Daggerheart - Copia
Daggerheart - Copia
SRD Writer: Rob Hebert | Technical Editor: Shawn Banerjee | Layout: Matt Paquette & Co. | Producer: Madigan Hunt
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CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
What Is This . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
STARTING A CAMPAIGN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Session Zero . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Setting Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
CHARACTER CREATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
CORE MATERIALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Domains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Ancestries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Communities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
CORE MECHANICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Flow of the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Core Gameplay Loop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
The Spotlight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Turn Order & Action Economy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Making Moves & Taking Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Stress . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Attacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Maps, Range & Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Downtime . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Additional Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Leveling Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Multiclassing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Combat Wheelchair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Loot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Consumables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
RUNNING AN ADVENTURE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
GM Guidance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Core GM Mechanics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Adversaries and Environments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
The Witherwild Campaign Frame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
APPENDIX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Domain Card Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
2 Daggerheart SRD
INTRODUCTION
Welcome to DAGGERHEART, a collaborative fantasy tabletop roleplaying game of incredible
magic and heroic, heartfelt adventure.
THE BASICS one of Daggerheart’s death moves, which normally give you
control of your character’s fate in their final moments. This
kind of consequence should be made clear before the action is
WHAT IS DAGGERHEART? completed, and it should always follow the logic of the world.
Daggerheart is a tabletop roleplaying game for one Game As a narrative-focused game, Daggerheart is not a place
Master (“GM”) and 2-5 players. Each game session lasts about where technical, out-of-context interpretations of the rules are
2-4 hours, and Daggerheart can be played as a one-shot or a encouraged. Everything should flow back to the fiction, and
multi-session campaign of any length. the GM has the authority and responsibility to make rulings
During a session of Daggerheart the GM describes situations, about how rules are applied to underscore that fiction.
narrates events, and controls any adversaries or obstacles
that the Player Characters (“PCs”) encounter. The players, in
turn, roleplay their PCs’ reactions to the scenario presented by
the GM. If the outcome of a player’s action depends on fate or
fortune, the GM calls for an action roll.
When a player makes an action roll, they utilize Duality
Dice—two differently colored 12-sided dice (“d12s”)
representing Hope and Fear. The Duality Dice are rolled,
relevant modifiers are added to the results, and the total is
compared to a Difficulty set by the GM. If the total meets or
beats the Difficulty, the player succeeds. If it’s lower, they fail.
In addition, the situation changes based on which Duality Die
rolls higher, either giving the player helpful Hope tokens or
generating terrifying Fear tokens for the GM.
Daggerheart SRD 3
CHARACTER CREATION
Unless their table chooses to use pre-generated characters, STEP 3
each player creates their own PC by making a series of
Assign Character Traits.
guided choices. Some of these decisions are purely narrative,
Your character has six traits that represent their physical,
meaning they only appear in or affect the game through
mental, and social aptitude:
roleplaying, but others are mechanical choices that affect the
things their PC is able to do and which actions they’re more • Agility (Use it to Sprint, Leap, Maneuver,etc.)
(or less) likely to succeed at when making moves and taking A high Agility means you’re fast on your feet, nimble on
action. difficult terrain, and quick to react to danger. You’ll make
an Agility Roll to scurry up a rope, sprint to cover, or
Note: You can fill in your character’s name, pronouns, and
bound from rooftop to rooftop.
Character Description details at any point of the character
creation process. • Strength (Use it to Lift, Smash, Grapple, etc.)
A high Strength means you’re better at feats that test your
physical prowess and stamina. You’ll make a Strength Roll
STEP 1 to break through a door, lift heavy objects, or hold your
Choose a Class and Subclass. ground against a charging foe.
Classes are role-based archetypes that determine which class • Finesse (Use it to Control, Hide, Tinker, etc.)
features and domain cards a PC gains access to throughout A high Finesse means you’re skilled at tasks that require
the campaign. There are nine classes in this SRD: Bard, Druid, accuracy, stealth, or the utmost control. You’ll make a
Guardian, Ranger, Rogue, Seraph, Sorcerer, Warrior, Wizard. Finesse Roll to use fine tools, escape notice, or strike with
• Select a class and take its corresponding character sheet precision.
and character guide printouts. These sheets are for • Instinct (Use it to Perceive, Sense, Navigate, etc.)
recording your PC’s details; you’ll update and reference A high Instinct means you have a keen sense of your
them throughout the campaign. surroundings and a natural intuition. You’ll make an
• Every class begins with one or more unique class Instinct Roll to sense danger, notice details in the world
feature(s), described at the bottom left of each class’s around you, or track an elusive foe.
character sheet. If your class feature prompts you to make • Presence (Use it to Charm, Perform, Deceive, etc.)
a selection, do so now. A high Presence means you have a strong force of
• Choose a Subclass personality and a facility for social situations. You’ll make
Subclasses further refine a class archetype and reinforce a Presence Roll to plead your case, intimidate a foe, or
its expression by granting access to unique subclass capture the attention of a crowd.
features. Each class comprises two subclasses. Select one • Knowledge (Use it to Recall, Analyze, Comprehend, etc.)
of your class’s subclasses and take its Foundation card. A high Knowledge means you know information others
don’t and understand how to apply your mind through
STEP 2 deduction and inference. You’ll make a Knowledge Roll
to interpret facts, see the patterns clearly, or remember
Choose Your Heritage. important information.
Your character’s heritage combines two elements: ancestry
and community. When you “roll with a trait,” that trait’s modifier is added to
the roll’s total. Assign the modifiers +2, +1, +1, +0, +0, -1 to
• A character’s ancestry represents their species or lineage; your character’s traits in any order you wish.
it grants them certain physical traits and two unique
ancestry features. Take the card for one of the following
ancestries, then write its name in the Heritage field of your
STEP 4
character sheet: Clank, Drakona, Dwarf, Elf, Faerie, Faun, Record Additional Character Information.
Firbolg, Fungril, Galapa, Giant, Goblin, Halfling, Human,
• Characters start a new campaign at Level 1. Record your
Infernis, Katari, Orc, Ribbet, Simiah. To create a Mixed
level in the designated space at the top of your character
Ancestry, take the top (first-listed) ancestry feature from
sheet.
one ancestry and the bottom (second-listed) ancestry
feature from another. • Evasion represents your character’s ability to avoid
damage. Your character’s starting Evasion is determined
• Your character’s community represents their culture
by their class and appears directly beneath the Evasion
or environment of origin and grants them a community
field on your character sheet; copy this number into the
feature. Take the card for one of the following
Evasion field.
communities, then write its name in the Heritage field of
your character sheet: Highborne, Loreborne, Orderborne, • Hit Points (HP) are an abstract measure of your physical
Ridgeborne, Seaborne, Slyborne, Underborne, health. Your starting HP is determined by your class and is
Wanderborne, Wildborne. recorded on your character sheet.
4 Daggerheart SRD
• Stress reflects your ability to withstand the mental and STEP 6
emotional strain of dangerous situations and physical
exertion. Every PC starts with 6 Stress slots. Create Your Background.
Develop your character’s background by answering the
• Hope is a metacurrency that fuels special moves and
background questions in your character guide, modifying or
certain abilities or features. All PCs start with 2 Hope;
replacing them if they don’t fit the character you want to play.
mark these in the Hope field of your character sheet.
Note: Your background has no explicit mechanical effect,
STEP 5 but it greatly affects the character you’ll play and the prep
the GM will do. Throughout character creation, you can
Choose Your Starting Equipment adjust choices you made in earlier steps to better reflect this
Choose your weapon(s): background as your character takes shape. If you wish, you
can leave your character’s past more ambiguous for the time
• Select from the Tier 1 Weapon Tables. Either a two- being and discover their backstory through play.
handed primary weapon or a one-handed primary
weapon and a one-handed secondary weapon.Then equip
your selection by recording it in the Active Weapon field of STEP 7
your character sheet. Create Your Experiences.
• At Level 1, your Proficiency is 1; write this number in the An Experience is a word or phrase used to encapsulate a
Proficiency field on your character sheet, then calculate specific set of skills, personality traits, or aptitudes your
and record your damage roll by combining your Proficiency character has acquired over the course of their life. When your
value with your equipped weapon(s) damage dice. PC makes a move, they can spend a Hope to add a relevant
Example: If your Proficiency is 1 and your weapon’s damage Experience’s modifier to the action roll.
dice is d6+1, your damage roll is 1d6+1. Proficiency only
• Your PC gets two Experiences at character creation, each
determines how many damage dice you roll, and does not
with a +2 modifier.
affect any flat damage modifiers.
• There’s no set list of Experiences to choose from, but an
Choose and equip one set of armor from the Tier 1 Armor Experience can’t be too broadly applicable and it can’t
Table, then record its details in the Active Armor field of your grant your character specific mechanical benefits, such as
character sheet. magic spells or special abilities. For example, “Lucky” and
• Add your character’s level to your equipped armor’s Base “Highly Skilled” are too broad, because they could be applied
Thresholds and record the total for both numbers in the to virtually any roll. Likewise, “Supersonic Flight” and
corresponding fields. At character creation, your level is 1. “Invulnerable” imply game-breaking special abilities.
• Record your Armor Score in the field at the top left of
your character sheet. Your Armor Score is equal to your EXAMPLE EXPERIENCES
equipped armor’s Base Score plus any permanent bonuses
your character has to their Armor Score from other Backgrounds: Assassin, Blacksmith, Bodyguard, Bounty
abilities, features, or effects. Hunter, Chef to the Royal Family, Circus Performer,
Con Artist, Fallen Monarch, Field Medic, High Priestess,
Add the following items to the Inventory fields on your Merchant, Noble, Pirate, Politician, Runaway, Scholar,
character sheet: Sellsword, Soldier, Storyteller, Thief, World Traveler
• A torch, 50 feet of rope, basic supplies, and a handful Characteristics: Affable, Battle-Hardened, Bookworm,
of gold (mark one box in the left-hand column of your Charming, Cowardly, Friend to All, Helpful, Intimidating
character sheet titled “Gold > Handfuls”) Presence, Leader, Lone Wolf, Loyal, Observant, Prankster,
• EITHER a Minor Health Potion (clear 1d4 Hit Points) OR a Silver Tongue, Sticky Fingers, Stubborn to a Fault, Survivor,
Minor Stamina Potion (clear 1d4 Stress) Young and Naive
• One of the class-specific items listed on your character Specialties: Acrobat, Gambler, Healer, Inventor, Magical
guide Historian, Mapmaker, Master of Disguise, Navigator,
• If applicable, whichever class-specific item you selected to Sharpshooter, Survivalist, Swashbuckler, Tactician
carry your spells Skills: Animal Whisperer, Barter, Deadly Aim, Fast
• Any other GM-approved items you’d like to have at the Learner, Incredible Strength, Liar, Light Feet, Negotiator,
start of the game Photographic Memory, Quick Hands, Repair, Scavenger,
Tracker
Phrases: Catch Me If You Can, Fake It Till You Make It, First
Time’s the Charm, Hold the Line, I Won’t Let You Down,
I’ll Catch You, I’ve Got Your Back, Knowledge Is Power,
Nature’s Friend, Never Again, No One Left Behind, Pick on
Someone Your Own Size, The Show Must Go On, This Is
Not a Negotiation, Wolf in Sheep’s Clothing
Daggerheart SRD 5
STEP 8
Choose Domain Cards.
Your class has access to two of the nine Domains included in
the core set. Choose two cards from your class’s domains,
which are listed in the upper left of your character sheet. You
can take one card from each domain or two from a single
domain, whichever you prefer.
STEP 9
Create Your Connections.
Connections are the relationships between the PCs. To create
connections, follow these steps:
• Go around the table and have each player describe their
characters to one another—at a minimum, their name,
pronouns, character description, experiences, and the
answers to their background questions.
• Discuss potential connections between the PCs using the
questions included in the “Connections” section of your
character guide as inspiration.
• Suggest at least one connection between your character
and each other player’s PC. Accept any suggested
connections you want to explore, reject any you don’t.
6 Daggerheart SRD
CORE MATERIALS
DOMAINS MIDNIGHT
The Daggerheart core set includes 9 Domain Decks, each Midnight is the domain of shadows and secrecy. Whether
comprising a collection of cards granting features or special by clever tricks, deft magic, or the cloak of night, those who
abilities expressing a particular theme. channel these forces practice the art of obscurity and can
uncover sequestered treasures. Midnight offers practitioners
The 9 Domains are: the power to control and create enigmas. The Midnight
domain can be access by the Rogue and Sorcerer classes.
ARCANA
Arcana is the domain of innate and instinctual magic. Those SAGE
who choose this path tap into the raw, enigmatic forces of the Sage is the domain of the natural world. Those who walk
realms to manipulate both their own energy and the elements. this path tap into the unfettered power of the earth and its
Arcana offers wielders a volatile power, but it is incredibly creatures to unleash raw magic. Sage grants its adherents
potent when correctly channeled. The Arcana domain can be the vitality of a blooming flower and the ferocity of a ravenous
accessed by the Druid and Sorcerer classes. predator. The Sage domain can be accessed by the Druid and
Ranger classes.
BLADE
Blade is the domain of weapon mastery. Whether by steel, SPLENDOR
bow, or perhaps a more specialized arm, those who follow this Splendor is the domain of life. Through this magic, followers
path have the skill to cut short the lives of others. Wielders of gain the ability to heal and, to an extent, control death.
Blade dedicate themselves to achieving inexorable power over Splendor offers its disciples the magnificent ability to both
death. The Blade domain can be accessed by the Guardian give and end life. The Splendor domain can be accessed by the
and Warrior classes. Seraph and Wizard classes.
BONE VALOR
Bone is the domain of tactics and the body. Practitioners Valor is the domain of protection. Whether through attack or
of this domain have an uncanny control over their own defense, those who choose this discipline channel formidable
physical abilities and an eye for predicting the behaviors of strength to protect their allies in battle. Valor offers great
others in combat. Adherents to Bone gain an unparalleled power to those who raise their shields in defense of others.
understanding of bodies and their movements. The Bone The Valor domain can be accessed by the Guardian and
domain can be accessed by the Ranger & Warrior classes. Seraph classes.
CODEX
Class Domains
Codex is the domain of intensive magical study. Those who
seek magical knowledge turn to the equations of power Each class grants access to two domains:
recorded in books, written on scrolls, etched into walls, or • Bard: Codex & Grace
tattooed on bodies. Codex offers a commanding and versatile
• Druid: Arcana & Sage
understanding of magic to devotees who pursue knowledge
beyond the boundaries of common wisdom. The Codex • Guardian: Blade & Valor
domain can be accessed by the Bard and Wizard classes. • Ranger: Bone & Sage
• Rogue: Grace & Midnight
GRACE • Seraph: Splendor & Valor
Grace is the domain of charisma. Through rapturous • Sorcerer: Arcana & Midnight
storytelling, charming spells, or a shroud of lies, those who • Warrior: Blade & Bone
channel this power define the realities of their adversaries,
• Wizard: Codex & Splendor
bending perception to their will. Grace offers its wielders raw
magnetism and mastery over language. The Grace domain can PCs acquire two 1st-level domain cards at character creation
be accessed by the Bard and Rogue classes and an additional domain card at or below their level each time
they level up.
Daggerheart SRD 7
DOMAIN CARDS card’s Recall Cost (located in the top right of the card next to
the lightning bolt symbol). If your loadout is already full, you
Each domain card provides one or more features your PC must also move a card from your loadout to your vault to make
can utilize during their adventures. Some domain cards space, though you can do this at no cost.
provide moves you can make, such as a unique attack or a
spell. Others offer passive effects, new downtime or social When you gain a new domain card at level-up, you can
encounter abilities, or one-time benefits. immediately move it into your loadout for free. If your loadout
is already full, you must also move a card from your loadout to
DOMAIN CARD ANATOMY your vault to make space.
CLASSES
domains.
Recall Cost
The number and lightning bolt in the top right of the card A class is a role-based archetype that determines a PC’s:
shows its Recall Cost. This is the amount of Stress a player • Access to Domains: Each class grants access to two
must mark to swap this card from their vault with a card domains; players choose cards from these domains during
from their loadout. character creation and when leveling up.
Note: A player can swap domain cards during downtime • Starting Evasion and Hit Points (HP)
without paying the domain card’s Recall Cost. • Starting Items
Title • Class Feature(s)
The name of the card. • Class Hope Feature, a class feature that costs 3 Hope to
Type activate.
The card’s type is listed in the center above the title. There There are 9 classes in the Daggerheart core materials: Bard,
are three types of domain cards: abilities, spells, and Druid, Guardian, Ranger, Rogue, Seraph, Sorcerer, Warrior,
grimoires. Abilities are typically non-magical in nature, and Wizard.
while spells are magical. Grimoires are unique to the Codex
domain and grant access to a collection of less potent
spells. Some game mechanics only apply to certain types
SUBCLASSES
of cards. Each class is divided into two subclasses, each of which
further defines and highlights one aspect of its class
Feature archetype. Your chosen subclass grants the following:
The text on the bottom half of the card describes its
feature(s), including any special rules you need to follow • Spellcast Trait: the trait used on all Spellcast rolls.
when you use that card. • Foundation Feature: a unique starting feature that
establishes the identity and strengths of the subclass.
LOADOUT & VAULT • Specialization Feature: an advanced feature that can be
Your loadout is the set of acquired domain cards whose gained on level up. For some subclasses, the specialization
effects your PC can use during play. You can have up to feature grants a new ability; for others, it expands or
5 domain cards in your loadout at one time. Once you’ve enhances a feature you already acquired through a class or
acquired six or more domain cards, you must choose five to subclass.
keep in your loadout; the rest are considered to be in your • Mastery Feature: The mastery feature is a subclass’s most
vault. Vault cards are inactive and do not influence play powerful feature, which can be gained at higher levels.
For some subclasses, the mastery feature unlocks an
Note: Your subclass, ancestry, and community cards don’t
extraordinary new ability; for others, it’s the impressive
count toward your loadout or vault and are always active and
culmination of their subclass’s core feature.
available.
The Daggerheart core set includes cards detailing each
At the start of a rest, before using downtime moves, you can foundation, specialization, and mastery feature. When you
freely move cards between your loadout and your vault, so acquire one of these features, take its card for use as a
long as your loadout doesn’t exceed its five-card maximum. reference during play.
To move a card from your vault to your loadout at any other
time, you must mark a number of Stress equal to the vaulted
8 Daggerheart SRD
BARD BARD SUBCLASSES
Choose either the Troubadour or Wordsmith subclass.
Bards are the most charismatic people in all the realms.
Members of this class are masters of captivation and
specialize in a variety of performance types, including singing, TROUBADOUR
playing musical instruments, weaving tales, or telling jokes. Play the Troubadour if you want to play music to bolster your
Whether performing for an audience or speaking to an allies.
individual, bards thrive in social situations. Members of this
profession bond and train at schools or guilds, but a current SPELLCAST TRAIT
of egotism runs through those of the bardic persuasion. While
they may be the most likely class to bring people together, a Presence
bard of ill temper can just as easily tear a party apart.
FOUNDATION FEATURE
Gifted Performer: You can play three different types of
DOMAINS - Grace & Codex songs, once each per long rest; describe how you perform
for others to gain the listed benefit:
STARTING EVASION - 10 • Relaxing Song: You and all allies within Close range clear
a Hit Point.
STARTING HIT POINTS - 5
• Epic Song: Make a target within Close range temporarily
CLASS ITEMS - A romance novel or a letter never opened Vulnerable.
• Heartbreaking Song: You and all allies within Close
range gain a Hope.
BARD’S HOPE FEATURE
SPECIALIZATION FEATURE
Make a Scene: Spend 3 Hope to temporarily Distract a
target within Close range, giving them a -2 penalty to their Maestro. Your rallying songs steel the courage of those
Difficulty. who listen. When you give a Rally Die to an ally, they can
gain a Hope or clear a Stress.
CLASS FEATURE
MASTERY FEATURE
Rally: Once per session, describe how you rally the party
and give yourself and each of your allies a Rally Die. At level Virtuoso. You are among the greatest of your craft and your
1, your Rally Die is a d6. A PC can spend their Rally Die to skill is boundless. You can perform each of your “Gifted
roll it, adding the result to their action roll, reaction roll, Performer” feature’s songs twice per long rest.
damage roll, or to clear a number of Stress equal to the
result. At the end of each session, clear all unspent Rally
Dice. At level 5, your Rally Die increases to a d8. WORDSMITH
Play the Wordsmith if you want to use clever wordplay and
captivate crowds.
SPELLCAST TRAIT
Presence
FOUNDATION FEATURES
Rousing Speech: Once per long rest, you can give a
heartfelt, inspiring speech. All allies within Far range clear
2 Stress.
Heart of a Poet: After you make an action roll to impress,
persuade, or offend someone, you can spend a Hope to
add a d4 to the roll.
Daggerheart SRD 9
SPECIALIZATION FEATURE DRUID
Eloquent. Your moving words boost morale. Once per
session, when you encourage an ally, you can do one of the Becoming a druid is more than an occupation; it’s a calling for
following: those who wish to learn from and protect the magic of the
wilderness. While one might underestimate a gentle druid who
• Allow them to find a mundane object or tool they need.
practices the often-quiet work of cultivating flora, druids who
• Help an Ally without spending Hope. channel the untamed forces of nature are terrifying to behold.
• Give them an additional downtime move during their Druids cultivate their abilities in small groups, often connected
next rest. by a specific ethos or locale, but some choose to work alone.
Through years of study and dedication, druids can learn to
MASTERY FEATURE transform into beasts and shape nature itself.
Epic Poetry. Your Rally Die increases to a d10. Additionally,
when you Help an Ally, you can narrate the moment as
if you were writing the tale of their heroism in a memoir. DOMAINS - Sage & Arcana
When you do, roll a d10 as your advantage die.
STARTING EVASION - 10
BACKGROUND QUESTIONS STARTING HIT POINTS - 6
Answer any of the following background questions. You can CLASS ITEMS - A small bag of rocks and bones or a
also create your own questions. strange pendant found in the dirt
• Who from your community taught you to have such
confidence in yourself?
DRUID’S HOPE FEATURE
• You were in love once. Who did you adore, and how
did they hurt you? Evolution: Spend 3 Hope to transform into a Beastform
without marking a Stress. When you do, choose one trait to
• You’ve always looked up to another bard. Who are raise by +1 until you drop out of that Beastform.
they, and why do you idolize them?
CLASS FEATURES
CONNECTIONS
Beastform: Mark a Stress to magically transform into a
Ask your fellow players one of the following questions for creature of your tier or lower from the Beastform list. You
their character to answer, or create your own questions. can drop out of this form at any time. While transformed,
you can’t use weapons or cast spells from domain cards,
• What made you realize we were going to be such
but you can still use other features or abilities you have
good friends?
access to. Spells you cast before you transform stay
• What do I do that annoys you? active and last for their normal duration, and you can talk
and communicate as normal. Additionally, you gain the
• Why do you grab my hand at night? Beastform’s features, add their Evasion bonus to your
Evasion, and use the trait specified in their statistics for
your attack. While you’re in a Beastform, your armor
becomes part of your body and you mark Armor Slots as
usual; when you drop out of a Beastform, those marked
Armor Slots remain marked. If you mark your last Hit Point,
you automatically drop out of this form.
Wildtouch: You can perform harmless, subtle effects that
involve nature—such as causing a flower to rapidly grow,
summoning a slight gust of wind, or starting a campfire—
at will.
10 Daggerheart SRD
DRUID SUBCLASSES WARDEN OF RENEWAL
Choose either the Warden of the Elements or Warden of Play the Warden of Renewal if you want to use powerful magic
Renewal subclass. to heal your party.
SPELLCAST TRAIT
WARDEN OF THE ELEMENTS
Instinct
Play the Warden of the Elements if you want to embody the
natural elements of the wild. FOUNDATION FEATURES
SPELLCAST TRAIT Clarity of Nature: Once per long rest, you can create a
space of natural serenity within Close range. When you
Instinct spend a few minutes resting within the space, clear Stress
equal to your Instinct, distributed as you choose between
FOUNDATION FEATURE you and your allies.
Elemental Incarnation: Mark a Stress to Channel one of the Regeneration: Touch a creature and spend 3 Hope. That
following elements until you take Severe damage or until creature clears 1d4 Hit Points.
your next rest:
• Fire: When an adversary within Melee range deals SPECIALIZATION FEATURES
damage to you, they take 1d10 magic damage. Regenerative Reach: You can target creatures within Very
• Earth: Gain a bonus to your damage thresholds equal to Close range with your “Regeneration” feature.
your Proficiency. Warden’s Protection: Once per long rest, spend 2 Hope to
• Water: When you deal damage to an adversary within clear 2 Hit Points on 1d4 allies within Close range.
Melee range, all other adversaries within Very Close
range must mark a Stress. MASTERY FEATURE
• Air: You can hover, gaining advantage on Agility Rolls.
Defender: Your animal transformation embodies a healing
SPECIALIZATION FEATURE guardian spirit. When you’re in Beastform and an ally within
Close range marks 2 or more Hit Points, you can mark a
Elemental Aura: Once per rest while Channeling, you can Stress to reduce the number of Hit Points they mark by 1.
assume an aura matching your element. The aura affects
targets within Close range until your Channeling ends.
BACKGROUND QUESTIONS
• Fire: When an adversary marks 1 or more Hit Points,
they must also mark a Stress. Answer any of the following background questions. You can
• Earth: Your allies gain a +1 bonus to Strength. also create your own questions.
• Water: When an adversary deals damage to you, you • Why was the community you grew up in so reliant on
can mark a Stress to move them anywhere within Very nature and its creatures?
Close range of where they are.
• Who was the first wild animal you bonded with? Why
• Air: When you or an ally takes damage from an attack
did your bond end?
beyond Melee range, reduce the damage by 1d8.
• Who has been trying to hunt you down? What do
MASTERY FEATURE they want from you?
Elemental Dominion: You further embody your element.
While Channeling, you gain the following benefit: CONNECTIONS
• Fire: You gain a +1 bonus to your Proficiency for attacks Ask your fellow players one of the following questions for
and spells that deal damage. their character to answer, or create your own questions.
• Earth: When you would mark Hit Points, roll a d6 per Hit • What did you confide in me that makes me leap into
Point marked. For each result of 6, reduce the number danger for you every time?
of Hit Points you mark by 1.
• What animal do I say you remind me of?
• Water: When an attack against you succeeds, you
can mark a Stress to make the attacker temporarily • What affectionate nickname have you given me?
Vulnerable.
• Air: You gain a +1 bonus to your Evasion and can fly.
Daggerheart SRD 11
BEASTFORM OPTIONS HOUSEHOLD FRIEND
When you use your “Beastform” feature, choose a creature (Cat, Dog, Rabbit, etc.)
category of your tier or lower. At the GM’s discretion, you can Instinct +1 | Evasion +2
describe yourself transforming into any animal that reasonably Melee Instinct d6 phy
fits into that category.
Gain advantage on: climb, locate, protect
Beastform categories are divided by tier. Each entry includes
the following details: Companion: When you Help an Ally, you can roll a d8 as your
advantage die.
• Creature Category: Each category’s name describes the
common role or behavior of creatures in that category Fragile: When you take Major or greater damage, you drop out
(such as Agile Scout). This name is followed by a few of Beastform.
examples of animals that fit in that category (in this
example, fox, mouse, and weasel). NIMBLE GRAZER
• Character Trait: While transformed, you gain a bonus to (Deer, Gazelle, Goat, etc.)
the listed trait. For example, while transformed into an
Agile Scout, you gain a +1 bonus to your Agility. When this Agility +1 | Evasion +3
form drops, you lose this bonus. Melee Agility d6 phy
• Attack Rolls: When you make an attack while transformed, Gain advantage on: leap, sneak, sprint
you use the creature’s listed range, trait, and damage dice,
Elusive Prey: When an attack roll against you would succeed,
but you use your Proficiency. For example, as an Agile
you can mark a Stress and roll a d4. Add the result to your
Scout, you can attack a target within Melee range using
Evasion against this attack.
your Agility. On a success, you deal d4 physical damage
using your Proficiency. Fragile: When you take Major or greater damage, you drop out
• Evasion: While transformed, you add the creature’s of Beastform.
Evasion bonus to your normal Evasion. For example, if your PACK PREDATOR
Evasion is usually 8 and your Beastform says “Evasion +2,”
your Evasion becomes 10 while you’re in that form. (Coyote, Hyena, Wolf, etc.)
• Advantages: Your form makes you especially suited to Strength +2 | Evasion +1
certain actions. When you make an action or reaction Melee Strength d8+2 phy
roll related to one of the verbs listed for that creature
Gain advantage on: attack, sprint, track
category, you gain advantage on that roll. For example,
an Agile Scout gains advantage on rolls made to sneak Hobbling Strike: When you succeed on an attack against a
around, search for objects or creatures, and related target within Melee range, you can mark a Stress to make the
activities. target temporarily Vulnerable.
• Features: Each form includes unique features. For Pack Hunting: When you succeed on an attack against the
example, an Agile Scout excels at silent, dexterous same target as an ally who acts immediately before you, add a
movement—but they’re also fragile, making you more d8 to your damage roll.
likely to drop out of Beastform.
AQUATIC SCOUT
TIER 1 (Eel, Fish, Octopus, etc.)
Agility +1 | Evasion +2
AGILE SCOUT Melee Agility d4 phy
(Fox, Mouse, Weasel, etc.) Gain advantage on: navigate, sneak, swim
Agility +1 | Evasion +2 Aquatic: You can breathe and move naturally underwater.
Melee Agility d4 phy
Fragile: When you take Major or greater damage, you drop out
Gain advantage on: deceive, locate, sneak of Beastform.
Agile: Your movement is silent, and you can spend a Hope to
move up to Far range without rolling.
Fragile: When you take Major or greater damage, you drop out
of Beastform.
12 Daggerheart SRD
STALKING ARACHNID MIGHTY STRIDER
(Tarantula, Wolf Spider, etc.) (Camel, Horse, Zebra, etc.)
Finesse +1 | Evasion +2 Agility +1 | Evasion +2
Melee Finesse d6+1 phy Melee Agility d8+1 phy
Gain advantage on: attack, climb, sneak Gain advantage on: leap, navigate, sprint
Venomous Bite: When you succeed on an attack against a Carrier: You can carry up to two willing allies with you when
target within Melee range, the target becomes temporarily you move.
Poisoned. A Poisoned creature takes 1d10 direct physical
Trample: Mark a Stress to move up to Close range in a
damage each time they act.
straight line and make an attack against all targets within
Webslinger: You can create a strong web material useful for Melee range of the line. Targets you succeed against take
both adventuring and battle. The web is resilient enough to d8+1 physical damage using your Proficiency and are
support one creature. You can temporarily Restrain a target temporarily Vulnerable.
within Close range by succeeding on a Finesse Roll against
them. STRIKING SERPENT
(Cobra, Rattlesnake, Viper, etc.)
TIER 2 Finesse +1 | Evasion +2
Very Close Finesse d8+4 phy
ARMORED SENTRY Gain advantage on: climb, deceive, sprint
(Armadillo, Pangolin, Turtle, etc.) Venomous Strike: Make an attack against any number of
targets within Very Close range. On a success, a target
Strength +1 | Evasion +1
is temporarily Poisoned. A Poisoned creature takes 1d10
Melee Strength d8+2 phy
physical direct damage each time they act.
Gain advantage on: dig, locate, protect
Warning Hiss: Mark a Stress to force any number of targets
Armored Shell: Your hardened exterior gives you resistance to within Melee range to move back to Very Close range.
physical damage. Additionally, mark an Armor Slot to retract
into your shell. While in your shell, physical damage is reduced POUNCING PREDATOR
by a number equal to your Armor Score (after applying
(Cheetah, Lion, Panther, etc.)
resistance), but you can’t perform other actions without
leaving this form. Instinct +1 | Evasion +3
Melee Instinct d8+6 phy
Cannonball: Mark a Stress to allow an ally to throw or launch
you at an adversary. To do so, the ally makes an attack roll Gain advantage on: attack, climb, sneak
using Agility or Strength (their choice) against a target within
Fleet: Spend a Hope to move up to Far range without rolling.
Close range. On a success, the adversary takes d12+2 physical
damage using the thrower’s Proficiency. You can spend a Takedown: Mark a Stress to move into Melee range of a target
Hope to target an additional adversary within Very Close and make an attack roll against them. On a success, you gain
range of the first. The second target takes half the damage a +2 bonus to your Proficiency for this attack and the target
dealt to the first target. must mark a Stress.
POWERFUL BEAST
WINGED BEAST
(Bear, Bull, Moose, etc.)
(Hawk, Owl, Raven, etc.)
Strength +1 | Evasion +3
Finesse +1 | Evasion +3
Melee Strength d10+4 phy
Melee Finesse d4+2 phy
Gain advantage on: navigate, protect, scare
Gain advantage on: deceive, locate, scare
Rampage: When you roll a 1 on a damage die, you can roll a
Bird’s-Eye View: You can fly at will. Once per rest while you
d10 and add the result to the damage roll. Additionally, before
are airborne, you can ask the GM a question about the scene
you make an attack roll, you can mark a Stress to gain a +1
below you without needing to roll. The first time a character
bonus to your Proficiency for that attack.
makes a roll to act on this information, they gain advantage on
Thick Hide: You gain a +2 bonus to your damage thresholds. the roll.
Hollow Bones: You gain a −2 penalty to your damage
thresholds.
Daggerheart SRD 13
TIER 3 LEGENDARY BEAST
(Upgraded Tier 1 Options)
GREAT PREDATOR Evolved: Pick a Tier 1 Beastform option and become a larger,
(Dire Wolf, Velociraptor, Sabertooth Tiger, etc.) more powerful version of that creature. While you’re in this
form, you retain all traits and features from the original form
Strength +2 | Evasion +2 and gain the following bonuses:
Melee Strength d12+8 phy
• A +6 bonus to damage rolls
Gain advantage on: attack, sneak, sprint • A +1 bonus to the trait used
Carrier: You can carry up to two willing allies with you when • by this form
you move. • A +2 bonus to Evasion
Vicious Maul: When you succeed on an attack against a target,
you can spend a Hope to make them temporarily Vulnerable LEGENDARY HYBRID
and gain a +1 bonus to your Proficiency for this attack. (Griffon, Sphinx, etc.)
