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Rules

Player Rules

Everything players need at the table, grouped by topic — from rolling the duality dice to leveling up.

OverviewAdditional RulesArmorAttackingCombatCombat WheelchairConditionsConsumablesCore Gameplay LoopDeathDowntimeEquipmentFlow Of The GameGoldLeveling UpLootMaking Moves & Taking ActionMaps, Range, And MovementMulticlassingStressThe SpotlightTurn Order & Action EconomyWeaponsThe Basics

Overview

Additional Rules

Incoming Damage

Incoming damage means the total damage from a single attack or source, before Armor Slots are marked.

Ongoing Spell Effects

If an effect doesn't have a listed mechanical expiration, it only ends when decided by the controlling player, the GM, or the demands of the fiction.

Rerolling Dice

When a feature allows you to reroll a die, you always take the new result unless the feature specifically says otherwise.

Rounding Up

This game doesn't use fractions; if you need to round to a whole number, round up unless otherwise specified. When in doubt, resolve any ambiguity in favor of the PCs.

Simultaneous Effects

If the resolution order of multiple effects is unclear, the person in control of the effects (player or GM) decides what order to resolve them in.

Spending Resources

Unless an effect states otherwise, you can't spend Hope or mark Stress multiple times on the same feature to increase or repeat its effects on the same roll.

Stacking Effects

Unless stated otherwise, all effects beside conditions and advantage/disadvantage can stack.

Using Features After A Roll

If a feature allows you to affect a roll after the result has been totaled, you can use it after the GM declares whether the roll succeeds or fails, but not after the consequences unfold or another roll is made.

Armor

Armor

Every armor has a name, base damage thresholds, and a base Armor Score. Some armor also has a feature. - An armor's base armor score indicates how many Armor Slots it provides its wearer before additional bonuses are added to calculate their total Armor Score. A PC's Armor Score can't exceed 12. - An armor's base thresholds determine its wearer's Major and Severe damage thresholds before adding bonuses to calculate their final damage thresholds. When recording your character's damage thresholds in the "Damage & Health" section of your character sheet, you always add your character's level to those values. - An armor's feature is a special rule that stays in effect while the armor is equipped. While unarmored, your character's base Armor Score is 0, their Major threshold is equal to their level, and their Severe threshold is equal to twice their level.

Armor Tables: Tier 1 (Level 1)

| Name | Base Thresholds | Base Score | Feature | | ---------------- | --------------- | ---------- | ---------------------------------------------- | | Gambeson Armor | 5 / 11 | 3 | Flexible: +1 to Evasion | | Leather Armor | 6 / 13 | 3 | — | | Chainmail Armor | 7 / 15 | 4 | Heavy: -1 to Evasion | | Full Plate Armor | 8 / 17 | 4 | Very Heavy: -2 to Evasion; -1 to Agility |

Armor Tables: Tier 2 (Levels 2-4) Part 2

| NAME | BASE THRESHOLDS | BASE SCORE | FEATURE | | -------------------------- | --------------- | ---------- | ------------------------------------------------------------------------------------------------------------------------------------------------------- | | Improved Gambeson Armor | 7 / 16 | 4 | Flexible: +1 to Evasion | | Improved Leather Armor | 9 / 20 | 4 | — | | Improved Chainmail Armor | 11 / 24 | 5 | Heavy: -1 to Evasion | | Improved Full Plate Armor | 13 / 28 | 5 | Very Heavy: -2 to Evasion; -1 to Agility | | Elundrian Chain Armor | 9 / 21 | 4 | Warded: You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds. | | Harrowbone Armor | 9 / 21 | 4 | Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot. | | IronTree Breastplate Armor | 9 / 20 | 4 | Reinforced: When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot. |

Armor Tables: Tier 2 (Levels 2-4) Part 3

| Runetan Floating Armor | 9 / 20 | 4 | Shifting: When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage. | | Tyris Soft Armor | 8 / 18 | 5 | Quiet: You gain a +2 bonus to rolls you make to move silently. | | Rosewild Armor | 11 / 23 | 5 | Hopeful: When you would spend a Hope, you can mark an Armor Slot instead. |

Armor Tables: Tier 3 (Levels 5-7) Part 2

| Name | Base Thresholds | Base Score | Feature | | ------------------------- | --------------- | ---------- | ---------------------------------------------------------------------------------------------------------------- | | Advanced Gambeson Armor | 9 / 23 | 5 | Flexible: +1 to Evasion | | Advanced Leather Armor | 11 / 27 | 5 | — | | Advanced Chainmail Armor | 13 / 31 | 6 | Heavy: -1 to Evasion | | Advanced Full Plate Armor | 15 / 35 | 6 | Very Heavy: -2 to Evasion; -1 to Agility | | Bellamoi Fine Armor | 11 / 27 | 5 | Gilded: +1 to Presence | | Dragonscale Armor | 11 / 27 | 5 | Impenetrable: Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress. | | Spiked Plate Armor | 10 / 25 | 5 | Sharp: On a successful attack against a target within Melee range, add a d4 to the damage roll. | | Bladefare Armor | 16 / 39 | 6 | Physical: You can't mark an Armor Slot to reduce magic damage. | | Monett's Cloak | 16 / 39 | 6 | Magic: You can't mark an Armor Slot to reduce physical damage. |

Armor Tables: Tier 4 (Levels 8-10) Part 2

| NAME | BASE THRESHOLDS | BASE SCORE | FEATURE | | -------------------------- | --------------- | ---------- | ---------------------------------------------------------------------------------------------------------------------------- | | Legendary Gambeson Armor | 11 / 32 | 6 | Flexible: +1 to Evasion | | Legendary Leather Armor | 13 / 36 | 6 | — | | Legendary Chainmail Armor | 15 / 40 | 7 | Heavy: -1 to Evasion | | Legendary Full Plate Armor | 17 / 44 | 7 | Very Heavy: -2 to Evasion; -1 to Agility | | Dunamis Silkchain | 13 / 36 | 7 | Timeslowing: Mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack. | | Channeling Armor | 13 / 36 | 5 | Channeling: +1 to Spellcast Rolls | | Emberwoven Armor | 13 / 36 | 6 | Burning: When an adversary attacks you within Melee range, they mark a Stress. | | Full Fortified Armor | 15 / 40 | 4 | Fortified: When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one. | | Veritas Opal Armor | 13 / 36 | 6 | Truthseeking: This armor glows when another creature within Close range tells a lie. |

Reducing Incoming Damage

When you take damage, you can mark one Armor Slot to reduce the severity of the damage by one threshold (Severe to Major, Major to Minor, Minor to Nothing). If your character has an Armor Score of 0, you can't mark Armor Slots. If an effect temporarily increases your Armor Score, it increases your available Armor Slots by the same amount; when the effect ends, so does the availability of these Armor Slots.

Attacking

Attack Rolls

An attack roll is an action roll intended to inflict harm. The trait that applies to an attack roll is specified by the weapon or spell being used. Unarmed attack rolls use either Strength or Finesse (GM's choice). An attack roll's Difficulty, unless otherwise noted, is equal to the Difficulty score of its target.

Critical Damage

When you get a critical success (i.e., you roll matching values on your Duality Dice) on an attack roll, you deal extra damage. Make the damage roll as usual, but add the maximum possible result of the damage dice to the final total. For instance, if an attack would normally deal 2d8+1 damage, a critical success would deal 2d8+1+16.

Damage Rolls

On a successful attack, roll damage. Damage is calculated from the damage roll listed in the attack's description with the format "xdy+[modifier]" (e.g., for a spell that inflicts "1d8+2" damage, you roll an eight-sided and add 2 to the result; the damage dealt is equal to the total). Any time an effect says to deal damage using your Spellcast trait, you roll a number of dice equal to your Spellcast trait. Note: If your Spellcast trait is +0 or lower, you don't roll anything. For weapons, the number of damage dice you roll is equal to your Proficiency. Note that your Proficiency multiplies the number of dice you roll, but doesn't affect the modifier. For example, a PC with Proficiency 2 and wielding a weapon with a damage rating of "d8+2" deals damage equal to "2d8+2" on a successful attack. Successful unarmed attacks inflict [Proficiency]d4 damage.

Damage Types

There are two damage types: physical damage (phy) and magic damage (mag). Unless stated otherwise, mundane weapons and unarmed attacks deal physical damage, and spells deal magic damage.

Multi-Target Attack Rolls

If a spell or ability allows you to target multiple adversaries, make one attack roll and one damage roll, then apply the results to each target individually.

Multiple Damage Sources

Damage dealt simultaneously from multiple sources is always totaled before it's compared to its target's damage thresholds. For example, if a PC with orc ancestry makes a successful attack against a target in Melee range and decides to spend a Hope to use their "Tusks" feature (which gives them an extra 1d6 damage on a damage roll), they would roll their normal weapon damage and add a d6 to the result, then deal that total damage to the adversary.

Resistance, Immunity, And Direct Damage

If a target has resistance to a damage type, then they reduce incoming damage of that type by half before comparing it to their Hit Point Thresholds. If the target has additional ways of reducing incoming damage, such as marking Armor Slots, they apply the resistance effect first. The effects of multiple resistances to the same damage type do not stack. If a target has immunity to a damage type, they ignore incoming damage of that type. If an attack deals both physical and magic damage, a character can only benefit from resistance or immunity if they are resistant or immune to both damage types. Direct damage is damage that can't be reduced by marking Armor Slots.

Combat

Combat

Though Daggerheart relies on the same flow of collaborative storytelling in and out of combat, physical conflicts rely more heavily on several key mechanics related to attacking, maneuvering, and taking damage.

Evasion

Evasion represents a character's ability to avoid attacks and other unwanted effects. Any roll made against a PC has a Difficulty equal to the target's Evasion. A PC's base Evasion is determined by their class, but can be modified by domain cards, equipment, conditions, and other effects. Note: attacks rolled against adversaries use the target's Difficulty instead of Evasion.

Hit Points & Damage Thresholds

Hit Points (HP) represent a character's ability to withstand physical injury. When a character takes damage, they mark 1 to 3 HP, based on their damage thresholds: - If the final damage is at or above the character's Severe damage threshold, they mark 3 HP. - If the final damage is at or above the character's Major damage threshold but below their Severe damage threshold, they mark 2 HP. - If the final damage is below the character's Major damage threshold, they mark 1 HP. - If incoming damage is ever reduced to 0 or less, no HP is marked. You'll be able to increase the number of Hit Point slots you have available as you level up, to a maximum of 12. A PC's damage thresholds are calculated by adding their level to the listed damage thresholds of their equipped armor. A PC's starting HP is based on their class, but they can gain additional Hit Points through advancements, features, and other effects. An adversary's Damage Thresholds and HP are listed in their stat blocks. When a character marks their last Hit Point, they fall. If a PC falls, they make a death move. Characters can clear Hit Points by taking downtime moves (see: Downtime) or by activating relevant special abilities or effects. Optional Rule: Massive Damage If a character ever takes damage equal to twice their Severe threshold, they mark 4 HP instead of 3.

