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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

To get the most out of Daggerheart, we recommend players keep the following principles and practices in mind throughout each session:

PRINCIPLES

BEST PRACTICES

For more information, see the Daggerheart Core Rulebook, pages 9 and 108.

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.

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

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.


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 difficult to accomplish or risky to attempt triggers an action roll.

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:

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.

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:

STEP 1: PICK AN APPROPRIATE TRAIT

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

STEP 2: DETERMINE THE DIFFICULTY

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

STEP 3: APPLY EXTRA DICE AND MODIFIERS

The acting player decides whether to Utilize an Experience or activate other effects, then, if applicable, adds the appropriate tokens and dice (such as advantage or Rally dice) to their dice pool.


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.


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!”


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.

GM MOVES AND ADVERSARY ACTIONS

GMs also make moves. They should consider making a move when a player does one of the following things:

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.


ADVERSARY ACTIONS

When play passes to the GM, the GM can make a GM move to spotlight an adversary. A spotlighted adversary can:

The GM can spend additional Fear to spotlight additional adversaries. Once the GM has finished, the spotlight swings back to the PCs.

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.

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.


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.


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.

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.

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.


ADVANTAGE & DISADVANTAGE

Some features and effects let you roll with advantage or disadvantage on an action or reaction roll:

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-for-one, 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.

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

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:


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).


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.

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:

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.


STRESS

Stress represents how much mental, physical, and emotional strain a character can endure. 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.

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.

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 adamage rating of “d8+2” deals damage equal to “2d8+2” on a successful attack.

Successful unarmed attacks inflict [Proficiency]d4 damage.

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 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.

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.

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.


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:

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:


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.

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.

CONDITIONS

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

STANDARD CONDITIONS

Daggerheart has three 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.

RESTRAINED

Restrained characters can’t move, but you can still take actions from their current position.

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.

DOWNTIME

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):

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):

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.

DEATH

When a PC marks their last Hit Point, they must make a death move by choosing one of the following options:

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.

ADDITIONAL RULES

The following rules apply to many aspects of the game.

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.

REROLLING DICE

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

INCOMING DAMAGE

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

SIMULTANEOUS EFFECTS

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

STACKING EFFECTS

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

ONGOING SPELL EFFECTS

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

SPENDING RESOURCES

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

USING FEATURES AFTER A ROLL

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

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 ONE: TIER ACHIEVEMENTS

Take any applicable tier achievements

STEP TWO: ADVANCEMENTS

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 THREE: DAMAGE THRESHOLDS

Increase all damage thresholds by 1.

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.

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.

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.

WEAPONS

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

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.

TRAIT

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

RANGE

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

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.

BURDEN

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

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.

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:

CONSEQUENCES

Here are some ways you might describe complications you encounter when your character uses their wheelchair:

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.

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.

ARMOR

Every armor has a name, base damage thresholds, and a base Armor Score. Some armor also has a feature.

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.

REDUCING INCOMING DAMAGE

When you take damage, you can mark one Armor Slot to reduce the number of Hit Points you would mark by one. 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.

LOOT

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:

@UUID[RollTable.KKqUrMMXPpm7uhYT]{Loot}

Consumables

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:

@UUID[RollTable.wZXyi343PSVVwWB3]{Consumables}

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.


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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

To get the most out of Daggerheart, we recommend players keep the following principles and practices in mind throughout each session:

PRINCIPLES

BEST PRACTICES

For more information, see the Daggerheart Core Rulebook, pages 9 and 108.

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.

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

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.


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 difficult to accomplish or risky to attempt triggers an action roll.

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:

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.

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:

STEP 1: PICK AN APPROPRIATE TRAIT

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

STEP 2: DETERMINE THE DIFFICULTY

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

STEP 3: APPLY EXTRA DICE AND MODIFIERS

The acting player decides whether to Utilize an Experience or activate other effects, then, if applicable, adds the appropriate tokens and dice (such as advantage or Rally dice) to their dice pool.


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.


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!”


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.

GM MOVES AND ADVERSARY ACTIONS

GMs also make moves. They should consider making a move when a player does one of the following things:

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.


ADVERSARY ACTIONS

When play passes to the GM, the GM can make a GM move to spotlight an adversary. A spotlighted adversary can:

The GM can spend additional Fear to spotlight additional adversaries. Once the GM has finished, the spotlight swings back to the PCs.

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.

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.


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.


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.

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.

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.


ADVANTAGE & DISADVANTAGE

Some features and effects let you roll with advantage or disadvantage on an action or reaction roll:

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-for-one, 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.

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

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:


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).


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.

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:

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.


STRESS

Stress represents how much mental, physical, and emotional strain a character can endure. 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.

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.

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 adamage rating of “d8+2” deals damage equal to “2d8+2” on a successful attack.

Successful unarmed attacks inflict [Proficiency]d4 damage.

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 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.

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.

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.


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:

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:


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.

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.

CONDITIONS

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

STANDARD CONDITIONS

Daggerheart has three 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.

RESTRAINED

Restrained characters can’t move, but you can still take actions from their current position.

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.

DOWNTIME

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):

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):

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.

DEATH

When a PC marks their last Hit Point, they must make a death move by choosing one of the following options:

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.

ADDITIONAL RULES

The following rules apply to many aspects of the game.

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.

REROLLING DICE

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

INCOMING DAMAGE

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

SIMULTANEOUS EFFECTS

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

STACKING EFFECTS

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

ONGOING SPELL EFFECTS

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

SPENDING RESOURCES

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

USING FEATURES AFTER A ROLL

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

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 ONE: TIER ACHIEVEMENTS

Take any applicable tier achievements

STEP TWO: ADVANCEMENTS

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 THREE: DAMAGE THRESHOLDS

Increase all damage thresholds by 1.

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.

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.

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.

WEAPONS

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

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.

TRAIT

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

RANGE

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

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.

BURDEN

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

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.

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:

CONSEQUENCES

Here are some ways you might describe complications you encounter when your character uses their wheelchair:

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.

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.

ARMOR

Every armor has a name, base damage thresholds, and a base Armor Score. Some armor also has a feature.

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.

REDUCING INCOMING DAMAGE

When you take damage, you can mark one Armor Slot to reduce the number of Hit Points you would mark by one. 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.

LOOT

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:

@UUID[Compendium.daggerheart.rolltables.RollTable.S61Shlt2I5CbLRjz]{Loot}

CONSUMABLES

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:

@UUID[Compendium.daggerheart.rolltables.RollTable.tF04P02yVN1YDVel]{Consumables}

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.


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INTRODUCTION

The GM is responsible for guiding the narrative and roleplaying the world the PCs inhabit. This section provides you with advice for running Daggerheart: using the core mechanics; creating memorable encounters; planning exciting sessions; selecting, creating, and using GM moves; crafting a full campaign; running dynamic NPCs; and more.

GM GUIDANCE

These three sections provide a foundation to help you get the most out of this game. The “GM Principles” are your guiding star—when in doubt, return to these principles.

GM PRINCIPLES

BEGIN AND END WITH THE FICTION

Use the fiction to drive mechanics, then connect the mechanics back to the fiction.

COLLABORATE AT ALL TIMES, ESPECIALLY DURING CONFLICT

The PCs are the protagonists of the campaign; antagonism between player and GM should exist only in the fiction.

FILL THE WORLD WITH LIFE, WONDER, AND DANGER

Showcase rich cultures, take the PCs to wondrous places, and introduce them to dangerous creatures.

ASK QUESTIONS AND INCORPORATE THE ANSWERS

Ensuring that the players’ ideas are included results in a narrative that supports the whole group’s creativity.

GIVE EVERY ROLL IMPACT

Only ask the players to roll during meaningful moments.

PLAY TO FIND OUT WHAT HAPPENS

Be surprised by what the characters do, the choices they make, and the people they become.

HOLD ON GENTLY

Don’t worry if you need to abandon or alter something that came before.

GM PRACTICES

CULTIVATE A CURIOUS TABLE

Follow what catches the players’ interest to foster an environment of creative inquiry.

GAIN YOUR PLAYERS’ TRUST

Act in good faith, follow through on your promises, admit your mistakes.

KEEP THE STORY MOVING FORWARD

Advance the story through escalating action, new information, or changing circumstances after every action roll, whether it succeeds or fails.

CUT TO THE ACTION

Skip past the boring bits. When a scene drags on, end it.

HELP THE PLAYERS USE THE GAME

Players have more fun when you help them understand the system.

