Old Gus' Daggerheart System Reference Document
version 0.70u (2025-06-17)
Introduction
Welcome Reader—
Old Gus' Daggerheart System Reference Document (OG-DHSRD) is a hypertext version of the Daggerheart System Reference Document 1.0, © Critical Role, LLC, under the terms of the Darrington Press Community Gaming (DPCGL) License.
This document has been edited in accordance with the editorial principles in the next sections. 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. There are no previous modifications by others.
The OG-DHSRD is not a replacement for the Daggerheart Core Rulebook, which contains setting information, additional examples of various gameplay elements, and tons of great advice for playing Daggerheart—not to mention gorgeous artwork and the seductive odor of book glue.
Thanks to the Daggerheart team for this amazing resource, and thank you for reading—and may this record bring you and yours many happy adventures!
—Old Gus
What is Daggerheart?
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Daggerheart is a tabletop roleplaying game for one Game Master (GM) and 2–5 players. Each game session lasts 2–4 hours.
- The game can be played as a one-shot, or a multi-session campaign.
- During a session, the GM describes the situations, narrates events, and controls any adversaries or obstacles that the Player Characters (PCs) encounter in the scenario. You roleplay your PC's reaction to the scenario.
- 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 allocatting Fear to the GM.
Character Creation
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Unless your'e using pre-generated characters, each player creates their PC by making a series of choices. Some are purely narrative, and only affect the game through roleplaying. Others are mechanical choices that affect the things a PC can do, and what kinds of moves and actions they're more (or less) likely to succeed at when making an action roll.
You'll also want to choose a name, pronouns, and description for your PC.
Step 1
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Choose a class and subclass.
Classes are role-based archetypes that determine which class features and domains you gain access to.
- Class: Choose a class which start with one or more class features. If a class feature prompts you to make a choice, do so now.
- Subclass: Choose a subclasses and gain its Foundation features.
Step 2
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Choose a heritage.
Your heritage is made up of two elements: ancestry and community. Choose one of each.
- Ancestry: Ancestry represents species or lineage. Each assigns broad physical attributes, and two unique ancestry features.
- Community: Community represents culture or environment of origin. Each assigns a community feature.
Step 3
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Assign traits.
Your traits—Agility, Strength, Finesse, Instinct, Presence, and Knowledge—represent physical, mental, and social aptitudes. Each trait has a modifier that is added to relevant action rolls.
- Traits: Distribute the following array of modifiers to each trait in any order you choose: +2, +1, +1, +0, +0, −1.
Step 4
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Record additional PC information.
- Level: You are Level 1.
- Evasion: Your Evasion scopre represents your ability to defend yourself and avoid danger. Your Evasion score is determined by your class.
- Hit Points: Hit Points are an abstract measurement of physical health. Your starting Hit Points are determined by your class.
- Stress: Stress reflects your ability to withstand the physical, mental, and emotional strain of dangerous situations. PCs start with 6 Stress slots.
- Hope: Hope fuels special moves and features. For example, each class has a unique Hope Feature. PCs start with 2 Hope.
Step 5
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Choose equipment.
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: PCs start with a Proficiency of 1.
- Damage: When you make a successful attack roll, Proficiency deteremines the number of dice you use for a damage roll. For example, if your weapon is a cutlass that deals d8+1 physical damage, your damage roll is 1d8+1.
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.
Add the following items to your Inventory:
- A torch
- 50 feet (15 m) of rope
- Basic supplies
- One handful of gold
- Choose either a Minor Health Potion (clear 1d4 Hit Points), or a Minor Stamina Potion (clear 1d4 Stress)
- One class-specific items
- If applicable, whichever class-specific item you selected to carry your spells
- Any other items you'd like to start with the GM approves
Step 6
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Create a background.
Develop your background by answering the background questions in your class. You or the GM can modify or replace them to fit the character or setting.
Step 7
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An Experience is a word or phrase used to encapsulate your specific set of skills, personality traits, or aptitudes. You can spend Hope to Utilize an Experience, adding its modifier as a bonus on a relevant action roll.
- Create two Experiences and record them on your character sheet.
Step 8
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Choose two domain cards.
- Choose two level 1 domain cards from the domains assigned by your class.
Step 9
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Create party connections.
Connections are relationships between the PCs. To create connections:
- Each player describes their PC—at a minimum, name, pronouns, character description, experiences, and answers to background questions.
- Use the questions included in the Connections section of your class to discuss potential connections between the PCs.
- Suggest at least one connection between your PC and each other player's PC. Accept and record the connections you want to explore, refuse the ones you don't.
Classes
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A class is a role-based archetype that determines a PC's:
- Domain Decks: Each class grants access to two domains and their domain cards.
- Starting Evasion and Hit Points
- One or more class features
- Class Hope Feature, a class feature that costs 3 Hope to activate.
- Starting Items
There are nine classes in the Daggerheart core materials.
Subclasses
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Each class is divided into two subclasses, each of which further defines one aspect of its archetype.
A subclass grants:
- Spellcast Trait: If the subclass casts spells, this is the trait modifier added to Spellcast Rolls.
- Foundation Features: These features gained at Level 1.
- Specialization Features: At Level 5, these features provide a new ability, or improve class or subclass features.
- Mastery Features: At Level 8, these features provide a final extraordinary ability, or a culmination of established class or subclass features.
Bard
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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
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Choose either the Troubadour or Wordsmith subclass.
Troubador
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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:
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
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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
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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
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Choose either the Warden of the Elements or Warden of Renewal subclass.
Warden of the Elements
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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
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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
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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:
- Creature Category
- Role or behavior, followed by examples of creatures that fit the category. For example, an Agile Scout form could be a fox, mouse, weasel, or other similar creature the GM approves.
- Trait
- You gain a bonus to the listed trait. For example, in the form of 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
- Each form is especially suited to certain actions. You gain advantage on action roll or reaction roll related to one of these activities. For example, an Agile Scout for gains advantage on rolls to sneak around, search for objects or creatures, and related activities.
- 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 Options by Tier
Tier 3
Tier 1
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Aquatic Scout
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(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
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(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
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(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
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(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
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(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
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Armored Sentry
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(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
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(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
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(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
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(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.
Striking Serpent
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(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 physical direct 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
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(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
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Aquatic Predator
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(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
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(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
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(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
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(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
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(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
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(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
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Epic Aquatic Beast
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(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
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(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
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(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
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(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
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(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
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(Brachiosaurus, Tyrannosaurus, etc.)
Guardian
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
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
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
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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
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Choose either the Beastbound or Wayfinder subclass.
Beastbound
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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 your character, 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
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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
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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
- You can 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, mark a Stress instead. When you mark their last Stress, they exit the scene (however makes sense). At the start of your next long rest they clear 1 stress and return. If you choose a downtime move that clears your Stress, your companion clears an equal amount.
Companion Levels
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When your character gains a levels, 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.
