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.
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.
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.
Advantage and Disadvantage
When you roll with advantage, you add a
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.
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.
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.
Bruiser
Bruisers are close-quarter combatants.
Burden
A weapon’s burden notes how many hands it takes to wield it.
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.
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.
Choosing a Death Move
When a PC marks their last Hit Point, they must make a death move.
Clear All Stress
Describe how you blow off steam or pull yourself together, then clear all Stress.
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.
Combat Wheelchair
The combat wheelchair is a ruleset designed to help you play a wheelchair user in Daggerheart.
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.
You can hold up to five of each consumable at a time.
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
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 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.
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.
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.
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.
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.
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.
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.
Feature (Armor)
Armor features describe any special rules that apply only to that particular armor.
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.
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 Die
The players use two
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 Master
If you’re taking on the role of the GM, you’ll be playing the world as it responds to the PCs’ actions.
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.
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.
Help an Ally
You can spend a Hope to Help an Ally who is making an action roll you could feasibly support.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Multiple Sources of Damage
After rolling your damage dice, add their values together, then add any modifiers to determine the 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 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.
Primary Weapon
Primary weapons are the main weapons your character will likely be fighting with during an encounter.
Proficiency
Your Proficiency determines how many damage dice you roll on a successful attack with a weapon and other features that use Proficiency.
Randomized Starting Value (Countdown)
Instead of assigning a starting value, a countdown might instead use a randomized value.
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.
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.
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
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.
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.
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.
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.
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.
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.
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
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 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 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.
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.
Transformation Cards
Transformations represent changes or augmentations to characters. Transformations provide both a mechanical benefit and a drawback.
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.
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 Experience
When one of your character’s Experiences fits the situation at hand, you can use that Experience to showcase their expertise.
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.
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.
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 that would take a substantial amount of time
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.
Характеристика Заклинателя
Ваша Характеристика Заклинателя дается вам от вашего подкласса. Вы используете эту характеристику, когда совершаете Бросок Заклинания.
Social
When the party is faced with a Social adversary, they enter a battle of wits.
Social