Rules

Action Roll

If you make a move where the outcome is in question, and the success or failure of that move is interesting to the story, your move is an action and the GM calls for an action roll to determine the outcome.

Activate a Hope Feature

A Hope Feature is any effect that allows (or requires) you to spend Hope to activate its effects.

Activating Features

For an adversary to use an action, they must have the spotlight.

Adapting Environments

Sometimes you want to use an environment but it’s at the wrong tier for your party.

Adjusting Abilities and Spells

Just as there is no set style for weapons combat, there is no set style of spellcasting within Daggerheart.

Advancement

You have a set list of options for upgrading your character.

Advantage and Disadvantage

When you roll with advantage, you add a d6 advantage die to your total. When you roll with disadvantage, you subtract a d6 disadvantage die from your total.

Adversary Attack Roll

When an adversary you’re controlling attacks a PC, you’ll make a simplified version of the attack roll made by players.

Adversary Experience

Adversaries tend to have fewer but broader Experiences than PCs.

Adversary Reaction Roll

Some PC moves can force an adversary or other NPC to make a reaction roll.

Adversary Roll

Adversaries aren’t limited to just the attacks and unique actions in their stat blocks

Adversary Tokens

Some adversaries require tokens to be placed on their stat blocks for certain features.

Adversary Type

An adversary’s type represents the role they play in a conflict.

Agility

A high Agility means you’re fast on your feet, nimble on difficult terrain, and quick to react to danger.

Ancestry

Ancestries represent your character’s lineage, which affects their physical appearance.

Arcana

Arcana is the domain of innate and instinctual magic.

Armor Score

Your Armor Score includes the armor’s base value plus any permanent bonuses your character has to their Armor Score from other abilities.

Arrows & Ammunition

We assume that if your character has a bow, they’re well supplied with standard arrows.

Attack Roll

When you make an action roll with the intent to harm an adversary, you’re making an attack roll.

Background

The decisions you make about your character’s background are purely narrative, but they deeply impact the character you’re playing and the story the GM is preparing for your adventures.

Bag (Gold)

There are 10 bags of gold to 1 chest.

Base Threshold (Armor)

An armor’s base damage thresholds represent the long-term protection your armor provides, and determine your damage thresholds (before any bonuses from other features).

Battle Guide

This guide will help you roughly balance an encounter so you can determine how many and which adversaries to use.

Battling Adversaries

The flow of combat in Daggerheart is malleable and driven by the dice.

Beastform

Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list.

Blade

Blade is the domain of weapon mastery.

Bone

Bone is the domain of tactics and the body.

Bruiser

Bruisers are close-quarter combatants.

Burden

A weapon’s burden notes how many hands it takes to wield it.

CATS

One of many frameworks for discussing content and safety is the CATS Method.

Calculating Damage

After rolling your damage dice, add their values together, then add any modifiers to determine the result. The GM marks Hit Points based on that damage.

Calling for Action Rolls

After a player describes a move they want to make during the game, you might decide an action roll is necessary to determine how the scene progresses.

Campaign Frame

Campaign frames provide inspiration, tools, and mechanics to support the story your table will tell.

Changing Experience

If you discover that your character has outgrown a previous Experience or it doesn’t feel right anymore, you’re not stuck with the ones you’ve already chosen.

Character Creation

Unless you’re the GM, the first step of Daggerheart is to create your character.

Character Death

Adjudicating and overseeing the death of a PC may be among the most difficult tasks for a GM.

Character Traits

These values reflect your natural or trained ability in each of the core six stats: Agility, Strength, Finesse, Instinct, Presence, and Knowledge.

Chase Countdown

You can use dynamic countdowns to track the progress of a chase scene, whether the PCs are pursuing an NPC or being pursued themselves.

Chest (Gold)

If you ever have more than 1 chest, you’ll need to store some of your gold before you can take more.

Choosing a Death Move

When a PC marks their last Hit Point, they must make a death move.

Class

Your chosen class grants the following

Class Feature

Every class begins with a unique class feature (or several).

Class Hope Feature

Each class has a Hope Feature that requires 3 Hope to use; whenever a PC uses this unique and powerful feature, ensure that it impacts the scene.

Clear All Stress

Describe how you blow off steam or pull yourself together, then clear all Stress.

Clear Stress

Describe how you blow off steam or pull yourself together, then clear a number of Stress equal to 1d4 + your tier.

Clearing Conditions

You can make an action roll, with a Difficulty determined by the GM, to try clearing a temporary condition, though the GM might have you clear it in another way.

