OG-DHSRD OG-DHSRD OG-DHSRD
  • PCs
    • Character Creation
    • Ancestries
    • Communities
    • Classes and Subclasses
    • Domains and Domain Cards
    • Equipment and Loot
    • Traits
    • Hope
    • Experiences
    • Gaining Levels
    • Transformations
  • Rules
    • Key Terms
    • Flow of the Game
    • Foundational Rules
    • The Spotlight
    • Moves and Actions
    • Special Rolls
    • Difficulty
    • Advantage and Disadvantage
    • Countdowns
    • Optional Rules
  • Combat
    • Evasion
    • Attack Rolls
    • Damage Rolls
    • Damage Thresholds and Hit Points
    • Stress
    • Death
    • Conditions
    • Maps, Range, and Movement
    • Downtime
  • GMs
    • Running an Adventure
    • Resolving Actions
    • Difficulty Benchmarks
    • Fear
    • GM Moves
    • Pacing
    • Campaign Frames
    • The Witherwild
    • GM Tools
  • Encounters
    • PC Benchmarks
    • NPCs
    • Adversaries
    • Adversary Benchmarks
    • Adversary Stat Blocks
    • Building Encounters
    • Environments
    • Environment Benchmarks
    • Environment Stat Blocks

Old Gus' Daggerheart System Reference Document

version 3.0i (2026-09-14)

  • Character Sheet
  • GM Screen
  • Github
  • ☕ Ko-fi

Introduction

Welcome Reader—

Old Gus' Daggerheart System Reference Document (OG-DHSRD) is a hypertext version of the Daggerheart System Reference Document 2.0 (revised August 25, 2026), © Critical Role, LLC, under the terms of the Darrington Press Community Gaming (DPCGL) License. There are no previous modifications by others.

Logo: Daggerheart Compatible Logo: Daggerheart Compatible

This document has been edited and condensed. You can use this edition to quickly look up Daggerheart rules online, share them with others, or copy text into a character sheet that works for you. Don't mistake anything you read here for the "rules as written".

The OG-DHSRD is not a replacement for the Daggerheart Core Rulebook, which contains setting information, additional examples of gameplay, and lots of great advice for playing Daggerheart—not to mention gorgeous artwork and the seductive odor of cardboard and book glue.

Thanks to Darrington Press for this amazing resource, and thank you for reading—and may this record bring you and yours many happy adventures!

—Old Gus

  • partario.flynn@gmail.com
  • @oldgus@dice.camp

Editor's Notes — If you'd like to support this work, buy Old Gus a ☕ Ko-fi!

Editorial Mission

Incorporate Daggerheart Content
Condense the Daggerheart SRD into fewer, more complete topics, and incorporate updates to the Daggerheart SRD and Daggerheart Errata. Provide page and card number references for the Daggerheart Core Rulebook (DH Core) and Daggerheart: Hope & Fear Expansion (DH HF).
Use Plain Language
Edit explanations, instructions, definitions, and procedures in plain language so they are complete, clear, consistent, and concise. Correct suspected misprints. Preserve the text of character options, domain cards, and adversaries.
Address Players First
Organize information for those who haven't played a tabletop role-playing game (TTRPG) before, and write to the player. "You" is you, the player—or your Player Character (PC). "The GM" is the Game Master (GM).
Improve Accessibility and Inclusion
Avoid referencing character sheets or physical cards the reader might not own or be able to use. Add metric unit conversions and a dyslexic reader mode. Provide a mobile-friendly format, extensive hyperlinks, tooltips, and quick-references.
Add Tools
  • Adversary Benchmarks
  • Character Creation
  • Conditions
  • Consumables Generator
  • Difficulty Benchmarks
  • Flow of the Game
  • GM Tools
  • Key Terms
  • Item Generator
  • Optional Rules
  • PC Benchmarks
  • Quick-Reference PDFs
Human-Made, Human-Forward
No ads. No accounts. No data collection. No algorithms. No machine learning. No large-language models. No vibe coding. This is a living document—revisions are an ongoing project.

Translations

While the editor can't verify their accuracy, translations of the OG-DHSRD are available:

  • Chinese (Traditional) by sassttrpgtools

If you'd like to translate the OG-DHSRD, contact Old Gus: partario.flynn@gmail.com


What is Daggerheart?

  • DH Core 4
  • DH Core 8

Daggerheart is a tabletop roleplaying game for one Game Master (GM) and 2–5 players, each in control of one Player Character (PC). The game can be played in a single session (a "one-shot"), or a multiple sessions (a "campaign"). A game session usually takes 2–4 hours. Combat is an important part of the game.

How to Play Daggerheart

  • The GM describes the situation, narrates events, and controls NPCs, adversaries, and obstacles the PCs encounter.
  • You roleplay your PC's reaction to the scenario, declaring their action and dialogue.
  • If your action depends on fate or fortune, the GM calls for an action roll. To make an action roll, you roll your Duality Dice—two distinct twelve-sided dice (d12s)—representing Hope and Fear. The dice are rolled, summed, and relevant bonuses called modifiers are added to the result.
  • The total is compared to a Difficulty set by the GM. If the total meets or beats the Difficulty, you succeed. If it's lower, you fail.
  • The situation also changes based on which Duality Die rolls higher, giving the player helpful Hope, or giving adversary Fear to the GM.
Duality Dice: The Hope Die result is 12. The Fear Die result is 1.

Video Overview

  • Editorial Addition

This video covers the flow of the game, and several key terms, including:

  • action rolls
  • Hope
  • Fear
  • damage rolls
  • reaction rolls
  • Evasion
  • damage thresholds and Hit Points
  • armor
  • range
  • Stress
  • downtime

For more on how to play, see Rules of the Game. For videos of groups playing the game, see heartofdaggers.com — Daggerheart Actual Plays.

Player Principles and Best Practices

  • DH Core 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.

Getting Ready to Play

  • Editorial Addition
Character Creation
Go through the character creation process and record your statistics on a character sheet.
Cards
The official playset includes physical cards and paper sheets to facilitate play, but you don't need them. Instead, you can copy text from this document, and record it alongside your character sheet.
Polyhedral Dice
A polyhedral die is noted by the number of sides it has—for example, a d6 is a six-sided die. Multiple dice are called for, too—for example, 2d10 is two ten-sided dice. Each player will need at least 2d12 for Duality Dice, and at least one d20, d10, d8, d6, and d4 each. At higher levels—or if you're the GM—you'll need several dice of each size. You can share dice with others. If you can't use dice, any method of generating random numbers works.
Polyhedral Dice: d4, d6, d8, d10, d12, and d20.
Notes
Have a way to take a few notes about your fellow PCs, the story, and other characters you meet.
Tokens and Counters
A few distinct tokens to represent Hope, Fear, Countdowns, or other things you need to keep track of can be useful—coins, poker chips, spare dice, small rocks, loose snacks—anything. For the GM, an abacus can be a handy tool for keeping track of several things at once.

Character Creation

Ancestries

Communities

Classes and Subclasses

Domains

Domain Cards

Equipment

Traits

Hope

  • DH Core 90

You start with 2 Hope at character creation and gain one more when you roll with Hope. You have a maximum of 6 Hope slots. Hope carries over between sessions.

Spending Hope

Help an Ally (1 Hope)
You help a PC with an action roll. Describe how you help, roll your own advantage die, and apply the result as a modifier to their roll. If the PC you help gains advantage from multiple sources, they add only the highest result from any rolled advantage dice.
Utilize an Experience (1+ Hope)
When you Utilize an Experience on a relevant roll, add its modifier to the result. You can spend additional Hope to utilize additional relevant Experiences.
Tag Team Roll (3 Hope)
Initiate a Tag Team Roll.
Class Hope Feature (3 Hope)
Each class provides a class Hope feature.
Other Uses for Hope (1+ Hope)
Other uses for Hope are defined by class or subclass features, domain cards, and equipment.
Rolling with Hope
If you roll with Hope for an action prompted by a Hope Feature or domain card, you can spend the Hope you gain from the roll on the action.

Experiences

  • DH Core 20
  • DH Core 93

An Experience is a word or phrase that evokes a personality traits or aptitudes you've acquired. Experiences can relate to your backstory, characteristics, specialties, or skills.

Creating Experiences
You start with two Experiences from character creation. You create new Experiences each time you reach a new tier. Experiences start with a +2 modifier.
Utilize an Experience
When you make an action roll or reaction roll, you can spend a Hope to add a relevant experience's modifier to the result. Describe how the Experience applies. The GM might require you further justify the Experience's relevance, but you decide whether the Experience applies (within reason). You can apply more than one Experience to a roll.
Increasing Experience Modifiers
When you gain a level, you can purchase an advancement to increase an Experience's modifier.

For more on creating Experiences, see character creation. For adversary experiences, see adversaries.

Creating Great Experiences

  • Editorial Addition

Here are a few helpful criteria for creating Experiences:

G

Grounded: The experience stands on its own. It doesn't depend on a specific feature, spell, roll, or mechanic.

❌ Supersonic Flight would require a game mechanic that doesn't exist.

R

Relevant: The experience builds upon your ancestry, class, or community, binding them to the specific game setting.

✅ Magehold Graduate encompasses skills and knowledges obtained learning about magic—including where and from whom.

E

Explainable: The experience describes how it is applied, not exactly what it applies to.

✅ My Nightmares Warned Me could be utilized to solve puzzles, sense motivations, or avoid danger.

A

Adaptable: The experience is applicable to a wide variety of tasks.

✅ Swordmaster of Immaden implies martial prowess, but also weapons and fighting styles from around the world, metallurgy, and famous duels, blacksmiths, and teachers from across history.

T

Transformative: The experience says something about your outlook on the world, life lessons you've learned, or deeply held beliefs that inform why you do the things you do.

✅ Never Again represents a past encounter with terrible injustice, and the resolve you feel to prevent such things from happening again.

Editor's Notes — This section is based off a post by OneBoxyLlama:

See: r/daggerheart: Tips for building GREAT experiences


Gaining Levels

  • DH Core 109
  • DH Core 110
  • DH Core 111

The PCs gain a level when the GM decides you've reached a narrative milestone (usually about every 3 sessions).

Each time you gain a level, go through the following four steps:

Step 1: Check for Tier Achievements
There are 10 PC levels, which are divided into 4 tiers. When gaining a level causes you reach a new tier—at Level 2, Level 5, and Level 8—you gain new tier achievements.
Step 2: Purchase Advancements
You gain two advancements, which you use to purchase benefits available to your tier or lower. Additional advancements become available at Tier 3 and Tier 4.
Step 3: Increase Damage Thresholds
Increase the bonus to your Major and Severe damage thresholds by 1.
Step 4: Choose A Domain Card
Choose a domain card and add it to your loadout or vault. If your loadout is full, you can immediately place a card into your vault to make room. Additionally, you can exchange one of your domain cards for another of equal or lower level.

Tier Achievements

  • DH Core 109

Your tier affects your tier achievements, and access to advancements.

Levels, Tiers, and Tier Achievements
Level Tier Tier Achievements
Level 1 Tier 1 —
Level 2–4 Tier 2
  • Create a new Experience
  • Gain a +1 bonus to your Proficiency
Level 5–7 Tier 3
  • Create a new Experience
  • Gain a +1 bonus to your Proficiency
  • Clear marked traits
Level 8–10 Tier 4
  • Create a new Experience
  • Gain a +1 bonus to your Proficiency
  • Clear marked traits

Advancements

  • DH Core 110

You can purchase an advancement a number of times equal to its slots. The Proficiency and Multiclassing options require spending both advancements to purchase.

Advancements by Tier
Advancement Benefits Tier 2 Tier 3 Tier 4
Traits Gain a +1 bonus to two trait modifiers and mark them. You can't use this advancement to increase a marked trait until you reach a new tier and clear it. 3⭔  ⭔  ⭔ 3⭔  ⭔  ⭔ 3⭔  ⭔  ⭔
Hit Point Gain a Hit Point slot. 2⭔  ⭔ 2⭔  ⭔ 2⭔  ⭔
Stress Gain a Stress slot. ⭔  ⭔2 ⭔  ⭔2 ⭔  ⭔2
Experiences Gain a +1 bonus to two Experiences. ⭔1 ⭔1 ⭔1
Domain Card Choose a new domain card from your domains. The card's level can't exceed the level range of the tier slot used to purchase this advancement. ⭔1 ⭔1 ⭔1
Evasion Gain a +1 bonus to your Evasion. ⭔1 ⭔1 ⭔1
Enhanced Subclass Progress a subclass, gaining its specialization feature—or if you have them already, its mastery features. Choosing this option excludes the Multiclass advancement for this tier. —— ⭔1 ⭔1
Proficiency Gain a +1 bonus to your Proficiency. You must spend both advancements to purchase this benefit. —— ⭔1 ⭔1
Multiclassing 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. You can only choose this advancement once. —— ⭔1 ⭔1

Multiclassing

  • DH Core 111

Starting at Tier 3, you can choose multiclassing as an advancement. You can only multiclass once, and doing so excludes the Enhanced Subclass advancement for that tier.

Choosing a Multiclass
Choose a class. You gain access to one of its domains and its class features. You don't gain its class Hope feature. Next, choose a subclass. You gain its foundation features.
Multiclass Features
Multiclass features actions use your level and tier—for example, if you multiclass into Rogue at Level 5, your Sneak Attack feature's damage is 3d6 because your level places you at Tier 3. If you gain a second Spellcast trait, you can choose which modifier to apply when making a Spellcast Roll.
Multiclass Domain Cards
When you choose a new domain card, you can choose from cards up to half your level from your multiclass domain—for example, if you multiclass into Rogue at Level 5 and choose its Midnight domain, you can choose domain cards up to level 3 from the Midnight domain deck.

Transformations

Rules of the Game

Key Terms

  • Editorial Addition

† — Indicates an Optional Rule.

  • A
  • B
  • C
  • D
  • E
  • F
  • G
  • H
  • I
  • J
  • K
  • L
  • M
  • N
  • O
  • P
  • Q
  • R
  • S
  • T
  • U
  • V
  • W
  • X
  • Y
  • Z

A

  • action
  • action roll
  • advancement
  • advantage
  • adversary
  • Aetheris
  • Age of Umbra
  • Agility
  • ancestry
  • Arcana
  • area of effect
  • armor
  • Armor Slot
  • Armor Score
  • Assassin
  • attack
  • attack roll
  • Avoid Death

B

  • Bard
  • Base Score
  • base threshold
  • Battle Points
  • Beast Feast
  • Beastbound
  • Beastform options
  • Blade
  • Blaze of Glory
  • Bone
  • Brawler
  • burden

C

  • Call of the Brave
  • Call of the Slayer
  • campaign frame
  • Castle High
  • character sheet
  • Clank
  • class
  • Codex
  • collision damage†
  • colossus†
  • Colossus of the Drylands
  • community
  • condition
  • conflict between PCs (PVP)†
  • consumable
  • Core Gameplay Loop
  • Countdown
  • curse†
  • cover
  • creature
  • critical damage
  • critical success (crit)

D

  • damage threshold
  • damage
  • damage dice
  • damage roll
  • damage type
  • Dark Heart of Andaluria
  • death move
  • Demigod
  • Difficulty
  • direct damage
  • disadvantage
  • Divine Wielder
  • domain
  • domain card
  • Doom Track†
  • downtime
  • downtime move
  • Drakona
  • Dread
  • Druid
  • Duality Dice
  • Duneborne
  • Dwarf

E

  • Earthkin
  • Elemental Origin
  • Elf
  • Emberkin
  • Encounters
  • environment
  • Evasion
  • Experience
  • equipment
  • Evolution
  • Executioners Guild

F

  • faction†
  • Faerie
  • falling damage†
  • fate roll†
  • Faun
  • Favor
  • Fear
  • Fear Die
  • Feast†
  • Five Banners Burning
  • Flight Artfacts
  • Flow of the Game
  • Finesse
  • Firbolg
  • Focus
  • Foundation Feature
  • Freeborne
  • Frostborne
  • Fungril

G

  • Galapa
  • Game Master (GM)
  • Ghost
  • Giant
  • Goblin
  • GM move
  • GM turn
  • GM's die
  • Gnome
  • gold
  • gold coin†
  • golden opportunity
  • Grace
  • Group Action Roll
  • Guardian

H

  • Halfling
  • Hearthborne
  • Hedge
  • Help an Ally
  • Hex Crawl†
  • Hidden
  • Highborne
  • Hit Point
  • Hope
  • Hope Die
  • HP
  • Human
  • humanoid
  • Hunt†

I

  • Iconic Weapon†
  • immunity
  • incoming damage
  • Infernis
  • Instinct
  • item

J

  • Journey to Horizon
  • Juggernaut

K

  • Katari
  • Knowledge

L

  • Less Lethal Campaign†
  • level
  • line of sight
  • Liminal Clue†
  • loadout
  • long rest
  • loot
  • Loreborne

M

  • magic damage (mag)
  • Mastery Feature
  • Major damage
  • Martial Artist
  • Massive damage†
  • Midnight
  • Moon
  • Minor damage
  • Mixed Ancestry
  • modifier
  • Motherboard
  • move
  • movement
  • multiclassing

N

  • Nightwalker
  • Non-Player Character (NPC)

O

  • object
  • Orc
  • Orderborne

P

  • Pact of the Endless
  • Pact of the Wrathful
  • Phased battles
  • physical damage (phy)
  • Player Character (PC)
  • Poisoners Guild
  • Pool
  • Presence
  • Primal Origin
  • Proficiency

R

  • range
  • range, defined†
  • Ranger
  • Ranger companion
  • Reaction
  • Reanimated
  • reaction roll
  • Reborne
  • Reign of the Weredragon
  • Recall Cost
  • reroll
  • resistance
  • rest
  • Restrained
  • Ribbet
  • Ridgeborne
  • Risk It All
  • Rogue
  • rounding

S

  • sacred bonfire†
  • Sage
  • scar
  • School of Knowledge
  • School of War
  • Seaborne
  • Seraph
  • Severe damage
  • Shapeshifter
  • short rest
  • Simiah
  • Skykin
  • Slyborne
  • Sorcerer
  • Specialization Feature
  • Spellcast Roll
  • Spellcast trait
  • Splendor
  • spotlight
  • Spotlight Tracker Tool†
  • stacking
  • Stalwart
  • stance
  • Strength
  • Stress
  • subclass
  • Syndicate

T

  • Tag Team Roll
  • target
  • tech damage†
  • temporary
  • throwing weapons
  • Tidekin
  • tier
  • trait
  • trait roll
  • transformation, adversary†
  • transformation, PC†
  • Troubadour

U

  • unarmed attack
  • underwater†
  • Underborne
  • Utilize an Experience

V

  • Valor
  • Vampire
  • vault
  • Vengeance
  • Villain Builder†
  • Vulnerable

W

  • Wanderborne
  • Warborne
  • Warden of the Elements
  • Warden of Renewal
  • Warlock
  • Warrior
  • Wayfinder
  • weapon
  • Werewolf
  • Wildborne
  • Winged Sentinel
  • Witch
  • Wizard
  • Wordsmith

Flow of the Game

  • DH Core 87
  • Editorial Addition

Daggerheart is a conversation. The goal is to build on everyone's ideas to tell a satisfying story. The core gameplay loop provides structure to the conversation, and mechanics for resolving fate or fortune's impact on the outcome.

