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The DAGGERHEART System Reference Document 1.0 is a public game content document created under the Darrington Press Community Gaming License. It includes various sections covering campaign setup, character creation, core mechanics, and gameplay elements. The document is produced by Critical Role LLC and aims to provide essential guidelines for players and game masters.

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0% found this document useful (0 votes)
2K views135 pages

Daggerheart - Copia

The DAGGERHEART System Reference Document 1.0 is a public game content document created under the Darrington Press Community Gaming License. It includes various sections covering campaign setup, character creation, core mechanics, and gameplay elements. The document is produced by Critical Role LLC and aims to provide essential guidelines for players and game masters.

Uploaded by

zukonft
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 135

DAGGERHEART

System reference Document 1.0

SRD Writer: Rob Hebert | Technical Editor: Shawn Banerjee | Layout: Matt Paquette & Co. | Producer: Madigan Hunt

This document, including the Witherwild Campaign Frame, is considered Public Game Content per the Darrington Press
Community Gaming License. Please read the Darrington Press Community Gaming License before using this material.
© 2025 Critical Role LLC. All rights reserved. For more information, please visit www.darringtonpress.com/license.
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.

WHAT IS THIS? THE GOLDEN RULE


This is the Daggerheart SRD (System Reference Document). It The most important rule of Daggerheart is to make the game
is a repository of the mechanical elements of the Daggerheart your own. The rules included in this SRD are designed to
system, edited and organized for clarity, conciseness, and help you enjoy the experience at the table, but everyone has
quick reference. a different approach to interpreting rules and telling stories.
The rules should never get in the way of the story you want
You can use this SRD in several ways: to tell, the characters you want to play, or the adventures you
• To quickly look up Daggerheart’s rules-as-written during want to have. As long as your group agrees, everything can
gameplay sessions. be adjusted to fit your play style. If there’s a rule you’d rather
ignore or modify, feel free to implement any change with your
• To ensure any homebrew content you create or publish
table’s consent.
conforms with Daggerheart’s core ruleset.
• To provide copy text made available by Darrington Press
for your own publications under their Community Gaming RULINGS OVER RULES
License (www.darringtonpress.com/license). While playing Daggerheart, the GM and players should always
• To better understand the mechanics of Daggerheart, prioritize rulings over rules. This SRD offers answers for many
absent the flavor and setting information, so you can bend questions your table may have about the game, but it won’t
or break them in the process of making your own content. answer all of them. When you’re in doubt about how a rule
applies, the GM should make a ruling that aligns with the
The Daggerheart SRD is not a replacement for the core
narrative.
rulebook, which contains setting information, additional
examples of various gameplay elements, and tons of great For example, Daggerheart has a weapon called a grappler that
advice for playing Daggerheart—not to mention gorgeous lets you pull a target close to you. If you try to use it to pull an
artwork and layout. entire castle, the weapon text doesn’t forbid you from doing
that—but it doesn’t make sense within the narrative. Instead,
In short, it is Daggerheart, the system, boiled down to the
the GM might rule that you pull a few bricks out, or pull
bones—a lean and clean offering without all the flavor, style,
yourself toward the wall instead.
and supporting material that makes the core rulebook such an
evocative and enjoyable read. We hope this document proves Similarly, if your character does something that would logically
useful to your table. Happy adventuring! result in immediate death—such as diving into an active
volcano without protection—you might not get to make

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.

Note: A player can reject a suggested connection for any


reason, and it’s okay if there isn’t an established connection
between every pair of PCs—you can always discover and
develop those relationships through play.

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.

Each domain card includes six elements: USAGE LIMITS


Level If a domain card restricts how often it can be used, you can
The number in the top left of the card indicates the card’s track such limits with whatever method you prefer, such
level. You cannot acquire a domain card with a level higher as turning the card sideways, flipping it facedown, or using
than your PC’s. tokens.
Domain Note: if an effect or ability gives you a number of uses equal
Beneath the card’s level there is a symbol indicating its to a trait with a modifier of +0 or less, it grants you 0 uses.
domain. You can only choose cards from your class’s two

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.)

MIGHTY LIZARD Strength +2 | Evasion +3


Melee Strength d10+8
(Alligator, Crocodile, Gila Monster, etc.)
Hybrid Features: To transform into this creature, mark an
Instinct +2 | Evasion +1 additional Stress. Choose any two Beastform options from
Melee Instinct d10+7 phy Tiers 1–2. Choose a total of four advantages and two features
from those options.
Gain advantage on: attack, sneak, track
Physical Defense: You gain a +3 bonus to your damage
thresholds. TIER 4
Snapping Strike: When you succeed on an attack against a
target within Melee range, you can spend a Hope to clamp MASSIVE BEHEMOTH
that opponent in your jaws, making them temporarily
Restrained and Vulnerable. (Elephant, Mammoth, Rhinoceros, etc.)
Strength +3 | Evasion +1
GREAT WINGED BEAST Melee Strength d12+12 phy
(Giant Eagle, Falcon, etc.) Gain advantage on: locate, protect, scare, sprint
Finesse +2 | Evasion +3 Carrier: You can carry up to four willing allies with you when
Melee Finesse d8+6 phy you move.
Gain advantage on: deceive, distract, locate Demolish: Spend a Hope to move up to Far range in a straight
Bird’s-Eye View: You can fly at will. Once per rest while you line and make an attack against all targets within Melee range
are airborne, you can ask the GM a question about the scene of the line. Targets you succeed against take d8+10 physical
below you without needing to roll. The first time a character damage using your Proficiency and are temporarily Vulnerable.
makes a roll to act on this information, they gain advantage on Undaunted: You gain a +2 bonus to all your damage
the roll. thresholds.
Carrier: You can carry up to two willing allies with you when
you move. TERRIBLE LIZARD
AQUATIC PREDATOR (Brachiosaurus, Tyrannosaurus, etc.)

(Dolphin, Orca, Shark, etc.) Strength +3 | Evasion +2


Melee Strength d12+10 phy
Agility +2 | Evasion +4
Melee Agility d10+6 phy Gain advantage on: attack, deceive, scare, track

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.

STALWART • Who from your community did you fail to protect,


and why do you still think of them?
Play the Stalwart if you want to take heavy blows and keep
fighting. • You’ve been tasked with protecting something
important and delivering it somewhere dangerous.
FOUNDATION FEATURES What is it, and where does it need to go?

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.

USING SPELLCAST ROLLS, HOPE, AND EXPERIENCES


Make a Spellcast Roll to connect with your companion and
command them to take action. Spend a Hope to add an
applicable Companion Experience to the roll. On a success
with Hope, if your next action builds on their success, you gain
advantage on the roll.

ATTACKING WITH YOUR COMPANION


When you command your companion to attack, they gain any
benefits that would normally only apply to you (such as the
effects of “Ranger’s Focus”). On a success, their damage roll
uses your Proficiency and their damage die.

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.

SPELLCAST TRAIT • What did I recently convince you to do that got us


both in trouble?
Finesse
• What have I discovered about your past that I hold
secret from the others?
FOUNDATION FEATURE
• Who do you know from my past, and how have they
Well-Connected: When you arrive in a prominent town or
influenced your feelings about me?
environment, you know somebody who calls this place
home. Give them a name, note how you think they could be
useful, and choose one fact from the following list:
SERAPH
• They owe me a favor, but they’ll be hard to find. Seraphs are divine fighters and healers imbued with sacred
• They’re going to ask for something in exchange. purpose. A wide array of deities exist within the realms, and
• They’re always in a great deal of trouble. thus numerous kinds of seraphs are appointed by these gods.
• We used to be together. It’s a long story. Their ethos traditionally aligns with the domain or goals of
their god, such as defending the weak, exacting vengeance,
• We didn’t part on great terms. protecting a land or artifact, or upholding a particular faith.
SPECIALIZATION FEATURE Some seraphs ally themselves with an army or locale, much
to the satisfaction of their rulers, but other crusaders fight in
Contacts Everywhere: Once per session, you can briefly call opposition to the follies of the Mortal Realm. It is better to be
on a shady contact. Choose one of the following benefits a seraph’s ally than their enemy, as they are terrifying foes to
and describe what brought them here to help you in this those who defy their purpose.
moment:
• They provide 1 handful of gold, a unique tool, or a
mundane object that the situation requires. DOMAINS - Splendor & Valor
• On your next action roll, their help provides a +3 bonus
to the result of your Hope or Fear Die. STARTING EVASION - 9
• The next time you deal damage, they snipe from the STARTING HIT POINTS - 7
shadows, adding 2d8 to your damage roll.
CLASS ITEMS - A bundle of offerings or a sigil of your god
MASTERY FEATURE
Reliable Backup: You can use your “Contacts Everywhere”
feature three times per session. The following options are SERAPH’S HOPE FEATURE
added to the list of benefits you can choose from when you
Life Support: Spend 3 Hope to clear a Hit Point on an ally
use that feature:
within Close range.
• When you mark 1 or more Hit Points, they can rush out
to shield you, reducing the Hit Points marked by 1. CLASS FEATURE
• When you make a Presence Roll in conversation, they
Prayer Dice: At the beginning of each session, roll a number
back you up. You can roll a d20 as your Hope Die.
of d4s equal to your subclass’s Spellcast trait and place
them on your character sheet in the space provided. These
are your Prayer Dice. You can spend any number of Prayer
BACKGROUND QUESTIONS Dice to aid yourself or an ally within Far range. You can use
Answer any of the following background questions. You can a spent die’s value to reduce incoming damage, add to a
also create your own questions. roll’s result after the roll is made, or gain Hope equal to the
result. At the end of each session, clear all unspent Prayer
• What did you get caught doing that got you exiled Dice.
from your home community?
• You used to have a different life, but you’ve tried to
leave it behind. Who from you past is still chasing
you?
• Who from your past were you most sad to say
goodbye to?

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.

SPECIALIZATION FEATURE CONNECTIONS


Devout: When you roll your Prayer Dice, you can roll an Ask your fellow players one of the following questions for
additional die and discard the lowest result. Additionally, their character to answer, or create your own questions.
you can use your “Sparing Touch” feature twice instead of
once per long rest. • What promise did you make me agree to, should you
die on the battlefield?
MASTERY FEATURE • Why do you ask me so many questions about my
god?
Sacred Resonance: When you roll damage for your “Spirit
Weapon” feature, if any of the die results match, double the • You’ve told me to protect one member of our party
value of each matching die. For example, if you roll two 5s, above all others, even yourself. Who are they and
they count as two 10s. why?

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

BACKGROUND QUESTIONS STARTING HIT POINTS - 6

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

• What did you do that made the people in your


community wary of you?
WARRIOR’S HOPE FEATURE
• What mentor taught you to control your untamed
No Mercy: Spend 3 Hope to gain a +1 bonus to your attack
magic, and why are they no longer able to guide you?
rolls until your next rest.
• You have a deep fear you hide from everyone. What is
it, and why does it scare you? CLASS FEATURES

CONNECTIONS Attack of Opportunity: If an adversary within Melee range


attempts to leave that range, make a reaction roll using
Ask your fellow players one of the following questions for a trait of your choice against their Difficulty. Choose one
their character to answer, or create your own questions. effect on a success, or two if you critically succeed:
• Why do you trust me so deeply? • They can’t move from where they are.
• What did I do that makes you cautious around me? • You deal damage to them equal to your primary
• weapon’s damage.
• Why do we keep our shared past a secret?
• You move with them.

Combat Training: You ignore burden when equipping


weapons. When you deal physical damage, you gain a
bonus to your damage roll equal to your level.

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.

CALL OF THE BRAVE


BACKGROUND QUESTIONS
Play the Call of the Brave if you want to use the might of your
enemies to fuel your own power. Answer any of the following background questions. You can
also create your own questions.
FOUNDATION FEATURES
• Who taught you to fight, and why did they stay
Courage: When you fail a roll with Fear, you gain a Hope. behind when you left home?
Battle Ritual: Once per long rest, before you attempt • Somebody defeated you in battle years ago and left
something incredibly dangerous or face off against a foe you to die. Who was it, and how did they betray you?
who clearly outmatches you, describe what ritual you
• What legendary place have you always wanted to
perform or preparations you make. When you do, clear 2
visit, and why is it so special?
Stress and gain 2 Hope.

SPECIALIZATION FEATURE CONNECTIONS


Rise to the Challenge: You are vigilant in the face of Ask your fellow players one of the following questions for
mounting danger. While you have 2 or fewer Hit Points their character to answer, or create your own questions.
unmarked, you can roll a d20 as your Hope Die. • We knew each other long before this party came
together. How?
MASTERY FEATURE
• What mundane task do you usually help me with off
Camaraderie: Your unwavering bravery is a rallying the battlefield?
point for your allies. You can initiate a Tag Team Roll one
additional time per session. Additionally, when an ally • What fear am I helping you overcome?
initiates a Tag Team Roll with you, they only need to spend
2 Hope to do so.

CALL OF THE SLAYER


Play the Call of the Slayer if you want to strike down
adversaries with immense force.

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.

STARTING HIT POINTS - 5 SPECIALIZATION FEATURES


CLASS ITEMS - A book you’re trying to translate or a tiny, Accomplished: Take an additional domain card of your level
harmless elemental pet or lower from a domain you have access to.
Perfect Recall: Once per rest, when you recall a domain
card in your vault, you can reduce its Recall Cost by 1.
WIZARD’S HOPE FEATURE
Not This Time: Spend 3 Hope to force an adversary within MASTERY FEATURES
Far range to reroll an attack or damage roll. Brilliant: Take an additional domain card of your level or
lower from a domain you have access to.
CLASS FEATURES
Honed Expertise: When you use an Experience, roll a d6.
Prestidigitation: You can perform harmless, subtle magical On a result of 5 or higher, you can use it without spending
effects at will. For example, you can change an object’s Hope.
color, create a smell, light a candle, cause a tiny object to
float, illuminate a room, or repair a small object.
SCHOOL OF WAR
Strange Patterns: Choose a number between 1 and 12.
When you roll that number on a Duality Die, gain a Hope or Play the School of War if you want to utilize trained magic for
clear a Stress. violence.
You can change this number when you take a long rest.
SPELLCAST TRAIT
Knowledge

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

Dwarves are most easily recognized as short humanoids


Clanks are sentient mechanical beings built from a variety
with square frames, dense musculature, and thick hair.
of materials, including metal, wood, and stone. They can
Their average height ranges from 4 to 5 ½ feet, and they
resemble humanoids, animals, or even inanimate objects. Like
are often broad in proportion to their stature. Their skin and
organic beings, their bodies come in a wide array of sizes.
nails contain a high amount of keratin, making them naturally
Because of their bespoke construction, many clanks have
resilient. This allows dwarves to embed gemstones into their
highly specialized physical configurations. Examples include
bodies and decorate themselves with tattoos or piercings.
clawed hands for grasping, wheels for movement, or built-in
Their hair grows thickly—usually on their heads, but some
weaponry.
dwarves have thick hair across their bodies as well. Dwarves
Many clanks embrace body modifications for style as well as of all genders can grow facial hair, which they often style in
function, and members of other ancestries often turn to clank elaborate arrangements. Typically, dwarves live up to 250
artisans to construct customized mobility aids and physical years of age, maintaining their muscle mass well into later life.
adornments. Other ancestries can create clanks, even using
their own physical characteristics as inspiration, but it’s also ANCESTRY FEATURES
common for clanks to build one another. A clank’s lifespan
Thick Skin: When you take Minor damage, you can mark 2
extends as long as they’re able to acquire or craft new parts,
Stress instead of marking a Hit Point.
making their physical form effectively immortal. That said,
their minds are subject to the effects of time, and deteriorate Increased Fortitude: Spend 3 Hope to halve incoming physical
as the magic that powers them loses potency. damage.