CREATE A META CONVERSATION

Empower players to speak out of character, use safety tools, and ask for clarification.

TELL THEM WHAT THEY WOULD KNOW

Don’t hide obvious details or important information from the players.

GROUND THE WORLD IN MOTIVE

An NPC’s actions flow from their goals and desires.

BRING THE GAME’S MECHANICS TO LIFE

Set a good example of how fiction and mechanics work together to enhance the game experience.

REFRAME RATHER THAN REJECT

If a player’s contribution conflicts with the fiction, work with them to reshape it.

WORK IN MOMENTS AND MONTAGES

When framing a scene, decide which beats should be savored and which shouldn’t linger.

PITFALLS TO AVOID

UNDERMINING THE HEROES

If a roll doesn’t go well, show how it was impacted by an adversary’s prowess, environmental factors, or unexpected surprises, rather than the PC’s incompetence.

ALWAYS TELLING THE PLAYERS WHAT TO ROLL

Let the players decide how to handle a challenge.

LETTING SCENES DRAG

Shake it up or cut away when a scene has concluded, the table’s energy is flagging, or people are talking in circles.

SINGULAR SOLUTIONS

Don’t get hung up on one right answer to a problem. If the players have a clever idea, make it work.

OVERPLANNING

Spend your prep time inventing situations instead of scripting scenes. If the players surprise you, take a break to think through your options.

HOARDING FEAR

Spend Fear when you have the opportunity. The players will always generate more.

For more in-depth GM guidance, see pg. 140 of the Daggerheart Core Rulebook.

CORE GM MECHANICS

ROLLING DICE

The GM has no Duality Dice; instead, they roll a single d20 called the GM’s Die.

ADVERSARY ATTACK ROLLS

When an adversary attacks a PC, roll your d20 and add the adversary’s attack bonus to the result. If the total meets or beats the target’s Evasion, the attack succeeds; otherwise, the attack fails. On a successful attack, roll the attack’s damage dice to determine how much it deals.

If you roll a natural 20 on an attack, your roll automatically succeeds and you deal extra damage. Roll damage normally, then add the highest number on the damage dice to the total.

For example, an attack that deals 3d6+2 deals 18+3d6+2 on a critical success; the critical success does not affect the flat damage modifier.


Note: a critical success on an adversary’s reaction roll automatically succeeds, but confers no additional benefit.


GUIDANCE ON ACTION ROLLS

After a player describes a move they want to make during the game, you might decide an action roll is necessary to determine how the scene progresses. Use this guide to determine what to present the player, choosing whichever option best fits the situation:

MAKING MOVES

As the GM, you have GM moves that change the story in response to the players’ actions. GM moves aren’t bound by specific spells or effects—when you make a GM move, you can describe the action in whatever way the fiction demands.

GM moves happen during GM turns. A GM turn begins when the spotlight passes to them and ends when the spotlight passes back to the players.

WHEN TO MAKE A MOVE

The GM can make a GM move whenever you want, but the frequency and severity depends on the type of story you’re telling, the actions your players take, and the tone of the session you’re running.

Make a GM move when the players:

CHOOSING GM MOVES

The result of a player’s action roll determines your response:

On a Critical Success, you let the player describe their success, then give them an additional opportunity or advantage.

On a Success with Hope, you let the player describe their success, then you show how the world reacts to it.

On a Success with Fear, you work with the player to describe their success, then take a Fear and make a GM move to introduce a minor consequence, complication, or cost:

On a Failure with Hope, you describe how the PC fails to get what they want, then make a GM move to introduce a minor consequence, complication, or cost:

On a Failure with Fear, you describe how things go wrong, then make a GM move to introduce a major consequence, complication, or cost:

QUICK REFERENCE:

RESOLVING ACTION ROLLS

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

Success with Hope: Yes, and… (You get what you want and gain a Hope.)

Success with Fear: Yes, but… (You get what you want, but there’s a consequence, and the GM gains a Fear.)

Failure with Hope: No, but… (Things don’t go as planned, but you gain a Hope.)

Failure with Fear: No, and… (Things don’t go as planned and it gets worse. The GM gains a Fear.)

If the move you should make is not obvious from the fiction, draw inspiration from the “Example GM Moves” list:

SOFT AND HARD MOVES

Soft moves go easier on the players—they give the party new information about the scene and offer them an opportunity to react to it. Hard moves are harsher, more impactful, or more direct—the PCs don’t get an opening to interrupt, alter, or anticipate the outcome.

Use softer moves on rolls with Hope and harder moves on rolls with Fear.


Example GM Moves

USING FEAR

You start a campaign with 1 Fear per PC in the party.

You gain Fear whenever a PC rolls with Fear, the PCs take a rest (see: Downtime), or when an ability or effect tells you to.

You can never have more than 12 Fear at one time.

Fear carries over between sessions.

Spend a Fear to:

The dramatic tension of a scene correlates with the amount of Fear you spend during it. For guidance on how much Fear you should spend in a scene, consult the following table:

Incidental

A catch-up between PCs after an emotionally charged scene; gathering information; resupplying at a local market; resting during downtime.

0–1 Fear

Minor

A travel sequence; a minor skirmish that introduces new foes or signals future trouble.

1–3 Fear

Standard

A substantial battle with a notable objective; perilous travel that tests might and wit; a tense social encounter seeking crucial information or aid.

2–4 Fear

Major

A large battle with a Solo or Leader adversary; a character-defining scene with a significant change to a character’s personal story (such as revelation, growth, and betrayal).

4–8 Fear

Climactic

A major confrontation with the villain of a story arc; an epic set piece battle; a judicial duel to determine an important NPC’s fate.

6–12 Fear

If you find yourself with a large amount of Fear, consider:

Spending Fear to make a move communicates the increased impact of your action. Fear moves often include one or more of these elements:

DIFFICULTY BENCHMARKS

The Difficulty of an attack roll against an adversary is equal to the adversary’s Difficulty score. The Difficulty of any other action rolls against an adversary is equal to the adversary’s Difficulty score, plus (if applicable) the value of one of the adversary relevant Experience modifiers.

When a player makes an action roll without a specified Difficulty, the GM sets the Difficulty according to the totality of the circumstances. Refer to the following benchmark table for more guidance:

AGILITY

ROLL

SPRINT

LEAP

MANEUVER

5

Sprint within Close range across an open field with an enemy present.

Make a running jump of half your height (about 3 feet for a human).

Walk slowly across a narrow beam.

10

Sprint within Far range across an open field with an enemy present.

Make a running jump of your height (about 6 feet for a human).

Walk quickly across a narrow beam.

15

Sprint within Close range across rough terrain with an enemy present.

Make a running jump of double your height (about 12 feet for a human).

Run across a narrow beam.

20

Sprint within Close range through an active battle of multiple enemies.

Make a running jump of three times your height (about 18 feet for a human).

Run across a narrow beam in heavy wind.

25

Sprint within Far range through a pitched battle in rough terrain.

Make a running jump of five times your height (about 30 feet for a human).

Run across a very narrow beam in an active rainstorm.

30

Sprint across the heads of your enemies in a pitched battle.

Make a running jump of ten times your height (about 60 feet for a human).

Run across an inch-wide, oil-slicked beam in an active rainstorm.

STRENGTH

ROLL

LIFT

SMASH

GRAPPLE

5

Lift a chair.

Destroy a glass cup.

Subdue a child.

10

Lift a table or small chest.

Destroy a small wooden table.

Subdue a weak adult.

15

Lift a grown person or large chest.

Break through a wooden door.

Subdue an average adult.

20

Lift the side of a laden cart or carry a large chest up stairs.

Break through a stone wall.

Subdue a skilled wrestler.

25

Lift a horse, an ox, or a large monster.

Break through a dragon’s teeth.

Subdue a large beast.

30

Lift a falling portcullis gate.

Break a god’s grip.

Subdue a legendary beast.

FINESSE

ROLL

CONTROL

HIDE

TINKER

5

Ride a horse through easy terrain.

Evade notice under full cover on a moonless night.

Open a sticky lock with the appropriate key.

10

Drive an ox-pulled cart.

Evade notice in limited cover on a moonless night.

Open a simple puzzle box.

15

Ride a horse through rough terrain.

Evade notice in limited cover on an average night.

Disable a standard trap.

20

Drive a cart through rough terrain.

Evade notice in the shadows on an average night.

Disable a complicated trap.

25

Ride a wild horse through dangerous terrain.

Evade notice with minimal cover in ample light.