Combat Wheelchair

Combat Wheelchair

By Mark Thompson The combat wheelchair is a ruleset designed to help you play a wheelchair user in Daggerheart. This section provides mechanics and narrative guidance for you to work from, but feel free to adapt the flavor text to best suit your character. Have fun with your character's wheelchair design, and make it as unique or tailored to them as you please.

Action And Movement

When describing how your character moves, you can use descriptions such as the following: - "I roll over to the door to see if it's open." - "I wheel myself over to the group to ask what's going on." - "I pull my brakes and skid to a halt, turning in my seat to level my bow at the intruder."

Burden

All wheelchairs can be maneuvered using one or two hands outside of combat. However, when being used as a weapon, the chair is restricted to requiring one or two hands to perform attacks, depending on the model you've chosen. If you're playing a character who has limited to no mobility in their arms, their wheelchair can be attuned to them by magical means. For example, your character might use a psychic link to guide the chair around like a pseudo-electric wheelchair. All the rules presented here can be tailored and adapted to any character's needs.

Choosing Your Model

All combat wheelchairs are equipped as Primary Weapons. There are three models of wheelchair available: light, heavy, and arcane. You're encouraged to consider the type of character you're playing and the class they belong to, then choose the model that best matches that character concept.

Choosing Your Model: Arcane Frame Models

These wheelchairs have frames that are attuned to your character and their magic, allowing them to channel their spells through the chair. Unlike other primary magic weapons, the arcane-frame model doesn't specify a trait to use when making an attack with it. Instead, you use the Spellcast trait indicated by your subclass. | Name | Tier | Trait | Range | Damage | Burden | Feature | | --------------------------------- | ---- | --------- | ----- | -------- | ---------- | ---------------------------------- | | Arcane-Frame Wheelchair | 1 | Spellcast | Far | d6 mag | One-Handed | Reliable: +1 to attack rolls | | Improved Arcane-Frame Wheelchair | 2 | Spellcast | Far | d6+3 mag | One-Handed | Reliable: +1 to attack rolls | | Advanced Arcane-Frame Wheelchair | 3 | Spellcast | Far | d6+6 mag | One-Handed | Reliable: +1 to attack rolls | | Legendary Arcane-Frame Wheelchair | 4 | Spellcast | Far | d6+9 mag | One-Handed | Reliable: +1 to attack rolls |

Choosing Your Model: Heavy Frame Models

These wheelchairs have bulky and heavier frames, allowing the chair to lend its weight to your character's attacks. It also makes them a bigger target. | NAME | TIER | TRAIT | RANGE | DAMAGE | BURDEN | FEATURE | | -------------------------------- | ---- | -------- | ----- | ---------- | ---------- | -------------------------- | | Heavy-Frame Wheelchair | 1 | Strength | Melee | d12+3 phy | Two-Handed | Heavy: -1 to Evasion | | Improved Heavy-Frame Wheelchair | 2 | Strength | Melee | d12+6 phy | Two-Handed | Heavy: -1 to Evasion | | Advanced Heavy-Frame Wheelchair | 3 | Strength | Melee | d12+9 phy | Two-Handed | Heavy: -1 to Evasion | | Legendary Heavy-Frame Wheelchair | 4 | Strength | Melee | d12+12 phy | Two-Handed | Heavy: -1 to Evasion |

Choosing Your Model: Light Frame Models

Though tough, these wheelchairs have light frames that allow the chair to move with your character in more acrobatic ways. These models are best suited to adventurers who rely on speed and flexibility. | Name | Tier | Trait | Range | Damage | Burden | Feature | | -------------------------------- | ---- | ------- | ----- | -------- | ---------- | ---------------------------------------------------------------------------------------------------- | | Light-Frame Wheelchair | 1 | Agility | Melee | d8 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. | | Improved Light-Frame Wheelchair | 2 | Agility | Melee | d8+3 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. | | Advanced Light-Frame Wheelchair | 3 | Agility | Melee | d8+6 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. | | Legendary Light-Frame Wheelchair | 4 | Agility | Melee | d8+9 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |

Consequences

Here are some ways you might describe complications you encounter when your character uses their wheelchair: - "I pull my brakes, but I don't think to account for the loose gravel on the ground." - "I hit a patch of ice awkwardly and am sent skidding out past my target." - "I go to push off in pursuit, but one of my front caster wheels snags on a crack in the pavement, stalling me for a moment." GMs should avoid breaking a character's wheelchair or otherwise removing it from play as a consequence, unless everyone at the table, especially the wheelchair user's player, gives their approval.

Evasion

Your character is assumed to be skilled in moving their wheelchair and navigating numerous situations in it. As a result, the only wheelchair that gives a penalty to a PC's Evasion is the Heavy Frame model.

Conditions

Conditions

Conditions are effects that grant specific benefits or drawbacks to the target they are attached to.

Standard Conditions: Hidden

While you're out of sight from all enemies and they don't otherwise know your location, you gain the Hidden condition. Any rolls against a Hidden creature have disadvantage. After an adversary moves to where they would see you, you move into their line of sight, or you make an attack, you are no longer Hidden.

Standard Conditions: Vulnerable

When a creature is Vulnerable, all rolls targeting them have advantage. Some features can apply special or unique conditions, which work as described in the feature text. Unless otherwise noted, the same condition can't be applied more than once to the same target.

Temporary Tags & Special Conditions

The temporary tag denotes a condition or effect that the affected creature can clear by making a move against it. When an affected PC makes a move to clear a temporary condition or effect, it normally requires a successful action roll using an appropriate trait. When an affected adversary makes a move to clear a temporary condition or effect, the GM puts the spotlight on the adversary and describes how they do it; this doesn't require a roll but it does use up that adversary's spotlight. Special conditions are only cleared when specific requirements are met, such as completing a certain action or using a particular item. The requirements for clearing these conditions are stated in the text of the effect that applies the condition.

Consumables

Part 1

Consumables are loot that can only be used once. You can hold up to five of each consumable at a time. Using a consumable doesn't require a roll unless required by the GM or the demands of the fiction. To generate a random consumable, choose a rarity, roll the designated dice, and match the total to the item in the table: - Common: 1d12 or 2d12 - Uncommon: 2d12 or 3d12 - Rare: 3d12 or 4d12 - Legendary: 4d12 or 5d12

Part 2

| ROLL | LOOT | DESCRIPTION | | ---- | ------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 01 | Stride Potion | You gain a +1 bonus to your next Agility Roll. | | 02 | Bolster Potion | You gain a +1 bonus to your next Strength Roll. | | 03 | Control Potion | You gain a +1 bonus to your next Finesse Roll. | | 04 | Attune Potion | You gain a +1 bonus to your next Instinct Roll. | | 05 | Charm Potion | You gain a +1 bonus to your next Presence Roll. | | 06 | Enlighten Potion | You gain a +1 bonus to your next Knowledge Roll. |

Part 3

| 07 | Minor Health Potion | Clear 1d4 HP. | | 08 | Minor Stamina Potion | Clear 1d4 Stress. | | 09 | Grindletooth Venom | You can apply this venom to a weapon that deals physical damage to add a d6 to your next damage roll with that weapon. | | 10 | Varik Leaves | You can eat these paired leaves to immediately gain 2 Hope. | | 11 | Vial of Moondrip | When you drink the contents of this vial, you can see in total darkness until your next rest. | | 12 | Unstable Arcane Shard | You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 1d20 magic damage. | | 13 | Potion of Stability | You can drink this potion to choose one additional downtime move. | | 14 | Improved Grindletooth Venom | You can apply this venom to a weapon that deals physical damage to add a d8 to your next damage roll with that weapon. |

Part 4

| 15 | Morphing Clay | You can spend a Hope to use this clay, altering your face enough to make you unrecognizable until your next rest. | | 16 | Vial of Darksmoke | When an adversary attacks you, use this vial and roll a number of d6s equal to your Agility. Add the highest result to your Evasion against the attack. | | 17 | Jumping Root | Eat this root to leap up to Far range once without needing to roll. | | 18 | Snap Powder | Mark a Stress and clear a HP. | | 19 | Health Potion | Clear 1d4+1 HP. | | 20 | Stamina Potion | Clear 1d4+1 Stress. | | 21 | Armor Stitcher | You can use this stitcher to spend any number of Hope and clear that many Armor Slots. | | 22 | Gill Salve | You can apply this salve to your neck to breathe underwater for a number of minutes equal to your level. |

Part 5

| 23 | Replication Parchment | By touching this piece of parchment to another, you can perfectly copy the second parchment's contents. Once used, this parchment becomes mundane paper. | | 24 | Improved Arcane Shard | You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 2d20 magic damage. | | 25 | Major Stride Potion | You gain a +1 bonus to your Agility until your next rest. | | 26 | Major Bolster Potion | You gain a +1 bonus to your Strength until your next rest. | | 27 | Major Control Potion | You gain a +1 bonus to your Finesse until your next rest. | | 28 | Major Attune Potion | You gain a +1 bonus to your Instinct until your next rest. | | 29 | Major Charm Potion | You gain a +1 bonus to your Presence until your next rest. | | 30 | Major Enlighten Potion | You gain a +1 bonus to your Knowledge until your next rest. |

Part 6

| 31 | Blood of the Yorgi | You can drink this blood to disappear from where you are and immediately reappear at a point you can see within Very Far range. | | 32 | Homet's Secret Potion | After drinking this potion, the next successful attack you make critically succeeds. | | 33 | Redthorn Saliva | You can apply this saliva to a weapon that deals physical damage to add a d12 to your next damage roll with that weapon. | | 34 | Channelstone | You can use this stone to take a spell or grimoire from your vault, use it once, and return it to your vault. | | 35 | Mythic Dust | You can apply this dust to a weapon that deals magic damage to add a d12 to your next damage roll with that weapon. | | 36 | Acidpaste | This paste eats away walls and other surfaces in bright flashes. | | 37 | Hopehold Flare | When you use this flare, allies within Close range roll a d6 when they spend a Hope. On a result of 6, they gain the effect of that Hope without spending it. The flare lasts until the end of the scene. | | 38 | Major Arcane Shard | You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 4d20 magic damage. |

Part 7

| 39 | Featherbone | You can use this bone to control your falling speed for a number of minutes equal to your level. | | 40 | Circle of the Void | Mark a Stress to create a void that extends up to Far range. No magic can be cast inside the void, and creatures within the void are immune to magic damage. | | 41 | Sun Tree Sap | Consume this sap to roll a d6. On a result of 5-6, clear 2 HP. On a result of 2-4, clear 3 Stress. On a result of 1, see through the veil of death and return changed, gaining one scar. | | 42 | Dripfang Poison | A creature who consumes this poison takes 8d10 direct magic damage. | | 43 | Major Health Potion | Clear 1d4+2 HP. | | 44 | Major Stamina Potion | Clear 1d4+2 Stress. | | 45 | Ogre Musk | You can use this musk to prevent anyone from tracking you by mundane or magical means until your next rest. | | 46 | Wingsprout | You gain magic wings that allow you to fly for a number of minutes equal to your level. |