Hope and Fear represent the cosmic forces that shape the events of the story. Hope powers PC abilities and features, while Fear powers GM moves, including actions taken by adversaries and environments.

The results of action rolls determine what happens next, and how the outcome is resolved. On a success with Hope, a PC usually gains the spotlight. On a failure or a roll with Fear, a GM Turn begins.

Flow of the Game Flow of the Game

GM moves can be almost anything that advances the story—see example GM moves.

Core Gameplay Loop

  • DH Core 88
  • DH Core 90

The core gameplay loop is the procedure that drives every scene, both in and out of combat.

Step 1: Set the Scene

The GM describes a scenario, establishing the surroundings, and any dangers, NPCs, or other important details the PCs would notice.

Step 2: Ask and Answer Questions

The players ask questions to explore the scene more deeply, gathering information that informs their action. The GM responds to these questions by giving the players information the PCs would already know or could easily obtain, or by asking questions of the players.

Step 3: Build on the Fiction

As the scene develops, the PCs take action—solving problems, overcoming obstacles, and uncovering mysteries. If an action has no chance of failure (or if failure would be boring), they succeed automatically. If the outcome of an action is unknown, the GM calls for an action roll. Either way, the outcome becomes part of the story. The GM resolves the outcome, narrating how the PC's action changes 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.


Foundational Rules

The Golden Rule

  • DH Core 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

  • DH Core 7

The rules offer answers for many questions, but it won't answer all of them. When in doubt, the GM makes a ruling that aligns with the narrative.

The GM has the authority—and responsibility—to ensure rules are applied in an interesting, logical, and story-based manner.


Additional Rules

  • DH Core 107

The following rules are assumed, unless stated otherwise by a specific feature.

Rounding Up
  • DH Core 107

Round up to the nearest whole number. Resolve any ambiguity in favor of the PCs.

Spending Resources
  • DH Core 94
  • DH Core 96
  • DH Core 107
Using Features After a Roll
Features that provide bonuses or benefits must be added before you make the related action roll, reaction roll, or damage roll. If a feature allows you to affect the outcome of a roll, you can use it after the GM announces if the roll succeeds or fails, but not after the roll's narrative consequences unfold, or another roll is made.
Spending to Increase Effects
You can't spend Hope or mark Stress multiple times on the same feature to increase or repeat its effects on a single roll.

Editor's Notes — This prohibition on spending to increase effects only applies to features that affect one roll. It doesn't apply to features that affect multiple rolls. For example, a Warrior can spend 6 Hope on their No Mercy feature to gain a +2 bonus to attack rolls until their next rest.

See: r/daggerheart: Hope Features Stacking?

Rerolling Dice
  • DH Core 107

If a feature allows you to reroll a die, you take the new result.

Targeting
  • DH Core 104

A target is anything a feature affects. Most of the time, you can choose the target, including who (a creature) or what (an object) is affected. Creatures are living beings—you, your fellow PCs, and adversaries and NPCs you encounter. Some features can only target creatures that are allies, and others only creatures that are adversaries. Some features affect multiple creatures in an area with a single attack roll—for example, the Rain of Blades domain card.

Editor's Notes — Since several features target "you or an ally", or "yourself or an ally", you probably don't count as your own ally. These features must be used on an allied character—usually another PC.

Some features have two types of "target": those that are the target of an action roll, and those who might be affected by the action roll—for example, a Fireball created by the Book of Norai domain card targets one creature with a Spellcast Roll. If that roll succeeds, the resulting effect targets all creature within Very Close range of the original target.

Resolution
  • DH Core 102
  • DH Core 107
  • DH Core 153
  • Editorial Addition
Multiple Effects
You can maintain the effects from more than one class feature or domain card at a time. If the resolution order of multiple effects is unclear, whoever is in control of the effects (player or GM) decides what order to resolve them in. The effects must be able to resolve in the order assigned—for example, if you take Major damage and use a feature that reduces damage taken by one threshold to Minor, and then second effect requires you to have taken Major damage, the two effects can't be resolved—at least not in that order. The GM arbitrates any uncertainty.
Stacking Effects
Effects stack, with three important exceptions:
  • Advantage and disadvantage
  • Resistance
  • Conditions
Temporary and Ongoing Effects
If an effect doesn't define when it ends, it ends when you decide or the fiction demands it. If the GM or an adversary creates a temporary effect, you can try to end it with an action roll. The GM can spend a Fear to end a temporary effect created by your features or domain cards.

The Spotlight

  • DH Core 100

In the flow of the game—including combat—the spotlight is where the next decisive narrative moment in the scene takes place. There's no set number of moves you can make when you gain the spotlight. If there's no roll involved, the spotlight swings toward whoever or whatever the fiction would naturally turn it, or toward someone who hasn't had the spotlight in a while.

However, once you make an action roll, the cosmic forces of Hope and Fear determine the who gains the spotlight next. If you fail an action roll or roll with fear, a GM turn begins.

GM Turns

  • DH Core 89
  • Editorial Addition

During GM turns, spotlight, you can't make moves—including using features that require spending Hope, marking Stress, exchanging domain cards between your loadout and vault, or make rolls unless stated otherwise. Features that allow you to make moves during a GM turn usually have a mechanical trigger—For example, the Warrior class feature Attack of Opportunity requires an adversary within Melee range to attempt to leave that range.

Even if your action roll results in a success with Hope, after resolving the outcome, the GM can spend a Fear to seize the spotlight, claiming a GM turn.

Optional Rule: Spotlight Tracker Tool

  • DH Core 89

If the group prefers a more traditional action economy, you can use tokens to track how many times a player has had the spotlight.

At the start of a session or scene, add a number of tokens (recommended: 3), and removes a token each time you take an action. If the spotlight would swing to someone without tokens, it swings to someone else instead.

Once everyone has used all their tokens, you regain your tokens and continue playing.

Editor's Notes — Combining the Spotlight Tracker Tool with a Countdown that ticks down whenever players spend an action token could be an interesting way of creating a high-pressure situation.

Additional restrictions on GM turn activity are based on a comment by designer by Spenser Starke.

See: r/daggerheart: Can you recall domain cards to your loadout during GM's spotlight?


Moves and Actions

  • DH Core 89

Any time you take an action to advance the story—speaking with another character, interacting with the environment, making an attack, casting a spell, or using a class feature—you are making a move.

Action Rolls

  • DH Core 90
  • DH Core 94
  • DH Core 148
  • DH Core 149
  • DH Core 160

A move where success would be trivial or failure would be boring automatically succeeds. A move that's difficult or risky triggers an action roll.

Duality Dice

Action rolls require two distinct d12s called Duality Dice. One represents Hope, and the other Fear. Roll the Duality Dice, sum the results, and apply relevant modifiers. Next, compare the result of the Hope Die and Fear Die, announcing which is higher. The GM compares the total to the Difficulty to determine the outcome.

Duality Dice Outcomes
Difficulty Higher Hope Die Higher Fear Die
Meets or beats Success with Hope: You gain a Hope. Success with Fear: There's a cost or complication along with your success. The GM gains a Fear and the spotlight.
Less than Failure with Hope: A minor consequence. You gain a Hope. The GM gains the spotlight. Failure with Fear: A major consequence. The GM gains a Fear and the spotlight.
Critical Success

If your Duality Dice results are equal, the result is Critical Success (Crit), a special kind of Success with Hope. In addition to gaining 1 Hope, the outcome exceeds your expectations, and you clear 1 Stress. If the roll is an attack roll, it deals critical damage.

The GM's Die

When an adversary opposes the PCs, the GM rolls the GM's Die—a d20—instead of Duality Dice, applying appropriate modifiers to the result.

For a flow chart of action roll resolution, see Flow of the Game.

Gaining advantage or disadvantage or changes in the size of your Hope Die or Fear Die have a profound effect on the outcomes—for example, through the Highborne or Orderborne community features. For detailed information, see Duality Dice Benchmarks.

Adversaries don't usually make action rolls other than attack rolls, but if GM decides an adversary's action has a chance of failure, they assign PCs a reaction roll instead. In rare instances—for example, when performing dramatic or difficult tasks the PCs can't influence—the GM might assign an adversary an action roll. For detailed information, see GM's Die Benchmarks.

Action Roll Procedure
  • DH Core 92
  • DH Core 93
  • DH Core 94
  • DH Core 95

The following steps describe in more detail the procedure for making an action roll:

Step 1: Pick an Appropriate Trait

Some actions and effects specify in their description which trait applies to the roll. Otherwise, the GM assigns the trait (or traits) apply. If multiple traits are assigned, choose one.

Step 2: Determine the Difficulty

Some actions assign a Difficulty. Otherwise, the GM determines the Difficulty, and can choose to announce it. Either way, the GM should communicate the consequences of failure.

Step 3: Apply Bonus Dice and Modifiers

Apply appropriate bonus dice and modifiers, for example, if you Utilize an Experience, or have advantage.

Step 4: Roll the Dice

Roll your Duality Dice, add the modifiers, and announce the roll in the format of [total] with [Hope or Fear]—or Critical Success!.

Duality Dice: The Hope Die result is 12. The Fear Die result is 1.

For example, you make an action roll with a +1 in the relevant trait, and no other modifiers. You roll the Duality Dice and get a result of 12 on your Hope Die and 1 on your Fear Die. You then announce "I rolled a 14 with Hope!"

Step 5: Resolve the Outcome

Every time you make an action roll, the scene changes—there are no such rolls where "nothing happens". You and the GM work together—along with everyone else—to resolve the action and swing the spotlight accordingly.

For more on resolving action rolls, see Flow of the Game, Key Terms, Additional Rules, Resolving Actions, and Optional Rules.


Special Rolls

  • DH Core 96

There are a few special kinds of action rolls that modify the usual procedure: trait rolls, Spellcast Rolls, group action rolls, and tag team rolls. In the section on combat, two other types of rolls are defined: attack rolls and damage rolls.

Trait Rolls

  • DH Core 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, and has a Difficulty of 12. If no trait or Difficulty is specified, the GM assigns them.

Features and effects that affect trait rolls also affect any action roll that uses that trait, including attack rolls and Spellcast Rolls.

For example, a katari with the Feline Instincts feature allows them to reroll their Hope Die on an Agility Roll. This feature applies to any action roll where Agility is the assigned trait—for example, moving a Far or Very Far distance under pressure, or making an attack roll with a weapon that uses Agility.

Spellcast Rolls

  • DH Core 96

Spellcast Rolls are trait rolls that require you to use your Spellcast trait. If you have a Spellcast trait, it is determined by your subclass. A successful Spellcast Roll activates the effect described by the feature.

For example, if you are a troubadour bard and must make a Spellcast Roll (15), that means you add your Presence to the action roll, which has a Difficulty of 15. If no Difficulty is specified, the GM decides it.

A Spellcast Roll that can damage a target is also an attack roll.

Reaction Rolls

  • DH Core 99
  • DH Core 148
  • DH Core 161

A reaction roll is made in response to a triggering event, regardless of who has the spotlight. Most reaction rolls are made in response to an attack or a hazard, representing a character's attempt to avoid or withstand an imminent effect.

For example, if you must make an Agility Reaction Roll (14), that means you add your Agility to the roll, which has a Difficulty of 14. If the trait or Difficulty aren't specified, the GM assigns them.

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—for example, taking damage or marking Stress.

When the GM rolls a natural 20 on the GM's die for an adversary's reaction roll, the adversary automatically succeeds.

Group Action Rolls

  • DH Core 97

When multiple PCs take action together, the party chooses someone to lead the action. The other players describe how their character cooperates on the task, and the leader makes an action roll. Then, the cooperating PCs each make reaction rolls. The leader's action roll is modified based on each contributing reaction roll result:

Group Action Rolls
Reaction Roll Result Modifier
Success +1
Failure −1

Tag Team Rolls

  • DH Core 97

A PC can spend 3 Hope to initiate a Tag Team Roll involving another PC. The two players work together to describe how they coordinate their actions. Each player makes an action roll, and they choose one roll's results to apply to the Tag Team Roll.

On a roll with Hope, all PCs involved gain a Hope. On a roll with Fear, the GM gains a Fear for each PC.

If the Tag Team Roll is a successful attack, each PC 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.

A PC can initiate a Tag Team Roll once each session, but they can still participate in Tag Team Rolls initiated by others.

A Tag Team Roll counts as a single action roll for the purposes of any Countdowns or features that track action rolls.

A few mechanics enhance Tag Team Rolls—for example, the Call of the Brave subclass' Camaraderie feature, and the Belt of Unity.


Difficulty

  • DH Core 157

When a player makes an action roll, it's compared to a Difficulty.

Difficulty Descriptions
Difficulty 5 10 15 20 25 30
Description Very Easy Easy Average Hard Very Hard Nearly Impossible

Many times, the game assigns a Difficulty, for example:

  • Casting the Invisibility spell requires a successful Spellcast Roll with a Difficulty of 10.
  • Successfully using the fungril's Fungril Network ancestry feature requires an Instinct Roll with a Difficulty of 12.
  • The Difficulty of an attack roll made against an adversary is defined on their stat block.

The GM determines the Difficulty of other action rolls required by the narrative, and can modify it by spending Fear, or give the roll advantage and disadvantage based on circumstance.

Sometimes, an action sets the Difficulty for an adversary's reaction roll—for example, the Fireball spell in the Book of Norai grimoire sets a Difficulty of 13, and the Chain Lightning spell contests the adversary's reaction roll with your Spellcast Roll.

For detailed information, see Difficulty Benchmarks.

Advantage and Disadvantage

  • DH Core 100
  • DH Core 107
  • DH Core 160

Advantage and disadvantage on a roll can be the result of features, mechanical triggers, or the GM's discretion.

Advantage
Advantage is opportunity that you seize to increase your chances of success. When you roll with advantage, you roll a d6 advantage die with your dice pool and add its result to your total. When an adversary rolls with advantage, the GM rolls a second GM's die and uses the higher result.
Disadvantage
Disadvantage is additional difficulty, hardship, or challenge you face when attempting an action. When you roll with disadvantage, you roll a d6 disadvantage die with your dice pool and subtract its result from your total. When an adversary rolls with disadvantage, the GM rolls a second GM's die and uses the lower result.
Multiple Sources of Advantage and Disadvantage
Advantage and disadvantage dice don't stack. Each source of advantageous or disadvantage cancels the other out—for example, if you have two sources of disadvantage, you roll one disadvantage die.
Disadvantage and Bonus d6s
A source of disadvantage also cancels other d6 bonus dice—for example, d6 Rally Dice and Slayer Dice. Other types of bonus dice are not advantage dice, so you can roll them alongside an advantage die, applying both results to your action roll.
Help From Allies
If another PC uses the Help an Ally move to aid you, they roll their own advantage die, and if you have advantage, you roll yours. After all advantage dice are rolled, keep only the highest advantage die's result as the bonus to your roll.

Countdowns

  • DH Core 162

Countdowns represent a period of time or series of events that lead to a future event.

A Countdown begins with a starting value—for example, Countdown (3). Each time a counter ticks down, subtract 1 from its value. When the counter reaches 0, its effects are triggered.

Standard and Dynamic
Most countdowns tick down each time a player makes a relevant action roll. Standard countdowns tick down by 1. Dynamic Countdowns tick down by 1–3, depending on the results.
Consequence and Progress
Consequences leads to negative effects, and Progress leads to positive effects. These can be Linked—after one countdown reaches 0, the other ends without effect.
Loop
After triggering, the Countdown resets, possibly increasing or decreasing its starting or maximum value by 1.
Long-Term
Ticks down after long rests instead of action rolls.
Randomized
Randomized starting values.

Dynamic Countdowns

  • DH Core 163

The GM might also use the results of action rolls to determine changes to a countdown, as shown in the Cliffside Ascent environment. If a Progress Countdown and Consequence Countdown are linked, tick each down differently:

Dynamic Countdowns
Roll Result Progress Countdown Consequence Countdown
Failure with Fear — (or +1) −3
Failure with Hope — −2
Success with Fear −1 −1
Success with Hope −2 —
Critical Success −3 — (or +1)

You can track Countdowns by spinning down dice, ticking off boxes, or however works for you.


Optional Rules

  • Adversary Transformations
  • Building Villains Collaboratively
  • Collosal Adversaries
  • Conflict Between PCs (PVP)
  • Corruption from the Witherwild
  • Curses
  • Defined Ranges
  • Doom Track
  • Factions
  • Falling and Collision Damage
  • Fate Rolls
  • Feasts
  • Flight Artifacts
  • Gold Coins
  • The Hex Crawl
  • The Hunt
  • Iconic Weapons
  • Less Lethal Campaigns
  • Massive Damage
  • Moving and Fighting Underwater
  • Sacred Bonfires and Torches
  • Spotlight Tracker Tool
  • Transformations
  • Tech Damage
  • Adversary Transformations
  • Building Villains Collaboratively
  • Collosal Adversaries
  • Conflict Between PCs (PVP)
  • Corruption from the Witherwild
  • Curses
  • Defined Ranges
  • Doom Track
  • Factions
  • Falling and Collision Damage
  • Fate Rolls
  • Feasts
  • Flight Artifacts
  • Gold Coins
  • The Hex Crawl
  • The Hunt
  • Iconic Weapons
  • Less Lethal Campaigns
  • Massive Damage
  • Moving and Fighting Underwater
  • Sacred Bonfires and Torches
  • Spotlight Tracker Tool
  • Transformations
  • Tech Damage

Building Villains Collaboratively

  • DH HF 135
  • DH HF 136
  • DH HF 184
  • DH HF 185

Before session zero, the GM writes 40 prompts, each in the form of a question about the villain's background, demeanor, motives, or reputation.

