene must make an Agility Reaction Roll. Targets who fail take 2d12 magic damage. Targets who succeed take half damage.
Warding Sphere—Reaction: When the Wizard takes damage from an attack within Close range, deal 2d6 magic damage to the attacker. This reaction can't be used again until the Wizard refreshes it with their "Refresh Warding Sphere" action.
Weaponmaster
- Page 218
- Tier 1 Bruiser
- A master-at-arms wielding a sword twice their size.
- Motives and Tactics: Act first, aim for the weakest, intimidate
Features
Goading Strike—Action: Make a standard attack against a target. On a success, mark a Stress to Taunt the target until their next successful attack. The next time the Taunted target attacks, they have disadvantage against targets other than the Weaponmaster.
Adrenaline Burst—Action: Once per scene, spend a Fear to clear 2 HP and 2 Stress.
Momentum—Reaction: When the Weaponmaster makes a successful attack against a PC, you gain a Fear.
Young Dryad
- Page 218
- Tier 1 Leader
- An imperious tree-person leading their forest's defenses.
- Motives and Tactics: Command, nurture, prune the unwelcome
Features
Voice of the Forest—Action: Mark a Stress to spotlight 1d4 allies within range of a target they can attack without moving. On a success, their attacks deal half damage.
Thorny Cage—Action: Spend a Fear to form a cage around a target within Very Close range and Restrain them until they're freed with a successful Strength Roll. When a creature makes an action roll against the cage, they must mark a Stress.
Momentum—Reaction: When the Dryad makes a successful attack against a PC, you gain a Fear.
Young Ice Dragon
- Page 233
- Tier 3 Solo
- A glacier-blue dragon with four powerful limbs and frost-tinged wings.
- Motives and Tactics: Avalanche, defend lair, fly, freeze, defend what is mine, maul
Features
Relentless (3)—Passive: The Dragon can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
Rend and Crush—Passive: If a target damaged by the Dragon doesn't mark an Armor Slot to reduce the damage, they must mark a Stress.
No Hope—Passive: When a PC rolls with Fear while within Far range of the Dragon, they lose a Hope.
Blizzard Breath—Action: Spend 2 Fear to release an icy whirlwind in an area within Close range. All targets in this area must make an Agility Reaction Roll. Targets who fail take 4d6+5 magic damage and are Restrained by ice until they break free with a successful Strength Roll. Targets who succeed must mark 2 Stress or take half damage.
Avalanche—Action: Spend a Fear to have the Dragon unleash a huge downfall of snow and ice, covering all other creatures within Far range. All targets within this area must succeed on an Instinct Reaction Roll or be buried in snow and rocks, becoming Vulnerable until they dig themselves out from the debris. For each PC that fails the reaction roll, you gain a Fear.
Frozen Scales—Reaction: When a creature makes a successful attack against the Dragon from within Very Close range, they must mark a Stress and become Chilled until their next rest or they clear a Stress. While they are Chilled, they have disadvantage on attack rolls.
Momentum—Reaction: When the Dragon makes a successful attack against a PC, you gain a Fear.
Zombie Legion
- Page 239
- Tier 4 Horde (3/HP)
- A large pack of undead, still powerful despite their rotting flesh.
- Motives and Tactics: Consume brain, shred flesh, surround
Features
Horde (2d6+5)—Passive: When Legion has half or more HP marked, standard attack deals 2d6+5 physical damage instead.
Unyielding—Passive: Legion has resistance to physical damage.
Relentless (2)—Passive: Legion can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight.
Overwhelm—Reaction: When Legion takes Minor damage from attack within Melee, mark a Stress to make standard attack with advantage against the attacker.
Zombie Pack
- Page 219
- Tier 1 Horde (2/HP)
- A group of shambling corpses instinctively moving together.
- Motives and Tactics: Consume flesh, hunger, maul
Features
Horde (1d4+2)—Passive: When the Zombies have marked half or more of their HP, their standard attack deals 1d4+2 physical damage instead.
Overwhelm—Reaction: When the Zombies mark HP from an attack within Melee range, you can mark a Stress to make a standard attack against the attacker.
Building Encounters
- Page 174
- Page 197
The obstacles the GM creates in the form of adversaries, environments, and hazards are powerful tools for heightening meaningful tension drama. Use combat and action to reveal information to players about the unfolding story, the world, and the characters in the setting.
Dynamic battles create suspense by forcing PCs to choose between conflicting objectives, engaging their character's motivations and weaknesses, creating the crucible that forges them into legendary heroes.
When building encounters, the GM should ask:
- What is the narrative function of the encounter?
- What are the motives of the NPCs and adversaries?
- How can the environment bring the encounter to life?
- How do the enemies can interact with the PCs' features and special abilities?