Gain advantage on: attack, swim, track Devastating Strikes: When you deal Severe damage to a target
within Melee range, you can mark a Stress to force them to
Aquatic: You can breathe and move naturally underwater. mark an additional Hit Point.
Vicious Maul: When you succeed on an attack against a target, Massive Stride: You can move up to Far range without rolling.
you can spend a Hope to make them Vulnerable and gain a +1 You ignore rough terain (at the GM’s discretion) due to your
bonus to your Proficiency for this attack. size.
14 Daggerheart SRD
MYTHIC AERIAL HUNTER GUARDIAN
(Dragon, Pterodactyl, Roc, Wyvern, etc.)
The title of guardian represents an array of martial
Finesse +3 | Evasion +4
professions, speaking more to their moral compass and
Melee Finesse d10+11 phy
unshakeable fortitude than the means by which they fight.
Gain advantage on: attack, deceive, locate, navigate While many guardians join groups of militants for either a
country or cause, they’re more likely to follow those few they
Carrier: You can carry up to three willing allies with you when
truly care for, majority be damned. Guardians are known for
you move.
fighting with remarkable ferocity even against overwhelming
Deadly Raptor: You can fly at will and move up to Far range odds, defending their cohort above all else. Woe betide those
as part of your action. When you move in a straight line into who harm the ally of a guardian, as the guardian will answer
Melee range of a target from at least Close range and make an this injury in kind.
attack against that target in the same action, you can reroll all
damage dice that rolled a result lower than your Proficiency.
DOMAINS - Valor and Blade
EPIC AQUATIC BEAST
(Giant Squid, Whale, etc.) STARTING EVASION - 9
Agility +3 | Evasion +3 STARTING HIT POINTS - 7
Melee Agility d10+10 phy
CLASS ITEMS - A totem from your mentor or a secret key
Gain advantage on: locate, protect, scare, track
Ocean Master: You can breathe and move naturally
underwater. When you succeed on an attack against a target GUARDIAN’S HOPE FEATURE
within Melee range, you can temporarily Restrain them.
Frontline Tank: Spend 3 Hope to clear 2 Armor Slots.
Unyielding: When you would mark an Armor Slot, roll a d6. On
a result of 5 or higher, reduce the severity by one threshold CLASS FEATURE
without marking an Armor Slot.
Unstoppable: Once per long rest, you can become
MYTHIC BEAST Unstoppable. You gain an Unstoppable Die. At level 1, your
Unstoppable Die is a d4. Place it on your character sheet
(Upgraded Tier 1 or Tier 2 Options)
in the space provided, starting with the 1 value facing up.
Evolved: Pick a Tier 1 or Tier 2 Beastform option and become After you make a damage roll that deals 1 or more Hit
a larger, more powerful version of that creature. While you’re Points to a target, increase the Unstoppable Die value by
in this form, you retain all traits and features from the original one. When the die’s value would exceed its maximum value
form and gain the following bonuses: or when the scene ends, remove the die and drop out of
Unstoppable. At level 5, your Unstoppable Die increases to
• A +9 bonus to damage rolls
a d6.
• A +2 bonus to the trait used by this form
While Unstoppable, you gain the following benefits:
• A +3 bonus to Evasion
• Your damage die increases by one size (d6 becomes d8, d8 • You reduce the severity of physical damage by one
becomes d10, etc.) threshold (Severe to Major, Major to Minor, Minor to
None).
MYTHIC HYBRID • You add the current value of the Unstoppable Die to
(Chimera, Cockatrice, Manticore, etc.) your damage roll.
• You can’t be Restrained or Vulnerable.
Strength +3 | Evasion +2
Strength Melee d12+10 phy Tip: If your Unstoppable Die is a d4 and the 4 is
Hybrid Features: To transform into this creature, mark 2 currently facing up, you remove the die the next time
additional Stress. Choose any three Beastform options from you would increase it. However, if your Unstoppable Die
Tiers 1-3. Choose a total of five advantages and three features has increased to a d6 and the 4 is currently facing up,
from those options. you’ll turn it to 5 the next time you would increase it. In
this case, you’ll remove the die after you would need to
increase it higher than 6.
Daggerheart SRD 15
GUARDIAN SUBCLASSES BACKGROUND QUESTIONS
Choose either the Stalwart or Vengeance subclass. Answer any of the following background questions. You can
also create your own questions.
Unwavering: Gain a permanent +1 bonus to your damage • You consider an aspect of yourself to be a weakness.
thresholds. What is it, and how has it affected you?
Iron Will: When you take physical damage, you can mark an CONNECTIONS
additional Armor Slot to reduce the severity.
Ask your fellow players one of the following questions for
SPECIALIZATION FEATURES their character to answer, or create your own questions.
Unrelenting: Gain a permanent +2 bonus to your damage • How did I save your life the first time we met?
thresholds.
• What small gift did you give me that you notice I
Partners-in-Arms: When an ally within Very Close range always carry with me?
takes damage, you can mark an Armor Slot to reduce the
• What lie have you told me about yourself that I
severity by one threshold.
absolutely believe?
MASTERY FEATURES
Undaunted: Gain a permanent +3 bonus to your damage
thresholds. RANGER
Loyal Protector: When an ally within Close range has 2 or Rangers are highly skilled hunters who, despite their martial
fewer Hit Points and would take damage, you can mark a abilities, rarely lend their skills to an army. Through mastery of
Stress to sprint to their side and take the damage instead. the body and a deep understanding of the wilderness, rangers
become sly tacticians, pursuing their quarry with cunning and
patience. Many rangers track and fight alongside an animal
VENGEANCE companion with whom they’ve forged a powerful spiritual
bond. By honing their skills in the wild, rangers become expert
Play the Vengeance if you want to strike down enemies who
trackers, as likely to ensnare their foes in a trap as they are to
harm you or your allies.
assail them head-on.
FOUNDATION FEATURES
At Ease: Gain an additional Stress slot.
DOMAINS - Bone & Sage
Revenge: When an adversary within Melee range succeeds
on an attack against you, you can mark 2 Stress to force STARTING EVASION - 12
the attacker to mark a Hit Point.
STARTING HIT POINTS - 6
SPECIALIZATION FEATURE CLASS ITEMS - A trophy from your first kill or a seemingly
Act of Reprisal: When an adversary damages an ally within broken compass
Melee range, you gain a +1 bonus to your Proficiency
for the next successful attack you make against that
adversary. RANGER’S HOPE FEATURE
Hold Them Off: Spend 3 Hope when you succeed on an
MASTERY FEATURE
attack with a weapon to use that same roll against two
Nemesis: Spend 2 Hope to Prioritize an adversary until your additional adversaries within range of the attack.
next rest. When you make an attack against your Prioritized
adversary, you can swap the results of your Hope and Fear
Dice. You can only Prioritize one adversary at a time.
16 Daggerheart SRD
CLASS FEATURE WAYFINDER
Ranger’s Focus: Spend a Hope and make an attack against Play the Wayfinder if you want to hunt your prey and strike
a target. On a success, deal your attack’s normal damage with deadly force.
and temporarily make the attack’s target your Focus. Until
this feature ends or you make a different creature your SPELLCAST TRAIT
Focus, you gain the following benefits against your Focus:
Agility
• You know precisely what direction they are in.
• When you deal damage to them, they must mark a FOUNDATION FEATURES
Stress. Ruthless Predator: When you make a damage roll, you
• When you fail an attack against them, you can end your can mark a Stress to gain a +1 bonus to your Proficiency.
Ranger’s Focus feature to reroll your Duality Dice. Additionally, when you deal Severe damage to an
adversary, they must mark a Stress.
RANGER SUBCLASSES Path Forward: When you’re traveling to a place you’ve
Choose either the Beastbound or Wayfinder subclass. previously visited or you carry an object that has been at
the location before, you can identify the shortest, most
direct path to your destination.
BEASTBOUND
Play the Beastbound if you want to form a deep bond with an SPECIALIZATION FEATURE
animal ally. Elusive Predator: When your Focus makes an attack
against you, you gain a +2 bonus to your Evasion against
SPELLCAST TRAIT the attack.
Agility
MASTERY FEATURE
FOUNDATION FEATURE Apex Predator: Before you make an attack roll against your
Companion: You have an animal companion of your choice Focus, you can spend a Hope. On a successful attack, you
(at the GM’s discretion). They stay by your side unless you remove a Fear from the GM’s Fear pool.
tell them otherwise.
Take the Ranger Companion sheet. When you level up your BACKGROUND QUESTIONS
character, choose a level-up option for your companion
from this sheet as well. Answer any of the following background questions. You can
also create your own questions.
SPECIALIZATION FEATURES • A terrible creature hurt your community, and you’ve
Expert Training: Choose an additional level-up option for vowed to hunt them down. What are they, and what
your companion. unique trail or sign do they leave behind?
Battle-Bonded: When an adversary attacks you while • Your first kill almost killed you, too. What was it,
they’re within your companion’s Melee range, you gain a +2 and what part of you was never the same after that
bonus to your Evasion against the attack. event?
• You’ve traveled many dangerous lands, but what is
MASTERY FEATURES the one place you refuse to go?
Advanced Training: Choose two additional level-up options
for your companion. CONNECTIONS
Loyal Friend: Once per long rest, when the damage from an
attack would mark your companion’s last Stress or your last Ask your fellow players one of the following questions for
Hit Point and you’re within Close range of each other, you their character to answer, or create your own questions.
or your companion can rush to the other’s side and take • What friendly competition do we have?
that damage instead.
• Why do you act differently when we’re alone than
when others are around?
• What threat have you asked me to watch for, and
why are you worried about it?
Daggerheart SRD 17
RANGER COMPANION TAKING DAMAGE AS STRESS
• When your companion would take any amount of damage,
When you choose the Beastbound Ranger subclass, take they mark a Stress. When they mark their last Stress,
a companion sheet. This sheet is for tracking important they drop out of the scene (by hiding, fleeing, or a similar
information about your character’s companion and can be action). They remain unavailable until the start of your next
tucked beneath the right side of your character sheet for ease long rest, where they return with 1 Stress cleared.
of viewing.
• When you choose a downtime move that clears Stress
STEP 1: NAME YOUR COMPANION on yourself, your companion clears an equal number of
Stress.
Work with the GM to decide what kind of animal you have
as your companion. Give them a name and add a picture of
them to the companion sheet. LEVELING UP YOUR
COMPANION
STEP 2: WRITE THEIR EVASION When your character levels up, choose one available option
Fill in their Evasion, which starts at 10. for your companion from the following list and mark it on your
sheet:
STEP 3: CHOOSE THEIR COMPANION EXPERIENCE
Create two Experiences for your companion based on their • Intelligent: Your companion gains a permanent +1 bonus
training and the history you have together. to a Companion Experience of your choice.
• Light in the Dark: Use this as an additional Hope slot your
Start with +2 in both Experiences. Whenever you gain a character can mark.
new Experience, your companion also gains one. All new
Experiences start at +2. • Creature Comfort: Once per rest, when you take time
during a quiet moment to give your companion love and
attention, you can gain a Hope or you can both clear a
Example Companion Experiences Stress.
• Armored: When your companion takes damage, you can
Bold Distraction, Expert Climber, Fetch, Friendly, Guardian
mark one of your Armor Slots instead of marking one of
of the Forest, Horrifying, Intimidating, Loyal Until the
their Stress.
End, Navigation, Nimble, Nobody Left Behind, On High
Alert, Protective, Royal Companion, Scout, Service Animal, • Vicious: Increase your companion’s damage dice or range
Trusted Mount, Vigilant, We Always Find Them, You Can’t by one step (d6 to d8, Close to Far, etc.).
Hit What You Can’t Find • Resilient: Your companion gains an additional Stress slot.
• Bonded: When you mark your last Hit Point, your
companion rushes to your side to comfort you. Roll a
STEP 4: CHOOSE THEIR ATTACK AND RECORD number of d6s equal to the unmarked Stress slots they
DAMAGE DIE have and mark them. If any roll a 6, your companion helps
Finally, describe your companion’s method of dealing you up. Clear your last Hit Point and return to the scene.
damage (their standard attack) and record it in the “Attack
• Aware: Your companion gains a permanent +2 bonus to
& Damage” section. At level 1, your companion’s damage
their Evasion.
die is a d6 and their range is Melee.
WORKING WITH
YOUR COMPANION
The following sections will run you through the basics of
working with your companion.
18 Daggerheart SRD
ROGUE ROGUE SUBCLASSES
Rogues are scoundrels, often in both attitude and practice. Choose either the Nightwalker or Syndicate subclass.
Broadly known as liars and thieves, the best among this
class move through the world anonymously. Utilizing their
sharp wits and blades, rogues trick their foes through social NIGHTWALKER
manipulation as easily as breaking locks, climbing through
windows, or dealing underhanded blows. These masters of Play the Nightwalker if you want to manipulate shadows to
magical craft manipulate shadow and movement, adding an maneuver through the environment.
array of useful and deadly tools to their repertoire. Rogues
frequently establish guilds to meet future accomplices, hire SPELLCAST TRAIT
out jobs, and hone secret skills, proving that there’s honor Finesse
among thieves for those who know where to look.
FOUNDATION FEATURE
Shadow Stepper: You can move from shadow to shadow.
DOMAINS - Midnight & Grace When you move into an area of darkness or a shadow cast
by another creature or object, you can mark a Stress to
STARTING EVASION - 12
disappear from where you are and reappear inside another
STARTING HIT POINTS - 6 shadow within Far range. When you reappear, you are
Cloaked.
CLASS ITEMS - A set of forgery tools or a grappling hook
SPECIALIZATION FEATURES
Dark Cloud: Make a Spellcast Roll (15). On a success,
ROGUE’S HOPE FEATURE create a temporary dark cloud that covers any area within
Rogue’s Dodge: Spend 3 Hope to gain a +2 bonus to your Close range. Anyone in this cloud can’t see outside of it,
Evasion until the next time an attack succeeds against you. and anyone outside of it can’t see in. You’re considered
Otherwise, this bonus lasts until your next rest. Cloaked from any adversary for whom the cloud blocks line
of sight.
CLASS FEATURES Adrenaline: While you're Vulnerable, add your level to your
damage rolls.
Cloaked: Any time you would be Hidden, you are instead
Cloaked. In addition to the benefits of the Hidden condition,
MASTERY FEATURES
while Cloaked you remain unseen if you are stationary when
an adversary moves to where they would normally see you. Fleeting Shadow: Gain a permanent +1 bonus to your
After you make an attack or end a move within line of sight Evasion. You can use your “Shadow Stepper” feature to
of an adversary, you are no longer Cloaked. move within Very Far range.
Sneak Attack: When you succeed on an attack while Vanishing Act: Mark a Stress to become Cloaked at any
Cloaked or while an ally is within Melee range of your time. When Cloaked from this feature, you automatically
target, add a number of d6s equal to your tier to your clear the Restrained condition if you have it. You remain
damage roll. Cloaked in this way until you roll with Fear or until your next
• Level 1 Tier 1 rest.
• Levels 2–4 Tier 2
• Levels 5–7 Tier 3
• Levels 8–10 Tier 4
Daggerheart SRD 19
SYNDICATE CONNECTIONS
Play the Syndicate if you want to have a web of contacts Ask your fellow players one of the following questions for
everywhere you go. their character to answer, or create your own questions.
20 Daggerheart SRD
SERAPH SUBCLASSES MASTERY FEATURES
Choose either the Divine Wielder or Winged Sentinel subclass. Ascendant: Gain a permanent +4 bonus to your Severe
damage threshold.
Power of the Gods: While flying, you deal an extra 1d12
DIVINE WIELDER damage instead of 1d8 from your “Wings of Light” feature.
Play the Divine Wielder if you want to dominate the battlefield
with a legendary weapon.
BACKGROUND QUESTIONS
SPELLCAST TRAIT
Answer any of the following background questions. You can
Strength
also create your own questions.
FOUNDATION FEATURES • Which god did you devote yourself to? What
incredible feat did they perform for you in a moment
Spirit Weapon: When you have an equipped weapon with
of desperation?
a range of Melee or Very Close, it can fly from your hand
to attack an adversary within Close range and then return • How did your appearance change after taking your
to you. You can mark a Stress to target an additional oath?
adversary within range with the same attack roll.
• In what strange or unique way do you communicate
Sparing Touch: Once per long rest, touch a creature and with your god?
clear 2 Hit Points or 2 Stress from them.
WINGED SENTINEL
Play the Winged Sentinel if you want to take flight and strike
crushing blows from the sky.
SPELLCAST TRAIT
Strength
FOUNDATION FEATURE
Wings of Light: You can fly. While flying, you can do the
following:
• Mark a Stress to pick up and carry another willing creature
approximately your size or smaller.
• Spend a Hope to deal an extra 1d8 damage on a
successful attack.
SPECIALIZATION FEATURE
Ethereal Visage: Your supernatural visage strikes awe and fear.
While flying, you have advantage on Presence Rolls. When you
succeed with Hope on a Presence Roll, you can remove a Fear
from the GM’s Fear pool instead of gaining Hope.
Daggerheart SRD 21
SORCERER SORCERER SUBCLASSES
Not all innate magic users choose to hone their craft, but Choose either the Elemental Origin or Primal Origin subclass.
those who do can become powerful sorcerers. The gifts of
these wielders are passed down through families, even if the
family is unaware of or reluctant to practice them. A sorcerer’s ELEMENTAL ORIGIN
abilities can range from the elemental to the illusionary and
beyond, and many practitioners band together into collectives Play the Elemental Origin if you want to channel raw magic to
based on their talents. The act of becoming a formidable take the shape of a particular element.
sorcerer is not the practice of acquiring power, but learning
to cultivate and control the power one already possesses. The SPELLCAST TRAIT
magic of a misguided or undisciplined sorcerer is a dangerous Instinct
force indeed.
FOUNDATION FEATURE
Elementalist: Choose one of the following elements at
DOMAINS - Arcana & Midnight character creation: air, earth, fire, lightning, water.
STARTING EVASION - 10 You can shape this element into harmless effects.
Additionally, spend a Hope and describe how your control
STARTING HIT POINTS - 6 over this element helps an action roll you’re about to make,
then either gain a +2 bonus to the roll or a +3 bonus to the
CLASS ITEMS - A whispering orb or a family heirloom roll’s damage.
SPECIALIZATION FEATURE
SORCERER’S HOPE FEATURE
Natural Evasion: You can call forth your element to protect
Volatile Magic: Spend 3 Hope to reroll any number of your you from harm. When an attack roll against you succeeds,
damage dice on an attack that deals magic damage. you can mark a Stress and describe how you use your
element to defend you. When you do, roll a d6 and add its
CLASS FEATURES result to your Evasion against the attack.
Arcane Sense: You can sense the presence of magical
MASTERY FEATURE
people and objects within Close range.
Transcendence: Once per long rest, you can transform
Minor Illusion: Make a Spellcast Roll (10). On a success,
into a physical manifestation of your element. When you
you create a minor visual illusion no larger than yourself
do, describe your transformation and choose two of the
within Close range. This illusion is convincing to anyone at
following benefits to gain until your next rest:
Close range or farther.
• +4 bonus to your Severe threshold
Channel Raw Power: Once per long rest, you can place a
domain card from your loadout into your vault and choose • +1 bonus to a character trait of your choice
to either: • +1 bonus to your Proficiency
• Gain Hope equal to the level of the card. • +2 bonus to your Evasion
• Enhance a spell that deals damage, gaining a bonus to
your damage roll equal to twice the level of the card. PRIMAL ORIGIN
Play the Primal Origin if you want to extend the versatility of
your spells in powerful ways.
SPELLCAST TRAIT
Instinct
FOUNDATION FEATURE
Manipulate Magic: Your primal origin allows you to modify
the essence of magic itself. After you cast a spell or make
an attack using a weapon that deals magic damage, you
can mark a Stress to do one of the following:
• Extend the spell or attack’s reach by one range
• Gain a +2 bonus to the action roll’s result
• Double a damage die of your choice
• Hit an additional target within range
22 Daggerheart SRD
SPECIALIZATION FEATURE WARRIOR
Enchanted Aid: You can enhance the magic of others with
your essence. When you Help an Ally with a Spellcast Roll, Becoming a warrior requires years, often a lifetime, of training
you can roll a d8 as your advantage die. Once per long rest, and dedication to the mastery of weapons and violence. While
after an ally has made a Spellcast Roll with your help, you many who seek to fight hone only their strength, warriors
can swap the results of their Duality Dice. understand the importance of an agile body and mind,
making them some of the most sought-after fighters across
MASTERY FEATURE the realms. Frequently, warriors find employment within an
army, a band of mercenaries, or even a royal guard, but their
Arcane Charge: You can gather magical energy to enhance
potential is wasted in any position where they cannot continue
your capabilities. When you take magic damage, you
to improve and expand their skills. Warriors are known to have
become Charged. Alternatively, you can spend 2 Hope to
a favored weapon; to come between them and their blade
become Charged. When you successfully make an attack
would be a grievous mistake.
that deals magic damage while Charged, you can clear your
Charge to either gain a +10 bonus to the damage roll or
gain a +3 bonus to the Difficulty of a reaction roll the spell
causes the target to make. You stop being Charged at your DOMAINS - Blade & Bone
next long rest.
STARTING EVASION - 11
Answer any of the following background questions. You can CLASS ITEMS - The drawing of a lover or a sharpening
also create your own questions. stone
Daggerheart SRD 23
rest, describe how you instruct and train with your party.
WARRIOR SUBCLASSES You and each ally who chooses this downtime move gain a
Choose either the Call of the Brave or Call of the Slayer d6 Slayer Die. A PC with a Slayer Die can spend it to roll the
subclass. die and add the result to an attack or damage roll of their
choice.
FOUNDATION FEATURE
Slayer: You gain a pool of dice called Slayer Dice. On a
roll with Hope, you can place a d6 on this card instead of
gaining a Hope, adding the die to the pool. You can store
a number of Slayer Dice equal to your Proficiency. When
you make an attack roll or damage roll, you can spend
any number of these Slayer Dice, rolling them and adding
their result to the roll. At the end of each session, clear any
unspent Slayer Dice on this card and gain a Hope per die
cleared.
SPECIALIZATION FEATURE
Weapon Specialist: You can wield multiple weapons with
dangerous ease. When you succeed on an attack, you can
spend a Hope to add one of the damage dice from your
secondary weapon to the damage roll. Additionally, once
per long rest when you roll your Slayer Dice, reroll any 1s.
MASTERY FEATURE
Martial Preparation: You’re an inspirational warrior to all
who travel with you. Your party gains access to the Martial
Preparation downtime move. To use this move during a
24 Daggerheart SRD
WIZARD WIZARD SUBCLASSES
Choose either the School of Knowledge or School of War
Whether through an institution or individual study, those subclass.
known as wizards acquire and hone immense magical power
over years of learning using a variety of tools, including books,
stones, potions, and herbs. Some wizards dedicate their lives SCHOOL OF KNOWLEDGE
to mastering a particular school of magic, while others learn
Play the School of Knowledge if you want a keen
from a wide variety of disciplines. Many wizards become
understanding of the world around you.
wise and powerful figures in their communities, advising
rulers, providing medicines and healing, and even leading war
councils. While these mages all work toward the common goal SPELLCAST TRAIT
of collecting magical knowledge, wizards often have the most Knowledge
conflict within their own ranks, as the acquisition, keeping,
and sharing of powerful secrets is a topic of intense debate FOUNDATION FEATURES
that has resulted in innumerable deaths.
Prepared: Take an additional domain card of your level or
lower from a domain you have access to.
DOMAINS - Codex & Splendor Adept: When you Utilize an Experience, you can mark a
Stress instead of spending a Hope. If you do, double your
STARTING EVASION - 11 Experience modifier for that roll.
FOUNDATION FEATURES
Battlemage: You’ve focused your studies on becoming an
unconquerable force on the battlefield. Gain an additional
Hit Point slot.
Face Your Fear: When you succeed with Fear on an attack
roll, you deal an extra 1d10 magic damage.
SPECIALIZATION FEATURES
Conjure Shield: You can maintain a protective barrier
of magic. While you have at least 2 Hope, you add your
Proficiency to your Evasion.
Fueled by Fear: The extra magic damage from your “Face
Your Fear” feature increases to 2d10.
Daggerheart SRD 25
MASTERY FEATURES
Thrive in Chaos: When you succeed on an attack, you can
mark a Stress after rolling damage to force the target to
mark an additional Hit Point.
Have No Fear: The extra magic damage from your “Face
Your Fear” feature increases to 3d10.
BACKGROUND QUESTIONS
Answer any of the following background questions. You can
also create your own questions.
• What responsibilities did your community once count
on you for? How did you let them down?
• You’ve spent your life searching for a book or object
of great significance. What is it, and why is it so
important to you?
• You have a powerful rival. Who are they, and why are
you so determined to defeat them?
CONNECTIONS
Ask your fellow players one of the following questions for
their character to answer, or create your own questions.
• What favor have I asked of you that you’re not sure
you can fulfill?
• What weird hobby or strange fascination do we both
share?
• What secret about yourself have you entrusted only
to me?
26 Daggerheart SRD
ANCESTRIES ANCESTRY FEATURES
Ancestries represent your character’s lineage, which affects Purposeful Design: Decide who made you and for what
their physical appearance and access to certain special purpose. At character creation, choose one of your
abilities. The following section describes each ancestry in Experiences that best aligns with this purpose and gain a
Daggerheart and the characteristics generally shared by permanent +1 bonus to it.
members of that ancestry, however, each player decides how Efficient: When you take a short rest, you can choose a long
much their character aligns with the “standard” or “average” rest move instead of a short rest move.
expression of their ancestry.
In Daggerheart, the term “people” is used to refer to all
ancestries, as individuals from all lineages possess unique
DRAKONA
characteristics and cultures, as well as personhood.
Drakona resemble wingless dragons in humanoid form
Some ancestries are described using the term “humanoid.” and possess a powerful elemental breath. All drakona have
This does not imply any genetic relation to “humans,” which thick scales that provide excellent natural armor against
is a distinct ancestry within Daggerheart. Instead, it refers both attacks and the forces of nature. They are large in size,
to the set of physical characteristics humans will recognize ranging from 5 feet to 7 feet on average, with long sharp
from their own anatomy, such as bipedal movement, upright teeth. New teeth grow throughout a Drakona’s approximately
posture, facial layout, and more. These traits vary by ancestry 350-year lifespan, so they are never in danger of permanently
and individual, though “humanoid” should still provide a useful losing an incisor. Unlike their dragon ancestors, drakona don’t
frame of reference. have wings and can’t fly without magical aid. Members of
The core ruleset includes the following ancestries: Clank, this ancestry pass down the element of their breath through
Drakona, Dwarf, Elf, Faerie, Faun, Firbolg, Fungril, Galapa, generations, though in rare cases, a drakona’s elemental
Giant, Goblin, Halfling, Human, Infernis, Katari, Orc, Ribbet, power will differ from the rest of their family’s.
Simiah, and Mixed Ancestry.
ANCESTRY FEATURES
ANCESTRY FEATURES Scales: Your scales act as natural protection. When you would
take Severe damage, you can mark a Stress to mark 1 fewer
Each ancestry grants two ancestry features. While some
Hit Points.
features (such as the ability to fly) are implicitly tied to an
ancestry’s anatomy, players determine their characters’ Elemental Breath: Choose an element for your breath (such
physical form. Work with the GM to re-flavor any implied traits as electricity, fire, or ice). You can use this breath against a
that don’t align with your character concept. target or group of targets within Very Close range, treating it
as an Instinct weapon that deals d8 magic damage using your
If you’d like to make a character who combines more than one
Proficiency.
ancestry, see “Mixed Ancestry.”
CLANK DWARF
Daggerheart SRD 27
ELF more humanlike, and they have a wide variety of ear and horn
shapes. Faun horns range from short with minimal curvature
to much larger with a distinct curl. The average faun ranges
Elves are typically tall humanoids with pointed ears and from 4 feet to 6 ½ feet tall, but their height can change
acutely attuned senses. Their ears vary in size and pointed dramatically from one moment to the next based on their
shape, and as they age, the tips begin to droop. While elves stance. The majority of fauns have proportionately long limbs,
come in a wide range of body types, they are all fairly tall, with no matter their size or shape, and are known for their ability
heights ranging from about 6 to 6 ½ feet. All elves have the to deliver powerful blows with their split hooves. Fauns live
ability to drop into a celestial trance, rather than sleep. This for roughly 225 years, and as they age, their appearance can
allows them to rest effectively in a short amount of time. become increasingly goatlike.
Some elves possess what is known as a “mystic form,” which
occurs when an elf has dedicated themself to the study or ANCESTRY FEATURES
protection of the natural world so deeply that their physical Caprine Leap: You can leap anywhere within Close range as
form changes. These characteristics can include celestial though you were using normal movement, allowing you to
freckles, the presence of leaves, vines, or flowers in their vault obstacles, jump across gaps, or scale barriers with ease.
hair, eyes that flicker like fire, and more. Sometimes these
traits are inherited from parents, but if an elf changes their Kick: When you succeed on an attack against a target within
environment or magical focus, their appearance changes over Melee range, you can mark a Stress to kick yourself off
time. Because elves live for about 350 years, these traits can them, dealing an extra 2d6 damage and knocking back either
shift more than once throughout their lifespan. yourself or the target to Very Close range.
ANCESTRY FEATURES
FIRBOLG
Quick Reactions: Mark a Stress to gain advantage on a
reaction roll.
Firbolgs are bovine humanoids typically recognized by their
Celestial Trance: During a rest, you can drop into a trance to broad noses and long, drooping ears. Some have faces that
choose an additional downtime move. are a blend of humanoid and bison, ox, cow, or other bovine
creatures. Others, often referred to as minotaurs, have heads
that entirely resemble cattle. They are tall and muscular
FAERIE creatures, with heights ranging from around 5 feet to
7 feet, and possess remarkable strength no matter their age.
Faeries are winged humanoid creatures with insectile features. Some firbolgs are known to use this strength to charge their
These characteristics cover a broad spectrum from humanoid adversaries, an action that is particuarly effective for those
to insectoid—some possess additional arms, compound eyes, who have one of the many varieties of horn styles commonly
lantern organs, chitinous exoskeletons, or stingers. Because found in this ancestry. Though their unique characteristics can
of their close ties to the natural world, they also frequently vary, all firbolgs are covered in fur, which can be muted and
possess attributes that allow them to blend in with various earth-toned in color, or come in a variety of pastels, such as
plants. The average height of a faerie ranges from about soft pinks and blues. On average, firbolgs live for about 150
2 feet to 5 feet, but some faeries grow up to 7 feet tall. All years.
faeries possess membranous wings and they each go through
a process of metamorphosis. The process and changes differ ANCESTRY FEATURES
from faerie to faerie, but during this transformation each
individual manifests the unique appearance they will carry Charge: When you succeed on an Agility Roll to move from Far
throughout the rest of their approximately 50-year lifespan. or Very Far range into Melee range with one or more targets,
you can mark a Stress to deal 1d12 physical damage to all
ANCESTRY FEATURE targets within Melee range.
Luckbender: Once per session, after you or a willing ally within Unshakable: When you would mark a Stress, roll a d6. On a
Close range makes an action roll, you can spend 3 Hope to result of 6, don’t mark it.
reroll the Duality Dice.
Wings: You can fly. While flying, you can mark a Stress after
an adversary makes an attack against you to gain a +2 bonus
to your Evasion against that attack.
FAUN
28 Daggerheart SRD
FUNGRIL fluctuate. Those with a single eye are commonly known as
cyclops. The average giant lifespan is about 75 years.
Fungril resemble humanoid mushrooms. They can be ANCESTRY FEATURES
either more humanoid or more fungal in appearance, and
they come in an assortment of colors, from earth tones to Endurance: Gain an additional Hit Point slot at character
bright reds, yellows, purples, and blues. Fungril display an creation.
incredible variety of bodies, faces, and limbs, as there’s no
Reach: Treat any weapon, ability, spell, or other feature that
single common shape among them. Even their heights range
has a Melee range as though it has a Very Close range instead.
from a tiny 2 feet tall to a staggering 7 feet tall. While the
common lifespan of a fungril is about 300 years, some have
been reported to live much longer. They can communicate GOBLIN
nonverbally, and many members of this ancestry use a
mycelial array to chemically exchange information with other
fungril across long distances. Goblins are small humanoids easily recognizable by their large
eyes and massive membranous ears. With keen hearing and
sharp eyesight, they perceive details both at great distances
ANCESTRY FEATURES
and in darkness, allowing them to move through less-optimal
Fungril Network: Make an Instinct Roll (12) to use your environments with ease. Their skin and eye colors are
mycelial array to speak with others of your ancestry. On a incredibly varied, with no one hue, either vibrant or subdued,
success, you can communicate across any distance. more dominant than another. A typical goblin stands between
3 feet and 4 feet tall, and each of their ears is about the size
Death Connection: While touching a corpse that died recently,
of their head. Goblins are known to use ear positions to very
you can mark a Stress to extract one memory from the corpse
specific effect when communicating nonverbally. A goblin’s
related to a specific emotion or sensation of your choice.
lifespan is roughly 100 years, and many maintain their keen
hearing and sight well into advanced age.
GALAPA
ANCESTRY FEATURES
Galapa resemble anthropomorphic turtles with large, domed Surefooted: You ignore disadvantage on Agility Rolls.
shells into which they can retract. On average, they range
Danger Sense: Once per rest, mark a Stress to force an
from 4 feet to 6 feet in height, and their head and body shapes
adversary to reroll an attack against you or an ally within Very
can resemble any type of turtle. Galapa come in a variety of
Close range.
earth tones—most often shades of green and brown— and
possess unique patterns on their shells. Members of this
ancestry can draw their head, arms, and legs into their shell HALFLING
for protection to use it as a natural shield when defensive
measures are needed. Some supplement their shell's strength
or appearance by attaching armor or carving unique designs, Halflings are small humanoids with large hairy feet and
but the process is exceedingly painful. Most galapa move prominent rounded ears. On average, halflings are 3 to 4
slowly no matter their age, and they can live approximately feet in height, and their ears, nose, and feet are larger in
150 years. proportion to the rest of their body. Members of this ancestry
live for around 150 years, and a halfling’s appearance is likely
to remain youthful even as they progress from adulthood into
ANCESTRY FEATURES
old age. Halflings are naturally attuned to the magnetic fields
Shell: Gain a bonus to your damage thresholds equal to your of the Mortal Realm, granting them a strong internal compass.