Advancement | Notes | Slots |
---|---|---|
Intelligent | Companion gains a +1 bonus to an Experience. | 3 |
Light in the Dark | Companion gains a Hope slot you can mark. | 1 |
Creature Comfort | Once per rest, you can give your companion 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
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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.
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
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Choose either the Nightwalker or Syndicate subclass.
Nightwalker
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Play the Nightwalker if you want to manipulate shadows to maneuver through the environment.
Spellcast Trait
Foundation Feature
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
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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
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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
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Class Feature
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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
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Choose either the Divine Wielder or Winged Sentinel Winged Sentinel.
Divine Wielder
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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
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Play the Winged Sentinel if you want to take flight and strike crushing blows from the sky.
Spellcast Trait
Foundation Feature
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
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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
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Choose either the Elemental Origin or Primal Origin.
Elemental Origin
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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
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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
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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
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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
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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
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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
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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
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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
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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
You start with two Level 1 domain cards at character creation, and and gain one domain card each time you gain a level. Domain cards provide unique moves, passive bonuses, downtime moves , or temporary benefits to your PC.
Domain Card Anatomy
Each domain card includes six elements:
- Level
- You can't choose a domain card with a level greater than yours.
- Domain
- You can only choose cards from your class domains.
- Recall Cost
- The amount of Stress you must mark to swap this card from your vault with one from your loadout.
- Type
- There are three types of domain cards: abilities, spells, and grimoires. Abilities are non-magical. Spells are magical. Grimoires (unique to the Codex domain) grant access to a several less potent spells.
- Feature
- Describes effects or special rules for using that card.
Loadout and Vault
- Page 101
Your loadout is the set of domain cards you can use during play. You can have up to 5 domain cards in your loadout. Once you acquired six domain cards, choose five to keep in your loadout. The rest are placed in your vault, where they don't provide you any benefits.
At the start of a rest, before using downtime moves , you can exchange cards between your loadout and your vault. At any other time, you must mark a number of Stress equal to the vaulted card's Recall Cost.
Usage Limits
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If a domain card restricts how often it can be used.
Domains and Decks
Arcana
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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.
Level | Arcana Domain Cards |
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Blade
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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.
Level | Blade Domain Cards |
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Bone
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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.
Level | Bone Domain Cards |
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Codex
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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.
Level | Codex Domain Cards |
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Grace
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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.
Level | Grace Domain Cards |
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Midnight
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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.
Level | Midnight Domain Cards |
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Sage
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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.
Level | Sage Domain Cards |
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Splendor
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Life.
Through this magic, followers gain the ability to heal and, to an extent, control death. Splendor offers its disciples the magnificent ability to both give and end life.
Level | Splendor Domain Cards |
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Valor
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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.
Level | Valor Domain Cards |
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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
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- 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
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- 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
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- 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
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- Level 3 Arcana Spell
- Recall Cost: 2
-
You can interrupt a magical effect taking place by making a reaction rolls using your Spellcast trait. On a success, the effect stops and any consequences are avoided, and this card is placed in your vault.
Flight
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
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- 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
- 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. All additional adversaries you succeed against with this ability take half damage.
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.
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.
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.
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.
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
- 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, add up the damage dealt, then redistribute that damage however you wish between the targets you succeeded against. When you deal damage to a target, roll an additional damage die and add its result to the damage you deal to that target.
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
- 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 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
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:
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.
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.
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.
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
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.
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.
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 haracteristics 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
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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
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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
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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
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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
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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
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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
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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
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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
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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
Luckbringer: At the start of each session, everyone in your party gains a Hope.
Internal Compass: When you roll a 1 on your Hope Die, you can reroll it.
Human
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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
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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
Katari
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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
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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
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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.
Simah
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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
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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 your character is a descendant of multiple ancestries, use the steps below:
Step 1. Choose an Ancestry Combination
When you choose an heritate at character creation, write down how your character identifies. For example, if your character is descended from goblins and orcs, you could be a goblin-orc. You could also choose one 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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Your character has six traits that represent their physical, mental, and social aptitude.
When you roll with a trait, that trait's modifier is added to the roll's total.
Your traits start with array of modifiers assigned during character creation. You can increase purchase an advancement to increase the modifiers of two traits when you gain a level.
Experiences
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An Experience is a word or phrase that evokes a set of skills, personality traits, or aptitudes a PC has acquired over the course of their life. They can relate to your backstory, characteristics, specialties, skills.
Experiences start with a +2 modifier. PCs can spend a Hope to add an Experience's modifier to a relevant action roll.
You start with two Experiences you created during character creation. You can purchase an advancement to increase an Experience's modifier when you gain a level, and you create new Experiences each time you reach a new tier.
Gaining Levels
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The PCs gain a level when the GM decides you've reached a narrative milestone (usually about every 3 sessions).
There are ten PC levels, which are divided into four tiers.
Step 1: Tier Achievements
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Your tier affects your tier achievements, and access to advancements.
When gaining a level causes you reach a new tier—at Level 2, Level 5, and Level 8—you gain tier achievements.
Level | Tier | Tier Achievements |
---|---|---|
Level 1 | Tier 1 | — |
Levels 2–4 | Tier 2 |
|
Levels 5–7 | Tier 3 |
|
Levels 8–10 | Tier 4 |
|
Step 2: Advancements
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Each time you gain a level, you gain two advancements which you use to purchase options available to your tier or lower. You can purchase an advancement a number of times equal to its slots. The Proficiency and multiclass options require both advancements purchase them.
Advancement | Notes | 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 them. | 3 | 3 | 3 |
Hit Point | Gain 1 Hit Point slot. | 2 | 2 | 2 |
Stress | Gain 1 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 must be your level or lower, and its level can't exceed the tier of the 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. | — | 1 | 1 |
Step 3: Damage Thresholds
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Increase all damage thresholds by 1.
Step 4: Domain Cards
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Acquire a new domain card at your level or lower from one of the domains for your class and add it to your loadout or vault. If your loadout is already full, you can immediately exchange your a card into your loadout to make room. Otherwise, the new card enters your vault.
You can also exchange one domain card you've previously acquired for a different domain card of the same level or lower.
Equipment
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Equipment includes weapons, armor, loot, consumables, gold, and other items the GM makes available as PCs gain levels.
Weapons
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- Active Weapons: You can equip one active primary weapon and one secondary weapon. You can't attack with unequipped weapons.
- Tier Limits: You can't equip weapons or armor with a higher tier than you.
- Inventory Weapons: You can carry up to two additional weapons in your inventory.
- Swapping Weapons: You can swap an Inventory Weapon with an Active Weapon of the same burden during rest or a moment of calm. In danger, you must mark a Stress to do so.
- Throwing Weapons: You can make an Finesse attack roll to throw a weapon within Very Close range, dealing the weapon's usual damage on a success. Once thrown, the weapon isn't equipped.
Weapon Anatomy
- Trait
- The trait used for attack roll with the weapon.