Open a door secured by a sequence of elaborate locks.

30

Ride an enraged beast through dangerous terrain.

Evade notice with no cover in full daylight.

Disable an incredibly sensitive and deadly trap.

INSTINCT

ROLL

PERCEIVE

SENSE

NAVIGATE

5

Hear a loud noise twenty paces away.

Detect an obvious ambush or notice an obvious deception.

Follow a well-trod path in good lighting and weather.

10

Hear a speaking voice fifty paces away.

Detect a looming threat or notice an average person’s lies.

Follow an average path in good lighting and weather.

15

Hear someone walking in the woods fifty paces away.

Detect hostile intent from a foe or see through a merchant’s lies.

Follow a subtle path through rough conditions.

20

Hear someone sneaking through the woods fifty paces away.

Detect a politician’s veiled hostility or detect a nearby assassin.

Follow a subtle path through harsh conditions.

25

Hear a prowling animal fifty paces away.

Identify a spymaster’s plot or read a politican’s true intentions.

Find your way with no path through dangerous conditions.

30

Hear a diving bird a hundred paces away.

Sense a shred of doubt within a god’s pronouncement.

Find your way through a trickery god’s maze.

PRESENCE

ROLL

CHARM

PERFORM

DECEIVE

5

Win the trust of a friendly neighbor.

Earn a meal from a friendly crowd.

Trick a trusting acquaintance.

10

Win the trust of a friendly stranger.

Earn room and board in a small town or impress a small crowd.

Trick an average stranger.

15

Win the trust of a cautious stranger or talk your way into a noble’s party.

Earn room and board in a low-end tavern or impress a large crowd.

Trick an average merchant.

20

Win the trust of a sympathetic foe or talk your way into an enemy’s party.

Earn lodging in a high-end tavern or impress a full theater.

Trick a trained courtier.

25

Turn an enemy against their ruler or talk your way into a fae court.

Earn your keep in a royal court or impress a full colosseum.

Trick a spymaster.

30

Talk a hostile god into granting you a boon.

Save yourself from execution after offending the queen.

Trick a god.

KNOWLEDGE

ROLL

RECALL

ANALYZE

COMPREHEND

5

Recall uncommon facts about your community.

Unpack an obvious metaphor in a simple text.

Learn simple skills from an excellent teacher.

10

Recall uncommon facts about a neighboring community.

Identify obvious subtext in a conversation.

Learn simple skills from an average teacher.

15

Recall uncommon facts about a distant community.

Break an average cipher in a coded message.

Learn complicated skills from an excellent teacher.

20

Recall specialized facts about a distant community.

Identify a weakness in a complicated battle plan.

Learn complicated skills under poor conditions.

25

Recall specialized facts about a fallen kingdom.

Predict the downfall of a nation based on concealed misdeeds.

Learn complicated skills quickly under dangerous conditions.

30

Recall secret information about an obscure historical group.

Identify the weakness in a divine champion’s fighting form.

Learn complicated skills quickly from incomplete information.

GIVING ADVANTAGE AND DISADVANTAGE

To viscerally convey how a PC’s actions or circumstances affect their ability to act, grant them advantage die (or impose disadvantage die) instead of adjusting the Difficulty of an action roll.

ADVERSARY ACTION ROLLS

By default, adversaries don’t normally make action rolls except for attack rolls and any unique actions described in their stat blocks. Any other action an adversary attempts simply succeeds without an action roll; if you want an adversary’s action to have a chance of failure, have any relevant PCs make reaction rolls instead.

However, for especially dramatic or difficult tasks that the PCs can’t influence, you can give an adversary an action roll anyway. For an adversary’s action roll, roll a d20. If the result is equal to or greater than the action’s Difficulty, the action succeeds—otherwise it fails. You can spend a Fear before rolling to add a relevant Experience from the adversary’s stat block to the total. Use the same procedure when an adversary makes a reaction roll.

ADVERSARY ADVANTAGE & DISADVANTAGE

If an adversary has advantage on an action roll, the GM rolls an extra d20 and counts only the higher result. If an adversary has disadvantage on an action roll, the GM rolls an extra d20 and counts only the lower result.

ADVERSARY ATTACKS

When an adversary attacks a PC, the GM rolls a d20 and adds the adversary’s Attack Modifier to the result. If the total meets or beats the target’s Evasion, the attack succeeds; otherwise, it fails. Before rolling, the GM can grant the attacking adversary advantage, impose disadvantage, or spend a Fear to add a relevant Experience from the adversary’s stat block to the total.

On a success, the adversary deals the damage listed in their stat block to the target.

When an adversary’s action lets the GM make an attack against multiple targets, they make one attack roll and compare it to each target’s Evasion separately.

COUNTDOWNS

Countdowns represent a period of time or series of events preceding a future effect. A countdown begins at a starting value. When a countdown advances, it’s reduced by 1. The countdown’s effect is triggered when the countdown reaches 0.


Note: You can track countdowns by “spinning down” dice or ticking off boxes.


Standard countdowns advance every time a player makes an action roll. If an adversary or environment ability refers to a “Countdown [n],” then it means a standard countdown with a starting value of n.

Dynamic countdowns advance by up to 3 depending on the outcomes of action rolls. Consequence countdowns are dynamic countdowns to negative effects. Progress countdowns are dynamic countdowns to positive effects. Dynamic countdowns advance according to this chart:

DYNAMIC COUNTDOWN ADVANCEMENT

Roll Result

Progress Advancement

Consequence Advancement

Failure with Fear

No advancement

Tick down 3

Failure with Hope

No advancement

Tick down 2

Success with Fear

Tick down 1

Tick down 1

Success with Hope

Tick down 2

No advancement

Critical Success

Tick down 3

No advancement

ADVANCED COUNTDOWN FEATURES

GIVING OUT GOLD, EQUIPMENT, AND LOOT

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

Adjust the availability and utility of wealth and equipment to reflect the tone, themes, and setting of your campaign.

If you don’t wish to track gold, then when PCs go shopping fornew items let them pick one or two from a short, preselected list that aligns with your campaign setting and the party’s current location.

Otherwise, set the prices of goods and services by adjusting the entries in the Average Costs table to reflect your campaign setting:

Meals for a party of adventurers per night

1 Handful

Standard inn room per night

1 Handful

Luxury inn room per night

1 Bag

Carriage ride

2 Handfuls

Mount (horse, mule, etc.)

3 Bags

Specialized tools

3 Handfuls

Fine clothing

3 Handfuls

Luxury clothing

1 Bag

Tier 1 equipment (weapons, armor)

1–5 Handfuls

Tier 2 equipment (weapons, armor)

1–2 Bags

Tier 3 equipment (weapons, armor)

5–10 Bags

Tier 4 equipment (weapons, armor)

1–2 Chests

RUNNING GM NPCS

When you run NPCs as the GM, you should always strive to follow your GM principles and use them to bring the world to life. Differentiate NPCs with unique manners of speech and action; let their individual goals and desires motivate their actions.

The only essential elements for a NPC are their name, description, and motive. If it’s likely that the PCs will roll actions against them, give them a Difficulty. Adversaries can be invented or improvised by modifying the stat block of another adversary.

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

If you want an important NPC to mechanically interact with the system, you can give them one or more features with specific triggers and effects. An NPC might also have a choice that adjusts the parameters of their feature. For example:

ARCANE HOLD

Choice: When the battle begins, choose a favored PC.

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

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

NPC FEATURE EXAMPLES

VOLLEY OF ARROWS

Trigger: A battle begins and this NPC is involved.

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

MENTOR

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

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

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

REGROUP

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

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

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

INTO THE NIGHT

Trigger: The PCs start a long rest with this NPC.

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

OPTIONAL GM MECHANICS

FATE ROLLS

When the GM wants to leave an outcome entirely up to chance, they call for a fate roll. The GM establishes what’s at stake and how the roll will be interpreted. Then a player rolls one of their Duality Dice and interprets the result.


Examples:

“Roll your Fear Die. On a 4 or lower, the fire spreads beyond this house.”

“I think it’s really up to chance whether reinforcements will make it to you in time. Go ahead and roll your Fear Die— that’ll determine the starting size of the countdown. When that triggers, reinforcements will arrive in your Far range.”

“Go ahead and roll your Hope Die to see how big the crowd at the inn is tonight. The higher the roll, the bigger the crowd.”

“Make a roll using your Hope Die to determine the number of Stamina Potions the shop has in stock.”