Proficiency. They also possess acute senses of hearing and smell, and can
often detect those who are familiar to them by the sound of
Retract: Mark a Stress to retract into your shell. While in
their movements.
your shell, you have resistance to physical damage, you have
disadvantage on action rolls, and you can’t move.
ANCESTRY FEATURES
Luckbringer: At the start of each session, everyone in your
GIANT party gains a Hope.
Internal Compass: When you roll a 1 on your Hope Die, you
Giants are towering humanoids with broad shoulders, long
can reroll it.
arms, and one to three eyes. Adult giants range from 6 ½ to
8 ½ feet tall and are naturally muscular, regardless of body
type. They are easily recognized by their wide frames and
elongated arms and necks. Though they can have up to three
eyes, all giants are born with none and remain sightless for
their first year of life. Until a giant reaches the age of 10 and
their features fully develop, the formation of their eyes may
Daggerheart SRD 29
HUMAN KATARI
Humans are most easily recognized by their dexterous hands, Katari are feline humanoids with retractable claws, vertically
rounded ears, and bodies built for endurance. Their average slit pupils, and high, triangular ears. They can also have small,
height ranges from just under 5 feet to about 6 ½ feet. They pointed canine teeth, soft fur, and long whiskers that assist
have a wide variety of builds, with some being quite broad, their perception and navigation. Their ears can swivel nearly
others lithe, and many inhabiting the spectrum in between. 180 degrees to detect sound, adding to their heightened
Humans are physically adaptable and adjust to harsh climates senses. Katari may look more or less feline or humanoid, with
with relative ease. In general, humans live to an age of about catlike attributes in the form of hair, whiskers, and a muzzle.
100, with their bodies changing dramatically between their About half of the katari population have tails. Their skin and
youngest and oldest years. fur come in a wide range of hues and patterns, including solid
colors, calico tones, tabby stripes, and an array of spots,
ANCESTRY FEATURES patches, marbling, or bands. Their height ranges from about 3
feet to 6 ½ feet, and they live to around 150 years.
High Stamina: Gain an additional Stress slot at character
creation.
ANCESTRY FEATURES
Adaptability: When you fail a roll that utilized one of your
Feline Instincts: When you make an Agility Roll, you can spend
Experiences, you can mark a Stress to reroll.
2 Hope to reroll your Hope Die.
Retracting Claws: Make an Agility Roll to scratch a target
INFERNIS within Melee range. On a success, they become temporarily
Vulnerable.
Infernis are humanoids who possess sharp canine teeth,
pointed ears, and horns. They are the descendants of demons
from the Circles Below. On average, infernis range in height ORC
from 5 feet to 7 feet and are known to have long fingers and
pointed nails. Some have long, thin, and smooth tails that end Orcs are humanoids most easily recognized by their square
in points, forks, or arrowheads. It’s common for infernis to features and boar-like tusks that protrude from their lower
have two or four horns—though some have crowns of many jaw. Tusks come in various sizes, and though they extend from
horns, or only one. These horns can also grow asymmetrically, the mouth, they aren’t used for consuming food. Instead,
forming unique, often curving, shapes that infernis enhance many orcs choose to decorate their tusks with significant
with carving and ornamentation. Their skin, hair, and horns ornamentation. Orcs typically live for 125 years, and unless
come in an assortment of colors that can include soft pastels, altered, their tusks continue to grow throughout the course
stark tones, or vibrant hues, such as rosy scarlet, deep purple, of their lives. Their ears are pointed, and their hair and skin
and pitch black. typically have green, blue, pink, or gray tones. Orcs tend
toward a muscular build, and their average height ranges from
Infernis possess a “dread visage” that manifests both
5 feet to 6 ½ feet.
involuntarily, such as when they experience fear or other
strong emotions, or purposefully, such as when they wish to
intimidate an adversary. This visage can briefly modify their
ANCESTRY FEATURES
appearance in a variety of ways, including lengthening their Sturdy: When you have 1 Hit Point remaining, attacks against
teeth and nails, changing the colors of their eyes, twisting you have disadvantage.
their horns, or enhancing their height. On average, infernis live
Tusks: When you succeed on an attack against a target within
up to 350 years, with some attributing this lifespan to their
Melee range, you can spend a Hope to gore the target with
demonic lineage.
your tusks, dealing an extra 1d6 damage.
ANCESTRY FEATURES
Fearless: When you roll with Fear, you can mark 2 Stress to
change it into a roll with Hope instead.
Dread Visage: You have advantage on rolls to intimidate hostile
creatures.
30 Daggerheart SRD
RIBBET MIXED ANCESTRY
Families within the world of Daggerheart are as unique as the
Ribbets resemble anthropomorphic frogs with protruding peoples and cultures that inhabit it. Anyone’s appearance and
eyes and webbed hands and feet. They have smooth (though abilities can be shaped by blood, magic, proximity, or a variety
sometimes warty) moist skin and eyes positioned on either of other factors.
side of their head. Some ribbets have hind legs more than
twice the length of their torso, while others have short limbs. If you decide that your character is a descendant of multiple
No matter their size (which ranges from about 3 feet to 4 ancestries and you want to mechanically represent that in the
½ feet), ribbets primarily move by hopping. All ribbets have game, use the steps below:
webbed appendages, allowing them to swim with ease. Some 1. Determine Ancestry Combination
ribbets possess a natural green-and-brown camouflage, while When you choose an ancestry at character creation,
others are vibrantly colored with bold patterns. No matter write down how your character identifies themself in the
their appearance, all ribbets are born from eggs laid in the Heritage section of your character sheet. For example, if
water, hatch into tadpoles, and after about 6 to 7 years, grow your character is descended from both goblins and orcs,
into amphibians that can move around on land. Ribbets live for you could use a hybridized term, such as “goblin-orc,” to
approximately 100 years. describe your ancestry, list only the ancestry you more
closely identify with (e.g., just “goblin” or just “orc”), or
ANCESTRY FEATURES invent a new term, such as “toothling.”
Amphibious: You can breathe and move naturally underwater. 2. Choose Ancestry Features
Long Tongue: You can use your long tongue to grab onto things Work with your GM to choose two features from the
within Close range. Mark a Stress to use your tongue as a ancestries in your character’s lineage. You must choose
Finesse Close weapon that deals d12 physical damage using the first feature from one ancestry and the second from
your Proficiency. another. Write both down on a notecard you can keep with
your other cards or next to your character sheet.
For example, if you are making a goblin-orc, you might take
SIMIAH the “Surefooted” and “Tusks” features or the “Sturdy” and
“Danger Sense” features. You can’t take both the “Surefooted”
Simiah resemble anthropomorphic monkeys and apes with and “Sturdy” features, because these are both the first
long limbs and prehensile feet. While their appearance features listed on their respective ancestry cards.
reflects all simian creatures, from the largest gorilla to the
Your character's heritage might include more than two
smallest marmoset, their size does not align with their animal
ancestries, but you still only choose features from two. You
counterparts, and they can be anywhere from 2 to 6 feet
can represent additional ancestries through their appearance
tall. All simiah can use their dexterous feet for nonverbal
or backstory.
communication, work, and combat. Additionally, some
also have prehensile tails that can grasp objects or help
with balance during difficult maneuvers. These traits grant
members of this ancestry unique agility that aids them in
a variety of physical tasks. In particular, simiah are skilled
climbers and can easily transition from bipedal movement to
knuckle-walking and climbing, and back again. On average,
simiah live for about 100 years.
ANCESTRY FEATURES
Natural Climber: You have advantage on Agility Rolls that
involve balancing and climbing.
Nimble: Gain a permanent +1 bonus to your Evasion at
character creation.
Daggerheart SRD 31
COMMUNITIES LOREBORNE
Communities represent a key aspect of the culture, class, or
environment of origin that has had the most influence over Being part of a loreborne community means you’re from a
your character’s upbringing. society that favors strong academic or political prowess.
Loreborne communities highly value knowledge, frequently
Your character’s community grants them a community in the form of historical preservation, political advancement,
feature. Each community card also lists six adjectives you scientific study, skill development, or lore and mythology
can use as inspiration to create your character’s personality, compilation. Most members of these communities research in
their relationship to their peers, their attitude toward their institutions built in bastions of civilization, while some eclectic
upbringing, or the demeanor with which they interact with the few thrive in gathering information from the natural world.
rest of the party. Some may be isolationists, operating in smaller enclaves,
schools, or guilds and following their own unique ethos.
Others still wield their knowledge on a larger scale, making
HIGHBORNE deft political maneuvers across governmental landscapes.
Loreborne are often direct, eloquent, inquisitive, patient,
Being part of a highborne community means you're
rhapsodic, and witty.
accustomed to a life of elegance, opulence, and prestige
within the upper echelons of society. Traditionally, members
COMMUNITY FEATURE
of a highborne community possess incredible material
wealth. While this can take a variety of forms depending on Well-Read: You have advantage on rolls that involve the
the community—including gold and other minerals, land, history, culture, or politics of a prominent person or place.
or controlling the means of production—this status always
comes with power and influence. Highborne place great value
on titles and possessions, and there is little social mobility ORDERBORNE
within their ranks. Members of a highborne community often
control the political and economic status of the areas in Being part of an orderborne community means you’re from
which they live due to their ability to influence people and the a collective that focuses on discipline or faith, and you
economy with their substantial wealth. The health and safety uphold a set of principles that reflect your experience there.
of the less affluent people who live in these locations often Orderborne are frequently some of the most powerful among
hinges on the ability of this highborne ruling class to prioritize the surrounding communities. By aligning the members of
the well-being of their subjects over profit. their society around a common value or goal, such as a god,
Highborne are often amiable, candid, conniving, enterprising, doctrine, ethos, or even a shared business or trade, the ruling
ostentatious, and unflappable. bodies of these enclaves can mobilize larger populations with
less effort. While orderborne communities take a variety of
COMMUNITY FEATURE forms—some even profoundly pacifistic—perhaps the most
feared are those that structure themselves around military
Privilege: You have advantage on rolls to consort with nobles, prowess. In such a case, it’s not uncommon for orderborne to
negotiate prices, or leverage your reputation to get what you provide soldiers for hire to other cities or countries.
want.
Orderborne are often ambitious, benevolent, pensive, prudent,
sardonic, and stoic.
COMMUNITY FEATURE
Dedicated: Record three sayings or values your upbringing
instilled in you. Once per rest, when you describe how you’re
embodying one of these principles through your current
action, you can roll a d20 as your Hope Die.
32 Daggerheart SRD
RIDGEBORNE SLYBORNE
Being part of a ridgeborne community means you’ve Being part of a slyborne community means you come from
called the rocky peaks and sharp cliffs of the mountainside a group that operates outside the law, including all manner
home. Those who’ve lived in the mountains often consider of criminals, grifters, and con artists. Members of slyborne
themselves hardier than most because they’ve thrived communities are brought together by their disreputable
among the most dangerous terrain many continents have goals and their clever means of achieving them. Many people
to offer. These groups are adept at adaptation, developing in these communities have an array of unscrupulous skills:
unique technologies and equipment to move both people forging, thievery, smuggling, and violence. People of any social
and products across difficult terrain. As such, ridgeborne class can be slyborne, from those who have garnered vast
grow up scrambling and climbing, making them sturdy wealth and influence to those without a coin to their name. To
and strong-willed. Ridgeborne localities appear in a variety the outside eye, slyborne might appear to be ruffians with no
of forms—some cities carve out entire cliff faces, others loyalty, but these communities possess some of the strictest
construct castles of stone, and still more live in small homes codes of honor which, when broken, can result in a terrifying
on windblown peaks. Outside forces often struggle to attack end for the transgressor.
ridgeborne groups, as the small militias and large military
Slyborne are often calculating, clever, formidable, perceptive,
forces of the mountains are adept at utilizing their high-ground
shrewd, and tenacious.
advantage.
Ridgeborne are often bold, hardy, indomitable, loyal, reserved, COMMUNITY FEATURE
and stubborn.
Scoundrel: You have advantage on rolls to negotiate with
criminals, detect lies, or find a safe place to hide.
COMMUNITY FEATURE
Steady: You have advantage on rolls to traverse dangerous
cliffs and ledges, navigate harsh environments, and use your UNDERBORNE
survival knowledge. Being part of an underborne community means you’re from a
subterranean society. Many underborne live right beneath the
cities and villages of other collectives, while some live much
SEABORNE deeper. These communities range from small family groups
in burrows to massive metropolises in caverns of stone. In
Being part of a seaborne community means you lived on or many locales, underborne are recognized for their incredible
near a large body of water. Seaborne communities are built, boldness and skill that enable great feats of architecture
both physically and culturally, around the specific waters and engineering. Underborne are regularly hired for their
they call home. Some of these groups live along the shore, bravery, as even the least daring among them has likely
constructing ports for locals and travelers alike. These harbors encountered formidable belowground beasts, and learning to
function as centers of commerce, tourist attractions, or dispatch such creatures is common practice amongst these
even just a safe place to lay down one’s head after weeks of societies. Because of the dangers of their environment, many
travel. Other seaborne live on the water in small boats or large underborne communities develop unique nonverbal languages
ships, with the idea of “home” comprising a ship and its crew, that prove equally useful on the surface.
rather than any one landmass. No matter their exact location,
Underborne are often composed, elusive, indomitable,
seaborne communities are closely tied to the ocean tides
innovative, resourceful, and unpretentious.
and the creatures who inhabit them. Seaborne learn to fish
at a young age, and train from birth to hold their breath and
swim in even the most tumultuous waters. Individuals from COMMUNITY FEATURE
these groups are highly sought after for their sailing skills, Low-Light Living: When you’re in an area with low light
and many become captains of vessels, whether within their or heavy shadow, you have advantage on rolls to hide,
own community, working for another, or even at the helm of a investigate, or perceive details within that area.
powerful naval operation.
Seaborne are often candid, cooperative, exuberant, fierce,
resolute, and weathered.
COMMUNITY FEATURE
Know the Tide: You can sense the ebb and flow of life. When
you roll with Fear, place a token on your community card.
You can hold a number of tokens equal to your level. Before
you make an action roll, you can spend any number of these
tokens to gain a +1 bonus to the roll for each token spent. At
the end of each session, clear all unspent tokens.
Daggerheart SRD 33
WANDERBORNE WILDBORNE
Being part of a wanderborne community means you’ve lived as Being part of a wildborne community means you lived deep
a nomad, forgoing a permanent home and experiencing a wide within the forest. Wildborne communities are defined by their
variety of cultures. Unlike many communities that are defined dedication to the conservation of their homelands, and many
by their locale, wanderborne are defined by their traveling have strong religious or cultural ties to the fauna they live
lifestyle. Because of their frequent migration, wanderborne among. This results in unique architectural and technological
put less value on the accumulation of material possessions in advancements that favor sustainability over short-term,
favor of acquiring information, skills, and connections. While high-yield results. It is a hallmark of wildborne societies to
some wanderborne are allied by a common ethos, such as a integrate their villages and cities with the natural environment
religion or a set of political or economic values, others come and avoid disturbing the lives of the plants and animals. While
together after shared tragedy, such as the loss of their home some construct their lodgings high in the branches of trees,
or land. No matter the reason, the dangers posed by life on others establish their homes on the ground beneath the forest
the road and the choice to continue down that road together canopy. It’s not uncommon for wildborne to remain reclusive
mean that wanderborne are known for their unwavering and hidden within their woodland homes.
loyalty.
Wildborne are often hardy, loyal, nurturing, reclusive, sagacious,
Wanderborne are often inscrutable, magnanimous, mirthful, and vibrant.
reliable, savvy, and unorthodox.
COMMUNITY FEATURE
COMMUNITY FEATURE
Lightfoot: Your movement is naturally silent. You have
Nomadic Pack: Add a Nomadic Pack to your inventory. Once advantage on rolls to move without being heard.
per session, you can spend a Hope to reach into this pack and
pull out a mundane item that’s useful to your situation. Work
with the GM to figure out what item you take out.
34 Daggerheart SRD
CORE MECHANICS
FLOW OF THE GAME STEP 2
Daggerheart is a conversation. The GM describes fictional ASK AND ANSWER QUESTIONS
scenarios involving the PCs, and the players take turns The players ask clarifying questions to explore the scene
describing how their characters react. The goal of every more deeply and gather information that could inform their
person at the table is to build upon everyone else’s ideas and characters’ actions. The GM responds to these questions by
collaboratively tell a satisfying story. The system facilitates giving the players information their characters could easily
this collaborative process by providing structure to the obtain, or by asking questions of their own to the players. The
conversation and mechanics for resolving moments of tension players also respond to any questions the GM poses to them.
where fate or fortune determine the outcome of events. In this way, the table builds out the fiction collaboratively.
PLAYER PRINCIPLES
& BEST PRACTICES STEP 3
To get the most out of Daggerheart, we recommend players
BUILD ON THE FICTION
keep the following principles and practices in mind throughout As the scene develops, the players find opportunities to take
each session: 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
PRINCIPLES of failure (or if failure would be boring), they automatically
• Be a fan of your character and their journey. succeed. But if the outcome of their action is unknown,
• Spotlight your friends. the GM calls for an action roll. Either way, the table works
• Address the characters and address the players. the outcome into the story and moves the fiction forward,
narrating how the PC’s actions have changed things.
• Build the world together.
• Play to find out what happens.
STEP 4
• Hold on gently.
GO BACK TO STEP 1
BEST PRACTICES The process repeats from the beginning, with the GM relaying
• Embrace danger. any updated details or material changes to the players. This
process continues until the end of the scene is triggered by a
• Use your resources.
mechanic or arrives organically.
• Tell the story.
• Discover your character.
The Spotlight
For more information, see the Daggerheart Core Rulebook, The spotlight is a symbol that represents the table’s
pages 9 and 108. attention—and therefore the immediate focus of both the
narrative and the game mechanics. Any time a character
Core Gameplay
or player becomes the focus of a scene, they “are in the
spotlight” or “have the spotlight.”
Loop The spotlight moves around the table organically as scenes
The core gameplay loop is the procedure that drives every unfold unless a mechanical trigger determines where the
scene, both in and out of combat: 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.
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.
Daggerheart SRD 35
Turn Order & • Failure with Hope: If your total is less than the Difficulty
AND your Hope Die shows a higher result than your Fear
Action Economy Die, you rolled a “Failure with Hope.” You fail with a minor
consequence and gain a Hope, then the spotlight swings
Daggerheart’s turns don’t follow a traditional, rigid format:
to the GM.
there is no explicit initiative mechanic and characters don’t
have a set number of actions they can take or things they can • Failure with Fear: If your total is less than the Difficulty
do before the spotlight passes to someone else. A player with AND your Fear Die shows a higher result than your Hope
the spotlight describes what their character does and the Die, you rolled a “Failure with Fear.” You fail with a major
spotlight simply swings to whoever: consequence and the GM gains a Fear, then the spotlight
swings to the GM.
A. the fiction would naturally turn it toward
• Critical Success: If the Duality Dice show matching
B. hasn’t had the focus in a while, or results, you rolled a “Critical Success” (“Crit”). You
C. a triggered mechanic puts it on automatically succeed with a bonus, gain a Hope, and
clear a Stress. If this was an attack roll, you deal critical
damage.
Optional: Spotlight Tracker Tool
Note: A Critical Success counts as a roll “with Hope.”
If your group prefers a more traditional action economy,
you can use tokens to track how many times a player has After resolving the action roll, the table works together to
had the spotlight: At the start of a session or scene, each weave the outcome into the narrative and play continues.
player adds a certain number of tokens (we recommend
3) to their character sheet and removes a token each FAILING FORWARD
time they take an action. If the spotlight would swing to In Daggerheart, every time you roll the dice, the scene
someone without any tokens, it swings to someone else changes in some way. There is no such thing as a roll where
instead. Once every player has used all their available “nothing happens,” because the fiction constantly evolves
tokens, players refill their character sheet with the same based on the successes and failures of the characters.
number of tokens as before, then continue playing.
PROCEDURE
36 Daggerheart SRD
STEP 4: ROLL THE DICE TRAIT ROLLS
The acting player rolls their entire dice pool and announces An action roll that specifies which character trait applies to it
the results in the format of “[total result] with [Hope/Fear]”— is called a trait roll. In the text of a feature or effect, a trait roll
or “Critical Success!” in the case of matching Duality Dice. is referenced with the format “[Trait] Roll (Difficulty)” (e.g.,
“Agility Roll (12)”). If the text of an effect doesn’t specify a
Example: A player is making an action roll with a +1 in the
trait roll’s Difficulty, the GM sets the Difficulty based on the
relevant trait and no other modifiers; they roll the Duality
circumstances.
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!” Features and effects that affect a trait roll also affect any
action roll that uses the same trait, including attack rolls,
STEP 5: RESOLVE THE OUTCOME Spellcast rolls, and standard action rolls.
The active player and the GM work together, along with the
suggestions and support of the rest of the table, to resolve the Example: The katari’s ancestry feature “Feline Instincts,”
outcome of the action. 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
GM MOVES AND weapon that uses Agility.
ADVERSARY ACTIONS
GMs also make moves. They should consider making a move
when a player does one of the following things: SPELLCAST ROLLS
• Rolls with Fear on an action roll. Spellcast Rolls are trait rolls that require you to use your
• Fails an action roll. Spellcast trait. Your Spellcast trait, if you have one, is
determined by your subclass.
• Does something that would have consequences.
• Gives them a golden opportunity. Spellcast Rolls are only made when a character uses a feature
that requires one. A successful Spellcast Roll activates the
• Looks to them for what happens next. effect as described by the feature.
After the GM turn is done, the spotlight goes back to the PCs.
Notes:
Many adversaries and environments have Fear Features,
especially powerful or consequential moves that the GM must A Spellcast Roll that can damage a target is also considered
spend Fear to activate. an attack roll.
Note: This Fear is in addition to any Fear the GM has When you cast a spell, the text tells you when the effect ends.
previously spent to seize the spotlight or activate another The GM can spend a Fear to end a temporary effect. If your
action or ability. 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.
ADVERSARY ACTIONS
You can cast and maintain the effects of more than one spell
When play passes to the GM, the GM can make a GM move to at the same time.
spotlight an adversary. A spotlighted adversary can:
• Move within Close range and make a standard attack REACTION ROLLS
• Move within Close range and use an adversary action A reaction roll is made in response to an attack or a hazard,
• Clear a condition representing a character’s attempt to avoid or withstand an
• Sprint within Far or Very Far range on the battlefield imminent effect.
• Do anything else the fiction demands or the GM deems Reaction rolls work like action rolls, except they don’t generate
appropriate Hope or Fear, don’t trigger additional GM moves, and other
The GM can spend additional Fear to spotlight additional characters can’t aid you with Help an Ally.
adversaries. Once the GM has finished, the spotlight swings If you critically succeed on a reaction roll, you don’t clear
back to the PCs. a Stress or gain a Hope, but you do ignore any effects that
would have impacted you on a success, such as taking
SPECIAL ROLLS damage or marking Stress.
Daggerheart SRD 37
GROUP ACTION ROLLS HOPE & FEAR
When multiple PCs take action together, the party chooses Hope and Fear are metacurrencies representing the cosmic
one PC to lead the action. Each other player then describes forces that shape the events of your table’s story. Hope
how their character collaborates on the task. The leader powers PC abilities and features, while Fear powers the
makes an action roll as usual, while the other players make abilities of the GM and the adversaries and environments they
reaction rolls using whichever traits they and the GM decide control.
fit best.
The lead character gains a +1 bonus to their lead action roll for HOPE
each of these reaction rolls that succeeded and a −1 penalty Every PC starts with 2 Hope at character creation and gains
for each these reaction rolls that failed. more throughout play. A PC can have a maximum of 6 Hope at
one time, and Hope carries over between sessions.
TAG TEAM ROLLS
Players can spend Hope to:
Each player can, once per session, initiate a Tag Team Roll
between their character and another PC by spending 3 Hope. • Help an Ally
The players work with one another to describe how they When you Help an Ally who is making an action roll,
combine their actions in a unique and exciting way. Both describe how you do so and roll an advantage die. Multiple
players make separate action rolls; before resolving the roll’s players can spend Hope to help the same acting player,
outcome, choose one of the rolls to apply to both actions. On but that player only adds the highest result to their final
a roll with Hope, all PCs involved gain a Hope. On a roll with total.
Fear, the GM gains a Fear token for each PC involved. • Utilize an Experience
When you Utilize an Experience on a relevant roll, add its
On a successful Tag Team attack roll, both players roll damage
modifier to the result. You can spend multiple Hope to
and add the totals together to determine the damage dealt,
utilize multiple Experiences.
which is then treated as if it came from a single source. If the
attacks deal different types of damage, the players choose • Initiate a Tag Team Roll
which type to deal. Spend 3 Hope to initiate a Tag Team roll, combining the
actions of two PCs into one impressive act of synergy.
Notes: When you make a Tag Team roll, both players roll their
A Tag Team Roll counts as a single action roll for the action rolls and then choose which set of results to apply
purposes of any countdowns or features that track action to the outcome.
rolls. • Activate a Hope Feature
A Hope Feature is any effect that allows (or requires) you
Though each player may only initiate one Tag Team Roll per
to spend a specified amount of Hope to activate it. Class
session, one PC can be involved in multiple Tag Team Rolls.
Hope features are class-specific features, detailed on your
character sheet, that cost 3 Hope to activate.
ADVANTAGE & DISADVANTAGE
Note: When using a Hope Feature, if you rolled with Hope
Some features and effects let you roll with advantage or
for that action, the Hope you gain from that roll can be spent
disadvantage on an action or reaction roll:
on that feature (or toward it, if it requires spending multiple
• Advantage represents an opportunity that you seize to Hope).
increase your chances of success. When you roll with
advantage, you roll a d6 advantage die with your dice pool FEAR
and add its result to your total.
The GM gains Fear whenever a player rolls with Fear and can
• Disadvantage represents an additional difficulty, hardship, spend Fear at any time to make or enhance a GM move or to
or challenge you face when attempting an action. When use a Fear Feature. The GM can have up to 12 Fear at one
you roll with disadvantage, you roll a d6 disadvantage die time. Fear carries over between sessions.
with your dice pool and subtract its result from your total.
Advantage or disadvantage can be granted or imposed by
mechanical triggers or at the GM’s discretion. When a PC aids
you with Help an Ally, they roll their own advantage die and
you add it to your total.
Advantage and disadvantage dice cancel each out, one-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.
38 Daggerheart SRD
COMBAT STRESS
Though Daggerheart relies on the same flow of collaborative Stress represents how much mental, physical, and emotional
storytelling in and out of combat, physical conflicts rely strain a character can endure. Some special abilities or effects
more heavily on several key mechanics related to attacking, require the character activating them to mark Stress, and
maneuvering, and taking damage. the GM can require a PC to mark Stress as a GM move or to
represent the cost, complication, or consequence of an action
EVASION roll.
Evasion represents a character’s ability to avoid attacks and When a character marks their last Stress, they become
other unwanted effects. Any roll made against a PC has a Vulnerable (see: Conditions) until they clear at least 1 Stress.
Difficulty equal to the target’s Evasion. A PC’s base Evasion When a character must mark 1 or more Stress but can’t, they
is determined by their class, but can be modified by domain mark 1 HP instead. A character can’t use a move that requires
cards, equipment, conditions, and other effects. them to mark Stress if all of their Stress is marked.
Note: attacks rolled against adversaries use the target’s PCs can clear Stress by making downtime moves (see:
Difficulty instead of Evasion. Downtime). A PC’s maximum Stress is determined by their
class, but they can increase it through advancements, abilities,
HIT POINTS & DAMAGE and other effects.
THRESHOLDS
Hit Points (HP) represent a character’s ability to withstand
physical injury. When a character takes damage, they mark 1
ATTACKING
to 3 HP, based on their damage thresholds: ATTACK ROLLS
• If the final damage is at or above the character’s Severe An attack roll is an action roll intended to inflict harm. The
damage threshold, they mark 3 HP. trait that applies to an attack roll is specified by the weapon
• If the final damage is at or above the character’s Major or spell being used. Unarmed attack rolls use either Strength
damage threshold but below their Severe damage or Finesse (GM’s choice). An attack roll’s Difficulty, unless
threshold, they mark 2 HP. otherwise noted, is equal to the Difficulty score of its target.
• If the final damage is below the character’s Major damage
threshold, they mark 1 HP.
DAMAGE ROLLS
• If incoming damage is ever reduced to 0 or less, no HP is On a successful attack, roll damage. Damage is calculated
marked. from the damage roll listed in the attack’s description with the
format “xdy+[modifier]” (e.g., for a spell that inflicts “1d8+2”
A PC’s damage thresholds are calculated by adding their level
damage, you roll an eight-sided and add 2 to the result; the
to the listed damage thresholds of their equipped armor. A
damage dealt is equal to the total).
PC’s starting HP is based on their class, but they can gain
additional Hit Points through advancements, features, and Any time an effect says to deal damage using your Spellcast
other effects. trait, you roll a number of dice equal to your Spellcast trait.
An adversary’s Damage Thresholds and HP are listed in their Note: If your Spellcast trait is +0 or lower, you don’t roll
stat blocks. anything.
When a character marks their last Hit Point, they fall. If a PC For weapons, the number of damage dice you roll is equal
falls, they make a death move. to your Proficiency. Note that your Proficiency multiplies the
number of dice you roll, but doesn’t affect the modifier. For
Characters can clear Hit Points by taking downtime moves
example, a PC with Proficiency 2 and wielding a weapon with a
(see: Downtime) or by activating relevant special abilities or
damage rating of “d8+2” deals damage equal to “2d8+2” on a
effects.
successful attack.
Optional Rule: Massive Damage Successful unarmed attacks inflict [Proficiency]d4 damage.
Daggerheart SRD 39
DAMAGE TYPES Close: Close enough to see prominent details, about
10–30 feet away. While in danger, a character can move,
There are two damage types: physical damage (phy) and as part of their action, from Close range into Melee range.
magic damage (mag). Unless stated otherwise, mundane On a map: anything within the length of a pencil (5-6 inches).
weapons and unarmed attacks deal physical damage, and
spells deal magic damage. Far: Close enough to see very little detail, about 30–100
feet away. While in danger, a character must make an
RESISTANCE, IMMUNITY, AND DIRECT Agility Roll to safely move from Far range into Melee range.
DAMAGE On a map: anything within the length of the long edge of a
piece of copy paper (11–12 inches).
If a target has resistance to a damage type, then they reduce
incoming damage of that type by half before comparing it to Very Far: Too far to make out any details, about 100–300
their Hit Point Thresholds. If the target has additional ways feet away. While in danger, a character must make an
of reducing incoming damage, such as marking Armor Slots, Agility Roll to safely move from Very Far range into Melee
they apply the resistance effect first. The effects of multiple range. On a map: anything beyond Far range, but still within
resistances to the same damage type do not stack. the bounds of the conflict or scene.
If a target has immunity to a damage type, they ignore Out of Range: Anything beyond a character’s Very Far
incoming damage of that type. range is Out of Range and usually can’t be targeted.
If an attack deals both physical and magic damage, a Range is measured from the source of an effect, such as the
character can only benefit from resistance or immunity if they attacker or spellcaster, to the target or object of an effect.
are resistant or immune to both damage types. A weapon, spell, ability, item, or other effect’s stated range is
Direct damage is damage that can’t be reduced by marking a maximum range; unless otherwise noted, it can be used at
Armor Slots. closer distances.
MAPS, RANGE,
you want to move farther than your Close range, you need to
succeed on an Agility Roll to safely reposition yourself.
AND MOVEMENT An adversary can move within Close range for free as part of
You can play Daggerheart using “theater of the mind” or maps an action, or within Very Far range as a separate action.
and miniatures. The conversions below from abstract ranges
to physical measurements assume 1 inch of map represents AREA OF EFFECT
about 5 feet of fictional space. Unless stated otherwise, all the targets of a group effect must
Daggerheart uses the following ranges to translate fictional be within Very Close range of a single origin point within your
positioning into relative distance for the purposes of targeting, effect’s range.
movement, and other game mechanics:
LINE OF SIGHT & COVER
Melee: Close enough to touch, up to a few feet away.
Unless stated otherwise, a ranged attacker must have line
Very Close: Close enough to see fine details, about 5–10 of sight to their intended target to make an attack roll. If a
feet away. While in danger, a character can move, as part partial obstruction lies between the attacker and target, the
of their action, from Very Close range into Melee range. On target has cover. Attacks made through cover are rolled with
a map: anything within the shortest length of a game card disadvantage. If the obstruction is total, there is no line of
(2-3 inches). sight.
40 Daggerheart SRD
CONDITIONS rest.
A short rest lasts enough time for the party to catch its
Conditions are effects that grant specific benefits or
breath, about an hour in-world. Each player can move domain
drawbacks to the target they are attached to.
cards between their loadout and vault for free, then choose
twice from the following list of downtime moves (players can
STANDARD CONDITIONS choose the same move twice):
Daggerheart has three standard conditions: • Tend to Wounds: Clear 1d4+Tier Hit Points for yourself or
an ally.
HIDDEN • Clear Stress: Clear 1d4+Tier Stress.
While you’re out of sight from all enemies and they • Repair Armor: Clear 1d4+Tier Armor Slots from your or an
don’t otherwise know your location, you gain the Hidden ally’s armor.
condition. Any rolls against a Hidden creature have
• Prepare: Describe how you prepare yourself for the path
disadvantage. After an adversary moves to where they
ahead, then gain a Hope. If you choose to Prepare with one
would see you, you move into their line of sight, or you
or more members of your party, you each gain 2 Hope.
make an attack, you are no longer Hidden.
At the end of a short rest, any features or effects with a
RESTRAINED limited number of uses per rest refresh and any features or
effects that last until your next rest expire.
Restrained characters can’t move, but you can still take
actions from their current position. A long rest is when the characters make camp and relax or
sleep for several in-game hours. Each player can move domain
VULNERABLE cards between their loadout and vault for free, then choose
twice from the following list of downtime moves (players can
When a creature is Vulnerable, all rolls targeting them have choose the same move twice):
advantage.
• Tend to All Wounds: Clear all Hit Points for yourself or an
Some features can apply special or unique conditions, which ally.
work as described in the feature text. • Clear All Stress: Clear all Stress.