Part 8

| 47 | Jar of Lost Voices | You can open this jar to release a deafening echo of voices for a number of minutes equal to your Instinct. Creatures within Far range unprepared for the sound take 6d8 magic damage. | | 48 | Dragonbloom Tea | You can drink this tea to unleash a fiery breath attack. Make an Instinct Roll against all adversaries in front of you within Close range. Targets you succeed against take 2d20 physical damage using your Proficiency. | | 49 | Bridge Seed | Thick vines grow from your location to a point of your choice within Far range, allowing you to climb up or across them. The vines dissipate on your next rest. | | 50 | Sleeping Sap | You can drink this potion to fall asleep for a full night's rest. You clear all Stress upon waking. | | 51 | Feast of Xuria | You can eat this meal to clear all HP and Stress and gain 1d4 Hope. | | 52 | Bonding Honey | This honey can be used to glue two objects together permanently. | | 53 | Shrinking Potion | You can drink this potion to halve your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Agility and a -1 penalty to your Proficiency. | | 54 | Growing Potion | You can drink this potion to double your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Strength and a +1 bonus to your Proficiency. |

Part 9

| 55 | Knowledge Stone | If you die while holding this stone, an ally can take a card from your loadout to place in their loadout or vault. After they take this knowledge, the stone crumbles. | | 56 | Sweet Moss | You can consume this moss during a rest to clear 1d10 HP or 1d10 Stress. | | 57 | Blinding Orb | You can activate this orb to create a flash of bright light. All targets within Close range become Vulnerable until they mark HP. | | 58 | Death Tea | After you drink this tea, you instantly kill your target when you critically succeed on an attack. If you don't critically succeed on an attack before your next long rest, you die. | | 59 | Mirror of Marigold | When you take damage, you can spend a Hope to negate that damage, after which the mirror shatters. | | 60 | Stardrop | You can use this stardrop to summon a hailstorm of comets that deals 8d20 physical damage to all targets within Very Far range. |

Core Gameplay Loop

Core Gameplay Loop

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 PCs' surroundings and any dangers, NPCs, or other important details the characters would notice.

Step 2: Ask And Answer Questions

The players ask clarifying questions to explore the scene more deeply and gather information that could inform their characters' actions. The GM responds to these questions by giving the players information their characters could easily obtain, or by asking questions of their own to the players. The players also respond to any questions the GM poses to them. In this way, the table builds out the fiction collaboratively.

Step 3: Build On The Fiction

As the scene develops, the players find opportunities to take action—problems to solve, obstacles to overcome, mysteries to investigate, and so on. The players describe how their characters proceed; if their proposed actions carry no chance of failure (or if failure would be boring), they automatically succeed. But if the outcome of their action is unknown, the GM calls for an action roll. Either way, the table works the outcome into the story and moves the fiction forward, narrating how the PC's actions have changed things.

Step 4: Go Back To Step 1

The process repeats from the beginning, with the GM relaying any updated details or material changes to the players. This process continues until the end of the scene is triggered by a mechanic or arrives organically.

Death

Death

When a PC marks their last Hit Point, they must make a death move by choosing one of the following options: - Blaze of Glory: Your character embraces death and goes out in a blaze of glory. Take one final action. It automatically critically succeeds (with GM approval), and then you cross through the veil of death. - Avoid Death: Your character avoids death and faces the consequences. They temporarily drop unconscious, and then you work with the GM to describe how the situation worsens. While unconscious, your character can't move or act, and they can't be targeted by an attack. They return to consciousness when an ally clears 1 or more of their marked Hit Points or when the party finishes a long rest. After your character falls unconscious, roll your Hope Die. If its value is equal to or less than your character's level, they gain a scar: permanently cross out a Hope slot and work with the GM to determine its lasting narrative impact and how, if possible, it can be restored. If you ever cross out your last Hope slot, your character's journey ends. - Risk It All: Roll your Duality Dice. If the Hope Die is higher, your character stays on their feet and clears a number of Hit Points or Stress equal to the value of the Hope Die (you can divide the Hope Die value between Hit Points and Stress however you'd prefer). If the Fear Die is higher, your character crosses through the veil of death. If the Duality Dice show matching results, your character stays up and clears all Hit Points and Stress. If your character dies, work with the GM before the next session to create a new character at the current level of the rest of the party.

Downtime

Part 1

Between conflicts, the party can take a rest to recover expended resources and deepen their bonds. During a rest, each PC can make up to two downtime moves. When the party rests, they must choose between a short rest and a long rest. If a party takes three short rests in a row, their next rest must be a long rest. If a short rest is interrupted, such as by an adversary's attack, the characters don't gain its benefits. If a long rest is interrupted, the characters only gain the benefits of a short rest. A short rest lasts enough time for the party to catch its breath, about an hour in-world. Each player can move domain cards between their loadout and vault for free, then choose twice from the following list of downtime moves (players can choose the same move twice): - Tend to Wounds: Clear 1d4+Tier Hit Points for yourself or an ally. - Clear Stress: Clear 1d4+Tier Stress. - Repair Armor: Clear 1d4+Tier Armor Slots from your or an ally's armor. - Prepare: Describe how you prepare yourself for the path ahead, then gain a Hope. If you choose to Prepare with one or more members of your party, you each gain 2 Hope. At the end of a short rest, any features or effects with a limited number of uses per rest refresh and any features or effects that last until your next rest expire. A long rest is when the characters make camp and relax or sleep for several in-game hours. Each player can move domain cards between their loadout and vault for free, then choose twice from the following list of downtime moves (players can choose the same move twice): - Tend to All Wounds: Clear all Hit Points for yourself or an ally. - Clear All Stress: Clear all Stress. - Repair All Armor: Clear all Armor Slots from your or an ally's armor - Prepare: Describe how you prepare for the next day's adventure, then gain a Hope. If you choose to Prepare with one or more members of your party, you each gain 2 Hope. - Work on a Project: With GM approval, a PC may pursue a long-term project, such as deciphering an ancient text or crafting a new weapon. The first time they start a new project, assign it a countdown. Each time a PC makes the Work on a Project move, they either advance their project's countdown automatically or make an action roll to advance it (GM's choice).

Part 2

At the end of a long rest, any features or effects with a limited number of uses per rest or per long rest refresh and any features or effects that last until your next rest or until your next long rest expire.

Downtime Consequences

On a short rest, the GM gains 1d4 Fear. On a long rest, they gain Fear equal to 1d4 + the number of PCs, and they can advance a long-term countdown of their choice.

Equipment

Equipment

Your equipped weapons and armor are the ones listed in the "Active Weapons" and "Active Armor" sections of your character sheet. Your character can only attack with weapons, benefit from armor, and gain features from items they have equipped. You can't equip weapons or armor with a higher tier than you. PCs can carry up to two additional weapons in the "Inventory Weapon" areas of the character sheet. You can swap an Inventory Weapon with an Active Weapon at no cost during a rest or moment of calm; otherwise, you must mark a Stress to do so. Your character can only have one Active Armor at a time. They can't equip armor while in danger or under pressure; otherwise, they can equip or unequip armor without cost. Each armor has its own Armor Slots; if your character unequips their armor, track how many of its Armor Slots are marked. You can't carry armor in your inventory. When your character equips or unequips armor, recalculate your damage thresholds.

Flow Of The Game

Flow Of The Game

Daggerheart is a conversation. The GM describes fictional scenarios involving the PCs, and the players take turns describing how their characters react. The goal of every person at the table is to build upon everyone else's ideas and collaboratively tell a satisfying story. The system facilitates this collaborative process by providing structure to the conversation and mechanics for resolving moments of tension where fate or fortune determine the outcome of events.

Player Principles & Best Practices: 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.

Gold

Gold

Gold is an abstract measurement of how much wealth a character has, and is measured in handfuls, bags, and chests, with 10 handfuls to 1 bag, and 10 bags to 1 chest. When you have marked all of the slots in a category and you gain another gold reward in that category, mark a slot in the following category and clear all the slots in the current one. For example, if you have 9 handfuls and gain another, you instead mark 1 bag and erase all handfuls. If you have 9 bags and gain another, you mark 1 chest and erase all bags. You can't have more than 1 chest, so if all your Gold slots are marked, you'll need to spend some of your gold or store it somewhere else before you can acquire more. Optional Rule: Gold Coins If your group wants to track gold with more granularity, you can add coins as your lowest denomination. Following the established pattern, 10 coins equal 1 handful.

Leveling Up

Leveling Up

Your party levels up whenever the GM decides you've reached a narrative milestone (usually about every 3 sessions). All party members level up at the same time. Daggerheart has 10 PC levels divided into 4 tiers: → Tier 1 encompasses level 1 only. → Tier 2 encompasses levels 2-4. → Tier 3 encompasses levels 5-7. → Tier 4 encompasses levels 8-10. Your tier affects your damage thresholds, tier achievements, and access to advancements.

Step Four: Domain Cards

Acquire a new domain card at your level or lower from one of your class's domains and add it to your loadout or vault. If your loadout is already full, you can't add the new card to it until you move another into your vault. You can also exchange one domain card you've previously acquired for a different domain card of the same level or lower.

Step One: Tier Achievements

Take any applicable tier achievements - At level 2, you gain a new Experience at +2 and permanently increase your Proficiency by 1. - At level 5, you gain a new Experience at +2, permanently increase your Proficiency by 1, and clear any marked traits. - At level 8, you gain a new Experience at +2, permanently increase your Proficiency by 1, and clear any marked traits.

Step Two: Advancements Part 1

Choose any two advancements with at least one unmarked slot from your tier or below. Options with multiple slots can be chosen more than once. When you choose an advancement, mark one of its slots.