At session zero, the GM presents the players with 15 random prompts. Each player draws a prompt, reads it aloud, and chooses one of the following options:

Answer
Other players can ask follow-up questions. The player doesn't have to answer them.
Remove
Discard the prompt, and draw a new one.
Pass
The prompt is given to another player, who can answer, remove, or pass it.

Once no prompts remain to draw, and there are no follow-up questions, proceed to character creation.

Editor's Notes — Darrington press provides an official Reign of the Weredragon Villain Builder in their free Campaign Frame Materials (Hope & Fear).

Conflict Between PCs (PVP)

  • DH Core 168

If a PC acts against another PC in the scene, don't jumping to rolling dice. Instead, discuss the situation to decide how to resolve the conflict. A roll might not be necessary to reach an outcome. If it's decided that rolling will be fun for everyone, come to a consensus on the terms of the roll, then resolve the action.

An attack roll against a PC is compared to their Evasion. For other kinds of action rolls, the result is compared to a reaction roll made by the target, with the higher result determining who succeeds.

Players can have very different reactions to PVP in a session. Make sure that opposed rolls between PCs are creating a good time and a good story for everyone involved.

Falling and Collision Damage

  • DH Core 168

If a character falls or collides with something at high speed, the GM might use the range fallen to determine how much physical damage the collision inflicts.

Falling and Collision Damage
Fall Distance Damage
Very Close 1d10+3
Close 1d20+5
Far or Very Far 1d100+15 (or death, at the GM's discretion)
Collision at Dangerous Speed 1d20+5 direct damage

Doom Track

  • DH HF 177
  • DH HF 186

The GM can use a Doom Track to plan and enact growing disasters that befall the world if the party acts too slowly, similar to a countdown.

To use a Doom Track, create a nested list of consequences, and mark one at the end of each session, then enact its consequences in the world. You can't mark a nested box until you mark its parent box. As the story develops, the GM can increase the number of boxes they mark—especially during a shorter campaign.

Editor's Notes — Darrington press provides an official Doom Track for the Journey to Horizon campaign frame in their free Campaign Frame Materials (Hope & Fear).

Fate Rolls

  • DH Core 168

If the GM wants to leave an outcome up to chance, they call for a fate roll. The GM instructs a player to roll one of their Duality Dice—the Hope Die or the Fear Die—and establishes how the roll will be interpreted.

Fate Roll Examples
  • "Roll your Fear Die. On a 4 or lower, the fire spreads beyond this house."
  • "I think it's really up to chance whether reinforcements will make it to you in time. Go ahead and roll your Fear Die—that'll determine the starting size of the Countdown. When that triggers, reinforcements will arrive in your Far range."
  • "Go ahead and roll your Hope Die to see how big the crowd at the inn is tonight. The higher the roll, the bigger the crowd."
  • "Make a roll using your Hope Die to determine the number of Stamina Potions the shop has in stock."

Factions

  • DH Core 268
Name
What the faction is called.
Relationships
The faction's relationship rank with other factions.
Assets
1–3 advantages—for example, a large military or access to superior technology.
Problems
1–3 disadvantages—for example, a small territory or negative reputation.
Major Objectives
1–3 critical objectives the faction would expend significant resources to achieve—for example, establishing a new trade route.
Minor Objectives
1–3 less critical objectives the faction would like to achieve—for example, mounting a festival or implementing a civic project.
Faction Tracking
  • DH Core 268

The GM can represent relationship between two factions with a number between −3 and +3. The more intense the relationship, the more willing a faction is to act on behalf of or against the another, even at risk to itself. A Friendly (+1) faction might render help if it doesn't require much effort or risk. A faction will go to great effort and expense to see its Nemeses (−3) suffer.

Faction Tracking
Relationship Description
−3Nemeses
−2Opposed
−1Unfriendly
0Neutral, Ambiguous, or Ambivalent
+1Friendly
+2Allied
+3Close Allies
Faction Objectives
  • DH Core 269

The GM can use long-term countdowns to track how a faction's uses assets, addresses problems, and pursues objectives. A faction can have a maximum of three active countdowns: one Major Objective Countdown (10), and two for Minor Objectives Countdowns (4–6).

Each in-game week, advance or tick down one countdown for each faction by one or more steps. When a countdown triggers, the faction acquires an asset, removes a problem, or achieves some other objective. Pick a new goal based on the fiction and start a new countdown.

Stagger faction countdown progression so that only a few trigger each in-game week. Triggering too many can cause weeks of inactivity.

The party can be dispatched to complete faction objectives, or to prevent another faction from completeing theirs.

The Hunt

  • DH HF 154

The Hunt is a five-stage procedure for making a monster and allowing the players to gather Liminal Clues about it. Start by asking the following questions about the monster:

  • What is it?
  • What does it want?
  • Where can you find it?
  • How can you defeat it?
  • What else should you worry about?

The answer to this last question might involve underlings that serve the monster, important bystanders the monster might endanger, or events and location that might highlight the monster's strengths, weaknesses, and motivations.

Stages of The Hunt
Stage 1: Arrival
The PCs are hooked into the adventure with a strange event that implies monster activity.
Stage 2: Investigation
The PCs follow leads and gather Liminal Clues to discover the truth of the monster.
Stage 3: Escalation
The PCs bring together what they've discovered about the monster and develop a plan of action for finding and defeating it.
Stage 4: Confrontation
The PCs attempt to banish, bind, or destroy the monster using what they've previously learned.
Stage 5: Epilogue
The PCs wrap up loose ends and move on to their next mission.
Liminal Clues
  • DH HF 154

A Liminal Clue is a piece of evidence or information that exists in potential—it manifests when the party discovers it during the Hunt. Before a session begins, the GM should devise 4–6 Liminal Clues that allow the party to start to answering at one of questions about the Hunt.

When the PCs delve into danger or explore the mystery in a significant way, the GM provides a related Liminal Clue.

A Liminal Clue indicates what manifests, not how or where. They aren't bound to a place or method of discovery. Once revealed, a Liminal Clue solidifies as an undeniable discovery—part of the world's reality.

Feasts

  • DH Core 277

In a feast-based campaign, players can't use downtime moves to clear Stress, clear Hit Points, or gain Hope. Instead, they have a new downtime move: Make a Feast. Feasts are made from the flavor of ingredients the PCs collect in the story.

Ingredients
  • DH Core 277
  • DH Core 278

You acquired from defeated creatures or the environment. You can carry a number of ingredients equal to your highest trait.

Each ingredient has a name and a flavor profile—for example, Mushroom caps: Savory (2), Bitter (1).

Hunting

When an edible adversary is defeated, the PCs can harvest ingredients from it. The number of ingredients is determined by the defeated creature's Hit Points.

  • Less powerful adversaries yield Sweet, Salty, and Bitter ingredients.
  • More powerful adversaries yield Sour, Savory, and Weird ingredients.
Hunting Ingredients
Hit Points Ingredients
1–41
5–72
8–103
12+4
Gathering

Once per rest, each PC can spend a Hope to gather ingredients from the environment. The GM determines what you acquire based on the fiction or by having you roll your Hope Die and consulting the following table:

Gathering Ingredients
Hope Die Result Ingredient Flavor
1–2Sweet (1)
3–4Salty (1)
5–6Bitter (1)
7–8Sour (1)
9–10Savory (1)
11–12Weird (1)
Ingredient Generator

When the PCs harvest an ingredient, you can roll a d20 for applicable columns, and use the combination to inspire what is gatherered.

Ingredient Generator
d20 Hunting Gathering Feature
1FeetFlowerIt's particularly tender.
2PowderRootsIt's still wriggling.
3LimbStemsIt looks like something it isn't
4BellyLeavesIt has a pungent smell.
5FatBulbsIt's brightly colored.
6EggsNutsIt's completely translucent.
7MarrowSeedsIt's an odd size or shape.
8TongueBarkIt has unique markings.
9BrainBerriesIt recoils from the light.
10RibsFruitIt withers in the dark.
11OrganSapIt smells unbelievably good.
12FleshPollenIt has an unexpected texture.
13StonesFungiIt's encased in something.
14EyesNectarIt's filled with something.
15JellyPodsIt's emitting a colorful gas.
16HornHerbsIt comes apart in layers.
17MeatAlgaeIt must be prepared in a strange way.
18ScalesMossIt's leathery or cartilaginous.
19WingsGrainIt's brittle.
20SecretionRindIt's deadly when consumed raw.
Flavors
  • DH Core 277
  • DH Core 278
  • DH Core 279

There are six flavors, each of which is represented by an associated die size. Each ingredient has flavors with a strength rating of 1–3.

Feast Flavors
Flavor Die
Sweetd4
Saltyd6
Bitterd8
Sourd10
Savoryd12
Weirdd20
Example Ingredients

Once the party is comfortable with fasts, the GM can provide opportunities to locate rare ingredients with features—usually by harvesting them from Leader or Solo adversaries.

Example Ingredients
Ingredient Flavor Feature
Acid dragon salivaSour (1)—
Cave boar milkSavory (1), Salty (1)—
DeathflowerBitter (2)Risky: If you finish preparing a dish with this ingredient and have no matching sets of flavor dice, you clear all Hit Points and Stress and gain 3 Hope. Otherwise, the dish's Meal Rating is 0 and you must make a death move.
Direbear meatSavory (3)—
Diregazelle Skull MarrowSour (1), Salty (1), Sweet (1)Built for Speed: +1 bonus to Agility until your next rest
Ghost Scorpion VenomSour (1), Savory (1)Spicy: If any matching sets from a dish prepared with this ingredient are worth 8 or more points, you can't clear Stress from consuming the resulting dish.
Holy Cow's MilkWeird (1)Last Drop: When you prepare a dish with this ingredient and there's only one remaining die in the flavor pool, roll it and add the result to the dish's Meal Rating.
Mushroom capsSavory (2), Bitter (1)—
Ogre kidney stoneWeird (1), Sweet (1)—
Ooze marrowBitter (2), Sweet (1)—
RilerootBitter (1)—
Wyvern tongueWeird (1), Savory (1), Sour (1)—
Downtime Move: Make a Feast
  • DH Core 278

Each PC who chooses this downtime move can remove ingredients from their inventory and contribute them to the meal.

Preparation
The party designates a PC to be the chef. The chef reviews the ingredients and determines the total number of flavor dice.
Example Feast
Ingredient Flavor Flavor Dice
Direbear meatSavory (3)3d12
Mushroom capsSavory (2), Bitter (1)2d12 + 1d8
Ooze marrowBitter (2), Sweet (1)2d8 + 1d4
Total—5d12 + 3d8 + 1d4
Cooking Rolls
The chef makes a Cooking Roll by rolling the flavor pool's dice and setting aside pairs of matching values. If there are no matching values, the chef discards a die of their choice. The chef continues repeats the process until all dice are discarded or set aside, or there is only one unmatched die.
Meal Rating
The chef totals each pair of dice they set aside—for example, d6 and d8 that matched at a value of 6 contributes 6 points to the total Meal Rating.
Eating the Feast
Each PC who partakes in the meal can clear a number of Hit Points, clear a number of Stress, and gain a number of Hope so that the total of all three numbers is equal to or less than the Meal Rating—with a meal rating of 8, a PC can choose to clear 5 Hit Points and 2 Stress, and gain 2 Hope.
Recording Recipes
  • DH Core 277

The players can record a cookbook with recipe for each dish they prepare. A recipe includes:

  • A name, description, and preparation method
  • An ingredients list
  • A resulting Meal Rating

When the party cooks a dish with the same flavor profile as a recipe in their cookbook, add a number of tokens equal to their tier to the Flavor Pool. When the chef would be forced to discard a die after a Cooking Roll, they can remove a token instead, making meals with the same flavor profile easier to to prepare.

Restaurants
  • DH Core 279

You can spend up to 2 handfuls of gold during downtime to order food from a nearby restaurant. When you do, you gain the effects of the Tend to Wounds, Clear Stress, or Prepare downtime move (your choice) for each handful spent.

Flight Artifacts

  • DH HF 127

PCs gain magic artifact they can use to fly, allowing them to move in any direction. PC flight might lose thier ability to fly if they are Restrained, Vulnerable, or if they lose their magic artifact.

PCs can use any appropriate trait to fly:

Agility
Swift acrobatics, speed-boosting off an adversary's wake, maintaining an aerodynamic posture, or angling past a winged threat
Finesse
Focused, subtle, and well-timed adjustments, threading the needle, precision flying, operating finely tuned controls, or deftly weaving between obstacles
Strength
Blasting through floating debris, holding fast in shifting weather, or slamming into a racing rival
Instinct
Navigating by sheer intuition, keenly spotting a shortcut, following a migratory current, or sensing hidden danger in the clouds.
Presence
Flying with natural grace and effortless style, commanding attention, causing a distraction, creating a spectacle
Knowledge
Charting efficient flight plans, plotting rotational momentum, or deducing the exact timing of a foe's wingbeats

The Hex Crawl

  • DH HF 169
  • DH HF 176

A hex crawl uses a map divided into 24-mile (38.6 km) hexagons to represent a large area. The PCs travel through wildernesses between sanctuaries, resolving encounters along the way.

Key Map and Player Map
The GM chooses the contents of each hex or procedurally generates them, ensuring enough for the PCs to explore in the next session. The PCs are capable wayfinders and trailblazers. As they explore, players fill out their own map and track their location. The GM provides information about the hex they're in, and anything they can learn about adjacent hexes—for example, a tall tower.
Downtime
A party can take three one-day short rests while traveling. Taking a long rest requires multiple days spent in a sanctuary.
Endurance Countdowns
The GM can complicate wilderness travel by assigning each PC an Endurance Countdown (6) at the end of a rest. When the party enters a hex, each player rolls their Hope Die, and if the result is equal to or less than the value of their Endurance Countdown, they mark a Stress. Otherwise, their Endurance Countdown ticks down. When a PC's Endurance Countdown triggers, they become Vulnerable until their next rest. At the start of a rest, Endurance Countdowns end.

Within the fiction, the PCs still rests most nights spent in the wilderness, but they don't gain the benefits of a short rest.

Filling Hexes
  • DH HF 170
  • DH HF 176

Start in any hex and fill out the key map:

  1. Roll a d20 to determine habitat.
  2. Roll a d12 to determine the number of contiguous hexes the region covers. The region can be any shape that doesn't encircle empty hexes.
  3. Roll a d8 + d6 to determine an encounter the party might face.
  4. Roll a d4 to determine the terrain of the region, which determines Travel Days required to enter the hex.
  5. Optionally, include a point of interest a specific hex within it—for example, a settlment or sanctuary. Alternatively, include a rumour about the region. The GM decides how true a rumor is, and whether the PCs learn of it.

Editor's Notes — Journey to Horizon presents a d100 rumor table on DH HF 172–173.

Habitat
  • DH HF 170
Encounters
d20 Habitat
1Blighted by Dark Magic. Roll again to determine which kind of habitat has been blighted. If you roll another 1, the entire region is so corrupted that it's become nigh impossible to traverse.
2Underground
3–4Aquatic
5–6Wetland
7–8Grassland
9–10Tropical
11–12Forest
13–14Drylands
15–16Rolling
17–18Mountain
19Frozen
20Badlands
Encounters
  • DH HF 171
  • DH HF 176

When the party enters a hex, the GM rolls a number of d6s equal to the hex's terrain rating. If any dice result in a 1, the PCs face an encounter. The GM can also spend Fear to create an encounter, or change dice rolled to reflect regional danger, or add habitat features to adversaries in dangerous areas.

Encounters
d8 + d6 Encounter
2Roll twice and combine the resulting entries.
3Fellow travelers
4Temporary setback
5Powerful adversaries
6Extreme weather
7Potential adversaries
8Territorial beast or pack of creatures
9Environmental hazard or obstacle
10Enemy NPCs
11Wondrous or dangerous site
12Lucky break
13Settlement or outpost
14Loot or treasure
Terrain and Travel Days
  • DH HF 171
  • DH HF 176

During a travel day, the PCs:

  • Break camp, eat breakfast, and pack up shortly before sunrise.
  • Travel overland for about 6–8 hours.
  • Take a short break at midday to eat and get their bearings.
  • Travel overland for another 6–8 hours until about sundown.
  • Make camp, prepare and eat dinner, set a watch, and bed down for the night.
Rivers
PCs can traverse rivers on an appropriate conveyance—for example, a boat or canoe. Moving downstream reduces the terrain rating 1. Traveling upstream increases it by 1.
Ocean
The party can travel through ocean hexes if on an appropriate conveyance—for example, a sailboat. When the PCs enter an ocean hex, roll a d4 to determine ocean conditions.
Terrain and Travel Days
d4 Overland Terrain Ocean Conditions Travel Time
1OptimalTailwind1 day
2FairFair weather2 days
3RoughRough waters3 days
4ExtremeExtreme weather4 days

As needed, various party members scout ahead, forage and hunt, refill waterskins, repair gear, and keep watch. If you like, you can narrate or even roleplay these activities, but you don't need to spend valuable table time describing or tracking these events if your group doesn't find them interesting or engaging.

Iconic Weapons

  • DH Core 301

Iconic weapons are are two-handed weapons that replace primary and secondary weapons in a campaign. Much of this optional rule implies a tech-based setting like Motherboard.

Iconic Weapon Features
  • Bonded: Gain a bonus to your damage rolls equal to your level.

  • Upgrade Slots: This weapon has a number of upgrade slots equal to your tier + 1. During downtime, you can break an upgrade into its components parts, craft new upgrades, and remove or install upgades.