Phased Battles
- Page 180
You can up the stakes by shifting the nature of the adversaries or environment:
- Change the terms of engagement
- Alter the environment
- Evolve the opposition
Battle Guide
- Page 197
Calculate Battle Points
Start with 3 × the number of PCs + 2 Battle Points, and modify the results:
Encounter | Modifier |
---|---|
Easier or shorter fight | −1 |
Includes 2 or more Solos | −2 |
Add 1d4 (or +2) to adversary damage rolls | −2 |
Deploy an adversary from a lower tier | +1 |
No Bruisers, Hordes, Leaders, or Solos | +1 |
Harder or longer fight | +2 |
Spend Battle Points
Spend Battle Points to add adversaries to the encounter:
Editor's Notes — Battle point system doesn't account for additional complications introduced by the environment.
PC Defense Benchmarks
- Editorial Addition
Damage rolls are compared to a PC's damage thresholds from wearing Armor. Use the following table to help determine the average number of Hit Points or Armor Slots a successful attack causes the PCs to mark. Features gained from ancestries, class features, and domain cards can raise these benchmarks even higher. For related information, see Adversary Benchmarks.
Tier | Major Threshold | Severe Threshold | Armor Base Score |
---|---|---|---|
Tier 1 | 5–8 | 11–17 | 3–4 |
Tier 2 | 7–16 | 13–28 | 4–5 |
Tier 3 | 9–17 | 23–43 | 5–6 |
Tier 4 | 11–18 | 32–48 | 6–8 |
PC Damage Benchmarks
- Editorial Addition
The following table shows damage roll averages with weapons. Average damage is determined attack roll modifier and how many times a PC purchases an advancement to increase Proficiency. For related information, see Adversary Benchmarks.
Tier | Short-Range One-Handed | Short-Range Two-Handed | Long-Range One-Handed | Long-Range Two-Handed |
---|---|---|---|---|
Tier 1 | 1d8+1 (6 average) | 1d10+3 (9 average) | 1d6+1 (5 average) | 1d6+3 (7 average) |
Tier 2 | 2d8+3 (12 average) | 2d10+6 (17 average) | 2d6+3 (10 average) | 2d6+6 (13 average) |
Tier 3 | 3d8+6 to 4d8+6 (20–24 average) | 3d10+9 to 4d10+9 (26–31 average) | 3d6+6 to 4d6+6 (17–20 average) | 3d6+9 to 4d6+9 (20–23 average) |
Tier 4 | 4d8+9 to 6d8+9 (27–36 average) | 4d10+12 to 6d10+12 (34–45 average) | 4d6+9 to 6d6+9 (23–30 average) | 4d6+12 to 6d6+12 (26–33 average) |
Environments
- Page 240
Environments represent everything in a scene beyond the PCs and adversaries, such as the physical space, background NPCs, and natural forces. Environment stat blocks include:
- Tier
- The PC tier the environment is designed to challenge.
- Type
- The type of scene it most easily supports.
- Impulses
- The manner or mode with which the environment pushes and pulls the people within them.
- Difficulty
- The standard Difficulty for action rolls made to overcome, oppose, or resist the environment or its elements.
- Potential Adversaries
- Suggested adversaries to add to the scene.
- Features
- Options for GM moves.
- Feature Questions
- Prompts for plot hooks, narrative engines, and connections to other story elements.
Environment Types
- Page 241
- Exploration
- Wondrous locations with mysteries and marvels to discover
- Social
- Locations that primarily present interpersonal challenges
- Traversal
- Dangerous locations where movement through and around the space itself is a challenge
- Event
- Special activities or occurrences (rather than physical spaces)
Environment Benchmarks
- Page 242
Sometimes, an environment is not an appropriate tier for the party, or the GM might modify or replace a feature or two and present it as an entirely different environment. Use the following table to adjust a stat block, or create entirely new ones:
Statistic | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
---|---|---|---|---|
Difficulty | 11 | 14 | 17 | 20 |
Damage Dice | 1d6+1 to 1d8+3 (5–8 damage) | 2d6+3 to 2d10+2 (10–13 damage) | 3d8+3 to 3d10+1 (17–18 damage) | 4d8+3 to 4d10+10 (21–32 damage) |
Editor's Notes — Additional guidance for creating environment stat blocks is provided in the Daggerheart Homebrew Kit.
Environment Stat Blocks by Tier
- Page 242
This section contains the following stat blocks in alphabetical order:
Tier 1 (Level 1)
- Abandoned Grove (Exploration)
- Ambushed (Event)
- Ambushers (Event)
- Bustling Marketplace (Social)
- Cliffside Ascent (Traversal)
- Local Tavern (Social)
- Outpost Town (Social)
- Raging River (Traversal)
Tier 2 (Level 2–4)
- Cult Ritual (Event)
- Hallowed Temple (Social)
- Haunted City (Exploration)
- Mountain Pass (Traversal)
Tier 3 (Level 5–7)
- Burning Heart of the Woods (Exploration)
- Castle Siege (Event)
- Pitched Battle (Event)
Tier 4 (Level 8–10)
- Chaos Realm (Traversal)
- Divine Usurpation (Event)
- Imperial Court (Social)
- Necromancer's Ossuary (Exploration)
Environment Stat Blocks by Alphabetical Order
Abandoned Grove
- Page 243
- Errata
- Tier 1 Exploration
- A former druidic grove lying fallow and fully reclaimed by nature.