Clearing Hit Points

Any time you make a downtime move, you have the opportunity to clear some of your marked Hit Points.

Codex

Codex is the domain of intensive magical study.

Coin (Gold) (Optional)

10 gold coins equal 1 handful.

Combat Wheelchair

The combat wheelchair is a ruleset designed to help you play a wheelchair user in Daggerheart.

Common

Common loot might be found at an abandoned camp or readily available at a local store.

Community

Communities represent the culture or environment your character grew up in.

Condition

Some features impose a condition on your character (or an adversary). These are effects that grant specific benefits or drawbacks to the target they are applied to.

Conflict Between PCs (Optional)

Sometimes a player might want their character to act against another PC in the scene.

Connection

Connections represent the relationships and personal history between your character and their fellow party members.

Consumable

Consumables are loot that can only be used once.

Core Realms

The core realms are the basis for the worldbuilding elements inherent to many of Daggerheart’s mechanics, such as its ancestries and adversaries.

Countdown

You can use a countdown to track progress toward an event, consequence, or adversary move.

Countdown Die

You can use your d20 or another die as a countdown die to track that progression.

Counting Character Tokens

Tokens are counters you add to your hand to help total your action roll results.

Cover

Sometimes during a fight, you might seek cover, such as by diving behind a small barricade or ducking behind a tree.

Critical Success

When you roll the Duality Dice and both dice roll the same number, that is a critical success.

Critical Success (GM)

PCs aren’t the only characters who can roll a critical success—their adversaries can too!

Critical Successes and Damage

If your attack roll critically succeeds, your attack deals extra damage!

Damage Dice

The damage dice used to make a damage roll are determined by the weapon, spell, or ability you’re using to make the attack.

Damage Roll

When you succeed on an attack roll against an adversary, you then make a damage roll to determine how much damage your attack deals, and thus how many Hit Points your target must mark.

Damage Threshold

The number of Hit Points you mark when you take damage is determined by your damage thresholds.

Damage Type

Weapons, spells, and abilities deal one of two damage types: physical damage or magic damage. Some mechanics interact with damage types to affect how damage is dealt or received.

Darkness

Darkness can make certain actions more challenging.

Death

Facing death is an important part of being an adventurer and having a character die can be an exciting end to a story, as well as an opportunity for the player to transition into something new.

Death Move

In Daggerheart, when you mark your last Hit Point, you must make a death move.

Defeated Adversaries

When an adversary marks their last Hit Point, they are defeated (unless they have a feature that gives them a second chance!)

Defined Range (Optional)

If your table would rather operate with more precise range rules, you can use a 1-inch grid battle map during combat.

Degrees of Success and Failure

Often, instead of setting a single value for success, you might instead give a player different outcomes based on the relative success or failure of their roll.

Difficulty

When you make an action roll, the roll will have a Difficulty—the number you need to reach or exceed when you roll.

Difficulty Roll

When a PC rolls against an adversary, the stat block provides a Difficulty for the roll.

Direct Damage

Direct damage is physical or magic damage that Armor Slots can’t be used to reduce.

Domain

Domains are the core themes of each class. The combination of two domains forms the basis for each class’s abilities and spells, which you gain from your domain cards.

Domain Card

Your active domain cards grant you special abilities or spells.

Downtime

A party can choose to rest before they continue forward on their journey, and when they do, each PC has the chance to make two downtime moves.

Downtime Consequences

Downtime allows for quiet scenes between characters, encouraging personal moments in the story—but the world doesn’t stop when you rest!

Duality Dice

The core dice in Daggerheart are a pair of d12s called Duality Dice.

Dynamic Countdown

When a situation is being actively influenced by the players, you may choose to use a dynamic countdown to track it.

Economy of Your World

The following table provides examples of the average cost of basic goods and services.

End of the Scene

At the GM’s discretion, a scene continues until the current narrative situation has played out.

Ending Other Temporary Effects

Some effects aren’t a condition, but state that they are temporary. They can be ended in the same way as temporary conditions.

Environment Impulse

Each environment has “impulses,” or the narrative way they push and pull on those within them.

Environment Type

An environment’s type represents the style of scene it most readily supports, but any kind of interaction can happen in any environment.

Equipping, Storing, and Switching Equipment

The rules for equipping and using weapons and armor.

Evasion

Your character’s Evasion reflects how hard it is for adversaries to hit them.

Example Difficulty

Included here are Difficulty examples for each trait.

Example GM Moves

GM moves are your most important tool as a storyteller in Daggerheart.