Unless otherwise noted, the same condition can’t be applied • Repair All Armor: Clear all Armor Slots from your or an
more than once to the same target. ally’s armor
• Prepare: Describe how you prepare for the next day’s
TEMPORARY TAGS adventure, then gain a Hope. If you choose to Prepare
& SPECIAL CONDITIONS with one or more members of your party, you each gain 2
Hope.
The temporary tag denotes a condition or effect that the
• Work on a Project: With GM approval, a PC may pursue
affected creature can clear by making a move against it. When
a long-term project, such as deciphering an ancient text
an affected PC makes a move to clear a temporary condition
or crafting a new weapon. The first time they start a new
or effect, it normally requires a successful action roll using
project, assign it a countdown. Each time a PC makes
an appropriate trait. When an affected adversary makes a
the Work on a Project move, they either advance their
move to clear a temporary condition or effect, the GM puts
project’s countdown automatically or make an action roll
the spotlight on the adversary and describes how they do it;
to advance it (GM’s choice).
this doesn’t require a roll but it does use up that adversary’s
spotlight. 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
Special conditions are only cleared when specific requirements features or effects that last until your next rest or until your
are met, such as completing a certain action or using a next long rest expire.
particular item. The requirements for clearing these conditions
are stated in the text of the effect that applies the condition. DOWNTIME CONSEQUENCES
DOWNTIME
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
Between conflicts, the party can take a rest to recover advance a long-term countdown of their choice.
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
Daggerheart SRD 41
DEATH STACKING EFFECTS
When a PC marks their last Hit Point, they must make a death Unless stated otherwise, all effects beside conditions and
move by choosing one of the following options: advantage/disadvantage can stack.
• Blaze of Glory: Your character embraces death and ONGOING SPELL EFFECTS
goes out in a blaze of glory. Take one final action. It
automatically critically succeeds (with GM approval), and If an effect doesn’t have a listed mechanical expiration, it only
then you cross through the veil of death. ends when decided by the controlling player, the GM, or the
demands of the fiction.
• Avoid Death: Your character avoids death and faces the
consequences. They temporarily drop unconscious, and
SPENDING RESOURCES
then you work with the GM to describe how the situation
worsens. While unconscious, your character can’t move or Unless an effect states otherwise, you can’t spend Hope or
act, and they can’t be targeted by an attack. They return mark Stress multiple times on the same feature to increase or
to consciousness when an ally clears 1 or more of their repeat its effects on the same roll.
marked Hit Points or when the party finishes a long rest.
After your character falls unconscious, roll your Hope Die. USING FEATURES AFTER A ROLL
If its value is equal to or less than your character’s level,
If a feature allows you to affect a roll after the result has been
they gain a scar: permanently cross out a Hope slot and
totaled, you can use it after the GM declares whether the roll
work with the GM to determine its lasting narrative impact
succeeds or fails, but not after the consequences unfold or
and how, if possible, it can be restored. If you ever cross
another roll is made.
out your last Hope slot, your character’s journey ends.
• Risk It All: Roll your Duality Dice. If the Hope Die is higher,
your character stays on their feet and clears a number LEVELING UP
of Hit Points or Stress equal to the value of the Hope Die Your party levels up whenever the GM decides you’ve reached
(you can divide the Hope Die value between Hit Points and a narrative milestone (usually about every 3 sessions). All
Stress however you’d prefer). If the Fear Die is higher, your party members level up at the same time.
character crosses through the veil of death. If the Duality
Dice show matching results, your character stays up and Daggerheart has 10 PC levels divided into 4 tiers:
clears all Hit Points and Stress.
If your character dies, work with the GM before the next
→ Tier 1 encompasses level 1 only.
session to create a new character at the current level of the
rest of the party. → Tier 2 encompasses levels 2–4.
→ Tier 3 encompasses levels 5–7.
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.
42 Daggerheart SRD
STEP TWO STEP THREE
ADVANCEMENTS DAMAGE THRESHOLDS
Choose any two advancements with at least one unmarked Increase all damage thresholds by 1.
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 FOUR
DOMAIN CARDS
• When you choose to increase two unmarked character
traits and mark them: Choose two unmarked character Acquire a new domain card at your level or lower from one of
traits and gain a permanent +1 bonus to them. You can’t your class’s domains and add it to your loadout or vault. If your
increase these stats again until the next tier (when your loadout is already full, you can’t add the new card to it until
tier achievement allows you to clear those marks). you move another into your vault. You can also exchange one
domain card you’ve previously acquired for a different domain
• When you choose to permanently add 1 or more Hit Point
card of the same level or lower.
slots: Darken the outline of the next rectangle in the Hit
Point section of your character sheet in pen or permanent
marker. MULTICLASSING
• When you choose to permanently add 1 or more Stress Starting at level 5, you can choose multiclassing as an option
slots: Darken the outline of the next rectangle in the Stress when leveling up. When you multiclass, you choose an
section of your character sheet in pen or permanent additional class, gain access to one of its domains, and acquire
marker. its class feature. Take the appropriate multiclass module and
• When you choose to increase an Experience: Gain a add it to the right side of your character sheet, then choose a
permanent +1 bonus to an Experience. foundation card from one of its subclasses. If your foundation
• When you take an additional domain card: You can choose cards specify different Spellcast traits, you can choose which
an additional domain card at or below your level or from one to apply when making a Spellcast roll.
your class’s domains. If you’ve multiclassed, you can Whenever you have the option to acquire a new domain card,
instead select a card at or below half your level from your you can choose from cards at or below half your current level
chosen multiclass domain. (rounded up) from the domain you chose when you selected
• When you choose to increase your Evasion: Gain a the multiclass advancement.
permanent +1 bonus to your Evasion.
• When you choose to take an upgraded subclass card:
Take the next card for your subclass. If you have only
the foundation card, take a specialization; if you have a
specialization already, take a mastery. Then cross out this
tier’s multiclass option.
• When you choose to increase your Proficiency: Fill in one
of the open circles in the “Proficiency” section of your
character sheet, then increase your weapon’s number of
damage dice by 1. The black box around this advancement’s
slots indicates you must spend two advancements and mark
both level-up slots in order to take it as an option.
• When you choose to multiclass: Choose an additional class,
select one of its domains, and gain its class feature. Add
the appropriate multiclass module to your character sheet
and take the foundation card from one of its subclasses.
Then cross out the “upgraded subclass” advancement
option in this tier and all other “multiclass” advancement
options on your character sheet. The black box around
this advancement’s slots indicates you must spend two
advancements and mark both level-up slots in order to take
it as an option.
Daggerheart SRD 43
EQUIPMENT WEAPONS
All weapons have a tier, trait, range, damage die, damage
Your equipped weapons and armor are the ones listed in
type, and burden. Some weapons also have a feature.
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
CATEGORY
equipped. You can’t equip weapons or armor with a higher tier A weapon’s category specifies whether it is a Primary or
than you. Secondary weapon. Your character can only equip up to one
weapon of each category at a time.
PCs can carry up to two additional weapons in the “Inventory
Weapon” areas of the character sheet.
TRAIT
You can swap an Inventory Weapon with an Active Weapon of
the same burden at no cost during a rest or moment of calm; A weapon’s trait specifies which trait to use when making an
otherwise, you must mark a Stress to do so. attack roll with it.
Your character can only have one Active Armor at a time. RANGE
They can’t equip armor while in danger or under pressure;
otherwise, they can equip or unequip armor without cost. A weapon’s range specifies the maximum distance between
Each armor has its own Armor Slots; if your character the attacker and their target when attacking with it.
unequips their armor, track how many of its Armor Slots are
marked. You can't carry armor in your inventory. When your DAMAGE
character equips or unequips armor, recalculate your damage A weapon’s damage indicates the size of the damage dice
thresholds. 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.
44 Daggerheart SRD
PRIMARY WEAPON TABLES
Players can choose one Tier 1 primary weapon during character creation.
The GM can make other weapons available throughout the campaign as the PCs level up.
TIER 1 (LEVEL 1)
Physical Weapons
Name Trait Range Damage Burden Feature
TIER 1 (LEVEL 1)
Magic Weapons
All magic weapons require a Spellcast trait
Daggerheart SRD 45
TIER 2 (LEVELS 2–4)
Physical Weapons
Name Trait Range Damage Burden Feature
46 Daggerheart SRD
TIER 2 (LEVELS 2–4)
Magic Weapons
All magic weapons require a Spellcast trait
Improved Knowledge Very Far d6+3 mag Two-Handed Powerful: On a successful attack, roll an additional
Greatstaff damage die and discard the lowest result.
Ego Blade Agility Melee d12+4 mag One-Handed Pompous: You must have a Presence of 0 or lower to
use this weapon.
Casting Sword Strength Melee d10+4 mag Two-Handed Versatile: This weapon can also be used with these
statistics—Knowledge, Far, d6+3.
Devouring Finesse Melee d8+4 mag One-Handed Scary: On a successful attack, the target must mark
Dagger a Stress.
Hammer of Exota Instinct Melee d8+6 mag Two-Handed Eruptive: On a successful attack against a target
within Melee range, all other adversaries within Very
Close range must succeed on a reaction roll (14) or
take half damage.
Yutari Bloodbow Finesse Far d6+4 mag Two-Handed Brutal: When you roll the maximum value on a
damage die, roll an additional damage die.
Elder Bow Instinct Far d6+4 mag Two-Handed Powerful: On a successful attack, roll an additional
damage die and discard the lowest result.
Scepter of Elias Presence Far d6+3 mag One-Handed Invigorating: On a successful attack, roll a d4. On a
result of 4, clear a Stress.
Wand of Presence Far d6+4 mag One-Handed Persuasive: Before you make a Presence Roll, you
Enthrallment can mark a Stress to gain a +2 bonus to the result.
Keeper's Staff Knowledge Far d6+4 mag Two-Handed Reliable: +1 to attack rolls
Daggerheart SRD 47
TIER 3 (LEVELS 5–7)
Physical Weapons
Name Trait Range Damage Burden Feature
Advanced Agility Melee d8+6 phy One-Handed Reliable: +1 to attack rolls
Broadsword
Advanced Agility Melee d8+9 phy Two-Handed —
Longsword
Advanced Strength Melee d10+9 phy Two-Handed —
Battleaxe
Advanced Strength Melee d10+9 phy Two-Handed Massive: −1 to Evasion; on a successful attack, roll
Greatsword an additional damage die and discard the lowest
result.
Advanced Strength Melee d8+7 phy One-Handed —
Mace
Advanced Strength Melee d12+9 phy Two-Handed Heavy: −1 to Evasion
Warhammer
Advanced Finesse Melee d8+7 phy One-Handed —
Dagger
Advanced Instinct Melee d10+9 phy Two-Handed —
Quarterstaff
Advanced Presence Melee d8+7 phy One-Handed —
Cutlass
Advanced Presence Melee d8+6 phy One-Handed Quick: When you make an attack, you can mark a
Rapier Stress to target another creature within range.
Advanced Strength Very Close d10+8 phy Two-Handed Cumbersome: −1 to Finesse
Halberd
Advanced Finesse Very Close d10+8 phy Two-Handed Cumbersome: −1 to Finesse
Spear
Advanced Agility Far d6+9 phy Two-Handed —
Shortbow
Advanced Finesse Far d6+7 phy One-Handed —
Crossbow
Advanced Agility Very Far d8+9 phy Two-Handed Cumbersome: −1 to Finesse
Longbow
Flickerfly Blade Agility Melee d8+5 phy One-Handed Sharpwing: Gain a bonus to your damage rolls equal
to your Agility.
Bravesword Strength Melee d12+7 phy Two-Handed Brave: −1 to Evasion; +3 to Severe damage
threshold
Hammer of Strength Melee d10+7 phy Two-Handed Devastating: Before you make an attack roll, you
Wrath can mark a Stress to use a d20 as your damage die.
Labrys Axe Strength Melee d10+7 phy Two-Handed Protective: +1 to Armor Score
Meridian Presence Melee d10+5 phy One-Handed Dueling: When there are no other creatures within
Cutlass Close range of the target, gain advantage on your
attack roll against them.
Retractable Presence Melee d10+7 phy One-Handed Retractable: The blade can be hidden in the hilt to
Saber avoid detection.
Double Flail Agility Very Close d10+8 phy Two-Handed Powerful: On a successful attack, roll an additional
damage die and discard the lowest result.
Talon Blades Finesse Close d10+7 phy Two-Handed Brutal: When you roll the maximum value on a
damage die, roll an additional damage die.
Black Powder Finesse Far d6+8 phy One-Handed Reloading: After you make an attack, roll a d6. On
Revolver a result of 1, you must mark a Stress to reload this
weapon before you can fire it again.
Spiked Bow Agility Very Far d6+7 phy Two-Handed Versatile: This weapon can also be used with these
statistics—Agility, Melee, d10+5.
48 Daggerheart SRD
TIER 4 (LEVELS 8–10)
Physical Weapons
Name Trait Range Damage Burden Feature
Daggerheart SRD 49
TIER 4 (LEVELS 8–10)
Magic Weapons
All magic weapons require a Spellcast trait
50 Daggerheart SRD
SECONDARY WEAPON TABLES
Players can choose one Tier 1 secondary weapon during character creation.
The GM can make other weapons available throughout the campaign as the PCs level up.
TIER 1 (LEVEL 1)
Name Trait Range Damage Burden Feature
Shortsword Agility Melee d8 phy One-Handed Paired: +2 to primary weapon damage to targets within
Melee range
Round Shield Strength Melee d4 phy One-Handed Protective: +1 to Armor Score
Tower Shield Strength Melee d6 phy One-Handed Barrier: +2 to Armor Score; −1 to Evasion
Small Dagger Finesse Melee d8 phy One-Handed Paired: +2 to primary weapon damage to targets within
Melee range
Whip Presence Very Close d6 phy One-Handed Startling: Mark a Stress to crack the whip and force all
adversaries within Melee range back to Close range.
Grappler Finesse Close d6 phy One-Handed Hooked: On a successful attack, you can pull the target
into Melee range.
Hand Finesse Far d6+1 phy One-Handed —
Crossbow
Improved Agility Melee d8+2 phy One-Handed Paired: +3 to primary weapon damage to targets within
Shortsword Melee range
Improved Strength Melee d4+2 phy One-Handed Protective: +2 to Armor Score
Round Shield
Improved Strength Melee d6+2 phy One-Handed Barrier: +3 to Armor Score; −1 to Evasion
Tower Shield
Improved Finesse Melee d8+2 phy One-Handed Paired: +3 to primary weapon damage to targets within
Small Dagger Melee range
Improved Presence Very Close d6+2 phy One-Handed Startling: Mark a Stress to crack the whip and force all
Whip adversaries within Melee range back to Close range.
Improved Finesse Close d6+2 phy One-Handed Hooked: On a successful attack, you can pull the target
Grappler into Melee range.
Improved Finesse Far d6+3 phy One-Handed —
Hand
Crossbow
Spiked Shield Strength Melee d6+2 phy One-Handed Double Duty: +1 to Armor Score; +1 to primary weapon
damage within Melee range
Parrying Finesse Melee d6+2 phy One-Handed Parry: When you are attacked, roll this weapon's damage
Dagger dice. If any of the attacker's damage dice rolled the same
value as your dice, the matching results are discarded
from the attacker's damage dice before the damage you
take is totaled.
Returning Axe Agility Close d6+4 phy One-Handed Returning: When this weapon is thrown within its range, it
appears in your hand immediately after the attack.
Daggerheart SRD 51
TIER 3 (LEVELS 5–7)
Name Trait Range Damage Burden Feature
Advanced Agility Melee d8+4 phy One-Handed Paired: +4 to primary weapon damage to targets within
Shortsword Melee range
Advanced Strength Melee d4+4 phy One-Handed Protective: +3 to Armor Score
Round Shield
Advanced Strength Melee d6+4 phy One-Handed Barrier: +4 to Armor Score; −1 to Evasion
Tower Shield
Advanced Finesse Melee d8+4 phy One-Handed Paired: +4 to primary weapon damage to targets within
Small Dagger Melee range
Advanced Presence Very Close d6+4 phy One-Handed Startling: Mark a Stress to crack the whip and force all
Whip adversaries within Melee range back to Close range.
Advanced Finesse Close d6+4 phy One-Handed Hooked: On a successful attack, you can pull the target
Grappler into Melee range.
Advanced Finesse Far d6+5 phy One-Handed —
Hand
Crossbow
Buckler Agility Melee d4+4 phy One-Handed Deflecting: When you are attacked, you can mark an
Armor Slot to gain a bonus to your Evasion equal to your
Armor Score against the attack.
Powered Knowledge Close d6+4 phy One-Handed Charged: Mark a Stress to gain a +1 bonus to your
Gauntlet Proficiency on a primary weapon attack.
Hand Sling Finesse Very Far d6+4 phy One-Handed Versatile: This weapon can also be used with these
statistics—Finesse, Close, d8+4.
Legendary Agility Melee d8+6 phy One-Handed Paired: +5 to primary weapon damage to targets within
Shortsword Melee range
Legendary Strength Melee d4+6 phy One-Handed Protective: +4 to Armor Score
Round Shield
Legendary Strength Melee d6+6 phy One-Handed Barrier: +5 to Armor Score; −1 to Evasion.
Tower Shield
Legendary Finesse Melee d8+6 phy One-Handed Paired: +5 to primary weapon damage to targets within
Small Dagger Melee range
Legendary Presence Very Close d6+6 phy One-Handed Startling: Mark a Stress to crack the whip and force all
Whip adversaries within Melee range back to Close range.
Legendary Finesse Close d6+6 phy One-Handed Hooked: On a successful attack, you can pull the target
Grappler into Melee range.
Legendary Finesse Far d6+7 phy One-Handed —
Hand
Crossbow
Braveshield Agility Melee d4+6 phy One-Handed Sheltering: When you mark an Armor Slot, it reduces
damage for you and all allies within Melee range of you
who took the same damage.
Knuckle Strength Melee d6+8 phy One-Handed Doubled Up: When you make an attack with your primary
Claws weapon, you can deal damage to another target within
Melee range.
Primer Shard Instinct Very Close d4 phy One-Handed Locked On: On a successful attack, your next attack
against the same target with your primary weapon
automatically succeeds.
52 Daggerheart SRD
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.
Light-Frame 1 Agility Melee d8 phy One-Handed Quick: When you make an attack, you can mark a
Wheelchair Stress to target another creature within range.
Improved 2 Agility Melee d8+3 phy One-Handed Quick: When you make an attack, you can mark a
Light-Frame Stress to target another creature within range.
Wheelchair
Advanced 3 Agility Melee d8+6 phy One-Handed Quick: When you make an attack, you can mark a
Light-Frame Stress to target another creature within range.
Wheelchair
Legendary 4 Agility Melee d8+9 phy One-Handed Quick: When you make an attack, you can mark a
Light-Frame Stress to target another creature within range.
Wheelchair
Daggerheart SRD 53
Heavy Frame Models
These wheelchairs have bulky and heavier frames, allowing the chair to lend its weight to your character’s attacks. It also makes
them a bigger target.
54 Daggerheart SRD
ARMOR
Every armor has a name, base damage thresholds, and a base Armor Score. Some armor also has a feature.
• An armor’s base armor score indicates how many Armor While unarmored, your character’s base Armor Score is 0,
Slots it provides its wearer before additional bonuses are their Major threshold is equal to their level, and their Severe
added to calculate their total Armor Score. A PC’s Armor threshold is equal to twice their level.
Score can’t exceed 12.
• An armor’s base thresholds determine its wearer’s major REDUCING INCOMING DAMAGE
and severe damage thresholds before adding bonuses to When you take damage, you can mark one Armor Slot to
calculate their final damage thresholds. reduce the number of Hit Points you would mark by one. If
• An armor’s feature is a special rule that stays in effect your character has an Armor Score of 0, you can’t mark Armor
while the armor is equipped. 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.
ARMOR TABLES
TIER 1 (LEVEL 1)
Base Base
Name Thresholds Score Feature
Gambeson Armor 5 / 11 3 Flexible: +1 to Evasion
Leather Armor 6 / 13 3 —
Chainmail Armor 7 / 15 4 Heavy: −1 to Evasion
Full Plate Armor 8 / 17 4 Very Heavy: −2 to Evasion; −1 to Agility
Daggerheart SRD 55
TIER 3 (LEVELS 5–7)
Base Base
Name Thresholds Score Feature
Advanced Gambeson Armor 9 / 23 5 Flexible: +1 to Evasion
Advanced Leather Armor 11 / 27 5 —
Advanced Chainmail Armor 13 / 31 6 Heavy: −1 to Evasion
Advanced Full Plate Armor 15 / 35 6 Very Heavy: −2 to Evasion; −1 to Agility
Bellamoi Fine Armor 11 / 27 5 Gilded: +1 to Presence
Dragonscale Armor 11 / 27 5 Impenetrable: Once per short rest, when you would mark your last Hit
Point, you can instead mark a Stress.
Spiked Plate Armor 10 / 25 5 Sharp: On a successful attack against a target within Melee range, add a
d4 to the damage roll.
Bladefare Armor 16 / 39 6 Physical: You can’t mark an Armor Slot to reduce magic damage.
Monett’s Cloak 16 / 39 6 Magic: You can’t mark an Armor Slot to reduce physical damage.
Runes of Fortification 17 / 43 6 Painful: Each time you mark an Armor Slot, you must mark a Stress.
56 Daggerheart SRD
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:
• Common: 1d12 or 2d12 • Rare: 3d12 or 4d12
• Uncommon: 2d12 or 3d12 • Legendary: 4d12 or 5d12
ROLL Loot description
02 Piper Whistle This handcrafted whistle has a distinctive sound. When you blow this whistle, its piercing tone can be heard
within a 1-mile radius.
03 Charging Quiver When you succeed on an attack with an arrow stored in this quiver, gain a bonus to the damage roll equal to
your current tier.
04 Alistair’s Torch You can light this magic torch at will. The flame’s light fills a much larger space than it should, enough to
illuminate a cave bright as day.
05 Speaking Orbs This pair of orbs allows any creatures holding them to communicate with each other across any distance.
07 Arcane Cloak A creature with a Spellcast trait wearing this cloak can adjust its color, texture, and size at will.
08 Woven Net You can make a Finesse Roll using this net to trap a small creature. A trapped target can break free with a
successful Attack Roll (16).
09 Fire Jar You can pour out the strange liquid contents of this jar to instantly produce fire. The contents regenerate when
you take a long rest.
10 Suspended Rod This flat rod is inscribed with runes. When you activate the rod, it is immediately suspended in place. Until the
rod is deactivated, it can’t move, doesn’t abide by the rules of gravity, and remains in place.
11 Glamour Stone Activate this pebble-sized stone to memorize the appearance of someone you can see. Spend a Hope to
magically recreate this guise on yourself as an illusion.
12 Empty Chest This magical chest appears empty. When you speak a specific trigger word or action and open the chest, you
can see the items stored within it.
13 Companion Case This case can fit a small animal companion. While the companion is inside, the animal and case are immune to
all damage and harmful effects.
14 Piercing Arrows Three times per rest when you succeed on an attack with one of these arrows, you can add your Proficiency to
the damage roll.
15 Valorstone You can attach this stone to armor that doesn’t already have a feature. The armor gains the following feature.
Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold
without marking an Armor Slot.
16 Skeleton Key When you use this key to open a locked door, you gain advantage on the Finesse Roll.
17 Arcane Prism Position this prism in a location of your choosing and activate it. All allies within Close range of it gain a +1
bonus to their Spellcast Rolls. While activated, the prism can’t be moved. Once the prism is deactivated, it can’t
be activated again until your next long rest.
18 Minor Stamina As a downtime move, you can use the bone of a creature to craft a Minor Stamina Potion.
Potion Recipe
19 Minor Health As a downtime move, you can use a vial of blood to craft a Minor Health Potion.
Potion Recipe
20 Homing These two compasses point toward each other no matter how far apart they are.
Compasses
21 Corrector Sprite This tiny sprite sits in the curve of your ear canal and whispers helpful advice during combat. Once per short
rest, you can gain advantage on an attack roll.
22 Gecko Gloves You can climb up vertical surfaces and across ceilings.
23 Lorekeeper You can store the name and details of up to three hostile creatures inside this book. You gain a +1 bonus to
action rolls against those creatures.
Daggerheart SRD 57
ROLL Loot description
24 Vial of As a downtime move, you can mark a Stress to craft a Vial of Darksmoke.
Darksmoke
Recipe
25 Bloodstone You can attach this stone to a weapon that doesn’t already have a feature. The weapon gains the following
feature.
Brutal: When you roll the maximum value on a damage die, roll an additional damage die.
26 Greatstone You can attach this stone to a weapon that doesn’t already have a feature. The weapon gains the following
feature.
Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
27 Glider While falling, you can mark a Stress to deploy this small parachute and glide safely to the ground.
28 Ring of Silence Spend a Hope to activate this ring. Your footsteps are silent until your next rest.
29 Calming Pendant When you would mark your last Stress, roll a d6. On a result of 5 or higher, don’t mark it.
30 Dual Flask This flask can hold two different liquids. You can swap between them by flipping a small switch on the flask’s
side.
31 Bag of Ficklesand You can convince this small bag of sand to be much heavier or lighter with a successful Presence Roll (10).
Additionally, on a successful Finesse Roll (10), you can blow a bit of sand into a target’s face to make them
temporarily Vulnerable.
32 Ring of Once per long rest, you can activate this ring after a successful attack against you to halve the damage.
Resistance
33 Phoenix Feather If you have at least one Phoenix Feather on you when you fall unconscious, you gain a +1 bonus to the roll you
make to determine whether you gain a scar.
34 Box of Many Once per long rest, you can open this small box and roll a d12. On a result of 1–6, it’s empty. On a result of
Goods 7–10, it contains one random common consumable. On a result of 11–12, it contains two random common
consumables.
35 Airblade Charm You can attach this charm to a weapon with a Melee range. Three times per rest, you can activate the charm
and attack a target within Close range.
36 Portal Seed You can plant this seed in the ground to grow a portal in that spot. The portal is ready to use in 24 hours. You
can use this portal to travel to any other location where you planted a portal seed. A portal can be destroyed by
dealing any amount of magic damage to it.
37 Paragon’s Chain As a downtime move, you can meditate on an ideal or principle you hold dear and focus your will into this chain.
Once per long rest, you can spend a Hope to roll a d20 as your Hope Die for rolls that directly align with that
principle.
38 Elusive Amulet Once per long rest, you can activate this amulet to become Hidden until you move. While Hidden in this way, you
remain unseen even if an adversary moves to where they would normally see you.
39 Hopekeeper During a long rest, if you have 6 Hope, you can spend a Hope to imbue this locket with your bountiful resolve.
Locket When you have 0 Hope, you can use the locket to immediately gain a Hope. The locket must be re-imbued
before it can be used this way again.
40 Infinite Bag When you store items in this bag, they are kept in a pocket dimension that never runs out of space. You can
retrieve an item at any time.
41 Stride Relic You gain a +1 bonus to your Agility. You can only carry one relic.
42 Bolster Relic You gain a +1 bonus to your Strength. You can only carry one relic.
43 Control Relic You gain a +1 bonus to your Finesse. You can only carry one relic.
44 Attune Relic You gain a +1 bonus to your Instinct. You can only carry one relic.
45 Charm Relic You gain a +1 bonus to your Presence. You can only carry one relic.
46 Enlighten Relic You gain a +1 bonus to your Knowledge. You can only carry one relic.
47 Honing Relic You gain a +1 bonus to an Experience of your choice. You can only carry one relic.
48 Flickerfly While you carry this pendant, your weapons with a Melee range that deal physical damage have a gossamer
Pendant sheen and can attack targets within Very Close range.
49 Lakestrider You can walk on the surface of water as if it were soft ground.
Boots
58 Daggerheart SRD
ROLL Loot description
50 Clay Companion When you sculpt this ball of clay into a clay animal companion, it behaves as that animal. For example, a clay
spider can spin clay webs, while a clay bird can fly. The clay companion retains memory and identity across
different shapes, but they can adopt new mannerisms with each form.
51 Mythic Dust As a downtime move, you can use a handful of fine gold dust to craft Mythic Dust.
Recipe
52 Shard of Memory Once per long rest, you can spend 2 Hope to recall a domain card from your vault instead of paying its Recall
Cost.
53 Gem of Alacrity You can attach this gem to a weapon, allowing you to use your Agility when making an attack with that weapon.
54 Gem of Might You can attach this gem to a weapon, allowing you to use your Strength when making an attack with that
weapon.
55 Gem of Precision You can attach this gem to a weapon, allowing you to use your Finesse when making an attack with that
weapon.
56 Gem of Insight You can attach this gem to a weapon, allowing you to use your Instinct when making an attack with that
weapon.
57 Gem of Audacity You can attach this gem to a weapon, allowing you to use your Presence when making an attack with that
weapon.
58 Gem of Sagacity You can attach this gem to a weapon, allowing you to use your Knowledge when making an attack with that
weapon.
59 Ring of Once per session, when the GM spends a Fear, you can spend 4 Hope to cancel the effects of that spent Fear.
Unbreakable
Resolve
60 Belt of Unity Once per session, you can spend 5 Hope to lead a Tag Team Roll with three PCs instead of two.
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:
• Common: 1d12 or 2d12 • Rare: 3d12 or 4d12
• Uncommon: 2d12 or 3d12 • Legendary: 4d12 or 5d12
01 Stride Potion You gain a +1 bonus to your next 09 Grindletooth You can apply this venom to a weapon
Agility Roll. Venom that deals physical damage to add a
d6 to your next damage roll with that
02 Bolster Potion You gain a +1 bonus to your next weapon.
Strength Roll.
10 Varik Leaves You can eat these paired leaves to
03 Control Potion You gain a +1 bonus to your next immediately gain 2 Hope.
Finesse Roll.
11 Vial of Moondrip When you drink the contents of this
04 Attune Potion You gain a +1 bonus to your next vial, you can see in total darkness until
Instinct Roll. your next rest.
05 Charm Potion You gain a +1 bonus to your next 12 Unstable Arcane You can make a Finesse Roll to throw
Presence Roll. Shard this shard at a group of adversaries
06 Enlighten Potion You gain a +1 bonus to your next within Far range. Targets you succeed
Knowledge Roll. against take 1d20 magic damage.
07 Minor Health Clear 1d4 HP. 13 Potion of You can drink this potion to choose
Potion Stability one additional downtime move.
08 Minor Stamina Clear 1d4 Stress. 14 Improved You can apply this venom to a weapon
Potion Grindletooth that deals physical damage to add a
Venom d8 to your next damage roll with that
weapon.
Daggerheart SRD 59
ROLL LOOT description ROLL LOOT description
15 Morphing Clay You can spend a Hope to use this clay, 35 Mythic Dust You can apply this dust to a weapon
altering your face enough to make you that deals magic damage to add a d12
unrecognizable until your next rest. to your next damage roll with that
weapon.
16 Vial of When an adversary attacks you, use
Darksmoke this vial and roll a number of d6s equal 36 Acidpaste This paste eats away walls and other
to your Agility. Add the highest result surfaces in bright flashes.
to your Evasion against the attack. 37 Hopehold Flare When you use this flare, allies within
17 Jumping Root Eat this root to leap up to Far range Close range roll a d6 when they spend
once without needing to roll. a Hope. On a result of 6, they gain the
effect of that Hope without spending
18 Snap Powder Mark a Stress and clear a HP.
it. The flare lasts until the end of the
19 Health Potion Clear 1d4+1 HP. scene.
38 Major Arcane You can make a Finesse Roll to throw
20 Stamina Potion Clear 1d4+1 Stress.
Shard this shard at a group of adversaries
21 Armor Stitcher You can use this stitcher to spend any within Far range. Targets you succeed
number of Hope and clear that many against take 4d20 magic damage.
Armor Slots. 39 Featherbone You can use this bone to control your
22 Gill Salve You can apply this salve to your neck falling speed for a number of minutes
to breathe underwater for a number equal to your level.
of minutes equal to your level. 40 Circle of the Mark a Stress to create a void that
23 Replication By touching this piece of parchment Void extends up to Far range. No magic can
Parchment to another, you can perfectly copy be cast inside the void, and creatures
the second parchment’s contents. within the void are immune to magic
Once used, this parchment becomes damage.
mundane paper. 41 Sun Tree Sap Consume this sap to roll a d6. On a
24 Improved You can make a Finesse Roll to throw result of 5–6, clear 2 HP. On a result
Arcane Shard this shard at a group of adversaries of 2–4, clear 3 Stress. On a result
within Far range. Targets you succeed of 1, see through the veil of death and
against take 2d20 magic damage. return changed, gaining one scar.
25 Major Stride You gain a +1 bonus to your Agility 42 Dripfang Poison A creature who consumes this poison
Potion until your next rest. takes 8d10 direct magic damage.
26 Major Bolster You gain a +1 bonus to your Strength 43 Major Health Clear 1d4+2 HP.
Potion until your next rest. Potion
27 Major Control You gain a +1 bonus to your Finesse 44 Major Stamina Clear 1d4+2 Stress.
Potion until your next rest. Potion
28 Major Attune You gain a +1 bonus to your Instinct 45 Ogre Musk You can use this musk to prevent
Potion until your next rest. anyone from tracking you by mundane
or magical means until your next rest.
29 Major Charm You gain a +1 bonus to your Presence
Potion until your next rest. 46 Wingsprout You gain magic wings that allow you
to fly for a number of minutes equal to
30 Major Enlighten You gain a +1 bonus to your
your level.
Potion Knowledge until your next rest.
47 Jar of Lost You can open this jar to release
31 Blood of the You can drink this blood to disappear
Voices a deafening echo of voices for a
Yorgi from where you are and immediately
number of minutes equal to your
reappear at a point you can see within
Instinct. Creatures within Far range
Very Far range.
unprepared for the sound take 6d8
32 Homet’s Secret After drinking this potion, the next magic damage.
Potion successful attack you make critically
48 Dragonbloom You can drink this tea to unleash a
succeeds.
Tea fiery breath attack. Make an Instinct
33 Redthorn Saliva You can apply this saliva to a weapon Roll against all adversaries in front of
that deals physical damage to add a you within Close range. Targets you
d12 to your next damage roll with that succeed against take d20 physical
weapon. damage using your Proficiency.
34 Channelstone You can use this stone to take a spell 49 Bridge Seed Thick vines grow from your location
or grimoire from your vault, use it to a point of your choice within Far
once, and return it to your vault. range, allowing you to climb up or
across them. The vines dissipate on
your next short rest.