- Impulses: Draw in the curious, echo the past
Features
Overgrown Battlefield—Passive: There has been a battle here. A PC can make an Instinct Roll to identify evidence of that fight. On a success with Hope, learn all three pieces of information below. On a success with Fear, learn two. On a failure, a PC can mark 3 Stress to learn one and gain advantage on the next action roll to investigate this environment. A PC with an appropriate background or Experience can learn an additional detail and ask a follow-up question about the scene and get a truthful (if not always complete) answer.
- Traces of a battle (broken weapons and branches, gouges in the ground) litter the ground.
- A moss-covered tree trunk is actually the corpse of a treant.
- Still-standing trees are twisted in strange ways, as if by powerful magic.
Barbed Vines—Action: Pick a point within the grove. All targets within Very Close range of that point must succeed on an Agility Reaction Roll or take 1d8+3 physical damage and become Restrained by barbed vines. Restrained lasts until they're freed with a successful Finesse or Strength Roll or by dealing at least 6 damage to the vines.
You Are Not Welcome Here—Action: A Young Dryad, two Sylvan Soldiers, and a number of Minor Treants equal to the number of PCs appear to confront the party for their intrusion.
Defiler—Action: Spend a Fear to summon a Minor Chaos Adversary drawn to the echoes of violence and discord. They appear within Far range of a chosen PC and immediately take the spotlight.
Ambushed
- Page 243
- Tier 1 Event
- An ambush is set to catch an unsuspecting party off-guard.
- Impulses: Overwhelm, scatter, surround
Features
Relative Strength—Passive: The Difficulty of this environment equals that of the adversary with the highest Difficulty.
Surprise!—Action: The ambushers reveal themselves to the party, you gain 2 Fear, and the spotlight immediately shifts to one of the ambushing adversaries.
Ambushers
- Page 243
- Tier 1 Event
- An ambush is set by the PCs to catch unsuspecting adversaries off-guard.
- Impulses: Escape, group up, protect the most Vulnerable
Features
Relative Strength—Passive: The Difficulty of this environment equals that of the adversary with the highest Difficulty.
Where Did They Come From?—Reaction: When a PC starts the ambush on unsuspecting adversaries, you lose 2 Fear and the first attack roll a PC makes has advantage.
Burning Heart of the Woods
- Page 248
- Errata
- Tier 3 Exploration
- Thick indigo ash fills the air around a towering moss-covered tree that burns eternally with flames a sickly shade of blue.
- Impulses: Beat out an uncanny rhythm for all to follow, corrupt the woods
Features
Chaos Magic Locus—Passive: When a PC makes a Spellcast Roll, they must roll two Fear Dice and take the higher result.
What does it feel like to work magic in this chaos-touched place? What do you fear will happen if you lose control of the spell?
The Indigo Flame—Passive: PCs who approach the central tree can make a Knowledge Roll to try to identify the magic that consumed this environment.
- On a success: They learn three of the below details. On a success with Fear, they learn two.
- On a failure: They can mark a Stress to learn one and gain advantage on the next action roll to investigate this environment.
- Details: This is a result of Fallen magic. The corruption is spread through the ashen moss. It can be cleansed only by a ritual of nature magic with a Progress Countdown (8).
What fell cult corrupted these woods? What have they already done with the cursed wood and sap from this tree?
Grasping Vines—Action: Animate vines bristling with thorns whip out from the underbrush to ensnare the PCs. A target must succeed on an Agility Reaction Roll or become Restrained and Vulnerable until they break free, clearing both conditions, with a successful Finesse or Strength Roll or by dealing 10 damage to the vines. When the target makes a roll to escape, they take 1d8+4 physical damage and lose a Hope.
What painful memories do the vines bring to the surface as they pierce flesh?
Charcoal Constructs—Action: Warped animals wreathed in indigo flame trample through a point of your choice. All targets within Close range of that point must make an Agility Reaction Roll. Targets who fail take 3d12+3 physical damage. Targets who succeed take half damage instead.
Are these real animals consumed by the flame or merely constructs of the corrupting magic?
Choking Ash—Reaction: Countdown (Loop 6). When the PCs enter the Burning Heart of the Woods, activate the countdown. When it triggers, all characters must make a Strength or Instinct Reaction Roll. Targets who fail take 4d6+5 direct physical damage. Targets who succeed take half damage. Protective masks or clothes give advantage on the Reaction Roll.
What hallucinations does the ash induce? What incongruous taste does it possess?
Bustling Marketplace
- Page 243
- Tier 1 Social
- The economic heart of the settlement, with local artisans, traveling merchants, and patrons across social classes.
- Impulses: Buy low, sell high, tempt and tantalize with wares from near and far
Features
Tip the Scales—Passive: PCs can gain advantage on a Presence Roll by offering a handful of gold as part of the interaction.
Will any coin be accepted, or only local currency? How overt are the PCs in offering this bribe?
Unexpected Find—Action: Reveal to the PCs that one of the merchants has something they want or need, such as food from their home, a rare book, magical components, a dubious treasure map, or a magical key.
What cost beyond gold will the merchant ask for in exchange for this rarity?