Designing Your Iconinc Weapon
Identity
Choose a name and description for your iconic weapon.
Trait, Range and Damage
Assign it a trait, a range and corresponding damage roll according to the following table.
Damage Type
The GM might allow you to choose your iconic weapon's damage type, or assign something specific—for example, tech damage.
Tech Link
If this is a tech-based campaign, you gain a Tech Link at character creation—a data cable with a hook on one end. You must use it to connect to a worldwide data and energy network to use downtime moves.
Parts, Scrap, and Credits
You can recover parts as Scrap—usually from from defeated tech-based adversaries. Scrap is used to craft upgrades during downtime, and has has a barter value in Credits, which you can use to exchange for parts you don't have.
Iconic Weapon Range and Damage
Iconic Weapon Range and Damage
Range Damage
Meleed12+1
Very Closed10+2
Closed10
Fard8+1
Very Fard6+1

Editor's Notes — Darrington press provides an official Ikonis Weapon Builder for the Motherboard campaign frame in their free Campaign Frame Materials (Core) with examples of iconic weapon upgrades. Additional ideas for features are indexed in the PC Benchmarks.

Crafting and Trading
Scavenging
  • DH Core 302

The GM can use the following table as general guidance for Scrap rewards after encounters:

Parts Reward Table
Adversaries Easy Standard Difficult Very Difficult
Slightly tech-based Shards (2) Shards (2), Metal (1) Shards (2), Metal (1), Component (1) Shard (2), Metal (2), Component (1)
Mostly tech-based Shards (2), Metal (1) Shards (2), Metal (2), Component (1) Shards (3), Metal (2), Component (1) Shards (3), Metal (3), Component (2)
All tech-based Shards (2), Metal (1), Component (1) Shards (3), Metal (2), Component (2) Shards (3), Metal (3), Component (2) Shards (4), Metal (3), Component (3)
Scrap and Relics
  • DH Core 301
  • DH Core 302
  • DH Core 303

Most scrap has a value equal to its roll result. Some results advance to a higher level part.

Relics
Relics are usually earned by defeating specific—tech based—adversaries or other challenges. Relics are worth 20 Credits, and can be used to craft powerful upgrades.

If a part lists a value in parenthesis, the credit value of the result what is listed, and higher than the roll outcome.

Scrap
Result Shards (d6) Metals (d8) Components (d10)
1Gear⇩Aluminum (2)⇩Fuse (2)
2CoilAluminumFuse
3Wire⇩Copper (4)⇩Circuit (5)
4TriggerCopper⇩Circuit (5)
5LensCobaltCircuit
6CrystalSilver⇩Disc (7)
7—PlatinumDisc
8—GoldRelay
9——Capacitor
10——Battery
Example Upgrades
  • Editorial Addition
Tier 1 Upgrades
Tier 1 Iconic Weapon Upgrades
Upgrade Feature Parts Slots
Ablative Ablative: +2 Armor Score coil (6), wire (3), copper (2), battery (4) 1⭓
Accurate Accurate: +1 to attack rolls coil (4), crystal (2), gold (5), disc (3) 2⭓ ⭓
Doubling Doubling: When you attack with this weapon, mark a Stress to target another creature within range. gear (12), lens (5), aluminum (15), relay (9) 1⭓
Homing Homing: +2 to attack rolls wire (10), gold (7), fuses (5), circuit (5), battery (2) 1⭓
Impact Impact: +1 damage gears (3), lens (2), aluminum (4), capacitor (1) 2⭓ ⭓
Reach Reach: Increase range by one step. lens (5), silver (3), circuit (2), relay (2) 2⭓ ⭓
Reliable Reliable: On a successful attack, roll an additional damage die and drop the lowest result. crystal (4), cobalt (4), copper (4), capacitor (4) 1⭓
Shielding Shielding: +1 Armor Score wire (3), silver (2), platinum (2), fuse (3) 1⭓
Regenerative Regenerative: When you deal Severe damage, clear a Hit Point. coil (6), wire (4), crystal (1), cobalt (5), silver (5), relay (7), battery (2) 2⭓ ⭓
Shearing Shearing: When you critically succeed on an attack, the target must mark a Stress. trigger (6), copper (8), aluminum (9), disc (10) 2⭓ ⭓
Tier 2 Upgrades
Tier 2 Iconic Weapon Upgrades
Upgrade Feature Parts Slots
Ablative Ablative: +2 Armor Score coil (6), wire (3), copper (2), battery (4) 1⭓
Shedding Shedding: You can mark an additional Armor Slot against incoming damage. gear (26), gold (13), relay (15), battery (8) 1⭓
Heated Heated: +2 damage trigger (11), platinum (11), circuit (11), disc (7) 2⭓ ⭓
Wounding Wounding: On a successful attack, you can mark 2 Stress to force the target to mark an additional Hit Point. trigger (33), crystal (13), cobalt (23), disc (16) 1⭓
Tier 3 Upgrades
Tier 3 Iconic Weapon Upgrades
Upgrade Feature Parts Slots
Blink Blink: Move up to Far range as part of an attack. coil (37), silver (43), fuses (67), capacitors (12) 1⭓
Encasing Encasing: +3 Armor Score; −1 Evasion crystal (27), aluminum (67), relay (33), capacitors (4), battery (5) 1⭓
Potency Potency: +3 damage trigger (28), circuit , relay (28), relic (1) 2⭓ ⭓
Tier 4 Upgrades
Tier 4 Iconic Weapon Upgrades
Upgrade Feature Parts Slots
Calculated Calculated: Attack rolls have advantage. wire (63), gold (71), discs (58), relic (5) 1⭓
Encasing Refactored: Mark 2 Stress to reroll your attack. gear (75), lens (67), copper (30), circuit (33) 1⭓
Converting Credits to Gold
Converting Credits to Gold
Credits Gold
10 Credits1 handful of gold
100 Credits1 bag of gold
1000 Credits1 chest of gold

Moving and Fighting Underwater

  • DH Core 168

By default, attack rolls made while an attacker is underwater have disadvantage.

For characters that can't breathe underwater, use a Countdown (3) to track how long you can hold their breath. The Countdown ticks down whenever the character take an action.

While a PC remains underwater, if they fail a roll or rolls with Fear, the GM can spend a GM move to tick down their Countdown—twice on a failure with Fear.

If the Countdown triggers, mark a Stress.

Sacred Bonfires and Torches

  • DH Core 288

Sacred Bonfires are vibrant magical pyres lit by the flames of rare and magical Sacred Torches, each of which carries a fragment of divine power. Sacred Bonfires burn out unless continuously provided with a bit of kindling, and can't be reignited without a Sacred Torch.

When a Sacred Bonfire is relit, each PC present gains 3 Hope. A Sacred Bonfire's light repels all but the most powerful monsters from its immediate vicinity.


Combat

  • DH Core 91

Daggerheart relies on the same flow of the game in and out of combat, but physical conflicts rely more heavily on mechanics related to attacking, maneuvering, and taking damage.


Evasion

  • DH Core 91

Evasion represents your ability to avoid attacks and other unwanted effects. Attack rolls against you have a Difficulty equal to your Evasion.

Your starting Evasion is determined by your class. You can purchase an advancement to increase your Evasion when you gain a level.


Attack Rolls

  • DH Core 96
  • DH Core 104
  • DH Core 148
  • DH Core 160

An attack roll is an action roll intended to inflict harm. The trait you use for your attack roll is determined by your weapon or Spellcast trait. If the result meets or beats the target adversary's Difficulty, you succeed and roll the attack's damage dice.

Adversary Attacks
When an adversary attacks you, the GM rolls the GM's die and adds the adversary's attack bonus. If the result meets or beats your Evasion, the attack succeeds and they roll the attack's damage dice. If the GM's die results in a natural 20, the attack succeeds automatically and deals critical damage.
Line of Sight and Cover
A ranged attacker must have line of sight to the target unless stated otherwise. If there is a partial obstruction, the target has cover, and the attack roll has disadvantage. If the obstruction is total, there is no line of sight.
Multiple Targets
Make one attack roll and compare it to each target's Difficulty or Evasion. Make one damage roll and apply the results to each target the attack succeeds against.
Area of Effect
An area of effect originates from a point you choose, and affects a group of targets within Very Close range unless stated otherwise.

Editor's Notes — A GM might interpret "intended to harm" as any unwanted effect prompted by an action roll "against a target"—for example, the Enrapture domain card doesn't cause physical harm, but does manipulate the target's mind. The GM might interpret this wording so that only action rolls with a damage roll as a consequence count as an attack roll. This interpretation has a big impact on combinatory features like the Parallela spell in the Book of Sitil domain card.


Damage Rolls

  • DH Core 96
  • DH Core 98
  • DH Core 110
  • DH Core 113

After a successful attack roll, you make a damage roll.

Damage Dice
Damage dice are arranged into steps by an increasing number of faces on the die:
  • d4
  • d6
  • d8
  • d10
  • d12
  • d20
Proficiency
Your Proficiency determines the number of damage dice you roll with weapons and with features that use your Proficiency—for example, domain cards like Rain of Blades.

Your Proficiency starts at 1 and increases each time you reach a new tier. When you reach Tiers 3 and 4, you can purchase an advancement to increase your Proficiency (to a maximum of 6). Features, spells or other effects can cause your Proficiency to exceed the natural maximum.

Some subclass features and domain cards are enhanced by your Proficiency in other ways.

Spellcast Trait
If a feature states you deal damage using your Spellcast trait, you roll a number of dice equal to it instead—for example, domain cards like Preservation Blast. If your Spellcast trait is +0 or lower, you don't roll any dice.

You can purchase an advancement to increase traits when you gain a level.

Additional Damage Roll Dice
Some features add dice to the damage roll—for example, domain cards like Strategic Approach.
Modifiers and Bonus Dice
After the damage roll is made, add any modifiers to determine the result—for example, if your Proficiency is 1, and you attack with a cutlass that deals d8+1 damage, you roll 1d8 and add 1 to determine the incoming damage. Some features call for dice to be rolled separately, with the result added as a modifier—for example, the Bard class' Rally Dice.
Critical Damage
When you roll a critical success on an attack roll, add the maximum possible result of the damage dice to the result—for example, if the damage dice are 1d8 + 1d6 damage, add +14 to the result.
Incoming Damage
Incoming damage is the total damage taken or dealt from a single attack or source that is then compared to the target's damage thresholds. Some features and domain cards allow you to reduce incoming damage—for example, domain cards like Rune Ward.

Damage Types

  • DH Core 98
  • DH Core 99
  • DH Core 107
Physical damage (phy)
Unarmed attacks and mundane weapons deal physical damage.
Magic damage (mag)
Spells and magic weapons deal magic damage.
Direct damage
Direct damage can be magic or physical. Either way, it can't be reduced by marking Armor Slots.
Resistance
Resistance to a type of damage reduces incoming damage by half before other modifiers that reduce incoming damage—for example, domain cards like Rune Ward. Resistance doesn't stack. If an effect deals both physical and magic damage, the target must be resistant to both.
Immunity
A target with immunity to a damage type ignores it. If an effect deals both physical and magic damage, the target must be immune to both.
Multiple Sources of Damage
Total simultaneous damage before comparing it to a target's damage thresholds. For example, if you are an orc who successfully attacks a target within Melee range and spend a Hope to use your Tusks feature, you roll your weapon damage and add 1d6 to the result.

Optional Rule: Tech Damage

  • DH Core 301

Tech damage is a replacement for magic damage in campaigns where damage is caused by technomancy. You can reflavor magic attacks as sonic blasts, blinding flashes of light, swarming nanobots, plasma beams, or any other product of advanced technology.


Damage Thresholds and Hit Points

  • DH Core 91
  • Errata

Hit Points represent capacity to withstand physical injury. When a character takes incoming damage, they compare it to their damage thresholds. Your damage thresholds are determined by your armor, and gain a bonus equal to your level.

Severe Damage
If the damage meets or beats the Severe damage threshold, mark 3 Hit Points.
Major Damage
If the damage meets or beats the Major damage threshold, mark 2 Hit Points.
Minor Damage
If the damage is below the Major damage threshold, mark 1 Hit Point.
Marking Hit Points
When incoming damage would cause you to mark Hit Points, you can mark one Armor Slot instead of a Hit Point. Some features allow you to mark additional Armor slots or avoid marking Hit Points in other ways—for example, the Stalwart Guardian's Iron Will feature, and domain cards like Brace and Get Back Up.
Death and Defeat
If you mark your last Hit Point, make a death move. If an adversary's last Hit Point is marked, they are defeated—incapacitated, tied up, routed, killed—whatever makes sense.
Clearing Hit Points
You can clear marked Hit Points during downtime or by activating certain features.
Increasing Hit Points
Your starting Hit Points are determined by your class, but they might have been modified by your subclass or ancestry. When you gain a level, can purchase an advancement to increase your Hit Points (to a maximum of 12).

Optional Rule: Massive Damage

  • DH Core 91

If a character ever takes damage equal to twice their Severe threshold, they mark 4 Hit Points instead of 3.


Stress

  • DH Core 92
  • Errata

Stress represents physical, mental, and emotional strain.

Marking Stress
Activating a feature might require you to mark a Stress. Additionally, the GM can require you to mark Stress as a GM move, or to represent the cost, complication, or consequence of an action roll. When a character marks their last Stress, they become Vulnerable until they clear at least 1 Stress. If all of a character's Stress slots are marked, they can't use features that require them to mark Stress, and if something else forces them to mark Stress, they mark a Hit Point instead.
Clearing Stress
Stress is cleared during downtime or by activating certain features.
Increasing Stress Slots
You start with 6 Stress slots, but they might have been modified by your subclass or ancestry. When you gain a level, can purchase an advancement to increase your Stress slots (to a maximum of 12).

Death

  • DH Core 7
  • DH Core 106
  • DH Core 182

If you mark your last Hit Point, choose one of the following death moves:

Blaze of Glory
You embrace death and go out in a blaze of glory. Take one final action. With the GM's approval, your action critically succeeds. After the action is resolved, you cross through the veil of death.
Avoid Death
You avoid death—but there are consequences. The situation in the scene worsens. Work with the GM to describe how, and roll your Hope Die. If the result is equal to or less than your level, you gain a scar. Either way, you temporarily fall Unconscious. While you remain Unconscious, you can't move, act, or be targeted by an attack. You regain consciousness if an ally clears 1 or more of your marked Hit Points, or when the party finishes a long rest. Each time you gain a scar, you lose a Hope slot, work with the GM to determine its lasting narrative impact, and discuss if and how it can be removed. If avoiding death causes you to lose your last Hope slot, your journey ends—retire your PC to a life apart from the PCs' adventures.
Risk It All
Roll your Duality Dice. If the Hope Die is higher, your character stays on their feet, and you can distribute the value of the Hope Die to clear a number of Hit Points or Stress as you choose. If the Fear Die is higher, your character crosses through the veil of death. If the Duality Dice show matching results, you clear all Hit Points and Stress.

If you do something that would result in immediate death—for example, diving into an active volcano—you might not get to make a death move. The GM should make these kinds of consequences clear before the action.

Optional Rule: Less Lethal Campaigns

  • DH HF 127

In a less lethal campaign, any death move that would normally cause a PC to crosses through the veil of death doesn't kill them. Instead, the PC is unplayable until they recover from rest, healing, or time (determined by the GM).


Conditions

  • DH Core 102
  • DH Core 154

Conditions are effects that grant specific benefits or drawbacks. Usually, the same condition can't be applied to the same target more than once.

Hidden
Hidden characters can't be seen, their location is unknown to their enemies, and rolls against them have disadvantage. After a creature moves to where they would be seen, move into an enemy's line of sight, or make an attacks, they are no longer Hidden.
Restrained
Restrained characters can't move, but can still take actions from their current position.
Vulnerable
Rolls against Vulnerable characters have advantage.
Clearing Conditions
PCs can usually clear a temporary condition with a successful trait roll. An adversary clears them with an adversary action.
Special Conditions
Special conditions be cleared only after specific requirements are met, for example, ending the Unconscious condition after choosing to Avoid Death requires the completion of a long rest. Some class features and domain cards apply conditions.

Optional Rule: Curses

  • DH HF 140

A creature afflicted with a magical curse gains the Cursed condition. The Cursed condition can only be cleared by magic from a spell, ritual, magic item, location, supernatural occurrence, higher power, or some combination of these options. Discovering how to end a curse often requires research, which might prompt the PCs to undergo a quest for additional information or help from an NPC.

Class Features Applying Conditions

  • Editorial Addition
Class Features Applying Conditions
Class Feature Condition
Assassin Marked for Death Marked for Death
Bard Bard's Hope Feature Distracted
Druid Beastform Poisoned (Stalking Arachnid, Striking Serpent)
Ranger Ranger's Focus Focus
Rogue Cloaked Cloaked
Witch Hex Hexed

Subclass Features Applying Conditions

  • Editorial Addition
Subclass Features Applying Conditions
Class Subclass Card Feature Condition
Warlock Pact of the Endless Mastery Draining Bane Drained
Witch Moon Foundation Night's Glamour Glamoured

Domain Cards Applying Conditions

  • Editorial Addition
Domain Cards Applying Conditions
Level Domain Domain Card Condition
1
  • Codex
  • Book of Illiat
Asleep
1
  • Grace
  • Enrapture
Enraptured
2
  • Arcana
  • Cinder Grasp
On Fire
3
  • Grace
  • Hypnotic Shimmer
Stunned
3
  • Grace
  • Invisibility
Invisible
3
  • Sage
  • Corrosive Projectile
Corroded
4
  • Dread
  • Chains of Affliction
Chained
5
  • Midnight
  • Hush
Silenced
7
  • Arcana
  • Cloaking Blast
Cloaked
8
  • Blade
  • Frenzy
Frenzied
8
  • Grace
  • Mass Enrapture
Enraptured
8
  • Splendor
  • Stunning Sunlight
Stunned
9
  • Midnight
  • Night Terror
Horrified

Consumables Applying Conditions

  • Editorial Addition
Consumables Applying Conditions
Consumable Condition
Emberite Shard Ablaze
Green Ooze Oil Corroded
Red Ooze Oil Ignited

For additional conditions, see Adversary Conditions and Environment Conditions.