- Range
- The maximum range between attacker and 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 equip.
- Burden
- The number of hands it occupies when equipped. PCs have two hands.
- Feature
- Some weapons grant a feature when equipped.
Primary Weapon Tables
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Tier 1 (Level 1)
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Physical Weapons
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Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Broadsword | Agility | Melee | d8 phy | One-Handed | Reliable: +1 to attack rolls |
Longsword | Agility | Melee | d8+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 | d10+2 phy | Two-Handed | Cumbersome: −1 to Finesse |
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
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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+1 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 (Levels 2–4)
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Physical Weapons
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Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Improved Broadsword | Agility | Melee | d8+3 phy | One-Handed | Reliable: +1 to attack rolls |
Improved Longsword | Agility | Melee | d8+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 | d10+5 phy | Two-Handed | Cumbersome: −1 to Finesse |
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
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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 (Levels 5–7)
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Physical Weapons
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Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Advanced Broadsword | Agility | Melee | d8+6 phy | One-Handed | Reliable: +1 to attack rolls |
Advanced Longsword | Agility | Melee | d8+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 | d10+8 phy | Two-Handed | Cumbersome: −1 to Finesse |
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
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Tier 4 (Levels 8–10)
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Physical Weapons
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Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Legendary Broadsword | Agility | Melee | d8+9 phy | One-Handed | Reliable: +1 to attack rolls |
Legendary Longsword | Agility | Melee | d8+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 | d10+11 phy | Two-Handed | Cumbersome: −1 to Finesse |
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
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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
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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:
- "I roll over to the door to see if it's open."
- "I wheel myself over to the group to ask what's going on."
- "I pull my brakes and skid to a halt, turning in my seat to level my bow at the intruder."
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:
- "I pull my brakes, but I don't think to account for the loose gravel on the ground."
- "I hit a patch of ice awkwardly and am sent skidding out past my target."
- "I go to push off in pursuit, but one of my front caster wheels snags on a crack in the pavement, stalling me for a moment."
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
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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:
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
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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
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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
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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)
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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)
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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 Armor Score 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)
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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; &minus1 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
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- Page 114
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Unarmored
While unarmored, your character's base Armor Score is 0, their Major threshold is equal to their level, and their Severe threshold is equal to twice their level.
Equipping Armor
- Equipping: You can't equip armor while in danger or under pressure, and you can't equip armor with a higher tier than you.
- Active Armor: You can equip one Active Armor at a time.
- Exchanging Armor: Each armor has its own Armor Slots. If you change your armor, track how many slots are marked, then recalculate your damage thresholds. You can't carry armor in your inventory.
Armor Anatomy
- Armor Score and Armor Slots
- Your Armor Score equals your equipped armor's Armor Slots plus any modifiers to your Armor Score (to a maximum of 12). When you would mark Hit Points, you can mark Armor Slots instead. If you Armor Score is temporarily increased, your Armor Slots increase by the same amount, and when the effect ends, so does their availability.
- Base Thresholds
- An armor's base thresholds contributes to your Major and Severe damage thresholds. Be sure to add your level when calculating your final damage threshold.
- Feature
- Some armors grant a feature when equipped.
Armor Tables
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Tier 1 (Level 1)
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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 (Levels 2–4)
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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 (Levels 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 (Levels 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 | Vial of Darksmoke Recipe: As a downtime move , you can mark a Stress to craft a Vial of Darksmoke. |
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 | |
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 | |
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
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 | Channelstone: You can use this stone to take a spell or grimoire from your vault, use it once, and return it to your vault. |
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 | |
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 1d4 Hit Points or 1d4 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 | |
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
- Page 87
Flow of the Game
- Page 87
Daggerheart is a conversation. The GM describes fictional scenarios involving the PCs, and the players take turns describing how their PC reacts. The goal of is to build upon everyone's ideas and tell a collaborative, satisfying story. The system facilitates collaboration by providing structure to the conversation and mechanics for resolving moments of tension where fate or fortune determine the outcome of events.
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 offers answers for many questions you might have, but it won't answer all of them. When in doubt about a rule, the GM makes a ruling that aligns with the narrative.
For example, Daggerheart has a weapon called a grappler that lets you pull a target closer to you. If you try to use it to pull an entire castle, the weapon text doesn't forbid you from doing that—but it doesn't make sense within the narrative. Instead, the GM might rule that you pull a few bricks out, or pull yourself toward the wall instead.
Similarly, if your character does something that would logically result in immediate death—for example, diving into an active volcano without protection—you might not get to make a death move, which normally give you control of your character's fate. The GM should make kind of consequence clear before the action.
In a narrative-focused game, out-of-context interpretations of the rules are encouraged. Everything should flow back to the fiction. The GM has the authority and responsibility to make rulings about how rules are applied to underscore that fiction.
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.
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 clarifying questions to explore the scene more deeply, gathering information that could inform their PC's action. The GM responds to these questions by giving the players information their characters could easily obtain, or by asking questions of the players.
Step 3: Build on the Fiction
As the scene develops and the players take action—solving problems, overcoming obstacles, and solving mysteries. If their actions carry 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.
The Spotlight
- Page 89
Daggerheart doesn't have a rigid turn order, and characters 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.
A player with the spotlight describes what their PC does, and the spotlight swings:
- Toward whoever or whatever the fiction would naturally turn it toward
- Toward someone who hasn't had the spotlight in a while, or
- A triggered mechanic determines where the spotlight swings next
For example, when a player fails an action roll, the mechanics prompt the GM to seize the spotlight and make a GM move.
Action Rolls
- Page 90
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. To make an action roll:
- Roll the Duality Dice, sum the results, and apply any relevant modifiers.
- Announce the total, and compare it to the Difficulty.
- Compare the result of each Duality Dice, announcing which is higher—Hope or Fear.
Total | Duality Dice | Outcome | Consequences |
---|---|---|---|
Meets or beats | Hope | Success with Hope | Success, and you gain 1 Hope. |
Meets or beats | Fear | Success with Fear | Success with a cost or complication, and the GM gains 1 Fear. |
Less than | Hope | Failure with Hope | Failure with a minor consequence, gain 1 Hope, and the spotlight swings to the GM, who makes a GM move. |
Less than | Fear | Failure with Fear | Failure with a major consequence and the GM gains a Fear, and the spotlight swings to the GM, who makes a GM move. |
— | Equal | Critical Success (Crit) | Success with a bonus, gain 1 Hope, clear 1 Stress. If the roll is an attack roll, deal critical damage. |
Procedure
- Page 92
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 tells the acting player which character trait best applies to the action being attempted. If more than one trait could apply to the roll, the GM chooses or lets the acting player decide.
Step 2: Determine the Difficulty
Some actions and features say in their description what the Difficulty is. Otherwise, the GM determines the Difficulty based on the scenario. The GM can choose whether to share the Difficulty with the players. In either case, the GM should communicate the potential consequences of failure to the acting player.