Sticky Fingers—Action: A thief tries to steal something from a PC. The PC must succeed on an Instinct Roll to notice the thief or lose an item of the GM's choice as the thief escapes to a Close distance. To retrieve the stolen item, the PCs must complete a Progress Countdown (6) to chase down the thief before the thief completes a Consequence Countdown (4) and escapes to their hideout.
What drove this person to pickpocketing? Where is the thief's hideout and how has it avoided notice?
Crowd Control—Reaction: When one of the PCs splits from the group, the crowds shift and cut them off from the party.
Where does the crowd's movement carry them? How do they feel about being alone but surrounded?
Castle Siege
- Page 249
- Tier 3 Event
- An active siege with an attacking force fighting to gain entry to a fortified castle.
- Impulses: Bleed out the will to fight, breach the walls, build tension
Features
Secret Entrance—Passive: A PC can find or recall a secret way into the castle with a successful Instinct or Knowledge Roll.
How do they get in without revealing the pathway to the attackers? Are any of the defenders monitoring this path?
Siege Weapons (Environment Change)—Action: Consequence Countdown (5). The attacking force deploys siege weapons to try to raze the defenders' fortifications. Activate the countdown when the siege begins (for a protracted siege, make this a long-term countdown instead). When it triggers, the defenders' fortifications have been breached and the attackers flood in. You gain 2 Fear, then shift to the Pitched Battle environment and spotlight it.
What siege weapons are being deployed? Are they magical, mundane, or a mixture of both? What defenses must the characters overcome to storm the castle?
Reinforcements—Action: Summon a Knight of the Realm, a number of Tier 3 Minions equal to the number of PCs, and two adversaries of your choice within Far range of a chosen PC as reinforcements. The Knight of the Realm immediately takes the spotlight.
Who are they targeting first? What formation do they take?
Collateral Damage—Reaction: When an adversary is defeated, you can spend a Fear to have a stray attack from a siege weapon hit a point on the battlefield. All targets within Very Close range of that point must make an Agility Reaction Roll.
- Targets who fail take 3d8+3 physical or physical damage and must mark a Stress.
- Targets who succeed must mark a Stress.
What debris is scattered by the attack? What is broken by the strike that can't be easily mended?
Chaos Realm
- Page 250
- Errata
- Tier 4 Traversal
- An otherworldly space where the laws of reality are unstable and dangerous.
- Impulses: Annihilate certainty, consume power, defy logic
Features
Impossible Architecture—Passive: Up is down, down is right, right is a stairway. Gravity and directionality themselves are in flux, and any attempt to move through this realm is an odyssey unto itself, requiring a Progress Countdown (8). On a failure, a PC must mark a Stress in addition to the roll's other consequences.
What does it feel like to move in a space so alien to the Mortal Realm? What landmark or point do you fixate on to maintain your balance? What bizarre landmarks do you traverse on your journey?
Everything You Are This Place Will Take from You—Action: Countdown (Loop 14). Activate the countdown. When it triggers, all PCs must succeed on a Presence Reaction Roll or their highest trait is temporarily reduced by 1d4 unless they mark a number of Stress equal to its value. Any lost trait points are regained if the PC critically succeeds or escapes the Chaos Realm.
How does this place try to steal from you that which makes you legendary? What does it feel like to have this power taken from you?
Unmake—Action: On a failure, they take 4d10 direct magic damage. On a success, they must mark a Stress.
What glimpse of other worlds do you catch while this place tries to unmake you? What core facet of your personality does the unmaking try to erase?
Outer Realms Predators—Action: Spend a Fear to summon an Outer Realms Abomination, an Outer Realms Corruptor, and 2d6 Outer Realms Thralls, who appear at Close range of a chosen PC in defiance of logic and causality. Immediately spotlight one of these adversaries, and you can spend an additional Fear to automatically succeed on that adversary's standard attack.
What half-consumed remnants of the shattered soul do these monstrosities cast aside in pursuit of living flesh? What jagged reflections of former personhood do you catch between moments of unquenching malice?
Disorienting Reality—Reaction: On a result with Fear, you can ask the PC to describe which of their fears the Chaos Realm evokes as a vision of reality unmakes and reconstitutes itself to the PC. The PC loses a Hope. If it is their last Hope, you gain a Fear.
What moment do they see? If it's a memory, how is it usurped by this place? How hard will it be to hold on to the real memory?
Cliffside Ascent
- Page 244
- Tier 1 Traversal
- A steep, rocky cliffside tall enough to make traversal dangerous.
- Impulses: Cast the unwary down to a rocky doom, draw people in with promise of what lies at the top
Features
The Climb—Passive: Climbing up the cliffside uses a Progress Countdown (12). It ticks down according to the following criteria when the PCs make an action roll to climb:
- Critical Success: Tick down 3
- Success with Hope: Tick down 2
- Success with Fear: Tick down 1
- Failure with Hope: No advancement
- Failure with Fear: Tick up 1
When the countdown triggers, the party has made it to the top of the cliff.
What strange formations are the stones arranged in? What ominous warnings did previous adventurers leave?