FALLING AND COLLISION DAMAGE

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

If a character collides with an object or another character at a dangerous speed, they take 1d20+5 direct physical damage.

MOVING AND FIGHTING UNDERWATER

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

For creatures that can’t breathe underwater, use a standard countdown (3) to track how long they can hold their breath.

Advance the countdown whenever the PC takes an action. In addition if they fail a roll or roll with Fear while underwater, you can spend your GM move to advance it an additional time—or twice, if they rolled a failure with Fear.

Once the countdown ends, the underwater PC must mark a Stress whenever they take an action.

CONFLICT BETWEEN PCS

Sometimes a player might want their character to act against another PC in the scene. Before jumping to rolling dice, discuss the situation with both players to decide how to resolve the conflict. A roll might not be necessary to reach an outcome—but if rolling will be fun for everyone involved, come to a consensus on the terms of the roll, then facilitate the scene according to the results.

On an attack roll against a PC, the attacker rolls against the defender’s Evasion, just like an adversary. On any other kind of action roll, the instigator makes an action roll and the target makes a reaction roll. To succeed, the instigator must beat a Difficulty equal to the total value of the reaction roll.

ADVERSARIES AND ENVIRONMENTS

USING ADVERSARIES

ADVERSARY STAT BLOCKS

All the information required to run an adversary is contained in their stat block. An adversary’s stat block includes their:

NAME

Each stat block has a unique name. Abilities that affect adversaries with a certain name include all adversaries who use that stat block, regardless of their in-story name.

TIER

Each adversary is designed to oppose PCs of a certain tier. If you confront the party with an adversary from another tier, adjust their stats.

TYPE

The adversary’s type appears alongside their tier. An adversary’s type represents the role they play in a conflict.

The adversary types are:

DESCRIPTION

A summary of the adversary's appearance and demeanor.

MOTIVES & TACTICS

Suggusted impulses, actions and goals for the adversary.

DIFFICULTY

The Difficulty of any roll made against the adversary, unless otherwise noted.

DAMAGE THRESHOLDS, HIT POINTS, AND STRESS

These systems function the same way they do for PCs. The numbers listed after “Threshold” are the adversary’s Major and Severe Thresholds.

ATTACK MODIFIER

When you attack with the adversary, apply this bonus or penalty to your attack roll.

STANDARD ATTACK

A description of the adversary’s primary mode of inflicting harm on the PCs. It includes the attack’s name, its effective range, and the damage it deals on a success. Using an adversary’s standard attack is a GM move.

EXPERIENCE (OPTIONAL)

The GM can spend a Fear to add an adversary’s relevant Experience to raise their attack roll or increase the Difficulty of a roll made against them.

EXAMPLE EXPERIENCES:

Acrobatics

Hunt from Above

Navigation

Ambusher

Intimidation

Nobility

Bartering

Intrusion

Quick Reflexes

Blademaster

Keen Senses

Socialite

Bodyguard

Magical Knowledge

Stealth

Commander

Nature’s Friend

Tracker

FEATURE(S)

There are three kinds of adversary features: actions, reactions, and passives. Note: each adversaries stress is tracked individually. If a feature requires the GM to spend Stress to activate it, the Stress must come from the adversary whose feature is being activate. If a feature has a Fear requirement, it must be spent in addition to any Fear already spent—for instance, to interrupt the PCs and put the spotlight on the adversary.

FEAR FEATURE(S)

High-impact effects that cost a Fear to activate.

EXAMPLE ADVERSARY FEATURES:

ACTIONS

Haymaker - Action: Make an attack against a target within Very Close range. On a success, deal X direct physical damage.

Shredding Strike - Action: Make an attack against a target within Very Close range. On a success, deal X physical damage and the target must mark an Armor Slot without gaining its benefit (they can still use armor to reduce the damage).

More Where That Came From - Action: Summon three Jagged Knife Lackeys, who appear at Far range.

REACTIONS

Heavy Hitter - Reaction: When this adversary deals damage with a standard attack, you can spend a Fear to gain a +X bonus to the damage roll.

Team-Up - Reaction: When another adversary within Very Close range of this adversary deals X damage to a creature, you can mark a Stress to make a standard attack against that same creature. On a success, combine the damage.

Momentum - Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.

PASSIVES

Horde (X) - Passive: When the Horde has marked half or more of their HP, their standard attack deals X damage instead.

Minion (X) - Passive: This adversary is defeated when they take any damage. For every X damage a PC deals to this adversary, defeat an additional Minion within range the attack would succeed against.

Relentless (X) - Passive: This adversary can be spotlighted up to X times per GM turn. Spend Fear as usual to spotlight them.

Slow - Passive: When you spotlight this adversary and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight this adversary and they have a token on their stat block, clear the token and they can act.

Arcane Form - Passive: This adversary is resistant to magic damage.

Armored Carapace - Passive: When this adversary takes physical damage, reduce it by X.

FEAR FEATURES

Explosion - Action: Spend a Fear to erupt in a fiery explosion. Make an attack against all targets within Close range. Targets the adversary succeeds against take 1d8 magic damage and are knocked back to Far range.

BUILDING BALANCED ENCOUNTERS

When planning a battle, start with [(3 x the number of PCs in combat) + 2] Battle Points and make the following adjustments:

Then spend your Battle Points to add an adversary to the encounter:

DEFEATED ADVERSARIES

When an adversary marks their last Hit Point, they are defeated: incapacitated, tied up, routed, killed, or anything else the table decides makes sense.

ADVERSARY STAT BLOCK BENCHMARKS

ADVERSARY STATISTIC

TIER 1

TIER 2

TIER 3

TIER 4

Attack Modifier

+1

+2

+3

+4

Damage Dice

1d6+2 to 1d12+4

2d6+3 to 2d12+4

3d8+3 to 3d12+5

4d8+10 to 4d12+15

Difficulty

11

14

17

20

Damage Thresholds

Major 7/Severe 12

Major 10/Severe 20

Major 20/Severe 32

Major 25/Severe 45

ADVERSARIES BY TIER

This section contains the following stat blocks:

TIER 1 (LEVEL 1)

TIER 2 (LEVELS 2–4)

TIER 3 (LEVELS 5–7)

TIER 4 (LEVELS 8–10)

USING ENVIRONMENTS

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

ENVIRONMENT STAT BLOCK

Each environment’s stat block presents their necessary mechanical statistics:

NAME

The unique name of the environment stat block.

TIER

The PC tier the environment is designed to challenge.

TYPE

The type of scene it most easily supports:

DESCRIPTION

An evocative one-line summary of the environment.

IMPULSES

The manner or mode with which the environment pushs and pulls the people within them.

DIFFICULTY

The standard Difficulty for action rolls made to overcome, oppose, or resist the environment or its elements.

POTENTIAL ADVERSARIES

Suggested adversaries that might appear in scenes within the environment.

FEATURES

Features provide inspiration for GM moves you can use that represent the dynamic landscape or situation.

FEATURE QUESTIONS

Prompts for plot hooks, narrative engines, and connections to other story elements.

ADAPTING ENVIRONMENTS

Sometimes you want to use an environment but it’s at the wrong tier for your party. Or you might want to replace a feature or two, then present it as an entirely different environment. Whether planning your session or even improvising an environment mid-session, you can adjust an existing environment’s stat block to fit the needs of your scene or improvise elements as needed. The environments framework is there to help organize ideas, not to stifle creativity.

When you need to quickly adjust a stat block to a different tier, you can simply replace its existing statistics with those listed on the Environment Statistics by Tier table, using the column that corresponds to your party’s tier.

BENCHMARK STATISTICS FOR ENVIRONMENTS BY TIER

Environment Statistic

Tier 1

Tier 2

Tier 3

Tier 4

Damage Dice

1d6+1 to 1d8+3

2d6+3 to 2d10+2

3d8+3 to 3d10+1

4d8+3 to 4d10+10

Difficulty

11

14

17

20

ENVIRONMENT STAT BLOCKS BY TIER

This section contains the following stat blocks.

@UUID[Compendium.daggerheart.environments.Folder.GQ0VnOLrKBIHR6Us]{TIER 1 (LEVEL 1)}

@UUID[Compendium.daggerheart.environments.Folder.XMeecO3IRvu5ck6F]{TIER 2 (LEVELS 2–4)}

@UUID[Compendium.daggerheart.environments.Folder.MfrIkJK12PAEfbPL]{TIER 3 (LEVELS 5–7)}

@UUID[Compendium.daggerheart.environments.Folder.IKumu5HTLqONLYqb]{TIER 4 (LEVELS 8–10)}

ADDITIONAL GM GUIDANCE

This section provides additional guidance for preparing and running a session of Daggerheart.