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

Fauns resemble humanoid goats with curving horns, square


pupils, and cloven hooves. Though their appearances may
vary, most fauns have a humanoid torso and a goatlike lower
body covered in dense fur. Faun faces can be more caprine or

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

MAKING MOVES &


The following steps describe in more detail the procedure that
all action rolls utilize:
TAKING ACTION STEP 1: PICK AN APPROPRIATE TRAIT
Any time a character does something to advance the story,
such as speaking with another character, interacting with the Some actions and effects specify in their description which
environment, making an attack, casting a spell, or using a trait applies to the roll; otherwise, the GM tells the acting
class feature, they are making a move. player which character trait best applies to the action being
attempted. If more than one trait could apply to the roll, the
GM chooses or lets the acting player decide.
ACTION ROLLS
Any move where success would be trivial or failure would be STEP 2: DETERMINE THE DIFFICULTY
boring automatically succeeds, but any move that’s difficult to
accomplish or risky to attempt triggers an action roll. Some actions and features say in their description what the
Difficulty is. Otherwise, the GM determines the Difficulty
based on the scenario. The GM can choose whether to share
OVERVIEW the Difficulty with the table. In either case, the GM should
All action rolls require a pair of d12s called Duality Dice. communicate the potential consequences of failure to the
These are two visually distinct twelve-sided dice, with one die acting player.
representing Hope and the other representing Fear.
STEP 3: APPLY EXTRA DICE AND MODIFIERS
To make an action roll, you roll the Duality Dice, sum the
results, apply any relevant modifiers, and compare the total to The acting player decides whether to Utilize an Experience or
a Difficulty number to determine the outcome: activate other effects, then, if applicable, adds the appropriate
tokens and dice (such as advantage or Rally dice) to their dice
• Success with Hope: If your total meets or beats the pool.
Difficulty AND your Hope Die shows a higher result than
your Fear Die, you rolled a “Success with Hope.” You Note: Unless an action, ability, or feature specifically allows
succeed and gain a Hope. for it, a player must declare the use of any Experiences, extra
dice, or other modifiers before they roll.
• Success with Fear: If your total meets or beats the
Difficulty AND your Fear Die shows a higher result than
your Hope Die, you rolled a “Success with Fear.” You
succeed with a cost or complication, but the GM gains a
Fear.

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.

Some rolls have unique specifications or otherwise modify


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

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.

If a character ever takes damage equal to twice their CRITICAL DAMAGE


Severe threshold, they mark 4 HP instead of 3.
When you get a critical success (i.e., you roll matching values
on your Duality Dice) on an attack roll, you deal extra damage.
Make the damage roll as usual, but add the maximum possible
result of the damage dice to the final total. For instance, if an
attack would normally deal 2d8+1 damage, a critical success
would deal 2d8+1+16.

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.

MULTI-TARGET ATTACK ROLLS


Optional Rule: Defined Ranges
If a spell or ability allows you to target multiple adversaries,
make one attack roll and one damage roll, then apply the If your table would rather operate with more precise range
results to each target individually. rules, you can use a 1-inch grid battle map during combat.
If you do, use the following guidelines for play:
MULTIPLE DAMAGE SOURCES • Melee: 1 square
Damage dealt simultaneously from multiple sources is always • Very Close: 3 squares
totaled before it’s compared to its target’s damage thresholds. • Close: 6 squares
• Far: 12 squares
• Very Far: 13+ squares
For example, if a PC with orc ancestry makes a successful
• Out of Range: Off the battlemap
attack against a target in Melee range and decides to
spend a Hope to use their “Tusks” feature (which gives
them an extra 1d6 damage on a damage roll), they would MOVEMENT UNDER PRESSURE
roll their normal weapon damage and add a d6 to the
result, then deal that total damage to the adversary. When you’re under pressure or in danger and make an action
roll, you can move to a location within Close range as part of
that action. If you’re not already making an action roll, or if

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.

ADDITIONAL RULES → Tier 4 encompasses levels 8–10.

The following rules apply to many aspects of the game.


Your tier affects your damage thresholds, tier achievements,
ROUNDING UP and access to advancements.

This game doesn’t use fractions; if you need to round to a


whole number, round up unless otherwise specified. When in
STEP ONE
doubt, resolve any ambiguity in favor of the PCs. TIER ACHIEVEMENTS
Take any applicable tier achievements
REROLLING DICE
• At level 2, you gain a new Experience at +2 and
When a feature allows you to reroll a die, you always take the permanently increase your Proficiency by 1.
new result unless the feature specifically says otherwise.
• At level 5, you gain a new Experience at +2, permanently
increase your Proficiency by 1, and clear any marked traits.
INCOMING DAMAGE
• At level 8, you gain a new Experience at +2, permanently
Incoming damage means the total damage from a single increase your Proficiency by 1, and clear any marked traits.
attack or source, before Armor Slots are marked.

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

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

Broadsword Agility Melee d8 phy One-Handed Reliable: +1 to attack rolls


Longsword Agility Melee d8+3 phy Two-Handed —
Battleaxe Strength Melee d10+3 phy Two-Handed —
Greatsword Strength Melee d10+3 phy Two-Handed Massive: −1 to Evasion; on a successful attack, roll an
additional damage die and discard the lowest result.
Mace Strength Melee d8+1 phy One-Handed —
Warhammer Strength Melee d12+3 phy Two-Handed Heavy: −1 to Evasion
Dagger Finesse Melee d8+1 phy One-Handed —
Quarterstaff Instinct Melee d10+3 phy Two-Handed —
Cutlass Presence Melee d8+1 phy One-Handed —
Rapier Presence Melee d8 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Halberd Strength Very Close d10+2 phy Two-Handed Cumbersome: −1 to Finesse
Spear Finesse Very Close d10+2 phy Two-Handed Cumbersome: −1 to Finesse
Shortbow Agility Far d6+3 phy Two-Handed —
Crossbow Finesse Far d6+1 phy One-Handed —
Longbow Agility Very Far d8+3 phy Two-Handed Cumbersome: −1 to Finesse

TIER 1 (LEVEL 1)
Magic Weapons
All magic weapons require a Spellcast trait

Name Trait Range Damage Burden Feature

Arcane Strength Melee d10+3 mag Two-Handed —


Gauntlets
Hallowed Axe Strength Melee d8+1 mag One-Handed —
Glowing Rings Agility Very Close d10+1 mag Two-Handed —
Hand Runes Instinct Very Close d10 mag One-Handed —
Returning Finesse Close d8 mag One-Handed Returning: When this weapon is thrown within its
Blade range, it appears in your hand immediately after the
attack.
Shortstaff Instinct Close d8+1 mag One-Handed —
Dualstaff Instinct Far d6+3 mag Two-Handed —
Scepter Presence Far d6 mag Two-Handed Versatile: This weapon can also be used with these
statistics—Presence, Melee, d8.
Wand Knowledge Far d6+1 mag One-Handed —
Greatstaff Knowledge Very Far d6 mag Two-Handed Powerful: On a successful attack, roll an additional
damage die and discard the lowest result.

Daggerheart SRD 45
TIER 2 (LEVELS 2–4)
Physical Weapons
Name Trait Range Damage Burden Feature

Improved Agility Melee d8+3 phy One-Handed Reliable: +1 to attack rolls


Broadsword
Improved Agility Melee d8+6 phy Two-Handed —
Longsword
Improved Strength Melee d10+6 phy Two-Handed —
Battleaxe
Improved Strength Melee d10+6 phy Two-Handed Massive: −1 to Evasion; on a successful attack, roll
Greatsword an additional damage die and discard the lowest
result.
Improved Mace Strength Melee d8+4 phy One-Handed —
Improved Strength Melee d12+6 phy Two-Handed Heavy: −1 to Evasion
Warhammer
Improved Finesse Melee d8+4 phy One-Handed —
Dagger
Improved Instinct Melee d10+6 phy Two-Handed —
Quarterstaff
Improved Presence Melee d8+4 phy One-Handed —
Cutlass
Improved Presence Melee d8+3 phy One-Handed Quick: When you make an attack, you can mark a
Rapier Stress to target another creature within range.
Improved Strength Very Close d10+5 phy Two-Handed Cumbersome: −1 to Finesse
Halberd
Improved Spear Finesse Very Close d10+5 phy Two-Handed Cumbersome: −1 to Finesse
Improved Agility Far d6+6 phy Two-Handed —
Shortbow
Improved Finesse Far d6+4 phy One-Handed —
Crossbow
Improved Agility Very Far d8+6 phy Two-Handed Cumbersome: −1 to Finesse
Longbow
Gilded Falchion Strength Melee d10+4 phy One-Handed Powerful: On a successful attack, roll an additional
damage die and discard the lowest result.
Knuckle Blades Strength Melee d10+6 phy Two-Handed Brutal: When you roll the maximum value on a
damage die, roll an additional damage die.
Urok Finesse Melee d8+3 phy One-Handed Deadly: When you deal Severe damage, the target
Broadsword must mark an additional HP.
Bladed Whip Agility Very Close d8+3 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Steelforged Strength Very Close d8+4 phy Two-Handed Scary: On a successful attack, the target must mark
Halberd a Stress.
War Scythe Finesse Very Close d8+5 phy Two-Handed Reliable: +1 to attack rolls
Blunderbuss Finesse Close d8+6 phy Two-Handed Reloading: After you make an attack, roll a d6. On
a result of 1, you must mark a Stress to reload this
weapon before you can fire it again.
Greatbow Strength Far d6+6 phy Two-Handed Powerful: On a successful attack, roll an additional
damage die and discard the lowest result.
Finehair Bow Agility Very Far d6+5 phy Two-Handed Reliable: +1 to attack rolls

46 Daggerheart SRD
TIER 2 (LEVELS 2–4)
Magic Weapons
All magic weapons require a Spellcast trait

Name Trait Range Damage Burden Feature

Improved Arcane Strength Melee d10+6 mag Two-Handed —


Gauntlets
Improved Strength Melee d8+4 mag One-Handed —
Hallowed Axe
Improved Agility Very Close d10+5 mag Two-Handed —
Glowing Rings
Improved Hand Instinct Very Close d10+3 mag One-Handed —
Runes
Improved Finesse Close d8+3 mag One-Handed Returning: When this weapon is thrown within its
Returning Blade range, it appears in your hand immediately after the
attack.
Improved Instinct Close d8+4 mag One-Handed —
Shortstaff
Improved Instinct Far d6+6 mag Two-Handed —
Dualstaff
Improved Presence Far d6+3 mag Two-Handed Versatile: This weapon can also be used with these
Scepter statistics—Presence, Melee, d8+3.
Improved Wand Knowledge Far d6+4 mag One-Handed —

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

Legendary Agility Melee d8+9 phy One-Handed Reliable: +1 to attack rolls


Broadsword
Legendary Agility Melee d8+12 phy Two-Handed —
Longsword
Legendary Battleaxe Strength Melee d10+12 phy Two-Handed —
Legendary Strength Melee d10+12 phy Two-Handed Massive: −1 to Evasion; on a successful attack,
Greatsword roll an additional damage die and discard the
lowest result.
Legendary Mace Strength Melee d8+10 phy One-Handed —
Legendary Strength Melee d12+12 phy Two-Handed Heavy: −1 to Evasion
Warhammer
Legendary Dagger Finesse Melee d8+10 phy One-Handed —
Legendary Instinct Melee d10+12 phy Two-Handed —
Quarterstaff
Legendary Cutlass Presence Melee d8+10 phy One-Handed —
Legendary Rapier Presence Melee d8+9 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Legendary Halberd Strength Very Close d10+11 phy Two-Handed Cumbersome: −1 to Finesse
Legendary Spear Finesse Very Close d10+11 phy Two-Handed Cumbersome: −1 to Finesse
Legendary Shortbow Agility Far d6+12 phy Two-Handed —
Legendary Crossbow Finesse Far d6+10 phy One-Handed —
Legendary Longbow Agility Very Far d8+12 phy Two-Handed Cumbersome: −1 to Finesse
Dual-Ended Sword Agility Melee d10+9 phy Two-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Impact Gauntlet Strength Melee d10+11 phy One-Handed Concussive: On a successful attack, you can
spend a Hope to knock the target back to Far
range.
Sledge Axe Strength Melee d12+13 phy Two-Handed Destructive: −1 to Agility; on a successful attack,
all adversaries within Very Close range must mark
a Stress.
Curved Dagger Finesse Melee d8+9 phy One-Handed Serrated: When you roll a 1 on a damage die, it
deals 8 damage instead.
Extended Polearm Finesse Very Close d8+10 phy Two-Handed Long: This weapon’s attack targets all adversaries
in a line within range.
Swinging Ropeblade Presence Close d8+9 phy Two-Handed Grappling: On a successful attack, you can spend
a Hope to Restrain the target or pull them into
Melee range with you.
Ricochet Axes Agility Far d6+11 phy Two-Handed Bouncing: Mark 1 or more Stress to hit that many
targets in range of the attack.
Aantari Bow Finesse Far d6+11 phy Two-Handed Reliable: +1 to attack rolls
Hand Cannon Finesse Very Far d6+12 phy One-Handed Reloading: After you make an attack, roll a d6. On
a 1, you must mark a Stress to reload this weapon
before you can fire it again.

Daggerheart SRD 49
TIER 4 (LEVELS 8–10)
Magic Weapons
All magic weapons require a Spellcast trait

Name Trait Range Damage Burden Feature

Legendary Strength Melee d10+12 mag Two-Handed —


Arcane Gauntlets
Legendary Strength Melee d8+10 mag One-Handed —
Hallowed Axe
Legendary Agility Very Close d10+11 mag Two-Handed —
Glowing Rings
Legendary Hand Instinct Very Close d10+9 mag One-Handed —
Runes
Legendary Finesse Close d8+9 mag One-Handed Returning: When this weapon is thrown within its
Returning Blade range, it appears in your hand immediately after
the attack.
Legendary Instinct Close d8+10 mag One-Handed —
Shortstaff
Legendary Instinct Far d8+12 mag Two-Handed —
Dualstaff
Legendary Presence Far d6+9 mag Two-Handed Versatile: This weapon can also be used with
Scepter these statistics—Presence, Melee, d8+6.
Legendary Wand Knowledge Far d6+10 mag One-Handed —
Legendary Knowledge Very Far d6+9 mag Two-Handed Powerful: On a successful attack, roll an
Greatstaff additional damage die and discard the lowest
result.
Sword of Light & Strength Melee d10+11 mag Two-Handed Hot: This weapon cuts through solid material.
Flame
Siphoning Presence Melee d10+9 mag Two-Handed Lifestealing: On a successful attack, roll a d6. On
Gauntlets a result of 6, clear a Hit Point or clear a Stress.
Midas Scythe Knowledge Melee d10+9 mag Two-Handed Greedy: Spend a handful of gold to gain a +1
bonus to your Proficiency on a damage roll.
Floating Instinct Close d8+9 mag One-Handed Powerful: On a successful attack, roll an
Bladeshards additional damage die and discard the lowest
result.
Bloodstaff Instinct Far d20+7 mag Two-Handed Painful: Each time you make a successful attack,
you must mark a Stress.
Thistlebow Instinct Far d6+13 mag Two-Handed Reliable: +1 to attack rolls
Wand of Essek Knowledge Far d8+13 mag One-Handed Timebending: You can choose the target of your
attack after making your attack roll.
Magus Revolver Finesse Very Far d6+13 mag One-Handed Reloading: After you make an attack, roll a d6. On
a result of 1, you must mark a Stress to reload
this weapon before you can fire it again.
Fusion Gloves Knowledge Very Far d6+9 mag Two-Handed Bonded: Gain a bonus to your damage rolls equal
to your level.

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

TIER 2 (LEVELS 2–4)


Name Trait Range Damage Burden Feature

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.

TIER 4 (LEVELS 8–10)


Name Trait Range Damage Burden Feature

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.