60 Daggerheart SRD
ROLL LOOT description GOLD
50 Sleeping Sap You can drink this potion to fall asleep Gold is an abstract measurement of how much wealth a
for a full night’s rest. You clear all character has, and is measured in handfuls, bags, and chests,
Stress upon waking.
with 10 handfuls to 1 bag, and 10 bags to 1 chest. When you
51 Feast of Xuria You can eat this meal to clear all HP have marked all of the slots in a category and you gain another
and Stress and gain 1d4 Hope. gold reward in that category, mark a slot in the following
52 Bonding Honey This honey can be used to glue two category and clear all the slots in the current one.
objects together permanently.
For example, if you have 9 handfuls and gain another, you
53 Shrinking Potion You can drink this potion to halve your instead mark 1 bag and erase all handfuls. If you have 9 bags
size until you choose to drop this form
and gain another, you mark 1 chest and erase all bags.
or your next rest. While in this form,
you have a +2 bonus to Agility and a You can’t have more than 1 chest, so if all your Gold slots are
−1 penalty to your Proficiency. marked, you’ll need to spend some of your gold or store it
54 Growing Potion You can drink this potion to double somewhere else before you can acquire more.
your size until you choose to drop this
form or your next rest. While in this
Optional Rule: Gold Coins
form, you have a +2 bonus to Strength
and a If your group wants to track gold with more granularity,
+1 bonus to your Proficiency. you can add coins as your lowest denomination. Following
55 Knowledge If you die while holding this stone, an the established pattern, 10 coins equal 1 handful.
Stone ally can take a card from your loadout
to place in their loadout or vault. After
they take this knowledge, the stone
crumbles.
56 Sweet Moss You can consume this moss during a
rest to clear 1d4 HP or 1d4 Stress.
57 Blinding Orb You can activate this orb to create a
flash of bright light. All targets within
Close range become Vulnerable until
they mark HP.
58 Death Tea After you drink this tea, you instantly
kill your target when you critically
succeed on an attack. If you don’t
critically succeed on an attack before
your next long rest, you die.
59 Mirror of When you take damage, you can
Marigold spend a Hope to negate that damage,
after which the mirror shatters.
60 Stardrop You can use this stardrop to summon
a hailstorm of comets that deals 8d20
physical damage to all targets within
Very Far range.
Daggerheart SRD 61
RUNNING AN ADVENTURE
INTRODUCTION GM PRACTICES
The GM is responsible for guiding the narrative and CULTIVATE A CURIOUS TABLE
roleplaying the world the PCs inhabit. This section provides
you with advice for running Daggerheart: using the core Follow what catches the players’ interest to foster an
mechanics; creating memorable encounters; planning exciting environment of creative inquiry.
sessions; selecting, creating, and using GM moves; crafting a
full campaign; running dynamic NPCs; and more. GAIN YOUR PLAYERS’ TRUST
Act in good faith, follow through on your promises, admit your
GM GUIDANCE mistakes.
These three sections provide a foundation to help you get the KEEP THE STORY MOVING FORWARD
most out of this game. The “GM Principles” are your guiding
star—when in doubt, return to these principles. Advance the story through escalating action, new information,
or changing circumstances after every action roll, whether it
succeeds or fails.
GM PRINCIPLES
CUT TO THE ACTION
BEGIN AND END WITH THE FICTION
Skip past the boring bits. When a scene drags on, end it.
Use the fiction to drive mechanics, then connect the mechanics
back to the fiction.
HELP THE PLAYERS USE THE GAME
COLLABORATE AT ALL TIMES, ESPECIALLY Players have more fun when you help them understand the
DURING CONFLICT system.
The PCs are the protagonists of the campaign; antagonism
CREATE A META CONVERSATION
between player and GM should exist only in the fiction.
Empower players to speak out of character, use safety tools, and
FILL THE WORLD WITH LIFE, WONDER, AND ask for clarification.
DANGER
TELL THEM WHAT THEY WOULD KNOW
Showcase rich cultures, take the PCs to wondrous places, and
introduce them to dangerous creatures. Don’t hide obvious details or important information from the
players.
ASK QUESTIONS AND INCORPORATE THE
ANSWERS GROUND THE WORLD IN MOTIVE
Ensuring that the players’ ideas are included results in a An NPC’s actions flow from their goals and desires.
narrative that supports the whole group’s creativity.
BRING THE GAME’S MECHANICS TO LIFE
GIVE EVERY ROLL IMPACT
Set a good example of how fiction and mechanics work together
Only ask the players to roll during meaningful moments. to enhance the game experience.
62 Daggerheart SRD
PITFALLS TO AVOID GUIDANCE ON ACTION ROLLS
After a player describes a move they want to make during
UNDERMINING THE HEROES the game, you might decide an action roll is necessary to
If a roll doesn’t go well, show how it was impacted by an determine how the scene progresses. Use this guide to
adversary’s prowess, environmental factors, or unexpected determine what to present the player, choosing whichever
surprises, rather than the PC’s incompetence. option best fits the situation:
• Determine whether the roll is necessary, considering the
ALWAYS TELLING THE PLAYERS WHAT TO PC’s Experiences or backstory, the pressure they’re acting
ROLL under, and the possible outcomes.
Let the players decide how to handle a challenge. • Establish the stakes of an action roll before the player
makes it.
LETTING SCENES DRAG • Communicate any unavoidable consequences.
Shake it up or cut away when a scene has concluded, the • If desired, you can offer the player the opportunity to forgo
table’s energy is flagging, or people are talking in circles. an action roll in exchange for agreeing to an interesting
outcome, cost, or complication.
SINGULAR SOLUTIONS
Don’t get hung up on one right answer to a problem. If the MAKING MOVES
players have a clever idea, make it work. As the GM, you have GM moves that change the story in
response to the players’ actions. GM moves aren’t bound by
Overplanning specific spells or effects—when you make a GM move, you
Spend your prep time inventing situations instead of scripting can describe the action in whatever way the fiction demands.
scenes. If the players surprise you, take a break to think GM moves happen during GM turns. A GM turn begins when
through your options. the spotlight passes to them and ends when the spotlight
passes back to the players.
HOARDING FEAR
Spend Fear when you have the opportunity. The players will WHEN TO MAKE A MOVE
always generate more. The GM can make a GM move whenever you want, but the
For more in-depth GM guidance, see pg. 140 of the frequency and severity depends on the type of story you’re
Daggerheart Core Rulebook. telling, the actions your players take, and the tone of the
session you’re running.
Daggerheart SRD 63
On a Failure with Hope, you describe how the PC fails to Example GM Moves
get what they want, then make a GM move to introduce a
minor consequence, complication, or cost: • Show how the world reacts
64 Daggerheart SRD
The dramatic tension of a scene correlates with the amount of If you find yourself with a large amount of Fear, consider:
Fear you spend during it. For guidance on how much Fear you
• Spending Fast: Spend Fear before the players have a
should spend in a scene, consult the following table:
chance to react
Incidental A catch-up between PCs 0–1 Fear • Spending Often: Spend Fear every time the spotlight
after an emotionally charged swings to you
scene; gathering information; • Spending Big: Spend Fear to make multiple moves in a row
resupplying at a local market; Spending Fear to make a move communicates the increased
resting during downtime. impact of your action. Fear moves often include one or more
Minor A travel sequence; a minor 1–3 Fear of these elements:
skirmish that introduces new
• Introducing new adversaries to a scene when their
foes or signals future trouble.
appearance hasn’t been foreshadowed or lacks context.
Standard A substantial battle with a 2–4 Fear
• An adversary activating a powerful spell or transformation
notable objective; perilous
to deal massive damage or boost their capabilities.
travel that tests might and
wit; a tense social encounter • An environment exerting a strong negative effect on the
seeking crucial information party.
or aid.
Major A large battle with a Solo 4–8 Fear
or Leader adversary; a
character-defining scene
with a significant change to
a character’s personal story
(such as revelation, growth,
and betrayal).
Climactic A major confrontation with 6–12 Fear
the villain of a story arc;
an epic set piece battle; a
judicial duel to determine an
important NPC’s fate.
DIFFICULTY BENCHMARKS
The Difficulty of an attack roll against an adversary is equal When a player makes an action roll without a specified
to the adversary’s Difficulty score. The Difficulty of any other Difficulty, the GM sets the Difficulty according to the totality
action rolls against an adversary is equal to the adversary’s of the circumstances. Refer to the following benchmark table
Difficulty score, plus (if applicable) the value of one of the for more guidance:
adversary relevant Experience modifiers.
5 Sprint within Close range across an Make a running jump of half your height Walk slowly across a narrow beam.
open field with an enemy present. (about 3 feet for a human).
10 Sprint within Far range across an open Make a running jump of your height Walk quickly across a narrow beam.
field with an enemy present. (about 6 feet for a human).
15 Sprint within Close range across Make a running jump of double your Run across a narrow beam.
rough terrain with an enemy present. height (about 12 feet for a human).
20 Sprint within Close range through an Make a running jump of three times your Run across a narrow beam in heavy
active battle of multiple enemies. height (about 18 feet for a human). wind.
25 Sprint within Far range through a Make a running jump of five times your Run across a very narrow beam in
pitched battle in rough terrain. height (about 30 feet for a human). an active rainstorm.
30 Sprint across the heads of your Make a running jump of ten times your Run across an inch-wide, oil-slicked
enemies in a pitched battle. height (about 60 feet for a human). beam in an active rainstorm.
Daggerheart SRD 65
STRENGTH roll lift smash grapple
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 Break through a stone wall. Subdue a skilled wrestler.
large chest up stairs.
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.
5 Ride a horse through easy terrain. Evade notice under full cover on a Open a sticky lock with the
moonless night. appropriate key.
10 Drive an ox-pulled cart. Evade notice in limited cover on a Open a simple puzzle box.
moonless night.
15 Ride a horse through rough terrain. Evade notice in limited cover on an Disable a standard trap.
average night.
20 Drive a cart through rough terrain. Evade notice in the shadows on an Disable a complicated trap.
average night.
25 Ride a wild horse through dangerous Evade notice with minimal cover in Open a door secured by a sequence
terrain. ample light. of elaborate locks.
30 Ride an enraged beast through Evade notice with no cover in full Disable an incredibly sensitive and
dangerous terrain. daylight. deadly trap.
5 Hear a loud noise twenty paces away. Detect an obvious ambush or notice an Follow a well-trod path in good
obvious deception. lighting and weather.
10 Hear a speaking voice fifty paces Detect a looming threat or notice an Follow an average path in good
away. average person’s lies. lighting and weather.
15 Hear someone walking in the woods Detect hostile intent from a foe or see Follow a subtle path through rough
fifty paces away. through a merchant’s lies. conditions.
20 Hear someone sneaking through the Detect a politician’s veiled hostility or Follow a subtle path through harsh
woods fifty paces away. detect a nearby assassin. conditions.
25 Hear a prowling animal fifty paces Identify a spymaster’s plot or read a Find your way with no path through
away. politican’s true intentions. dangerous conditions.
30 Hear a diving bird a hundred paces Sense a shred of doubt within a god’s Find your way through a trickery
away. pronouncement. god’s maze.
66 Daggerheart SRD
roll charm perform deceive
PRESENCE 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 Trick an average stranger.
impress a small crowd.
15 Win the trust of a cautious stranger or Earn room and board in a low-end Trick an average merchant.
talk your way into a noble’s party. tavern or impress a large crowd.
20 Win the trust of a sympathetic foe or Earn lodging in a high-end tavern or Trick a trained courtier.
talk your way into an enemy’s party. impress a full theater.
25 Turn an enemy against their ruler or Earn your keep in a royal court or Trick a spymaster.
talk your way into a fae court. impress a full colosseum.
30 Talk a hostile god into granting you a Save yourself from execution after Trick a god.
boon. offending the queen.
5 Recall uncommon facts about your Unpack an obvious metaphor in a simple Learn simple skills from an excellent
community. text. teacher.
10 Recall uncommon facts about a Identify obvious subtext in a Learn simple skills from an average
neighboring community. conversation. teacher.
15 Recall uncommon facts about a Break an average cipher in a coded Learn complicated skills from an
distant community. message. excellent teacher.
20 Recall specialized facts about a Identify a weakness in a complicated Learn complicated skills under poor
distant community. battle plan. conditions.
25 Recall specialized facts about a fallen Predict the downfall of a nation based Learn complicated skills quickly
kingdom. on concealed misdeeds. under dangerous conditions.
30 Recall secret information about an Identify the weakness in a divine Learn complicated skills quickly
obscure historical group. champion’s fighting form. from incomplete information.
However, for especially dramatic or difficult tasks that the On a success, the adversary deals the damage listed in their
PCs can’t influence, you can give an adversary an action roll stat block to the target.
anyway. For an adversary’s action roll, roll a d20. If the result When an adversary’s action lets the GM make an attack
is equal to or greater than the action’s Difficulty, the action against multiple targets, they make one attack roll and
succeeds—otherwise it fails. You can spend a Fear before compare it to each target’s Evasion separately.
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.
Daggerheart SRD 67
COUNTDOWNS list that aligns with your campaign setting and the party’s
current location.
Countdowns represent a period of time or series of events
preceding a future effect. A countdown begins at a starting Otherwise, set the prices of goods and services by adjusting
value. When a countdown advances, it’s reduced by 1. The the entries in the Average Costs table to reflect your campaign
countdown’s effect is triggered when the countdown reaches setting:
0.
Meals for a party of adventurers per 1 Handful
Note: You can track countdowns by “spinning down” dice or night
ticking off boxes. Standard inn room per night 1 Handful
Standard countdowns advance every time a player makes an Luxury inn room per night 1 Bag
action roll. If an adversary or environment ability refers to a
Carriage ride 2 Handfuls
“Countdown [n],” then it means a standard countdown with a
starting value of n. Mount (horse, mule, etc.) 3 Bags
Dynamic countdowns advance by up to 3 depending on Specialized tools 3 Handfuls
the outcomes of action rolls. Consequence countdowns Fine clothing 3 Handfuls
are dynamic countdowns to negative effects. Progress
Luxury clothing 1 Bag
countdowns are dynamic countdowns to positive effects.
Dynamic countdowns advance according to this chart: Tier 1 equipment (weapons, armor) 1–5 Handfuls
Tier 2 equipment (weapons, armor) 1–2 Bags
DYNAMIC COUNTDOWN Tier 3 equipment (weapons, armor) 5–10 Bags
ADVANCEMENT Tier 4 equipment (weapons, armor) 1–2 Chests
Roll Result Progress Consequence
Advancement Advancement RUNNING GM NPCS
Failure with Fear No advancement Tick down 3 When you run NPCs as the GM, you should always strive to
Failure with Hope No advancement Tick down 2 follow your GM principles and use them to bring the world to
life. Differentiate NPCs with unique manners of speech and
Success with Fear Tick down 1 Tick down 1 action; let their individual goals and desires motivate their
Success with Tick down 2 No advancement actions.
Hope
The only essential elements for a NPC are their name,
Critical Success Tick down 3 No advancement description, and motive. If it’s likely that the PCs will roll
actions against them, give them a Difficulty. Adversaries
ADVANCED COUNTDOWN can be invented or improvised by modifying the stat block of
another adversary.
FEATURES
If an NPC becomes an ally in combat, they don’t need a stat
• Countdowns with randomized starting values
block—just put the spotlight on what they do and show how
• Loop countdowns that reset to their starting value after their involvement alters the fiction. If a PC capitalizes on their
their countdown effect is triggered. help during the scene, give the PC advantage. NPCs that don’t
• Increasing countdowns that increase their starting value have Hit Points or Stress can still be injured or killed if the
by 1 every time they loop. fiction demands it.
• Decreasing countdowns that decrease their starting value If you want an important NPC to mechanically interact with
by 1 every time they loop. the system, you can give them one or more features with
• Linked progress and consequence countdowns that specific triggers and effects. An NPC might also have a choice
simultaneously advance according to the same action roll that adjusts the parameters of their feature. For example:
outcomes.
• Long-term countdowns that advance after rests instead ARCANE HOLD
of action rolls. Choice: When the battle begins, choose a favored PC.
Trigger: The first time during a battle the favored PC is
GIVING OUT GOLD, within Close range and hit with an attack.
EQUIPMENT, AND LOOT
Effect: Make an attack roll with a +6 modifier against
It’s up to you and your players how much importance you want the adversary. On a success, the target is temporarily
to place on gold, equipment, and loot in your campaign. Restrained by tendrils of powerful magic.
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 for
new items let them pick one or two from a short, preselected
68 Daggerheart SRD
NPC FEATURE EXAMPLES FALLING AND COLLISION DAMAGE
If a character falls to the ground, you can use the following as
VOLLEY OF ARROWS
a guide to determine the damage they take:
Trigger: A battle begins and this NPC is involved.
• A fall from Very Close range deals 1d10+3 physical
Effect: Activate a countdown (Loop 3). It ticks down when damage.
a PC misses an attack. When it triggers, this NPC releases
a volley of arrows at a target of the PCs’ choice, dealing • A fall from Close range deals 1d20+5 physical damage.
2d8+3 physical damage. • A fall from Far or Very Far range deals 1d100+15 physical
damage, or death at the GM’s discretion.
MENTOR If a character collides with an object or another character at a
Choice: When the battle begins, choose a protégé PC. dangerous speed, they take 1d20+5 direct physical damage.
Trigger: Your protégé is within Close range and fails an
attack roll.
MOVING AND FIGHTING UNDERWATER
By default, attack rolls made while the attacker is underwater
Effect: Move into Melee range with the PC and give them
have disadvantage.
advice or guidance. The next attack roll they make has
advantage. For creatures that can’t breathe underwater, use a standard
countdown (3) to track how long they can hold their breath.
REGROUP Advance the countdown whenever the PC takes an action. In
Choice: When a battle begins, choose a point within Far addition if they fail a roll or roll with Fear while underwater,
range. you can spend your GM move to advance it an additional
time—or twice, if they rolled a failure with Fear.
Trigger: All PCs have marked all of their Armor Slots.
Once the countdown ends, the underwater PC must mark a
Effect: Teleport all PCs and this NPC to the chosen spot
Stress whenever they take an action.
and clear an Armor Slot on each target.
FATE ROLLS On an attack roll against a PC, the attacker rolls against the
defender’s Evasion, just like an adversary. On any other kind
When the GM wants to leave an outcome entirely up to of action roll, the instigator makes an action roll and the target
chance, they call for a fate roll. The GM establishes what’s at makes a reaction roll. To succeed, the instigator must beat a
stake and how the roll will be interpreted. Then a player rolls Difficulty equal to the total value of the reaction roll.
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.”
Daggerheart SRD 69
ADVERSARIES AND ATTACK MODIFIER
ENVIRONMENTS When you attack with the adversary, apply this bonus or
penalty to your attack roll.
USING ADVERSARIES STANDARD ATTACK
A description of the adversary’s primary mode of inflicting
ADVERSARY STAT BLOCKS harm on the PCs. It includes the attack’s name, its effective
All the information required to run an adversary is contained range, and the damage it deals on a success. Using an
in their stat block. An adversary’s stat block includes their: adversary’s standard attack is a GM move.
DIFFICULTY
The Difficulty of any roll made against the adversary, unless
otherwise noted.
70 Daggerheart SRD
EXAMPLE ADVERSARY FEATURES: BUILDING BALANCED
ENCOUNTERS
ACTIONS
When planning a battle, start with [(3 x the number of
Haymaker - Action: Make an attack against a target within PCs in combat) + 2] Battle Points and make the following
Very Close range. On a success, deal X direct physical adjustments:
damage.
-1 for an easier or shorter fight
Shredding Strike - Action: Make an attack against a target
within Very Close range. On a success, deal X physical -2 if you’re using 2 or more Solo adversaries
damage and the target must mark an Armor Slot without -2 if you add +1d4 (or a static +2) to all adversaries’
gaining its benefit (they can still use armor to reduce the damage rolls
damage).
+1 if you choose an adversary from a lower tier
More Where That Came From - Action: Summon three
Jagged Knife Lackeys, who appear at Far range. +1 if you don’t include any Bruisers, Hordes, Leaders, or
Solos
REACTIONS +2 for a harder or longer fight
Heavy Hitter - Reaction: When this adversary deals Then spend your Battle Points to add an adversary to the
damage with a standard attack, you can spend a Fear to encounter:
gain a +X bonus to the damage roll.
Spend 1 point for each group of Minions equal to the size
Team-Up - Reaction: When another adversary within Very of the party.
Close range of thisadversary deals X damage to a creature,
you can mark a Stress to make a standard attack against Spend 1 point for each Social or Support adversary.
that same creature. On a success, combine the damage. Spend 2 points for each Horde, Ranged, Skulk, or Standard
Momentum - Reaction: When this adversary makes a adversary.
successful attack against a PC, you gain a Fear. Spend 3 points for each Leader adversary.
Horde (X) - Passive: When the Horde has marked half or Spend 5 points for each Solo adversary.
more of their HP, their standard attack deals X damage
instead.
DEFEATED ADVERSARIES
Minion (X) - Passive: This adversary is defeated when they
take any damage. For every X damage a PC deals to this When an adversary marks their last Hit Point, they are
adversary, defeat an additional Minion within range the defeated: incapacitated, tied up, routed, killed, or anything
attack would succeed against. else the table decides makes sense.
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.
Daggerheart SRD 71
ADVERSARY STAT BLOCK BENCHMARKS
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:
72 Daggerheart SRD
• Giant Eagle • Fallen Warlord:
• Gorgon • Undefeated Champion
• Juvenile Flickerfly • Hallowed Archer
• Knight of the Realm • Hallowed Soldier
• Masked Thief • High Seraph
• Merchant Baron • Kraken
• Minotaur Wrecker • Oracle of Doom
• Mortal Hunter • Outer Realms Abomination
• Royal Advisor • Outer Realms Corruptor
• Secret-Keeper • Outer Realms Thrall
• Shark • Volcanic Dragon:
• Siren • Obsidian Predator
• Spectral Archer • Volcanic Dragon:
• Spectral Captain • Molten Scourge
• Spectral Guardian • Volcanic Dragon:
• Spy • Ashen Tyrant
• Stonewraith • Perfected Zombie
• War Wizard • Zombie Legion
Daggerheart SRD 73
TIER 1 ADVERSARIES (LEVEL 1)
CAVE OGRE
Tier Solo
ACID BURROWER A massive humanoid who sees all sapient life as food.
Motives & Tactics: Bite off heads, feast, rip limbs, stomp,
Tier Solo
throw enemies
A horse-sized insect with digging claws and acidic blood.
Motives & Tactics: Burrow, drag away, feed, reposition Difficulty: 13 | Thresholds: 8/15 | HP: 8 | Stress: 3
ATK: +1 | Club: Very Close | 1d10+2 phy
Difficulty: 14 | Thresholds: 8/15 | HP: 8 | Stress: 3
ATK: +3 | Claws: Very Close | 1d12+2 phy Experience: Throw +2
Experience: Tremor Sense +2 FEATURES
FEATURES Ramp Up - Passive: You must spend a Fear to spotlight the Ogre.
While spotlighted, they can make their standard attack against
Relentless (3) - Passive: The Burrower can be spotlighted up to
all targets within range.
three times per GM turn. Spend Fear as usual to spotlight them.
Bone Breaker - Passive: The Ogre’s attacks deal direct damage.
Earth Eruption - Action: Mark a Stress to have the Burrower burst
out of the ground. All creatures within Very Close range must Hail of Boulders - Action: Mark a Stress to pick up heavy objects
succeed on an Agility Reaction Roll or be knocked over, making and throw them at all targets in front of the Ogre within Far
them Vulnerable until they next act. range. Make an attack against these targets. Targets the Ogre
succeeds against take 1d10+2 physical damage. If they succeed
Spit Acid - Action: Make an attack against all targets in front of the
against more than one target, you gain a Fear.
Burrower within Close range. Targets the Burrower succeeds
against take 2d6 physical damage and must mark an Armor Slot Rampaging Fury - Reaction: When the Ogre marks 2 or more HP,
without receiving its benefits (they can still use armor to reduce they can rampage. Move the Ogre to a point within Close range
the damage). If they can’t mark an Armor Slot, they must mark and deal 2d6+3 direct physical damage to all targets in their
an additional HP and you gain a Fear. path.
Acid Bath - Reaction: When the Burrower takes Severe damage,
all creatures within Close range are bathed in their acidic blood,
taking 1d10 physical damage. This splash covers the ground
within Very Close range with blood, and all creatures other than
CONSTRUCT
the Burrower who move through it take 1d6 physical damage. Tier Solo
A roughly humanoid being of stone and steel, assembled and
animated by magic.
Motives & Tactics: Destroy environment, serve creator, smash
BEAR target, trample groups
74 Daggerheart SRD
COURTIER GIANT MOSQUITOES
Tier Social Tier Horde (/HP)
An ambitious and ostentatiously dressed socialite. Dozens of fist-sized mosquitoes, flying together for protection.
Motives & Tactics: Discredit, gain favor, maneuver, scheme Motives & Tactics: Fly away, harass, steal blood
Difficulty: 12 | Thresholds: 4/8 | HP: 3 | Stress: 4 Difficulty: 10 | Thresholds: 5/9 | HP: 6 | Stress: 3
ATK: −4 | Daggers: Melee | 1d4+2 phy ATK: −2 | Proboscis: Melee | 1d8+3 phy
Experience: Socialite +3 Experience: Camouflage +2
FEATURES FEATURES
Mockery - Action: Mark a Stress to say something mocking and Horde (1d4+1) - Passive: When the Mosquitoes have marked half
force a target within Close range to make a Presence Reaction or more of their HP, their standard attack deals 1d4+1 physical
Roll (14) to see if they can save face. On a failure, the target damage instead.
must mark 2 Stress and is Vulnerable until the scene ends. Flying - Passive: While flying, the Mosquitoes have a +2 bonus to
Scapegoat - Action: Spend a Fear and target a PC. The Courtier their Difficulty.
convinces a crowd or prominent individual that the target is the Bloodsucker - Reaction: When the Mosquitoes’ attack causes a
cause of their current conflict or misfortune. target to mark HP, you can mark a Stress to force the target to
mark an additional HP.
DEEPROOT DEFENDER
Tier Bruiser GIANT RAT
A burly vegetable-person with grasping vines. Tier Minion
Motives & Tactics: Ambush, grab, protect, pummel A cat-sized rodent skilled at scavenging and survival.
Motives & Tactics: Burrow, hunger, scavenge, wear down
Difficulty: 10 | Thresholds: 8/14 | HP: 7 | Stress: 3
ATK: +2 | Vines: Close | 1d8+3 phy Difficulty: 10 | Thresholds: None | HP: 1 | Stress: 1
ATK: −4 | Claws: Melee | 1 phy
Experience: Huge +3
Experience: Keen Senses +3
FEATURES
Ground Slam - Action: Slam the ground, knocking all targets within FEATURES
Very Close range back to Far range. Each target knocked back Minion (3) - Passive: The Rat is defeated when they take any
this way must mark a Stress. damage. For every 3 damage a PC deals to the Rat, defeat an
Grab and Drag - Action: Make an attack against a target within additional Minion within range the attack would succeed against.
Close range. On a success, spend a Fear to pull them into Melee Group Attack - Action: Spend a Fear to choose a target and
range, deal 1d6+2 physical damage, and Restrain them until the spotlight all Giant Rats within Close range of them. Those
Defender takes Severe damage. Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 1 physical damage
each. Combine this damage.
DIRE WOLF
Tier Skulk
A large wolf with menacing teeth, seldom encountered alone. GIANT SCORPION
Motives & Tactics: Defend territory, harry, protect pack, Tier Bruiser
surround, trail A human-sized insect with tearing claws and a stinging tail.
Motives & Tactics: Ambush, feed, grapple, poison
Difficulty: 12 | Thresholds: 5/9 | HP: 4 | Stress: 3
ATK: +2 | Claws: Melee | 1d6+2 phy Difficulty: 13 | Thresholds: 7/13 | HP: 6 | Stress: 3
ATK: +1 | Pincers: Melee | 1d12+2 phy
Experience: Keen Senses +3
Experience: Camouflage +2
FEATURES
Pack Tactics - Passive: If the Wolf makes a successful standard FEATURES
attack and another Dire Wolf is within Melee range of the target, Double Strike - Action: Mark a Stress to make a standard attack
deal 1d6+5 physical damage instead of their standard damage against two targets within Melee range.
and you gain a Fear. Venomous Stinger - Action: Make an attack against a target within
Hobbling Strike - Action: Mark a Stress to make an attack against Very Close range. On a success, spend a Fear to deal 1d4+4
a target within Melee range. On a success, deal 3d4+10 direct physical damage and Poison them until their next rest or they
physical damage and make them Vulnerable until they clear at succeed on a Knowledge Roll (16). While Poisoned, the target
least 1 HP. must roll a d6 before they make an action roll. On a result of
4 or lower, they must mark a Stress.
Momentum - Reaction: When the Scorpion makes a successful
attack against a PC, you gain a Fear.
Daggerheart SRD 75
GLASS SNAKE BLADED GUARD
Tier Standard Tier Standard
A clear serpent with a massive head that leaves behind a glass shard An armored guard bearing a sword and shield painted in the
trail wherever they go. settlement’s colors.
Motives & Tactics: Climb, feed, keep distance, scare Motives & Tactics: Arrest, close gates, make it through the day,
pin down
Difficulty: 14 | Thresholds: 6/10 | HP: 5 | Stress: 3
ATK: +2 | Glass Fangs: Very Close | 1d8+2 phy Difficulty: 12 | Thresholds: 5/9 | HP: 5 | Stress: 2
ATK: +1 | Longsword: Melee | 1d6+1 phy
FEATURES
Experience: Local Knowledge +3
Armor-Shredding Shards - Passive: On a successful attack within
Melee range against the Snake, the attacker must mark an FEATURES
Armor Slot without receiving its benefits (they can still use
Shield Wall - Passive: A creature who tries to move within Very
armor to reduce the damage). If they can’t mark an Armor Slot,
Close range of the Guard must succeed on an Agility Roll. If
they must mark an additional HP.
additional Bladed Guards are standing in a line alongside the
Spinning Serpent - Action: Mark a Stress to make an attack first, and each is within Melee range of another guard in the line,
against all targets within Very Close range. Targets the Snake the Difficulty increases by the total number of guards in that line.
succeeds against take 1d6+1 physical damage.
Detain - Action: Make an attack against a target within Very
Spitter - Action: Spend a Fear to introduce a d6 Spitter Die. When Close range. On a success, mark a Stress to Restrain the target
the Snake is in the spotlight, roll this die. On a result of 5 or until they break free with a successful attack, Finesse Roll, or
higher, all targets in front of the Snake within Far range must Strength Roll.
succeed on an Agility Reaction Roll or take 1d4 physical damage.
The Snake can take the spotlight a second time this GM turn.
HEAD GUARD
HARRIER Tier Leader
A seasoned guard with a mace, a whistle, and a bellowing voice.
Tier Standard Motives & Tactics: Arrest, close gates, pin down, seek glory
A nimble fighter armed with javelins.
Motives & Tactics: Flank, harry, kite, profit Difficulty: 15 | Thresholds: 7/13 | HP: 7 | Stress: 3
ATK: +4 | Mace: Melee | 1d10+4 phy
Difficulty: 12 | Thresholds: 5/9 | HP: 3 | Stress: 3
ATK: +1 | Javelin: Close | 1d6+2 phy Experience: Commander +2, Local Knowledge +2
Experience: Camouflage +2 FEATURES
Rally Guards - Action: Spend 2 Fear to spotlight the Head Guard
FEATURES and up to 2d4 allies within Far range.
Maintain Distance - Passive: After making a standard attack, the
On My Signal - Reaction: Countdown (5). When the Head Guard
Harrier can move anywhere within Far range.
is in the spotlight for the first time, activate the countdown. It
Fall Back - Reaction: When a creature moves into Melee range to ticks down when a PC makes an attack roll. When it triggers,
make an attack, you can mark a Stress before the attack roll to all Archer Guards within Far range make a standard attack with
move anywhere within Close range and make an attack against advantage against the nearest target within their range. If any
that creature. On a success, deal 1d10+2 physical damage. attacks succeed on the same target, combine their damage.
Momentum - Reaction: When the Head Guard makes a successful
attack against a PC, you gain a Fear.
ARCHER GUARD
Tier Ranged
A tall guard bearing a longbow and quiver with arrows fletched in the
settlement’s colors.
JAGGED KNIFE BANDIT
Motives & Tactics: Arrest, close gates, make it through the day, Tier Standard
pin down A cunning criminal in a cloak bearing one of the gang’s iconic knives.
Motives & Tactics: Escape, profit, steal, throw smoke
Difficulty: 10 | Thresholds: 4/8 | HP: 3 | Stress: 2
ATK: +1 | Longbow: Far | 1d8+3 phy Difficulty: 12 | Thresholds: 8/14 | HP: 5 | Stress: 3
ATK: +1 | Daggers: Melee | 1d8+1 phy
Experience: Local Knowledge +3
Experience: Thief +2
FEATURES
Hobbling Shot - Action: Make an attack against a target within FEATURES
Far range. On a success, mark a Stress to deal 1d12+3 physical Climber - Passive: The Bandit climbs just as easily as they run.
damage. If the target marks HP from this attack, they have From Above - Passive: When the Bandit succeeds on a standard
disadvantage on Agility Rolls until they clear at least 1 HP. attack from above a target, they deal 1d10+1 physical damage
instead of their standard damage.
76 Daggerheart SRD
JAGGED KNIFE HEXER JAGGED KNIFE LIEUTENANT
Tier Support Tier Leader
A staff-wielding bandit in a cloak adorned with magical A seasoned bandit in quality leathers with a strong voice and
paraphernalia, using curses to vex their foes. cunning eyes.
Motives & Tactics: Command, hex, profit Motives & Tactics: Bully, command, profit, reinforce
Difficulty: 13 | Thresholds: 5/9 | HP: 4 | Stress: 4 Difficulty: 13 | Thresholds: 7/14 | HP: 6 | Stress: 3
ATK: +2 | Staff: Far | 1d6+2 mag ATK: +2 | Javelin: Close | 1d8+3 phy
Experience: Magical Knowledge +2 Experience: Local Knowledge +2
FEATURES FEATURES
Curse - Action: Choose a target within Far range and temporarily Tactician - Action: When you spotlight the Lieutenant, mark a
Curse them. While the target is Cursed, you can mark a Stress Stress to also spotlight two allies within Close range.
when that target rolls with Hope to make the roll be with Fear More Where That Came From - Action: Summon three Jagged Knife
instead. Lackeys, who appear at Far range.