STORY BEATS

In storytelling, a beat is a moment that changes the trajectory of the narrative—a shift in the world, a significant action or reaction, an emotional revelation, or an important decision.

Take turns with the players, narrating a beat and then letting them react and carry the scene forward with their own beats.

When preparing for a session, plan in terms of the moments that give shape to each scene or sequence, rather than pre-scripting specific details or exchanges.

PREPARING COMBAT ENCOUNTERS

Build the hurdles the PCs face around the question of “What helps tell the story?” Enemies, environments, and hazards are the tools for heightening tension and creating drama. Ensure that combat is being used to give players more information about the unfolding story, revealing the world, the plot, or the characters.

BATTLES AND NARRATIVE

Dynamic battles create suspense by forcing players to choose between their various objectives, engaging their character’s motivations and weaknesses, and creating the crucible that the players use to forge their characters into legendary heroes. When preparing combat encounters:

SESSION REWARDS

Reward players at the end of a session with:

CRAFTING SCENES

Whenever you start a session, arrive at a new place, or change the situation, tell the players what they need to know by thinking with all of your senses and sharing something unique or unexpected about the fiction.

ENGAGING YOUR PLAYERS

Keep your players engaged by:

1d12

Objective

1

Acquire (obtain or steal) an important item or items.

2

Capture one or more of the opponents.

3

Activate a magical device.

4

Frame a character or tarnish their reputation.

5

Drive the opponent into a corner or ambush point.

6

Stop a magical ritual, legal ceremony, or time-sensitive spell.

7

Hold the line—keep the enemy from reaching a specific area or group.

8

Plant evidence or a tracking device on a target.

9

Secure a specific location ahead of another group’s arrival.

10

Harass the opponent to deplete their resources or keep them occupied.

11

Destroy a piece of architecture, a statue, a shrine, or a weapon.

12

Investigate a situation to confirm or deny existing

information.

PHASED BATTLES

Make battles by shifting the nature of its enemies or environment mid-combat:

USING DOWNTIME

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

Empower your players to frame their own downtime scenes.

Ask the players what it looks like as they tend to their wounds or unwind together, encouraging them to take the reins and work with other players whose characters are involved

PROJECTS DURING DOWNTIME

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

These projects are typically tracked using a Progress Countdown. When deciding the starting value of the countdown, consider the complexity of the project, the availability of relevant tools, and the impact of the project on the story.

Simple projects advance their countdown each time a player uses the Work on a Project move, but complex projects require a roll.

EXTENDED DOWNTIME

When you fast-forward the story across an extended period, use montages to illustrate the passage of time. You gain 1d6 Fear per PC and advance any long-term countdowns as appropriate.

CAMPAIGN FRAMES

A campaign frame provides inspiration, tools, and mechanics to support a particular type of story at the table.

Every campaign frame has a complexity rating that indicates how much its mechanics deviate from or expand upon the Daggerheart core ruleset.

Each campaign frame includes the following sections.

You can find each campaign frame map in the appendix of the core rulebook or at www.daggerheart.com/downloads.

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INTRODUCTION

The GM is responsible for guiding the narrative and roleplaying the world the PCs inhabit. This section provides you with advice for running Daggerheart: using the core mechanics; creating memorable encounters; planning exciting sessions; selecting, creating, and using GM moves; crafting a full campaign; running dynamic NPCs; and more.

GM GUIDANCE

These three sections provide a foundation to help you get the most out of this game. The “GM Principles” are your guiding star—when in doubt, return to these principles.

GM PRINCIPLES

BEGIN AND END WITH THE FICTION

Use the fiction to drive mechanics, then connect the mechanics back to the fiction.

COLLABORATE AT ALL TIMES, ESPECIALLY DURING CONFLICT

The PCs are the protagonists of the campaign; antagonism between player and GM should exist only in the fiction.

FILL THE WORLD WITH LIFE, WONDER, AND DANGER

Showcase rich cultures, take the PCs to wondrous places, and introduce them to dangerous creatures.

ASK QUESTIONS AND INCORPORATE THE ANSWERS

Ensuring that the players’ ideas are included results in a narrative that supports the whole group’s creativity.

GIVE EVERY ROLL IMPACT

Only ask the players to roll during meaningful moments.

PLAY TO FIND OUT WHAT HAPPENS

Be surprised by what the characters do, the choices they make, and the people they become.

HOLD ON GENTLY

Don’t worry if you need to abandon or alter something that came before.

GM PRACTICES

CULTIVATE A CURIOUS TABLE

Follow what catches the players’ interest to foster an environment of creative inquiry.

GAIN YOUR PLAYERS’ TRUST

Act in good faith, follow through on your promises, admit your mistakes.

KEEP THE STORY MOVING FORWARD

Advance the story through escalating action, new information, or changing circumstances after every action roll, whether it succeeds or fails.

CUT TO THE ACTION

Skip past the boring bits. When a scene drags on, end it.

HELP THE PLAYERS USE THE GAME

Players have more fun when you help them understand the system.

CREATE A META CONVERSATION

Empower players to speak out of character, use safety tools, and ask for clarification.

TELL THEM WHAT THEY WOULD KNOW

Don’t hide obvious details or important information from the players.

GROUND THE WORLD IN MOTIVE

An NPC’s actions flow from their goals and desires.

BRING THE GAME’S MECHANICS TO LIFE

Set a good example of how fiction and mechanics work together to enhance the game experience.

REFRAME RATHER THAN REJECT

If a player’s contribution conflicts with the fiction, work with them to reshape it.

WORK IN MOMENTS AND MONTAGES

When framing a scene, decide which beats should be savored and which shouldn’t linger.

PITFALLS TO AVOID

UNDERMINING THE HEROES

If a roll doesn’t go well, show how it was impacted by an adversary’s prowess, environmental factors, or unexpected surprises, rather than the PC’s incompetence.

ALWAYS TELLING THE PLAYERS WHAT TO ROLL

Let the players decide how to handle a challenge.

LETTING SCENES DRAG

Shake it up or cut away when a scene has concluded, the table’s energy is flagging, or people are talking in circles.

SINGULAR SOLUTIONS

Don’t get hung up on one right answer to a problem. If the players have a clever idea, make it work.

OVERPLANNING

Spend your prep time inventing situations instead of scripting scenes. If the players surprise you, take a break to think through your options.

HOARDING FEAR

Spend Fear when you have the opportunity. The players will always generate more.

For more in-depth GM guidance, see pg. 140 of the Daggerheart Core Rulebook.

CORE GM MECHANICS

ROLLING DICE

The GM has no Duality Dice; instead, they roll a single d20 called the GM’s Die.

ADVERSARY ATTACK ROLLS

When an adversary attacks a PC, roll your d20 and add the adversary’s attack bonus to the result. If the total meets or beats the target’s Evasion, the attack succeeds; otherwise, the attack fails. On a successful attack, roll the attack’s damage dice to determine how much it deals.

If you roll a natural 20 on an attack, your roll automatically succeeds and you deal extra damage. Roll damage normally, then add the highest number on the damage dice to the total.

For example, an attack that deals 3d6+2 deals 18+3d6+2 on a critical success; the critical success does not affect the flat damage modifier.


Note: a critical success on an adversary’s reaction roll automatically succeeds, but confers no additional benefit.


GUIDANCE ON ACTION ROLLS

After a player describes a move they want to make during the game, you might decide an action roll is necessary to determine how the scene progresses. Use this guide to determine what to present the player, choosing whichever option best fits the situation:

MAKING MOVES

As the GM, you have GM moves that change the story in response to the players’ actions. GM moves aren’t bound by specific spells or effects—when you make a GM move, you can describe the action in whatever way the fiction demands.

GM moves happen during GM turns. A GM turn begins when the spotlight passes to them and ends when the spotlight passes back to the players.

WHEN TO MAKE A MOVE

The GM can make a GM move whenever you want, but the frequency and severity depends on the type of story you’re telling, the actions your players take, and the tone of the session you’re running.

Make a GM move when the players:

CHOOSING GM MOVES

The result of a player’s action roll determines your response:

On a Critical Success, you let the player describe their success, then give them an additional opportunity or advantage.

On a Success with Hope, you let the player describe their success, then you show how the world reacts to it.