Downtime

  • DH Core 105
  • DH Core 181

Between conflicts, the party can rest to recover expended resources and deepen bonds. The GM should allow players to choose their own downtime scenes, which stand in contrast to the intensity of the story, giving PCs room to reflect on and roleplay responses to recent events. Describe how you mend each other's wounds, unwind, and relax together. Tell stories and exchange dialogue with each other, and any NPCs traveling with you.

While resting, you can exchange domain cards between your loadout and vault without paying a Recall Cost. You also choose two downtime moves.

Short Rest
A short rest lasts about an hour. If your short rest is interrupted, you don't gain your chosen downtime move benefits. At the end of a short rest, any features or effects with a limited number of uses per rest refresh, features or effects that last until your next rest expire. The GM gains 1d4 Fear. If the PCs take three short rests, the next must be a long rest.
Long Rest
A long rest is when you relax or sleep for several hours. If your long rest is interrupted, you gain the short rest benefits of your chosen downtime move instead. At the end of a long rest, features or effects with a limited number of uses per rest or long rest refresh, features or effects that last until your next rest or long rest expire. The GM gains Fear equal to 1d4 + the number of PCs, and can tick down a long-term countdown of their choice.
Long-Term Projects
With GM approval, you can start a project—for example, deciphering an ancient text, or crafting a weapon. The GM assigns a Progress Countdown based on complexity, availability of tools, and impact on the story.
Extended Downtime
If the GM fast-forwards the story across an extended period, they should use montages to illustrate the passage of time. The GM gains 1d6 Fear per PC, and appropriately ticks down relevant long-term countdowns.

Downtime Moves

  • DH Core 105
  • DH Core 181
Downtime Moves
Downtime Move Short Rest Benefits Long Rest Benefits
Tend to Wounds Clear 1d4 + Tier Hit Points for yourself or an ally. Clear all Hit Points for yourself or an ally.
Clear Stress Clear 1d4 + Tier Stress. Clear all Stress.
Repair Armor Clear 1d4 + Tier Armor Slots from your armor or an ally's. Clear all Armor Slots from your armor or an ally's.
Prepare Describe how you prepare yourself for the path ahead, then gain a Hope. If you prepare with another PC, you each gain 2 Hope. Describe how you prepare yourself for the path ahead, then gain a Hope. If you prepare with another PC, you each gain 2 Hope.
Work on a Project — Each time you choose this downtime option, your project's Progress Countdown ticks down automatically, or the GM assigns an action roll.

Some features provide additional options or benefits for downtime moves—for example, the Elf ancestry's Celestial Trance feature, or domain cards like Soothing Speech. Recipes obtained from loot can be crafted with downtime moves—for example, a Minor Health Potion Recipe.


GM Guidance

Running an Adventure

  • DH Core 140

The GM is responsible for guiding the narrative and roleplaying the world the PCs inhabit. This section provides the GM advice for running Daggerheart.

These three sections offer principles, practices, and pitfalls to avoid when running an adventure.

A free quickstart location—Sablewood— and companion quickstart adventure—The Sablewood Messengers— are available from Daggerheart—Downloads.


GM Principles

  • DH Core 142

These GM Principles are the GM's guiding star—when in doubt, they should return to these principles.

Begin and End with the Fiction
Use the fiction to drive mechanics, then connect the mechanics back to the fiction.
Collaborate at All Times, Especially During Conflict
The PCs are the protagonists of the campaign; antagonism between player and GM should exist only in the fiction.
Fill the World with Life, Wonder, and Danger
Showcase rich cultures, take the PCs to wondrous places, and introduce them to dangerous creatures.
Ask Questions and Incorporate the Answers
Ensuring that the players' ideas are included results in a narrative that supports the whole group's creativity.
Give Every Roll Impact
Only ask the players to roll during meaningful moments.
Play to Find Out What Happens
Be surprised by what the characters do, the choices they make, and the people they become.
Hold on Gently
Don't worry if you need to abandon or alter something that came before.

GM Practices

  • DH Core 144
Cultivate a Curious Table
Follow what catches the players' interest to foster an environment of creative inquiry.
Gain Players' Trust
Act in Good Faith, Follow Through on Your Promises, Admit Your Mistakes.
Keep the Story Moving Forward
Advance the story through escalating action, new information, or changing circumstances after every action roll, whether it succeeds or fails.
Cut to the Action
Skip past the boring bits. When a scene drags on, end it.
Help the Players Use the Game
Players have more fun when you help them understand the system.
Create a Meta Conversation
Empower players to speak out of character, use safety tools, and ask for clarification.
Tell Them What They Would Know
Don't hide obvious details or important information from the players.
Ground the World in Motive
An NPC's actions flow from their goals and desires.
Bring the Game's Mechanics to Life
Set a good example of how fiction and mechanics work together to enhance the game experience.
Reframe Rather than Reject
If a player's contribution conflicts with the fiction, work with them to reshape it.
Work in Moments and Montages
When framing a scene, decide which beats should be savored and which shouldn't linger.

For an example of safety tools, see Consent in Gaming from Monte Cook Games. For additional GM practices, see Pacing.


Pitfalls to Avoid

  • DH Core 146
Undermining the Heroes
If a roll doesn't go well, show how it was impacted by an adversary's prowess, environmental factors, or unexpected surprises, rather than the PC's incompetence.
Always Telling the Players What to Roll
Let the players decide how to handle a challenge.
Letting Scenes Drag
Shake it up or cut away when a scene has concluded, the table's energy is flagging, or people are talking in circles.
Singular Solutions
Don't get hung up on one right answer to a problem. If the players have a clever idea, make it work.
Overplanning
Spend your prep time inventing situations instead of scripting scenes. If the players surprise you, take a break to think through your options.
Hoarding Fear
Spend Fear when you have the opportunity. The players will always generate more.

Resolving Actions

  • DH Core 148
  • DH Core 149
  • DH Core 150

After a PC makes move, the GM determines if a roll is required:

No Roll
The GM doesn't need to call for action roll in response to everything the PCs do. Instead, their relevant Experiences or background, the pressure they're under, or lack of interesting outcomes might mean it's better if the PC succeeds automatically. The GM might also provide the opportunity to forgo an action roll in exchange for an interesting, logical, and story-based outcome, cost, or complication.
Action Roll
During the action roll procedure, the GM should consider—and communicate—the stakes of the action roll—including any unavoidable consequences—before the Duality Dice are rolled. The GM then resolves the action, describing how things change, including reflecting an outcome rolled with Hope or Fear, and swinging the spotlight accordingly.

If an outcome is not obvious, the GM should try one of the following:

  • Ask the player what happens
  • Have the PC mark a Stress
  • Tell the players "everything is fine…for now."
  • Consult the list of Example GM Moves

Action Roll Resolution

Action Roll Resolution
Action Roll Phrase Resolution
Success with Hope "Yes, and…"
  • The PC gains 1 Hope.
  • The player describes the success.
  • The GM describes how the world reacts to it.
Success with Fear "Yes, but…"
  • The GM gains a Fear.
  • The GM works with the player to describe the success, adding a cost or complication.
  • The spotlight swings to the GM, who makes a harder GM move.
Failure with Hope "No, but…"
  • The PC gains 1 Hope.
  • The GM describes how the PC fails to get what they want, with minor consequences.
  • The spotlight swings to the GM, who makes a softer GM move.
Failure with Fear "No, and…"
  • The GM gains a Fear.
  • The GM describes how the PC fails to get what they want, with major consequences.
  • The spotlight swings to the GM, who makes a harder GM move
Critical Success "Yes, and…"
  • The PC gains 1 Hope and clears 1 Stress.
  • The player describes the success.
  • The GM provides the PC an additional opportunity, advantage, or reward.

For a flow chart of action roll resolution, see Flow of the Game.


Difficulty Benchmarks

Fear

  • DH Core 91
  • DH Core 153
  • DH Core 154
  • DH Core 156

The GM starts the game with a number of Fear equal to the number of PCs. Like Hope, Fear carries over between sessions. The GM gains Fear (to a maximum of 12) when:

  • A PC rolls with Fear
  • The PCs take a short rest, long rest or extended downtime
  • Whenever a trigger causes it, for example, a successful attack from a Bear

The GM should devise a way for the players to know how much Fear they have.

Spending Fear

Seize the Spotlight (1 Fear)
The spotlight swings to the GM for a GM move.
Make an Additional GM Move (1+ Fear)
Make another GM move before returning the spotlight to the PCs.
Utilize an Experience (1+ Fear)
Add an adversary's Experience as a bonus to their action roll or as a penalty to a PC's action roll against them.
Activate a Fear Feature (1+ Fear)
Many adversaries and environments have Adversary Features that require spending Fear.
End a Temporary Effect (1 Fear)
End a temporary class feature, spell, or other effect.

The GM should avoid using Fear to negate or "undo" PC actions—especially before they've had an effect on a scene. Rather, the GM should use Fear to move the story forward. For more, see Resolving Actions.

Dramatic Tension

  • DH Core 155

The dramatic tension of a scene correlates with the amount of Fear the GM spends during it. If the GM has a large amount of Fear, they can spend several on a GM move to create an even bigger impact.

Spend Fast
Spend Fear before the players have a chance to react
Spend Often
Spend Fear every time the spotlight swings to you
Spend Big
Spend Fear to make multiple GM moves in a row

This table recommends a number of Fear to spend in a scene:

Dramatic Tension
Event Examples 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
  • Tense social encounter seeking crucial information or aid
2–4
Major
  • A large battle with a Solo or Leader adversary
  • A character-defining scene with a significant change to a character's personal story (such as revelation, growth, and betrayal)
4–8
Climactic
  • A major confrontation with the villain of a story arc
  • An epic set piece battle
  • A judicial duel to determine an important NPC's fate
6–12

GM Moves

  • DH Core 89
  • DH Core 149
  • DH Core 150
  • DH Core 153
  • DH Core 154
  • DH Core 156

The GM makes GM moves that change the story in response to the PC's actions. The GM makes a GM moves when they gain the spotlight each time a PC fails an action roll or rolls with Fear. If the spotlight is empty, and when the players look to the GM for what happens next, the GM can make a move without spending Fear.

Golden Opportunities
If a PC does something has immediate consequences or a rare golden opportunity arises to make a dramatic intervention that is interesting, logical, and story-based, the GM might can make a move without spending Fear.

Softer and Harder Moves

  • DH Core 151

The frequency and severity of GM moves should reflect the type and tone of the story, and be responsive to the PC's action—and the results of their action roll.

Softer Moves
Soft moves go easier on the players—they give the party new information about the scene and offer them an opportunity to react to it. Respond to roll with Hope with a softer move.
Harder Moves
Hard moves are harsher, more impactful, or more direct—the PCs can't interrupt, alter, or anticipate the outcome. Respond to rolls with Fear with a harder move.
Improvising Fear Moves
The GM can spend 1 or more Fear to improvise powerful GM moves that create a major complication—for example, adding additional adversaries, or selecting one adversary to do something unexpected like cast a powerful spell that deals massive damage, activate a powerful artifact, or assume a more powerful form. The environment exerting a strong effect might also be appropriate.

Example GM Moves

  • DH Core 152
  • DH Core 153
Softer GM Moves
  • An NPC takes action
  • The world reacts
  • Reveal a truth or danger
  • Signal an imminent threat
  • Dangle a goal within reach
  • A backstory rears its ugly head
  • Something happens elsewhere
  • Ask a question, build on the answer
Harder GM Moves
  • Spotlight an adversary for an adversary action
  • A PC must mark a Stress
  • The environment changes
  • Collateral damage
  • Consequences of party actions arrive
  • Capture something
  • Remove an opportunity
  • The party is split up

Pacing

Story Beats

  • DH Core 173

A story beat is a moment that changes the trajectory of the narrative—a shift in the world, a significant action or reaction, an emotional revelation, or an important decision. Take turns with the players—narrating your beat, and then letting them react and carry the scene forward with their own.

When preparing for a session, GMs should plan beats that could give shape to each scene or sequence, rather than pre-scripting specific details or outcomes.

Setting Scenes
  • DH Core 177

The GM should tell the players what they need to know. The GM should address all of the senses—not just sight, and sound, but smell, taste, touch, temperature, humidity, and time. The GM should strive to share something unique or unexpected about the fiction at regular junctures, including:

  • The start of a session
  • Arriving at a new place
  • Changing the situation or nature of the scene
Engaging Players
  • DH Core 176

Keep players engaged by:

  • Rotating the focus between different PCs
  • Tying together story elements
  • Engaging quiet players
  • Encouraging unguided play
  • Confronting the PCs with internal and external conflicts
  • Raising the stakes by spending Fear
  • Layering goals other than attrition into combat
  • Using a variety of teaching tools, for example visual representations of things

Random Objectives

  • DH Core 179
Random Objectives
d12 Objective
1 Acquire (obtain or steal) an important item or items.
2 Capture one or more of the opponents.
3 Activate a magical device.
4 Frame a character or tarnish their reputation.
5 Drive the opponent into a corner or ambush point.
6 Stop a magical ritual, legal ceremony, or time-sensitive spell.
7 Hold the line—keep the enemy from reaching a specific area or group.
8 Plant evidence or a tracking device on a target.
9 Secure a specific location ahead of another group's arrival.
10 Harass the opponent to deplete their resources or keep them occupied.
11 Destroy a piece of architecture, a statue, a shrine, or a weapon.
12 Investigate a situation to confirm or deny existing information.

Session Rewards

  • DH Core 176

Reward players at the end of a session with:

  • Useful information
  • Story hooks
  • Loot
  • Gold
  • Access to new equipment or enhancements

PCs should gain a level about once every 3 sessions.


Campaign Frames


The Witherwild

  • DH Core 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
  • Overview
  • Communities
  • Ancestries
  • Classes
  • Player Principles
  • GM Principles
  • Distinctions
  • The Inciting Incident
  • Campaign Mechanics
  • Session Zero Questions

The Pitch

  • DH Core 254

Read this section to players to introduce them to the campaign.

Fanewick was once a place of great abundance and peace—dangerous to those unfamiliar with the land, but a cornucopia to those who respected its ways. When Haven invaded the wilds and forced the land into eternal spring, a dangerous bloom known as the Witherwild took hold and now threatens the lives of all who live there. In a Witherwild campaign, you'll play unlikely heroes from humble beginnings who are reckoning with their newfound duty to save Fanewick's people from dangerous corruption.

Tone and Feel
  • Adventurous
  • Dynamic
  • Epic
  • Heroic
  • Thrilling
  • Uncanny
  • Whimsical
Themes
  • Cultural Clash
  • Ends Justify Means
  • Grief
  • People vs. Nature
  • Transformation and Change
  • Survival
Touchstones
  • Princess Mononoke
  • The Legend of Zelda
  • The Dark Crystal
  • Nausicaä of the Valley of the Wind

Overview

  • DH Core 255

If your group decides to play this campaign, give players the following information before character creation.

Fanewick

Fanewick is a wild and untamed land, long avoided by outside forces. The woods are dark and twisting, filled with Faint Divinities who perform small miracles and services for its inhabitants, but are just as likely to lure travelers off narrow paths to their ruin. Seemingly harmless expanses of field hide bogs that engulf entire armies, consuming heavy artillery as quickly as it can cross the border. This wilderness fosters hardy people who are bold enough to raise families where others have not and strictly follow the unique rules that keep them safe. These Wicklings remained insulated from their neighbors' wars until plague forced the people of Haven to desperate acts.

Haven

Haven was once the most powerful force in the region; for centuries, the high stone walls into the capital bore the phrase "The Godless Gate." While the original meaning has been lost to common knowledge, some dusty tomes and ancient records state that the founders of Haven wished to be free of the influence of the Faint Divinities that dominated the surrounding regions. They hatched a plan to kill one of the mightiest of these deities, known as —Shun'Aush the Granite Ophid. While their exact method of deicide is forgotten, their victory ensured Haven's dominance in the region for centuries to come. They made their home behind his remains, which became the mighty walls that Haven is known for.

But Shun'Aush would have his revenge. As the Havenites carved through his stone body, the fine dust left behind settled into the surrounding earth. There was a time of prosperity over many centuries while the scales of the god remained undisturbed. But progress is its own pressure. TAs the growing population demanded increased productivity, and as farmers tilled deeper soil and miners hacked into hidden stone, and the ancient stone dust rose to the surface. The same walls that brought the city security became the crucible that incubated a virulent plague—the Serpent's Sickness.

Over the last two years, over half of Haven's populace fell to a disease known as the Serpent's Sickness. First, victims cough up dust. Soon after, their skin breaks out in a scaling rash. Finally, their body hardens—first the flesh, bones, and soft tissue, spreading until, finally, their organs ossify. Once within the organs, "the serpent" moves so quickly that sufferers petrify where they stand, filling Haven with statues of victims in their last moments of agony.

The High Magus of Haven, Archmage Phylax, discovered a rare red flower called the crimson lady's veil that could cure the Serpent's Sickness. These buds grow prolifically across Fanewick in the spring—but for every ten thousand of the common white-petaled blossoms, only one red flower blooms.

Desperate to save their people from the plague, Haven invaded Fanewick to amass the scarce red buds. Their forces plunged into the deep wood and, under the guidance of Archmage Phylax, plucked out the Reaping Eye from the most powerful Faint Divinity that protected the land: The Great Owl Nikta, the Shepherd of the Seasons. The Shepherd kept Fanewick in balance by turning her eyes upon the land, first for ripening, then ruination. Thus Nikta maintained the cycle of seasons—of growth and decay, of death and rebirth. With her Reaping Eye removed, Nikta can only watch over Fanewick with the Sowing Eye, forcing the land into everlasting spring.

In the year since, Haven has conquered the bogs, turning them into fields to harvest red flowers. The endless growth that once seemed like a gift quickly evolved into a scourge known as the Witherwild—Fanewick's flora and fauna flourished, unchecked and uncontrolled. Animals swell to massive size; trees warp, twist, and begin to hunt people; and vines creep along the forest floor, strangling all they touch. This explosive growth is unconquerable and unrelenting, with no force able to stop the burgeoning verdancy for long.