ACTION AND MOVEMENT EVASION


When describing how your character moves, you can use Your character is assumed to be skilled in moving their
descriptions such as the following: wheelchair and navigating numerous situations in it. As a
result, the only wheelchair that gives a penalty to a PC's
• “I roll over to the door to see if it’s open.”
Evasion is the Heavy Frame model.
• “I wheel myself over to the group to ask what’s going on.”
• “I pull my brakes and skid to a halt, turning in my seat to BURDEN
level my bow at the intruder.” All wheelchairs can be maneuvered using one or two hands
outside of combat. However, when being used as a weapon,
CONSEQUENCES the chair is restricted to requiring one or two hands to
perform attacks, depending on the model you’ve chosen. If
Here are some ways you might describe complications you
you’re playing a character who has limited to no mobility in
encounter when your character uses their wheelchair:
their arms, their wheelchair can be attuned to them by magical
“I pull my brakes, but I don’t think to account for the loose means. For example, your character might use a psychic link
gravel on the ground.” to guide the chair around like a pseudo-electric wheelchair. All
the rules presented here can be tailored and adapted to any
“I hit a patch of ice awkwardly and am sent skidding out
character's needs.
past my target.”
“I go to push off in pursuit, but one of my front caster CHOOSING YOUR MODEL
wheels snags on a crack in the pavement, stalling me for a
moment.” All combat wheelchairs are equipped as Primary Weapons.
There are three models of wheelchair available: light, heavy,
GMs should avoid breaking a character's wheelchair or and arcane. You’re encouraged to consider the type of
otherwise removing it from play as a consequence, unless character you’re playing and the class they belong to, then
everyone at the table, especially the wheelchair user’s player, choose the model that best matches that character concept.
gives their approval.

Light Frame Models


Though tough, these wheelchairs have light frames that allow the chair to move with your character in more acrobatic ways.
These models are best suited to adventurers who rely on speed and flexibility.

Name Tier Trait Range Damage Burden Feature

Light-Frame 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.

Name Tier Trait Range Damage Burden Feature

Heavy-Frame 1 Strength Melee d12+3 phy Two-Handed Heavy: −1 to Evasion


Wheelchair
Improved 2 Strength Melee d12+6 phy Two-Handed Heavy: −1 to Evasion
Heavy-Frame
Wheelchair
Advanced 3 Strength Melee d12+9 phy Two-Handed Heavy: −1 to Evasion
Heavy-Frame
Wheelchair
Legendary 4 Strength Melee d12+12 phy Two-Handed Heavy: −1 to Evasion
Heavy-Frame
Wheelchair

Arcane Frame Models


These wheelchairs have frames that are attuned to your character and their magic, allowing them to channel their spells through
the chair. Unlike other primary magic weapons, the arcane-frame model doesn’t specify a trait to use when making an attack
with it. Instead, you use the Spellcast trait indicated by your subclass.

Name Tier Trait Range Damage Burden Feature

Arcane-Frame 1 Spellcast Far d6 mag One-Handed Reliable: +1 to attack rolls


Wheelchair
Improved 2 Spellcast Far d6+3 mag One-Handed Reliable: +1 to attack rolls
Arcane-Frame
Wheelchair
Advanced 3 Spellcast Far d6+6 mag One-Handed Reliable: +1 to attack rolls
Arcane-Frame
Wheelchair
Legendary 4 Spellcast Far d6+9 mag One-Handed Reliable: +1 to attack rolls
Arcane-Frame
Wheelchair

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

TIER 2 (LEVELS 2–4)


Base Base
Name Thresholds Score Feature
Improved Gambeson Armor 7 / 16 4 Flexible: +1 to Evasion
Improved Leather Armor 9 / 20 4 —
Improved Chainmail Armor 11 / 24 5 Heavy: −1 to Evasion
Improved Full Plate Armor 13 / 28 5 Very Heavy: −2 to Evasion; −1 to Agility
Elundrian Chain Armor 9 / 21 4 Warded: You reduce incoming magic damage by your Armor Score before
applying it to your damage thresholds.
Harrowbone Armor 9 / 21 4 Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6,
reduce the severity by one threshold without marking an Armor Slot.
Irontree Breastplate Armor 9 / 20 4 Reinforced: When you mark your last Armor Slot, increase your damage
thresholds by +2 until you clear at least 1 Armor Slot.
Runetan Floating Armor 9 / 20 4 Shifting: When you are targeted for an attack, you can mark an Armor
Slot to give the attack roll against you disadvantage.
Tyris Soft Armor 8 / 18 5 Quiet: You gain a +2 bonus to rolls you make to move silently.
Rosewild Armor 11 / 23 5 Hopeful: When you would spend a Hope, you can mark an Armor Slot
instead.

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.

TIER 4 (LEVELS 8–10)


Base Base
Name Thresholds Score Feature
Legendary Gambeson Armor 11 / 32 6 Flexible: +1 to Evasion
Legendary Leather Armor 13 / 36 6 —
Legendary Chainmail Armor 15 / 40 7 Heavy: −1 to Evasion
Legendary Full Plate Armor 17 / 44 7 Very Heavy: −2 to Evasion; −1 to Agility
Dunamis Silkchain 13 / 36 7 Timeslowing: Mark an Armor Slot to roll a d4 and add its result as a bonus
to your Evasion against an incoming attack.
Channeling Armor 13 / 36 5 Channeling: +1 to Spellcast Rolls
Emberwoven Armor 13 / 36 6 Burning: When an adversary attacks you within Melee range, they mark
a Stress.
Full Fortified Armor 15 / 40 4 Fortified: When you mark an Armor Slot, you reduce the severity of an
attack by two thresholds instead of one.
Veritas Opal Armor 13 / 36 6 Truthseeking: This armor glows when another creature within Close
range tells a lie.
Savior Chainmail 18 / 48 8 Difficult: −1 to all character traits and Evasion

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

01 Premium Bedroll During downtime, you automatically clear a Stress.

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

06 Manacles This pair of locking cuffs comes with a key.

07 Arcane Cloak A creature with a Spellcast trait wearing this cloak can adjust its color, texture, and size at will.

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

ROLL LOOT description


ROLL LOOT description

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.

PLAY TO FIND OUT WHAT HAPPENS REFRAME RATHER THAN REJECT


Be surprised by what the characters do, the choices they make, If a player’s contribution conflicts with the fiction, work with
and the people they become. them to reshape it.

HOLD ON GENTLY WORK IN MOMENTS AND MONTAGES


Don’t worry if you need to abandon or alter something that When framing a scene, decide which beats should be savored
came before. and which shouldn’t linger.

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.

CORE GM MECHANICS Make a GM move when the players:


• Roll with Fear
ROLLING DICE • Fail an action roll
The GM has no Duality Dice; instead, they roll a single d20 • Do something that has unavoidable consequences
called the GM’s Die. • Give you a “golden opportunity” (an opening that demands
an immediate response)
ADVERSARY ATTACK ROLLS • Look to you for what happens next
When an adversary attacks a PC, roll your d20 and add the
adversary’s attack bonus to the result. If the total meets or CHOOSING GM MOVES
beats the target’s Evasion, the attack succeeds; otherwise, the The result of a player’s action roll determines your response:
attack fails. On a successful attack, roll the attack’s damage
dice to determine how much it deals. On a Critical Success, you let the player describe their
success, then give them an additional opportunity or
If you roll a natural 20 on an attack, your roll automatically advantage.
succeeds and you deal extra damage. Roll damage normally,
then add the highest number on the damage dice to the total. On a Success with Hope, you let the player describe their
For example, an attack that deals 3d6+2 deals 18+3d6+2 on success, then you show how the world reacts to it.
a critical success; the critical success does not affect the flat On a Success with Fear, you work with the player to
damage modifier. describe their success, then take a Fear and make a GM
Note: a critical success on an adversary’s reaction roll move to introduce a minor consequence, complication, or
automatically succeeds, but confers no additional benefit. cost:
• An adversary attacks
• The PC marks a Stress
• You introduce a new threat
• You raise the stakes of the conflict

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

• An adversary attacks • Ask a question and build on the answer


• The PC marks a Stress • Make an NPC act in accordance with their motive
• You introduce a new threat • Drive a PC to take action by dangling their goals in
• You raise the stakes of the conflict front of them
On a Failure with Fear, you describe how things go wrong, • Signal an imminent off-screen threat
then make a GM move to introduce a major consequence,
• Reveal an unwelcome truth or unexpected danger
complication, or cost:
• Force the group to split up
• You put them in immediate danger
• They become the focus of multiple adversaries • Make a PC mark Stress
• They are separated from their party • Make a move the characters don’t see
• They lose an important opportunity for good. • Show the collateral damage
QUICK REFERENCE: • Clear an adversary’s condition
RESOLVING ACTION ROLLS • Shift the environment
If you’re unsure how to resolve a roll, think about these quick
• Spotlight an adversary
phrases:
• Capture someone or something important
Success with Hope: Yes, and… (You get what you want and
gain a Hope.) • Use a PC’s backstory against them
Success with Fear: Yes, but… (You get what you want, but • Take away an opportunity permanently.
there’s a consequence, and the GM gains a Fear.)
Failure with Hope: No, but… (Things don’t go as planned,
USING FEAR
but you gain a Hope.)
You start a campaign with 1 Fear per PC in the party.
Failure with Fear: No, and… (Things don’t go as planned
and it gets worse. The GM gains a Fear.) You gain Fear whenever a PC rolls with Fear, the PCs take a
rest (see: Downtime), or when an ability or effect tells you to.
If the move you should make is not obvious from the fiction,
draw inspiration from the “Example GM Moves” list: You can never have more than 12 Fear at one time.

• Introduce a new obstacle or enemy Fear carries over between sessions.


• Ask the player what happens Spend a Fear to:
• Have the PC mark a Stress • Interrupt the players to steal the spotlight and make a
• Tell the players “everything is fine… for now.” move
• Make an additional GM move
SOFT AND HARD MOVES
• Use an adversary’s Fear Feature
Soft moves go easier on the players—they give the party new
• Use an environment’s Fear Feature
information about the scene and offer them an opportunity to
react to it. Hard moves are harsher, more impactful, or more • Add an adversary’s Experience to a roll
direct—the PCs don’t get an opening to interrupt, alter, or
anticipate the outcome.
Use softer moves on rolls with Hope and harder moves on
rolls with Fear.

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.

roll sprint leap Maneuver


AGILITY

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

5 Lift a chair. Destroy a glass cup. Subdue a child.

10 Lift a table or small chest. Destroy a small wooden table. Subdue a weak adult.

15 Lift a grown person or large chest. Break through a wooden door. Subdue an average adult.

20 Lift the side of a laden cart or carry a 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.

roll control hide tinker


FINESSE

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.

roll perceive sense navigate


INSTINCT

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.

roll recall analyze comprehend


KNOWLEDGE

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.

GIVING ADVANTAGE AND ADVERSARY ADVANTAGE & DISADVANTAGE


DISADVANTAGE If an adversary has advantage on an action roll, the GM rolls
To viscerally convey how a PC’s actions or circumstances an extra d20 and counts only the higher result. If an adversary
affect their ability to act, grant them advantage die (or impose has disadvantage on an action roll, the GM rolls an extra d20
disadvantage die) instead of adjusting the Difficulty of an and counts only the lower result.
action roll.
ADVERSARY ATTACKS
ADVERSARY ACTION ROLLS When an adversary attacks a PC, the GM rolls a d20 and adds
By default, adversaries don’t normally make action rolls except the adversary’s Attack Modifier to the result. If the total meets
for attack rolls and any unique actions described in their or beats the target’s Evasion, the attack succeeds; otherwise,
stat blocks. Any other action an adversary attempts simply it fails. Before rolling, the GM can grant the attacking
succeeds without an action roll; if you want an adversary’s adversary advantage, impose disadvantage, or spend a Fear to
action to have a chance of failure, have any relevant PCs make add a relevant Experience from the adversary’s stat block to
reaction rolls instead. the total.

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.

INTO THE NIGHT


CONFLICT BETWEEN PCS
Trigger: The PCs start a long rest with this NPC. Sometimes a player might want their character to act against
another PC in the scene. Before jumping to rolling dice,
Effect: Roll 1d4. On a 2 or less, this NPC steals 1 handful discuss the situation with both players to decide how to
of gold from the party while they are sleeping, then resolve the conflict. A roll might not be necessary to reach
disappears into the night. an outcome—but if rolling will be fun for everyone involved,
come to a consensus on the terms of the roll, then facilitate
OPTIONAL GM MECHANICS the scene according to the results.

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.

NAME EXPERIENCE (OPTIONAL)


Each stat block has a unique name. Abilities that affect The GM can spend a Fear to add an adversary’s relevant
adversaries with a certain name include all adversaries who Experience to raise their attack roll or increase the Difficulty of
use that stat block, regardless of their in-story name. a roll made against them.

TIER EXAMPLE EXPERIENCES:


Each adversary is designed to oppose PCs of a certain tier. If
Acrobatics Hunt from Above Navigation
you confront the party with an adversary from another tier,
adjust their stats. Ambusher Intimidation Nobility
Bartering Intrusion Quick Reflexes
TYPE Blademaster Keen Senses Socialite
The adversary’s type appears alongside their tier. An Bodyguard Magical Stealth
adversary’s type represents the role they play in a conflict. Knowledge
The adversary types are:
Commander Nature’s Friend Tracker
• Bruisers: tough; deliver powerful attacks.
• Hordes: groups of identical creatures acting together as a FEATURE(S)
single unit. There are three kinds of adversary features: actions,
• Leaders: command and summon other adversaries. reactions, and passives. Note: each adversaries stress
• Minions: easily dispatched but dangerous in numbers. is tracked individually. If a feature requires the GM to
• Ranged: fragile in close encounters but deal high damage spend Stress to activate it, the Stress must come from the
at range. adversary whose feature is being activate. If a feature has a
Fear requirement, it must be spent in addition to any Fear
• Skulks: maneuver and exploit opportunities to ambush already spent—for instance, to interrupt the PCs and put the
opponents. spotlight on the adversary.
• Socials: present challenges around conversation instead
of combat. • Actions: a special attack or other unique action that the
adversary can perform when the spotlight is on them.
• Solos: present a formidable challenge to a whole party,
with or without support. • Reactions: special effects that take effect when their
trigger occurs, regardless of whether the spotlight is on
• Standards: representative of their fictional group. the adversary.
• Supports: enhance their allies and disrupt their • Passives: special abilities that remain in effect by default
opponents. and require no resources or triggers to activate.
DESCRIPTION FEAR FEATURE(S)
MOTIVES & TACTICS High-impact effects that cost a Fear to activate.

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

DAMAGE THRESHOLDS, HIT POINTS,


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

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.

PASSIVES Spend 4 points for each Bruiser 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.

Relentless (X) - Passive: This adversary can be spotlighted


up to X times per GM turn. Spend Fear as usual to spotlight
them.
Slow - Passive: When you spotlight this adversary and they
don’t have a token on their stat block, they can’t act yet.
Place a token on their stat block and describe what they’re
preparing to do. When you spotlight this adversary and
they have a token on their stat block, clear the token and
they can act.
Arcane Form - Passive: This adversary is resistant to magic
damage.
Armored Carapace - Passive: When this adversary takes
physical damage, reduce it by X.