On a Success with Fear, you work with the player to describe their success, then take a Fear and make a GM move to introduce a minor consequence, complication, or cost:

On a Failure with Hope, you describe how the PC fails to get what they want, then make a GM move to introduce a minor consequence, complication, or cost:

On a Failure with Fear, you describe how things go wrong, then make a GM move to introduce a major consequence, complication, or cost:

QUICK REFERENCE:

RESOLVING ACTION ROLLS

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

Success with Hope: Yes, and… (You get what you want and gain a Hope.)

Success with Fear: Yes, but… (You get what you want, but there’s a consequence, and the GM gains a Fear.)

Failure with Hope: No, but… (Things don’t go as planned, but you gain a Hope.)

Failure with Fear: No, and… (Things don’t go as planned and it gets worse. The GM gains a Fear.)

If the move you should make is not obvious from the fiction, draw inspiration from the “Example GM Moves” list:

SOFT AND HARD MOVES

Soft moves go easier on the players—they give the party new information about the scene and offer them an opportunity to react to it. Hard moves are harsher, more impactful, or more direct—the PCs don’t get an opening to interrupt, alter, or anticipate the outcome.

Use softer moves on rolls with Hope and harder moves on rolls with Fear.


Example GM Moves

USING FEAR

You start a campaign with 1 Fear per PC in the party.

You gain Fear whenever a PC rolls with Fear, the PCs take a rest (see: Downtime), or when an ability or effect tells you to.

You can never have more than 12 Fear at one time.

Fear carries over between sessions.

Spend a Fear to:

The dramatic tension of a scene correlates with the amount of Fear you spend during it. For guidance on how much Fear you should spend in a scene, consult the following table:

Incidental

A catch-up between PCs after an emotionally charged scene; gathering information; resupplying at a local market; resting during downtime.

0–1 Fear

Minor

A travel sequence; a minor skirmish that introduces new foes or signals future trouble.

1–3 Fear

Standard

A substantial battle with a notable objective; perilous travel that tests might and wit; a tense social encounter seeking crucial information or aid.

2–4 Fear

Major

A large battle with a Solo or Leader adversary; a character-defining scene with a significant change to a character’s personal story (such as revelation, growth, and betrayal).

4–8 Fear

Climactic

A major confrontation with the villain of a story arc; an epic set piece battle; a judicial duel to determine an important NPC’s fate.

6–12 Fear

If you find yourself with a large amount of Fear, consider:

Spending Fear to make a move communicates the increased impact of your action. Fear moves often include one or more of these elements:

DIFFICULTY BENCHMARKS

The Difficulty of an attack roll against an adversary is equal to the adversary’s Difficulty score. The Difficulty of any other action rolls against an adversary is equal to the adversary’s Difficulty score, plus (if applicable) the value of one of the adversary relevant Experience modifiers.

When a player makes an action roll without a specified Difficulty, the GM sets the Difficulty according to the totality of the circumstances. Refer to the following benchmark table for more guidance:

AGILITY

ROLL

SPRINT

LEAP

MANEUVER

5

Sprint within Close range across an open field with an enemy present.

Make a running jump of half your height (about 3 feet for a human).

Walk slowly across a narrow beam.

10

Sprint within Far range across an open field with an enemy present.

Make a running jump of your height (about 6 feet for a human).

Walk quickly across a narrow beam.

15

Sprint within Close range across rough terrain with an enemy present.

Make a running jump of double your height (about 12 feet for a human).

Run across a narrow beam.

20

Sprint within Close range through an active battle of multiple enemies.

Make a running jump of three times your height (about 18 feet for a human).

Run across a narrow beam in heavy wind.

25

Sprint within Far range through a pitched battle in rough terrain.

Make a running jump of five times your height (about 30 feet for a human).

Run across a very narrow beam in an active rainstorm.

30

Sprint across the heads of your enemies in a pitched battle.

Make a running jump of ten times your height (about 60 feet for a human).

Run across an inch-wide, oil-slicked beam in an active rainstorm.

STRENGTH

ROLL

LIFT

SMASH

GRAPPLE

5

Lift a chair.

Destroy a glass cup.

Subdue a child.

10

Lift a table or small chest.

Destroy a small wooden table.

Subdue a weak adult.

15

Lift a grown person or large chest.

Break through a wooden door.

Subdue an average adult.

20

Lift the side of a laden cart or carry a large chest up stairs.

Break through a stone wall.

Subdue a skilled wrestler.

25

Lift a horse, an ox, or a large monster.

Break through a dragon’s teeth.

Subdue a large beast.

30

Lift a falling portcullis gate.

Break a god’s grip.

Subdue a legendary beast.

FINESSE

ROLL

CONTROL

HIDE

TINKER

5

Ride a horse through easy terrain.

Evade notice under full cover on a moonless night.

Open a sticky lock with the appropriate key.

10

Drive an ox-pulled cart.

Evade notice in limited cover on a moonless night.

Open a simple puzzle box.

15

Ride a horse through rough terrain.

Evade notice in limited cover on an average night.

Disable a standard trap.

20

Drive a cart through rough terrain.

Evade notice in the shadows on an average night.

Disable a complicated trap.

25

Ride a wild horse through dangerous terrain.

Evade notice with minimal cover in ample light.

Open a door secured by a sequence of elaborate locks.

30

Ride an enraged beast through dangerous terrain.

Evade notice with no cover in full daylight.

Disable an incredibly sensitive and deadly trap.

INSTINCT

ROLL

PERCEIVE

SENSE

NAVIGATE

5

Hear a loud noise twenty paces away.

Detect an obvious ambush or notice an obvious deception.

Follow a well-trod path in good lighting and weather.

10

Hear a speaking voice fifty paces away.

Detect a looming threat or notice an average person’s lies.

Follow an average path in good lighting and weather.

15

Hear someone walking in the woods fifty paces away.

Detect hostile intent from a foe or see through a merchant’s lies.

Follow a subtle path through rough conditions.

20

Hear someone sneaking through the woods fifty paces away.

Detect a politician’s veiled hostility or detect a nearby assassin.

Follow a subtle path through harsh conditions.

25

Hear a prowling animal fifty paces away.

Identify a spymaster’s plot or read a politican’s true intentions.

Find your way with no path through dangerous conditions.

30

Hear a diving bird a hundred paces away.

Sense a shred of doubt within a god’s pronouncement.

Find your way through a trickery god’s maze.

PRESENCE

ROLL

CHARM

PERFORM

DECEIVE

5

Win the trust of a friendly neighbor.

Earn a meal from a friendly crowd.

Trick a trusting acquaintance.

10

Win the trust of a friendly stranger.

Earn room and board in a small town or impress a small crowd.

Trick an average stranger.

15

Win the trust of a cautious stranger or talk your way into a noble’s party.

Earn room and board in a low-end tavern or impress a large crowd.

Trick an average merchant.

20

Win the trust of a sympathetic foe or talk your way into an enemy’s party.

Earn lodging in a high-end tavern or impress a full theater.

Trick a trained courtier.

25

Turn an enemy against their ruler or talk your way into a fae court.

Earn your keep in a royal court or impress a full colosseum.

Trick a spymaster.

30

Talk a hostile god into granting you a boon.

Save yourself from execution after offending the queen.

Trick a god.

KNOWLEDGE

ROLL

RECALL

ANALYZE

COMPREHEND

5

Recall uncommon facts about your community.

Unpack an obvious metaphor in a simple text.

Learn simple skills from an excellent teacher.

10

Recall uncommon facts about a neighboring community.

Identify obvious subtext in a conversation.

Learn simple skills from an average teacher.

15

Recall uncommon facts about a distant community.

Break an average cipher in a coded message.

Learn complicated skills from an excellent teacher.

20

Recall specialized facts about a distant community.

Identify a weakness in a complicated battle plan.

Learn complicated skills under poor conditions.

25

Recall specialized facts about a fallen kingdom.

Predict the downfall of a nation based on concealed misdeeds.

Learn complicated skills quickly under dangerous conditions.

30

Recall secret information about an obscure historical group.

Identify the weakness in a divine champion’s fighting form.

Learn complicated skills quickly from incomplete information.

GIVING ADVANTAGE AND DISADVANTAGE

To viscerally convey how a PC’s actions or circumstances affect their ability to act, grant them advantage die (or impose disadvantage die) instead of adjusting the Difficulty of an action roll.

ADVERSARY ACTION ROLLS

By default, adversaries don’t normally make action rolls except for attack rolls and any unique actions described in their stat blocks. Any other action an adversary attempts simply succeeds without an action roll; if you want an adversary’s action to have a chance of failure, have any relevant PCs make reaction rolls instead.