Pitons Left Behind—Passive: Previous climbers left behind large metal rods that climbers can use to aid their ascent. If a PC using the pitons fails an action roll to climb, they can mark a Stress instead of ticking the countdown up.
What do the shape and material of these pitons tell you about the previous climbers? How far apart are they from one another?
Fall—Action: Spend a Fear to have a PC's handhold fail, plummeting them toward the ground. If they aren't saved on the next action, they must make a roll; tick up the countdown by 1, and they take 1d12 physical damage if the countdown is between 8 and 12, 2d12 between 4 and 7, and 3d12 at 3 or lower.
How can you tell how many others have fallen here before? What lives in these walls that might try to scare adventurers into falling for an easy meal?
Cult Ritual
- Page 246
- Tier 2 Event
- A fallen cult assembles around a sigil of the defeated gods and a bonfire that burns a sickly shade of green.
- Impulses: Profane the land, unite the Mortal Realm with the Circles Below
Features
Desecrated Ground—Passive: Cultists dedicated this place to the Fallen Gods, and their foul influence seeps into it. Reduce the PCs' Hope Die to a d10 while in this environment. The desecration can be removed with a Progress Countdown (6).
How do the PCs first notice that something is wrong about this place? What fears resurface while hope is kept at bay?
Blasphemous Might—Action: A portion of the ritual's power is diverted into a cult member to fight off interlopers. Choose one adversary to become Imbued with terrible magic until the scene ends or they're defeated. An Imbued adversary immediately takes the spotlight and gains one of the following benefits, or all three if you spend a Fear:
- They gain advantage on all attacks.
- They deal an extra 1d10 damage on a successful attack.
- They gain the following feature: Relentless (2)—Passive: This adversary can be spotlighted multiple times per GM turn. Spend Fear as usual to spotlight them.
How does the enemy change in appearance? What fears do their blows bring to the surface?
The Summoning—Reaction: Countdown (6). When the PCs enter the scene or the cult begins the ritual to summon a demon, activate the countdown. Designate one adversary to lead the ritual. The countdown ticks down when a PC rolls with Fear. When it triggers, summon a Minor Demon within Very Close range of the ritual's leader. If the leader is defeated, the countdown ends with no effect as the ritual fails.
What will the cult do with this leashed demon if they succeed? What will they try to summon next?
Complete the Ritual—Reaction: If the ritual's leader is targeted by an attack or spell, an ally within Very Close range of them can mark a Stress to be targeted by that attack or spell instead.
What does it feel like to see such devotion turned to the pursuit of fear and domination?
Divine Usurpation
- Page 250
- Tier 4 Event
- A massive ritual designed to breach the gates of the Hallows Above and unseat the New Gods themselves.
Features
Final Preparations—Passive: When the environment first takes the spotlight, designate one adversary as the Usurper seeking to overthrow the gods. Activate a Long-Term Countdown (8) as the Usurper assembles what they need to conduct the ritual. When it triggers, spotlight this environment to use the "Beginning of the End" feature. While this environment remains in play, you can hold up to 15 Fear.
What does the Usurper still require: The heart of a High Seraph? The last notes of an ancient vignette? The loyalty of two archenemies? The heartbroken tears of a pure soul?
Divine Blessing—Passive: When a PC critically succeeds, they can spend 2 Hope to refresh an ability normally limited by uses (such as once per rest, once per session).
What god favors you as you fight against this usurpation? How does your renewed power reflect their influence?
Defiers Abound—Action: Spend 2 Fear to summon 1d4+2 Fallen Shock Troops that appear within Close range of the Usurper to assist their divine siege. Immediately spotlight the Shock Troops to use a "Group Attack" action.
Which High Fallen do these troops serve? Which god's flesh do they wish to feast upon?
Godslayer—Action: If the Divine Siege Countdown (see "Beginning of the End") has triggered, you can spend 3 Fear to describe the Usurper slaying one of the gods of the Hallows Above, feasting upon their power and growing stronger. The Usurper clears 2 HP. Increase their Difficulty, damage, attack modifier, or give them a new feature from the slain god.
Which god meets their end? What are their last words? How does the Usurper's new stolen power manifest?
Beginning of the End—Reaction: When the "Final Preparations" long-term countdown triggers, the Usurper begins hammering on the gates of the Hallows themselves. Activate a Divine Siege Countdown (10). Spotlight the Usurper to describe the Usurper's assault and tick down this countdown by 1. If the Usurper takes Major or greater damage, tick up the countdown by 1. When it triggers, the Usurper shatters the barrier between the Mortal Realm and the Hallows Above to slay the gods and take their place. You gain a Fear for each unmarked HP the Usurper has. You can immediately use the "Godslayer" feature without spending Fear to make an additional GM move.
How does the Mortal Realm writhe as the natural order is violated? What mortals witness this blasphemy from afar?
Ritual Nexus—Reaction: On any failure with Fear against the Usurper, the PC must mark 1d4 Stress from the backlash of magical power.
What visions of failures past torment you as your efforts fall short? How are these memories twisted by the Usurper?