Step 3: Apply Extra Dice and Modifiers
The acting player decides whether to Utilize an Experience or activate other effects, then, if applicable, adds the appropriate tokens and dice (such as advantage or Rally dice) to their dice pool.
Unless an action, ability, or feature specifically allows for it, a player must declare the use of any Experiences, extra dice, or other modifiers before they roll.
Step 4: Roll the Dice
The acting player rolls their entire dice pool and announces the results in the format of [total result] with [Hope/Fear]—or Critical Success! in the case of matching Duality Dice.
Step 5: Resolve the Outcome
The active player and the GM work together—along with the suggestions and support of everyone else— to resolve the outcome of the action.
Special Rolls
- Page 96
There are a few special kinds of action rolls that modify the usual procedure
These include trait rolls, Spellcast Rolls, 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 modifer, and has a Difficulty of 12. If no Difficulty is specified, the GM decides it.
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. Your Spellcast trait, if you have one, is determined by your subclass.
Spellcast Rolls are only made when a character uses a feature that requires one. A successful Spellcast Roll activates the effect as described by the feature.
For example, if you are a troubaddor bard and must make a Spellcast Roll (15), that means you add your Presence modifer, and the roll has a Difficulty of 15. If no Difficulty is specified, the GM decides it.
Reaction Rolls
- Page 99
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 markng 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.
Group Action Rolls
- Page 97
When multiple PCs take action together, the party chooses someone to lead the action. The other players describes 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 reaction roll's result:
- 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 togther 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.
Advantage and Disadvantage
- Page 100
- Page 160
Advantage and disadvantage on a roll can be the result of features, mechanical triggers, or the GM's discretion depending on favorable or unfavorable circumstances.
- Advantage represents an 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.
- Disadvantage represents an 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.
Advantage and disadvantage dice cancel each out, one-for-one, so you'll never roll both at the same time. If you have advantage or disadvantage from other sources that don't affect your own dice pool—for example, another player's Help an Ally move—their roll is applied as a modifier your result.
Hope and Fear
- Page 90
Hope and Fear are metacurrencies representing 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.
Hope
- Page 90
Every PC starts with 2 Hope at character creation and gains more throughout play (up to a maximum of 6).
Players can spend Hope to:
- 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. Multiple PCs can help, but only the highest modifier rolled is added to the result.
- 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: Other uses for Hope are defined by class or subclass features, domain cards, and equipment.
Hope carries over between sessions.
Fear
- Page 91
- Page 154
The GM starts the game with 1 Fear, and gains a Fear when:
- A PC rolls with Fear
- The PCs take a short rest or long rest
- Whenever a mechanical trigger causes it
The GM gains more Fear throughout play (up to a maximum of 12), and spends it to:
- Make GM moves, including causing adversaries in combat to take action.
- Add an adversary's Experience as a modifier.
- Activate an adversary or environment's Fear Features.
Like Hope, Fear carries over between sessions.
Additional Rules
- Page 107
The following rules apply to many aspects of the game.
Rounding Up
Round up to the nearest whole number unless otherwise specified. When in doubt, resolve any ambiguity in favor of the PCs.
Rerolling Dice
When a feature allows you to reroll a die, you always take the new result unless the feature specifically says otherwise.
Incoming Damage
Incoming damage means the total damage from a single attack or source, before Armor Slots are marked.
Simultaneous Effects
If the resolution order of multiple effects is unclear, the person in control of the effects (player or GM) decides what order to resolve them in.
Stacking Effects
Unless stated otherwise, all effects except conditions and advantage and disadvantage can stack.
Ongoing Spell Effects
If an effect doesn't have a listed mechanical expiration, it only ends when decided by the controlling player, the GM, or the demands of the fiction.
Spending Resources
Unless an effect states 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
If a feature allows you to affect a roll after the result has been totaled, you can use it after the GM declares whether the roll succeeds or fails, but not after the consequences unfold or another roll is made.
Combat
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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 a character's ability to avoid attacks and other unwanted effects. Any roll made against a PC has a Difficulty equal to their Evasion. A PC's starting Evasion is determined by their class. You can purchase an advancement to increase your Evasion when you level up.
Hit Points and Damage Thresholds
- Page 91
Hit Points
Hit Points represent a character's ability to withstand physical injury. When a character takes damage, they mark 1–3 Hit Points, based on their damage thresholds:
- If the damage meets or beats a Severe damage threshold, the target marks 3 Hit Points.
- If the damage meets or beats a Major damage threshold but below their Severe damage threshold, the target marks 2 Hit Points.
- If the damage is below a Major damage threshold, the target mark 1 Hit Point.
- If incoming damage is reduced to 0, no Hit Points are marked.
- If a PC marks their last Hit Point, they make a death move.
- If an adversary's last Hit Point is marked, they are defeated—incapacitated, tied up, routed, killed—whatever makes sense.
PCs can clear Hit Points by making downtime moves or activating certain features.
Your starting Hit Points are determined by their class. You can purchase an advancement to increase them when you gain a level.
Damage Thresholds
A PC's base damage thresholds are determined by their armor, and gain a bonus equal to the PC's level.
Death
- Page 106
When a PC marks their last Hit Point, they must make a death move by choosing one of the following options:
- Blaze of Glory: Your character embraces death and goes out in a blaze of glory. Take one final action. It automatically critically succeeds (with GM approval), and then you cross through the veil of death.
- Avoid Death: Your character avoids death and faces the consequences. They temporarily drop unconscious, and then you work with the GM to describe how the situation worsens. While unconscious, your character can't move or act, and they can't be targeted by an attack. They return to consciousness when an ally clears 1 or more of their marked Hit Points or when the party finishes a long rest. After your character falls unconscious, roll your Hope Die. If its value is equal to or less than your character's level, they gain a scar: permanently cross out a Hope slot and work with the GM to determine its lasting narrative impact and how, if possible, it can be restored. If you ever cross out your last Hope slot, your character's journey ends.
- Risk It All: Roll your Duality Dice. If the Hope Die is higher, your character stays on their feet and clears a number of Hit Points or Stress equal to the value of the Hope Die (you can divide the Hope Die value between Hit Points and Stress however you'd prefer). If the Fear Die is higher, your character crosses through the veil of death. If the Duality Dice show matching results, your character stays up and clears all Hit Points and Stress.
If your character dies, work with the GM before the next session to create a new character at the current level of the rest of the party.
Stress
- Page 92
Stress represents how much physical, mental, and emotional strain a character can endure. Activating some features require marking Stress. Addtionally the GM can require a PC 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. Stress is cleared during rests.
A PC starts with 6 Stress slots. You can purchase an advancement to increase your Stress slots when you gain a level.
Attacking
- Page 96
Attack Rolls
- Page 96
An attack roll is an action roll intended to inflict harm. The trait that applies to an attack roll is specified by the weapon or spell being used. Unarmed attack rolls use either Strength or Finesse (GM's choice). An attack roll's Difficulty, unless otherwise noted, is equal to the Difficulty score of its target.