Step Two: Advancements Part 2

- When you choose to increase two unmarked character traits and mark them: Choose two unmarked character traits and gain a permanent +1 bonus to them. You can't increase these stats again until the next tier (when your tier achievement allows you to clear those marks). - When you choose to permanently add 1 or more Hit Point slots: Darken the outline of the next rectangle in the Hit Point section of your character sheet in pen or permanent marker. - When you choose to permanently add 1 or more Stress slots: Darken the outline of the next rectangle in the Stress section of your character sheet in pen or permanent marker. - When you choose to increase your Experience: Choose two Experiences on your character sheet and gain a permanent +1 bonus to both. - When you take an additional domain card: You can choose an additional domain card at or below your level or from your class's domains. If you've multiclassed, you can instead select a card at or below half your level from your chosen multiclass domain. - When you choose to increase your Evasion: Gain a permanent +1 bonus to your Evasion. - When you choose to take an upgraded subclass card: Take the next card for your subclass. If you have only the foundation card, take a specialization; if you have a specialization already, take a mastery. Then cross out this tier's multiclass option. - When you choose to increase your Proficiency: Fill in one of the open circles in the "Proficiency" section of your character sheet, then increase your weapon's number of damage dice by 1. The black box around this advancement's slots indicates you must spend two advancements and mark both level-up slots in order to take it as an option. - When you choose to multiclass: Choose an additional class, select one of its domains, and gain its class feature. Add the appropriate multiclass module to your character sheet and take the foundation card from one of its subclasses. Then cross out the "upgraded subclass" advancement option in this tier and all other "multiclass" advancement options on your character sheet. The black box around this advancement's slots indicates you must spend two advancements and mark both level-up slots in order to take it as an option.

Loot

Part 1

Loot comprises any consumables or reusable items the party acquires. Items can be used until sold, discarded, or lost. To generate a random item, choose a rarity, roll the designated dice, and match the total to the item in the table: - Common: 1d12 or 2d12 - Uncommon: 2d12 or 3d12 - Rare: 3d12 or 4d12 - Legendary: 4d12 or 5d12

Part 10

| 51 | Mythic Dust Recipe | As a downtime move, you can use a handful of fine gold dust to craft Mythic Dust. | | 52 | Shard of Memory | Once per long rest, you can spend 2 Hope to recall a domain card from your vault instead of paying its Recall Cost. | | 53 | Gem of Alacrity | You can attach this gem to a weapon, allowing you to use your Agility when making an attack with that weapon. | | 54 | Gem of Might | You can attach this gem to a weapon, allowing you to use your Strength when making an attack with that weapon. | | 55 | Gem of Precision | You can attach this gem to a weapon, allowing you to use your Finesse when making an attack with that weapon. | | 56 | Gem of Insight | You can attach this gem to a weapon, allowing you to use your Instinct when making an attack with that weapon. |

Part 11

| 57 | Gem of Audacity | You can attach this gem to a weapon, allowing you to use your Presence when making an attack with that weapon. | | 58 | Gem of Sagacity | You can attach this gem to a weapon, allowing you to use your Knowledge when making an attack with that weapon. | | 59 | Ring of Unbreakable Resolve | Once per session, when the GM spends a Fear, you can spend 4 Hope to cancel the effects of that spent Fear. | | 60 | Belt of Unity | Once per session, you can spend 5 Hope to lead a Tag Team Roll with three PCs instead of two. |

Part 2

| ROLL | LOOT | DESCRIPTION | | ---- | ------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 01 | Premium Bedroll | During downtime, you automatically clear a Stress. | | 02 | Piper Whistle | This handcrafted whistle has a distinctive sound. When you blow this whistle, its piercing tone can be heard within a 1-mile radius. | | 03 | Charging Quiver | When you succeed on an attack with an arrow stored in this quiver, gain a bonus to the damage roll equal to your current tier. | | 04 | Alistair's Torch | You can light this magic torch at will. The flame's light fills a much larger space than it should, enough to illuminate a cave bright as day. | | 05 | Speaking Orbs | This pair of orbs allows any creatures holding them to communicate with each other across any distance. |

Part 3

| 06 | Manacles | This pair of locking cuffs comes with a key. | | 07 | Arcane Cloak | A creature with a Spellcast trait wearing this cloak can adjust its color, texture, and size at will. | | 08 | Woven Net | You can make a Finesse Roll using this net to trap a small creature. A trapped target can break free with a successful Attack Roll (16). | | 09 | Fire Jar | You can pour out the strange liquid contents of this jar to instantly produce fire. The contents regenerate when you take a long rest. | | 10 | Suspended Rod | This flat rod is inscribed with runes. When you activate the rod, it is immediately suspended in place. Until the rod is deactivated, it can't move, doesn't abide by the rules of gravity, and remains in place. | | 11 | Glamour Stone | Activate this pebble-sized stone to memorize the appearance of someone you can see. Spend a Hope to magically recreate this guise on yourself as an illusion. | | 12 | Empty Chest | This magical chest appears empty. When you speak a specific trigger word or action and open the chest, you can see the items stored within it. |

Part 4

| 13 | Companion Case | This case can fit a small animal companion. While the companion is inside, the animal and case are immune to all damage and harmful effects. | | 14 | Piercing Arrows | Three times per rest when you succeed on an attack with one of these arrows, you can add your Proficiency to the damage roll. | | 15 | Valorstone | You can attach this stone to armor that doesn't already have a feature. The armor gains the following feature. 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. | | 16 | Skeleton Key | When you use this key to open a locked door, you gain advantage on the Finesse Roll. | | 17 | Arcane Prism | Position this prism in a location of your choosing and activate it. All allies within Close range of it gain a +1 bonus to their Spellcast Rolls. While activated, the prism can't be moved. Once the prism is deactivated, it can't be activated again until your next long rest. | | 18 | Minor Stamina Potion Recipe | As a downtime move, you can use the bone of a creature to craft a Minor Stamina Potion. |

Part 5

| 19 | Minor Health Potion Recipe | As a downtime move, you can use a vial of blood to craft a Minor Health Potion. | | 20 | Homing Compasses | These two compasses point toward each other no matter how far apart they are. | | 21 | Corrector Sprite | This tiny sprite sits in the curve of your ear canal and whispers helpful advice during combat. Once per short rest, you can gain advantage on an attack roll. | | 22 | Gecko Gloves | You can climb up vertical surfaces and across ceilings. | | 23 | Lorekeeper | You can store the name and details of up to three hostile creatures inside this book. You gain a +1 bonus to action rolls against those creatures. | | 24 | Vial of Darksmoke Recipe | As a downtime move, you can mark a Stress to craft a Vial of Darksmoke. |

Part 6

| 25 | Bloodstone | You can attach this stone to a weapon that doesn’t already have a feature. The weapon gains the following feature. Brutal: When you roll the maximum value on a damage die, roll an additional damage die. | | 26 | Greatstone | You can attach this stone to a weapon that doesn’t already have a feature. The weapon gains the following feature. Powerful: On a successful attack, roll an additional damage die and discard the lowest result. | | 27 | Glider | While falling, you can mark a Stress to deploy this small parachute and glide safely to the ground. | | 28 | Ring of Silence | Spend a Hope to activate this ring. Your footsteps are silent until your next rest. | | 29 | Calming Pendant | When you would mark your last Stress, roll a d6. On a result of 5 or higher, don’t mark it. | | 30 | Dual Flask | This flask can hold two different liquids. You can swap between them by flipping a small switch on the flask’s side. | | 31 | Bag of Ficklesand | You can convince this small bag of sand to be much heavier or lighter with a successful Presence Roll (10). Additionally, on a successful Finesse Roll (10), you can blow a bit of sand into a target’s face to make them temporarily Vulnerable. |

Part 7

| 32 | Ring of Resistance | Once per long rest, you can activate this ring after a successful attack against you to halve the damage. | | 33 | Phoenix Feather | If you have at least one Phoenix Feather on you when you fall unconscious, you gain a +1 bonus to the roll you make to determine whether you gain a scar. | | 34 | Box of Many Goods | Once per long rest, you can open this small box and roll a d12. On a result of 1-6, it’s empty. On a result of 7-10, it contains one random common consumable. On a result of 11-12, it contains two random common consumables. | | 35 | Airblade Charm | You can attach this charm to a weapon with a Melee range. Three times per rest, you can activate the charm and attack a target within Close range. | | 36 | Portal Seed | You can plant this seed in the ground to grow a portal in that spot. The portal is ready to use in 24 hours. You can use this portal to travel to any other location where you planted a portal seed. A portal can be destroyed by dealing any amount of Magic damage to it. | | 37 | Paragon’s Chain | As a downtime move, you can meditate on an ideal or principle you hold dear and focus your will into this chain. Once per long rest, you can spend a Hope to roll a d20 as your Hope Die for rolls that directly align with that principle. |

Part 8

| 38 | Elusive Amulet | Once per long rest, you can activate this amulet to become Hidden until you move. While Hidden in this way, you remain unseen even if an adversary moves to where they would normally see you. | | 39 | Hopekeeper Locket | During a long rest, if you have 6 Hope, you can spend a Hope to imbue this locket with your bountiful resolve. When you have 0 Hope, you can use the locket to immediately gain a Hope. The locket must be re‑imbued before it can be used this way again. | | 40 | Infinite Bag | When you store items in this bag, they are kept in a pocket dimension that never runs out of space. You can retrieve an item at any time. | | 41 | Stride Relic | You gain a +1 bonus to your Agility. You can only carry one relic. | | 42 | Bolster Relic | You gain a +1 bonus to your Strength. You can only carry one relic. | | 43 | Control Relic | You gain a +1 bonus to your Finesse. You can only carry one relic. | | 44 | Attune Relic | You gain a +1 bonus to your Instinct. You can only carry one relic. |

Part 9

| 45 | Charm Relic | You gain a +1 bonus to your Presence. You can only carry one relic. | | 46 | Enlighten Relic | You gain a +1 bonus to your Knowledge. You can only carry one relic. | | 47 | Honing Relic | You gain a +1 bonus to an Experience of your choice. You can only carry one relic. | | 48 | Flickerfly Pendant | While you carry this pendant, your weapons with a Melee range that deal physical damage have a gossamer sheen and can attack targets within Very Close range. | | 49 | Lakestrider Boots | You can walk on the surface of water as if it were soft ground. | | 50 | Clay Companion | When you sculpt this ball of clay into a clay animal companion, it behaves as that animal. For example, a clay spider can spin clay webs, while a clay bird can fly. The clay companion retains memory and identity across different shapes, but they can adopt new mannerisms with each form. |

Making Moves & Taking Action

Making Moves & Taking Action

Any time a character does something to advance the story, such as speaking with another character, interacting with the environment, making an attack, casting a spell, or using a class feature, they are making a move.

Action Rolls

Any move where success would be trivial or failure would be boring automatically succeeds, but any move that's dicult to accomplish or risky to attempt triggers an action roll.

Advantage & Disadvantage

Some features and effects let you roll with advantage or disadvantage on an action or reaction roll: - Advantage represents an opportunity that you seize to increase your chances of success. When you roll with advantage, you roll a d6 advantage die with your dice pool and add its result to your total. - Disadvantage represents an additional Difficulty, hardship, or challenge you face when attempting an action. When you roll with disadvantage, you roll a d6 disadvantage die with your dice pool and subtract its result from your total. Advantage or disadvantage can be granted or imposed by mechanical triggers or at the GM's discretion. When a PC aids you with Help an Ally, they roll their own advantage die and you add it to your total. Advantage and disadvantage dice cancel each out, one-forone, when they would be added to the same dice pool, so you'll never roll both at the same time. If you have advantage or disadvantage from other sources that don't affect your own dice pool, such as another player's Help an Ally move, their effects stack with your rolled results.