Hallowed Temple
- Page 246
- Tier 2 Social
- A bustling yet well-kept temple that provides healing and hosts regular services, overseen by a priest or seraph.
- Impulses: Connect the Mortal Realm with the Hallows Above, display the power of the divine, provide aid and succor to the faithful
Features
A Place of Healing—Passive: A PC who takes a rest in the Hallowed Temple automatically clears all HP.
What does the incense smell like? What kinds of songs do the acolytes sing?
Divine Guidance—Passive: A PC who prays to a deity while in the Hallowed Temple can make an Instinct Roll to receive answers. If the god they beseech isn't welcome in this temple, roll this made with disadvantage.
- Critical Success: The PC gains clear information. Additionally, they gain 1d4 Hope, which can be distributed between the party if they share the vision and guidance they received.
- Success with Hope: The PC receives clear information.
- Success with Fear: The PC receives brief flashes of insight and an emotional impression conveying an answer.
- Any Failure: The PC receives only vague flashes. They can mark a Stress to receive one clear image without context.
What does it feel like as you are touched by this vision? What feeling lingers after the images have passed?
Restless Hope—Reaction: Once per scene, each PC can mark a Stress to turn a result with Fear into a result with Hope.
What emotions or memories do you connect with when fear presses in?
Divine Censure—Reaction: When the PCs have trespassed, blasphemed, or offended the clergy, you can spend a Fear to summon a High Seraph and 1d4 Bladed Guards within Close range of the senior priest to reinforce their will.
What symbols or icons do they bear that signal they are anointed agents of the divinity? Who leads the group and what led them to this calling?
Haunted City
- Page 247
- Tier 2 Exploration
- An abandoned city populated by the restless spirits of eras past.
- Impulses: Misdirect and disorient, replay apocalypses both public and personal
Features
Buried Knowledge—Passive: The city has countless mysteries to unfold. A PC who seeks knowledge about the fallen city can make an Instinct or Knowledge Roll to learn about this place and discover (potentially haunted) loot.
- Critical Success: Gain valuable information and a related useful item.
- Success with Hope: Gain valuable information.
- Success with Fear: Uncover vague or incomplete information.
- Any Failure: Mark a Stress to find a lead after an exhaustive search.
What secret secrets does the city contain? Why have so many ghosts lingered here? What doomed adventurers have met a bad fate here already?
Ghostly Form—Passive: Adversaries who appear here are of a ghostly form. They have resistance to physical damage and can mark a Stress to move up to Close range through solid objects.
What injuries to their physical form speak to their cause of death? What unfulfilled purpose holds them in the Mortal Plane?
Dead Ends—Action: The ghosts of an earlier era manifest scenes from the past, such as a street festival, a city council, or a heist. These hauntings change the layout of the city around the PCs, blocking the way behind them, forcing a detour, or presenting them with a challenge, such as mistaking them for rival thieves during the heist.
What do the ghosts want from you? What do you need from them?
Apocalypse Then—Action: Spend a Fear to manifest the echo of a past disaster that ravaged the city. Activate a Progress Countdown (5) as the disaster replays around the PCs. To complete the countdown and escape the catastrophe, the PCs must overcome threats such as rampaging fires, stampeding civilians, collapsing buildings, or crumbling streets, while recalling history and finding clues to escape the inevitable.
Is this the disaster that led the city to be abandoned? What is known about this disaster, and how could that help the PCs escape?
Imperial Court
- Page 251
- Tier 4 Social
- The dazzling mansion of a powerful empire, lavishly appointed with stolen treasures.
- Impulses: Justify and perpetuate imperial rule, seduce rivals with promises of power and comfort
Features
All Roads Lead Here—Passive: While in the Imperial Court, a PC has disadvantage on Presence Rolls made to take actions that don't fit the imperial way of life or support the empire's dominance.
How does the way language is used make even discussing alternative ways of living difficult? What obvious benefits for loyalty create friction when you try to discuss alternatives?
Rival Vassals—Passive: The PCs can find imperial subjects, vassals, and supplicants in the court, each vying for favor, seeking proximity to power, exchanging favors for loyalty, and elevating their status above others. Some might be desperate to undermine their rivals, while others might even be open to discussions that verge on sedition.
How do they benefit from vassalage, and what has it cost them? What exploitation drives them to consider opposing the unstoppable?
The Gravity of Empire—Action: Spend a Fear to present a PC with a golden opportunity or offer to satisfy a major goal in exchange for obeying or supporting the empire. The target must make a Presence Reaction Roll. On a failure, they must mark all their Stress or accept the offer. If they have already marked all their Stress, they must reduce their Stress track by 1d4. On a success, they must mark 1d4 Stress as they're taxed by temptation.
What do the PCs want so desperately they might consider throwing in with this ruthless power? How did imperial agents learn the PC's greatest desires?
Imperial Decree—Action: Spend a Fear to tick down a long-term countdown related to the empire's agenda by 1d4. If this triggers the countdown, a proclamation related to the agenda is announced at court as the plan is executed.
What display of power or transfer of wealth was needed to expedite this plan? Whose lives were disrupted or upended to make this happen?