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

Daggerheart SRD 71
ADVERSARY STAT BLOCK BENCHMARKS

Adversary Statistic Tier 1 Tier 2 Tier 3 Tier 4

Attack Modifier +1 +2 +3 +4

Damage Dice 1d6+2 to 1d12+4 2d6+3 to 2d12+4 3d8+3 to 3d12+5 4d8+10 to 4d12+15

Difficulty 11 14 17 20

Damage Thresholds Major 7/Severe 12 Major 10/Severe 20 Major 20/Severe 32 Major 25/Severe 45

ADVERSARIES BY TIER
This section contains the following stat blocks:

TIER 1 (LEVEL 1) • Sellsword


• Acid Burrower • Skeleton Archer
• Bear • Skeleton Dredge
• Cave Ogre • Skeleton Knight
• Construct • Skeleton Warrior
• Courtier • Spellblade
• Deeproot Defender • Swarm of Rats
• Dire Wolf • Sylvan Soldier
• Giant Mosquitoes • Tangle Bramble Swarm
• Giant Rat • Tangle Bramble
• Giant Scorpion • Weaponmaster
• Glass Snake • Young Dryad
• Harrier • Brawny Zombie
• Archer Guard • Patchwork Zombie Hulk
• Bladed Guard • Rotted Zombie
• Head Guard • Shambling Zombie
• Jagged Knife Bandit • Zombie Pack
• Jagged Knife Hexer TIER 2 (LEVELS 2–4)
• Jagged Knife Kneebreaker
• Archer Squadron
• Jagged Knife Lackey
• Apprentice Assassin
• Jagged Knife Lieutenant
• Assassin Poisoner
• Jagged Knife Shadow
• Master Assassin
• Jagged Knife Sniper
• Battle Box
• Merchant
• Chaos Skull
• Minor Chaos Elemental
• Conscript
• Minor Fire Elemental
• Courtesan
• Minor Demon
• Cult Adept
• Minor Treant
• Cult Fang
• Green Ooze
• Cult Initiate
• Tiny Green Ooze
• Demonic Hound Pack
• Red Ooze
• Electric Eels
• Tiny Red Ooze
• Elite Soldier
• Petty Noble
• Failed Experiment
• Pirate Captain
• Giant Beastmaster
• Pirate Raiders
• Giant Brawler
• Pirate Tough
• Giant Recruit

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

TIER 3 (LEVELS 5–7)


• Adult Flickerfly
• Demon of Avarice
• Demon of Despair
• Demon of Hubris
• Demon of Jealousy
• Demon of Wrath
• Dire Bat
• Dryad
• Elemental Spark
• Greater Earth Elemental
• Greater Water Elemental
• Huge Green Ooze
• Hydra
• Monarch
• Stag Knight
• Oak Treant
• Treant Sapling
• Head Vampire
• Vampire
• Vault Guardian Gaoler
• Vault Guardian Sentinel
• Vault Guardian Turret
• Young Ice Dragon

TIER 4 (LEVELS 8–10)


• Arch-Necromancer
• Fallen Shock Troop
• Fallen Sorcerer
• Fallen Warlord:
• Realm-Breaker

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

Tier  Bruiser Difficulty: 13 | Thresholds: 7/15 | HP: 9 | Stress: 4


A large bear with thick fur and powerful claws. ATK: +4 | Fist Slam: Melee | 1d20 phy
Motives & Tactics: Climb, defend territory, pummel, track
FEATURES
Difficulty: 14 | Thresholds: 9/17 | HP: 7 | Stress: 2 Relentless (2) - Passive: The Construct can be spotlighted up to
ATK: +1 | Claws: Melee | 1d8+3 phy two times per GM turn. Spend Fear as usual to spotlight them.
Experience: Ambusher +3, Keen Senses +2 Weak Structure - Passive: When the Construct marks HP from
physical damage, they must mark an additional HP.
FEATURES Trample - Action: Mark a Stress to make an attack against all
Overwhelming Force - Passive: Targets who mark HP from the targets in the Construct’s path when they move. Targets the
Bear’s standard attack are knocked back to Very Close range. Construct succeeds against take 1d8 physical damage.
Bite - Action: Mark a Stress to make an attack against a target Overload - Reaction: Before rolling damage for the Construct’s
within Melee range. On a success, deal 3d4+10 physical attack, you can mark a Stress to gain a +10 bonus to the damage
damage and the target is Restrained until they break free with a roll. The Construct can then take the spotlight again.
successful Strength Roll. Death Quake - Reaction: When the Construct marks their last HP,
Momentum - Reaction: When the Bear makes a successful attack the magic powering them ruptures in an explosion of force. Make
against a PC, you gain a Fear. an attack with advantage against all targets within Very Close
range. Targets the Construct succeeds against take 1d12+2
magic damage.

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.

JAGGED KNIFE LACKEY


Tier  Minion
A thief with simple clothes and small daggers, eager to JAGGED KNIFE SNIPER
prove themselves. Tier  Ranged
Motives & Tactics: Escape, profit, throw smoke A lanky bandit striking from cover with a shortbow.
Difficulty: 9 | Thresholds: None | HP: 1 | Stress: 1 Motives & Tactics: Ambush, hide, profit, reposition
ATK: −2 | Daggers: Melee | 2 phy Difficulty: 13 | Thresholds: 4/7 | HP: 3 | Stress: 2
Experience: Thief +2 ATK: −1 | Shortbow: Far | 1d10+2 phy
Experience: Stealth +2
FEATURES
Minion (3) - Passive: The Lackey is defeated when they take any FEATURES
damage. For every 3 damage a PC deals to the Lackey, defeat an Unseen Strike - Passive: If the Sniper is Hidden when they make a
additional Minion within range the attack would succeed against. successful standard attack against a target, they deal 1d10+4
Group Attack - Action: Spend a Fear to choose a target and physical damage instead of their standard damage.
spotlight all Jagged Knife Lackeys 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.

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

FEATURES MINOR DEMON


Arcane Form - Passive: The Elemental is resistant to magic Tier  Solo
damage. A crimson-hued creature from the Circles Below, consumed by rage
Sickening Flux - Action: Mark a HP to force all targets within Close against all mortals.
range to mark a Stress and become Vulnerable until their next Motives & Tactics: Act erratically, corral targets, relish pain,
rest or they clear a HP. torment
Remake Reality - Action: Spend a Fear to transform the area Difficulty: 14 | Thresholds: 8/15 | HP: 8 | Stress: 4
within Very Close range into a different biome. All targets within
ATK: +3 | Claws: Melee | 1d8+6 phy
this area take 2d6+3 direct magic damage.
Magical Reflection - Reaction: When the Elemental takes damage FEATURES
from an attack within Close range, deal an amount of damage to Relentless (2) - Passive: The Demon can be spotlighted up to
the attacker equal to half the damage they dealt. two times per GM turn. Spend Fear as usual to spotlight them.
Momentum - Reaction: When the Elemental makes a successful All Must Fall - Passive: When a PC rolls a failure with Fear while
attack against a PC, you gain a Fear. within Close range of the Demon, they lose a Hope.
Hellfire - Action: Spend a Fear to rain down hellfire within Far
range. All targets within the area must make an Agility Reaction
Roll. Targets who fail take 1d20+3 magic damage.
Targets who succeed take half damage.
Reaper - Reaction: Before rolling damage for the Demon’s attack,
you can mark a Stress to gain a bonus to the damage roll equal
to the Demon’s current number of marked HP.
Momentum - Reaction: When the Demon makes a successful
attack against a PC, you gain a Fear.

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

Tier  Horde (/HP) FEATURES


Seafaring scoundrels moving in a ravaging pack. Opportunist - Passive: When two or more adversaries are within
Motives & Tactics: Gang up, plunder, raid Very Close range of a creature, all damage the Archer deals to
Difficulty: 12 | Thresholds: 5/11 | HP: 4 | Stress: 3 that creature is doubled.
ATK: +1 | Cutlass: Melee | 1d8+2 phy Deadly Shot - Action: Make an attack against a Vulnerable target
within Far range. On a success, mark a Stress to deal 3d4+8
Experience: Sailor +3 physical damage.

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 Experience: Collateral Damage +2, Throw +4


Minion (4) - Passive: The Bramble is defeated when they take any FEATURES
damage. For every 4 damage a PC deals to the Tangle Bramble,
Slow - Passive: When you spotlight the Zombie and they don’t have
defeat an additional Minion within range the attack would
a token on their stat block, they can’t act yet. Place a token on
succeed against.
their stat block and describe what they’re preparing to do. When
Group Attack - Action: Spend a Fear to choose a target and you spotlight the Zombie and they have a token on their stat
spotlight all Tangle Brambles within Close range of them. Those block, clear the token and they can act.
Minions move into Melee range of the target and make one
Rend Asunder - Action: Make a standard attack with advantage
shared attack roll. On a success, they deal 2 physical damage
against a target the Zombie has Restrained. On a success, the
each. Combine this damage.
attack deals direct damage.
Drain and Multiply - Reaction: When an attack from the Bramble
Rip and Tear - Reaction: When the Zombies makes a successful
causes a target to mark HP and there are three or more Tangle
standard attack, you can mark a Stress to temporarily Restrain
Bramble Minions within Close range, you can combine the
the target and force them to mark 2 Stress.
Minions into a Tangle Bramble Swarm Horde. The Horde’s HP is
equal to the number of Minions combined.

PATCHWORK ZOMBIE HULK


YOUNG DRYAD Tier  Solo
A towering gestalt of corpses moving as one, with torso-sized limbs
Tier  Leader and fists as large as a grown halfling.
An imperious tree-person leading their forest’s defenses.
Motives & Tactics: Absorb corpses, flail, hunger, terrify
Motives & Tactics: Command, nurture, prune the unwelcome
Difficulty: 13 | Thresholds: 8/15 | HP: 10 | Stress: 3
Difficulty: 11 | Thresholds: 6/11 | HP: 6 | Stress: 2
ATK: +4 | Too Many Arms: Very Close | 1d20 phy
ATK: +0 | Scythe: Melee | 1d8+5 phy
Experience: Intimidation +2, Tear Things Apart +2
Experience: Leadership +3

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.

TIER 2 ADVERSARIES (LEVELS 2-4)

ARCHER SQUADRON ASSASSIN POISONER


Tier  Horde (/HP) Tier  Skulk
A group of trained archers bearing massive bows. A cunning scoundrel skilled in both poisons and ambushing.
Motives & Tactics: Stick together, survive, volley fire Motives & Tactics: Anticipate, get paid, kill, taint food and water
Difficulty: 13 | Thresholds: 8/16 | HP: 4 | Stress: 3 Difficulty: 14 | Thresholds: 8/16 | HP: 4 | Stress: 4
ATK: +0 | Longbow: Far | 2d6+3 phy ATK: +3 | Poisoned Throwing Dagger: Close | 2d8+1 phy
FEATURES Experience: Intrusion +2
Horde (1d+3) - Passive: When the Squadron has marked half or
more of their HP, their standard attack deals 1d6+3 physical FEATURES
damage instead. Grindletooth Venom - Passive: Targets who mark HP from the
Focused Volley - Action: Spend a Fear to target a point within Assassin’s attacks are Vulnerable until they clear a HP.
Far range. Make an attack with advantage against all targets Out of Nowhere - Passive: The Assassin has advantage on attacks
within Close range of that point. Targets the Squadron succeeds if they are Hidden.
against take 1d10+4 physical damage. Fumigation - Action: Drop a smoke bomb that fills the air within
Suppressing Fire - Action: Mark a Stress to target a point within Close range with smoke, Dizzying all targets in this area. Dizzied
Far range. Until the next roll with Fear, a creature who moves targets have disadvantage on their next action roll, then clear the
within Close range of that point must make an Agility Reaction condition.
Roll. On a failure, they take 2d6+3 physical damage. On a
success, they take half damage.

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

CHAOS SKULL FEATURES


Tier  Ranged Enervating Blast - Action: Spend a Fear to make a standard attack
A floating humanoid skull animated by scintillating magic. against a target within range. On a success, the target must
Motives & Tactics: Cackle, consume magic, serve creator mark a Stress.
Shroud of the Fallen - Action: Mark a Stress to wrap an ally within
Difficulty: 15 | Thresholds: 8/16 | HP: 5 | Stress: 4 Close range in a shroud of Protection until the Adept marks their
ATK: +2 | Energy Blast: Close | 2d8+3 mag last HP. While Protected, the target has resistance to all damage.
FEATURES Shadow Shackles - Action: Spend a Fear and choose a point
within Far range. All targets within Close range of that point
Levitation - Passive: The Skull levitates several feet off the ground
are Restrained in smoky chains until they break free with a
and can’t be Restrained.
successful Strength or Instinct Roll. A target Restrained by this
Wards - Passive: The Skull is resistant to magic damage. feature must spend a Hope to make an action roll.
Magic Burst - Action: Mark a Stress to make an attack against all Fear Is Fuel - Reaction: Twice per scene, when a PC rolls a failure
targets within Close range. Targets the Skull succeeds against with Fear, clear a Stress.
take 2d6+4 magic damage.
Siphon Magic - Action: Spend a Fear to make an attack against a
PC with a Spellcast trait within Very Close range. On a success,
the target marks 1d4 Stress and the Skull clears that many
Stress. Additionally, on a success, the Skull can immediately be
spotlighted again.

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

Difficulty: 15 | Thresholds: 11/23 | HP: 6 | Stress: 3 Experience: Copycat +3


ATK: +0 | Claws and Fangs: Melee | 2d8+2 phy
FEATURES
Experience: Scent Tracking +3 Warped Fortitude - Passive: The Experiment is resistant to
physical damage.
FEATURES Overwhelm - Passive: When a target the Experiment attacks has
Horde (2d4+1) - Passive: When the Pack has marked half or other adversaries within Very Close range, the Experiment deals
more of their HP, their standard attack deals 2d4+1 physical double damage.
damage instead.
Lurching Lunge - Action: Mark a Stress to spotlight the Experiment
Dreadhowl - Action: Mark a Stress to make all targets within Very as an additional GM move instead of spending Fear.
Close range lose a Hope. If a target is not able to lose a Hope,
they must instead mark 2 Stress.
Momentum - Reaction: When the Pack makes a successful attack
against a PC, you gain a Fear.

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.

DRYAD Rockslide - Action: Mark a Stress to create a rockslide that buries


the land in front of Elemental within Close range with rockfall.
Tier  Leader All targets in this area must make an Agility Reaction Roll (19).
A nature spirit in the form of a humanoid tree. Targets who fail take 2d12+5 physical damage and become
Motives & Tactics: Command, cultivate, drive out, preserve the Vulnerable until their next roll with Hope. Targets who succeed
forest take half damage.
Difficulty: 16 | Thresholds: 24/38 | HP: 8 | Stress: 5 Momentum - Reaction: When the Elemental makes a successful
ATK: +4 | Deadfall Shortbow: Far | 3d10+1 phy attack against a PC, you gain a Fear.

Experience: Forest Knowledge +4

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

HYDRA Difficulty: 17 | Thresholds: 22/40 | HP: 7 | Stress: 4


ATK: +2 | Branch: Very Close | 3d8+2 phy
Tier  Solo
A quadrupedal scaled beast with multiple long-necked heads, each Experience: Forest Knowledge +3
filled with menacing fangs.
Motives & Tactics: Devour, regenerate, terrify FEATURES
Just a Tree - Passive: Before they make their first attack in a fight
Difficulty: 18 | Thresholds: 19/35 | HP: 10 | Stress: 5 or after they become Hidden, the Treant is indistinguishable from
ATK: +3 | Bite: Close | 2d12+2 phy other trees until they next act or a PC succeeds on an Instinct
Roll to identify them.
FEATURES
Seed Barrage - Action: Mark a Stress and make an attack against
Many-Headed Menace - Passive: The Hydra begins with three
up to three targets within Close range, pummeling them with
heads and can have up to five. When the Hydra takes Major or
giant acorns. Targets the Treant succeeds against take 2d10+5
greater damage, they lose a head.
physical damage.
Relentless (X) - Passive: The Hydra can be spotlighted X times per
Take Root - Action: Mark a Stress to Root the Treant in place. The
GM turn, where X is the Hydra’s number of heads. Spend Fear as
Treant is Restrained while Rooted, and can end this effect instead
usual to spotlight them.
of moving while they are spotlighted. While Rooted, the Treant
Regeneration - Action: If the Hydra has any marked HP, spend a has resistance to physical damage.
Fear to clear a HP and grow two heads.
Terrifying Chorus - Action: All PCs within Far range lose 2 Hope.
Magical Weakness - Reaction: When the Hydra takes magic
damage, they become Dazed until the next roll with Fear. While TREANT SAPLING
Dazed, they can’t use their Regeneration action but are immune Tier  Minion
to magic damage. A small, sentient tree sapling.
Motives & Tactics: Blend in, preserve the forest, pummel,
surround
Difficulty: 14 | Thresholds: None | HP: 1 | Stress: 1
ATK: +0 | Branches: Melee | 8 phy

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.