Adversary Actions

When play passes to the GM, the GM can make a GM move to spotlight an adversary. A spotlighted adversary can: - Move within Close range and make a standard attack - Move within Close range and use an adversary action - Clear a condition - Sprint within Far or Very Far range on the battlefield - Do anything else the fiction demands or the GM deems appropriate The GM can spend additional Fear to spotlight additional adversaries. Once the GM has finished, the spotlight swings back to the PCs.

GM Moves And Adversary Actions

GMs also make moves. They should consider making a move when a player does one of the following things: - Rolls with Fear on an action roll. - Fails an action roll. - Does something that would have consequences. - Gives them a golden opportunity. - Looks to them for what happens next. After the GM turn is done, the spotlight goes back to the PCs. Many adversaries and environments have Fear Features, especially powerful or consequential moves that the GM must spend Fear to activate. Note: This Fear is in addition to any Fear the GM has previously spent to seize the spotlight or activate another action or ability.

Hope & Fear

Hope and Fear are metacurrencies representing the cosmic forces that shape the events of your table's story. Hope powers PC abilities and features, while Fear powers the abilities of the GM and the adversaries and environments they control.

Hope & Fear: Fear

The GM gains Fear whenever a player rolls with Fear and can spend Fear at any time to make or enhance a GM move or to use a Fear Feature. The GM can have up to 12 Fear at one time. Fear carries over between sessions.

Hope & Fear: Hope

Every PC starts with 2 Hope at character creation and gains more throughout play. A PC can have a maximum of 6 Hope at one time, and Hope carries over between sessions. Players can spend Hope to: - Help an Ally. When you Help an Ally who is making an action roll, describe how you do so and roll an advantage die. Multiple players can spend Hope to help the same acting player, but that player only adds the highest result to their final total. - Utilize an Experience. When you Utilize an Experience on a relevant roll, add its modifier to the result. You can spend multiple Hope to utilize multiple Experiences. - Initiate a Tag Team Roll. Spend 3 Hope to initiate a Tag Team roll, combining the actions of two PCs into one impressive act of synergy. When you make a Tag Team roll, both players roll their action rolls and then choose which set of results to apply to the outcome. - Activate a Hope Feature. A Hope Feature is any effect that allows (or requires) you to spend a specified amount of Hope to activate it. Class Hope features are class-specific features, detailed on your character sheet, that cost 3 Hope to activate. Note: When using a Hope Feature, if you rolled with Hope for that action, the Hope you gain from that roll can be spent on that feature (or toward it, if it requires spending multiple Hope).

Overview

All action rolls require a pair of d12s called Duality Dice. These are two visually distinct twelve-sided dice, with one die representing Hope and the other representing Fear. To make an action roll, you roll the Duality Dice, sum the results, apply any relevant modifiers, and compare the total to a Difficulty number to determine the outcome: - Success with Hope: If your total meets or beats the Difficulty AND your Hope Die shows a higher result than your Fear Die, you rolled a "Success with Hope." You succeed and gain a Hope. - Success with Fear: If your total meets or beats the Difficulty AND your Fear Die shows a higher result than your Hope Die, you rolled a "Success with Fear." You succeed with a cost or complication, but the GM gains a Fear. - Failure with Hope: If your total is less than the Difficulty AND your Hope Die shows a higher result than your Fear Die, you rolled a "Failure with Hope." You fail with a minor consequence and gain a Hope, then the spotlight swings to the GM. - Failure with Fear: If your total is less than the Difficulty AND your Fear Die shows a higher result than your Hope Die, you rolled a "Failure with Fear." You fail with a major consequence and the GM gains a Fear, then the spotlight swings to the GM. - Critical Success: If the Duality Dice show matching results, you rolled a "Critical Success" ("Crit"). You automatically succeed with a bonus, gain a Hope, and clear a Stress. If this was an attack roll, you deal critical damage. - Note: A Critical Success counts as a roll "with Hope." After resolving the action roll, the table works together to weave the outcome into the narrative and play continues.

Overview: Failing Forward

In Daggerheart, every time you roll the dice, the scene changes in some way. There is no such thing as a roll where "nothing happens," because the fiction constantly evolves based on the successes and failures of the characters.

Procedure

The following steps describe in more detail the procedure that all action rolls utilize:

Procedure: Step 1: Pick An Appropriate Trait

Some actions and effects specify in their description which trait applies to the roll; otherwise, the GM tells the acting player which character trait best applies to the action being attempted. If more than one trait could apply to the roll, the GM chooses or lets the acting player decide.

Procedure: Step 2: Determine The Difficulty

Some actions and features say in their description what the Difficulty is. Otherwise, the GM determines the Difficulty based on the scenario. The GM can choose whether to share the Difficulty with the table. In either case, the GM should communicate the potential consequences of failure to the acting player.

Procedure: Step 3: Apply Extra Dice And Modifiers

The acting player decides whether to Utilize an Experience or activate other effects, then, if applicable, adds the appropriate tokens and dice (such as advantage or Rally dice) to their dice pool. Note: Unless an action, ability, or feature specifically allows for it, a player must declare the use of any Experiences, extra dice, or other modifiers before they roll.

Procedure: Step 4: Roll The Dice

The acting player rolls their entire dice pool and announces the results in the format of "[total result] with [Hope/Fear]" or "Critical Success!" in the case of matching Duality Dice. Example: A player is making an action roll with a +1 in the relevant trait and no other modifiers; they roll the Duality Dice and get a result of 5 on their Hope Die and 7 on their Fear Die, then announce "I rolled a 13 with Fear!"

Special Rolls

Some rolls have unique specifications or otherwise modify the action roll procedure: trait rolls, Spellcast Rolls, attack rolls, and damage rolls. Unless otherwise noted, you can apply any bonus, modifier, or effect to a special roll as if it were a standard action roll.

Special Rolls: Group Action Rolls

When multiple PCs take action together, the party chooses one PC to lead the action. Each other player then describes how their character collaborates on the task. The leader makes an action roll as usual, while the other players make reaction rolls using whichever traits they and the GM decide fit best. The lead character gains a +1 bonus to their lead action roll for each of these reaction rolls that succeeded and a -1 penalty for each these reaction rolls that failed.

Special Rolls: Reaction Rolls

A reaction roll is made in response to an attack or a hazard, representing a character's attempt to avoid or withstand an imminent effect. Reaction rolls work like action rolls, except they don't generate Hope or Fear, don't trigger additional GM moves, and other characters can't aid you with Help an Ally. If you critically succeed on a reaction roll, you don't clear a Stress or gain a Hope, but you do ignore any effects that would have impacted you on a success, such as taking damage or marking Stress.

Special Rolls: Spellcast Rolls

Spellcast Rolls are trait rolls that require you to use your Spellcast trait. Your Spellcast trait, if you have one, is determined by your subclass. Spellcast Rolls are only made when a character uses a feature that requires one. A successful Spellcast Roll activates the effect as described by the feature. Notes: A Spellcast Roll that can damage a target is also considered an attack roll. When you cast a spell, the text tells you when the effect ends. The GM can spend a Fear to end a temporary effect. If your spell doesn't specify when it ends, it ends when you choose or at a natural moment of the story. You can choose to end your spell early. You can cast and maintain the effects of more than one spell at the same time.

Special Rolls: Tag Team Rolls

Each player can, once per session, initiate a Tag Team Roll between their character and another PC by spending 3 Hope. The players work with one another to describe how they combine their actions in a unique and exciting way. Both players make separate action rolls; before resolving the roll's outcome, choose one of the rolls to apply to both actions. On a roll with Hope, all PCs involved gain a Hope. On a roll with Fear, the GM gains a Fear token for each PC involved. On a successful Tag Team attack roll, both players roll damage and add the totals together to determine the damage dealt, which is then treated as if it came from a single source. If the attacks deal different types of damage, the players choose which type to deal. Notes: A Tag Team Roll counts as a single action roll for the purposes of any countdowns or features that track action rolls. Though each player may only initiate one Tag Team Roll per session, one PC can be involved in multiple Tag Team Rolls.

Special Rolls: Trait Rolls

An action roll that specifies which character trait applies to it is called a trait roll. In the text of a feature or effect, a trait roll is referenced with the format "[Trait] Roll (Difficulty)" (e.g., "Agility Roll (12)"). If the text of an effect doesn't specify a trait roll's Difficulty, the GM sets the Difficulty based on the circumstances. Features and effects that affect a trait roll also affect any action roll that uses the same trait, including attack rolls, Spellcast rolls, and standard action rolls. Example: The katari's ancestry feature "Feline Instincts," which allows the katari to reroll an Agility Roll, can also be used on a standard action roll using Agility to traverse dangerous terrain or on an attack roll made with a weapon that uses Agility.

Step 5: Resolve The Outcome

The active player and the GM work together, along with the suggestions and support of the rest of the table, to resolve the outcome of the action.

Maps, Range, And Movement

Maps, Range, And Movement

You can play Daggerheart using "theater of the mind" or maps and miniatures. The conversions below from abstract ranges to physical measurements assume 1 inch of map represents about 5 feet of fictional space. Daggerheart uses the following ranges to translate fictional positioning into relative distance for the purposes of targeting, movement, and other game mechanics: - Melee: Close enough to touch, up to a few feet away. - Very Close: Close enough to see fine details, about 5-10 feet away. While in danger, a character can move, as part of their action, from Very Close range into Melee range. On a map: anything within the shortest length of a game card (2-3 inches). - Close: Close enough to see prominent details, about 10-30 feet away. While in danger, a character can move, as part of their action, from Close range into Melee range. On a map: anything within the length of a pencil (5-6 inches). - Far: Close enough to see very little detail, about 30-100 feet away. While in danger, a character must make an Agility Roll to safely move from Far range into Melee range. On a map: anything within the length of the long edge of a piece of copy paper (11-12 inches). - Very Far: Too far to make out any details, about 100-300 feet away. While in danger, a character must make an Agility Roll to safely move from Very Far range into Melee range. On a map: anything beyond Far range, but still within the bounds of the conflict or scene. - Out of Range: Anything beyond a character's Very Far range is Out of Range and usually can't be targeted. Range is measured from the source of an effect, such as the attacker or spellcaster, to the target or object of an effect. A weapon, spell, ability, item, or other effect's stated range is a maximum range; unless otherwise noted, it can be used at closer distances. Optional Rule: Defined Ranges If your table would rather operate with more precise range rules, you can use a 1-inch grid battle map during combat. If you do, use the following guidelines for play: - Melee: 1 square - Very Close: 3 squares - Close: 6 squares - Far: 12 squares - Very Far: 13+ squares - Out of Range: Off the battlemap

Area Of Effect

Unless stated otherwise, all the targets of a group effect must be within Very Close range of a single origin point within your effect's range.