Prior to the Serpent's Sickness and the Shepherd's endless growth, your party lived a peaceful life in Fanewick or a life of toil and conquest in Haven. But when the danger demands a response, even the unprepared—and unwilling—must make a stand.

Communities

  • DH Core 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.

  • What knowledge did your community teach you that you must now protect or share?
  • What are you able to accomplish because of your upbringing that others outside your community do not understand?
  • You once traded important knowledge for something terrible. What did you impart and what did you gain in return?

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.

  • Who have you lost to the Serpent's Sickness? How did it affect you?
  • How did your family make their wealth? Have you rejected or embraced their core set of ethics?
  • You grew up in a world of abundance but were kept from learning something about the world. What was this knowledge and when did you discover it?
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.

  • What Faint Divinities do you give tribute to, and how have you been rewarded in kind?
  • You displeased a god of Fanewick. What did you do, and what misfortune befell you or a loved one?
  • You fled the place of your birth. What circumstances drove you to leave?
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.

  • What regrets do you carry with you from your conquest of foreign soil?
  • What kindness did an enemy combatant bestow upon you in an hour of need? How did this change your view of the people of Fanewick?
  • You were charged with planting a rumor in a Fanewick community. What is the rumor, and do you plan to carry out this mission?
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.

  • Who among the Haven Army do you wish to exact revenge upon and why?
  • You joined an insurgent group working to free this land from Haven's grasp. What has given you doubts about the leadership's methods?
  • Someone you love is a member of the Haven Army. How have you used your position in the rebellion to protect them?
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.

  • You recently traveled by sea over a vast distance. What went terribly wrong on that passage, and how has it changed you?
  • Growing up on the sea taught you a skill few have. What did you learn, and how did it save your life?
  • You used to sail with a companion. Who were they, and how do you remain connected?
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.

  • What do you do to keep your small community safe, independent, and hidden from Haven's forces?
  • Because of your community's transience, you have loved ones in both Fanewick and Haven. How has this affected your relationship with the invasion?
  • Your community travels to protect something. What is it, and why does it keep you from settling down?

Ancestries

  • DH Core 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

  • DH Core 257

All classes are available, but some have unique aspects within a Witherwild campaign. As needed, provide the following information to players.

Druids, Rangers, and Sorcerers

Druids, rangers, and sorcerers are commonly found throughout Fanewick. If players choose one of these classes, they should consider how their character's connection to the natural world might be impacted by the Witherwild.

Warriors and Wizards

Warriors and wizards are prevalent in Haven. A large wizarding school in Haven teaches fighters and healers, and the Haven Army is largely composed of warriors and School of War wizards. If a PC is either of these classes, consider their personal relationship to the Haven Army.

Vengeance Guardian

Many Wicklings who seek revenge on Haven or to expel them from Fanewick become Vengeance guardians. If players choose this subclass, they should consider what ideals or institutions their character protects.

Syndicate Rogue

The Haven Army sends spies into Fanewick communities to gain information on planned attacks and manipulate public perception. When selecting the Syndicate rogue subclass, players should consider how their character might be connected to or impacted by these covert operatives.

GM Principles

  • DH Core 258

Keep the following guidance in mind while you GM this campaign.

Paint the World in Contrast
Subvert expectations by giving space for the nightmarish to charm and the beautiful to terrify. Give the PCs visions of the natural beauty of Fanewick that has run roughshod across the region, breaking the bounds of the bogs and forests and devastating homes and communities. Show the grim and ordered life behind Haven's walls, but also show the culture, art, and progress that has come out of centuries of safety. Contrast the capricious nature of the Faint Divinities with the devotion of the Wicklings and Havenites fighting to save their home. In a place of long nights and days, dual seasons, and two nations in conflict, look for ways to highlight bold dualities.
Show Them True Danger
Though it may be tragic, bodily harm is not the worst tragedy that can befall the characters. To illustrate what's truly at stake, use the PCs' origins in Fanewick or Haven to show them what they stand to lose, be it their homes, family, friends, communities, or even their core truths and beliefs. The events of this campaign may change, threaten, or destroy these aspects of their past—when players create and are invested in their character's backstory, they have something to fight for.
Offer Alternatives to Violence
By illuminating nonviolent approaches to problem-solving, the PCs can help break the brutal cycle that binds this world—for example, showing compassion—rather than swordpoint— to a corrupted beast can free them from the Witherwild. Similarly, the conflict between Haven and Fanewick shouldn't only be solved with blood and blade. What threatens both could also unify them. Give the PCs opportunities to mend old wounds, right past wrongs, and heal the rift between Haven and Fanewick from within.
Create Multidimensional Allies and Adversaries
No adversary or ally is all good or all bad, and they each have multidimensional lives. Even the most congenial ally should be hiding darkness inside them, hoping their failings will go undiscovered. Those painted as evil should sometimes do the right thing, even if it's for the wrong reason. Just because a PC or NPCs is from Haven doesn't make them a villain, and, conversely, not all the inhabitants of Fanewick are virtuous. Finding the nuance, complications, and deeper motivations of the people of Haven and Fanewick will lead to richer interactions, more complex moral choices, and a deeper sense of attachment to the world for the players.

Player Principles

  • DH Core 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.

Distinctions

  • DH Core 259
  • DH Core 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.

  • What Faint Divinities do the PCs acknowledge and pay tribute to, if any?
  • How has the Witherwild changed the outlook, personality, and dispositions of the Faint Divinities the characters encounter?
  • Which gods ally themselves with Haven to preserve the endless spring? Which align with Fanewick?
Example Faint Divinities

These are but a small slice of the hundreds, if not thousands, of Faint Divinities lurking, relaxing, hunting, and playing throughout Fanewick:

Fulg, Stacker of Stones
A small god who favors tribute in the form of smooth, stacked river rocks. Under his power, bivalves and limpets grow abundantly on rocks where they can be easily harvested. He is largely uninformed about the problems Fanewick faces, and he prefers it that way.
Hyacynis, They Who Spread Small Blossoms
A friend of bees and tiny flowers who has embraced the Witherwild after seeing their influence and domain swell (literally) to immense proportions. They're enjoying this rampant growth and do not see a reason to end it.
Ikla, the Sky Painter
Ikla's artistic prowess and talent are unmatched, painting the skies of each weekly sunrise and sunset over Fanewick in a myriad of scintillating colors. They could not be lazier the rest of the week, and their demeanor is exceedingly unpleasant, offended that anyone would ask a favor of them during their time off.
Oove, the Watcher of the Night Bloom
He is one of the few local gods who has never been seen, but he is often heard in the wilds at night, whispering directions to lost travelers, pointing them to the nearest source of night bloom. Locals claim he leads those who displease him or harm nocturnal creatures into dangerous terrain. It's rumored that he watches over Fanewick nights from his home on the moon.
Qui'Gar, Whispered Sweetness for a Thorny End
A quiet god who presides over the deaths of those who pass in thorny bushes and briar patches. Traditionally, she doesn't receive many visitors, but the Witherwild's corruptive growth has made her job harder and upended her quiet existence.
Rohkin, the Wandering Horn
Rohkin watches over the many herds of horned creatures that reside in Fanewick. In happier times, he preserved the balance of nature and civilization, preventing overhunting. But since the corruption of the Witherwild has taken hold, he's seen his herds change into unrecognizable, dangerous beasts.

The Inciting Incident

  • DH Core 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

  • DH Core 261

The following mechanics are unique to this campaign.

Corruption From the Witherwild

Adversaries and environments in this campaign can gain an additional type called Withered. When an adversary is Withered, describe how the Witherwild changed or impacted how they would normally appear or operate, and add the following feature to their stat block:

  • Withered—Passive: Any time a PC takes Severe damage from a Withered adversary or environment, place a Wither token on that PC's character sheet. When you do, the PC must roll their Fear Die. If the result is equal to or less than the number of Wither tokens on their sheet, they immediately gain a scar and clear all tokens, describing how the Witherwild changes them permanently.

You need about 20 Wither tokens (these can be the same as the tokens you use for Fear). At the end of each session, clear all Wither tokens from the PCs' sheets and gain an equal amount of Fear.

If a character dies with Wither tokens on their sheet, their body is permanently taken over by the Witherwild.

Session Zero Questions

  • DH Core 261

Ask any of these questions to players, or make your own.

  • What dangerous animal comes out during the week of night that isn't out during the week of day?
  • What unique trait (such as appearance, smell, or taste) does anything tainted by the Witherwild have?
  • What superstitions does your character or their community have about traversing Fanewick during the long nights?
  • Your character has witnessed something beautiful that came from the Witherwild. What is it and how has it transformed their view of the corruption?

GM Tools

  • Editorial Addition

Official Tools

Daggerheart — Downloads provides PDFs, including:

  • Character sheets and guides
  • Print and play cards
  • Blank maps
  • Campaign frame materials
  • Quickstart adventure
  • Errata
  • Age of Umbra adversaries
  • Homebrew Kit
  • The Void (playtest character options)
  • The Wish Thief (Tier 1 adventure)

Community Tools

  • anydice.com
  • Daggerheart Brews Card Creator
  • DH Brewing
  • FreshCutGrass.app—Encounter Builder
  • Heart of Daggers
  • Pompdin's Encounter Generator
  • Pompdin's Loot Generator
  • Pompdin's NPC Generator
  • RightKnighttoFight's Guide to Making Custom Adversaries
  • TableTopTown—Daggerheart Companion

GM Screens

Old Gus' Daggerheart Quick-References

These six-page PDFs contain condensed rules and procedures drawn from the OG-DHSRD, with page number references to the Daggerheart Core Rulebook. The GM Screen contains information most useful for the GM. The Quick-Reference contains information most useful for players, with room to take a few notes specific to the campaign frame.

  • ⇩ GM Screen
  • ⇩ Player Quick-Reference
Other GM Screens and Player Handouts
  • Ettin Entertainment's GM Screen
  • jktholomew's daggerheart-handouts
  • Nico De Gallo's Daggerheart One-Page Rules

Virtual Tabletops (VTTs)

  • Alchemy
  • Daggerheart (Foundryborne) for FoundryVTT
  • Daggerheart Unofficial for FoundryVTT
  • Demiplane
  • Fantasy Grounds
  • Owlbear Rodeo
  • Roll20

Encounters

PC Benchmarks

  • Defense
    • Standard Armor Features
    • Special Armor Features
  • Damage
    • Primary Weapon Features
    • Secondary Weapon Features
  • Editorial Addition

The following tables provide information the GM can use to help build encounters, compare to adversary benchmarks, or create original equipment.

PC Defense Benchmarks

  • Editorial Addition

The contents of this table assume PCs wear tier-appropriate equipment, and account for PCs adding their level to damage thresholds. They don't account for every possible combination of bonuses—PCs specialized for defense are able to exceed these values.

Base Damage Thresholds and Armor Scores
Assign the listed base damage thresholds and Armor Scores to armor without a feature.
Armor Features
If a set of armor has a feature, apply the listed changes to its damage thresholds and Armor Scores. Three standard armor features are available at tier 1, and special armor features become available at higher tiers.
PC Defense Benchmarks
Type Tier 1 Tier 2 Tier 3 Tier 4
Evasion 8–14 8–16 8–18 8–20
Hit Points 5–9 5–11 5–12 5–12
Stress 6–8 6–10 6–12 6–12
Base Damage Thresholds 6/13 (+0/−1 to +4/+6) 9/20 (+0/−2 to +10/+12) 11/27 (+3/+1 to +16/+20) 13/36 (+6/+4 to +22/+28)
Base Armor Score 3 (+0 to +4) 4 (+0 to +4) 5 (+0 to +5) 6 (+0 to +6)

Standard Armor Features

  • Editorial Addition
Standard Armor Feature Benchmarks
Feature Feature (Verbose) Threshold Changes Base Score Change Notes
Bulky Bulky: −1 to Evasion; when you take Severe damage, you must mark a Stress. Varies +1 Apply threshold changes by tier:
  • Tier 1–2: +2/+3
  • Tier 3–4: +4/+7
Cumbersome Cumbersome: −1 to Finesse Varies − Apply threshold changes by tier:
  • Tier 1: +1/+1
  • Tier 2–4: +2/+3
Enchanted Enchanted: Gain a bonus to your damage thresholds equal to your Spellcast trait. Varies −1 Apply threshold changes by tier:
  • Tier 1: −2/−3
  • Tier 2–4: −3/−5
Flexible Flexible: +1 to Evasion Varies −1 Apply threshold changes by tier:
  • Tier 1: −1/−2
  • Tier 2–4: −2/−4
Heavy Heavy: −1 to Evasion Varies +1 Apply threshold changes by tier:
  • Tier 1: +1/+2
  • Tier 2–4: +2/+4
Lined Lined: Mark a Stress to negate Minor damage. +0/−1 — —
Very Heavy Very Heavy: −2 to Evasion; −1 to Agility Varies +1 Apply threshold changes by tier:
  • Tier 1: +2/+4
  • Tier 2–4: +4/+8

Special Armor Features

  • Editorial Addition
Special Armor Feature Benchmarks
Feature Feature (Verbose) Threshold Changes Base Score Change Notes
Absorbing Absorbing: Once per scene when you take magic damage, you can clear an Armor Slot. — — Minimum tier 2.
Accursed Accursed: When you mark any number of Hit Points from an attack, roll a d4. On a result of 4, the attacker must mark an equal number of Stress. +1/+3 — Minimum tier 4.
Aquatic Aquatic: You can breathe underwater and gain advantage on Agility Rolls while submerged. +3/+8 +1 Minimum tier 3.
Attuned Attuned: The maximum number of domain cards in your loadout is reduced by one, but you gain a bonus to your damage thresholds equal to your tier. −1/+3 +1 Minimum tier 4.
Blessed Blessed: Once per long rest, you can spend any number of Hope before you make the Risk It All death move. You gain a bonus to the result of your Hope Die equal to the number of Hope spent. +0/−1 +1 Minimum tier 4.
Bloodthirsty Bloodthirsty: When you critically succeed on a weapon attack within Melee range, clear a Hit Point. +2/+8 +1 Minimum tier 3.
Burning Burning: When an adversary attacks you within Melee range, they mark a Stress. — — Minimum tier 4.
Channeling Channeling: +1 to Spellcast Rolls — −1 Minimum tier 4.
Difficult Difficult: −1 to all character traits and Evasion +5/+12 — Minimum tier 4.
Divine Divine: When you mark an Armor Slot, gain a Hope. — — Minimum tier 4.
Fortified Fortified: When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one. +2/+4 −2 Minimum tier 4.
Fortune-Favored Fortune-Favored: Once per scene, you can change a failure with Hope into a success with Fear. — — Minimum tier 3.
Gilded Gilded: +1 to Presence — — Minimum tier 3.
Ghostwalker Ghostwalker: Once per rest, mark a Stress to move up to Close range through solid objects. — +1 Minimum tier 4.
Gliding Gliding: You can glide up to Far range and are immune to damage from falling. — — Minimum tier 2.
Hopeful Hopeful: When you would spend a Hope, you can mark an Armor Slot instead. +2/+3 +1 Minimum tier 2.
Impenetrable Impenetrable: Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress. — — Minimum tier 3.
Magic Magic: You can't mark an Armor Slot to reduce physical damage. +5/+12 +1 Minimum tier 3.
Magnificent Magnificent: Gain a bonus to your Armor Score equal to your Presence. — −3 Minimum tier 3.
Mnemonic Mnemonic: Once per scene, you can recall a domain card from your vault without paying its Recall Cost. — — Minimum tier 2.
Painful Painful: Each time you mark an Armor Slot, you must mark a Stress. +6/+16 +1 Minimum tier 3.
Physical Physical: You can't mark an Armor Slot to reduce magic damage. +5/+12 +1 Minimum tier 3.
Resplendent Resplendent: Once per scene when you spend Hope, you can clear an Armor Slot. +3/+6 +1 Minimum tier 2.
Quick-Striding Quick-Striding: You can't be Restrained and can move up to Far range as part of an action roll. +2/+1 +1 Minimum tier 2.
Quiet Quiet: You gain a +2 bonus to rolls you make to move silently. −1/−2 +1 Minimum tier 2.
Reinforced Reinforced: When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot. — — Minimum tier 2.
Resilient 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. +0/+1 — Minimum tier 2.
Self-Healing Self-Healing: When you take a rest, clear an Armor Slot. +2/+3 +1 Minimum tier 2.
Sharp Sharp: On a successful attack against a target within Melee range, add a d4 to the damage roll. −1/−2 — Minimum tier 2.
Shifting Shifting: When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage. — — Minimum tier 2.
Stellar Stellar: Mark a Stress to gain advantage on a Spellcast roll. — — Minimum tier 3.
Timeslowing Timeslowing: Mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack. — +1 Minimum tier 4.
Truthseeking Truthseeking: This armor glows when another creature within Close range tells a lie. — — Minimum tier 4.
Vigilant Vigilant: +2 to Evasion — — Minimum tier 3.
Vitreous Vitreous: When you would take Severe or greater damage, you can mark 2 Armor Slots to negate that damage. If you do, you gain a −5 penalty to your damage thresholds until you choose to repair your armor as a downtime move. +2/+4 +1 Minimum tier 4.
Wall-Crawling Wall-Crawling: +1 Evasion; you can walk on walls as easily as on the ground. — — Minimum tier 2.
Warded Warded: You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds. +0/+1 — Minimum tier 2.

PC Damage Benchmarks

  • Editorial Addition

This section contains a table with damage roll averages PCs make with weapons, but not features that increase an instance of damage, for example, Faun ancestry's Kick, the Rogue class' Sneak Attack, or Warrior class' Combat Training.

Actual average damage rolls will be higher than these listings, and more complicated to calculate—after all, dealing damage requires a successful attack rolls against the Difficulty of an adversary. As they gain levels, PCs can gain new features, domain cards, and advancements that increase their traits (accuracy) or Proficiency (damage).

Additional tables provide recommended modifications to primary and secondary weapons with features—based upon their other properties, along with recommended changes to their damage roll.