Chaotic Flux - Action: Make an attack against up to three targets Coup de Grace - Action: Spend a Fear to make an attack against a
within Very Close range. Mark a Stress to deal 2d6+3 magic Vulnerable target within Close range. On a success, deal 2d6+12
damage to targets the Hexer succeeded against. physical damage and the target must mark a Stress.
Momentum - Reaction: When the Lieutenant makes a successful
attack against a PC, you gain a Fear.
JAGGED KNIFE KNEEBREAKER
Tier Bruiser
An imposing brawler carrying a large club. JAGGED KNIFE SHADOW
Motives & Tactics: Grapple, intimidate, profit, steal
Tier Skulk
Difficulty: 12 | Thresholds: 7/14 | HP: 7 | Stress: 4 A nimble scoundrel bearing a wicked knife and utilizing shadow
ATK: −3 | Club: Melee | 1d4+6 phy magic to isolate targets.
Motives & Tactics: Ambush, conceal, divide, profit
Experience: Thief +2, Unveiled Threats +3
Difficulty: 12 | Thresholds: 4/8 | HP: 3 | Stress: 3
FEATURES ATK: +1 | Daggers: Melee | 1d4+4 phy
I’ve Got ’Em - Passive: Creatures Restrained by the Kneebreaker
Experience: Intrusion +3
take double damage from attacks by other adversaries.
Hold Them Down - Action: Make an attack against a target within FEATURES
Melee range. On a success, the target takes no damage but is Backstab - Passive: When the Shadow succeeds on a standard
Restrained and Vulnerable. The target can break free, clearing attack that has advantage, they deal 1d6+6 physical damage
both conditions, with a successful Strength Roll or is freed instead of their standard damage.
automatically if the Kneebreaker takes Major or greater damage.
Cloaked - Action: Become Hidden until after the Shadow’s next
attack. Attacks made while Hidden from this feature have
advantage.
Daggerheart SRD 77
MERCHANT MINOR FIRE ELEMENTAL
Tier Social Tier Solo
A finely dressed trader with a keen eye for financial gain. A living flame the size of a large bonfire.
Motives & Tactics: Buy low and sell high, create demand, inflate Motives & Tactics: Encircle enemies, grow in size, intimidate,
prices, seek profit start fires
Difficulty: 12 | Thresholds: 4/8 | HP: 3 | Stress: 3 Difficulty: 13 | Thresholds: 7/15 | HP: 9 | Stress: 3
ATK: −4 | Club: Melee | 1d4+1 phy ATK: +3 | Elemental Blast: Far | 1d10+4 mag
Experience: Shrewd Negotiator +3 FEATURES
FEATURES Relentless (2) - Passive: The Elemental can be spotlighted up to
two times per GM turn. Spend Fear as usual to spotlight them.
Preferential Treatment - Passive: A PC who succeeds on a
Presence Roll against the Merchant gains a discount on Scorched Earth - Action: Mark a Stress to choose a point within
purchases. A PC who fails on a Presence Roll against the Far range. The ground within Very Close range of that point
Merchant must pay more and has disadvantage on future immediately bursts into flames. All creatures within this area
Presence Rolls against the Merchant. must make an Agility Reaction Roll. Targets who fail take 2d8
magic damage from the flames. Targets who succeed take half
The Runaround - Passive: When a PC rolls a 14 or lower
damage.
on a Presence Roll made against the Merchant, they
must mark a Stress. Explosion - Action: Spend a Fear to erupt in a fiery explosion.
Make an attack against all targets within Close range. Targets
the Elemental succeeds against take 1d8 magic damage and are
knocked back to Far range.
Consume Kindling - Reaction: Three times per scene, when
MINOR CHAOS ELEMENTAL the Elemental moves onto objects that are highly flammable,
Tier Solo consume them to clear a HP or a Stress.
A coruscating mass of uncontrollable magic. Momentum - Reaction: When the Elemental makes a successful
Motives & Tactics: Confound, destabilize, transmogrify attack against a PC, you gain a Fear.
Difficulty: 14 | Thresholds: 7/14 | HP: 7 | Stress: 3
ATK: +3 | Warp Blast: Close | 1d12+6 mag
78 Daggerheart SRD
MINOR TREANT RED OOZE
Tier Minion Tier Skulk
An ambulatory sapling rising up to defend their forest. A moving mound of translucent flaming red slime.
Motives & Tactics: Crush, overwhelm, protect Motives & Tactics: Camouflage, consume and multiply, ignite,
start fires
Difficulty: 10 | Thresholds: None | HP: 1 | Stress: 1
ATK: −2 | Clawed Branch: Melee | 4 phy Difficulty: 10 | Thresholds: 6/11 | HP: 5 | Stress: 3
ATK: +1 | Ooze Appendage: Melee | 1d8+3 mag
FEATURES
Experience: Camouflage +3
Minion () - Passive: The Treant is defeated when they take any
damage. For every 5 damage a PC deals to the Treant, defeat an FEATURES
additional Minion within range the attack would succeed against.
Creeping Fire - Passive: The Ooze can only move within Very Close
Group Attack - Action: Spend a Fear to choose a target and range as their normal movement. They light any flammable
spotlight all Minor Treants within Close range of them. Those object they touch on fire.
Minions move into Melee range of the target and make one
Ignite - Action: Make an attack against a target within Very Close
shared attack roll. On a success, they deal 4 physical damage
range. On a success, the target takes 1d8 magic damage and is
each. Combine this damage.
Ignited until they’re extinguished with a successful Finesse Roll
(14). While Ignited, the target takes 1d4 magic damage when
they make an action roll.
Split - Reaction: When the Ooze has 3 or more HP marked, you
GREEN OOZE can spend a Fear to split them into two Tiny Red Oozes (with no
Tier Skulk marked HP or Stress). Immediately spotlight both of them.
A moving mound of translucent green slime.
Motives & Tactics: Camouflage, consume and multiply, creep up,
envelop
Difficulty: 8 | Thresholds: 5/10 | HP: 5 | Stress: 2 TINY RED OOZE
ATK: +1 | Ooze Appendage: Melee | 1d6+1 mag Tier Skulk
A small moving mound of translucent flaming red slime
Experience: Camouflage +3 Motives & Tactics: Blaze, camouflage
FEATURES Difficulty: 11 | Thresholds: 5/None | HP: 2 | Stress: 1
Slow - Passive: When you spotlight the Ooze and they don’t have ATK: −1 | Ooze Appendage: Melee | 1d4+2 mag
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 FEATURES
you spotlight the Ooze and they have a token on their stat block, Burning - Reaction: When a creature within Melee range deals
clear the token and they can act. damage to the Ooze, they take 1d6 direct magic damage
Acidic Form - Passive: When the Ooze makes a successful attack,
the target must mark an Armor Slot without receiving its
benefits (they can still use armor to reduce the damage). If they
can’t mark an Armor Slot, they must mark an additional HP. PETTY NOBLE
Envelop - Action: Make a standard attack against a target within Tier Social
Melee range. On a success, the Ooze envelops them and the A richly dressed and adorned aristocrat brimming with hubris.
target must mark 2 Stress. The target must mark an additional Motives & Tactics: Abuse power, gather resources, mobilize
Stress when they make an action roll. If the Ooze takes Severe minions
damage, the target is freed.
Difficulty: 14 | Thresholds: 6/10 | HP: 3 | Stress: 5
Split - Reaction: When the Ooze has 3 or more HP marked, you
ATK: −3 | Rapier: Melee | 1d6+1 phy
can spend a Fear to split them into two Tiny Green Oozes (with
no marked HP or Stress). Immediately spotlight both of them. Experience: Aristocrat +3
FEATURES
My Land, My Rules - Passive: All social actions made against the
TINY GREEN OOZE Noble on their land have disadvantage.
Tier Skulk Guards, Seize Them! - Action: Once per scene, mark a Stress to
A small moving mound of translucent green slime. summon 1d4 Bladed Guards, who appear at Far range to enforce
the Noble’s will.
Motives & Tactics: Camouflage, creep up
Exile - Action: Spend a Fear and target a PC. The Noble
Difficulty: 14 | Thresholds: 4/None | HP: 2 | Stress: 1 proclaims that the target and their allies are exiled from the
ATK: −1 | Ooze Appendage: Melee | 1d4+1 mag noble’s territory. While exiled, the target and their allies have
disadvantage during social situations within the Noble’s domain.
FEATURES
Acidic Form - Passive: When the Ooze makes a successful attack,
the target must mark an Armor Slot without receiving its
benefits (they can still use armor to reduce the damage). If they
can’t mark an Armor Slot, they must mark an additional HP.
Daggerheart SRD 79
PIRATE CAPTAIN SELLSWORD
Tier Leader Tier Minion
A charismatic sea dog with an impressive hat, eager to raid An armed mercenary testing their luck.
and plunder. Motives & Tactics: Charge, lacerate, overwhelm, profit
Motives & Tactics: Command, make ’em walk the plank, plunder,
raid Difficulty: 10 | Thresholds: None | HP: 1 | Stress: 1
ATK: +3 | Longsword: Melee | 3 phy
Difficulty: 14 | Thresholds: 7/14 | HP: 7 | Stress: 5
ATK: +4 | Cutlass: Melee | 1d12+2 phy FEATURES
Minion (4) - Passive: The Sellsword is defeated when they take
Experience: Commander +2, Sailor +3
any damage. For every 4 damage a PC deals to the Sellsword,
FEATURES defeat an additional Minion within range the attack would
succeed against.
Swashbuckler - Passive: When the Captain marks 2 or fewer
HP from an attack within Melee range, the attacker must Group Attack - Action: Spend a Fear to choose a target and
mark a Stress. spotlight all Sellswords within Close range of them. Those
Minions move into Melee range of the target and make one
Reinforcements - Action: Once per scene, mark a Stress to
shared attack roll. On a success, they deal 3 physical damage
summon a Pirate Raiders Horde, which appears at Far range.
each. Combine this damage.
No Quarter - Action: Spend a Fear to choose a target who has
three or more Pirates within Melee range of them. The Captain
leads the Pirates in hurling threats and promises of a watery
grave. The target must make a Presence Reaction Roll. On a
failure, the target marks 1d4+1 Stress. On a success, they must SKELETON ARCHER
mark a Stress. Tier Ranged
Momentum - Reaction: When the Captain makes a successful A fragile skeleton with a shortbow and arrows.
attack against a PC, you gain a Fear. Motives & Tactics: Perforate distracted targets, play dead, steal
skin
Difficulty: 9 | Thresholds: 4/7 | HP: 3 | Stress: 2
PIRATE RAIDERS ATK: +2 | Shortbow: Far | 1d8+1 phy
FEATURES
Horde (1d4+1) - Passive: When the Raiders have marked half or
more of their HP, their standard attack deals 1d4+1 physical SKELETON DREDGE
damage instead.
Tier Minion
Swashbuckler - Passive: When the Raiders mark 2 or fewer HP from A clattering pile of bones.
an attack within Melee range, the attacker must mark a Stress. Motives & Tactics: Fall apart, overwhelm, play dead, steal skin
Difficulty: 8 | Thresholds: None | HP: 1 | Stress: 1
ATK: −1 | Bone Claws: Melee | 1 phy
PIRATE TOUGH
FEATURES
Tier Bruiser
A thickly muscled and tattooed pirate with melon-sized fists. Minion (4) - Passive: The Dredge is defeated when they take any
damage. For every 4 damage a PC deals to the Dredge, defeat an
Motives & Tactics: Plunder, raid, smash, terrorize
additional Minion within range the attack would succeed against.
Difficulty: 13 | Thresholds: 8/15 | HP: 5 | Stress: 3 Group Attack - Action: Spend a Fear to choose a target and
ATK: +1 | Massive Fists: Melee | 2d6 phy spotlight all Dredges within Close range of them. Those Minions
move into Melee range of the target and make one shared attack
Experience: Sailor +2
roll. On a success, they deal 1 physical damage each. Combine
FEATURES this damage.
Swashbuckler - Passive: When the Tough marks 2 or fewer HP from
an attack within Melee range, the attacker must mark a Stress.
Clear the Decks - Action: Make an attack against a target within
Very Close range. On a success, mark a Stress to move into
Melee range of the target, dealing 3d4 physical damage and
knocking the target back to Close range.
80 Daggerheart SRD
SKELETON KNIGHT SWARM OF RATS
Tier Bruiser Tier Horde (/HP)
A large armored skeleton with a huge blade. A skittering mass of ordinary rodents moving as one like a ravenous
Motives & Tactics: Cut down the living, steal skin, wreak havoc wave.
Motives & Tactics: Consume, obscure, swarm
Difficulty: 13 | Thresholds: 7/13 | HP: 5 | Stress: 2
ATK: +2 | Rusty Greatsword: Melee | 1d10+2 phy Difficulty: 10 | Thresholds: 6/10 | HP: 6 | Stress: 2
ATK: −3 | Claws: Melee | 1d8+2 phy
FEATURES
Terrifying - Passive: When the Knight makes a successful attack, FEATURES
all PCs within Close range lose a Hope and you gain a Fear. Horde (1d4+1) - Passive: When the Swarm has marked half or
Cut to the Bone - Action: Mark a Stress to make an attack more of their HP, their standard attack deals 1d4+1 physical
against all targets within Very Close range. Targets the Knight damage instead.
succeeds against take 1d8+2 physical damage and must mark a In Your Face - Passive: All targets within Melee range have
Stress. disadvantage on attacks against targets other than the Swarm.
Dig Two Graves - Reaction: When the Knight is defeated, they
make an attack against a target within Very Close range
(prioritizing the creature who killed them). On a success, the
target takes 1d4+8 physical damage and loses 1d4 Hope. SYLVAN SOLDIER
Tier Standard
A faerie warrior adorned in armor made of leaves and bark.
Motives & Tactics: Ambush, hide, overwhelm, protect, trail
SKELETON WARRIOR Difficulty: 11 | Thresholds: 6/11 | HP: 4 | Stress: 2
Tier Standard ATK: +0 | Scythe: Melee | 1d8+1 phy
A dirt-covered skeleton armed with a rusted blade.
Experience: Tracker +2
Motives & Tactics: Feign death, gang up, steal skin
Difficulty: 10 | Thresholds: 4/8 | HP: 3 | Stress: 2 FEATURES
ATK: +0 | Sword: Melee | 1d6+2 phy Pack Tactics - Passive: If the Soldier makes a standard attack and
another Sylvan Soldier is within Melee range of the target, deal
FEATURES 1d8+5 physical damage instead of their standard damage.
Only Bones - Passive: The Warrior is resistant to physical damage. Forest Control - Action: Spend a Fear to pull down a tree within
Won’t Stay Dead - Reaction: When the Warrior is defeated, you Close range. A creature hit by the tree must succeed on an
can spotlight them and roll a d6. On a result of 6, if there are Agility Reaction Roll (15) or take 1d10 physical damage.
other adversaries on the battlefield, the Warrior re-forms with no Blend In - Reaction: When the Soldier makes a successful attack,
marked HP. you can mark a Stress to become Hidden until the Soldier’s next
attack or a PC succeeds on an Instinct Roll (14) to find them.
SPELLBLADE
Tier Leader TANGLE BRAMBLE SWARM
A mercenary combining swordplay and magic to deadly effect. Tier Horde (/HP)
Motives & Tactics: Blast, command, endure A cluster of animate, blood-drinking tumbleweeds, each the size
of a large gourd.
Difficulty: 14 | Thresholds: 8/14 | HP: 6 | Stress: 3
Motives & Tactics: Digest, entangle, immobilize
ATK: +3 | Empowered Longsword: Melee | 1d8+4 phy/mag
Difficulty: 12 | Thresholds: 6/11 | HP: 6 | Stress: 3
Experience: Magical Knowledge +2
ATK: +0 | Thorns: Melee | 1d6+3 phy
FEATURES Experience: Camouflage +2
Arcane Steel - Passive: Damage dealt by the Spellblade’s standard
attack is considered both physical and magic. FEATURES
Suppressing Blast - Action: Mark a Stress and target a group Horde (1d4+2) - Passive: When the Swarm has marked half or
within Far range. All targets must succeed on an Agility Reaction more of their HP, their standard attack deals 1d4+2 physical
Roll or take 1d8+2 magic damage. You gain a Fear for each target damage instead.
who marked HP from this attack. Crush - Action: Mark a Stress to deal 2d6+8 direct physical
Move as a Unit - Action: Spend 2 Fear to spotlight up to five allies damage to a target with 3 or more bramble tokens.
within Far range. Encumber - Reaction: When the Swarm succeeds on an attack,
Momentum - Reaction: When the Spellblade makes a successful give the target a bramble token. If a target has any bramble
attack against a PC, you gain a Fear. tokens, they are Restrained. If a target has 3 or more bramble
tokens, they are also Vulnerable. All bramble tokens can be
removed by succeeding on a Finesse Roll (12 + the number
of bramble tokens) or dealing Major or greater damage to the
Swarm. If bramble tokens are removed from a target using a
Finesse Roll, a number of Tangle Bramble Minions spawn within
Melee range equal to the number of tokens removed.
Daggerheart SRD 81
TANGLE BRAMBLE BRAWNY ZOMBIE
Tier Minion Tier Bruiser
An animate, blood-drinking tumbleweed. A large corpse, decay-bloated and angry.
Motives & Tactics: Combine, drain, entangle Motives & Tactics: Crush, destroy, hail debris, slam
Difficulty: 11 | Thresholds: None | HP: 1 | Stress: 1 Difficulty: 10 | Thresholds: 8/15 | HP: 7 | Stress: 4
ATK: −1 | Thorns: Melee | 2 phy ATK: +2 | Slam: Very Close | 1d12+3 phy
FEATURES FEATURES
Destructible - Passive: When the Zombie takes Major or greater
Voice of the Forest - Action: Mark a Stress to spotlight 1d4 allies
damage, they mark an additional HP.
within range of a target they can attack without moving. On a
success, their attacks deal half damage. Flailing Limbs - Passive: When the Zombie makes a standard
attack, they can attack all targets within Very Close range.
Thorny Cage - Action: Spend a Fear to form a cage around a target
within Very Close range and Restrain them until they’re freed Another for the Pile - Action: When the Zombie is within Very
with a successful Strength Roll. When a creature makes an Close range of a corpse, they can incorporate it into themselves,
action roll against the cage, they must mark a Stress. clearing a HP and a Stress.
Momentum - Reaction: When the Dryad makes a successful attack Tormented Screams - Action: Mark a Stress to cause all PCs within
against a PC, you gain a Fear. Far range to make a Presence Reaction Roll (13). Targets who fail
lose a Hope and you gain a Fear for each. Targets who succeed
must mark a Stress.
ROTTED ZOMBIE
Tier Minion
A decaying corpse ambling toward their prey.
Motives & Tactics: Eat flesh, hunger, maul, surround
Difficulty: 8 | Thresholds: None | HP: 1 | Stress: 1
ATK: −3 | Bite: Melee | 2 phy
FEATURES
Minion (3) - Passive: The Zombie is defeated when they take
any damage. For every 3 damage a PC deals to the Zombie,
defeat an additional Minion within range the attack would
succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Rotted Zombies within Close range of them. Those
Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 2 physical damage
each. Combine this damage.
82 Daggerheart SRD
SHAMBLING ZOMBIE ZOMBIE PACK
Tier Standard Tier Horde (/HP)
An animated corpse that moves shakily, driven only by hunger. A group of shambling corpses instinctively moving together.
Motives & Tactics: Devour, hungry, mob enemy, shred flesh Motives & Tactics: Consume flesh, hunger, maul
Difficulty: 10 | Thresholds: 4/6 | HP: 4 | Stress: 1 Difficulty: 8 | Thresholds: 6/12 | HP: 6 | Stress: 3
ATK: +0 | Bite: Melee | 1d6+1 phy ATK: −1 | Bite: Melee | 1d10+2 phy
FEATURES FEATURES
Too Many to Handle - Passive: When the Zombie is within Melee Horde (1d4+2) - Passive: When the Zombies have marked half or
range of a creature and at least one other Zombie is within Close more of their HP, their standard attack deals 1d4+2 physical
range, all attacks against that creature have advantage. damage instead.
Horrifying - Passive: Targets who mark HP from the Zombie’s Overwhelm - Reaction: When the Zombies mark HP from an attack
attacks must also mark a Stress. within Melee range, you can mark a Stress to make a standard
attack against the attacker.
MASTER ASSASSIN
Tier Leader
APPRENTICE ASSASSIN A seasoned killer with a threatening voice and a deadly blade.
Tier Minion Motives & Tactics: Ambush, get out alive, kill, prepare
A young trainee eager to prove themselves. for all scenarios
Motives & Tactics: Act reckless, kill, prove their worth, show off Difficulty: 15 | Thresholds: 12/25 | HP: 7 | Stress: 5
Difficulty: 13 | Thresholds: None | HP: 1 | Stress: 1 ATK: +5 | Serrated Dagger: Close | 2d10+2 phy
ATK: −1 | Thrown Dagger: Very Close | 4 phy Experience: Command +3, Intrusion +3
Experience: Intrusion +2 FEATURES
FEATURES Won’t See It Coming - Passive: The Assassin deals direct damage
while they’re Hidden.
Minion () - Passive: The Assassin is defeated when they take
any damage. For every 6 damage a PC deals to the Assassin, Strike as One - Action: Mark a Stress to spotlight a number of
defeat an additional Minion within range the attack would other Assassins equal to the Assassin’s unmarked Stress.
succeed against. The Subtle Blade - Reaction: When the Assassin successfully
Group Attack - Action: Spend a Fear to choose a target and makes a standard attack against a Vulnerable target, you can
spotlight all Apprentice Assassins within Close range of them. spend a Fear to deal Severe damage instead of their standard
Those Minions move into Melee range of the target and make damage.
one shared attack roll. On a success, they deal 4 physical Momentum - Reaction: When the Assassin makes a successful
damage each. Combine this damage. attack against a PC, you gain a Fear.
Daggerheart SRD 83
BATTLE BOX CONSCRIPT
Tier Solo Tier Minion
A cube-shaped construct with a different rune on each of A poorly trained civilian pressed into war.
their six sides. Motives & Tactics: Follow orders, gang up, survive
Motives & Tactics: Change tactics, trample foes, wait in disguise
Difficulty: 12 | Thresholds: None | HP: 1 | Stress: 1
Difficulty: 15 | Thresholds: 10/20 | HP: 8 | Stress: 6 ATK: +0 | Spears: Very Close | 6 phy
ATK: +2 | Slam: Melee | 2d6+3 phy
FEATURES
Experience: Camouflage +2
Minion () - Passive: The Conscript is defeated when they take any
damage. For every 6 damage a PC deals to the Conscript, defeat
FEATURES an additional Minion within range the attack would succeed
Relentless (2) - Passive: The Box can be spotlighted up to two against.
times times per GM turn. Spend Fear as usual to spotlight them. Group Attack - Action: Spend a Fear to choose a target and
Randomized Tactics - Action: Mark a Stress and roll a d6. spotlight all Conscripts within Close range of them. Those
The Box uses the corresponding move: Minions move into Melee range of the target and make one
1. Mana Beam. The Box fires a searing beam. Make an attack shared attack roll. On a success, they deal 6 physical damage
against a target within Far range. On a success, deal 2d10+2 each. Combine this damage.
magic damage.
2. Fire Jets. The Box shoots into the air, spinning and releasing
jets of flame. Make an attack against all targets within Close
range. Targets the Box succeeds against take 2d8 physical COURTESAN
damage. Tier Social
3. Trample. The Box rockets around erratically. Make an attack An accomplished manipulator and master of the social arts.
against all PCs within Close range. Targets the Box succeeds Motives & Tactics: Entice, maneuver, secure patrons
against take 1d6+5 physical damage and are Vulnerable until Difficulty: 13 | Thresholds: 7/13 | HP: 3 | Stress: 4
their next roll with Hope.
ATK: −3 | Dagger: Melee | 1d4+3 phy
4. Shocking Gas. The Box sprays out a silver gas sparking with
lightning. All targets within Close range must succeed on a Experience: Manipulation +3, Socialite +3
Finesse Reaction Roll or mark 3 Stress.
FEATURES
5. Stunning Clap. The Box leaps and their sides clap, creating a
Searing Glance - Reaction: When a PC within Close range makes a
small sonic boom. All targets within Very Close range must
Presence Roll, you can mark a Stress to cast a gaze toward the
succeed on a Strength Reaction Roll or become Vulnerable
aftermath. On the target’s failure, they must mark 2 Stress and
until the cube is defeated.
are Vulnerable until the scene ends or they succeed on a social
6. Psionic Whine. The Box releases a cluster of mechanical bees action against the Courtesan. On the target’s success, they must
whose buzz rattles mortal minds. All targets within Close mark a Stress.
range must succeed on a Presence Reaction Roll or take
2d4+9 direct magic damage.
Overcharge - Reaction: Before rolling damage for the Box’s
attack, you can mark a Stress to add a d6 to the damage roll. CULT ADEPT
Additionally, you gain a Fear. Tier Support
Death Quake - Reaction: When the Box marks their last HP, the An experienced mage wielding shadow and fear.
magic powering them ruptures in an explosion of force. All Motives & Tactics: Curry favor, hinder foes, uncover knowledge
targets within Close range must succeed on an Instinct Reaction
Difficulty: 14 | Thresholds: 9/18 | HP: 4 | Stress: 6
Roll or take 2d8+1 magic damage.
ATK: +2 | Rune-Covered Rod: Far | 2d4+3 mag
Experience: Fallen Lore +2, Rituals +2
84 Daggerheart SRD
CULT FANG ELECTRIC EELS
Tier Skulk Tier Horde (/HP)
A professional killer-turned-cultist. A swarm of eels that encircle and electrocute.
Motives & Tactics: Capture sacrifices, isolate prey, rise in Motives & Tactics: Avoid larger predators, shock prey, tear apart
the ranks
Difficulty: 14 | Thresholds: 10/20 | HP: 5 | Stress: 3
Difficulty: 15 | Thresholds: 9/17 | HP: 4 | Stress: 4 ATK: +0 | Shocking Bite: Melee | 2d6+4 phy
ATK: +2 | Long Knife: Melee | 2d8+4 phy
FEATURES
FEATURES Horde (2d4+1) - Passive: When the Eels have marked half or
Shadow’s Embrace - Passive: The Fang can climb and walk on more of their HP, their standard attack deals 2d4+1 physical
vertical surfaces. Mark a Stress to move from one shadow to damage instead.
another within Far range. Paralyzing Shock - Action: Mark a Stress to make a standard
Pick Off the Straggler - Action: Mark a Stress to cause a target attack against all targets within Very Close range. You gain a Fear
within Melee range to make an Instinct Reaction Roll. On a for each target that marks HP.
failure, the target must mark 2 Stress and is teleported with the
Fang to a shadow within Far range, making them temporarily
Vulnerable. On a success, the target must mark a Stress.
ELITE SOLDIER
Tier Standard
An armored squire or experienced commoner looking to advance.
CULT INITIATE Motives & Tactics: Gain glory, keep order, make alliances
Tier Minion
A low-ranking cultist in simple robes, eager to gain power. Difficulty: 15 | Thresholds: 9/18 | HP: 4 | Stress: 3
Motives & Tactics: Follow orders, gain power, seek forbidden ATK: +1 | Spear: Very Close | 2d8+4 phy
knowledge
FEATURES
Difficulty: 13 | Thresholds: None | HP: 1 | Stress: 1 Reinforce - Action: Mark a Stress to move into Melee range of
ATK: +0 | Ritual Dagger: Melee | 5 phy an ally and make a standard attack against a target within Very
Close range. On a success, deal 2d10+2 physical damage and
FEATURES the ally can clear a Stress.
Minion () - Passive: The Initiate is defeated when they take any Vassal’s Loyalty - Reaction: When the Soldier is within Very Close
damage. For every 6 damage a PC deals to the Initiate, defeat an range of a knight or other noble who would take damage, you
additional Minion within range the attack would succeed against. can mark a Stress to move into Melee range of them and take
Group Attack - Action: Spend a Fear to choose a target and the damage instead.
spotlight all Cult Initiates within Close range of them. Those
Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 5 physical damage
each. Combine this damage.
FAILED EXPERIMENT
Tier Standard
A magical necromantic experiment gone wrong, leaving them
warped and ungainly.
DEMONIC HOUND PACK Motives & Tactics: Devour, hunt, track
Tier Horde (/HP)
Unnatural hounds lit from within by hellfire. Difficulty: 13 | Thresholds: 12/23 | HP: 3 | Stress: 3
Motives & Tactics: Cause fear, consume flesh, please masters ATK: +1 | Bite and Claw: Melee | 2d6+5 phy
Daggerheart SRD 85
GIANT BEASTMASTER GIANT EAGLE
Tier Leader Tier Skulk
A leather-clad warrior bearing a whip and massive bow. A giant bird of prey with blood-stained talons.
Motives & Tactics: Command, make a living, maneuver, pin down, Motives & Tactics: Hunt prey, stay mobile, strike decisively
protect companion animals
Difficulty: 14 | Thresholds: 8/19 | HP: 4 | Stress: 4
Difficulty: 16 | Thresholds: 12/24 | HP: 6 | Stress: 5 ATK: +1 | Claws and Beak: Very Close | 2d6+3 phy
ATK: +2 | Longbow: Far | 2d8+4 phy
FEATURES
Experience: Animal Handling +3
Flight - Passive: While flying, the Eagle gains a +3 bonus to their
FEATURES Difficulty.
Two as One - Passive: When the Beastmaster is spotlighted, you Deadly Dive - Action: Mark a Stress to attack a target within Far
can also spotlight a Tier 1 animal adversary currently under their range. On a success, deal 2d10+2 physical damage and knock
control. the target over, making them Vulnerable until they next act.
Pinning Strike - Action: Make a standard attack against a target. Take Off - Action: Make an attack against a target within Very
On a success, you can mark a Stress to pin them to a nearby Close range. On a success, deal 2d4+3 physical damage and
surface. The pinned target is Restrained until they break free with the target must succeed on an Agility Reaction Roll or become
a successful Finesse or Strength Roll. temporarily Restrained within the Eagle’s massive talons. If the
target is Restrained, the Eagle immediately lifts into the air to
Deadly Companion - Action: Twice per scene, summon a
Very Far range above the battlefield while holding them.
Bear, Dire Wolf, or similar Tier 1 animal adversary under the
Beastmaster’s control. The adversary appears at Close range Deadly Drop - Action: While flying, the Eagle can drop a Restrained
and is immediately spotlighted. target they are holding. When dropped, the target is no longer
Restrained but starts falling. If their fall isn’t prevented during the
PCs’ next action, the target takes 2d20 physical damage when
they land.
GIANT BRAWLER
Tier Bruiser
An especially muscular giant wielding a warhammer larger GIANT RECRUIT
than a human. Tier Minion
Motives & Tactics: Make a living, overwhelm, slam, topple A giant fighter wearing borrowed armor.
Difficulty: 15 | Thresholds: 14/28 | HP: 7 | Stress: 4 Motives & Tactics: Batter, make a living, overwhelm, terrify
ATK: +2 | Warhammer: Very Close | 2d12+3 phy Difficulty: 13 | Thresholds: None | HP: 1 | Stress: 2
Experience: Intrusion +2 ATK: +1 | Warhammer: Very Close | 5 phy
FEATURES FEATURES
Battering Ram - Action: Mark a Stress to have the Brawler charge Minion () - Passive: The Recruit is defeated when they take any
at an inanimate object within Close range they could feasibly damage. For every 7 damage a PC deals to the Recruit, defeat an
smash (such as a wall, cart, or market stand) and destroy it. All additional Minion within range the attack would succeed against.
targets within Very Close range of the object must succeed on Group Attack - Action: Spend a Fear to choose a target and
an Agility Reaction Roll or take 2d4+3 physical damage from spotlight all Giant Recruits within Close range of them. Those
the shrapnel. Minions move into Melee range of the target and make one
Bloody Reprisal - Reaction: When the Brawler marks 2 or more HP shared attack roll. On a success, they deal 5 physical damage
from an attack within Very Close range, you can make a standard each. Combine this damage.
attack against the attacker. On a success, the Brawler deals
2d6+15 physical damage instead of their standard damage.
Momentum - Reaction: When the Brawler makes a successful
attack against a PC, you gain a Fear.
86 Daggerheart SRD
GORGON KNIGHT OF THE REALM
Tier Solo Tier Leader
A snake-headed, scaled humanoid with a gilded bow, enraged that A decorated soldier with heavy armor and a powerful steed.
their peace has been disturbed. Motives & Tactics: Run down, seek glory, show dominance
Motives & Tactics: Corner, hit-and-run, petrify, seek vengeance
Difficulty: 15 | Thresholds: 13/26 | HP: 6 | Stress: 4
Difficulty: 15 | Thresholds: 13/25 | HP: 9 | Stress: 3 ATK: +4 | Longsword: Melee | 2d10+4 phy
ATK: +4 | Sunsear Shortbow: Far | 2d20+3 mag
Experience: Ancient Knowledge +3, High Society +2, Tactics +2
Experience: Stealth +3
FEATURES
FEATURES Chevalier - Passive: While the Knight is on a mount, they gain a +2
Relentless (2) - Passive: The Gorgon can be spotlighted up to bonus to their Difficulty. When they take Severe damage, they’re
two times per GM turn. Spend Fear as usual to spotlight them. knocked from their mount and lose this benefit until they’re next
Sunsear Arrows - Passive: When the Gorgon makes a successful spotlighted.
standard attack, the target Glows until the end of the scene and Heavily Armored - Passive: When the Knight takes physical
can’t become Hidden. Attack rolls made against a Glowing target damage, reduce it by 3.
have advantage. Cavalry Charge - Action: If the Knight is mounted, move up to
Crown of Serpents - Action: Make an attack roll against a target Far range and make a standard attack against a target. On a
within Melee range using the Gorgon’s protective snakes. On a success, deal 2d8+4 physical damage and the target must mark
success, mark a Stress to deal 2d10+4 physical damage and the a Stress.
target must mark a Stress. For the Realm! - Action: Mark a Stress to spotlight 1d4+1
Petrifying Gaze - Reaction: When the Gorgon takes damage from allies. Attacks they make while spotlighted in this way deal
an attack within Close range, you can spend a Fear to force the half damage.
attacker to make an Instinct Reaction Roll. On a failure, they
begin to turn to stone, marking a HP and starting a Petrification
Countdown (4). This countdown ticks down when the Gorgon is
attacked. When it triggers, the target must make a death move. MASKED THIEF
If the Gorgon is defeated, all petrification countdowns end.