VAMPIRE VAULT GUARDIAN TURRET


Tier  Standard Tier  Ranged
An intelligent undead with blood-stained lips and a predator’s smile. A massive living turret with reinforced armor and twelve piston-
driven mechanical legs.
Motives & Tactics: Bite, charm, deceive, feed, intimidate
Motives & Tactics: Concentrate fire, lock down, mark, protect
Difficulty: 16 | Thresholds: 18/35 | HP: 5 | Stress: 4
Difficulty: 16 | Thresholds: 20/32 | HP: 5 | Stress: 4
ATK: +3 | Rapier: Melee | 3d8 phy
ATK: +3 | Magitech Cannon: Far | 3d10+3 mag
Experience: Nocturnal Hunter +3
FEATURES
FEATURES Slow Firing - Passive: When you spotlight the Turret and they don’t
Draining Bite - Action: Make an attack against a target within have a token on their stat block, they can’t make a standard
Melee range. On a success, deal 5d4 physical damage. A target attack. Place a token on their stat block and describe what
who marks HP from this attack loses a Hope and must mark a they’re preparing to do. When you spotlight the Turret and they
Stress. The Vampire then clears a HP. have a token on their stat block, clear the token and they can
Mistform - Reaction: When the Vampire takes physical damage, attack.
you can spend a Fear to take half damage. Mark Target - Action: Spend a Fear to Mark a target within Far
range until the Turret is destroyed or the Marked target becomes
Hidden. While the target is Marked, their Evasion is halved.
Concentrate Fire - Reaction: When another adversary deals
VAULT GUARDIAN GAOLER damage to a target within Far range of the Turret, you can mark
Tier  Support a Stress to add the Turret’s standard attack damage to the
A boxy, dust-covered construct with thick metallic swinging doors on damage roll.
their torso. Detonation - Reaction: When the Turret is destroyed, they explode.
Motives & Tactics: Carry away, entrap, protect, pummel All targets within Close range must make an Agility Reaction
Roll. Targets who fail take 3d20 physical damage. Targets who
Difficulty: 16 | Thresholds: 19/33 | HP: 5 | Stress: 3 succeed take half damage.
ATK: +2 | Body Bash: Very Close | 3d6+2 phy

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.

FALLEN SHOCK TROOP


Tier  Minion
A cursed soul bound to the Fallen’s will.
Motives & Tactics: Crush, dominate, earn relief, punish
Difficulty: 18 | Thresholds: None | HP: 1 | Stress: 1
ATK: +2 | Cursed Axe: Very Close | 12 phy

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.

OUTER REALMS THRALL


Tier  Minion
A vaguely humanoid form stripped of memory and identity.
Motives & Tactics: Destroy, disgust, disorient, intimidate
Difficulty: 17 | Thresholds: None | HP: 1 | Stress: 1
ATK: +3 | Claws and Teeth: Very Close | 11 phy

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.

ENVIRONMENT STAT BLOCK DESCRIPTION


Each environment’s stat block presents their necessary An evocative one-line summary of the environment.
mechanical statistics:
IMPULSES
NAME The manner or mode with which the environment pushs and
pulls the people within them.
TIER
Their PC tier the environment is designed to challenge. DIFFICULTY
The standard Difficulty for action rolls made to overcome,
TYPE oppose, or resist the environment or its elements.
The type of scene it most easily supports:
POTENTIAL ADVERSARIES
• Explorations — wondrous locations with mysteries and
marvels to discover
FEATURES
• Socials — locations that primarily present interpersonal
challenges FEATURE QUESTIONS
• Traversals — dangerous locations where movement
Prompts for plot hooks, narrative engines, and connections to
through and around the space itself is a challenge
other story elements.
• Events — special activities or occurrences (rather than
physical spaces)

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

BENCHMARK STATISTICS FOR ENVIRONMENTS BY TIER

100 Daggerheart SRD


Environment Statistic Tier 1 Tier 2 Tier 3 Tier 4
Damage Dice 1d6+1 to 1d8+3 2d6+3 to 2d10+2 3d8+3 to 3d10+1 4d8+3 to 4d10+10
Difficulty 11 14 17 20

Daggerheart SRD 101


ENVIRONMENT STAT BLOCKS BY TIER
This section contains the following stat blocks.

TIER 1 (LEVEL 1) TIER 2 (LEVELS 2–4)


• Abandoned Grove (Exploration) • Cult Ritual (Event)
• Ambushed (Event) • Hallowed Temple (Social)
• Ambushers (Event) • Haunted City (Exploration)
• Bustling Marketplace (Social) • Mountain Pass (Traversal)
• Cliffside Ascent (Traversal)
• Local Tavern (Social)
• Outpost Town (Social)
• Raging River (Traversal)

102 Daggerheart SRD


TIER 3 (LEVELS 5–7) • Castle Siege (Event) TIER 4 (LEVELS • Divine Usurpation (Event)
• Pitched Battle (Event) 8–10) • Imperial Court (Social)
• Burning Heart of the
Woods (Exploration) • Chaos Realm (Traversal) • Necromancer’s Ossuary
(Exploration)

TIER 1 ENVIRONMENTS (LEVEL 1)

ABANDONED GROVE AMBUSHED


Tier  Exploration Tier  Event
A former druidic grove lying fallow and fully reclaimed by nature. An ambush is set to catch an unsuspecting party off-guard.
Impulses: Draw in the curious, echo the past Impulses: Overwhelm, scatter, surround
Difficulty: 11 Difficulty: Special (see “Relative Strength”)
Potential Adversaries: Beasts (Bear, Dire Wolf, Glass Snake), Potential Adversaries: Any
Grove Guardians (Minor Treant, Sylvan Soldier, Young Dryad)
FEATURES
FEATURES Relative Strength - Passive: The Difficulty of this environment
Overgrown Battlefield - Passive: There has been a battle here. A equals that of the adversary with the highest Difficulty.
PC can make an Instinct Roll to identify evidence of that fight. Who cues the ambush? What makes it clear they’re in charge?
On a success with Hope, learn all three pieces of information
Surprise! - Action: The ambushers reveal themselves to the party,
below. On a success with Fear, learn two. On a failure, a PC can
you gain 2 Fear, and the spotlight immediately shifts to one of
mark a Stress to learn one and gain advantage on the next action
the ambushing adversaries.
roll to investigate this environment. A PC with an appropriate
background or Experience can learn an additional detail and ask What do the ambushers want from the party? How do their tactics in
a follow-up question about the scene and get a truthful (if not the ambush reflect that?
always complete) answer.
• Traces of a battle (broken weapons and branches, gouges in
the ground) litter the ground.
• A moss-covered tree trunk is actually the corpse of a treant.
AMBUSHERS
Tier  Event
• Still-standing trees are twisted in strange ways, as if by
An ambush is set by the PCs to catch unsuspecting adversaries
powerful magic. off-guard.
Why did these groups come to blows? Why is the grove unused now? Impulses: Escape, group up, protect the most vulnerable
Barbed Vines - Action: Pick a point within the grove. All targets
within Very Close range of that point must succeed on an Agility Difficulty: Special (see “Relative Strength”)
Reaction Roll or take 1d8+3 physical damage and become Potential Adversaries: Any
Restrained by barbed vines. Restrained creatures until they’re
freed with a successful Finesse or Strength roll or by dealing at
FEATURES
least 6 damage to the vines. Relative Strength - Passive: The Difficulty of this environment
equals that of the adversary with the highest Difficulty.
How many vines are there? Where do they grab you? Do they pull you
down or lift you off the ground? Which adversary is the least prepared? Which one is the most?

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?

Defiler - Action: Spend a Fear to summon a Minor Chaos


Elemental drawn to the echoes of violence and discord. They
appear within Far range of a chosen PC and immediately take the
spotlight.
What color does the grass turn as the elemental appears? How does
the chaos warp insects and small wildlife within the grove?

Daggerheart SRD 103


BUSTLING MARKETPLACE CLIFFSIDE ASCENT
Tier  Social Tier  Traversal
The economic heart of the settlement, with local artisans, traveling A steep, rocky cliffside tall enough to make traversal dangerous.
merchants, and patrons across social classes. Impulses: Cast the unready down to a rocky doom, draw people in
Impulses: Buy low, and sell high, tempt and tantalize with wares with promise of what lies at the top
from near and far
Difficulty: 12
Difficulty: 10 Potential Adversaries: Construct, Deeproot Defender, Giant
Potential Adversaries: Guards (Bladed Guard, Head Guard), Scorpion, Glass Snake
Masked Thief, Merchant
FEATURES
FEATURES The Climb - Passive: Climbing up the cliffside uses a Progress
Tip the Scales - Passive: PCs can gain advantage on a Presence Countdown (12). It ticks down according to the following criteria
Roll by offering a handful of gold as part of the interaction. when the PCs make an action roll to climb:
Will any coin be accepted, or only local currency? How overt are the • Critical Success: Tick down 3
PCs in offering this bribe? • Success with Hope: Tick down 2
Unexpected Find - Action: Reveal to the PCs that one of the • Success with Fear: Tick down 1
merchants has something they want or need, such as food • Failure with Hope: No advancement
from their home, a rare book, magical components, a dubious • Failure with Fear: Tick up 1
treasure map, or a magical key.
When the countdown triggers, the party has made it to the top
What cost beyond gold will the merchant ask for in exchange of the cliff.
for this rarity? What strange formations are the stones arranged in? What ominous
Sticky Fingers - Action: A thief tries to steal something from a PC. warnings did previous adventurers leave?
The PC must succeed on an Instinct Roll to notice the thief or Pitons Left Behind - Passive: Previous climbers left behind large
lose an item of the GM’s choice as the thief escapes to a Close metal rods that climbers can use to aid their ascent. If a PC using
distance. To retrieve the stolen item, the PCs must complete a the pitons fails an action roll to climb, they can mark a Stress
Progress Countdown (6) to chase down the thief before the thief instead of ticking the countdown up.
completes a Consequence Countdown (4) and escapes to their
What do the shape and material of these pitons tell you about the
hideout.
previous climbers? How far apart are they from one another?
What drove this person to pickpocketing? Where is the thief’s hideout
and how has it avoided notice? Fall - Action: Spend a Fear to have a PC’s handhold fail,
plummeting them toward the ground. If they aren’t saved on the
Crowd Closes In - Reaction: When one of the PCs splits from the next action, they hit the ground and tick up the countdown by 2.
group, the crowds shift and cut them off from the party. The PC takes 1d12 physical damage if the countdown is between
Where does the crowd’s movement carry them? How do they feel 8 and 12, 2d12 between 4 and 7, and 3d12 at 3 or lower.
about being alone but surrounded? How can you tell many others have fallen here before? What lives
in these walls that might try to scare adventurers into falling for
an easy meal?

104 Daggerheart SRD


LOCAL TAVERN OUTPOST TOWN
Tier  Social Tier  Social
A lively tavern that serves as the social hub for its town. A small town on the outskirts of a nation or region, close to a
Impulses: Provide opportunities for adventurers, dungeon, tombs, or other adventuring destinations.
nurture community Impulses: Drive the desperate to certain doom, profit off of
ragged hope
Difficulty: 10
Potential Adversaries: Guards (Bladed Guard, Head Guard), Difficulty: 12
Mercenaries (Harrier, Sellsword, Spellblade, Weaponmaster), Potential Adversaries: Jagged Knife Bandits (Hexer,
Merchant Kneebreaker, Lackey, Lieutenant, Shadow, Sniper), Masked
Thief, Merchant
FEATURES
What’s the Talk of the Town? - Passive: A PC can ask the FEATURES
bartender, staff, or patrons about local events, rumors, and Rumors Abound - Passive: Gossip is the fastest-traveling currency
potential work with a Presence Roll. On a success, they can in the realm. A PC can inquire about major events by making a
pick two of the below details to learn—or three if they critically Presence Roll. What they learn depends on the outcome of their
succeed. On a failure, they can pick one and mark a Stress as the roll, based on the following criteria:
local carries on about something irrelevant. • Critical Success: Learn about two major events. The PC can
• A fascinating rumor with a connection to a PC’s background ask one follow-up question about one of the rumors and get a
• A promising job for the party involving a nearby threat truthful (if not always complete) answer.
or situation • Success with Hope: Learn about two events, at least one of
• Local folklore that relates to something they’ve seen which is relevant to the character’s background.
• Town gossip that hints at a community problem • Success with Fear: Learn an alarming rumor related to the
Who has what kind of information? What gossip do the locals start character’s background.
spreading about the PCs? • Any Failure: The locals respond poorly to their inquiries. The
PC must mark a Stress to learn one relevant rumor.
Sing For Your Supper - Passive: A PC can perform one time for the
guests by making a Presence Roll. On a success, they earn 1d4 What news do the PCs have that they could pass along to curious
handfuls of gold (2d4 if they critically succeed). On a failure, they travelers? What do the locals think about these events?
mark a Stress. Society of the Broken Compass - Passive: An adventuring society
What piece do you perform? What does that piece mean to you? maintains a chapterhouse here, where heroes trade boasts
When’s the last time you performed it for a crowd? and rumors, drink to their imagined successes, and scheme to
undermine their rivals.
Mysterious Stranger - Action: Reveal a stranger concealing their
identity, lurking in a shaded booth. What boasts do the adventurers here make, and which do you think
are true?
What do they want? What’s their impression of the PCs? What
mannerisms or accessories do they have? Rival Party - Passive: Another adventuring party is here, seeking
the same treasure or leads as the PCs.
Someone Comes to Town - Action: Introduce a significant NPC who
wants to hire the party for something or who relates to a PC’s Which PC has a connection to one of the rival party members? Do
background. they approach the PC first or do they wait for the PC to move?
Did they know the PCs were here? What do they want in this town? It’d Be a Shame If Something Happened to Your Store - Action:
The PCs witness as agents of a local crime boss shake down a
Bar Fight! - Action: Spend a Fear to have a bar fight erupt in the
general goods store.
tavern. When a PC tries to move through the tavern while the
fight persists, they must succeed on an Agility or Presence Roll What trouble does it cause if the PCs intervene?
or take 1d6+2 physical damage from a wild swing or thrown Wrong Place, Wrong Time - Reaction: At night, or when the party is
object. A PC can try to activate this feature by succeeding on an alone in a back alley, you can spend a Fear to introduce a group
action roll that would provoke tavern patrons. of thieves who try to rob them. The thieves appear at Close
Who started the fight? What will it take to stop it? range of a chosen PC and include a Jagged Knife Kneebreaker,
as many Lackeys as there are PCs, and a Lieutenant. For a larger
party, add a Hexer or Sniper.
What details show the party that these people are desperate former
adventurers?

Daggerheart SRD 105


TIER 2 ENVIRONMENTS
RAGING RIVER (LEVELS 2-4)
Tier  Traversal
A swift-moving river without a bridge crossing, deep enough to
sweep away most people.
Impulses: Bar crossing, carry away the unready, divide the land CULT RITUAL
Tier  Event
Difficulty: 10 A Fallen cult assembles around a sigil of the defeated gods and a
Potential Adversaries: Beasts (Bear, Glass Snake), Jagged bonfire that burns a sickly shade of green.
Knife Bandits (Hexer, Kneebreaker, Lackey, Lieutenant, Impulses: Profane the land, unite the Mortal Realm with the
Shadow, Sniper) Circles Below
FEATURES Difficulty: 14
Dangerous Crossing - Passive: Crossing the river requires the party Potential Adversaries: Cult of the Fallen (Cult Adept, Cult
to complete a Progress Countdown (4). A PC who rolls a failure Fang, Cult Initiate, Secret-Keeper)
with Fear is immediately targeted by the “Undertow” action
without requiring a Fear to be spent on the feature. FEATURES
Have any of the PCs forded rivers like this before? Are any of them Desecrated Ground - Passive: Cultists dedicated this place to
afraid of drowning? the Fallen Gods, and their foul influence seeps into it. Reduce
the PCs’ Hope Die to a d10 while in this environment. The
Undertow - Action: Spend a Fear to catch a PC in the undertow.
desecration can be removed with a Progress Countdown (6).
They must make an Agility Reaction Roll. On a failure, they take
1d6+1 physical damage and are moved a Close distance down How do the PCs first notice that something is wrong about this place?
the river, becoming Vulnerable until they get out of the river. On What fears resurface while hope is kept at bay?
a success, they must mark a Stress. Blasphemous Might - Action: A portion of the ritual’s power is
What trinkets and baubles lie along the bottom of the riverbed? Do diverted into a cult member to fight off interlopers. Choose one
predators swim these rivers? adversary to become Imbued with terrible magic until the scene
ends or they’re defeated. An Imbued adversary immediately
Patient Hunter - Action: Spend a Fear to summon a Glass Snake
takes the spotlight and gains one of the following benefits, or all
within Close range of a chosen PC. The Snake appears in or
three if you spend a Fear:
near the river and immediately takes the spotlight to use their
“Spinning Serpent” action. • They gain advantage on all attacks.
What treasures does the beast have in their burrow? What travelers • They deal an extra 1d10 damage on a successful attack.
have already fallen victim to this predator? • They gain the following feature:
Relentless (2) - Passive. This adversary can be spotlighted
up to two times per GM turn. Spend Fear as usual to
spotlight them.
How does the enemy change in appearance? What fears do their
blows bring to the surface?
The Summoning - Reaction: Countdown (6). When the PCs enter
the scene or the cult begins the ritual to summon a demon,
activate the countdown. Designate one adversary to lead
the ritual. The countdown ticks down when a PC rolls with
Fear. When it triggers, summon a Minor Demon within Very
Close range of the ritual’s leader. If the leader is defeated, the
countdown ends with no effect as the ritual fails.
What will the cult do with this leashed demon if they succeed? What
will they try to summon next?
Complete the Ritual - Reaction: If the ritual’s leader is targeted by
an attack or spell, an ally within Very Close range of them can
mark a Stress to be targeted by that attack or spell instead.
What does it feel like to see such devotion turned to the pursuit of fear
and domination?