Experience

Your character’s Experiences are one of the core ways you express their backstory and expertise through mechanics.

Extended Downtime

If you’re fast-forwarding the story across multiple days (or longer), you probably don’t need a separate scene for each long rest during that time.

Falling and Collision Damage (Optional)

If a character falls to the ground, you can use the following as a guide to determine the damage they take

Fate Roll (Optional)

When narrating a moment outside the PCs’ influence, the GM might wish to leave the outcome up to chance.

Fear

Fear is a currency used by the GM to represent the way fate turns against the characters during the game.

Fear Moves

While PCs gain Hope as a metacurrency during the game, you gain Fear.

Feature (Adversary)

The bottom of each stat block lists the adversary’s features.

Feature (Armor)

Armor features describe any special rules that apply only to that particular armor.

Feature (Environment)

The bottom of each stat block lists that environment’s features.

Feature (NPC)

If you want an important NPC to mechanically interact with the system, you can give them one or more features that reflect how they move through the world.

Feature (Weapon)

A weapon feature describe any special rules that apply only to that particular weapon.

Finesse

A high Finesse means you’re skilled at tasks that require accuracy, stealth, or the utmost control.

Flow of the Game

In a session of Daggerheart, you and the other players go around the table describing what your characters do in the fictional circumstances that the GM sets up, building on each other’s ideas and working together to tell an exciting story.

GM Best Practices

The GM Principles give you guidance on what to do; meanwhile, the GM Best Practices in this section help you know how to do it.

GM Die

The players use two d12 Duality Dice as their primary dice for action resolution, but as the GM, you’ll use one d20.

GM Downtime

When players use downtime to rest and refresh, you gain Fear and can progress a countdown happening in the background

GM Move

Just like the players have moves they can make during the game, you also have GM moves that change the story in response to their actions.

GM Principles

Daggerheart stands on the shoulders of a decades-long tradition of fantasy adventure TTRPGs that traces back to the beginning of the form as we know it.

Gaining Fear

When you start a campaign, you begin with an amount of Fear equal to the number of PCs.

Game Cards

You’ll need the cards that come with the core set: ancestry, community, subclass, and domain cards.

Game Dice

Daggerheart uses the full suite of polyhedral dice: d4, d6, d8, d10, d12, d20, and d100.

Game Master

If you’re taking on the role of the GM, you’ll be playing the world as it responds to the PCs’ actions.

Giving Advantage and Disadvantage

Whenever it seems appropriate within the bounds of the narrative, you can give a PC advantage or disadvantage on a roll.

Gold

Gold tracks how much wealth you have collected on your journey. You can spend it on things such as items, consumables, and equipment.

Gold, Equipment, and Loot

It’s up to you and your players how much importance you want to place on gold, equipment, and loot in your campaign.

Grace

Grace is the domain of charisma.

Group Action Roll

When multiple characters take action together—such as sneaking through an adversary’s camp as a group—the party nominates one character to lead the action.

Handful (Gold)

There are 10 handfuls of gold to 1 bag.

Help an Ally

You can spend a Hope to Help an Ally who is making an action roll you could feasibly support.

Hidden

While you’re out of sight from all foes and they don’t know where you are, you gain the Hidden condition.

Hit Points

Hit Points (sometimes called HP) are an abstract reflection of your physical fortitude and ability to take hits from both blade and magic.

Hope

Hope is a currency used by the players to represent the way fate turns for the characters during the game.

Horde

Hordes are groups of weaker enemies.

Immunity

When a creature has immunity to a damage type, they do not take any damage from an attack that deals damage of that type.

Improvising Adversaries

Sometimes you want to use an adversary but they’re too powerful (or not powerful enough) for your party’s tier.

Improvising Fear Moves

Whether you’re improvising adversaries and environments or using existing ones, you might find a moment where you want to put your thumb on the scale to make something dramatic happen or to escalate the scene.

Incoming Damage

When a feature refers to incoming damage, it’s describing the damage amount a target is currently receiving.

Initiate a Tag Team Roll

You can spend three Hope to initiate a Tag Team Roll between you and another PC in order to combine your efforts together in an exciting and scene-defining moment.

Instinct

A high Instinct means you have a keen sense of your surroundings and a natural intuition.

Inventory Weapon

The inventory section holds gear your character doesn’t have equipped, so your character isn’t wielding these items and they doesn’t gain their benefits.

Items

Items are loot that can be kept and used repeatedly until you choose to get rid of them, or until something in the narrative causes you to lose them.