However, for especially dramatic or difficult tasks that the PCs can’t influence, you can give an adversary an action roll anyway. For an adversary’s action roll, roll a d20. If the result is equal to or greater than the action’s Difficulty, the action succeeds—otherwise it fails. You can spend a Fear before rolling to add a relevant Experience from the adversary’s stat block to the total. Use the same procedure when an adversary makes a reaction roll.

ADVERSARY ADVANTAGE & DISADVANTAGE

If an adversary has advantage on an action roll, the GM rolls an extra d20 and counts only the higher result. If an adversary has disadvantage on an action roll, the GM rolls an extra d20 and counts only the lower result.

ADVERSARY ATTACKS

When an adversary attacks a PC, the GM rolls a d20 and adds the adversary’s Attack Modifier to the result. If the total meets or beats the target’s Evasion, the attack succeeds; otherwise, it fails. Before rolling, the GM can grant the attacking adversary advantage, impose disadvantage, or spend a Fear to add a relevant Experience from the adversary’s stat block to the total.

On a success, the adversary deals the damage listed in their stat block to the target.

When an adversary’s action lets the GM make an attack against multiple targets, they make one attack roll and compare it to each target’s Evasion separately.

COUNTDOWNS

Countdowns represent a period of time or series of events preceding a future effect. A countdown begins at a starting value. When a countdown advances, it’s reduced by 1. The countdown’s effect is triggered when the countdown reaches 0.


Note: You can track countdowns by “spinning down” dice or ticking off boxes.


Standard countdowns advance every time a player makes an action roll. If an adversary or environment ability refers to a “Countdown [n],” then it means a standard countdown with a starting value of n.

Dynamic countdowns advance by up to 3 depending on the outcomes of action rolls. Consequence countdowns are dynamic countdowns to negative effects. Progress countdowns are dynamic countdowns to positive effects. Dynamic countdowns advance according to this chart:

DYNAMIC COUNTDOWN ADVANCEMENT

Roll Result

Progress Advancement

Consequence Advancement

Failure with Fear

No advancement

Tick down 3

Failure with Hope

No advancement

Tick down 2

Success with Fear

Tick down 1

Tick down 1

Success with Hope

Tick down 2

No advancement

Critical Success

Tick down 3

No advancement

ADVANCED COUNTDOWN FEATURES

GIVING OUT GOLD, EQUIPMENT, AND LOOT

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

Adjust the availability and utility of wealth and equipment to reflect the tone, themes, and setting of your campaign.

If you don’t wish to track gold, then when PCs go shopping fornew items let them pick one or two from a short, preselected list that aligns with your campaign setting and the party’s current location.

Otherwise, set the prices of goods and services by adjusting the entries in the Average Costs table to reflect your campaign setting:

Meals for a party of adventurers per night

1 Handful

Standard inn room per night

1 Handful

Luxury inn room per night

1 Bag

Carriage ride

2 Handfuls

Mount (horse, mule, etc.)

3 Bags

Specialized tools

3 Handfuls

Fine clothing

3 Handfuls

Luxury clothing

1 Bag

Tier 1 equipment (weapons, armor)

1–5 Handfuls

Tier 2 equipment (weapons, armor)

1–2 Bags

Tier 3 equipment (weapons, armor)

5–10 Bags

Tier 4 equipment (weapons, armor)

1–2 Chests

RUNNING GM NPCS

When you run NPCs as the GM, you should always strive to follow your GM principles and use them to bring the world to life. Differentiate NPCs with unique manners of speech and action; let their individual goals and desires motivate their actions.

The only essential elements for a NPC are their name, description, and motive. If it’s likely that the PCs will roll actions against them, give them a Difficulty. Adversaries can be invented or improvised by modifying the stat block of another adversary.

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

If you want an important NPC to mechanically interact with the system, you can give them one or more features with specific triggers and effects. An NPC might also have a choice that adjusts the parameters of their feature. For example:

ARCANE HOLD

Choice: When the battle begins, choose a favored PC.

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

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

NPC FEATURE EXAMPLES

VOLLEY OF ARROWS

Trigger: A battle begins and this NPC is involved.

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

MENTOR

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

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

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

REGROUP

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

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

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

INTO THE NIGHT

Trigger: The PCs start a long rest with this NPC.

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

OPTIONAL GM MECHANICS

FATE ROLLS

When the GM wants to leave an outcome entirely up to chance, they call for a fate roll. The GM establishes what’s at stake and how the roll will be interpreted. Then a player rolls one of their Duality Dice and interprets the result.


Examples:

“Roll your Fear Die. On a 4 or lower, the fire spreads beyond this house.”

“I think it’s really up to chance whether reinforcements will make it to you in time. Go ahead and roll your Fear Die— that’ll determine the starting size of the countdown. When that triggers, reinforcements will arrive in your Far range.”

“Go ahead and roll your Hope Die to see how big the crowd at the inn is tonight. The higher the roll, the bigger the crowd.”

“Make a roll using your Hope Die to determine the number of Stamina Potions the shop has in stock.”


FALLING AND COLLISION DAMAGE

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

If a character collides with an object or another character at a dangerous speed, they take 1d20+5 direct physical damage.

MOVING AND FIGHTING UNDERWATER

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

For creatures that can’t breathe underwater, use a standard countdown (3) to track how long they can hold their breath.

Advance the countdown whenever the PC takes an action. In addition if they fail a roll or roll with Fear while underwater, you can spend your GM move to advance it an additional time—or twice, if they rolled a failure with Fear.

Once the countdown ends, the underwater PC must mark a Stress whenever they take an action.

CONFLICT BETWEEN PCS

Sometimes a player might want their character to act against another PC in the scene. Before jumping to rolling dice, discuss the situation with both players to decide how to resolve the conflict. A roll might not be necessary to reach an outcome—but if rolling will be fun for everyone involved, come to a consensus on the terms of the roll, then facilitate the scene according to the results.

On an attack roll against a PC, the attacker rolls against the defender’s Evasion, just like an adversary. On any other kind of action roll, the instigator makes an action roll and the target makes a reaction roll. To succeed, the instigator must beat a Difficulty equal to the total value of the reaction roll.

ADVERSARIES AND ENVIRONMENTS

USING ADVERSARIES

ADVERSARY STAT BLOCKS

All the information required to run an adversary is contained in their stat block. An adversary’s stat block includes their:

NAME

Each stat block has a unique name. Abilities that affect adversaries with a certain name include all adversaries who use that stat block, regardless of their in-story name.

TIER

Each adversary is designed to oppose PCs of a certain tier. If you confront the party with an adversary from another tier, adjust their stats.

TYPE

The adversary’s type appears alongside their tier. An adversary’s type represents the role they play in a conflict.

The adversary types are:

DESCRIPTION

A summary of the adversary's appearance and demeanor.

MOTIVES & TACTICS

Suggusted impulses, actions and goals for the adversary.

DIFFICULTY

The Difficulty of any roll made against the adversary, unless otherwise noted.

DAMAGE THRESHOLDS, HIT POINTS, AND STRESS

These systems function the same way they do for PCs. The numbers listed after “Threshold” are the adversary’s Major and Severe Thresholds.

ATTACK MODIFIER

When you attack with the adversary, apply this bonus or penalty to your attack roll.

STANDARD ATTACK

A description of the adversary’s primary mode of inflicting harm on the PCs. It includes the attack’s name, its effective range, and the damage it deals on a success. Using an adversary’s standard attack is a GM move.

EXPERIENCE (OPTIONAL)

The GM can spend a Fear to add an adversary’s relevant Experience to raise their attack roll or increase the Difficulty of a roll made against them.

EXAMPLE EXPERIENCES:

Acrobatics

Hunt from Above

Navigation

Ambusher

Intimidation

Nobility

Bartering

Intrusion

Quick Reflexes

Blademaster

Keen Senses

Socialite

Bodyguard

Magical Knowledge

Stealth

Commander

Nature’s Friend

Tracker

FEATURE(S)

There are three kinds of adversary features: actions, reactions, and passives. Note: each adversaries stress is tracked individually. If a feature requires the GM to spend Stress to activate it, the Stress must come from the adversary whose feature is being activate. If a feature has a Fear requirement, it must be spent in addition to any Fear already spent—for instance, to interrupt the PCs and put the spotlight on the adversary.