Polyhedral Dice: d4, d6, d8, d10, d12, and d20.
Steps
Damage dice are arranged into steps by an increasing number of faces on the die:
  • d4
  • d6
  • d8
  • d10
  • d12
  • d20
Stepping Up
Increase the number of faces on the die—for example, from d6 to d8.
Stepping Down
Decreases the number of faces on the die—for example, from d12 to d10.
Multiple Steps
You step a die more than once—for example, a d10 moved two steps down becomes a d6.
Guidelines
  • If a feature would step a weapon's damage die up to d20, it can't be applied.
  • If a feature would step a primary weapon's damage die down to d4, it can't be applied.
  • If a feature would reduce a weapon's damage modifier to less than 0, it can't be applied.
  • Some features are only appropriate for physical or magic weapons, require a minimum tier, or the weapon have a specific range.
One-Handed Weapons
  • Editorial Addition
One-Handed Weapon Benchmarks
Type Tier 1 (Proficiency 1) Tier 2 (Proficiency 2) Tier 3 (Proficiency 3–4) Tier 4 (Proficiency 4–6)
Melee d8+1 (6 average) d8+4 (13 average) d8+7 (21–25 average) d8+10 (28–37 average)
Very Close d10 (6 average) d10+3 (14 average) d10+6 (23–28 average) d10+9 (31–42 average)
Close d8+1 (6 average) d8+4 (13 average) d8+7 (21–25 average) d8+10 (28–37 average)
Far or Very Far d6+1 (5 average) d6+4 (11 average) d6+7 (18–21 average) d6+10 (24–31 average)
Secondary d6 (4 average) d6+3 (10 average) d6+5 (16–19 average) d6+7 (21–28 average)
Two-Handed Weapons
  • Editorial Addition
Two-Handed Weapon Benchmarks
Type Tier 1 (Proficiency 1) Tier 2 (Proficiency 2) Tier 3 (Proficiency 3–4) Tier 4 (Proficiency 4–6)
Melee d10+3 (9 average) d10+6 (17 average) d10+9 (26–31 average) d10+12 (34–45 average)
Very Close d10+2 (8 average) d10+5 (16 average) d10+8 (25–30 average) d10+11 (33–44 average)
Close d10+3 (9 average) d10+6 (17 average) d10+9 (26–31 average) d10+12 (34–45 average)
Far or Very Far d6+3 (7 average) d6+6 (13 average) d6+9 (20–23 average) d6+12 (26–33 average)
Primary Weapon Features
  • Editorial Addition
Primary Weapon Feature Benchmarks
Feature Feature (Verbose) Damage Die Change Modifier Change Notes
Aimed Aimed: Your attack has disadvantage if the target is within Very Close range of you or within Melee range of one of your allies. You can mark a Stress to ignore this penalty. Two steps up — —
Bolstering Bolstering: When you critically succeed on an attack, all PCs within Close range gain a Hope. Step down −1 —
Bonded Bonded: Gain a bonus to your damage rolls equal to your level. — −3 —
Bouncing Bouncing: Mark 1 or more Stress to hit that many targets in range of the attack. — −1 Minimum tier 3.
Braced Braced: When an adversary within this weapon's range deals damage to you, you can mark 2 Stress to force them to mark a Hit Point. — −1 Minimum tier 3.
Brave Brave: −1 to Evasion; +3 to Severe damage threshold Step up −2 Minimum tier 3.
Brutal Brutal: When you roll the maximum value on a damage die, roll an additional damage die. — Varies Minimum tier 2. Apply modifier change based on trait:
  • Strength: —
  • Other Traits: −2
Burning Burning: When you roll a 6 on a damage die, the target must mark a Stress. — −2 Minimum tier 3.
Catalytic Catalytic: On a successful attack, you can mark a Stress to give an ally within Close range a +3 bonus to their next attack roll. — — Magic weapon only; minimum tier 3.
Concussive Concussive: On a successful attack, you can spend a Hope to knock the target back to Far range. Step up +1 Minimum tier 3.
Cumbersome Cumbersome: −1 to Finesse Step up — —
Deadly Deadly: When you deal Severe damage, the target must mark an additional Hit Point. — −1 Minimum tier 2.
Destructive Destructive: −1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress. Step up +1 Minimum tier 3.
Devastating Devastating: Before you make an attack roll, you can mark a Stress to use a d20 as your damage die. — −2 Minimum tier 3.
Disturbing Disturbing: When you defeat a creature with this weapon, all adversaries within Close range must mark a Stress. — — Minimum tier 4.
Eruptive 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. Step down — Magic weapon only; minimum of tier 2.
Ethereal Ethereal: You must mark a Stress to conjure this weapon. It lasts until the end of the scene. — — Magic weapon only; minimum of tier 4.
Extending Extending: You can increase the range of this weapon up to Very Far. You gain a −1 penalty to attack rolls for each step you increase the range by (such as Melee to Very Close, Very Close to Close, or Close to Far). — — Minimum of tier 4.
Freezing Freezing: When an attack from this weapon causes a target to mark 2 or more HP, they become temporarily Restrained. Step down −1 Magic weapon only; minimum of tier 3.
Grappling Grappling: On a successful attack, you can spend a Hope to Restrain the target or pull them into Melee range with you. — −1 —
Greedy Greedy: Spend a handful of gold to gain a +1 bonus to your Proficiency on a damage roll. — −3 Minimum tier 4.
Healing Healing: During downtime, automatically clear a Hit Point. Step up −1 Magic weapon only; minimum of tier 3.
Heavy Heavy: −1 to Evasion Step up — Assign Strength, Melee, phy, and Two-Handed burden.
Hot Hot: This weapon cuts through solid material. — −1 Minimum tier 4.
Incendiary Incendiary: −1 to Agility; on a successful attack, all creatures within Very Close range of the target must mark a Hit Point. Step down — Magic weapon only; minimum of tier 4.
Invigorating Invigorating: On a successful attack, roll a d4. On a result of 4, clear a Stress. — −1 Magic weapon only; minimum of tier 3.
Lifestealing Lifestealing: On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress. — −3 Minimum tier 4.
Long Long: This weapon's attack targets all adversaries in a line within range. Step down −1 Assign Very Close range.
Lucky Lucky: On a failed attack, you can mark a Stress to reroll your attack. — −1 Magic weapon only; minimum of tier 3.
Magnetic Magnetic: When you make an attack with this weapon, you can spend a Hope to force all adversaries within Very Close range of the target to make a Reaction Roll (16). Creatures who fail must mark a Stress and are pulled into Melee range of the target. Step up −6 Magic weapom only; minimum of tier 4.
Massive Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. — −1 Assign Strength, Melee, phy, and Two-Handed burden.
Omnipresent Omnipresent: You can make attacks against targets within Very Far range, but must do so with disadvantage. — −1 Magic weapon only; minimum of tier 2.
Otherworldly Otherworldly: On a successful attack, you can deal physical or magic damage. — −1 —
Parry 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. — −1 Minimum tier 2
Painful Painful: Each time you make a successful attack, you must mark a Stress. d20 Varies Minimum tier 3. Apply modifier change based on original damage die:
  • d6: −2
  • d8: −5
Persuasive Persuasive: Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result. — — Magic weapon only; minimum of tier 3.
Percing Piercing: Damage dealt with this weapon treats the target's Major threshold as having a −2 penalty. — −1 Magic weapon only; minimum of tier 3.
Pompous Pompous: You must have a Presence of 0 or lower to use this weapon. Two steps up — —
Powerful Powerful: On a successful attack, roll an additional damage die and discard the lowest result. — Varies Apply modifier change based on range:
  • Melee: +1
  • Very Close: —
  • Close: −1
  • Far: −2
  • Very Far: −3
Protective Protective: +1 to Armor Score — −2 —
Quick Quick: When you make an attack, you can mark a Stress to target another creature within range. — Varies Apply modifier change based on burden:
  • One-Handed: −1
  • Two-Handed: −3
Rebounding Rebounding: When you throw this weapon, it returns to your hand. On a failed attack, you can reroll your attack with disadvantage. — — Minimum of tier 3.
Reliable Reliable: +1 to attack rolls — −1 —
Reloading 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. Step up +1 Assign to firearm weapons.
Retractable Retractable: The blade can be hidden in the hilt to avoid detection. Step up — —
Returning Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. — −1 —
Ricochet Ricochet: When you throw this weapon, it returns to your hand. When you make an attack, you can mark a Stress to target another creature within Very Close range of the first target with that attack. Step down — —
Scary Scary: On a successful attack, the target must mark a Stress. — —2 Minimum tier 2.
Self-Correcting Self-Correcting: When you roll a 1 on a damage die, it deals 6 damage instead. — −2 Magic weapon only; minimum of tier 3.
Serrated Serrated: When you roll a 1 on a damage die, it deals 8 damage instead. — −1 Minimum of tier 3.
Stockpiled Stockpiled: You can throw this weapon at a target within Far range by making an attack roll using Agility without having to retrieve it, as you always have another one on hand. Two steps down +3 Physical weapon only.
Timebending Timebending: You choose the target of your attack after making your attack roll. Step up +2 Magic weapon only; minimum of tier 3. This is an unusually powerful feature.
Venemous Venomous: When you deal Major or greater damage with this weapon, the target becomes temporarily Vulnerable. — −3 Minimum of tier 4.
Versatile Versatile: This weapon can also be used with these statistics—[Trait], [Range], [damage roll]. — −1 Set the alternate damage roll to that of a tier-equivalent weapon of the selected range, and step down its damage die.
Volleyed Volleyed: Spend a Hope to target a group of creatures within range. Targets you succeed against take half damage. — +2 Magic weapon only; minimum of tier 2.
Secondary Weapon Features
  • Editorial Addition
Secondary Weapon Feature Benchmarks
Feature Feature (Verbose) Damage Die Change Modifier Change Notes
Barrier Barrier: +X to Armor Score; −1 to Evasion — −1 X is equal to weapon tier + 1.
Charged Charged: Mark a Stress to gain a +1 bonus to your Proficiency on a primary weapon attack. — −1 Magic weapon only; minimum of tier 3.
Deflecting Deflecting: When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your available Armor Slots against the attack. Step down −1 Minimum tier 3.
Double Duty Double Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range — −1 Minimum tier 2.
Doubled Up Doubled Up: When you make an attack with your primary weapon, you can deal damage to another target within Melee range. — +1 Minimum tier 4.
Draining Draining: On a successful attack,/a>, you can spend a Hope to force the target to mark a Stress. If they do, you clear a Stress. — −1 Minimum tier 3.
Entangling Entangling: On a successful attack with your primary weapon against a target within Very Close range, you can spend a Hope to make the target temporarily Vulnerable. — — Minimum tier 2.
Focused Focused: +1 to primary weapon damage to targets within Very Close range — — —
Follow-Up Follow-Up: On a successful attack with your primary weapon within Melee range, you can mark a Stress to gain a +1 bonus to your Proficiency for this attack. Step up −1 —
Hooked Hooked: On a successful attack, you can pull the target into Melee range. — −1 —
Locked On Locked On: On a successful attack, your next attack against the same target with your primary weapon automatically succeeds. Step down −7 Minimum tier 4.
Nonlethal Nonlethal: When a target would mark any number of Hit Points from an attack with this weapon, they mark an equal number of Stress instead. Step up −3 Minimum tier 2.
Padded Padded: +X to damage thresholds Step Down — X is equal to weapon tier.
Paired Paired: +X to primary weapon damage to targets within Melee range Step up −1 X is equal to weapon tier + 1.
Parry 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. — −1 Minimum tier 2.
Poisonous Poisonous: When a target marks any number of , >Hit Points from an , >attack you rolled with , >Fear, they mark an equal number of , >Stress. — +1 Minimum tier 4.
Protective Protective: +X to Armor Score — −1 X is equal to weapon tier.
Recursive Recursive: When you roll the maximum value on a damage die, roll an additional damage die and add the result to the total damage. This feature can trigger repeatedly. — −1 —
Returning Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. — +1 —
Sheltering 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. — −1 Minimum tier 4.
Startling Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. — −1 Apply to whip weapons.
Stockpiled Stockpiled: You can throw this weapon at a target within Far range by making an attack roll using Agility without having to retrieve it, as you always have another one on hand. Step up — Physical weapon only.
Targeted Targeted: When you fail a weapon attack, you can spend a Hope to succeed on your next weapon attack. Step down −5 Assign Melee range.
Trusty Trusty: +1 to attack rolls made with your primary weapon Step up −1 Assign Strength, Melee, phy.
Versatile Versatile: This weapon can also be used with these statistics—[Trait], [Range], [damage roll]. — −1 If the alternate attack is a shorter range, step up the damage die.

NPCs

Non-Player Characters

  • DH Core 166

When roleplaying NPCs, GMs should strive to bring the world to life in accordance with the GM principles, and differentiate each NPC with unique manners of speech, abilities, desires, and appetites.

The only essential mechanical elements of an NPC are their name, description, and motive, but If you think the PCs might make a move against them, give them a Difficulty. An NPC can quickly become an adversary by modifying an appropriate stat block.

If an NPC is an ally in combat, they don't need a stat block—just put the spotlight on what they do and describe how their involvement alters the fiction. If a PC capitalizes on their help during the scene, give the PC advantage. NPCs that don't have Hit Points or Stress can still be injured or killed if the fiction demands it.

If an important NPC must mechanically interact with the system, give them one or more features with specific triggers and effects.

Example NPC Features

  • DH Core 167
Arcane Hold
  • Choice: When the battle begins, choose a favored PC.

  • Trigger: The first time during a battle the favored PC is within Close range and hit with an attack.

  • Effect: Make an attack roll with a +6 modifier against the adversary. On a success, the target is temporarily Restrained by tendrils of powerful magic.

Volley of Arrows
  • Trigger: A battle begins and this NPC is involved.

  • Effect: Activate a Countdown (Loop 3). It ticks down when a PC misses an attack. When it triggers, this NPC releases a volley of arrows at a target of the PCs' choice, dealing 2d8+3 physical damage.

Mentor
  • Choice: When the battle begins, choose a protégé PC.

  • Trigger: Your protégé is within Close range and fails an attack roll.

  • Effect: Move into Melee range with the PC and give them advice or guidance. The next attack roll they make has advantage.

Regroup
  • Choice: When a battle begins, choose a point within Far range.

  • Trigger: All PCs have marked all of their Armor Slots.

  • Effect: Teleport all PCs and this NPC to the chosen spot and clear an Armor Slot on each target.

Into the Night
  • Trigger: The PCs start a long rest with this NPC.

  • Effect: Roll 1d4. On a 2 or less, this NPC steals 1 handful of gold from the party while they are sleeping, then disappears into the night.


Adversaries

  • DH Core 193
  • DH Core 194

Adversaries are creatures controlled by the GM that act in opposition to the PCs. Adversary stat blocks include:

Name
Some effects apply to all adversaries with the same stat block.
Tier
The recommended tier of PCs the creature should oppose.
Type
An adversary's type represents the role they play in a conflict.
Description, Motives, and Tactics
The adversary's look, mannerisms, and how they get what they want.
Difficulty
The Difficulty of most action rolls made against them.
Damage Thresholds, Hit Points, and Stress
Damage thresholds, Hit Points, and Stress work exactly the same as they do for PCs.
Standard Attack
Includes attack roll modifier, name, range, and damage roll.
Experience
The GM can spend a Fear to add a relevant Experience as a modifier to an adversary's action roll, reaction roll, or the Difficulty of a roll a PC makes against them.
Features
Additional adversary features.

PCs must Utilize an Experience before an action roll as a matter of procedure. An adversary should follow the same procedure.

Adversary Types

  • DH Core 194
Bruiser
Bruisers are tough, and make powerful attacks.
Colossus
Collosi are enormous foes made up of several statblocks.
Horde
Hordes are creature groups acting together.
Leader
Leaders command or summon other adversaries.
Minion
Minions are easily dispatched, but dangerous in numbers.
Ranged
Rangeds deal high damage, but are fragile up close.
Skulk
Skulks are highly mobile, maneuvering to ambush.
Social
Socials challenges PCs in conversation, not combat.
Solo
Solos present a formidable challenge for the party.
Standard
Standards are representative of their fictional group.
Support
Supports enhance allies or disrupt the PCs.

Adversary types vary how in how they relate to the spotlight as defined in their adversary features—for example, minions like the Jagged Knife Lackey attack and take damage as a group based on their range apart from one another. Solos like the Cave Ogre make multiple attacks, or attack in response to damage without even the need for the spotlight.

Adversary Actions

  • DH Core 89
  • DH Core 100
  • DH Core 102
  • DH Core 148
  • DH Core 153
  • DH Core 154
  • DH Core 194

When the GM gains spotlight, they can make a GM move to spotlight an adversary. They can spend additional Fear to spotlight additional adversaries, prompting each to take an adversary action, including:

  • Move within Close range and make a standard attack
  • Move within Close range and use an action adversary feature
  • Clear a condition
  • Sprint within Far or Very Far range
  • Take another appropriate action the fiction demands

Once an adversary is spotlighted, they can't gain the spotlight again until the spotlight swings to the PCs, and back to the GM again, unless a feature allows it—for example, the Minor Fire Elemental has the Relentless feature, allowing them to gain the spotlight more than once.

Adversaries don't usually make action rolls other than attack rolls. They also make reaction rolls.

Adversary Features

  • DH Core 195
  • DH HF 61
Passive
Passive features remain in effect until an adversary marks their last Hit Point. A few Passive features enhance an adversary action based on conditions or a cost—for example, the Spectral Archer adversary's Ghost feature.
Action
Some adversaries have special Action features they can use when spotlighted instead of making a standard attack. Some actions require the adversary to mark Stress, or the GM to spend Fear.
Reaction
When triggered by a specific circumstance, the GM can choose to use an adversary's Reaction feature. Reactions don't swing the spotlight. In a phased battle, a Phase Change reaction alters an adversary's stat block or replaces it with a different one—for example, Fallen Warlord or Volcanic Dragon.
Fear Features
Fear features require the GM to spend Fear to activate.
Pool
A Pool is a collection of tokens shared by multiple adversaries the GM collects. Each Pool has a unique name—typically a shared name between adversaries it affects. Pools are empty when the scene begins, and cleared when the scene ends.
Evolution
Evolutions alter an adversary when trigger conditions are met—for example, clearing Hit Points or Stress, altering their standard attack, or activating new features. An adversary's evolution can only triggered once per scene.