Line Of Sight & Cover

Unless stated otherwise, a ranged attacker must have line of sight to their intended target to make an attack roll. If a partial obstruction lies between the attacker and target, the target has cover. Attacks made through cover are rolled with disadvantage. If the obstruction is total, there is no line of sight.

Movement Under Pressure

When you're under pressure or in danger and make an action roll, you can move to a location within Close range as part of that action. If you're not already making an action roll, or if you want to move farther than your Close range, you need to succeed on an Agility Roll to safely reposition yourself. An adversary can move within Close range for free as part of an action, or within Very Far range as a separate action.

Multiclassing

Multiclassing

Starting at level 5, you can choose multiclassing as an option when leveling up. When you multiclass, you choose an additional class, gain access to one of its domains, and acquire its class feature. Take the appropriate multiclass module and add it to the right side of your character sheet, then choose a foundation card from one of its subclasses. If your foundation cards specify different Spellcast traits, you can choose which one to apply when making a Spellcast roll. Whenever you have the option to acquire a new domain card, you can choose from cards at or below half your current level (rounded up) from the domain you chose when you selected the multiclass advancement.

Stress

Stress

Stress represents how much mental, physical, and emotional strain a character can endure. All classes start with 6 Stress slots. You'll be able to increase the number of Stress slots you have available as you level up, to a maximum of 12. Some special abilities or effects require the character activating them to mark Stress, and the GM can require a PC to mark Stress as a GM move or to represent the cost, complication, or consequence of an action roll. When a character marks their last Stress, they become Vulnerable (see: Conditions) until they clear at least 1 Stress. When a character must mark 1 or more Stress but can't, they mark 1 HP instead. A character can't use a move that requires them to mark Stress if all of their Stress is marked. PCs can clear Stress by making downtime moves (see: Downtime). A PC's maximum Stress is determined by their class, but they can increase it through advancements, abilities, and other effects.

The Spotlight

The Spotlight

The spotlight is a symbol that represents the table's attention—and therefore the immediate focus of both the narrative and the game mechanics. Any time a character or player becomes the focus of a scene, they "are in the spotlight" or "have the spotlight." The spotlight moves around the table organically as scenes unfold unless a mechanical trigger determines where the spotlight goes next. For example, when a player fails an action roll, the mechanics prompt the GM to seize the spotlight and make a GM move.

Turn Order & Action Economy

Turn Order & Action Economy

Daggerheart's turns don't follow a traditional, rigid format: there is no explicit initiative mechanic and characters don't have a set number of actions they can take or things they can do before the spotlight passes to someone else. A player with the spotlight describes what their character does and the spotlight simply swings to whoever: 1. the fiction would naturally turn it toward 2. hasn't had the focus in a while, or 3. a triggered mechanic puts it on Optional: Spotlight Tracker Tool If your 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, each player adds a certain number of tokens (we recommend 3) to their character sheet and removes a token each time they take an action. If the spotlight would swing to someone without any tokens, it swings to someone else instead. Once every player has used all their available tokens, players refill their character sheet with the same number of tokens as before, then continue playing.

Weapons

Weapons

All weapons have a tier, trait, range, damage die, damage type, and burden. Some weapons also have a feature.

Burden

A weapon's burden indicates how many hands it occupies when equipped. Your character's maximum burden is 2 hands.

Category

A weapon's category specifies whether it is a Primary or Secondary weapon. Your character can only equip up to one weapon of each category at a time.

Damage

A weapon's damage indicates the size of the damage dice you roll on a successful attack with it; you roll a number of dice equal to your Proficiency. If the damage includes a flat modifier, this number is added to the total damage rolled, but is not altered or affected by Proficiency.

Damage Type

A weapon's damage type indicates whether it deals physical or magic damage. Weapons that deal magic damage can only be wielded by characters with a Spellcast trait.

Feature

A weapon's feature is a special rule that stays in effect while the weapon is equipped. You can throw an equipped weapon at a target within Very Close range, making the attack roll with Finesse. On a success, deal damage as usual for that weapon. Once thrown, the weapon is no longer considered equipped. Until you retrieve and re-equip it, you can't attack with it or benefit from its features.

Primary Weapon Tables

Players can choose one Tier 1 primary weapon during character creation. The GM can make other weapons available throughout the campaign as the PCs level up.

Primary Weapon Tables: Tier 1 (Level 1) Magic Weapons Part 2

| NAME | TRAIT | RANGE | DAMAGE | BURDEN | FEATURE | | ---------------- | --------- | ---------- | --------- | ---------- | ------------------------------------------------------------------------------------------------------------------- | | Arcane Gauntlets | Strength | Melee | d10+3 mag | Two-Handed | — | | Hallowed Axe | Strength | Melee | d8+1 mag | One-Handed | — | | Glowing Rings | Agility | Very Close | d10+2 mag | Two-Handed | — | | Hand Runes | Instinct | Very Close | d10 mag | One-Handed | — | | Returning Blade | Finesse | Close | d8 mag | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. | | Shortstaff | Instinct | Close | d8+1 mag | One-Handed | — | | Dualstaff | Instinct | Far | d6+3 mag | Two-Handed | — | | Scepter | Presence | Far | d6 mag | Two-Handed | Versatile: This weapon can also be used with these statistics—Presence, Melee, d8. | | Wand | Knowledge | Far | d6+1 mag | One-Handed | — |

Primary Weapon Tables: Tier 1 (Level 1) Physical Weapons Part 2

| Name | Trait | Range | Damage | Burden | Feature | | ------------ | -------- | ---------- | --------- | ---------- | ------------------------------------------------------------------------------------------------------------------ | | Broadsword | Agility | Melee | d8 phy | One-Handed | Reliable: +1 to attack rolls | | Longsword | Agility | Melee | d10+3 phy | Two-Handed | — | | Battleaxe | Strength | Melee | d10+3 phy | Two-Handed | — | | Greatsword | Strength | Melee | d10+3 phy | Two-Handed | Massive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. | | Mace | Strength | Melee | d8+1 phy | One-Handed | — | | Warhammer | Strength | Melee | d12+3 phy | Two-Handed | Heavy: -1 to Evasion | | Dagger | Finesse | Melee | d8+1 phy | One-Handed | — | | Quarterstaff | Instinct | Melee | d10+3 phy | Two-Handed | — | | Cutlass | Presence | Melee | d8+1 phy | One-Handed | — | | Rapier | Presence | Melee | d8 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |

Primary Weapon Tables: Tier 1 (Level 1) Physical Weapons Part 3

| Halberd | Strength | Very Close | d10+2 phy | Two-Handed | Cumbersome: -1 to Finesse | | Spear | Finesse | Very Close | d8+3 phy | Two-Handed | — | | Shortbow | Agility | Far | d6+3 phy | Two-Handed | — | | Crossbow | Finesse | Far | d6+1 phy | One-Handed | — | | Longbow | Agility | Very Far | d8+3 phy | Two-Handed | Cumbersome: -1 to Finesse |

Primary Weapon Tables: Tier 2 (Levels 2-4) Magic Weapons Part 2

| Name | Trait | Range | Damage | Burden | Feature | | ------------------------- | --------- | ---------- | --------- | ---------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Improved Arcane Gauntlets | Strength | Melee | d10+6 mag | Two-Handed | — | | Improved Hallowed Axe | Strength | Melee | d8+4 mag | One-Handed | — | | Improved Glowing Rings | Agility | Very Close | d10+5 mag | Two-Handed | — | | Improved Hand Runes | Instinct | Very Close | d10+3 mag | One-Handed | — | | Improved Returning Blade | Finesse | Close | d8+3 mag | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. | | Improved Shortstaff | Instinct | Close | d8+4 mag | One-Handed | — |

Primary Weapon Tables: Tier 2 (Levels 2-4) Magic Weapons Part 3

| Improved Dualstaff | Instinct | Far | d6+6 mag | Two-Handed | — | | Improved Scepter | Presence | Far | d6+3 mag | Two-Handed | Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+3. | | Improved Wand | Knowledge | Far | d6+4 mag | One-Handed | — | | Improved Greatstaff | Knowledge | Very Far | d6+3 mag | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. | | Ego Blade | Agility | Melee | d12+4 mag | One-Handed | Pompous: You must have a Presence of 0 or lower to use this weapon. | | Casting Sword | Strength | Melee | d10+4 mag | Two-Handed | Versatile: This weapon can also be used with these statistics—Knowledge, Far, d6+3. | | Devouring Dagger | Finesse | Melee | d8+4 mag | One-Handed | Scary: On a successful attack, the target must mark a Stress. | | Hammer of Exota | Instinct | Melee | d8+6 mag | Two-Handed | Eruptive: On a successful attack against a target within Melee range, all other adversaries within Very Close range must succeed on a reaction roll (14) or take half damage. |

Primary Weapon Tables: Tier 2 (Levels 2-4) Magic Weapons Part 4

| Yutari Bloodbow | Finesse | Far | d6+4 mag | Two-Handed | Brutal: When you roll the maximum value on a damage die, roll an additional damage die. | | Elder Bow | Instinct | Far | d6+4 mag | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. | | Scepter of Elias | Presence | Far | d6+3 mag | One-Handed | Invigorating: On a successful attack, roll a d4. On a result of 4, clear a Stress. | | Wand of Enthrallment | Presence | Far | d6+4 mag | One-Handed | Persuasive: Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result. | | Keeper's Staff | Knowledge | Far | d6+4 mag | Two-Handed | Reliable: +1 to attack rolls |

Primary Weapon Tables: Tier 2 (Levels 2-4) Physical Weapons Part 2

| Name | Trait | Range | Damage | Burden | Feature | | --------------------- | -------- | ---------- | --------- | ---------- | -------------------------------------------------------------------------------------------------------------------------------------------------- | | Improved Broadsword | Agility | Melee | d8+3 phy | One-Handed | Reliable: +1 to attack rolls | | Improved Longsword | Agility | Melee | d10+6 phy | Two-Handed | — | | Improved Battleaxe | Strength | Melee | d10+6 phy | Two-Handed | — | | Improved Greatsword | Strength | Melee | d10+6 phy | Two-Handed | Massive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. | | Improved Mace | Strength | Melee | d8+4 phy | One-Handed | — | | Improved Warhammer | Strength | Melee | d12+6 phy | Two-Handed | Heavy: -1 to Evasion | | Improved Dagger | Finesse | Melee | d8+4 phy | One-Handed | — |