Tier Skulk
Momentum - Reaction: When the Gorgon makes a successful A cunning thief with acrobatic skill and a flair for the dramatic.
attack against a PC, you gain a Fear. Motives & Tactics: Evade, hide, pilfer, profit
Difficulty: 14 | Thresholds: 8/17 | HP: 4 | Stress: 5
ATK: +3 | Backsword: Melee | 2d8+3 phy
JUVENILE FLICKERFLY Experience: Acrobatics +3
Tier Solo
A horse-sized insect with iridescent scales and crystalline wings FEATURES
moving faster than the eye can see. Quick Hands - Action: Make an attack against a target within
Motives & Tactics: Collect shiny things, hunt, swoop Melee range. On a success, deal 1d8+2 physical damage and the
Difficulty: 14 | Thresholds: 13/26 | HP: 10 | Stress: 5 Thief steals one item or consumable from the target’s inventory.
ATK: +3 | Wing Slash: Very Close | 2d10+4 phy Escape Plan - Action: Mark a Stress to reveal a snare trap set
anywhere on the battlefield by the Thief. All targets within Very
FEATURES Close range of the trap must succeed on an Agility Reaction Roll
Relentless (3) - Passive: The Flickerfly can be spotlighted up to (13) or be pulled off their feet and suspended upside down. A
three times per GM turn. Spend Fear as usual to spotlight them. target is Restrained and Vulnerable until they break free, ending
both conditions, with a successful Finesse or Strength Roll (13).
Peerless Accuracy - Passive: Before the Flickerfly makes an attack,
roll a d6. On a result of 4 or higher, the target’s Evasion is halved
against this attack.
Mind Dance - Action: Mark a Stress to create a magically dazzling MERCHANT BARON
display that grapples the minds of nearby foes. All targets within
Close range must make an Instinct Reaction Roll. For each target
Tier Social
An accomplished merchant with a large operation under their
who failed, you gain a Fear and the Flickerfly learns one of the
command.
target’s fears.
Motives & Tactics: Abuse power, gather resources, mobilize
Hallucinatory Breath - Reaction: Countdown (Loop 1d6). minions
When the Flickerfly takes damage for the first time, activate
the countdown. When it triggers, the Flickerfly breathes Difficulty: 15 | Thresholds: 9/19 | HP: 5 | Stress: 3
hallucinatory gas on all targets in front of them up to Far ATK: −2 | Rapier: Melee | 1d6+2 phy
range. Targets must succeed on an Instinct Reaction Roll or be
Experience: Nobility +2, Trade +2
tormented by fearful hallucinations. Targets whose fears are
known to the Flickerfly have disadvantage on this roll. Targets FEATURES
who fail must mark a Stress and lose a Hope.
Everyone Has a Price - Action: Spend a Fear to offer a target a
dangerous bargain for something they want or need. If used on a
PC, they must make a Presence Reaction Roll (17). On a failure,
they must mark 2 Stress or take the deal.
The Best Muscle Money Can Buy - Action: Once per scene, mark a
Stress to summon 1d4+1 Tier 1 adversaries, who appear at Far
range, to enforce the Baron’s will.
Daggerheart SRD 87
MINOTAUR WRECKER ROYAL ADVISOR
Tier Bruiser Tier Social
A massive bull-headed firbolg with a quick temper. A high-ranking courtier with the ear of the local nobility.
Motives & Tactics: Consume, gore, navigate, overpower, pursue Motives & Tactics: Curry favor, manufacture evidence, scheme
Difficulty: 16 | Thresholds: 14/27 | HP: 7 | Stress: 5 Difficulty: 14 | Thresholds: 8/15 | HP: 3 | Stress: 3
ATK: +2 | Battleaxe: Very Close | 2d8+5 phy ATK: −3 | Wand: Far | 1d4+3 phy
Experience: Navigation +2 Experience: Administration +3, Courtier +3
FEATURES FEATURES
Ramp Up - Passive: You must spend a Fear to spotlight the Devastating Retort - Passive: A PC who rolls less than 17 on an
Minotaur. While spotlighted, they can make their standard attack action roll targeting the Advisor must mark a Stress.
against all targets within range. Bend Ears - Action: Mark a Stress to influence an NPC within
Charging Bull - Action: Mark a Stress to charge through a group Melee range with whispered words. That target’s opinion on
within Close range and make an attack against all targets in the one matter shifts toward the Advisor’s preference unless it is in
Minotaur’s path. Targets the Minotaur succeeds against take direct opposition to the target’s motives.
2d6+8 physical damage and are knocked back to Very Far range. Scapegoat - Action: Spend a Fear to convince a crowd or notable
If a target is knocked into a solid object or another creature, they individual that one person or group is responsible for some
take an extra 1d6 damage (combine the damage). problem facing the target. The target becomes hostile to the
Gore - Action: Make an attack against a target within Very Close scapegoat until convinced of their innocence with a successful
range, moving the Minotaur into Melee range of them. On a Presence Roll (17).
success, deal 2d8 direct physical damage.
SECRET-KEEPER
MORTAL HUNTER Tier Leader
Tier Leader A clandestine leader with a direct channel to the Fallen Gods.
An undead figure wearing a heavy leather coat, with searching eyes Motives & Tactics: Amass great power, plot, take command
and a casually cruel demeanor.
Difficulty: 16 | Thresholds: 13/26 | HP: 7 | Stress: 4
Motives & Tactics: Devour, hunt, track
ATK: +3 | Sigil-laden Staff: Far | 2d12 mag
Difficulty: 16 | Thresholds: 15/27 | HP: 6 | Stress: 4
Experience: Coercion +2, Fallen Lore +2
ATK: +5 | Tear at Flesh: Very Close | 2d12+1 phy
Experience: Bloodhound +3 FEATURES
Seize Your Moment - Action: Spend 2 Fear to spotlight 1d4 allies.
FEATURES Attacks they make while spotlighted in this way deal half damage.
Terrifying - Passive: When the Hunter makes a successful attack, Our Master’s Will - Reaction: When you spotlight an ally within Far
all PCs within Far range lose a Hope and you gain a Fear. range, mark a Stress to gain a Fear.
Deathlock - Action: Spend a Fear to curse a target within Very Summoning Ritual - Reaction: Countdown (6). When the
Close range with a necrotic Deathlock until the end of the scene. Secret-Keeper is in the spotlight for the first time, activate the
Attacks made by the Hunter against a Deathlocked target deal countdown. When they mark HP, tick up this countdown by
direct damage. The Hunter can only maintain one Deathlock at the number of HP marked. When it triggers, summon a Minor
a time. Demon who appears at Close range.
Inevitable Death - Action: Mark a Stress to spotlight 1d4 allies. Fallen Hounds - Reaction: Once per scene, when the Secret-
Attacks they make while spotlighted in this way deal half damage. Keeper marks 2 or more HP, you can mark a Stress to summon
Rampage - Reaction: Countdown (Loop 1d6). When the Hunter a Demonic Hound Pack, which appears at Close range and is
is in the spotlight for the first time, activate the countdown. immediately spotlighted.
When it triggers, move the Hunter in a straight line to a point
within Far range and make an attack against all targets in their
path. Targets the Hunter succeeds against take 2d8+2 physical
damage.
88 Daggerheart SRD
SHARK SPECTRAL CAPTAIN
Tier Bruiser Tier Leader
A large aquatic predator, always on the move. A ghostly commander leading their troops beyond death.
Motives & Tactics: Find the blood, isolate prey, target the weak Motives & Tactics: Move through solid objects, rally troops,
rehash old battles
Difficulty: 14 | Thresholds: 14/28 | HP: 7 | Stress: 3
ATK: +2 | Toothy Maw: Very Close | 2d12+1 phy Difficulty: 16 | Thresholds: 13/26 | HP: 6 | Stress: 4
ATK: +3 | Longbow: Far | 2d10+3 phy
Experience: Sense of Smell +3
Experience: Ancient Knowledge +3
FEATURES
Terrifying - Passive: When the Shark makes a successful attack, all FEATURES
PCs within Far range lose a Hope and you gain a Fear. Ghost - Passive: The Captain has resistance to physical damage.
Rending Bite - Passive: When the Shark makes a successful Mark a Stress to move up to Close range through solid objects.
attack, the target must mark an Armor Slot without receiving its Unending Battle - Action: Spend 2 Fear to return up to 1d4+1
benefits (they can still use armor to reduce the damage). If they defeated Spectral allies to the battle at the points where they
can’t mark an Armor Slot, they must mark an additional HP. first appeared (with no marked HP or Stress).
Blood in the Water - Reaction: When a creature within Close range Hold Fast - Reaction: When the Captain’s Spectral allies are forced
of the Shark marks HP from another creature’s attack, you can to make a reaction roll, you can mark a Stress to give those allies
mark a Stress to immediately spotlight the Shark, moving them a +2 bonus to the roll.
into Melee range of the target and making a standard attack. Momentum - Reaction: When the Captain makes a successful
attack against a PC, you gain a Fear.
SIREN
Tier Skulk SPECTRAL GUARDIAN
A half-fish person with shimmering scales and an irresistible voice. Tier Standard
Motives & Tactics: Consume, lure prey, subdue with song A ghostly fighter with spears and swords, anchored by duty.
Motives & Tactics: Move through solid objects, protect treasure,
Difficulty: 14 | Thresholds: 9/18 | HP: 5 | Stress: 3 rehash old battles
ATK: +2 | Distended Jaw Bite: Melee | 2d6+3 phy
Difficulty: 15 | Thresholds: 7/15 | HP: 4 | Stress: 3
Experience: Song Repertoire +3 ATK: +1 | Spear: Very Close | 2d8+1 phy
FEATURES Experience: Ancient Knowledge +2
Captive Audience - Passive: If the Siren makes a standard attack
against a target Entranced by their song, the attack deals 2d10+1 FEATURES
damage instead of their standard damage. Ghost - Passive: The Guardian has resistance to physical damage.
Enchanting Song - Action: Spend a Fear to sing a song that affects Mark a Stress to move up to Close range through solid objects.
all targets within Close range. Targets must succeed on an Grave Blade - Action: Spend a Fear to make an attack against
Instinct Reaction Roll or become Entranced until they mark 2 a target within Very Close range. On a success, deal 2d10+6
Stress. Other Sirens within Close range of the target can mark physical damage and the target must mark a Stress.
a Stress to each add a +1 bonus to the Difficulty of the reaction
roll. While Entranced, a target can’t act and is Vulnerable.
SPY
Tier Social
SPECTRAL ARCHER A skilled espionage agent with a knack for being in the right place to
Tier Ranged overhear secrets.
A ghostly fighter with an ethereal bow, unable to move on while their Motives & Tactics: Cut and run, disguise appearance, eavesdrop
charge is vulnerable. Difficulty: 15 | Thresholds: 8/17 | HP: 4 | Stress: 3
Motives & Tactics: Move through solid objects, stay out of the ATK: −2 | Dagger: Melee | 2d6+3 phy
fray, rehash old battles
Experience: Espionage +3
Difficulty: 13 | Thresholds: 6/14 | HP: 3 | Stress: 3
ATK: +3 | Longbow: Far | 2d10+2 phy FEATURES
Experience: Ancient Knowledge +2 Gathering Secrets - Action: Spend a Fear to describe how the Spy
knows a secret about a PC in the scene.
FEATURES Fly on the Wall - Reaction: When a PC or group is discussing
Ghost - Passive: The Archer has resistance to physical damage. something sensitive, you can mark a Stress to reveal that the
Mark a Stress to move up to Close range through solid objects. Spy is present in the scene, observing them. If the Spy escapes
Pick Your Target - Action: Spend a Fear to make an attack within the scene to report their findings, you gain 1d4 Fear.
Far range against a PC who is within Very Close range of at least
two other PCs. On a success, the target takes 2d8+12 physical
damage.
Daggerheart SRD 89
TIER 3 ADVERSARIES
STONEWRAITH (LEVELS 5-7)
Tier Skulk
A prowling hunter, like a slinking mountain lion, with a slate-gray
stone body.
Motives & Tactics: Defend territory, isolate prey, stalk
ADULT FLICKERFLY
Tier Solo
Difficulty: 13 | Thresholds: 11/22 | HP: 6 | Stress: 3 A winged insect the size of a large house with iridescent scales and
ATK: +3 | Bite and Claws: Melee | 2d8+6 phy wings that move too fast to track.
Motives & Tactics: Collect shiny things, hunt, nest, swoop
Experience: Stonesense +3
Difficulty: 17 | Thresholds: 20/35 | HP: 12 | Stress: 6
FEATURES ATK: +3 | Wing Slash: Very Close | 3d20 phy
Stonestrider - Passive: The Stonewraith can move through stone
and earth as easily as air. While within stone or earth, they are FEATURES
Hidden and immune to all damage. Relentless (4) - Passive: The Flickerfly can be spotlighted up to
Rocky Ambush - Action: While Hidden, mark a Stress to leap into four times per GM turn. Spend Fear as usual to spotlight them.
Melee range with a target within Very Close range. The target Never Misses - Passive: When the Flickerfly makes an attack, the
must succeed on an Agility or Instinct Reaction Roll (15) or take target’s Evasion is halved against the attack.
2d8 physical damage and become temporarily Restrained. Deadly Flight - Passive: While flying, the Flickerfly can move up to
Avalanche Roar - Action: Spend a Fear to roar while within a cave Far range instead of Close range before taking an action.
and cause a cave-in. All targets within Close range must succeed Whirlwind - Action: Spend a Fear to whirl, making an attack
on an Agility Reaction Roll (14) or take 2d10 physical damage. against all targets within Very Close range. Targets the Flickerfly
The rubble can be cleared with a Progress Countdown (8). succeeds against take 3d8 direct physical damage.
Momentum - Reaction: When the Stonewraith makes a successful Mind Dance - Action: Mark a Stress to create a magically dazzling
attack against a PC, you gain a Fear. display that grapples the minds of nearby foes. All targets within
Close range must make an Instinct Reaction Roll. For each target
who failed, you gain a Fear and the Flickerfly learns one of the
target’s fears.
WAR WIZARD Hallucinatory Breath - Action: Countdown (Loop 1d6). When
Tier Ranged the Flickerfly takes damage for the first time, activate
A battle-hardened mage trained in destructive magic. the countdown. When it triggers, the Flickerfly breathes
Motives & Tactics: Develop new spells, seek power, hallucinatory gas on all targets in front of them up to Far range.
shatter formations Targets must make an Instinct Reaction Roll or be tormented
Difficulty: 16 | Thresholds: 11/23 | HP: 5 | Stress: 6 by fearful hallucinations. Targets whose fears are known to the
Flickerfly have disadvantage on this roll. Targets who fail lose 2
ATK: +4 | Staff: Far | 2d10+4 mag
Hope and take 3d8+3 direct magic damage.
Experience: Magical Knowledge +2, Strategize +2 Uncanny Reflexes - Reaction: When the Flickerfly takes damage
from an attack within Close range, you can mark a Stress to take
FEATURES half damage.
Battle Teleport - Passive: Before or after making a standard attack,
you can mark a Stress to teleport to a location within Far range.
Refresh Warding Sphere - Action: Mark a Stress to refresh the
Wizard’s “Warding Sphere” reaction. DEMON OF AVARICE
Eruption - Action: Spend a Fear and choose a point within Tier Support
Far range. A Very Close area around that point erupts into A regal cloaked monstrosity with circular horns adorned
impassable terrain. All targets within that area must make an with treasure.
Agility Reaction Roll (14). Targets who fail take 2d10 physical Motives & Tactics: Consume, fuel greed, sow dissent
damage and are thrown out of the area. Targets who succeed
take half damage and aren’t moved. Difficulty: 17 | Thresholds: 15/29 | HP: 6 | Stress: 5
ATK: +2 | Hungry Maw: Melee | 3d6+5 mag
Arcane Artillery - Action: Spend a Fear to unleash a precise hail
of magical blasts. All targets in the scene must make an Agility Experience: Manipulation +3
Reaction Roll. Targets who fail take 2d12 magic damage. Targets
who succeed take half damage. FEATURES
Warding Sphere - Reaction: When the Wizard takes damage from Money Talks - Passive: Attacks against the Demon are made with
an attack within Close range, deal 2d6 magic damage to the disadvantage unless the attacker spends a handful of gold. This
attacker. This reaction can’t be used again until the Wizard Demon starts with a number of handfuls equal to the number
refreshes it with their “Refresh Warding Sphere” action. of PCs. When a target marks HP from the Demon’s standard
attack, they can spend a handful of gold instead of marking HP
(1 handful per HP). Add a handful of gold to the Demon for each
handful of gold spent by PCs on this feature.
Numbers Must Go Up - Passive: Add a bonus to the Demon’s
attack rolls equal to the number of handfuls of gold they have.
Money Is Time - Action: Spend 3 handfuls of gold (or a Fear) to
spotlight 1d4+1 allies.
90 Daggerheart SRD
DEMON OF DESPAIR DEMON OF JEALOUSY
Tier Skulk Tier Ranged
A cloaked demon-creature with long limbs, seeping shadows. A fickle creature of spindly limbs and insatiable desires.
Motives & Tactics: Make fear contagious, stick to the shadows, Motives & Tactics: Join in on others’ success, take what belongs to
undermine resolve others, hold grudges
Difficulty: 17 | Thresholds: 18/35 | HP: 6 | Stress: 5 Difficulty: 17 | Thresholds: 17/30 | HP: 6 | Stress: 6
ATK: +3 | Miasma Bolt: Far | 3d6+1 mag ATK: +4 | Psychic Assault: Far | 3d8+3 mag
Experience: Manipulation +3 Experience: Manipulation +3
FEATURES FEATURES
Depths of Despair - Passive: The Demon deals double damage to Unprotected Mind - Passive: The Demon’s standard attack deals
PCs with 0 Hope. direct damage.
Your Struggle Is Pointless - Action: Spend a Fear to weigh down My Turn - Reaction: When the Demon marks HP from an attack,
the spirits of all PCs within Far range. All targets affected replace spend a number of Fear equal to the HP marked by the Demon
their Hope Die with a d8 until they roll a success with Hope or to cause the attacker to mark the same number of HP.
their next rest. Rivalry - Reaction: When a creature within Close range takes
Your Friends Will Fail You - Reaction: When a PC fails with Fear, damage from a different adversary, you can mark a Stress to
you can mark a Stress to cause all other PCs within Close range add a d4 to the damage roll.
to lose a Hope. What’s Yours Is Mine - Reaction: When a PC takes Severe damage
Momentum - Reaction: When the Demon makes a successful within Very Close range of the Demon, you can spend a Fear to
attack against a PC, you gain a Fear. cause the target to make a Finesse Reaction Roll. On a failure,
the Demon seizes one item or consumable of their choice from
the target’s inventory.
DEMON OF HUBRIS
Tier Leader
A perfectly beautiful and infinitely cruel demon with a gleaming DEMON OF WRATH
spear and elegant robes. Tier Bruiser
Motives & Tactics: Condescend, declare premature victory, A hulking demon with boulder-sized fists, driven by endless rage.
prove superiority Motives & Tactics: Fuel anger, impress rivals, wreak havoc
Difficulty: 18 | Thresholds: 18/36 | HP: 7 | Stress: 5 Difficulty: 17 | Thresholds: 22/40 | HP: 7 | Stress: 5
ATK: +4 | Perfect Spear: Very Close | 3d10 phy ATK: +3 | Fists: Very Close | 3d8+1 mag
Experience: Manipulation +2 Experience: Intimidation +2
FEATURES FEATURES
Terrifying - Passive: When the Demon makes a successful attack, Anger Unrelenting - Passive: The Demon’s attacks deal direct
all PCs within Far range must lose a Hope and you gain a Fear. damage.
Double or Nothing - Passive: When a PC within Far range fails a Battle Lust - Action: Spend a Fear to boil the blood of all PCs
roll, they can choose to reroll their Fear Die and take the new within Far range. They use a d20 as their Fear Die until the end
result. If they still fail, they mark 2 Stress and the Demon clears of the scene.
a Stress. Retaliation - Reaction: When the Demon takes damage from an
Unparalleled Skill - Action: Mark a Stress to deal the Demon’s attack within Close range, you can mark a Stress to make a
standard attack damage to a target within Close range. standard attack against the attacker.
The Root of Villainy - Action: Spend a Fear to spotlight two other Blood and Souls - Reaction: Countdown (Loop 6). Activate the first
Demons within Far range. time an attack is made within sight of the Demon. It ticks down
You Pale in Comparison - Reaction: When a PC fails a roll within when a PC takes a violent action. When it triggers, summon 1d4
Close range of the Demon, they must mark a Stress. Minor Demons, who appear at Close range.
Daggerheart SRD 91
DIRE BAT GREATER EARTH ELEMENTAL
Tier Skulk Tier Bruiser
A wide-winged pet endlessly loyal to their vampire owner. A living landslide of boulders and dust, as large as a house.
Motives & Tactics: Dive-bomb, hide, protect leader Motives & Tactics: Avalanche, knock over, pummel
Difficulty: 14 | Thresholds: 16/30 | HP: 5 | Stress: 3 Difficulty: 17 | Thresholds: 22/40 | HP: 10 | Stress: 4
ATK: +2 | Claws and Teeth: Melee | 2d6+7 phy ATK: +7 | Boulder Fist: Very Close | 3d10+1 phy
Experience: Bloodthirsty +3 FEATURES
FEATURES Slow - Passive: When you spotlight the Elemental and they don’t
have a token on their stat block, they can’t act yet. Place a token
Flying - Passive: While flying, the Bat gains a +3 bonus to
on their stat block and describe what they’re preparing to do.
their Difficulty.
When you spotlight the Elemental and they have a token on their
Screech - Action: Mark a Stress to send a high-pitch screech out stat block, clear the token and they can act.
toward all targets in front of the Bat within Far range. Those
Crushing Blows - Passive: When the Elemental makes a successful
targets must mark 1d4 Stress.
attack, the target must mark an Armor Slot without receiving its
Guardian - Reaction: When an allied Vampire marks HP, you can benefits (they can still use armor to reduce the damage). If they
mark a Stress to fly into Melee range of the attacker and make can’t mark an Armor Slot, they must mark an additional HP.
an attack with advantage against them. On a success, deal
Immovable Object - Passive: An attack that would move the
2d6+2 physical damage.
Elemental moves them two fewer ranges (for example, Far
becomes Very Close). When the Elemental takes physical
damage, reduce it by 7.
FEATURES
Bramble Patch - Action: Mark a Stress to target a point within GREATER WATER ELEMENTAL
Far range. Create a patch of thorns that covers an area within Tier Support
Close range of that point. All targets within that area take 2d6+2 A huge living wave that crashes down upon enemies.
physical damage when they act. A target must succeed on a Motives & Tactics: Deluge, disperse, drown
Finesse Roll or deal more than 20 damage to the Dryad with an
Difficulty: 17 | Thresholds: 17/34 | HP: 5 | Stress: 5
attack to leave the area.
ATK: +3 | Crashing Wave: Very Close | 3d4+1 mag
Grow Saplings - Action: Spend a Fear to grow three Treant Sapling
Minions, who appear at Close range and immediately take the FEATURES
spotlight.
Water Jet - Action: Mark a Stress to attack a target within Very
We Are All One - Reaction: When an ally dies within Close range, Close range. On a success, deal 2d4+7 physical damage and the
you can spend a Fear to clear 2 HP and 2 Stress as the fallen target’s next action has disadvantage. On a failure, the target
ally’s life force is returned to the forest. must mark a Stress.
Drowning Embrace - Action: Spend a Fear to make an attack
against all targets within Very Close range. Targets the Elemental
succeeds against become Restrained and Vulnerable as they
ELEMENTAL SPARK begin drowning. A target can break free, ending both conditions,
Tier Minion with a successful Strength or Instinct Roll.
A blazing mote of elemental fire. High Tide - Reaction: When the Elemental makes a successful
Motives & Tactics: Blast, consume, gain mass standard attack, you can mark a Stress to knock the target back
to Close range.
Difficulty: 15 | Thresholds: None | HP: 1 | Stress: 1
ATK: +0 | Bursts of Fire: Close | 5 mag
FEATURES
Minion () - Passive: The Elemental is defeated when they take
any damage. For every 9 damage a PC deals to the Elemental,
defeat an additional Minion within range the attack would
succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Elemental Sparks within Close range of them. Those
Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 5 physical damage
each. Combine this damage.
92 Daggerheart SRD
HUGE GREEN OOZE MONARCH
Tier Skulk Tier Social
A translucent green mound of acid taller than most humans. The sovereign ruler of a nation, wreathed in the privilege of tradition
Motives & Tactics: Camouflage, creep up, envelop, multiply and wielding unmatched power in their domain.
Motives & Tactics: Control vassals, destroy rivals, forge a legacy
Difficulty: 15 | Thresholds: 15/30 | HP: 7 | Stress: 4
ATK: +3 | Ooze Appendage: Melee | 3d8+1 mag Difficulty: 16 | Thresholds: 16/32 | HP: 6 | Stress: 5
ATK: +0 | Warhammer: Melee | 3d6+3 phy
Experience: Blend In +3
Experience: History +3, Nobility +3
FEATURES
Slow - Passive: When you spotlight the Ooze and they don’t have FEATURES
a token on their stat block, they can’t act yet. Place a token on Execute Them! - Action: Spend a Fear per PC in the party to have
their stat block and describe what they’re preparing to do. When the group condemned for crimes real or imagined. A PC who
you spotlight the Ooze and they have a token on their stat block, succeeds on a Presence Roll can demand trial by combat or
clear the token and they can act. another special form of trial.
Acidic Form - Passive: When the Ooze makes a successful attack, Crownsguard - Action: Once per scene, mark a Stress to summon
the target must mark an Armor Slot without receiving its six Tier 3 Minions, who appear at Close range to enforce the
benefits (they can still use armor to reduce the damage). If Monarch’s will.
they can’t mark an Armor Slot, they must mark an additional HP. Casus Belli - Reaction: Long-Term Countdown (8). Spend a Fear
Envelop - Action: Make an attack against a target within Melee to activate after the Monarch’s desire for war is first revealed.
range. On a success, the Ooze Envelops them and the target When it triggers, the Monarch has a reason to rally the nation to
must mark 2 Stress. While Enveloped, the target must mark an war and the support to act on that reason. You gain 1d4 Fear.
additional Stress every time they make an action roll. When the
Ooze takes Severe damage, all Enveloped targets are freed and
the condition is cleared.
Split - Reaction: When the Ooze has 4 or more HP marked, you OAK TREANT
can spend a Fear to split them into two Green Oozes (with no Tier Bruiser
marked HP or Stress). Immediately spotlight both of them. A sturdy animate old-growth tree.
Motives & Tactics: Hide in plain sight, preserve the forest, root
down, swing branches
FEATURES
Minion () - Passive: The Sapling is defeated when they take any
damage. For every 6 damage a PC deals to the Sapling, defeat an
additional Minion within range the attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Treant Saplings within Close range of them. Those
Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 8 physical damage
each. Combine this damage.
Daggerheart SRD 93
HEAD VAMPIRE VAULT GUARDIAN SENTINEL
Tier Leader Tier Bruiser
A captivating undead dressed in aristocratic finery. A dust-covered golden construct with boxy limbs and a huge mace
Motives & Tactics: Create thralls, charm, command, fly, intimidate for a hand.
Motives & Tactics: Destroy at any cost, expunge, protect
Difficulty: 17 | Thresholds: 22/42 | HP: 6 | Stress: 6
ATK: +5 | Rapier: Melee | 2d20+4 phy Difficulty: 17 | Thresholds: 21/40 | HP: 6 | Stress: 3
ATK: +3 | Charged Mace: Very Close | 2d12+1 phy
Experience: Aristocrat +3
FEATURES
FEATURES
Kinetic Slam - Passive: Targets who take damage from the
Terrifying - Passive: When the Vampire makes a successful attack,
Sentinel’s standard attack are knocked back to Very Close range.
all PCs within Far range lose a Hope and you gain a Fear.
Box In - Action: Mark a Stress to choose a target within Very
Look into My Eyes - Passive: A creature who moves into Melee
Close range to focus on. That target has disadvantage on attack
range of the Vampire must make an Instinct Reaction Roll. On a
rolls when they’re within Very Close range of the Sentinel. The
failure, you gain 1d4 Fear.
Sentinel can only focus on one target at a time.
Feed on Followers - Action: When the Vampire is within Melee
Mana Bolt - Action: Spend a Fear to lob explosive magic at a point
range of an ally, they can cause the ally to mark a HP. The
within Far range. All targets within Very Close range of that point
Vampire then clears a HP.
must make an Agility Reaction Roll. Targets who fail take 2d8+20
The Hunt Is On - Action: Spend 2 Fear to summon 1d4 Vampires, magic damage and are knocked back to Close range. Targets
who appear at Far range and immediately take the spotlight. who succeed take half damage and aren’t knocked back.
Lifesuck - Reaction: When the Vampire is spotlighted, roll a d8. Momentum - Reaction: When the Sentinel makes a successful
On a result of 6 or higher, all targets within Very Close range attack against a PC, you gain a Fear.
must mark a HP.
FEATURES
Blocking Shield - Passive: Creatures within Melee range of the
Gaoler have disadvantage on attack rolls against them. Creatures
trapped inside the Gaoler are immune to this feature.
Lock Up - Action: Mark a Stress to make an attack against a target
within Very Close range. On a success, the target is Restrained
within the Gaoler until freed with a successful Strength Roll (18).
While Restrained, the target can only attack the Gaoler.
94 Daggerheart SRD
TIER 4 ADVERSARIES
YOUNG ICE DRAGON (LEVELS 8-10)
Tier Solo
A glacier-blue dragon with four powerful limbs and frost-tinged
ARCH-NECROMANCER
wings.
Motives & Tactics: Avalanche, defend lair, fly, freeze, defend what
is mine, maul Tier Leader
A decaying mage adorned in dark, tattered robes.
Difficulty: 18 | Thresholds: 21/41 | HP: 10 | Stress: 6 Motives & Tactics: Corrupt, decay, flee to fight another day,
ATK: +7 | Bite and Claws: Close | 4d10 phy resurrect
Experience: Protect What Is Mine +3 Difficulty: 21 | Thresholds: 33/66 | HP: 9 | Stress: 8
ATK: +6 | Necrotic Blast: Far | 4d12+8 mag
FEATURES
Relentless (3) - Passive: The Dragon can be spotlighted up to Experience: Forbidden Knowledge +3, Wisdom of Centuries +3
three times per GM turn. Spend Fear as usual to spotlight them.
Rend and Crush - Passive: If a target damaged by the Dragon
FEATURES
doesn’t mark an Armor Slot to reduce the damage, they must Dance of Death - Action: Mark a Stress to spotlight 1d4 allies.
mark a Stress. Attacks they make while spotlighted in this way deal half
damage, or full damage if you spend a Fear.
No Hope - Passive: When a PC rolls with Fear while within Far
range of the Dragon, they lose a Hope. Beam of Decay - Action: Mark 2 Stress to cause all targets within
Far range to make a Strength Reaction Roll. Targets who fail
Blizzard Breath - Action: Spend 2 Fear to release an icy whorl in
take 2d20+12 magic damage and you gain a Fear. Targets who
front of the Dragon within Close range. All targets in this area
succeed take half damage. A target who marks 2 or more HP
must make an Agility Reaction Roll. Targets who fail take 4d6+5
must also mark 2 Stress and becomes Vulnerable until they roll
magic damage and are Restrained by ice until they break free
with Hope.
with a successful Strength Roll. Targets who succeed must mark
2 Stress or take half damage. Open the Gates of Death - Action: Spend a Fear to summon a
Zombie Legion, which appears at Close range and immediately
Avalanche - Action: Spend a Fear to have the Dragon unleash
takes the spotlight.
a huge downfall of snow and ice, covering all other creatures
within Far range. All targets within this area must succeed on an Not Today, My Dears - Reaction: When the Necromancer has
Instinct Reaction Roll or be buried in snow and rocks, becoming marked 7 or more of their HP, you can spend a Fear to have
Vulnerable until they dig themselves out from the debris. For them teleport away to a safe location to recover. A PC who
each PC that fails the reaction roll, you gain a Fear. succeeds on an Instinct Roll can trace the teleportation magic to
their destination.
Frozen Scales - Reaction: When a creature makes a successful
attack against the Dragon from within Very Close range, Your Life Is Mine - Reaction: Countdown (Loop 2d6). When the
they must mark a Stress and become Chilled until their next Necromancer has marked 6 or more of their HP, activate the
rest or they clear a Stress. While they are Chilled, they have countdown. When it triggers, deal 2d10+6 direct magic damage
disadvantage on attack rolls. to a target within Close range. The Necromancer then clears a
number of Stress or HP equal to the number of HP marked by
Momentum - Reaction: When the Dragon makes a successful
the target from this attack.
attack against a PC, you gain a Fear.
FEATURES
Minion (12) - Passive: The Shock Troop is defeated when they
take any damage. For every 12 damage a PC deals to the Shock
Troop, defeat an additional Minion within range the attack would
succeed against.
Aura of Doom - Passive: When a PC marks HP from an attack by
the Shock Troop, they lose a Hope.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Fallen Shock Troops within Close range of them.
Those Minions move into Melee range of the target and make
one shared attack roll. On a success, they deal 12 physical
damage each. Combine this damage.
Daggerheart SRD 95
FALLEN SORCERER FALLEN WARLORD:
Tier Support UNDEFEATED CHAMPION
A powerful mage bound by the bargains they made in life. Tier Solo
Motives & Tactics: Acquire, dishearten, dominate, torment That which only the most feared have a chance to fear.