Damage Rolls
- Page 98
Damage dice are arranged into steps by the number of faces on the die. Daggerheart uses the following dice: d4, d6, d8, d10, d12, and d20.
On a successful attack, roll damage. Damage is calculated from the damage roll listed in the attack's description with the format xdy+[modifier] (for example, for a domain card spell or weapon that inflicts 1d8+2 damage, you roll an eight-sided and add 2 to the result; the damage dealt is equal to the total).
Any time an effect says to deal damage using your Spellcast trait, you roll a number of dice equal to your Spellcast trait.
Proficiency
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For weapons, the number of damage dice you roll is equal to your Proficiency. Note that your Proficiency multiplies the number of dice you roll, but doesn't affect the modifier. For example, a PC with Proficiency 2 and wielding a weapon with a damage rating of d8+1 deals damage equal to 2d8+1 on a successful attack.
Successful unarmed attacks inflict [Proficiency]d4 damage.
Critical Damage
- Page 98
When you get a critical success (you roll matching values on your Duality Dice) on an attack roll, you deal extra damage. Make the damage roll as usual, but add the maximum possible result of the damage dice to the final total. For instance, if an attack would normally deal 2d8+1 damage, a critical success would deal 2d8+1+16.
Damage Types
- Page 99
- Physical damage (phy)
- Unarmed attacks and mundane weapons deal physical damage.
- Magic damage (mag)
- Spells deal 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.
Resistance, Immunity, and Direct Damage
- Page 99
If a target has resistance to a damage type, then they reduce incoming damage of that type by half before comparing it to their Hit Points Thresholds. If the target has additional ways of reducing incoming damage, such as marking Armor Slots, they apply the resistance effect first. The effects of multiple resistances to the same damage type do not stack.
If a target has immunity to a damage type, they ignore incoming damage of that type.
If an attack deals both physical and magic damage, a character can only benefit from resistance or immunity if they are resistant or immune to both damage types.
Multi-Target Attack Rolls
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If a spell or ability allows you to target multiple adversaries, make one attack roll and compare it to each target's Evasion. Then make damage roll and apply the results to each target the attack succeeded against.
Multiple Damage Sources
- Page 98
Damage dealt simultaneously from multiple sources is always totaled before it's compared to its target's damage thresholds.
For example, if a PC with orc ancestry makes a successful attack against a target in Melee range and decides to spend a Hope to use their Tusks feature (which gives them an extra 1d6 damage on a damage roll), they would roll their normal weapon damage and add a d6 to the result, then deal that total damage to the adversary.
Adversaries in Combat
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GM move, the GM can spotlight an adversary, spending additional Fear to spotlight additional adversaries, prompting them 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
Afterward, the spotlight swings back to the PCs.
The GM's Die: Adversary Rolls
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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.
- Attack Rolls: If an attack roll meets or beats the target's Evasion, the attack succeeds, and the GM rolls appropriate damage dice and applies the damage type to the target. If the roll results in a natural 20, the attack succeeds automatically and deals critical damage.
- Reaction Rolls: A natural 20 on an reaction roll automatically succeeds.
- Advantage: If an adversary has advantage on an action roll, the GM rolls an second d20 and uses the higher result.
- Disdvantage: If an adversary has disadvantage on an action roll, the GM rolls an second d20 and uses the lower result.
Adversaries don't normally make other types of action rolls. The rest of the time, the GM decides what they do by making GM moves.
Conditions
- Page 102
Conditions are effects that grant specific benefits or drawbacks to the target they are attached to. Some features can apply special or unique conditions, which work as described in the feature text. Unless otherwise noted, the same condition can't be applied more than once to the same target.
Standard Conditions
- Page 102
Daggerheart has three standard conditions: Hidden, Restrained, and Vulnerable.
Restrained
Restrained characters can't move, but can still take actions from their current position.
Vulnerable
When a creature is Vulnerable, all rolls targeting them have advantage.
Temporary Tags and Special Conditions
- Page 102
The temporary tag denotes a conditions or effect that the affected creature can clear by making a move against it. When an affected PC makes a move to clear a temporary condition or effect, it normally requires a successful action roll using an appropriate trait. When an affected adversary makes a GM move to clear a temporary condition or effect, the GM puts the spotlight on the adversary and describes how they do it; this doesn't require a roll but it does use up that adversary's spotlight.
Special conditions are only cleared when specific requirements are met, such as completing a certain action or using a particular item. The requirements for clearing these conditions are stated in the text of the effect that applies the condition.
Maps, Range, and Movement
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You can play Daggerheart using theater of the mind.
Daggerheart uses the following ranges to translate fictional positioning into relative distance for the purposes of targeting, movement, and other game mechanics.
Range is measured from the source of an effect, such as 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; unless otherwise noted, it can be used at closer distances.
Range | Description | Movement | Feet | Meters |
---|---|---|---|---|
Melee | Close enough to touch | — | < 5 feet | < 1.5 m |
Very Close | Close enough to see fine details | While in danger, a character can move, as part of their action, from Very Close range into Melee range. | 5–10 feet | 1.5–3 m |
Close | Close enough to see prominent details | While in danger, a character can move, as part of their action, from Close range into Melee range. | 10–30 feet | 3–9.1 m |
Far | Close enough to see very little detail | While in danger, a character must make an Agility Roll to safely move from Far range into Melee range. | 30–100 feet | 9.1–30.5 m |
Very Far | Too far to make out any details | While in danger, a character must make an Agility Roll to safely move from Very Far range into Melee range. | 100–300 feet | 30.5–91 m |
Out of Range | Usually can't be targeted | — | > 300 feet | > 91 m |
Movement Under Pressure
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When you're under pressure or in danger and make an action roll, you can move to a location within Close range as part of that action. If you're not already making an action roll, or if you want to move farther than your Close range, you need to succeed on an Agility Roll to safely reposition yourself.
An adversary can move within Close range for free as part of an action, or within Very Far range as a separate action.
Area of Effect
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Unless stated otherwise, all the targets of a group effect must be within Very Close range of a single origin point within your effect's range.
Line of Sight and Cover
- Page 104
Unless stated otherwise, a ranged attacker must have line of sight to their intended target to make an attack roll. If a partial obstruction lies between the attacker and target, the target has cover. Attacks made through cover are rolled with disadvantage. If the obstruction is total, there is no line of sight.
Downtime
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Between conflicts, the party can take a rest to recover expended resources and deepen their bonds. During a rest, each PC can make up to two downtime moves.
When the party rests, they must choose between a short rest and a long rest.
Short Rest
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A short rest lasts enough time for the party to catch its breath, about an hour in-world. Each player can move domain cards between their loadout and vault for free, then choose twice from the following list of downtime moves (players 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 or an ally's armor.