For more on adversary features, see the following section on adversary benchmarks.

Adversary Transformations

Transformations modify an adversary's statblock, granting them additional adversary features.

These examples provide options based on habitats, and options for shapeshifters, shadow-touched, vampire, and werewolf adversaries.

Habitats

  • DH HF 178

Features that enhance an adversary's connection to habitat.

Features
  • Blighted
  • Enviromancer
  • Heat Spell (Desert, Salt Flats, Volcano)
  • Ice Spell (Alpine, Glacier, Tundra)
  • Overgrowth Spell (Forest, Jungle)
  • Poison Spell (Moor, Swamp, Wetlands)
  • Stone Spell (Canyon, Mountain, Badlands)
  • Water Spell (Riverlands, Sea)
  • Wind Spell (Cliffs, Plains, Steppe)
  • Blighted—Passive: This adversary is corrupted by magic. When encountered within a similarly affected area, this adversary critically succeeds on attacks with a die roll of 18–20.

  • Enviromancer—Passive: This adversary can draw upon the wild magic of their surroundings to fuel magical effects. Mark a Stress to activate an effect based on the habitat of their current location (if an effect's damage roll uses the adversary's tier, roll the damage die a number of times equal to their tier and total the results):

  • Heat Spell (Desert, Salt Flats, Volcano)—Passive: The adversary exudes oppressive supernatural heat. Each target within Very Close range must succeed on an Instinct Reaction Roll. Targets who fail must mark a Stress and take d6 direct magic damage using this adversary's tier.

  • Ice Spell (Alpine, Glacier, Tundra)—Passive: This adversary unleashes daggers of ice. Make an attack against each PC in front of this adversary within Close range. Targets they succeed against take d10 magic damage using this adversary's tier and are Frostbitten until they spend a Hope to clear the condition. While Frostbitten, a PC gains a −1 penalty to their Proficiency.

  • Overgrowth Spell (Forest, Jungle)—Passive: This adversary unleashes a burst of branches, brambles, or vines in all directions. Each target within Close range must make an Agility Reaction Roll. Targets who fail take d8 physical damage using this adversary's tier and are Restrained until they break free with a successful Strength Roll.

  • Poison Spell (Moor, Swamp, Wetlands)—Passive: A cloud of toxic spores explodes from this adversary. Each PC within Close range must succeed on a Strength Reaction Roll or take d6 direct damage using this adversary's tier and become Nauseated until they clear a HP. While Nauseated, a PC can't gain Hope.

  • Stone Spell (Canyon, Mountain, Badlands)—Passive: This adversary gains a bonus to their damage thresholds equal to their tier until they take Severe damage or use this feature again.

  • Water Spell (Riverlands, Sea)—Passive: This adversary unleashes a geyser or tidal wave. Make an attack against all targets within Very Close range. Targets they succeed against are pushed to Close range of where they were and mark a number of Stress equal to this adversary's tier.

  • Wind Spell (Cliffs, Plains, Steppe)—Passive: A tornado surrounds this adversary. Each target within Close range must make a Strength Reaction Roll. Targets who fail take d8 magic damage using this adversary's tier and are pushed up to Far range. Until this adversary takes damage, attack rolls against them have disadvantage.

Shapeshifter

  • DH HF 142

Powerful shapeshifters can assume the form and features of multiple stat blocks.

Primary Stat Block
Am adversary can use features on their primary stat block regardless of active form. Unless specified otherwise, their primary statblock determines their Hit Points and Stress regardless of active form.
Stat Block Forms
While in an active form, the adversary can use stats and features in that form's stat block.
Features
  • Transform—Action: Mark a Stress to have this aversary shift between their normal statblock and another form.

Shadow-Touched

  • DH HF 178

When the GM introduces a Shadow-Touched adversary, they describe how magic has warped their essence and form.

Features
  • Shadow-Touched—Passive: This adversary critically succeeds on attack rolls of 18–20.

PCs can also become Shadow-Touched when corrupted by dark magic. A Shadow-Touched PC gains a damage bonus equal to the number of scars they have marked. When a Shadow-Touched PC marks their last Hope slot with a scar, they succumb to corruption and charge into the darkness instead of making a death move.

Vampire

  • DH HF 153
Features
  • Vampire's Curse—Action: Make an attack roll against a target within Melee range. On a success, you can spend a Fear to have this adversary sink their teeth into the target's neck and try to turn them into a vampire. Roll a number of d8s equal to this adversary's tier and deal that much physical damage to the target. Then roll a d6. If the rolled result matches any of the damage dice results, the target marks all their Stress and gains the Vampire transformation.

If the player wishes for their character to become a vampire, the attack succeeds automatically. The PC takes the damage, marks all their Stress, and gains the Vampire transformation.

Werewolf

  • DH HF 153
Features
  • Wolf's Curse—Action. Make an attack roll against a target within Melee range. On a success, you can spend a Fear to have this adversary viciously bite the target. Roll a number of d20s equal to this adversary's tier and deal that much physical damage to the target. If the target takes Major or greater damage from this attack, activate a long-term Lycanthropy Countdown (6). It ticks down each time the PC takes a rest without using a downtime move to halt their lycanthropy's progression. When it triggers, the PC gains the Werewolf transformation.

If the player wishes for their character to become a werewolf, the attack succeeds automatically. The PC takes the damage and activates a long-term Lycanthropy Countdown (6) regardless of how many HP they marked as a result of the attack. When the countdown triggers, the PC gains the Werewolf transformation.

Colossal Adversaries

  • DH Core 318
  • DH Core 320
  • DH Core 321

Colossi use multiple adversary stat blocks to represent enormous scale and shape. A colossus is usually the only adversary the GM needs for a satisfying encounter, but there can be exceptions.

Framework
Features on the colossus' framework or that use the framework stat block's name apply to all segments.
Segment
Segments define a colossus' shape—for example, a humanoid colossus probably has two legs, two arms, a torso, and a head segment. Each segment statblock lists adjacent segments. The GM can spend Fear to spotlight multiple segments on a GM turn.
Movement
PCs usually need to suceed a Agility or Strength Roll to climb to an adjacent segment. While on a segment, PCs gain advantage on attacks against it, and it can't target the PC with a standard attack. Some segments have a "Not Climbable" passive feature.
Broken
Some segments can be Broken. A Broken, segment can't use actions or reactions.
Destroyed
When a segment marks its last Hit Point, it's Destroyed. A Destroyed segment can't use any features, but it doesn't necessarily detach from the framework.
Defeated
A colossus is defeated when all segments are Destroyed, but there are usually other ways to defeat them.
Resolving Actions
If a feature targets multiple adversaries, it can target multiple segments. If an effect targets a colossus as a collective, use the highest Difficulty of its segments. Specific measurements are used to describe a colossus's scale, but normal ranges still apply. Features that would pull or push an a colossus move the PC instead—for example, targeting a colossus with a grappler pulls you toward it. When facing a colossus, PCs can initiate any number of Tag Team Rolls.
Designing A Colossus
  • DH Core 321

A colossus should feel like more than a number of Hit Points the PC must reduce to 0. Choose interesting and logical conditions that make for interesting and exciting encounter—for example:

  • Certain segments can only be attacked once another is Destroyed.
  • Assigning each segment has different damage thresholds.
  • The colossus ignores Minor damage.
  • Segments are immune to physical or magic damage (or requires something specific to attack).

The GM should provide the PCs with opportunities to discover knowledge about a colossus, or important sensory clues about its construction, nature, and appearance—for example, heavy armor surrounding a delicate blue light pulsing in the core of the chest sends a strong signal about a potential weakness. Use all the PC's senses—for example, the swaying of its movement as it lumbers across the landscape, or how texture, smell, or sound change as PCs move to new segments.

Example Colossus Passives
  • Editorial Addition

Crucial segments provide an straightforward way to defeat them: reach one or more crucial segments, and destroy them.

  • Crucial—Passive: When this segment is Destroyed, this adversary is defeated.

  • Crucial Set (A)—Passive: When all segments in this set are Destroyed, this adversary is defeated.

Segments might be more or less vulnerable, depending on the attacker's range. When PCs damage a Fragile segment, consider adding a secondary effect—for example, delaying or ending a dangerous countdown or repairing Broken segments. If it's Destroyed, it could trigger an evolution, or reveal a hidden Crucial segment.

  • Fragile—Passive: When this segment marks HP from an attack made within Melee range, increase the number marked by 1.

  • Durable—Passive: When this segment marks HP, reduce the number marked by 1.

  • Shielded—Passive: This segment is immune to damage from attacks made from beyond Very Close range.

Segments can be more or less difficult to climb:

  • Insurmountable—Passive: PCs can't climb this segment.

  • Scaling (+3)—Passive: Action rolls made to climb this segment gain a +3 bonus.

  • Scaling (−3)—Passive: Action rolls made to climb this segment gain a −3 penalty.

Example Colossus Actions
  • Editorial Addition

A colossus can slow PCs progress scaling them, or deal collateral damage to the environment.

  • Corruption Breath—Action: Make an attack roll against a target within Far range. On a success dealing 1d10+10 magic damage to the target. You can mark a Stress to add 1d20damage roll, deal direct magic damage instead, and place a token on this segment. The segment is Broken until the token is removed.

  • Mighty Display—Action: Spend 2 Fear to force PCs within Very Far range to make a Presence Reaction Roll or become Rattled. A Rattled PC doesn't gain Hope from their next roll with Hope, and clears the Rattled condition instead.

  • Recover—Action: Clear a token from a Broken segment.

  • Shrug Off—Action: Spend a Fear to force creatures scaling the colossus to make a Strength Reaction Roll. On a success, they must mark a Stress. On a failure, they fall to the ground and mark 1 HP.

Example Colossus Reactions
  • Editorial Addition

  • Annoyance—Reaction: When a flying PC attacks this adversary within Far range, make a standard attack against them. On a success, they add d20 to the damage roll, and knock the attacker to the ground.

  • Fall—Reaction: When each Leg segment has marked 1 or more HP, this adversary Falls. While Fallen, segments, this adversary's Insurmountable segments can be climbed.

  • Terror Engine—Reaction: When this adversary fails an attack, gain a Fear.

Final Colossus
  • DH Core 327

Usually PCs gain a level when they defeat a colossus. At level 10, they might face a Final Colossus, whose power is partially determined by the number of rests taken throughout the campaign. The GM uses two dice to track this:

  • A d10 Siphoning Die that starts at 1. When the PCs take a short rest, tick increase the siphoning die's value by one. When they take a long rest, increase it by 2. When the PCs defeat a colossus, roll a number of d12s equal to the value of the Siphoning Die. Increase the Power Die by the highest result, and reset the Siphon Die to 1.
  • A d100 Power Die that starts at 0. Once nine colossi have been defeated or the Power Die reaches 100, the final colossus reveals itself. It has a Severe threshold is equal to the value of Power Die and a Major threshold equal to half the Power Die.

Adversary Benchmarks

  • Bruiser
  • Horde
  • Leader
  • Minion
  • Ranged
  • Skulk
  • Social
  • Solo
  • Standard
  • Support
  • Adversary Conditions
  • DH Core 208
  • Editorial Addition

The following tables index the numbers on the adversary stat blocks, separated by adversary type. You can use these results as a baseline for creating your own statblocks.

Difficulty
Difficulty determines the chance a PC's attack roll succeeds. It also determines a PC's chance to succeed against reaction rolls prompted by adversary features (unless the feature specifies otherwise). For related information, see Duality Dice Benchmarks.
Thresholds
Major and Severe damage thresholds determine how many Hit Points an adversary marks in response to a PC's damage roll. For related information, see PC Damage Benchmarks.
HP
Hit Points determine the number of successful attack rolls the PCs must make to defeat an adversary. Adversaries with lower damage thresholds will mark Hit Points more frequently.
Stress
Stress can be used to fuel adversary features, and delays the onset of the Vulnerable condition.
ATK
A higher attack modifier makes attack rolls more likely to succeed. For related information, see GM's Die Benchmarks.
Damage Rolls
Increasing the number or damage dice increases average damage. Higher die steps increase randomness, and higher modifiers produces consistently higher results. Consider how your assigned damage relates to the attack roll. For related information, see PC Defense Benchmarks. These listings only include the highest listed modifier for each dice combination—for example, a listing of 3d6+4 means statblocks at this tier might include 3d6+2.
Experiences
Experiences allow an adversary to succeed more frequently, or to cause a PC to fail by increasing the Difficulty of rolls against it.
Example Adversary Experiences
  • DH Core 194
  • Acrobatics
  • Hunt from Above
  • Navigation
  • Ambusher
  • Intimidation
  • Nobility
  • Bartering
  • Intrusion
  • Quick Reflexes
  • Blademaster
  • Keen Senses
  • Socialite
  • Bodyguard
  • Magical Knowledge
  • Stealth
  • Commander
  • Nature's Friend
  • Tracker

Adversary Benchmarks

Adversary Conditions
  • Editorial Addition
  • Afflicted (Owl Witch)
  • Chilled (Young Ice Dragon)
  • Contagious (Harbinger of Pestilence)
  • Covered in Spiders (Darkweave Swarmlings)
  • Cursed (Jagged Knife Hexer)
  • Dazed (Hydra)
  • Deathlocked (Mortal Hunter)
  • Dizzied (Assassin Poisoner)
  • Enchanted (Kelpie)
  • Enthralled (Demon Lord Berzug)
  • Entranced (Siren)
  • Enveloped (Huge Green Ooze)
  • Envenomated (Viper)
  • Exhausted (Darkweave Crawler)
  • Grappled (Cephilith Abomination, Giant Octopus)
  • Guilty (High Seraph)
  • Infected (Entombed Skin Beetles)
  • Marked (Vault Guardian Turret)
  • Paranoid (Cryptimoth)
  • Petrified (Basilisk)
  • Panicked (Guahalan Alebrujo)
  • Pinned (Masque Muerte)
  • Poisoned (Giant Scorpion, Wyrmfiend)
  • Protected (Cult Adept)
  • Rattled (Entombed Cat Beast)
  • Ravenous (Harbinger of Famine)
  • Rooted (Oak Treant)
  • Scared (Gobstalker)
  • Shaky (Darkweave Spinner, Manticore)
  • Shrouded (Whisper Wraith)
  • Sickened (Dragon Mother Mitera)
  • Sleepy (Sprite)
  • Slowed (Soul-Shattered Mage)
  • Stiff (Basilisk)
  • Swallowed (Lamplight Beguiler, Ravenous Mockery, Sandwyrm)
  • Terrified (Wyvern)
  • Too Cute (Crimson Lepus)
  • Unstuck (Outer Reams Abomination)

Building Encounters

  • DH Core 174
  • DH Core 197

The obstacles the GM creates in the form of adversaries, environments, and hazards are powerful tools for heightening meaningful tension drama. Use combat and action to reveal information to players about the unfolding story, the world, and the characters in the setting.

Dynamic battles create suspense by forcing PCs to choose between conflicting objectives, engaging their character's motivations and weaknesses, creating the crucible that forges them into legendary heroes.

When building encounters, the GM should ask:

  • What is the narrative function of the encounter?
  • Is combat inevitable?
  • What are the objectives of the PCs? What about any important NPCs, or the adversaries?
  • How can the environment bring the encounter to life?
  • Is there anything about the situation that interact with a PC's specific narrative or mechanical features?

Phased Battles

  • DH Core 180

You can up the stakes by shifting the nature of the adversaries or environment by adding a phase change adversary feature.

  • Change the terms of engagement
  • Alter the environment
  • Evolve the opposition

For examples of phased battles, see the Fallen Warlord and Volcanic Dragon adversaries.

Battle Guide

  • DH Core 197

Calculate Battle Points

Start with 3 × the number of PCs + 2 Battle Points. Modify the results, depending on the type of encounter:

Battle Point Modifiers
Encounter Modifier
Easier or shorter fight −1
Includes 2 or more Solos −2
Add 1d4 (or +2) to adversary damage rolls −2
Deploy an adversary from a lower tier +1
No Bruisers, Hordes, Leaders, or Solos +1
Harder or longer fight +2

Spend Battle Points

Spend Battle Points to add adversaries to the encounter. Spent battle points don't account for summoned creatures or the environment.

Spending Battle Points
Adversary Type Battle Points
Minions (equal to the number of PCs) 1
Social or Support 1
Horde, Ranged, Skulk, or Standard 2
Leader 3
Bruiser 4
Solo 5

Environments

  • DH Core 240

Environments represent everything in a scene beyond the PCs and adversaries, such as the physical space, background NPCs, and natural forces. Environment stat blocks include:

Tier
The PC tier the environment is designed to challenge.
Type
The type of scene it most easily supports.
Impulses
The manner or mode with which the environment pushes and pulls the creatures 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
Environment features are identical to adversary features.
Feature Questions
Prompts for plot hooks, narrative engines, and connections to other story elements.

Environment Types

  • DH Core 241
Exploration
A wondrous locations with mysteries and marvels to discover.
Social
A location that primarily presents interpersonal challenges.
Traversal
A dangerous locations where movement itself is a challenge.
Event
A special activity or occurrence (something happening in the space, as opposed to the physical space itself). This environment could be used in combination with other environment types.

Environment Benchmarks

  • DH Core 242
  • Editorial Addition

Sometimes, an environment is not an appropriate tier for the party, or the GM might modify or replace a feature or two and present it as an entirely different environment. Use the following table to adjust a stat block's Difficulty or damage rolls, or to create entirely new ones:

Environment Benchmarks
Statistic Tier 1 Tier 2 Tier 3 Tier 4
Difficulty 10–12 13–15 16–18 19–21
Damage Rolls
  • 1d4+2
  • 1d6+1
  • 1d8+3
  • 2d6+3
  • 2d8+3
  • 2d10+2
  • 3d6+6
  • 3d8+3
  • 3d10+1
  • 4d8+3
  • 4d10+10
  • 4d12+8
Environment Conditions
  • Editorial Addition
  • Specter (Cursed Graveyard)
  • Faded (Realm of the Dead)
  • Imbued (Cult Ritual)
  • Trapped (Grand Feast)
  • Wanted (Convergence, City of Portals)

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