Difficulty: 19 | Thresholds: 26/42 | HP: 6 | Stress: 5 Motives & Tactics: Dispatch merciless death, punish the defiant,
secure victory at any cost
ATK: +4 | Corrupted Staff: Far | 4d6+10 mag
Difficulty: 18 | Thresholds: 35/58 | HP: 11 | Stress: 5
Experience: Ancient Knowledge +2
ATK: +8 | Heart-Shattering Sword: Very Close | 4d12+13 phy
FEATURES Experience: Conquest +3, History +2, Intimidation +3
Conflagration - Action: Spend a Fear to unleash an all-consuming
firestorm and make an attack against all targets within Close FEATURES
range. Targets the Sorcerer succeeds against take 2d10+6 direct Relentless (3) - Passive: The Undefeated Champion can be
magic damage. spotlighted up to three times per GM turn. Spend Fear as usual
Nightmare Tableau - Action: Mark a Stress to trap a target within to spotlight them.
Far range in a powerful illusion of their worst fears. While Faltering Armor - Passive: When the Undefeated Champion takes
trapped, the target is Restrained and Vulnerable until they break damage, reduce it by 1d10.
free, ending both conditions, with a successful Instinct Roll. Shattering Strike - Action: Mark a Stress to make a standard
Slippery - Reaction: When the Sorcerer takes damage from an attack against all targets within Very Close range. PCs the
attack, they can teleport up to Far range. Champion succeeds against lose a number of Hope equal to the
Shackles of Guilt - Reaction: Countdown (Loop 2d6). When HP they marked from this attack.
the Sorcerer is in the spotlight for the first time, activate the Endless Legions - Action: Spend a Fear to summon a number of
countdown. When it triggers, all targets within Far range Fallen Shock Troops equal to twice the number of PCs. The
become Vulnerable and must mark a Stress as they relive their Shock Troops appear at Far range.
greatest regrets. A target can break free from their regret with a Circle of Defilement - Reaction: Countdown (1d8). When the
successful Presence or Strength Roll. When a PC fails to break Undefeated Champion is in the spotlight for the first time,
free, they lose a Hope. activate the countdown. When it triggers, activate a magical
circle covering an area within Far range of the Champion. A
target within that area is Vulnerable until they leave the circle.
FALLEN WARLORD: The circle can be removed by dealing Severe damage to the
Undefeated Champion.
REALM-BREAKER Momentum - Reaction: When the Undefeated Champion makes a
Tier Solo successful attack against a PC, you gain a Fear.
A Fallen God, wreathed in rage and resentment, bearing millennia of Doombringer - Reaction: When a target marks HP from an attack
experience in breaking heroes’ spirits. by the Undefeated Champion, all PCs within Far range of the
Motives & Tactics: Corrupt, dominate, punish, break the weak target lose a Hope.
Difficulty: 20 | Thresholds: 36/66 | HP: 8 | Stress: 5
ATK: +7 | Barbed Whip: Close | 4d8+7 phy
Experience: Conquest +3, History +2, Intimidation +3 HALLOWED ARCHER
Tier Ranged
FEATURES Spirit soldiers with sanctified bows.
Relentless (2) - Passive: The Realm-Breaker can be spotlighted up Motives & Tactics: Focus fire, obey, reposition, volley
to two times per GM turn. Spend Fear as usual to spotlight them.
Difficulty: 19 | Thresholds: 25/45 | HP: 3 | Stress: 2
Firespite Plate Armor - Passive: When the Realm-Breaker takes
damage, reduce it by 2d10. ATK: +4 | Sanctified Longbow: Far | 4d8+8 phy
Tormenting Lash - Action: Mark a Stress to make a standard FEATURES
attack against all targets within Very Close range. When a target
Punish the Guilty - Passive: The Archer deals double damage to
uses armor to reduce damage from this attack, they must mark
targets marked Guilty by a High Seraph.
2 Armor Slots.
Divine Volley - Action: Mark a Stress to make a standard attack
All-Consuming Rage - Reaction: Countdown (Decreasing 8). When
against up to three targets.
the Realm-Breaker is in the spotlight for the first time, activate
the countdown. When it triggers, create a torrent of incarnate
rage that rends flesh from bone. All targets within Far range
must make a Presence Reaction Roll. Targets who fail take
2d6+10 direct magic damage. Targets who succeed take half
damage. For each HP marked from this damage, summon a
Fallen Shock Troop within Very Close range of the target who
marked that HP. If the countdown ever decreases its maximum
value to 0, the Realm-Breaker marks their remaining HP and all
targets within Far range must mark all remaining HP and make a
death move.
Doombringer - Reaction: When a target marks HP from an attack
by the Realm-Breaker, all PCs within Far range of the target must
lose a Hope.
I Have Never Known Defeat (Phase Change) - Reaction: When
the Realm-Breaker marks their last HP, replace them with the
Undefeated Champion and immediately spotlight them.
96 Daggerheart SRD
HALLOWED SOLDIER KRAKEN
Tier Minion Tier Solo
Souls of the faithful, lifted up with divine weaponry. A legendary beast of the sea, bigger than the largest galleon, with
Motives & Tactics: Obey, outmaneuver, punish, swarm sucker-laden tentacles and a terrifying maw.
Motives & Tactics: Consume, crush, drown, grapple
Difficulty: 18 | Thresholds: None | HP: 1 | Stress: 2
ATK: +2 | Sword and Shield: Melee | 10 phy Difficulty: 20 | Thresholds: 35/70 | HP: 11 | Stress: 8
ATK: +7 | Tentacles: Close | 4d12+10 phy
FEATURES
Experience: Swimming +3
Minion (13) - Passive: The Soldier is defeated when they take
any damage. For every 13 damage a PC deals to the Soldier, FEATURES
defeat an additional Minion within range the attack would
Relentless (3) - Passive: The Kraken can be spotlighted up to
succeed against.
three times per GM turn. Spend Fear as usual to spotlight them.
Divine Flight - Passive: While the Soldier is flying, spend a Fear
Many Tentacles - Passive: While the Kraken has 7 or fewer marked
to move up to Far range instead of Close range before taking
HP, they can make their standard attack against two targets
an action.
within range.
Group Attack - Action: Spend a Fear to choose a target and
Grapple and Drown - Action: Make an attack roll against a
spotlight all Hallowed Soldiers within Close range of them.
target within Close range. On a success, mark a Stress to grab
Those Minions move into Melee range of the target and make
them with a tentacle and drag them beneath the water. The
one shared attack roll. On a success, they deal 10 physical
target is Restrained and Vulnerable until they break free with a
damage each. Combine this damage.
successful Strength Roll or the Kraken takes Major or greater
damage. While Restrained and Vulnerable in this way, a target
must mark a Stress when they make an action roll.
HIGH SERAPH Boiling Blast - Action: Spend a Fear to spew a line of boiling water
at any number of targets in a line up to Far range. All targets
Tier Leader must succeed on an Agility Reaction Roll or take 4d6+9 physical
A divine champion, head of a hallowed host of warriors who enforce damage. If a target marks an Armor Slot to reduce the damage,
their god’s will. they must also mark a Stress.
Motives & Tactics: Enforce dogma, fly, pronounce judgment, smite Momentum - Reaction: When the Kraken makes a successful
Difficulty: 20 | Thresholds: 37/70 | HP: 7 | Stress: 5 attack against a PC, you gain a Fear.
ATK: +8 | Holy Sword: Very Close | 4d10+10 phy
Experience: Divine Knowledge +3
ORACLE OF DOOM
FEATURES
Tier Solo
Relentless (2) - Passive: The Seraph can be spotlighted up to A towering immortal and incarnation of fate, cursed to only see bad
three times per GM turn. Spend Fear as usual to spotlight them. outcomes.
Divine Flight - Passive: While the Seraph is flying, spend a Fear Motives & Tactics: Change environment, condemn, dishearten,
to move up to Far range instead of Close range before taking an toss aside
action.
Judgment - Action: Spend a Fear to make a target Guilty in the Difficulty: 20 | Thresholds: 38/68 | HP: 11 | Stress: 10
eyes of the Seraph’s god until the Seraph is defeated. While ATK: +8 | Psychic Attack: Far | 4d8+9 mag
Guilty, the target doesn’t gain Hope on a result with Hope. When Experience: Boundless Knowledge +4
the Seraph succeeds on a standard attack against a Guilty target,
they deal Severe damage instead of their standard damage. The FEATURES
Seraph can only mark one target at a time. Terrifying - Passive: When the Oracle makes a successful attack,
God Rays - Action: Mark a Stress to reflect a sliver of divinity as a all PCs within Far range lose a Hope and you gain a Fear.
searing beam of light that hits up to twenty targets within Very Walls Closing In - Passive: When a creature rolls a failure while
Far range. Targets must make a Presence Reaction Roll, with within Very Far range of the Oracle, they must mark a Stress.
disadvantage if they are marked Guilty. Targets who fail take Pronounce Fate - Action: Spend a Fear to present a target within
4d6+12 magic damage. Targets who succeed take half damage. Far range with a vision of their personal nightmare. The target
We Are One - Action: Once per scene, spend a Fear to spotlight must make a Knowledge Reaction Roll. On a failure, they lose all
all other adversaries within Far range. Attacks they make while Hope and take 2d20+4 direct magic damage. On a success, they
spotlighted in this way deal half damage. take half damage and lose a Hope.
Summon Tormentors - Action: Once per day, spend 2 Fear to
summon 2d4 Tier 2 or below Minions relevant to one of the
PC’s personal nightmares. They appear at Close range relative
to that PC.
Ominous Knowledge - Reaction: When the Oracle sees a mortal
creature, they instantly know one of their personal nightmares.
Vengeful Fate - Reaction: When the Oracle marks HP from
an attack within Very Close range, you can mark a Stress
to knock the attacker back to Far range and deal 2d10+4
physical damage.
Daggerheart SRD 97
OUTER REALMS ABOMINATION VOLCANIC DRAGON:
Tier Bruiser ASHEN TYRANT
A chaotic mockery of life, constantly in flux. Tier Solo
Motives & Tactics: Demolish, devour, undermine No enemy has ever had the insolence to wound the dragon so. As the
lava settles, it’s ground to ash like the dragon’s past foes.
Difficulty: 19 | Thresholds: 35/71 | HP: 7 | Stress: 5
Motives & Tactics: Choke, fly, intimidate, kill or be killed
ATK: +2d4 | Massive Pseudopod: Very Close | 4d6+13 mag
Difficulty: 18 | Thresholds: 29/55 | HP: 8 | Stress: 5
FEATURES ATK: +10 | Claws and Teeth: Close | 4d12+15 phy
Chaotic Form - Passive: When the Abomination attacks, roll 2d4
and use the result as their attack modifier. Experience: Hunt from Above +5
Disorienting Presence - Passive: When a target takes damage from
FEATURES
the Abomination, they must make an Instinct Reaction Roll. On
a failure, they gain disadvantage on their next action roll and you Relentless (4) - Passive: The Ashen Tyrant can be spotlighted up to
gain a Fear. four times per GM turn. Spend Fear as usual to spotlight them.
Reality Quake - Action: Spend a Fear to rattle the edges of reality Cornered - Passive: Mark a Stress instead of spending a Fear to
within Far range of the Abomination. All targets within that area spotlight the Ashen Tyrant.
must succeed on a Knowledge Reaction Roll or become Unstuck Injured Wings - Passive: While flying, the Ashen Tyrant gains a +1
from reality until the end of the scene. When an Unstuck target bonus to their Difficulty.
spends Hope or marks Armor Slots, HP, or Stress, they must Ashes to Ashes - Passive: When a PC rolls a failure while within
double the amount spent or marked. Close range of the Ashen Tyrant, they lose a Hope and you gain a
Unreal Form - Reaction: When the Abomination takes damage, Fear. If the PC can’t lose a Hope, they must mark a HP.
reduce it by 1d20. If the Abomination marks 1 or fewer Hit Desperate Rampage - Action: Mark a Stress to make an attack
Points from a successful attack against them, you gain a Fear. against all targets within Close range. Targets the Ashen Tyrant
succeeds against take 2d20+2 physical damage, are knocked
back to Close range of where they were, and must mark a Stress.
Ashen Cloud - Action: Spend a Fear to smash the ground and kick
OUTER REALMS CORRUPTER up ash within Far range. While within the ash cloud, a target has
Tier Support disadvantage on action rolls. The ash cloud clears the next time
A shifting, formless mass seemingly made of chromatic light. an adversary is spotlighted.
Motives & Tactics: Confuse, distract, overwhelm Apocalyptic Thrashing - Action: Countdown (1d12). Spend
a Fear to activate. It ticks down when a PC rolls with Fear.
Difficulty: 19 | Thresholds: 27/47 | HP: 4 | Stress: 3 When it triggers, the Ashen Tyrant thrashes about, causing
ATK: +7 | Corroding Pseudopod: Very Close | 4d8+5 mag environmental damage (such as an earthquake, avalanche,
or collapsing walls). All targets within Far range must make a
FEATURES Strength Reaction Roll. Targets who fail take 2d10+10 physical
Will-Shattering Touch - Passive: When a PC takes damage from damage and are Restrained by the rubble until they break free
the Corrupter, they lose a Hope. with a successful Strength Roll. Targets who succeed take half
Disgorge Reality Flotsam - Action: Mark a Stress to spew partially damage. If the Ashen Tyrant is defeated while this countdown
digested portions of consumed realities at all targets within is active, trigger the countdown immediately as the destruction
Close range. Targets must succeed on a Knowledge Reaction Roll caused by their death throes.
or mark 2 Stress.
FEATURES
Minion (13) - Passive: The Thrall is defeated when they take any
damage. For every 13 damage a PC deals to the Thrall, defeat an
additional Minion within range the attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Outer Realm Thralls within Close range of them.
Those Minions move into Melee range of the target and make
one shared attack roll. On a success, they deal 11 physical
damage each. Combine this damage.
98 Daggerheart SRD
VOLCANIC DRAGON: VOLCANIC DRAGON:
MOLTEN SCOURGE OBSIDIAN PREDATOR
Tier Solo Tier Solo
Enraged by their wounds, the dragon bursts into molten lava. A massive winged creature with obsidian scales and impossibly
Motives & Tactics: Douse with lava, incinerate, repel Invaders, sharp claws.
reposition Motives & Tactics: Defend lair, dive-bomb, fly, hunt, intimidate
Difficulty: 20 | Thresholds: 30/58 | HP: 7 | Stress: 5 Difficulty: 19 | Thresholds: 33/65 | HP: 6 | Stress: 5
ATK: +9 | Lava-Coated Claws: Close | 4d12+4 phy ATK: +8 | Obsidian Claws: Close | 4d10+4 phy
Experience: Hunt from Above +5 Experience: Hunt from Above +5
FEATURES FEATURES
Relentless (3) - Passive: The Molten Scourge can be spotlighted Relentless (2) - Passive: The Obsidian Predator can be spotlighted
up to three times per GM turn. Spend Fear as usual to spotlight up to two times per GM turn. Spend Fear as usual to
them. spotlight them.
Cracked Scales - Passive: When the Molten Scourge takes damage, Flying - Passive: While flying, the Obsidian Predator gains a +3
roll a number of d6s equal to HP marked. For each result of 4 or bonus to their Difficulty.
higher, you gain a Fear. Obsidian Scales - Passive: The Obsidian Predator is resistant to
Shattering Might - Action: Mark a Stress to make an attack physical damage.
against a target within Very Close range. On a success, the target Avalanche Tail - Action: Mark a Stress to make an attack against
takes 4d8+1 physical damage, loses a Hope, and is knocked back all targets within Close range. Targets the Obsidian Predator
to Close range. The Molten Scourge clears a Stress. succeeds against take 4d6+4 physical damage and are knocked
Eruption - Action: Spend a Fear to erupt lava from beneath the back to Far range and Vulnerable until their next roll with Hope.
Molten Scourge’s scales, filling the area within Very Close range Dive-Bomb - Action: If the Obsidian Predator is flying, mark a
with molten lava. All targets in that area must succeed on an Stress to choose a point within Far range. Move to that point
Agility Reaction Roll or take 4d6+6 physical damage and be and make an attack against all targets within Very Close range.
knocked back to Close range. This area remains lava. When a Targets the Obsidian Predator succeeds against take 2d10+6
creature other than the Molten Scourge enters that area or acts physical damage and must mark a Stress and lose a Hope.
while inside of it, they must mark 6 HP. Erupting Rage (Phase Change) - Reaction: When the Obsidian
Volcanic Breath - Reaction: When the Molten Scourge takes Predator marks their last HP, replace them with the Molten
Major damage, roll a d10. On a result of 8 or higher, the Molten Scourge and immediately spotlight them.
Scourge breathes a flow of lava in front of them within Far
range. All targets in that area must make an Agility Reaction Roll.
Targets who fail take 2d10+4 physical damage, mark 1d4 Stress,
and are Vulnerable until they clear a Stress. Targets who succeed ZOMBIE LEGION
take half damage and must mark a Stress.
Tier Horde (/HP)
Lava Splash - Reaction: When the Molten Scourge takes Severe A large pack of undead, still powerful despite their rotting flesh.
damage from an attack within Very Close range, molten blood
Motives & Tactics: Consume brain, shred flesh, surround
gushes from the wound and deals 2d10+4 direct physical
damage to the attacker. Difficulty: 17 | Thresholds: 25/45 | HP: 8 | Stress: 5
Ashen Vengeance (Phase Change) - Reaction: When the Molten ATK: +2 | Tentacles: Close | 4d6+10 phy
Scourge marks their last HP, replace them with the Ashen Tyrant
and immediately spotlight them. FEATURES
Horde (2d+) - Passive: When the Legion has marked half or
more of their HP, their standard attack deals 2d6+5 physical
damage instead.
PERFECTED ZOMBIE Unyielding - Passive: The Legion has resistance to physical damage.
Tier Bruiser Relentless (2) - Passive: The Legion can be spotlighted up to
A towering, muscular zombie with magically infused strength two times per GM turn. Spend Fear as usual to spotlight them.
and skill. Overwhelm - Reaction: When the Legion takes Minor damage from
Motives & Tactics: Consume, hound, maim, terrify an attack within Melee range, you can mark a Stress to make a
Difficulty: 20 | Thresholds: 40/70 | HP: 9 | Stress: 4 standard attack with advantage against the attacker.
ATK: +4 | Greataxe: Very Close | 4d12+15 phy
FEATURES
Terrifying - Passive: When the Zombie makes a successful attack,
all PCs within Far range lose a Hope and you gain a Fear.
Fearsome Presence - Passive: PCs can’t spend Hope to use
features against the Zombie.
Perfect Strike - Action: Mark a Stress to make a standard attack
against all targets within Very Close range. Targets the Zombie
succeeds against are Vulnerable until their next rest.
Skilled Opportunist - Reaction: When another adversary deals
damage to a target within Very Close range of the Zombie, you
can spend a Fear to add the Zombie’s standard attack damage to
the damage roll.
Daggerheart SRD 99
USING ENVIRONMENTS
Environments represent everything in a scene beyond the PCs and adversaries, such as the physical space, background NPCs, and
natural forces.
ADAPTING ENVIRONMENTS
Sometimes you want to use an environment but it’s at the framework is there to help organize ideas, not to stifle
wrong tier for your party. Or you might want to replace creativity.
a feature or two, then present it as an entirely different
When you need to quickly adjust a stat block to a different
environment. Whether planning your session or even
tier, you can simply replace its existing statistics with those
improvising an environment mid-session, you can adjust an
listed on the Environment Statistics by Tier table, using the
existing environment’s stat block to fit the needs of your
column that corresponds to your party’s tier.
scene or improvise elements as needed. The environments
You Are Not Welcome Here - Action: A Young Dryad, two Sylvan Where Did They Come From? - Reaction: When a PC starts the
Soldiers, and a number of Minor Treants equal to the number of ambush on unsuspecting adversaries, you lose 2 Fear and the
PCs appear to confront the party for their intrusion. first attack roll a PC makes has advantage.
What are the grove guardians concealing? What threat to the forest What are the adversaries in the middle of doing when the ambush
could the PCs confront to appease the Dryad? starts? How does this impact their approach to the fight?
FEATURES Difficulty: 16
Engraved Sigils - Passive: Large markings and engravings Potential Adversaries: Beasts (Bear, Glass Snake), Elementals
have been made in the mountainside. A PC with a relevant (Elemental Spark), Verdant Defenders (Dryad, Oak Treant, Stag
background or Experience identifies them as weather magic Knight)
increasing the power of the icy winds. A PC who succeeds on a
Knowledge Roll can recall information about the sigils, potential
FEATURES
information about their creators, and the knowledge of how to Chaos Magic Locus - Passive: When a PC makes a Spellcast Roll,
dispel them. If a PC critically succeeds, they recognize that the they must roll two Fear Dice and take the higher result.
sigils are of a style created by ridgeborne enchanters and they What does it feel like to work magic in this chaos-touched place?
gain advantage on a roll to dispel the sigils. What do you fear will happen if you lose control of the spell?
Who laid this enchantment? Are they nearby? Why did they want the The Indigo Flame - Passive: PCs who approach the central tree
weather to be more daunting? can make a Knowledge Roll to try to identify the magic that
Avalanche - Action: Spend a Fear to carve the mountain with consumed this environment.
an icy torrent, causing an avalanche. All PCs in its path must • On a success: They learn three of the below details. On a
succeed on an Agility or Strength Reaction Roll or be bowled success with Fear, they learn two.
over and carried down the mountain. A PC using rope, pitons, or • On a failure: They can mark a Stress to learn one and
other climbing gear gains advantage on this roll. Targets who fail gain advantage on the next action roll to investigate
are knocked down the mountain to Far range, take 2d20 physical this environment.
damage, and must mark a Stress. Targets who succeed must • Details: This is a result of Fallen magic. The corruption is
mark a Stress. spread through the ashen moss. It can be cleansed only by a
How do the PCs try to weather the avalanche? What approach do ritual of nature magic with a Progress Countdown (8).
the characters take to find one another when their companions go What Fallen cult corrupted these woods? What have they already
hurtling down the mountainside? done with the cursed wood and sap from this tree?
Raptor Nest - Reaction: When the PCs enter the raptors’ hunting Grasping Vines - Action: Animate vines bristling with thorns whip
grounds, two Giant Eagles appear at Very Far range of a chosen out from the underbrush to ensnare the PCs. A target must
PC, identifying the PCs as likely prey. succeed on an Agility Reaction Roll or become Restrained and
How long has it been since the eagles last found prey? Do they have Vulnerable until they break free, clearing both conditions, with a
eggs in their nest, or unfledged young? successful Finesse or Strength Roll or by dealing 10 damage to
Icy Winds - Reaction: Countdown (Loop 4). When the PCs enter the vines. When the target makes a roll to escape, they take
the mountain pass, activate the countdown. When it triggers, 1d8+4 physical damage and lose a Hope.
all characters traveling through the pass must succeed on a What painful memories do the vines bring to the surface as they
Strength Reaction Roll or mark a Stress. A PC wearing clothes pierce flesh?
appropriate for extreme cold gains advantage on these rolls. Charcoal Constructs - Action: Warped animals wreathed in indigo
What parts of the PC’s bodies go numb first? How do they try to keep flame trample through a point of your choice. All targets within
warm as they press forward? Close range of that point must make an Agility Reaction Roll.
Targets who fail take 3d12+3 physical damage. Targets who
succeed take half damage instead.
Are these real animals consumed by the flame or merely constructs of
the corrupting magic?
Choking Ash - Reaction: Countdown (Loop ). When the PCs enter
the Burning Heart of the Woods, activate the countdown. When
it triggers, all characters must make a Strength or Instinct
Reaction Roll. Targets who fail take 4d6+5 direct physical
damage. Targes who succeed take half damage. Protective
masks or clothes give advantage on the reaction roll.
What hallucinations does the ash induce? What incongruous taste
does it possess?
Difficulty: 20 FEATURES
Potential Adversaries: Outer Realms Monstrosities Final Preparations - Passive: When the environment first takes
(Abomination, Corruptor, Thrall) the spotlight, designate one adversary as the Usurper seeking to
overthrow the gods. Activate a Long-Term Countdown (8) as the
FEATURES Usurper assembles what they need to conduct the ritual. When
Impossible Architecture - Passive: Up is down, down is right, right it triggers, spotlight this environment to use the “Beginning of
is starward. Gravity and directionality themselves are in flux, and the End” feature. While this environment remains in play, you
any attempt to move through this realm is an odyssey unto itself, can hold up to 15 Fear.
requiring a Progress Countdown (8). On a failure, a PC must What does the Usurper still require: The heart of a High Seraph? The
mark a Stress in addition to the roll’s other consequences. lodestone of an ancient waygate? The loyalty of two archenemies? The
What does it feel like to move in a space so alien to the Mortal Realm? heartbroken tears of a pure soul?
What landmark or point do you fixate on to maintain your balance?
Divine Blessing - Passive: When a PC critically succeeds, they can
What bizarre landmarks do you traverse on your journey?
spend 2 Hope to refresh an ability normally limited by uses (such
Everything You Are This Place Will Take from You - Action: as once per rest, once per session).
Countdown (Loop d). Activate the countdown. When it What god favors you as you fight against this usurpation? How does
triggers, all PCs must succeed on a Presence Reaction Roll or your renewed power reflect their influence?
their highest trait is temporarily reduced by 1d4 unless they
mark a number of Stress equal to its value. Any lost trait points Defilers Abound - Action: Spend 2 Fear to summon 1d4+2 Fallen
are regained if the PC critically succeeds or escapes the Shock Troops that appear within Close range of the Usurper to
Chaos Realm. assist their divine siege. Immediately spotlight the Shock Troops
to use a “Group Attack” action.
How does this place try to steal from you that which makes you
legendary? What does it feel to have this power taken from you? Which High Fallen do these troops serve? Which god’s flesh do they
wish to feast upon?
Unmaking - Action: Spend a Fear to force a PC to make a Strength
Reaction Roll. On a failure, they take 4d10 direct magic damage. Godslayer - Action: If the Divine Siege Countdown (see “Beginning
On a success, they must mark a Stress. of the End”) has triggered, you can spend 3 Fear to describe the
Usurper slaying one of the gods of the Hallows Above, feasting
What glimpse of other worlds do you catch while this place tries to
upon their power and growing stronger. The Usurper clears 2
unmake you? What core facet of your personality does the unmaking
HP. Increase their Difficulty, damage, attack modifier, or give
try to erase?
them a new feature from the slain god.
Outer Realms Predators - Action: Spend a Fear to summon an Which god meets their end? What are their last words? How does the
Outer Realms Abomination, an Outer Realms Corruptor, and 2d6 Usurper’s new stolen power manifest?
Outer Realms Thralls, who appear at Close range of a chosen
PC in defiance of logic and causality. Immediately spotlight one Beginning of the End - Reaction: When the “Final Preparations”
of these adversaries, and you can spend an additional Fear to long-term countdown triggers, the Usurper begins hammering
automatically succeed on that adversary’s standard attack. on the gates of the Hallows themselves. Activate a Divine Siege
Countdown (10). Spotlight the Usurper to describe the Usurper’s
What half-consumed remnants of the shattered world do these
assault and tick down this countdown by 1. If the Usurper
monstrosities cast aside in pursuit of living flesh? What jagged
takes Major or greater damage, tick up the countdown by 1.
reflections of former personhood do you catch between moments
When it triggers, the Usurper shatters the barrier between the
of unquestioning malice?
Mortal Realm and the Hallows Above to slay the gods and take
Disorienting Reality - Reaction: On a result with Fear, you can ask their place. You gain a Fear for each unmarked HP the Usurper
the PC to describe which of their fears the Chaos Realm evokes has. You can immediately use the “Godslayer” feature without
as a vision of reality unmakes and reconstitutes itself to the PC. spending Fear to make an additional GM move.
The PC loses a Hope. If it is their last Hope, you gain a Fear. How does the Mortal Realm writhe as the natural order is violated?
What moment do they see? If it’s a memory, how is it warped by this What mortals witness this blasphemy from afar?
place? How hard will it be to hold on to the real memory?
Ritual Nexus - Reaction: On any failure with Fear against the
Usurper, the PC must mark 1d4 Stress from the backlash of
magical power.
What visions of failures past torment you as your efforts fall short?
How are these memories twisted by the Usurper?
FEATURES FEATURES
All Roads Lead Here - Passive: While in the Imperial Court, a No Place for the Living - Passive: A feature or action that clears HP
PC has disadvantage on Presence Rolls made to take actions requires spending a Hope to use. If it already costs Hope, a PC
that don’t fit the imperial way of life or support the empire’s must spend an additional Hope.
dominance. What does it feel like to try to heal in a place so antithetical to life?
How does the way language is used make even discussing alternative Centuries of Knowledge - Passive: A PC can investigate the library
ways of living difficult? What obvious benefits for loyalty create and laboratory and make a Knowledge Roll to learn information
friction when you try to discuss alternatives? related to arcana, local history, and the Necromancer’s plans.
Rival Vassals - Passive: The PCs can find imperial subjects, What are the names of the tomes? What project is the necromancer
vassals, and supplicants in the court, each vying for favor, working on and what does it communicate about their plans?
seeking proximity to power, exchanging favors for loyalty, and
Skeletal Burst - Action: All targets within Close range of a point
elevating their status above others’. Some might be desperate
you choose in this environment must succeed on an Agility
to undermine their rivals, while others might even be open to
Reaction Roll or take 4d8+8 physical damage from skeletal
discussions that verge on sedition.
shrapnel as part of the ossuary detonates around them.
How do they benefit from vassalage, and what has it cost them?
What ancient skeletal architecture is destroyed? What bones stick in
What exploitation drives them to consider opposing the unstoppable?
your armor?
The Gravity of Empire - Action: Spend a Fear to present a PC with
Aura of Death - Action: Once per scene, roll a d4. Each undead
a golden opportunity or offer to satisfy a major goal in exchange
within Far range of the Necromancer can clear HP and Stress
for obeying or supporting the empire. The target must make a
equal to the result rolled. The undead can choose how that
Presence Reaction Roll. On a failure, they must mark all their
number is divided between HP and Stress.
Stress or accept the offer. If they have already marked all their
How does their renewed vigor manifest? Do they look more lifelike or,
Stress, they must accept the offer or exile themselves from the
paradoxically, are they more decayed but vigorous?
empire. On a success, they must mark 1d4 Stress as they’re
taxed by temptation. They Just Keep Coming! - Action: Spend a Fear to summon 1d6
What do the PCs want so desperately they might consider throwing Rotted Zombies, two Perfected Zombies, or a Zombie Legion,
in with this ruthless power? How did imperial agents learn the PC’s who appear at Close range of a chosen PC.
greatest desires? Who were these people before they became the necromancer’s pawns?
What vestiges of those lives remain for the heroes to see?
Imperial Decree - Action: Spend a Fear to tick down a long-term
countdown related to the empire’s agenda by 1d4. If this
triggers the countdown, a proclamation related to the agenda
is announced at court as the plan is executed.
What display of power or transfer of wealth was needed to expedite
this plan? Whose lives were disrupted or upended to make this
happen?
Eyes Everywhere - Reaction: On a result with Fear, you can spend
a Fear to have someone loyal to the empire overhear seditious
talk within the court. A PC must succeed on an Instinct Reaction
Roll to notice that the group has been overheard so they can try
to intercept the witness before the PCs are exposed.
How has the empire compromised this witness? Why is their first
impulse to protect the empire, even if doesn’t treat them well?
1d12 Objective
PREPARING COMBAT
ENCOUNTERS 1 Acquire (obtain or steal) an important item or
items.
Build the hurdles the PCs face around the question of “What
helps tell the story?” Enemies, environments, and hazards are 2 Capture one or more of the opponents.
the tools for heightening tension and creating drama. Ensure 3 Activate a magical device.
that combat is being used to give players more information 4 Frame a character or tarnish their reputation.
about the unfolding story, revealing the world, the plot, or the
characters. 5 Drive the opponent into a corner or ambush point.
6 Stop a magical ritual, legal ceremony, or time-
sensitive spell.
BATTLES AND NARRATIVE
7 Hold the line—keep the enemy from reaching a
Dynamic battles create suspense by forcing players to choose
specific area or group.
between their various objectives, engaging their character’s
motivations and weaknesses, and creating the crucible that 8 Plant evidence or a tracking device on a target.
the players use to forge their characters into legendary 9 Secure a specific location ahead of another group’s
heroes. When preparing combat encounters: arrival.
• Consider the narrative function of the battle 10 Harass the opponent to deplete their resources or
• Base adversaries’ moves on their motives keep them occupied.
• Use dynamic environments to bring the battleground to 11 Destroy a piece of architecture, a statue, a shrine,
life or a weapon.
• Add enemies that can interact with the PCs’ features and 12 Investigate a situation to confirm or deny existing
special abilities information.
ORDERBORNE
WANDERBORNE
Players might choose to build orderborne characters if they
want to play current or former members of the Haven Army Wanderborne communities can be found in both Fanewick and
that invaded Fanewick. Though the army brings violence into Haven, though safe travel has been severely restricted due to
this land, they also carry overwhelming grief for a homeland the military occupation and the expansion of the Witherwild.
succumbing to disease. Whether a wanderborne character comes from Fanewick,
Haven, or elsewhere, the player should determine their
What regrets do you carry with you from your conquest of character’s personal views on the invasion of Fanewick, and
foreign soil? how that aligns or departs from their community’s views.
How has the Witherwild changed the outlook, personality, Any time a PC takes Severe damage from a Withered
and dispositions of the Faint Divinities the characters adversary or environment, gain a Wither token and place it
encounter? on that PC’s character sheet. When you do, the PC must roll
their Fear Die. If they roll equal to or below the number of
Which gods ally themselves with Haven to preserve the Wither tokens on their sheet, they immediately gain a scar and
endless spring? Which align with Fanewick? clear all tokens, describing how the Witherwild changes them
permanently.
At the end of each session, clear all Wither tokens from the
THE INCITING INCIDENT PCs’ sheets and gain an equal amount of Fear. If a character
You can use the prompt below to start your campaign, or create ever dies with Wither tokens on their sheet, their body is
your own. permanently taken over by the Witherwild.
Haven’s beleaguered spymaster, Kreil Dirn (he/him), is not What superstitions does your character or their community
a popular person in Haven. He is responsible for rooting out have about traversing Fanewick during the long nights?
insurgents, stopping schemes before they have a chance to Your character has witnessed something beautiful that
start, and keeping a close watch on Haven’s internal activities. came from the Witherwild. What is it and how has it
Kreil has never agreed—at least not openly—with Archmage transformed their view of the corruption?
BONE DOMAIN
GRACE DOMAIN
SPLENDOR DOMAIN