106 Daggerheart SRD


HALLOWED TEMPLE HAUNTED CITY
Tier  Social Tier  Exploration
A bustling but well-kept temple that provides healing and hosts An abandoned city populated by the restless spirits of eras past.
regular services, overseen by a priest or seraph. Impulses: Misdirect and disorient, replay apocalypses both public
Impulses: Connect the Mortal Realm with the Hallows Above, and personal
display the power of the divine, provide aid and succor to
the faithful Difficulty: 14
Potential Adversaries: Ghosts (Spectral Archer, Spectral
Difficulty: 13 Captain, Spectral Guardian), ghostly versions of other
Potential Adversaries: Guards (Archer Guard, Bladed Guard, adversaries (see “Ghostly Form”)
Head Guard)
FEATURES
FEATURES Buried Knowledge - Passive: The city has countless mysteries
A Place of Healing - Passive: A PC who takes a rest in the to unfold. A PC who seeks knowledge about the fallen city can
Hallowed Temple automatically clears all HP. make an Instinct or Knowledge Roll to learn about this place and
What does the incense smell like? What kinds of songs do the discover (potentially haunted) loot.
acolytes sing? • Critical Success: Gain valuable information and a related
Divine Guidance - Passive: A PC who prays to a deity while in the useful item.
Hallowed Temple can make an Instinct Roll to receive answers. • Success with Hope: Gain valuable information.
If the god they beseech isn’t welcome in this temple, the roll is • Success with Fear: Uncover vague or incomplete information.
made with disadvantage. • Any Failure: Mark a Stress to find a lead after an exhaustive
• Critical Success: The PC gains clear information. Additionally, search.
they gain 1d4 Hope, which can be distributed between the What greater secrets does the city contain? Why have so many
party if they share the vision and guidance they received. ghosts lingered here? What doomed adventurers have met a bad
• Success with Hope: The PC receives clear information. fate here already?
• Success with Fear: The PC receives brief flashes of insight Ghostly Form - Passive: Adversaries who appear here are of a
and an emotional impression conveying an answer. ghostly form. They have resistance to physical damage and can
• Any Failure: The PC receives only vague flashes. They can mark a Stress to move up to Close range through solid objects.
mark a Stress to receive one clear image without context. What injuries to their physical form speak to their cause of death?
What does it feel like as you are touched by this vision? What feeling What unfulfilled purpose holds them in the Mortal Plane?
lingers after the images have passed? Dead Ends - Action: The ghosts of an earlier era manifest scenes
Relentless Hope - Reaction: Once per scene, each PC can mark from their bygone era, such as a street festival, a revolution, or
a Stress to turn a result with Fear into a result with Hope. a heist. These hauntings change the layout of the city around
What emotions or memories do you connect with when fear the PCs, blocking the way behind them, forcing a detour, or
presses in? presenting them with a challenge, such as mistaking them for
Divine Censure - Reaction: When the PCs have trespassed, rival thieves during the heist.
blasphemed, or offended the clergy, you can spend a Fear to What do the ghosts want from you? What do you need from them?
summon a High Seraph and 1d4 Bladed Guards within Close Apocalypse Then - Action: Spend a Fear to manifest the echo
range of the senior priest to reinforce their will. of a past disaster that ravaged the city. Activate a Progress
What symbols or icons do they bear that signal they are anointed Countdown (5) as the disaster replays around the PCs. To
agents of the divinity? Who leads the group and what led them complete the countdown and escape the catastrophe, the PCs
to this calling? must overcome threats such as rampaging fires, stampeding
civilians, collapsing buildings, or crumbling streets, while
recalling history and finding clues to escape the inevitable.
Is this the disaster that led the city to be abandoned? What is known
about this disaster, and how could that help the PCs escape?

Daggerheart SRD 107


TIER 3 ENVIRONMENTS
MOUNTAIN PASS (LEVELS 5-7)
Tier  Traversal
Stony peaks that pierce the clouds, with a twisting path winding its
way up and over through many switchbacks.
Impulses: Exact a chilling toll in supplies and stamina, reveal
BURNING HEART OF THE WOODS
magical tampering, slow down travel Tier  Exploration
Thick indigo ash fills the air around a towering moss-covered tree
Difficulty: 15 that burns eternally with flames a sickly shade of blue.
Potential Adversaries: Beasts (Bear, Giant Eagle, Glass Snake), Impulses: Beat out an uncanny rhythm for all to follow, corrupt
Chaos Skull, Minotaur Wrecker, Mortal Hunter the woods

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?

108 Daggerheart SRD


CASTLE SIEGE PITCHED BATTLE
Tier  Event Tier  Event
An active siege with an attacking force fighting to gain entry to a A massive combat between two large groups of armed combatants.
fortified castle. Impulses: Seize people, land, and wealth, spill blood for greed
Impulses: Bleed out the will to fight, breach the walls, build and glory
tension
Difficulty: 17
Difficulty: 17 Potential Adversaries: Mercenaries (Sellsword, Harrier,
Potential Adversaries: Mercenaries (Harrier, Sellsword, Spellblade, Weaponmaster), Noble Forces (Archer Squadron,
Spellblade, Weaponmaster), Noble Forces (Archer Squadron, Conscript, Elite Soldier, Knight of the Realm)
Conscript, Elite Soldier, Knight of the Realm)
FEATURES
FEATURES Adrift on a Sea of Steel - Passive: Traversing a battlefield during an
Secret Entrance - Passive: A PC can find or recall a secret way into active combat is extremely dangerous. A PC must succeed on
the castle with a successful Instinct or Knowledge Roll. an Agility Roll to move at all, and can only go up to Close range
How do they get in without revealing the pathway to the attackers? on a success. If an adversary is within Melee range of them, they
Are any of the defenders monitoring this path? must mark a Stress to make an Agility Roll to move.
Siege Weapons (Environment Change) - Action: Consequence Do the combatants mistake you for the enemy or consider you
Countdown (6). The attacking force deploys siege weapons to interlopers? Can you tell the difference between friend and foe in
try to raze the defenders’ fortifications. Activate the countdown the fray?
when the siege begins (for a protracted siege, make this a Raze and Pillage - Action: The attacking force raises the stakes by
long-term countdown instead). When it triggers, the defenders’ lighting a fire, stealing a valuable asset, kidnapping an important
fortifications have been breached and the attackers flood inside. person, or killing the populace.
You gain 2 Fear, then shift to the Pitched Battle environment and What is valuable here? Who is most vulnerable?
spotlight it.
War Magic - Action: Spend a Fear as a mage from one side uses
What siege weapons are being deployed? Are they magical, mundane, large-scale destructive magic. Pick a point on the battlefield
or a mixture of both? What defenses must the characters overcome to within Very Far range of the mage. All targets within Close range
storm the castle? of that point must make an Agility Reaction Roll. Targets who fail
Reinforcements! - Action: Summon a Knight of the Realm, a take 3d12+8 magic damage and must mark a Stress.
number of Tier 3 Minions equal to the number of PCs, and two What form does the attack take—fireball, raining acid, a storm of
adversaries of your choice within Far range of a chosen PC as blades? What tactical objective is this attack meant to accomplish,
reinforcements. The Knight of the Realm immediately takes the and what comes next?
spotlight.
Reinforcements! - Action: Summon a Knight of the Realm, a
Who are they targeting first? What formation do they take? number of Tier 3 Minions equal to the number of PCs, and two
Collateral Damage - Reaction: When an adversary is defeated, you adversaries of your choice within Far range of a chosen PC
can spend a Fear to have a stray attack from a siege weapon hit as reinforcements. The Knight of the Realm immediately
a point on the battlefield. All targets within Very Close range of takes the spotlight.
that point must make an Agility Reaction Roll. Who are they targeting first? What formation do they take?
• Targets who fail take 3d8+3 physical or magic damage and
must mark a Stress.
• Targets who succeed must mark a Stress.
What debris is scattered by the attack? What is broken by the strike
that can’t be easily mended?

Daggerheart SRD 109


TIER 4 ENVIRONMENTS
(LEVELS 8-10) DIVINE USURPATION
Tier  Event
A massive ritual designed to breach the gates of the Hallows Above
CHAOS REALM
and unseat the New Gods themselves.
Impulses: Collect power, overawe, silence dissent
Tier  Traversal
An otherworldly space where the laws of reality are unstable and Difficulty: 20
dangerous. Potential Adversaries: Arch-Necromancer, Fallen Shock
Impulses: Annihilate certainty, consume power, defy logic Troops, Mortal Hunter, Oracle of Doom, Perfected Zombie

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?

110 Daggerheart SRD


IMPERIAL COURT NECROMANCER’S OSSUARY
Tier  Social Tier  Exploration
The majestic domain of a powerful empire, lavishly appointed with A dusty crypt with a library, twisting corridors, and abundant
stolen treasures. sarcophagi, spattered with the blood of ill-fated invaders.
Impulses: Justify and perpetuate imperial rule, seduce rivals with Impulses: Confound intruders, delve into secrets best left buried,
promises of power and comfort manifest unlife, unleash a tide of undead
Difficulty: 20 Difficulty: 19
Potential Adversaries: Bladed Guard, Courtesan, Knight of the Potential Adversaries: Arch-Necromancer’s Host (Perfected
Realm, Monarch, Spy Zombie, Zombie Legion)

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?

Daggerheart SRD 111


ADDITIONAL GM GUIDANCE ENGAGING YOUR PLAYERS
This section provides additional guidance for preparing and Keep your players engaged by:
running a session of Daggerheart.
• Rotating the Focus between the PCs
• Tying Together Story Elements
STORY BEATS
• Engaging Quiet Players
In storytelling, a beat is a moment that changes the trajectory
• Using Visual Aids
of the narrative—a shift in the world, a significant action or
reaction, an emotional revelation, or an important decision. • Encouraging Unguided Play
Take turns with the players, narrating a beat and then letting • Confronting the PCs with internal and external conflicts
them react and carry the scene forward with their own beats. • Raise the Stakes by Spending Fear
When preparing for a session, plan in terms of the moments
• Layering Goals Other than Attrition into Combat (see Table
that give shape to each scene or sequence, rather than pre-
of Random Objectives on the next page)
scripting specific details or exchanges.

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.

SESSION REWARDS PHASED BATTLES


Reward players at the end of a session with: Make battles by shifting the nature of its enemies or
• Useful information environment mid-combat:

• Story hooks • Change the Terms of Engagement


• Loot • Alter the Environment
• Gold • Evolve the Opposition
• Access to new equipment or enhancements
USING DOWNTIME
CRAFTING SCENES Use downtime scenes as a pressure release valve to vary the
Whenever you start a session, arrive at a new place, or change intensity of the story and give the PCs room to breathe.
the situation, tell the players what they need to know by Empower your players to frame their own downtime scenes.
thinking with all of your senses and sharing something unique Ask the players what it looks like as they tend to their wounds
or unexpected about the fiction. or unwind together, encouraging them to take the reins and
work with other players whose characters are involved

112 Daggerheart SRD


PROJECTS DURING DOWNTIME The Witherwild
The Work on a Project downtime move requires more GM
input than other downtime moves and is best suited for long-
When an invading nation attacks an ancient
term endeavors the PCs wish to undertake. forest deity, a virulent overgrowth spreads
These projects are typically tracked using a Progress throughout the land.
Countdown. When deciding the starting value of the Designed by Carlos Cisco, Rowan Hall, & Spenser Starke
countdown, consider the complexity of the project, the
availability of relevant tools, and the impact of the project on
the story.
COMPLEXITY RATING: •
Simple projects advance their countdown each time a player THE PITCH
uses the Work on a Project move, but complex projects
require a roll. Read this section to your players to introduce them to the
campaign.

EXTENDED DOWNTIME Fanewick was once a place of great abundance and


When you fast-forward the story across an extended period, peace—dangerous to those unfamiliar with the land, but a
use montages to illustrate the passage of time. You gain cornucopia to those who respected its ways. When Haven
1d6 Fear per PC and advance any long-term countdowns as invaded the wilds and forced the land into eternal spring, a
appropriate. dangerous bloom known as the Witherwild took hold and
now threatens the lives of all who live there. In a Witherwild
CAMPAIGN FRAMES campaign, you’ll play unlikely heroes from humble
beginnings who are reckoning with their newfound duty to
A campaign frame provides inspiration, tools, and mechanics save Fanewick’s people from dangerous corruption.
to support a particular type of story at the table.
Every campaign frame has a complexity rating that indicates
how much its mechanics deviate from or expand upon the TONE & FEEL
Daggerheart core ruleset.
Adventurous, Dynamic, Epic, Heroic, Thrilling, Uncanny,
Each campaign frame includes the following sections. Whimsical
• A pitch to present to players
• Suggestions and guidance on tone, feel, themes, and THEMES
touchstones Cultural Clash, Ends Justify Means, Grief, People vs.
• An overview of the campaign’s background Nature, Transformation and Change, Survival
• Guidance for fitting communities, ancestries, and classes
into the setting TOUCHSTONES
• Principles for players and GMs to focus on during the Princess Mononoke, The Legend of Zelda, The Dark Crystal,
campaign Nausicaä of the Valley of the Wind
• Unique setting distinctions
• An inciting incident to launch the campaign OVERVIEW
• Special mechanics to use during the campaign
If your group decides to play this campaign, give your players the
• Questions to consider during session zero following information before character creation.
You can find each campaign frame map in the appendix of Fanewick is a wild and untamed land, long avoided by outside
the core rulebook or at www.daggerheart.com/downloads. forces. The woods are dark and twisting, filled with Faint
Divinities who perform small miracles and services for its
inhabitants, but are just as likely to lure travelers off narrow
paths to their ruin. Seemingly harmless expanses of field hide
bogs that engulf entire armies, consuming heavy artillery as
quickly as it can cross the border. This wilderness fosters
hardy people who are bold enough to raise families where
others have not and strictly follow the unique rules that keep
them safe. These Wicklings remained insulated from their
neighbors’ wars until plague forced the people of Haven to
desperate acts.
Haven was once the most powerful force in the region; for
centuries, the high stone walls into the capital bore the phrase
“The Godless Gate.” While the original meaning has been