Eyes Everywhere—Reaction: On a result with Fear, you can spend a Fear to have someone loyal to the empire overhear seditious talk within the court. A PC must succeed on an Instinct Reaction Roll to notice that the group has been overheard so they can try to intercept the witness before the PCs are exposed.
How has the empire compromised this witness? Why is their first impulse to protect the empire, even if doesn't treat them well?
Local Tavern
- Page 244
- Tier 1 Social
- A lively tavern that serves as the social hub for its town.
- Impulses: Provide opportunities for adventurers, nurture community
Features
What's the Talk of the Town?—Passive: A PC can ask the bartender, staff, or patrons about local events, rumors, and potential work with a Presence Roll. On a success, they can pick two of the below details to learn—or three if they critically succeed. On a failure, they can pick one and mark a Stress as the local carries on about something irrelevant.
- A fascinating rumor with a connection to a PC's background
- A promising job for the party involving a nearby threat or situation
- Local folklore that relates to something they've seen
- Town gossip that hints at a community problem
Who has what kind of information? What gossip do the locals start spreading about the PCs?
Sing for Your Supper—Passive: A PC can perform one time for the guests by making a Presence Roll. On a success, they earn 1d4 handfuls of gold (2d4 if they critically succeed). On a failure, they mark a Stress.
What piece do you perform? What does that piece mean to you? When's the last time you performed it for a crowd?
Mysterious Stranger—Action: Reveal a stranger concealing their identity, lurking in a shaded booth.
What do they want? What's their impression of the PCs? What mannerisms or accessories do they have?
Someone Comes to Town—Action: Introduce a significant NPC who wants to hire the party for something or who relates to a PC's background.
Did they know the PCs were here? What do they want in this town?
Bar Fight—Action: Spend a Fear to have a bar fight erupt in the tavern. When a PC tries to move through the tavern while the fight persists, they must succeed on an Agility or Presence Roll or take 1d6+2 physical damage from a wild swing or thrown object. A PC can try to activate this feature by succeeding on an action roll that would provoke tavern patrons.
Who started the fight? What will it take to stop it?
Mountain Pass
- Page 247
- Tier 1 Traversal
- Stony peaks that pierce the clouds, with a twisting path winding its way up and over through many switchbacks.
- Impulses: Exact a chilling toll in supplies and stamina, reveal magical tampering, slow down travel
Features
Engraved Sigils—Passive: Large markings and engravings have been made in the mountainside. A PC with a relevant background or Experience identifies them as weather magic increasing the power of the icy winds. A PC who succeeds on a Knowledge Roll can recall information about the sigils, potential information about their creators, and the knowledge of how to dispel them. If a PC critically succeeds, they recognize that the sigils are of a style created by ridgeborne enchanters and they gain advantage on a roll to dispel the sigils.
Who laid this enchantment? Are they nearby? Why did they want the weather to be more daunting?
Avalanche—Action: Spend a Fear to carve the mountain with an icy torrent, causing an avalanche. All PCs in its path must succeed on an Agility or Strength Reaction Roll or be bowled over and carried down the mountain. A PC using rope, pitons, or other climbing gear gains advantage on this roll. Targets who fail are knocked down the mountain to Far range, take 2d20 physical damage, and must mark a Stress. Targets who succeed must mark a Stress.
How do the PCs try to weather the avalanche? What approach do the characters take to find one another when their companions go hurtling down the mountainside?
Raptor Nest—Reaction: When the PCs enter the raptors' hunting grounds, two Giant Eagles appear at Very Far range of a chosen PC, identifying the PCs as likely prey.
How long has it been since the eagles last found prey? Do they have eggs in their nest or unfledged young?
Icy Winds—Reaction: Countdown (Loop 4). When the PCs enter the mountain pass, activate the countdown. When it triggers, all characters traveling through the pass must succeed on a Strength Reaction Roll or mark a Stress. A PC wearing clothes appropriate for extreme cold gains advantage on these rolls.
What parts of the PC's bodies go numb first? How do they try to keep warm as they press forward?
Necromancer's Ossuary
- Page 251
- Tier 4 Exploration
- A dusty crypt with a library, twisting corridors, and abundant sarcophagi; spattered with the blood of ill-fated invaders.
- Impulses: Confound intruders, delve into secrets best left buried, manifest unlife, unleash a tide of undead
Features
No Place for the Living—Passive: A feature or action that clears HP requires spending a Hope to use. If it already costs Hope, a PC must spend an additional Hope.
What does it feel like to try to heal in a place so antithetical to life?
Centuries of Knowledge—Passive: A PC can investigate the library and laboratory and make a Knowledge Roll to learn information related to arcana, local history, and the Necromancer's plans.
What are the names of the tomes? What project is the necromancer working on and what does it communicate about their plans?
Skeletal Burst—Action: All targets within Close range of a point you choose in this environment must succeed on an Agility Reaction Roll or take 4d8+8 physical damage from bone shrapnel as part of the ossuary detonates around them.
What ancient skeletal architecture is destroyed? What bones stick in your armor?