- Prepare: Describe how you prepare yourself for the path ahead, then gain a Hope. If you choose to Prepare with one or more members of your party, you each gain 2 Hope.
If a short rest is interrupted, such as by an adversary's attack, the characters don't gain its benefits.
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.
If a party takes three short rests in a row, their next rest must be a long rest.
Short Rest Consequences
The GM gains 1d4 Fear.
Long Rest
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A long rest is when the characters make camp and relax or sleep for several in-game hours. Each player can move domain cards between their loadout and vault for free, then choose twice from the following list of downtime moves (players can choose the same move twice):
- Tend to All Wounds: Clear all Hit Points for yourself or an ally.
- Clear All Stress: Clear all Stress.
- Repair All Armor: Clear all Armor Slots from your or an ally's armor.
- Prepare: Describe how you prepare for the next day's adventure, then gain a Hope. If you choose to Prepare with one or more members of your party, you each gain 2 Hope.
- Work on a Project: With GM approval, a PC may pursue a long-term project, such as deciphering an ancient text or crafting a new weapon. The first time they start a new project, assign it a countdown. Each time a PC makes the Work on a Project move, they either advance their project's Countdown automatically or make an action roll to advance it (GM's choice).
If a long rest is interrupted, the characters only gain the benefits of a short rest.
At the end of a long rest, any features or effects with a limited number of uses per rest or per long rest refresh and any features or effects that last until your next rest or until your next long rest expire.
Long Rest Consequences
The GM gains Fear equal to 1d4 + the number of PCs, and they can advance a long-term countdown of their choice.
Extended Downtime
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When you fast-forward the story across an extended period, use montages to illustrate the passage of time. You gain 1d6 Fear per PC and advance any Long-Term Countdowns as appropriate.
Projects During Downtime
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The Work on a Project downtime move requires more GM input than other downtime moves and is best suited for long-term endeavors the PCs wish to undertake.
These projects are typically tracked using a Progress Countdown. When deciding the starting value of the countdown, consider the complexity of the project, the availability of relevant tools, and the impact of the project on the story.
Simple projects advance their countdown each time a player uses the Work on a Project move, but complex projects require a roll.
GM Guidance
Running an Adventure
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The GM is responsible for guiding the narrative and roleplaying the world the PCs inhabit. This section provides you with advice for running Daggerheart.
These three sections offer principles, practices, and pitfalls to avoid when running an adventure.
GM Principles
- Page 142
These GM Principles are your guiding star—when in doubt, 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
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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.
Tell them what they would know
Don't hide obvious details or important information from the players.
Tell them what they would know
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
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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.
Core GM Mechanics
Player Action Rolls
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After a player describes a move they want to make during the game, you might decide an action roll is necessary to determine how the scene progresses. Use this guide to determine what to present the player, choosing whichever option best fits the situation:
- Determine whether the roll is necessary, considering the PC's Experiences or backstory, the pressure they're acting under, and the possible outcomes.
- Establish the stakes of an action roll before the player makes it.
- Communicate any unavoidable consequences.
- If desired, you can offer the player the opportunity to forgo an action roll in exchange for agreeing to an interesting outcome, cost, or complication.
Resolving Action Rolls
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If you're unsure how to resolve a roll, think about these quick phrases:
- Success with Hope: Yes, and… (You get what you want and gain a Hope.)
- Success with Fear: Yes, but… (You get what you want, but there's a consequence, and the GM gains a Fear.)
- Failure with Hope: No, but… (Things don't go as planned, but you gain a Hope.)
- Failure with Fear: No, and… (Things don't go as planned and it gets worse. The GM gains a Fear.)
If an outcome is not obvious, 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 full list of Example GM Moves
GM Moves
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When the spotlight passes to you, you can make GM moves that change the story in response to the PC's actions. Consider making a move when:
- A player Rolls with Fear or fails an action roll
- A PC action would create immediate consequences
- Something provides a golden opportunity in the narrative
- The players look to you for what happens next
Make sure the the frequency and severity of your GM moves support the type and tone of the story, and are responsive to the action the PC takes—and outcome of their action roll.
Example GM Moves
- Spotlight an adversary to take an adversary action
- Clear an adversary's condition
- Make a PC mark Stress
- Change the environment
- Show how the world reacts
- Signal an imminent threat
- Take away an opportunity
- Cause something to happen elsewhere that the PCs are unaware of
Event | Description |
---|---|
Success with Hope | Let the player describe their success, then you show how the world reacts to it. |
Success with Fear | Work with the player to describe their success, then introduce a minor consequence, complication, or cost |
Failure with Hope | Describe how the PC fails to get what they want, introduce a minor consequence, complication, or cost |
Failure with Fear | Describe how the PC fails to get what they want, introduce a major consequence, complication, or cost |
Critical Success | Let the player describe their success, then give them an additional opportunity or advantage. |
Soft and Hard Moves
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Soft 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.
Hard 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.
Dramatic Tension
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The dramatic tension of a scene correlates with the amount of Fear spent during it. 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 |
Spending Multiple Fear
If you have a large amount of Fear, spend several on a GM move to create an even bigger impact.
Fear Move Examples
- Introducing new adversaries to a scene when their appearance hasn't been foreshadowed or lacks context.
- An adversary activating a powerful spell or transformation to deal massive damage or boost their capabilities.
- An environment exerting a strong negative effect on the party.
Difficulty
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When a player makes an action roll, it's compared to a Difficulty. Many times, the game assigns difficulties for you, for example:
- Successfuly casting the Invisibility spell requires a 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.
It's up to the GM to determinethe Difficulty of other action rolls required by the narrative.
Additinally, the GM can modify by spending additional Fear, or give a roll advantage and disadvantage based on circumstancial changes to Difficulty.
Difficulty Benchmarks
- Page 158
Refer to the following benchmark tables for more guidance:
Agility
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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
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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
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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
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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
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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
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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. |
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 advances subtract 1 from its value. When the counter reaches 0, its effects are triggered.
- Standard and Dynamic
- Most countdowns advance each time a player makes a relevant action roll. Standard countdowns advance by 1. Dynamic Countdowns advance 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.
- Loop
- After triggering, the Countdown resets, possibly increasing or decreasing its starting or maximum value by 1.
- Long-Term
- Advance after rests instead of action rolls.
- Randomized
- Randomized starting values.
Dynamic Countdown Advancement
- Page 162
Dynamic Countdowns advance depending on the results of the action roll according to this chart:
Roll Result | Progress Advancement | Consequence Advancement |
---|---|---|
Failure with Fear | No advancement | −3 |
Failure with Hope | No advancement | −2 |
Success with Fear | −1 | −1 |
Success with Hope | −2 | No advancement |
Critical Success | −3 | No advancement |
Additional GM Guidance
- Page 173
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, plan beats that could give shape to each scene or sequence, rather than pre-scripting specific details or outcomes.
Crafting Scenes
- Page 177
Whenever you start a session, arrive at a new place, or change the situation, tell the players what they need to know by thinking with all of your senses and sharing something unique or unexpected about the fiction.