Daggerheart SRD 113


lost to common knowledge, some dusty tomes and ancient
records state that the founders of Haven wished to be free
COMMUNITIES
of the influence of the Faint Divinities that dominated the All communities are available, but some have unique aspects
surrounding regions. They hatched a plan to kill one of the within a Witherwild campaign. As needed, provide the following
mightiest of these deities, known as Shun’Aush the Granite information to your players and choose one or more of the
Ophid. While their exact method of deicide is forgotten, their questions to ask them during your session zero.
victory ensured Haven’s dominance in the region for centuries
to come. They made their home behind his remains, which LOREBORNE AND HIGHBORNE
became the mighty walls that Haven is known for.
In Fanewick, knowledge is the most valuable commodity, and
But Shun’Aush would have his revenge. As the Havenites those who have expertise have the most power. This economy
carved through his stone body, the fine dust left behind of information functions primarily through gifting and trading,
settled into the surrounding earth. There was a time of and wisdom would be considered acceptable collateral for
prosperity over many centuries while the scales of the god a weapon or warm meal. As such, loreborne community
remained undisturbed. But progress is its own pressure. The members are the wealthiest in Fanewick and might be smaller,
growing population demanded increased productivity, and distinct groups of hunters, historians, or artisans within larger
as farmers tilled deeper soil and miners hacked into hidden villages.
stone, the ancient stone dust rose to the surface. The same
walls that brought the city security became the crucible that What knowledge did your community teach you that you
incubated a virulent plague. must now protect or share?
Over the last two years, over half of Haven’s populace fell to a What are you able to accomplish because of your upbringing
disease known as the Serpent’s Sickness. First, victims cough that others outside your community do not understand?
up dust. Soon after, their skin breaks out in a scaling rash.
Finally, their body hardens—first the flesh, bones, and soft You once traded important knowledge for something terrible.
tissue, spreading until, finally, their organs ossify. Once within What did you impart and what did you gain in return?
the organs, “the serpent” moves so quickly that sufferers
petrify where they stand, filling Haven with statues of victims In Haven, the wealthiest members are highborne, having
in their last moments of agony. inherited riches built in the walled city over generations.
The High Magus of Haven, Archmage Phylax, discovered a While the highborne of Haven were more insulated from the
rare red flower called the crimson lady’s veil that could cure Serpent’s Sickness, none were immune.
the Serpent’s Sickness. These buds grow prolifically across
Fanewick in the spring—but for every ten thousand of the Who have you lost to the Serpent’s Sickness? How did it
common white-petaled blossoms, only one red flower blooms. affect you?
Desperate to save their people from the plague, Haven How did your family make their wealth? Have you rejected
invaded Fanewick to amass the scarce red buds. Their forces or embraced their core set of ethics?
plunged into the deep wood and, under the guidance of
Archmage Phylax, plucked out the Reaping Eye from the most You grew up in a world of abundance but were kept from
powerful Faint Divinity that protected the land: The Great learning something about the world. What was this
Owl Nikta, the Shepherd of the Seasons. The Shepherd kept knowledge and when did you discover it?
Fanewick in balance by turning her eyes upon the land, first
for ripening, then ruination. Thus Nikta maintained the cycle
of seasons—of growth and decay, of death and rebirth. With RIDGEBORNE, UNDERBORNE,
her Reaping Eye removed, Nikta can only watch over Fanewick AND WILDBORNE
with the Sowing Eye, forcing the land into everlasting spring. Characters from these communities were likely raised in
In the year since, Haven has conquered the bogs, turning them Fanewick’s deadly environs, which have only become more
into fields to harvest red flowers. The endless growth that dangerous as the Witherwild grows. Each community has
once seemed like a gift quickly evolved into a scourge known unique customs, some freely shared and others kept secret,
as the Witherwild—Fanewick’s flora and fauna flourished, that allow them safe passage through dangerous terrain and
unchecked and uncontrolled. Animals swell to massive size; the Faint Divinities’ territories.
trees warp, twist, and begin to hunt people; and vines creep In exchange for protection from the Witherwild for themselves
along the forest floor, strangling all they touch. This explosive and their families, some Wicklings from these groups have
growth is unconquerable and unrelenting, with no force able been forced to take jobs as farmers in Haven’s flower fields.
to stop the burgeoning verdance for long. Though it is backbreaking work performed for a nation
Prior to the Serpent’s Sickness and the Shepherd’s endless destroying their land, the farmers are offered safety by the
growth, your party lived a peaceful life in Fanewick or a life of Haven fires that burn back the ever-creeping Witherwild.
toil and conquest in Haven. But when the danger demands a
response, even the unprepared—and unwilling—must make
a stand.

114 Daggerheart SRD


What Faint Divinities do you give tribute to, and how have You recently traveled by sea over a vast distance. What
you been rewarded in kind? went terribly wrong on that passage, and how has it
changed you?
You displeased a god of Fanewick. What did you do, and
what misfortune befell you or a loved one? Growing up on the sea taught you a skill few have. What did
you learn, and how did it save your life?
You fled the place of your birth. What circumstances drove
you to leave? You used to sail with a companion. Who were they, and
how do you remain connected?

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.

What kindness did an enemy combatant bestow upon you


What do you do to keep your small community safe,
in an hour of need? How did this change your view of the
independent, and hidden from Haven’s forces?
people of Fanewick?
Because of your community’s transience, you have loved
You were charged with planting a rumor in a Fanewick
ones in both Fanewick and Haven. How has this affected
community. What is the rumor, and do you plan to carry
your relationship with the invasion?
out this mission?
Your community travels to protect something. What is it,
and why does it keep you from settling down?
SLYBORNE
As the Haven Army is the current martial power in Fanewick,
those who wish to play slyborne characters might come ANCESTRIES
from Fanewick rebel groups seeking to expel the invading All ancestries are available, but some have unique aspects
forces from their lands. Depending on the tactics their group within a Witherwild campaign. As needed, provide the following
employs, a character from a slyborne community might align information to your players.
with or go against their upbringing.
CLANKS
Who among the Haven Army do you wish to exact revenge
Clanks from Haven are commonly made from iron and steel,
upon and why?
while clanks from Fanewick are typically constructed from
You joined an insurgent group working to free this land wood and stone.
from Haven’s grasp. What has given you doubts about the
leadership’s methods? FUNGRIL
Someone you love is a member of the Haven Army. How Since the Witherwild spread throughout Fanewick, some
have you used your position in the rebellion to protect them? fungril inhabiting the forests have grown noticeably larger than
fungril from other regions.

SEABORNE DRAKONA, FAUNS, FIRBOLGS, AND INFERNIS


Both Fanewick and Haven have a coastal border. The majority After the Witherwild corrupted Fanewick, some drakona,
of Fanewick’s seaborne communities live in small seaside fauns, firbolgs, and infernis have noticed their horns growing
groups and focus on local travel to neighboring regions, while faster and longer.
Havenites tend to live in large ports that ship and receive
goods from distant lands. GALAPA AND RIBBETS
Many families of galapa and ribbets who lived in the bogs of
Fanewick were displaced when Haven’s army invaded.

Havenites and the Serpent’s Sickness


Anyone, but especially those from Haven, may carry the
Serpent’s Sickness, which stiffens their movements and gives
them limited time to survive without a cure.

Daggerheart SRD 115


CLASSES GM PRINCIPLES
All classes are available, but some have unique aspects within Keep the following guidance in mind while you GM this
a Witherwild campaign. As needed, provide the following campaign.
information to your players.
PAINT THE WORLD IN CONTRAST
Druids, Rangers, and Sorcerers
Subvert expectations by giving space for the nightmarish to
Druids, rangers, and sorcerers are commonly found charm and the beautiful to terrify. Give the PCs visions of the
throughout Fanewick. If players choose one of these classes, natural beauty of Fanewick that has run roughshod across
they should consider how their character’s connection to the the region, breaking the bounds of the bogs and forests and
natural world might be impacted by the Witherwild. devastating homes and communities. Show the grim and
ordered life behind Haven’s walls, but also show the culture,
WARRIORS AND WIZARDS art, and progress that has come out of centuries of safety.
Warriors and wizards are prevalent in Haven. A large wizarding Contrast the capricious nature of the Faint Divinities with
school in Haven teaches fighters and healers, and the Haven the devotion of the Wicklings and Havenites fighting to save
Army is largely composed of warriors and School of War their home. In a place of long nights and days, dual seasons,
wizards. If a PC is either of these classes, consider their and two nations in conflict, look for ways to highlight bold
personal relationship to the Haven Army. dualities.

VENGEANCE GUARDIAN SHOW THEM TRUE DANGER


Many Wicklings who seek revenge on Haven or to expel them Though it may be tragic, bodily harm is not the worst tragedy
from Fanewick become Vengeance guardians. If players that can befall the characters. To illustrate what’s truly at
choose this subclass, they should consider what ideals or stake, use the PCs’ origins in Fanewick or Haven to show them
institutions their character protects. what they stand to lose, be it their homes, family, friends,
communities, or even their core truths and beliefs. The events
SYNDICATE ROGUE of this campaign may change, threaten, or destroy these
aspects of their past—when your players create and are
The Haven Army sends spies into Fanewick communities to invested in their character’s backstory, they have something
gain information on planned attacks and manipulate public to fight for.
perception. When selecting the Syndicate rogue subclass,
players should consider how their character might be OFFER ALTERNATIVES TO VIOLENCE
connected to or impacted by these covert operatives.
By illuminating nonviolent approaches to problem-solving, the
PCs can help break the brutal cycle that binds this world. For
PLAYER PRINCIPLES example, showing compassion—rather than swordpoint—
If your group decides to play this campaign, give your players the to a corrupted beast can free them from the Witherwild.
following information before character creation. Similarly, the conflict between Haven and Fanewick shouldn’t
only be solved with blood and blade. What threatens both
MAKE THE INVASION PERSONAL could also unify them. Give the PCs opportunities to mend old
wounds, right past wrongs, and heal the rift between Haven
Consider how Haven’s invasion of Fanewick deeply impacts and Fanewick from within.
your character. Let these details inform what they want and
what they’re willing to do to get it. Everyone has lost a loved CREATE MULTIDIMENSIONAL ALLIES AND
one to the Witherwild or the Serpent’s Sickness, and more ADVERSARIES
are dying by the day. Consider how the growing conflict
caused your character to act in ways they aren’t proud of, No adversary or ally is all good or all bad, and they each have
or transformed personal truths they once believed were multidimensional lives. Even the most congenial ally should
unshakable. be hiding darkness inside them, hoping their failings will go
undiscovered. Those painted as evil should sometimes do the
TREAT DEATH WITH IMPORTANCE right thing, even if it’s for the wrong reason. Just because a
PC or NPC is from Haven doesn’t make them a villain, and,
Taking a life should not be done without consideration, conversely, not all the inhabitants of Fanewick are virtuous.
desperation, and consequences. As your character journeys, Finding the nuance, complications, and deeper motivations
they should remember those they’ve lost and those they’ve of the people of Haven and Fanewick will lead to richer
slain, allowing each death to affect their choices in the future. interactions, more complex moral choices, and a deeper sense
of attachment to the world for the players.
EMBRACE VULNERABILITY
Find your character’s humanity and showcase it whenever you
can. They should be as vulnerable during quiet moments as
they are vicious during violent ones, opening up to their allies
even if they close themself off to everyone else.

116 Daggerheart SRD


DISTINCTIONS THE WITHERWILD
Use this information to prepare your campaign. You can also This corruption, empowered by the endless spring, is
share it with your players as needed. spreading throughout Fanewick. Some believe the overgrowth
began in the forest, while others claim it sprang from the
THE WEEKS OF DAY AND NIGHT bogs. But no matter its origins, this flourishing malignancy
induces horrific changes and massive growth on anything
The day and night cycle occurs weekly, meaning the sun rises it touches, transforming them into Withered beings. Plants
for an entire week before setting into a nighttime of the same spring to life with a desire to consume all around them.
length. This has an impact on everything from agriculture to Animals grow to immense proportions, with onerous
trade, as many merchants refuse to travel through the night. dispositions to match their exaggerated teeth, tusks, and
But this cycle doesn’t just affect Wicklings, it’s dictated how claws. Even harmless creatures that were once hunted for
Fanewick’s wondrous ecology has evolved. Days and nights food have become dangerous and formidable adversaries.
are accompanied by entirely different natural soundscapes When a person is corrupted by the Witherwild, either from
as Fanewick’s nocturnal denizens sleep through the long days a purposeful attack or accidental harm (see the upcoming
and stalk the woods in times of darkness while their diurnal “Corruption from the Witherwild” section), they are
counterparts sleep. The plants similarly live on this strange transformed. They become a nightmarish hybrid—their body
day-night loop, and many live out their entire life cycles in a warped and intertwined with plant or beast. The Witherwild
week. Sun rose vines make a thorny ascent to the top of the slowly replaces the personality of its victims with the same
tree canopy over the course of the week, only to wilt under the drive to consume exhibited by the rest of the corrupted
light of the moon. Conversely, night bloom, a bioluminescent Fanewick. Though the Withered may retain a semblance of
flower that emits the smell of burnt sugar and decay, who they are for a time, they eventually face the final loss of
only blossoms when evening falls, illuminating patches of their personhood. Some Wicklings believe the Withered are
forest—a godsend to anyone forced to travel in the dark. gifted this power by Nikta’s wrath to drive the forces of Haven
from Fanewick and return the Shepherd’s Reaping Eye.
THE SERPENT’S SICKNESS
The plague sweeping across Haven spares no one. Since THE GODS OF FANEWICK
the initial outbreak, Haven officials have worked tirelessly to Gods in this land aren’t ethereal concepts that exist in another
quarantine those in the early stages of the disease, but this realm; instead, they wander the land as incarnate beings,
effort has done little to stop its spread. Due to the rarity of residing in both the natural world as well as within homes and
crimson lady’s veil, many citizens began to carry or consume small villages. As such, they’re generally present in Wicklings’
all manner of flowers and snake sheddings in an attempt to lives. Many communities, and some larger families, even have
protect or cure themselves. their own small god or tutelary spirit who watches over them.
In the initial stages, victims are afflicted with a hacking cough Belief and worship take on a different meaning in Fanewick—
laden with dust that resembles powdered bone. Then a scaled there is a constant push and pull between the goals of people
rash erupts across their skin, cracking their flesh in a unique and their deific neighbors. The gods must curry worship from
and painful pattern that resembles a snake’s skin. Not long mortals, often by performing small miracles, acts of service,
after, the victims’ bodies harden until their organs solidify and or by testing their resolve with tricks and curses. Mortals
cease to function. The final stages of the Serpent’s Sickness is rely on the small blessings from the gods to keep them safe
so quick that many transform into statues where they stand, when traveling and working in Fanewick. The most powerful
leaving all of Haven a cenotaph to a once-great power. and widely acknowledged Faint Divinity is the Shepherd of
Seasons, Nikta, as the loss of her eye had the most recent and
LADY’S VEIL visible impact on everyone in Fanewick.
These small flowers grow in patches of sun throughout Fanewick’s various divinities each have their own opinion
Fanewick. For every ten thousand blossoms of white-petaled concerning the Witherwild corruption. While some enjoy
flowers, one blooms a unique and vibrant red. These flowers nature’s newfound dominance, many of the lesser deities are
have long been used in herbal teas across the region, with the wary of how out of balance Fanewick has become. While their
crimson flowers holding a place in specific ceremonies. Even behavior and motives may be inscrutable, these deities are
so, they were only foraged until the Havenites discovered more accessible than gods who watch from on high.
crimson lady’s veil—the only known cure for Serpent’s
Sickness. Fulg, Stacker of Stones: A small god who favors tribute in
the form of smooth, stacked river rocks. Under his power,
Thus, the Haven Army invaded Fanewick and began cultivating bivalves and limpets grow abundantly on rocks where they
the flowers on massive farms that have overtaken the region’s can be easily harvested. He is largely uninformed about the
bogs. Though the theft of the Reaping Eye has created an problems Fanewick faces, and he prefers it that way.
indefinite growing season, the red flowers remain just as rare,
and Fanewick is permeated by a sickly sweet smell as the Hyacynis, They Who Spread Small Blossoms: A friend of
Haven Army races to mass-produce a cure for the Serpent’s bees and tiny flowers who has embraced the Witherwild
Sickness. after seeing their influence and domain swell (literally)
to immense proportions. They’re enjoying this rampant
growth and do not see a reason to end it.