Aura of Death—Action: Once per scene, roll a d4. Each undead within Far range of the Necromancer can clear HP and Stress equal to the result rolled. The undead can choose how that total number is divided between HP and Stress.
How does the power manifest? Do the undead look more lifelike or, paradoxically, are they more decayed but vigorous?
They Just Keep Coming!—Action: Spend a Fear to summon 1d6 Rotted Zombies, two Perfected Zombies, or a Zombie Legion, who appear at Close range of a chosen PC.
Who were these people before they became the necromancer's pawns? What vestiges of those lives remain for the heroes to see?
Outpost Town
- Page 245
- Tier 1 Social
- A small town on the outskirts of a nation or region, close to a dungeon, tombs, or other adventuring destinations.
- Impulses: Drive the desperate to certain doom, profit off of ragged hope
Features
Rumors Abound—Passive: Gossip is the fastest-traveling currency in the realm. A PC can inquire about major events by making a Presence Roll. What they learn depends on the outcome of their roll, based on the following criteria:
- Critical Success: Learn about two major events. The PC can ask one follow-up question about one of the rumors and get a truthful (if not always complete) answer.
- Success with Hope: Learn about two events, at least one of which is relevant to the character's background.
- Success with Fear: Learn an alarming rumor related to the character's background.
- Any Failure: The locals respond poorly to their inquiries. The PC must mark a Stress to learn one relevant rumor.
What news do the PCs hear that they could pass along to curious travelers? What do the locals think about these events?
Society of the Broken Compass—Passive: An adventuring society maintains a chapterhouse here, where heroes meet to exchange news and rumors, drink to their imagined successes, and scheme to undermine their rivals.
What boasts do the adventurers here make, and which do you think are true?
Rival Party—Passive: Another adventuring party is here, seeking the same treasure or leads as the PCs.
Which PC has a connection to one of the rival party members? Do they approach the PC first or do they wait for the PC to move?
It'd Be a Shame If Something Happened to Your Store—Action: The PCs witness as agents of a local crime boss shake down a general goods store.
What trouble does it cause if the PCs intervene?
Wrong Place, Wrong Time—Reaction: At night, or when the party is alone in a back alley, you can spend a Fear to introduce a group of thieves who try to rob them. The thieves appear at Close range of a chosen PC and include a Jagged Knife Kneebreaker, as many Lackeys as there are PCs, and a Lieutenant. For a larger party, add a Hexer or Sniper.
What details show the party that these people are desperate former adventurers?
Pitched Battle
- Page 249
- Tier 3 Event
- A massive combat between two large groups of armed combatants.
- Impulses: Seize people, land, and wealth, spill blood for greed and glory
Features
Adrift on a Sea of Steel—Passive: Traversing a battlefield during an active combat is extremely dangerous. A PC must succeed on an Agility Roll to move at all, and can only go up to Close range on a success. If an adversary is within Melee range of them, they must mark a Stress to make an Agility Roll to move.
Do the combatants mistake you for the enemy or consider you interlopers? Can you tell the difference between friend and foe in the fray?
Raze and Pillage—Action: The attacking force raises the stakes by lighting a fire, stealing a valuable asset, kidnapping an important person, or killing the populace.
What is valuable here? Who is most vulnerable?
War Magic—Action: Spend a Fear as a mage from one side uses large-scale destructive magic. Pick a point on the battlefield within Very Far range of the mage. All targets within Close range of that point must make an Agility Reaction Roll. Targets who fail take 3d12+8 physical damage and must mark a Stress.
What form does the attack take—fireball, raining acid, a storm of blades? What tactical objective is this attack meant to accomplish, and what comes next?
Reinforcements—Action: Summon a Knight of the Realm, a number of Tier 3 Minions equal to the number of PCs, and two adversaries of your choice within Far range of a chosen PC as reinforcements. The Knight of the Realm immediately takes the spotlight.
Who are they targeting first? What formation do they take?
Raging River
- Page 245
- Tier 1 Traversal
- A swift-moving river without a bridge crossing, deep enough to sweep away most people.
- Impulses: Bar crossing, carry away the unready, divide the land
Features
Dangerous Crossing—Passive: Crossing the river requires the party to complete a Progress Countdown (4). A PC who rolls a failure with Fear is immediately targeted by the "Undertow" action without requiring a Fear to be spent on the feature.
Have any of the PCs forded rivers like this before? Are any of them afraid of drowning?
Undertow—Action: Spend a Fear to catch a PC in the undertow. They must make an Agility Reaction Roll. On a failure, they take 1d6+1 physical damage and are moved a Close distance down the river, becoming Vulnerable until they get out of the river. On a success, they must mark a Stress.
What trinkets and baubles lie along the bottom of the riverbed? Do predators swim these rivers?
Patient Hunter—Action: Spend a Fear to summon a Glass Snake within Close range of a chosen PC. The Snake appears in or near the river and immediately takes the spotlight to use their "Spinning Serpent" action.
What treasures does the beast have in their burrow? What travelers have already fallen victim to this predator?
Not associated with, endorsed by, or sponsored by Darrington Press.
Published under the Darrington Press Community Gaming License.
Copyright © 2025, partario.flynn@gmail.com