Knowledge

A high Knowledge means you know information others don’t and understand how to apply your mind through deduction and inference.

Language

In Daggerheart, you’re not asked to pick specific languages for your character.

Leader

A Leader can spotlight multiple allies in one move, buff them, or summon new combatants to the field, and they create dynamic combat by rallying and maneuvering their forces.

Legendary

Legendary loot might be the only item of their kind, a reward for an incredibly difficult or dangerous job, or a powerful adversary’s most precious and guarded treasure.

Leveling Up

When your party reaches a milestone in a campaign, the GM will tell you that it’s time to level up.

Leveling Up Your Companion

When your character levels up, choose one available option for your companion from the following list and mark it on your sheet.

Line of Sight

Some effects require the target to be within your line of sight.

Lines and Veils

“Lines and Veils” are a safety tool designed to be first employed in a session zero and revisited as needed throughout a campaign.

Loadout and Vault

You can have a maximum of five active domain cards in your loadout at any one time. Your vault holds any domain cards that are inactive and not currently in your loadout.

Long Rest

A long rest is when the characters make camp, relax for a few hours, and get some rest.

Long-Term Countdown

Countdowns can also be used to track long-term events during a campaign.

Loop (Countdown)

Some countdowns loop after they trigger; this is common with adversaries who can recharge a feature over time.

Loot

The items and consumables you find along your journey are known as loot

Magic (Damage Type)

Magic damage is dealt through magical means. Most harmful spells deal magic damage.

Major Damage

Major damage is equal to or above your Major threshold but below Severe; you mark 2 HP.

Making Moves

When you decide to do something in the story and the spotlight shifts to you, your PC makes a move, which you describe to the group.

Map

Your group might want to use maps to clarify positioning, showcase an environment, or simply because you enjoy maps and miniatures.

Marking Hit Points

When the GM tells you to take damage, compare the damage total to your thresholds and mark a number of Hit Points determined by the threshold.

Marking Stress

When an effect requires you to mark a Stress, do so on the slots on your character sheet.

Massive Damage (Optional)

To make the game more dangerous, your table can implement a Massive threshold.

Midnight

Midnight is the domain of shadows and secrecy.

Minions

Minions increase the scale of a battle without bogging down play.

Minor Damage

Minor damage is anything below your Major threshold; you mark 1 HP.

Mixed Ancestry

Families within the world of Daggerheart are as unique as the peoples and cultures that inhabit it.

Modifiers

Modifiers are bonuses that apply to your action rolls.

Motives & Tactics

Each stat block contains the adversary’s motives and tactics.

Movement

You don’t need to worry about how fast you move, unless you’re under pressure or in danger.

Moving and Fighting Underwater (Optional)

Attack rolls underwater have disadvantage unless it makes sense for a character to easily fight underwater, like a Siren or Shark making an attack on a PC.

Multiclassing

Starting at level 5, you can choose multiclassing as an option when leveling up.

Multiple Sources of Damage

After rolling your damage dice, add their values together, then add any modifiers to determine the result.

NPC Advantage and Disadvantage

If an NPC has advantage, roll an extra d20 and take the highest result.

Once per Session Features

Some features don’t refresh during rests, but instead are available again at the start of your next Daggerheart session.

Ongoing Spell Effects

Once a spell’s effect is in play, as long as it doesn’t mention an expiration, it continues until a PC or the GM ends it, or until the fiction changes in a way that would naturally stop it.

Physical (Damage Type)

Physical damage is dealt through mundane physical blows, usually without the aid of magic. Most standard blades and bows deal physical damage.

Pitfalls to Avoid

Like any game that relies on collaboration, your Daggerheart campaign will be impacted by the tactics and behaviors of the people at the table.

Player

Daggerheart runs best with two to five players who are excited to collaborate and build a story together.

Player Best Practices

It’s important as adventurers to embrace danger as part of the game.

Player Principles

We recommend following these principles when engaging with Daggerheart as a player to get the most out of the system.

Playing Disability with Purpose and Respect

Portraying lived experiences—such as disability—other than your own is a powerful way to broaden your perspective when done with respect.

Playing a Blind or Visually Impaired Character

Though every individual in the blind/VI community has their own experiences and preferences, here are a few tips on how to play a blind/VI character respectfully.

Playing a Deaf Character

When you play a Deaf character, consider the many factors that influence how they move through their life.

Prepare

Describe how you prepare yourself for the path ahead, then gain a Hope. If you choose to Prepare with one or more members of your party, you each gain 2 Hope.