FEAR FEATURE(S)

High-impact effects that cost a Fear to activate.

EXAMPLE ADVERSARY FEATURES:

ACTIONS

Haymaker - Action: Make an attack against a target within Very Close range. On a success, deal X direct physical damage.

Shredding Strike - Action: Make an attack against a target within Very Close range. On a success, deal X physical damage and the target must mark an Armor Slot without gaining its benefit (they can still use armor to reduce the damage).

More Where That Came From - Action: Summon three Jagged Knife Lackeys, who appear at Far range.

REACTIONS

Heavy Hitter - Reaction: When this adversary deals damage with a standard attack, you can spend a Fear to gain a +X bonus to the damage roll.

Team-Up - Reaction: When another adversary within Very Close range of this adversary deals X damage to a creature, you can mark a Stress to make a standard attack against that same creature. On a success, combine the damage.

Momentum - Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.

PASSIVES

Horde (X) - Passive: When the Horde has marked half or more of their HP, their standard attack deals X damage instead.

Minion (X) - Passive: This adversary is defeated when they take any damage. For every X damage a PC deals to this adversary, defeat an additional Minion within range the attack would succeed against.

Relentless (X) - Passive: This adversary can be spotlighted up to X times per GM turn. Spend Fear as usual to spotlight them.

Slow - Passive: When you spotlight this adversary and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight this adversary and they have a token on their stat block, clear the token and they can act.

Arcane Form - Passive: This adversary is resistant to magic damage.

Armored Carapace - Passive: When this adversary takes physical damage, reduce it by X.

FEAR FEATURES

Explosion - Action: Spend a Fear to erupt in a fiery explosion. Make an attack against all targets within Close range. Targets the adversary succeeds against take 1d8 magic damage and are knocked back to Far range.

BUILDING BALANCED ENCOUNTERS

When planning a battle, start with [(3 x the number of PCs in combat) + 2] Battle Points and make the following adjustments:

Then spend your Battle Points to add an adversary to the encounter:

DEFEATED ADVERSARIES

When an adversary marks their last Hit Point, they are defeated: incapacitated, tied up, routed, killed, or anything else the table decides makes sense.

ADVERSARY STAT BLOCK BENCHMARKS

ADVERSARY STATISTIC

TIER 1

TIER 2

TIER 3

TIER 4

Attack Modifier

+1

+2

+3

+4

Damage Dice

1d6+2 to 1d12+4

2d6+3 to 2d12+4

3d8+3 to 3d12+5

4d8+10 to 4d12+15

Difficulty

11

14

17

20

Damage Thresholds

Major 7/Severe 12

Major 10/Severe 20

Major 20/Severe 32

Major 25/Severe 45

ADVERSARIES BY TIER

This section contains the following stat blocks:

TIER 1 (LEVEL 1)

TIER 2 (LEVELS 2–4)

TIER 3 (LEVELS 5–7)

TIER 4 (LEVELS 8–10)

USING ENVIRONMENTS

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

ENVIRONMENT STAT BLOCK

Each environment’s stat block presents their necessary mechanical statistics:

NAME

The unique name of the environment stat block.

TIER

The PC tier the environment is designed to challenge.

TYPE

The type of scene it most easily supports:

DESCRIPTION

An evocative one-line summary of the environment.

IMPULSES

The manner or mode with which the environment pushs and pulls the people within them.

DIFFICULTY

The standard Difficulty for action rolls made to overcome, oppose, or resist the environment or its elements.

POTENTIAL ADVERSARIES

Suggested adversaries that might appear in scenes within the environment.

FEATURES

Features provide inspiration for GM moves you can use that represent the dynamic landscape or situation.

FEATURE QUESTIONS

Prompts for plot hooks, narrative engines, and connections to other story elements.

ADAPTING ENVIRONMENTS

Sometimes you want to use an environment but it’s at the wrong tier for your party. Or you might want to replace a feature or two, then present it as an entirely different environment. Whether planning your session or even improvising an environment mid-session, you can adjust an existing environment’s stat block to fit the needs of your scene or improvise elements as needed. The environments framework is there to help organize ideas, not to stifle creativity.

When you need to quickly adjust a stat block to a different tier, you can simply replace its existing statistics with those listed on the Environment Statistics by Tier table, using the column that corresponds to your party’s tier.

BENCHMARK STATISTICS FOR ENVIRONMENTS BY TIER

Environment Statistic

Tier 1

Tier 2

Tier 3

Tier 4

Damage Dice

1d6+1 to 1d8+3

2d6+3 to 2d10+2

3d8+3 to 3d10+1

4d8+3 to 4d10+10

Difficulty

11

14

17

20

ENVIRONMENT STAT BLOCKS BY TIER

This section contains the following stat blocks.

@UUID[Compendium.daggerheart.environments.Folder.GQ0VnOLrKBIHR6Us]{TIER 1 (LEVEL 1)}

@UUID[Compendium.daggerheart.environments.Folder.XMeecO3IRvu5ck6F]{TIER 2 (LEVELS 2–4)}

@UUID[Compendium.daggerheart.environments.Folder.MfrIkJK12PAEfbPL]{TIER 3 (LEVELS 5–7)}

@UUID[Compendium.daggerheart.environments.Folder.IKumu5HTLqONLYqb]{TIER 4 (LEVELS 8–10)}

ADDITIONAL GM GUIDANCE

This section provides additional guidance for preparing and running a session of Daggerheart.

STORY BEATS

In storytelling, a beat is a moment that changes the trajectory of the narrative—a shift in the world, a significant action or reaction, an emotional revelation, or an important decision.

Take turns with the players, narrating a beat and then letting them react and carry the scene forward with their own beats.

When preparing for a session, plan in terms of the moments that give shape to each scene or sequence, rather than pre-scripting specific details or exchanges.

PREPARING COMBAT ENCOUNTERS

Build the hurdles the PCs face around the question of “What helps tell the story?” Enemies, environments, and hazards are the tools for heightening tension and creating drama. Ensure that combat is being used to give players more information about the unfolding story, revealing the world, the plot, or the characters.

BATTLES AND NARRATIVE

Dynamic battles create suspense by forcing players to choose between their various objectives, engaging their character’s motivations and weaknesses, and creating the crucible that the players use to forge their characters into legendary heroes. When preparing combat encounters:

SESSION REWARDS

Reward players at the end of a session with:

CRAFTING SCENES

Whenever you start a session, arrive at a new place, or change the situation, tell the players what they need to know by thinking with all of your senses and sharing something unique or unexpected about the fiction.

ENGAGING YOUR PLAYERS

Keep your players engaged by:

@UUID[Compendium.daggerheart.rolltables.RollTable.I5L1dlgxXTNrCCkL]{Table of Random Objectives}

PHASED BATTLES

Make battles by shifting the nature of its enemies or environment mid-combat:

USING DOWNTIME

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

Empower your players to frame their own downtime scenes.

Ask the players what it looks like as they tend to their wounds or unwind together, encouraging them to take the reins and work with other players whose characters are involved

PROJECTS DURING DOWNTIME

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

These projects are typically tracked using a Progress Countdown. When deciding the starting value of the countdown, consider the complexity of the project, the availability of relevant tools, and the impact of the project on the story.

Simple projects advance their countdown each time a player uses the Work on a Project move, but complex projects require a roll.

EXTENDED DOWNTIME

When you fast-forward the story across an extended period, use montages to illustrate the passage of time. You gain 1d6 Fear per PC and advance any long-term countdowns as appropriate.

CAMPAIGN FRAMES

A campaign frame provides inspiration, tools, and mechanics to support a particular type of story at the table.

Every campaign frame has a complexity rating that indicates how much its mechanics deviate from or expand upon the Daggerheart core ruleset.

Each campaign frame includes the following sections.

You can find each campaign frame map in the appendix of the core rulebook or at www.daggerheart.com/downloads.

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Layering Goals Other than Attrition into Combat

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Acquire (obtain or steal) an important item or items.

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Capture one or more of the opponents.

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Activate a magical device.

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Frame a character or tarnish their reputation.

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Drive the opponent into a corner or ambush point.

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Stop a magical ritual, legal ceremony, or time-sensitive spell.

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Hold the line—keep the enemy from reaching a specific area or group.

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Plant evidence or a tracking device on a target.

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Secure a specific location ahead of another group’s arrival.

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Harass the opponent to deplete their resources or keep them occupied.

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Destroy a piece of architecture, a statue, a shrine, or a weapon.

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Investigate a situation to confirm or deny existing information.

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