Primary Weapon Tables: Tier 2 (Levels 2-4) Physical Weapons Part 3

| Improved Quarterstaff | Instinct | Melee | d10+6 phy | Two-Handed | — | | Improved Cutlass | Presence | Melee | d8+4 phy | One-Handed | — | | Improved Rapier | Presence | Melee | d8+3 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. | | Improved Halberd | Strength | Very Close | d10+5 phy | Two-Handed | Cumbersome: -1 to Finesse | | Improved Spear | Finesse | Very Close | d8+6 phy | Two-Handed | — | | Improved Shortbow | Agility | Far | d6+6 phy | Two-Handed | — | | Improved Crossbow | Finesse | Far | d6+4 phy | One-Handed | — | | Improved Longbow | Agility | Very Far | d8+6 phy | Two-Handed | Cumbersome: -1 to Finesse | | Gilded Falchion | Strength | Melee | d10+4 phy | One-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |

Primary Weapon Tables: Tier 2 (Levels 2-4) Physical Weapons Part 4

| Knuckle Blades | Strength | Melee | d10+6 phy | Two-Handed | Brutal: When you roll the maximum value on a damage die, roll an additional damage die. | | Urok Broadsword | Finesse | Melee | d8+3 phy | One-Handed | Deadly: When you deal Severe damage, the target must mark an additional HP. | | Bladed Whip | Agility | Very Close | d8+3 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. | | Steelforged Halberd | Strength | Very Close | d8+4 phy | Two-Handed | Scary: On a successful attack, the target must mark a Stress. | | War Scythe | Finesse | Very Close | d8+5 phy | Two-Handed | Reliable: +1 to attack rolls | | Blunderbuss | Finesse | Close | d8+6 phy | Two-Handed | Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. | | Greatbow | Strength | Far | d6+6 phy | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. | | Finehair Bow | Agility | Very Far | d6+5 phy | Two-Handed | Reliable: +1 to attack rolls |

Primary Weapon Tables: Tier 3 (Levels 5-7) Magic Weapons Part 2

| NAME | TRAIT | RANGE | DAMAGE | BURDEN | FEATURE | | ------------------------- | --------- | ---------- | ---------------- | ---------- | -------------------------------------------------------------------------------------------------------------------------------------------------- | | Advanced Arcane Gauntlets | Strength | Melee | d10+9 mag | Two-Handed | — | | Advanced Hallowed Axe | Strength | Melee | d8+7 mag | One-Handed | — | | Advanced Glowing Rings | Agility | Very Close | d10+8 mag | Two-Handed | — | | Advanced Hand Runes | Instinct | Very Close | d10+6 mag | One-Handed | — | | Advanced Returning Blade | Finesse | Close | d8+6 mag | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. | | Advanced Shortstaff | Instinct | Close | d8+7 mag | One-Handed | — | | Advanced Dualstaff | Instinct | Far | d6+9 mag | Two-Handed | — |

Primary Weapon Tables: Tier 3 (Levels 5-7) Magic Weapons Part 3

| Advanced Scepter | Presence | Far | d6+6 mag | Two-Handed | Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+4. | | Advanced Wand | Knowledge | Far | d6+7 mag | One-Handed | — | | Advanced Greatstaff | Knowledge | Very Far | d6+6 mag | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. | | Axe of Fortunis | Strength | Melee | d10+8 mag | Two-Handed | Lucky: On a failed attack, you can mark a Stress to reroll your attack. | | Blessed Anlace | Instinct | Melee | d10+6 mag | One-Handed | Healing: During downtime, automatically clear a Hit Point. | | Ghostblade | Presence | Melee | d10+7 phy or mag | One-Handed | Otherworldly: On a successful attack, you can deal physical or magic damage. | | Runes of Ruination | Knowledge | Very Close | d20+4 mag | One-Handed | Painful: Each time you make a successful attack, you must mark a Stress. | | Widogast Pendant | Knowledge | Close | d10+5 mag | One-Handed | Timebending: You choose the target of your attack after making your attack roll. | | Gilded Bow | Finesse | Far | d6+7 mag | Two-Handed | Self-Correcting: When you roll a 1 on a damage die, it deals 6 damage instead. |

Primary Weapon Tables: Tier 3 (Levels 5-7) Magic Weapons Part 4

| Firestaff | Instinct | Far | d6+7 mag | Two-Handed | Burning: When you roll a 6 on a damage die, the target must mark a Stress. | | Mage Orb | Knowledge | Far | d6+7 mag | One-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. | | Ilmari's Rifle | Finesse | Very Far | d6+6 mag | One-Handed | Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. |

Primary Weapon Tables: Tier 3 (Levels 5-7) Physical Weapons Part 2

| NAME | TRAIT | RANGE | DAMAGE | BURDEN | FEATURE | | --------------------- | -------- | ---------- | --------- | ---------- | -------------------------------------------------------------------------------------------------------------------------------------------------- | | Advanced Broadsword | Agility | Melee | d8+6 phy | One-Handed | Reliable: +1 to attack rolls | | Advanced Longsword | Agility | Melee | d10+9 phy | Two-Handed | — | | Advanced Battleaxe | Strength | Melee | d10+9 phy | Two-Handed | — | | Advanced Greatsword | Strength | Melee | d10+9 phy | Two-Handed | Massive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. | | Advanced Mace | Strength | Melee | d8+7 phy | One-Handed | — | | Advanced Warhammer | Strength | Melee | d12+9 phy | Two-Handed | Heavy: -1 to Evasion | | Advanced Dagger | Finesse | Melee | d8+7 phy | One-Handed | — |

Primary Weapon Tables: Tier 3 (Levels 5-7) Physical Weapons Part 3

| Advanced Quarterstaff | Instinct | Melee | d10+9 phy | Two-Handed | — | | Advanced Cutlass | Presence | Melee | d8+7 phy | One-Handed | — | | Advanced Rapier | Presence | Melee | d8+6 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. | | Advanced Halberd | Strength | Very Close | d10+8 phy | Two-Handed | Cumbersome: -1 to Finesse | | Advanced Spear | Finesse | Very Close | d8+9 phy | Two-Handed | — | | Advanced Shortbow | Agility | Far | d6+9 phy | Two-Handed | — | | Advanced Crossbow | Finesse | Far | d6+7 phy | One-Handed | — | | Advanced Longbow | Agility | Very Far | d8+9 phy | Two-Handed | Cumbersome: -1 to Finesse | | Flickerfly Blade | Agility | Melee | d8+5 phy | One-Handed | Sharpwing: Gain a bonus to your damage rolls equal to your Agility. |

Primary Weapon Tables: Tier 3 (Levels 5-7) Physical Weapons Part 4

| Bravesword | Strength | Melee | d12+7 phy | Two-Handed | Brave: -1 to Evasion; +3 to Severe damage threshold | | Hammer of Wrath | Strength | Melee | d10+7 phy | Two-Handed | Devastating: Before you make an attack roll, you can mark a Stress to use a d20 as your damage die. | | Labrys Axe | Strength | Melee | d10+7 phy | Two-Handed | Protective: +1 to Armor Score | | Meridian Cutlass | Presence | Melee | d10+5 phy | One-Handed | Dueling: When there are no other creatures within Close range of the target, gain advantage on your attack roll against them. | | Retractable Saber | Presence | Melee | d10+7 phy | One-Handed | Retractable: The blade can be hidden in the hilt to avoid detection. | | Double Flail | Agility | Very Close | d10+8 phy | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. | | Talon Blades | Finesse | Close | d10+7 phy | Two-Handed | Brutal: When you roll the maximum value on a damage die, roll an additional damage die. | | Black Powder Revolver | Finesse | Far | d6+8 phy | One-Handed | Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. | | Spiked Bow | Agility | Very Far | d6+7 phy | Two-Handed | Versatile: This weapon can also be used with these statistics—Agility, Melee, d10+5. |

Primary Weapon Tables: Tier 4 (Levels 8-10) Magic Weapons Part 2

| Name | Trait | Range | Damage | Burden | Feature | | -------------------------- | --------- | ---------- | ---------- | ---------- | -------------------------------------------------------------------------------------------------------------------------------------------------- | | Legendary Arcane Gauntlets | Strength | Melee | d10+12 mag | Two-Handed | — | | Legendary Hallowed Axe | Strength | Melee | d8+10 mag | One-Handed | — | | Legendary Glowing Rings | Agility | Very Close | d10+11 mag | Two-Handed | — | | Legendary Hand Runes | Instinct | Very Close | d10+9 mag | One-Handed | — | | Legendary Returning Blade | Finesse | Close | d8+9 mag | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. | | Legendary Shortstaff | Instinct | Close | d8+10 mag | One-Handed | — | | Legendary Dualstaff | Instinct | Far | d8+12 mag | Two-Handed | — |

Primary Weapon Tables: Tier 4 (Levels 8-10) Magic Weapons Part 3

| Legendary Scepter | Presence | Far | d6+9 mag | Two-Handed | Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+6. | | Legendary Wand | Knowledge | Far | d6+10 mag | One-Handed | — | | Legendary Greatstaff | Knowledge | Very Far | d6+9 mag | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. | | Sword of Light & Flame | Strength | Melee | d10+11 mag | Two-Handed | Hot: This weapon cuts through solid material. | | Siphoning Gauntlets | Presence | Melee | d10+9 mag | Two-Handed | Lifestealing: On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress. | | Midas Scythe | Knowledge | Melee | d10+9 mag | Two-Handed | Greedy: Spend a handful of gold to gain a +1 bonus to your Proficiency on a damage roll. | | Floating Bladeshards | Instinct | Close | d8+9 mag | One-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. | | Bloodstaff | Instinct | Far | d20+7 mag | Two-Handed | Painful: Each time you make a successful attack, you must mark a Stress. | | Thistlebow | Instinct | Far | d6+13 mag | Two-Handed | Reliable: +1 to attack rolls |

Primary Weapon Tables: Tier 4 (Levels 8-10) Magic Weapons Part 4

| Wand of Essek | Knowledge | Far | d8+13 mag | One-Handed | Timebending: You can choose the target of your attack after making your attack roll. | | Magus Revolver | Finesse | Very Far | d6+13 mag | One-Handed | Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. | | Fusion Gloves | Knowledge | Very Far | d6+9 mag | Two-Handed | Bonded: Gain a bonus to your damage rolls equal to your level. |

Primary Weapon Tables: Tier 4 (Levels 8-10) Physical Weapons Part 2

| Name | Trait | Range | Damage | Burden | Feature | | ---------------------- | -------- | ---------- | ---------- | ---------- | ---------------------------------------------------------------------------------------------------------------------------------------- | | Legendary Broadsword | Agility | Melee | d8+9 phy | One-Handed | Reliable: +1 to attack rolls | | Legendary Longsword | Agility | Melee | d10+12 phy | Two-Handed | — | | Legendary Battleaxe | Strength | Melee | d10+12 phy | Two-Handed | — | | Legendary Greatsword | Strength | Melee | d10+12 phy | Two-Handed | Massive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. | | Legendary Mace | Strength | Melee | d8+10 phy | One-Handed | — | | Legendary Warhammer | Strength | Melee | d12+12 phy | Two-Handed | Heavy: -1 to Evasion | | Legendary Dagger | Finesse | Melee | d8+9 phy | One-Handed | — |