Presence

A high Presence means you have a strong force of personality and a facility for social situations.

Primary Weapon

Primary weapons are the main weapons your character will likely be fighting with during an encounter.

Proficiency

Your Proficiency reflects how skilled you are at wielding weapons.

Projects During Downtime

The Work on a Project downtime move requires more GM input than other downtime moves and is best suited for long-term endeavors the PCs wish to undertake.

Randomized Starting Value (Countdown)

Instead of assigning a starting value, a countdown might instead use a randomized value.

Range

Daggerheart measures most distance by range.

Melee, Very Close, Close, Far, Very Far, Out of Range

Ranged

A Ranged adversary could be a spellcaster firing necrotic bolts of energy or an archer on the battlement raining down arrows on an advancing army.

Ranger Companion

When you choose the Beastbound Ranger subclass, take a companion sheet.

Rare

Rare loot might be kept under lock and key in a shop, offered as the sole reward for a job, or discovered among a powerful NPC’s possessions.

Reaction Roll

Some moves prompt a reaction roll. This is a roll in response to an attack or a hazard, representing your effort to avoid or withstand the effect.

Reading Domain Cards

During character creation and as your character levels up, you’ll gain increasingly powerful domain cards, which provide features you can utilize during your adventures.

Reducing Damage

When your character takes damage, you can negate some (or all) of it by marking an available Armor Slot

Repair All Armor

Describe how you spend time repairing your armor, then clear all Armor Slots. You can do this to an ally’s armor instead.

Repair Armor

Describe how you quickly repair your armor, then clear a number of Armor Slots equal to 1d4 + your tier. You can do this to an ally’s armor instead.

Rerolling Dice

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

Resistance

When a creature has resistance to a damage type, they halve damage of that type before comparing it to their damage thresholds.

Resolve the Situation

Based on the result of your action roll, the GM uses guidelines to decide how the narrative moves forward.

Resolving Action Rolls

If you’re unsure how to resolve a roll, think about these quick phrases

Restrained

When you gain the Restrained condition, you can’t move until this condition is cleared, but you can still take actions from your current position.

Resurrection

It is possible to resurrect a dead character, though it’s often a long, difficult, and costly process.

Roll with Fear

When you roll your Duality Dice and the Fear Die rolls higher than the Hope Die, you roll with Fear.

Roll with Hope

When you roll your Duality Dice and the Hope Die rolls higher than the Fear Die, you roll with Hope.

Rounding Up

This game doesn’t use fractions; if you need to round to a whole number, round up unless otherwise specified.

Running GM NPCs

When you run NPCs as the GM, you should always strive to follow your GM principles and use them to bring the world to life.

Sage

Sage is the domain of the natural world.

Scar

If you choose to avoid death, you might take a scar.

Secondary Weapon

Secondary weapons are typically ancillary pieces of equipment that augment your character’s fighting, such as shields, daggers, or small swords.

Setting Roll Difficulty

When a player makes an action roll, you’ll often have to set the Difficulty of that challenge to know whether they’ve succeeded or failed.

Severe Damage

Severe damage is equal to or above your Severe threshold; you mark 3 HP.

Short Rest

A short rest is when the characters stop to catch their breath, taking a break for about an hour.

Simultaneous and Stacking Effects

If two or more effects can apply to a situation, and the rules don’t tell you which order to apply them in, the player controlling the effects (including the GM) can apply the effects in any order.

Skulks

A wide breadth of adversaries can fit into the Skulk category, typically those who use misdirection and movement during combat.

Social

When the party is faced with a Social adversary, they enter a battle of wits.

Solo

These powerful adversaries share little in common with each other, save for their purpose: to create an exciting encounter!

Spellcast Roll

Spellcast Rolls are a type of action roll used when you’re creating significant magical effects (typically with a domain card).

Spending Fear

Whenever you spend Fear, describe how fate changes the world against the characters.

Spending Resources

If a rule tells you to spend a resource, you lose that resource once you spend it.

Splendor

Splendor is the domain of life.

Spotlight

Any time a character becomes the focus of a scene, they’re in the spotlight.

Spotlight Tracker

If your group prefers tactical play or structured player turns, you can limit the number of actions each PC has available to them at a time.

Standard

Standard adversaries represent the average of their peers and are the backbone of any encounter.

Standard Countdown

Many adversaries and events use a standard countdown, in which the die begins on a specific number (such as “Countdown 4”) and ticks down every time a player makes an action roll, regardless of the result.