Engaging Players
- Page 176
Keep players engaged by:
- Rotating the focus between the PCs
- Tying together story elements
- Engaging quiet players
- Using visual aids
- Encouraging unguided play
- Confronting the PCs with internal and external conflicts
- Raise the stakes by spending Fear
- Layering goals other than attrition into combat
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. |
Preparing Combat Encounters
- Page 174
The obstacles you create 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.
When choosing opposition or building encounter, always ask yourself: "What helps tell the story?"
Battles and Narrative
- Page 174
Dynamic battles create suspense by forcing players to choose between their various objectives, engaging their character's motivations and weaknesses, and creating the crucible that the players use to forge their characters into legendary heroes. When preparing combat encounters:
- Consider the narrative function of the battle
- Base adversary moves on their motives
- Use dynamic environments to bring the battleground to life
- Add enemies that can interact with the PCs' features and special Abilities
Phased Battles
- Page 180
Make battles by shifting the nature of its enemies or environment mid-combat:
- Change the terms of engagement
- Alter the environment
- Evolve the opposition
Using Downtime
- Page 181
Use downtime scenes to relieve tension. Resting should stand in contrast to the intensity of the story and give the PCs room to reflect on and roleplay their response to recent events.
Empower players to choose their own downtime scenes. Ask the players to describe how tend to eachother's wounds and unwind together. Encourage them to tell stories and exchange dialogue with the other PCs.
Session Rewards
- Page 176
Reward players at the end of a session with:
Optional Rules
- Page 168
The GM might use optional rules for the game, including:
Fate Rolls
- Page 168
When the GM wants to leave an outcome entirely up to chance, they call for a fate roll. The GM intstructs 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 to the ground or collides with something at high speed, you can use the following guidelines:
- A fall from Very Close range deals 1d10+3 physical damage.
- A fall from Close range deals 1d20+5 physical damage.
- A fall from Far or Very Far range deals 1d100+15 physical damage, or death at the GM's discretion.
- If a character collides with an object or another character at a dangerous speed, they take 1d20+5 direct physical damage.
Moving and Fighting Underwater
- Page 168
By default, attack rolls made while the attacker is underwater have disadvantage.
For creatures that can't breathe underwater, use a standard Countdown (3) to track how long they can hold their breath. Advance the Countdown whenever the PC takes an action. In addition if they fail a roll or roll with Fear while underwater, you can spend your GM move to advance it an additional time—or twice, if they rolled a failure with Fear.
Once the Countdown ends, the underwater PC must mark a Stress whenever they take an action.
Conflict Between PCs
- Page 168
Sometimes a player might want their character to act against another PC in the scene. Before jumping to rolling dice, discuss the situation with both players to decide how to resolve the conflict. A roll might not be necessary to reach an outcome—but if rolling will be fun for everyone involved, come to a consensus on the terms of the roll, then facilitate the scene according to the results.
On an attack roll against a PC, the attacker rolls against the defender's Evasion, just like an adversary. On any other kind of action roll, the instigator makes an action roll and the target makes a reaction roll. To succeed, the instigator must beat a Difficulty equal to the total value of the reaction roll.
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
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.
Tone and Feel
- Page 254
- Adventurous
- Dynamic
- Epic
- Heroic
- Thrilling
- Uncanny
- Whimsical
Themes
- Page 254
- Cultural Clash
- Ends Justify Means
- Grief
- People vs. Nature
- Transformation and Change
- Survival
Touchstones
- Page 254
- Princess Mononoke
- The Legend of Zelda
- The Dark Crystal
- Nausicaä of the Valley of the Wind
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 verdance 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.
Player Principles
- Page 258
If your group decides to play this campaign, give players the following information before character creation.
Make the Invasion Personal
Consider how Haven's invasion of Fanewick deeply impacts your character. Let these details inform what they want and what they're willing to do to get it. Everyone has lost a loved one to the Witherwild or the Serpent's Sickness, and more are dying by the day. Consider how the growing conflict caused your character to act in ways they aren't proud of, or transformed personal truths they once believed were unshakable.
Treat Death with Importance
Taking a life should not be done without consideration, desperation, and consequences. As your character journeys, they should remember those they've lost and those they've slain, allowing each death to affect their choices in the future.
Embrace Vulnerability
Find your character's humanity and showcase it whenever you can. They should be as vulnerable during quiet moments as they are vicious during violent ones, opening up to their allies even if they close themself off to everyone else.
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 NPC 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.
- Withered
- Any time a PC takes Severe damage from a Withered adversary or environment, gain a Wither token and place it on that PC's character sheet. When you do, the PC must roll their Fear Die. If they roll equal to or below the number of Wither tokens on their sheet, they immediately gain a scar and clear all tokens, describing how the Witherwild changes them permanently.
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.
Session Zero Questions
- Page 261
Ask any of these questions to players, or make your own.
Encounters
NPCs
Non-Player Characters
- Page 166
When you run NPCs as the GM, you should always strive to follow your GM principles and use them to bring the world to life. Differentiate NPCs with unique manners of speech and action; let their individual goals and desires motivate their actions.
The only essential elements for a NPC are their name, description, and motive. If it's likely that the PCs will roll actions against them, give them a Difficulty. Adversaries can be invented or improvised by modifying the stat block of another adversary.
If an NPC becomes an ally in combat, they don't need a stat block—just put the spotlight on what they do and show 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 you want an important NPC to mechanically interact with the system, you can give them one or more features with specific triggers and effects. An NPC might also have a choice that adjusts the parameters of their feature.
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
- Hit Points, damage thresholds and Stress work exactly the same as for PCs.
- Attacks
- Includes attack roll modifier, name, range, and damage roll.
- Experience
- The GM can spend a Fear to add Experience as a modifier to an adversary action roll, or to modify the Difficulty of a roll made against them.
- Features
- Additional adversary features.
Adversary Types
- Page 194
- Bruisers
- Tough; delivers powerful attacks.
- Hordes
- Groups of identical creatures acting together as a single unit.
- Leaders
- Commands and summons other adversaries.
- Minions
- Easily dispatched, but dangerous in numbers.
- Ranged
- Fragile in close encounters, but deals high damage at range.
- Skulks
- Maneuvers and exploits opportunities to ambush opponents.
- Socials
- Presents challenges around conversation instead of combat.
- Solos
- Presents a formidable challenge to a whole party, with or without support.
- Standards
- Representative of their fictional group.
- Supports
- Enhances their allies and disrupt their opponents.
- Bruisers: Tough; delivers powerful attacks.
- Hordes: Groups of identical creatures acting together as a single unit.
- Leaders: Commands and summons other adversaries.
- Minions: Easily dispatched, but dangerous in numbers.
- Ranged: Fragile in close encounters, but deals high damage at range.
- Skulks: Maneuvers and exploits opportunities to ambush opponents.