Primary Weapon Tables: Tier 4 (Levels 8-10) Physical Weapons Part 3

| Legendary Quarterstaff | Instinct | Melee | d10+12 phy | Two-Handed | — | | Legendary Cutlass | Presence | Melee | d8+10 phy | One-Handed | — | | Legendary Rapier | Presence | Melee | d8+9 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. | | Legendary Halberd | Strength | Very Close | d10+11 phy | Two-Handed | Cumbersome: -1 to Finesse | | Legendary Spear | Finesse | Very Close | d8+12 phy | Two-Handed | — | | Legendary Shortbow | Agility | Far | d6+12 phy | Two-Handed | — | | Legendary Crossbow | Finesse | Far | d6+10 phy | One-Handed | — | | Legendary Longbow | Agility | Very Far | d8+12 phy | Two-Handed | Cumbersome: -1 to Finesse | | Dual-Ended Sword | Agility | Melee | d10+9 phy | Two-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |

Primary Weapon Tables: Tier 4 (Levels 8-10) Physical Weapons Part 4

| Impact Gauntlet | Strength | Melee | d10+11 phy | One-Handed | Concussive: On a successful attack, you can spend a Hope to knock the target back to Far range. | | Sledge Axe | Strength | Melee | d12+13 phy | Two-Handed | Destructive: -1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress. | | Curved Dagger | Finesse | Melee | d8+9 phy | One-Handed | Serrated: When you roll a 1 on a damage die, it deals 8 damage instead. | | Extended Polearm | Finesse | Very Close | d8+10 phy | Two-Handed | Long: This weapon's attack targets all adversaries in a line within range. | | Swinging Ropeblade | Presence | Close | d8+9 phy | Two-Handed | Grappling: On a successful attack, you can spend a Hope to Restrain the target or pull them into Melee range with you. | | Ricochet Axes | Agility | Far | d6+11 phy | Two-Handed | Bouncing: Mark 1 or more Stress to hit that many targets in range of the attack. | | Aantari Bow | Finesse | Far | d6+11 phy | Two-Handed | Reliable: +1 to attack rolls | | Hand Cannon | Finesse | Very Far | d6+12 phy | One-Handed | Reloading: After you make an attack, roll a d6. On a 1, you must mark a Stress to reload this weapon before you can fire it again. |

Range

A weapon's range specifies the maximum distance between the attacker and their target when attacking with it.

Secondary Weapon Tables

Players can choose one Tier 1 secondary weapon during character creation. The GM can make other weapons available throughout the campaign as the PCs level up.

Secondary Weapon Tables: Tier 1 (Level 1)

| Name | Trait | Range | Damage | Burden | Feature | | ------------- | -------- | ---------- | -------- | ---------- | ------------------------------------------------------------------------------------------------------------------ | | Shortsword | Agility | Melee | d8 phy | One-Handed | Paired: +2 to primary weapon damage to targets within Melee range | | Round Shield | Strength | Melee | d4 phy | One-Handed | Protective: +1 to Armor Score | | Tower Shield | Strength | Melee | d6 phy | One-Handed | Barrier: +2 to Armor Score; -1 to Evasion | | Small Dagger | Finesse | Melee | d8 phy | One-Handed | Paired: +2 to primary weapon damage to targets within Melee range | | Whip | Presence | Very Close | d6 phy | One-Handed | Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. | | Grappler | Finesse | Close | d6 phy | One-Handed | Hooked: On a successful attack, you can pull the target into Melee range. | | Hand Crossbow | Finesse | Far | d6+1 phy | One-Handed | — |

Secondary Weapon Tables: Tier 2 (Levels 2-4) Part 2

| Name | Trait | Range | Damage | Burden | Feature | | ---------------------- | -------- | ---------- | -------- | ---------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Improved Shortsword | Agility | Melee | d8+2 phy | One-Handed | Paired: +3 to primary weapon damage to targets within Melee range | | Improved Round Shield | Strength | Melee | d4+2 phy | One-Handed | Protective: +2 to Armor Score | | Improved Tower Shield | Strength | Melee | d6+2 phy | One-Handed | Barrier: +3 to Armor Score; -1 to Evasion | | Improved Small Dagger | Finesse | Melee | d8+2 phy | One-Handed | Paired: +3 to primary weapon damage to targets within Melee range |

Secondary Weapon Tables: Tier 2 (Levels 2-4) Part 3

| Improved Whip | Presence | Very Close | d6+2 phy | One-Handed | Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. | | Improved Grappler | Finesse | Close | d6+2 phy | One-Handed | Hooked: On a successful attack, you can pull the target into Melee range. | | Improved Hand Crossbow | Finesse | Far | d6+3 phy | One-Handed | — | | Spiked Shield | Strength | Melee | d6+2 phy | One-Handed | Double Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range | | Parrying Dagger | Finesse | Melee | d6+2 phy | One-Handed | Parry: When you are attacked, roll this weapon's damage dice. If any of the attacker's damage dice rolled the same value as your dice, the matching results are discarded from the attacker's damage dice before the damage you take is totaled. | | Returning Axe | Agility | Close | d6+4 phy | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. |

Secondary Weapon Tables: Tier 3 (Levels 5-7) Part 2

| Name | Trait | Range | Damage | Burden | Feature | | ---------------------- | --------- | ---------- | -------- | ---------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | | Advanced Shortsword | Agility | Melee | d8+4 phy | One-Handed | Paired: +4 to primary weapon damage to targets within Melee range | | Advanced Round Shield | Strength | Melee | d4+4 phy | One-Handed | Protective: +3 to Armor Score | | Advanced Tower Shield | Strength | Melee | d6+4 phy | One-Handed | Barrier: +4 to Armor Score; -1 to Evasion | | Advanced Small Dagger | Finesse | Melee | d8+4 phy | One-Handed | Paired: +4 to primary weapon damage to targets within Melee range | | Advanced Whip | Presence | Very Close | d6+4 phy | One-Handed | Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. | | Advanced Grappler | Finesse | Close | d6+4 phy | One-Handed | Hooked: On a successful attack, you can pull the target into Melee range. | | Advanced Hand Crossbow | Finesse | Far | d6+5 phy | One-Handed | — |

Secondary Weapon Tables: Tier 3 (Levels 5-7) Part 3

| Buckler | Agility | Melee | d4+4 phy | One-Handed | Deflecting: When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your available Armor Score against the attack. | | Powered Gauntlet | Knowledge | Close | d6+4 phy | One-Handed | Charged: Mark a Stress to gain a +1 bonus to your Proficiency on a primary weapon attack. | | Hand Sling | Finesse | Very Far | d6+4 phy | One-Handed | Versatile: This weapon can also be used with these statistics—Finesse, Close, d8+4. |

Secondary Weapon Tables: Tier 4 (Levels 8-10) Part 2

| Name | Trait | Range | Damage | Burden | Feature | | ----------------------- | -------- | ---------- | -------- | ---------- | ------------------------------------------------------------------------------------------------------------------------------------------- | | Legendary Shortsword | Agility | Melee | d8+6 phy | One-Handed | Paired: +5 to primary weapon damage to targets within Melee range | | Legendary Round Shield | Strength | Melee | d4+6 phy | One-Handed | Protective: +4 to Armor Score | | Legendary Tower Shield | Strength | Melee | d6+6 phy | One-Handed | Barrier: +5 to Armor Score; -1 to Evasion. | | Legendary Small Dagger | Finesse | Melee | d8+6 phy | One-Handed | Paired: +5 to primary weapon damage to targets within Melee range | | Legendary Whip | Presence | Very Close | d6+6 phy | One-Handed | Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. | | Legendary Grappler | Finesse | Close | d6+6 phy | One-Handed | Hooked: On a successful attack, you can pull the target into Melee range. | | Legendary Hand Crossbow | Finesse | Far | d6+7 phy | One-Handed | — |

Secondary Weapon Tables: Tier 4 (Levels 8-10) Part 3

| Braveshield | Agility | Melee | d4+6 phy | One-Handed | Sheltering: When you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage. | | Knuckle Claws | Strength | Melee | d6+8 phy | One-Handed | Doubled Up: When you make an attack with your primary weapon, you can deal damage to another target within Melee range. | | Primer Shard | Instinct | Very Close | d4 phy | One-Handed | Locked On: On a successful attack, your next attack against the same target with your primary weapon automatically succeeds. |

Trait

A weapon's trait specifies which trait to use when making an attack roll with it.

The Basics

What Is Daggerheart?

Daggerheart is a tabletop roleplaying game for one Game Master ("GM") and 2-5 players. Each game session lasts about 2-4 hours, and Daggerheart can be played as a one-shot or a multi-session campaign of any length. During a session of Daggerheart the GM describes situations, narrates events, and controls any adversaries or obstacles that the Player Characters ("PCs") encounter. The players, in turn, roleplay their PCs' reactions to the scenario presented by the GM. If the outcome of a player's action depends on fate or fortune, the GM calls for an action roll. When a player makes an action roll, they utilize Duality Dice—two differently colored 12-sided dice ("d12s") representing Hope and Fear. The Duality Dice are rolled, relevant modifiers are added to the results, and the total is compared to a Difficulty set by the GM. If the total meets or beats the Difficulty, the player succeeds. If it's lower, they fail. In addition, the situation changes based on which Duality Die rolls higher, either giving the player helpful Hope tokens or generating terrifying Fear tokens for the GM.

What Is Daggerheart?: Rulings Over Rules

While playing Daggerheart, the GM and players should always prioritize rulings over rules. This SRD offers answers for many questions your table may have about the game, but it won't answer all of them. When you're in doubt about how a rule applies, the GM should make a ruling that aligns with the narrative. For example, Daggerheart has a weapon called a grappler that lets you pull a target close to you. If you try to use it to pull an entire castle, the weapon text doesn't forbid you from doing that—but it doesn't make sense within the narrative. Instead, the GM might rule that you pull a few bricks out, or pull yourself toward the wall instead. Similarly, if your character does something that would logically result in immediate death—such as diving into an active volcano without protection—you might not get to make one of Daggerheart's death moves, which normally give you control of your character's fate in their final moments. This kind of consequence should be made clear before the action is completed, and it should always follow the logic of the world. As a narrative-focused game, Daggerheart is not a place where technical, out-of-context interpretations of the rules are encouraged. Everything should flow back to the fiction, and the GM has the authority and responsibility to make rulings about how rules are applied to underscore that fiction.

What Is Daggerheart?: The Golden Rule

The most important rule of Daggerheart is to make the game your own. The rules included in this SRD are designed to help you enjoy the experience at the table, but everyone has a different approach to interpreting rules and telling stories. The rules should never get in the way of the story you want to tell, the characters you want to play, or the adventures you want to have. As long as your group agrees, everything can be adjusted to fit your play style. If there's a rule you'd rather ignore or modify, feel free to implement any change with your table's consent.