Starting Equipment

During character creation, you’ll choose starting weapons, armor, and other items for your character.

Stat Block (Adversary)

Each adversary’s stat block presents the statistics, or mechanical information, you need to use them in combat.

Stat Block (Environment)

Each environment’s stat block presents the statistics you need to utilize them in play.

Strength

A high Strength means you’re better at feats that test your physical prowess and stamina.

Stress

Stress reflects your ability to withstand the pressures of dangerous situations and mental strain.

Subclass

Your chosen subclass grants the following

Support

A Support adversary might be a druid who creates brambles and thorns that slow down pursuers or any other unit that buffs allies, inflicts conditions, or imposes unique status effects.

Swapping Cards

When you start a rest, you can swap cards between your loadout and your vault.

Switching Armor

Your character can’t equip armor while in danger or under pressure.

Switching Weapons

When your character is in a dangerous situation, you can mark a Stress to equip an Inventory Weapon, moving their previous Active Weapon into the Inventory Weapon section.

Tag Team Roll

Once per session, each player can initiate a Tag Team Roll between their character and another PC, working with the other character’s player to describe how you combine your actions in a unique and exciting way.

Targets and Groups

An effect often asks you to choose a target within range. This means you choose a single creature to affect.

Tend to All Wounds

Describe how you patch yourself up, then clear all Hit Points. You can do this to an ally instead.

Tend to Wounds

Describe how you hastily patch yourself up, then clear a number of Hit Points equal to 1d4 + your tier. You can do this to an ally instead.

The Circles Below

The Circles Below are the collection of lower realms where many of the Forgotten Gods, those who fought the most passionately during the uprising, were banished.

The Golden Rule

The most important rule of Daggerheart is to make the game your own.

The Hallows Above

The Hallows Above are the collection of deific territories that once belonged to the Forgotten Gods before the New Gods claimed it at the end of the Earliest Age.

The Mortal Realm

Most adventures will likely take place in the Mortal Realm.

The Realms Beyond

The cosmos holds many realms beyond these—the Elemental Lands, the Astral Realm, the Valley of Death, and countless others.

Throwing a Weapon

When you’re using a weapon that you could theoretically throw (such as a dagger or an axe), you can throw it at a target within Very Close range, making an attack roll using Finesse.

Tiers of Play

Levels in Daggerheart are divided into tiers. Your tier affects your damage thresholds, level achievements, and more.

Token

Character tokens are small objects that represent the look and feel of your character.

Tracking Fear

You can track Fear with tokens, a die, or any other counting method, and you should keep this pool visible to players during the game.

Trait Roll

A trait roll is an action roll that calls for a specific character trait to be used.

Unarmed Attack Roll

When your character makes an attack without a weapon— for example, a punch or a kick—you make an attack roll using Strength or Finesse.

Unarmored

Going unarmored does not give your character any bonuses or penalties

Uncommon

Uncommon loot might be found in limited supply in a shop, kept in a protected place in a camp, or offered as part of a reward for a job.

Using Armor

Each armor in this book includes its name, base damage thresholds, and base Armor Score.

Using Downtime

You can use downtime scenes as a pressure release valve to vary the intensity of the story and give the PCs room to breathe.

Using Experience

When one of your character’s Experiences fits the situation at hand, you can use that Experience to showcase their expertise.

Using Features After a Roll

Some features let you affect a roll after the result has been totaled.

Using Hope

When you’ve gained Hope and recorded it on your character sheet, you can spend it to power special abilities, clearing it from your character sheet when you do.

Using Range

When a weapon, spell, ability, item, or other effect states a range, this refers to its maximum range. Unless otherwise noted, an effect can also be used at closer ranges.

Using Weapons

The following sections detail the types of weapons found in Daggerheart.

Utilize an Experience

You can spend a Hope to use one of your relevant Experiences on an action or reaction roll, adding its modifier to the result.

Valor

Valor is the domain of protection.

Vulnerable

When you gain the Vulnerable condition, you’re in a difficult position within the fiction.

Weapon Statistics

Each weapon in this book includes its name, trait, range, damage die, damage type, and burden.

Welcome to Daggerheart

Daggerheart is a collaborative fantasy roleplaying game of incredible magic and heroic adventure.

Work on a Project

Establish or continue work on a project.

World Overview

Daggerheart encourages the exploration of worlds filled with great magic, wondrous landscapes, mythical beasts, dynamic factions, rousing mysteries, and powerful foes.

X-Card

The X-Card is a tool that allows any player (including the GM) to remove content from the game.