- Socials: Presents challenges around conversation instead of combat.
- Solos: Presents a formidable challenge to a whole party, with or without support.
- Standards: Representative of their fictional group.
- Supports: Enhances their allies and disrupt their opponents.
Adversary Features
- Page 195
There are four types of adversary features:
Building Encounters
- Page 197
Calculate Battle Points
Start with 3 × the number of PCs + 2 Battle Points, and modify the results:
Adversary Stat Block Benchmarks
- Page 208
Adversary Statistic | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
---|---|---|---|---|
Attack Modifier | +1 | +2 | +3 | +4 |
Damage Dice | 1d6+2 to 1d12+4 | 2d6+3 to 2d12+4 | 3d8+3 to 3d12+5 | 4d8+10 to 4d12+15 |
Average Damage | 6–11 | 10–17 | 17–25 | 28–41 |
Difficulty | 11 | 14 | 17 | 20 |
Damage Thresholds | 7 / 12 | 10 / 20 | 20 / 32 | 25 / 45 |
Adversary Stat Blocks
- Page 209
Stat blocks aren't available in the OG-DHSRD at this time. If you'd like to support this work, buy Old Gus a ☕ Ko-fi!
Tier 1 (Level 1)
- Acid Burrower
- Bear
- Cave Ogre
- Construct
- Courtier
- Deeproot Defender
- Dire Wolf
- Giant Mosquitoes
- Giant Rat
- Giant Scorpion
- Glass Snake
- Harrier
- Archer Guard
- Bladed Guard
- Head Guard
- Jagged Knife Bandit
- Jagged Knife Hexer
- Jagged Knife Kneebreaker
- Jagged Knife Lackey
- Jagged Knife Lieutenant
- Jagged Knife Shadow
- Jagged Knife Sniper
- Merchant
- Minor Chaos Elemental
- Minor Fire Elemental
- Minor Demon
- Minor Treant
- Green Ooze
- Tiny Green Ooze
- Red Ooze
- Tiny Red Ooze
- Petty Noble
- Pirate Captain
- Pirate Raiders
- Pirate Tough
- Sellsword
- Skeleton Archer
- Skeleton Dredge
- Skeleton Knight
- Skeleton Warrior
- Spellblade
- Swarm of Rats
- Sylvan Soldier
- Tangle Bramble Swarm
- Tangle Bramble
- Weaponmaster
- Young Dryad
- Brawny Zombie
- Patchwork Zombie Hulk
- Rotted Zombie
- Shambling Zombie
- Zombie Pack
Tier 2 (Level 2–4)
- Archer Squadron
- Apprentice Assassin
- Assassin Poisoner
- Master Assassin
- Battle Box
- Chaos Skull
- Conscript
- Courtesan
- Cult Adept
- Cult Fang
- Cult Initiate
- Demonic Hound Pack
- Electric Eels
- Elite Soldier
- Failed Experiment
- Giant Beastmaster
- Giant Brawler
- Giant Recruit
- Giant Eagle
- Gorgon
- Juvenile Flickerfly
- Knight of the Realm
- Masked Thief
- Merchant Baron
- Minotaur Wrecker
- Mortal Hunter
- Royal Advisor
- Secret-Keeper
- Shark
- Siren
- Spectral Archer
- Spectral Captain
- Spectral Guardian
- Spy
- Stonewraith
- War Wizard
Tier 3 (Level 5–7)
- Adult Flickerfly
- Demon of Avarice
- Demon of Despair
- Demon of Hubris
- Demon of Jealousy
- Demon of Wrath
- Dire Bat
- Dryad
- Elemental Spark
- Greater Earth Elemental
- Greater Water Elemental
- Huge Green Ooze
- Hydra
- Monarch
- Stag Knight
- Oak Treant
- Treant Sapling
- Head Vampire
- Vampire
- Vault Guardian Gaoler
- Vault Guardian Sentinel
- Vault Guardian Turret
- Young Ice Dragon
Tier 4 (Level 8–10)
- Arch-Necromancer
- Fallen Shock Troop
- Fallen Sorcerer
- Fallen Warlord: Realm-Breaker
- Fallen Warlord: Undefeated Champion
- Hallowed Archer
- Hallowed Soldier
- High Seraph
- Kraken
- Oracle of Doom
- Outer Realms Abomination
- Outer Realms Corruptor
- Outer Realms Thrall
- Volcanic Dragon: Obsidian Predator
- Volcanic Dragon: Molten Scourge
- Volcanic Dragon: Ashen Tyrant
- Perfected Zombie
- Zombie Legion
Environments
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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
- Each environment has a unique name.
- Tier
- The PC tier the environment is designed to challenge.
- Type
- The type of scene it most easily supports.
- Description
- An evocative one-line summary of the environment.
- 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.
- Tier: Each environment has a unique name.
- Tier: The PC tier the environment is designed to challenge.
- Type: The type of scene it most easily supports.
- Description: An evocative one-line summary of the environment.
- Impulses: The manner or mode with which the environment pushs 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: rompts for plot hooks, narrative engines, and connections to other story elements.
Environment Types
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- Explorations
- Wondrous locations with mysteries and marvels to discover
- Socials
- Locations that primarily present interpersonal challenges
- Traversals
- Dangerous locations where movement through and around the space itself is a challenge
- Events
- Special activities or occurrences (rather than physical spaces)
Adapting Environments
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Sometimes you want to use an environment but it's at the wrong tier for your party. Or you might want to replace a feature or two, then present it as an entirely different environment. Whether planning your session or even improvising an environment mid-session, you can adjust an existing environment's stat block to fit the needs of your scene or improvise elements as needed. The environments framework is there to help organize ideas, not to stifle creativity.
When you need to quickly adjust a stat block to a different tier, you can simply replace its existing statistics with those listed on the Environment Statistics by Tier table, using the column that corresponds to your party's tier.
Environment Stat Block Benchmarks
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Environment Statistic | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
---|---|---|---|---|
Damage Dice | 1d6+1 to 1d8+3 | 2d6+3 to 2d10+2 | 3d8+3 to 3d10+1 | 4d8+3 to 4d10+10 |
Average Damage | 5–8 | 10–13 | 17–18 | 21–32 |
Difficulty | 11 | 14 | 17 | 20 |
Environment Stat Blocks by Tier
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Stat blocks aren't available in the OG-DHSRD at this time. If you'd like to support this work, buy Old Gus a ☕ Ko-fi!
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 (Levels 2—4)
- Cult Ritual (Event)
- Hallowed Temple (Social)
- Haunted City (Exploration)
- Mountain Pass (Traversal)
Tier 3 (Levels 5—7)
- Burning Heart of the Woods (Exploration)
- Castle Siege (Event)
- Pitched Battle (Event)
Tier 4 (Levels 8—10)
- Chaos Realm (Traversal)
- Divine Usurpation (Event)
- Imperial Court (Social)
- Necromancer's Ossuary (Exploration)
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