Daggerheart SRD 117


Ikla, the Sky Painter: Ikla’s artistic prowess and talent are Phylax’s (they/them) decision to steal the Reaping Eye, and
unmatched, painting the skies of each weekly sunrise and the consequences they’ve all paid for that decision have been
sunset over Fanewick in a myriad of scintillating colors. grimly vindicating.
They could not be lazier the rest of the week, and their
Recently, Kreil uncovered the Fanewraith’s plot and is horrified
demeanor is exceedingly unpleasant, offended that anyone
by the possibility of her success. Knowing he can’t send a
would ask a favor of them during their time off.
troop of Haven soldiers deep into the woods to hunt down and
Oove, the Watcher of the Night Bloom: He is one of the stop the Fanewraith from stealing the Sowing Eye, Kreil uses
few local gods who has never been seen, but he is often his vast network of informants and spies to find a group of
heard in the wilds at night, whispering directions to lost adventurers who can bring the Fanewraith to swift justice.
travelers, pointing them to the nearest source of night
The party is sent an invitation from Haven to meet with
bloom. Locals claim he leads those who displease him
Kreil. But is his information correct? Does he have his own
or harm nocturnal creatures into dangerous terrain. It’s
motivation or secret ambition? Whether they come from
rumored that he watches over Fanewick nights from his
Fanewick or Haven, the party must extend some trust to a
home on the moon.
person who is equally as dangerous and mercurial as the
Qui’Gar, Whispered Sweetness for a Thorny End: A quiet “enemy” they pursue. And what will they do when they find the
god who presides over the deaths of those who pass in Fanewraith? Bring her to justice? Side with her? Attempt to
thorny bushes and briar patches. Traditionally, she doesn’t recover the Reaping Eye?
receive many visitors, but the Witherwild’s corruptive
Kreil advises the party to start their hunt for the Fanewraith
growth has made her job harder and upended her quiet
in the treetop village of Alula, where he suspects she runs her
existence.
operation.
Rohkin, the Wandering Horn: Rohkin watches over the
many herds of horned creatures that reside in Fanewick.
In happier times, he preserved the balance of nature
CAMPAIGN MECHANICS
and civilization, preventing overhunting. But since the The following mechanics are unique to this campaign.
corruption of the Witherwild has taken hold, he’s seen his
herds change into unrecognizable, dangerous beasts. CORRUPTION FROM THE WITHERWILD
These are but a small slice of the hundreds, if not thousands, Adversaries and environments in this campaign can gain
of Faint Divinities lurking, relaxing, hunting, and playing an additional type called Withered. When an adversary is
throughout Fanewick. Withered, describe how the Witherwild changed or impacted
how they would normally appear or operate. You also need
What Faint Divinities do the PCs acknowledge and pay about 20 Wither tokens (these can be the same as the tokens
tribute to, if any? you use for Fear).

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.

The Reaping Eye is stowed in a secure vault beneath the


central tower of Haven’s wizarding school, seemingly SESSION ZERO QUESTIONS
impossible to recover. A secretive and dangerous rebel group, Ask any of these questions to your players, or make your own.
led by a mysterious figure known only as the Fanewraith (she/
her), has hatched a plan to end the curse of the Witherwild: What dangerous animal comes out during the week of night
find the Great Owl, Nikta, and pluck out the Sowing Eye. that isn’t out during the week of day?
While this may solve the immediate problem, the long-term
consequences are not being considered, just as they weren’t What unique trait (such as appearance, smell, or taste)
when Haven invaded. does anything tainted by the Witherwild have?

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?

118 Daggerheart SRD


APPENDIX
This section contains additional information and reference sheets.

Domain Card reference


ARCANA DOMAIN

RUNE WARD COUNTERSPELL


Level 1 Arcana Spell Level 3 Arcana Spell
Recall Cost: 0 Recall Cost: 2
You have a deeply personal trinket that can be infused with You can interrupt a magical effect taking place by making a
protective magic and held as a ward by you or an ally. Describe reaction roll using your Spellcast trait. On a success, the effect
what it is and why it’s important to you. The ward’s holder can stops and any consequences are avoided, and this card is
spend a Hope to reduce incoming damage by 1d8. placed in your vault.
If the Ward Die result is 8, the ward’s power ends after it FLIGHT
reduces damage this turn. It can be recharged for free
Level 3 Arcana Spell
on your next rest.
Recall Cost: 1
UNLEASH CHAOS Make a Spellcast Roll (15). On a success, place a number of
Level 1 Arcana Spell tokens equal to your Agility on this card (minimum 1). When
Recall Cost: 1 you make an
At the beginning of a session, place a number of tokens equal action roll while flying, spend a token from this card. After the
to your Spellcast trait on this card. action that spends the last token is resolved,
you descend to the ground directly below you.
Make a Spellcast Roll against a target within Far range and
spend any number of tokens to channel raw energy from within BLINK OUT
yourself to unleash against them. On a success, roll a number Level 4 Arcana Spell
of d10s equal to the tokens you spent and deal that much Recall Cost: 1
magic damage to the target. Mark a Stress to replenish this
card with tokens (up to your Spellcast trait). Make a Spellcast Roll (12). On a success, spend a Hope to
teleport to another point you can see within Far range. If
At the end of each session, clear all unspent tokens. any willing creatures are within Very Close range, spend an
WALL WALK additional Hope for each creature to bring them with you.
Level 1 Arcana Spell PRESERVATION BLAST
Recall Cost: 1 Level 4 Arcana Spell
Spend a Hope to allow a creature you can touch to climb on Recall Cost: 2
walls and ceilings as easily as walking on the ground. This lasts Make a Spellcast Roll against all targets within Melee range.
until the end of the scene or you cast Wall Walk again Targets you succeed against are forced back to Far range and
CINDER GRASP take d8+3 magic damage using your Spellcast trait.
Level 2 Arcana Spell CHAIN LIGHTNING
Recall Cost: 1 Level 5 Arcana Spell
Make a Spellcast Roll against a target within Melee range. Recall Cost: 1
On a success, the target instantly bursts into flames, takes Mark 2 Stress to make a Spellcast Roll, unleashing lightning
1d20+3 magic damage, and is temporarily lit On Fire. on all targets within Close range. Targets you succeed against
When a creature acts while On Fire, they must take an extra must make a reaction roll with a Difficulty equal to the result of
2d6 magic damage if they are still On Fire at the end of their your Spellcast Roll. Targets who fail take 2d8+4 magic damage.
action. Additional adversaries not already targeted by Chain Lightning
and within Close range of previous targets who took damage
FLOATING EYE must also make the reaction roll. Targets who fail take 2d8+4
Level 2 Arcana Spell magic damage. This chain continues until there are no more
Recall Cost: 0 adversaries within range.
Spend a Hope to create a single, small floating orb that you
can move anywhere within Very Far range. While this spell is
active, you can see through the orb as though you’re looking
out from its position. You can transition between using your
own senses and seeing through the orb freely. If the orb takes
damage or moves out of range, the spell ends.

Daggerheart SRD 119


PREMONITION CONFUSING AURA
Level 5 Arcana Spell Level 8 Arcana Spell
Recall Cost: 2 Recall Cost: 2
You can channel arcane energy to have visions of the future. Make a Spellcast Roll (14). Once per long rest on a success,
Once per long rest, immediately after the GM conveys the you create a layer of illusion over your body that makes it hard
consequences of a roll you made, you can rescind the move to tell exactly where you are. Mark any number of Stress
and consequences like they never happened and make another to make that many additional layers. When an adversary
move instead. makes an attack against you, roll a number of d6s equal to
the number of layers currently active. If any roll a 5 or higher,
RIFT WALKER one layer of the aura is destroyed and the attack fails. If all the
Level 6 Arcana Spell results are 4 or lower, you take the damage and this spell ends
Recall Cost: 2
Make a Spellcast Roll (15). On a success, you place an arcane
EARTHQUAKE
marking on the ground where you currently stand. The next Level 9 Arcana Spell
time you successfully cast Rift Walker, a rift in space opens Recall Cost: 2
up, providing safe passage back to the exact spot where the Make a Spellcast Roll (16). Once per rest on a success, all
marking was placed. This rift stays open until you choose to targets within Very Far range who aren’t flying must make
close it or you cast another spell. a Reaction Roll (18). Targets who fail take 3d10+8 physical
You can drop the spell at any time to cast Rift Walker again and damage and are temporarily Vulnerable. Targets who succeed
place the marking somewhere new. take half damage.
Additionally, when you succeed on the Spellcast Roll, all terrain
TELEKINESIS within Very Far range becomes difficult to move through and
Level 6 Arcana Spell structures within this range might sustain damage or crumble.
Recall Cost: 0
Make a Spellcast Roll against a target within Far range. On
SENSORY PROJECTION
a success, you can use your mind to move them anywhere Level 9 Arcana Spell
within Far range of their original position. You can throw the Recall Cost: 0
lifted target as an attack by making an additional Spellcast Roll Once per rest, make a Spellcast Roll (15). On a success,
against the second target you’re trying to attack. On a success, drop into a vision that lets you clearly see and hear any place
deal d12+4 physical damage to the second target using your you have been before as though you are standing there in
Proficiency. This spell then ends. this moment. You can move freely in this vision and are not
constrained by the physics or impediments of a physical body.
ARCANA‑TOUCHED This spell cannot be detected by mundane or magical means.
Level 7 Arcana Ability You drop out of this vision upon taking damage or casting
Recall Cost: 2 another spell.
When 4 or more of the domain cards in your loadout are from
the Arcana domain, gain the following benefits:
ADJUST REALITY
Level 10 Arcana Spell
• +1 bonus to your Spellcast Rolls Recall Cost: 1
• Once per rest, you can switch the results of your Hope and After you or a willing ally make any roll, you can spend 5 Hope
Fear Dice. to change the numerical result of that roll to a result of your
CLOAKING BLAST choice instead. The result must be plausible within the range
of the dice.
Level 7 Arcana Spell
Recall Cost: 2 FALLING SKY
When you make a successful Spellcast Roll to cast a different Level 10 Arcana Spell
spell, you can spend a Hope to become Cloaked. While Recall Cost: 1
Cloaked, you remain unseen if you are stationary when an Make a Spellcast Roll against all adversaries within Far range.
adversary moves to where they would normally see you. When Mark any number of Stress to make shards of arcana rain
you move into or within an adversary’s line of sight or make an down from above. Targets you succeed against take 1d20+2
attack, you are no longer Cloaked. magic damage for each Stress marked.
ARCANE REFLECTION
Level 8 Arcana Spell
Recall Cost: 1
When you would take magic damage, you can spend any
number of Hope to roll that many d6s. If any roll a 6, the
attack is reflected back to the caster, dealing the damage to
them instead.

120 Daggerheart SRD


BLADE DOMAIN

GET BACK UP CHAMPION’S EDGE


Level 1 Blade Ability Level 5 Blade Ability
Recall Cost: 1 Recall Cost: 1
When you take Severe damage, you can mark a Stress to When you critically succeed on an attack, you can spend up to
reduce the severity by one threshold. 3 Hope and choose one of the following options for each Hope
spent:
NOT GOOD ENOUGH
Level 1 Blade Ability • You clear a Hit Point.
Recall Cost: 1 • You clear an Armor Slot.
When you roll your damage dice, you can reroll any 1s or 2s. • The target must mark an additional Hit Point.
WHIRLWIND You can’t choose the same option more than once.
Level 1 Blade Ability VITALITY
Recall Cost: 0 Level 5 Blade Ability
When you make a successful attack against a target within Recall Cost: 0
Very Close range, you can spend a Hope to use the attack When you choose this card, permanently gain two of the
against all other targets within Very Close range. All additional following benefits:
adversaries you succeed against with this ability take half
damage. • One Stress slot
• One Hit Point slot
A SOLDIER’S BOND
Level 2 Blade Ability • +2 bonus to your damage thresholds
Recall Cost: 1 Then place this card in your vault permanently.
Once per long rest, when you compliment someone or ask BATTLE‑HARDENED
them about something they’re good at, Level 6 Blade Ability
you can both gain 3 Hope.
Recall Cost: 2
RECKLESS Once per long rest when you would make a Death Move, you
Level 2 Blade Ability can spend a Hope to clear a Hit Point instead.
Recall Cost: 1
RAGE UP
Mark a Stress to gain advantage on Level 6 Blade Ability
an attack.
Recall Cost: 1
SCRAMBLE Before you make an attack, you can mark a Stress to gain a
Level 3 Blade Ability bonus to your damage roll equal to twice your Strength.
Recall Cost: 1 You can Rage Up twice per attack.
Once per rest, when a creature within Melee range would deal
damage to you, you can avoid the attack and safely move out
BLADE‑TOUCHED
of Melee range of the enemy. Level 7 Blade Ability
Recall Cost: 1
VERSATILE FIGHTER When 4 or more of the domain cards in your loadout are from
Level 3 Blade Ability the Blade domain, gain the following benefits:
Recall Cost: 1
• +2 bonus to your attack rolls
You can use a different character trait for an equipped weapon,
rather than the trait the weapon calls for. • +4 bonus to your Severe damage threshold
When you deal damage, you can mark a Stress to use the GLANCING BLOW
maximum result of one of your damage dice instead of rolling Level 7 Blade Ability
it. Recall Cost: 1
DEADLY FOCUS When you fail an attack, you can mark a Stress to deal weapon
Level 4 Blade Ability damage using half your Proficiency.
Recall Cost: 2 BATTLE CRY
Once per rest, you can apply all your focus toward a target of Level 8 Blade Ability
your choice. Until you attack another creature, you defeat the Recall Cost: 2
target, or the battle ends, gain a +1 bonus to your Proficiency.
Once per long rest, while you’re charging into danger, you can
FORTIFIED ARMOR muster a rousing call that inspires your allies. All allies who
Level 4 Blade Ability can hear you each clear a Stress and gain a Hope. Additionally,
Recall Cost: 0 your allies gain advantage on attack rolls until you or an ally
rolls a failure with Fear.
While you are wearing armor, gain a +2 bonus to your damage
thresholds.

Daggerheart SRD 121


FRENZY REAPER’S STRIKE
Level 8 Blade Ability Level 9 Blade Ability
Recall Cost: 3 Recall Cost: 3
Once per long rest, you can go into a Frenzy until there are no Once per long rest, spend a Hope to make an attack roll. The
more adversaries within sight. GM tells you which targets within range it would succeed
against. Choose one of these targets and force them to mark 5
While Frenzied, you can’t use Armor Slots, and you gain a +10
Hit Points.
bonus to your damage rolls and a +8 bonus to your Severe
damage threshold. BATTLE MONSTER
Level 10 Blade Ability
GORE AND GLORY
Recall Cost: 0
Level 9 Blade Ability
Recall Cost: 2 When you make a successful attack against an adversary, you
can mark 4 Stress to force the target to mark a number of Hit
When you critically succeed on a weapon attack, gain an
Points equal to the number of Hit Points you currently have
additional Hope or clear an additional Stress.
marked instead of rolling for damage.
Additionally, when you deal enough damage to defeat an
enemy, gain a Hope or clear a Stress. ONSLAUGHT
Level 10 Blade Ability
Recall Cost: 3
When you successfully make an attack with your weapon, you
never deal damage beneath a target’s Major damage threshold
(the target always marks a minimum of 2 Hit Points).
Additionally, when a creature within your weapon’s range deals
damage to an ally with an attack that doesn’t include you, you
can mark a Stress to force them to make a Reaction Roll (15).
On a failure, the target must mark a Hit Point.

BONE DOMAIN

DEFT MANEUVERS STRATEGIC APPROACH


Level 1 Bone Ability Level 2 Bone Ability
Recall Cost: 0 Recall Cost: 1
Once per rest, mark a Stress to sprint anywhere within Far After a long rest, place a number of tokens equal to your
range without making an Agility Roll to get there. Knowledge on this card (minimum 1). The first time you move
If you end this movement within Melee range of an adversary within Close range of an adversary and make an attack against
and immediately make an attack against them, gain a +1 bonus them, you can spend one token to choose one of the following
to the attack roll. options:
• You make the attack with advantage.
I SEE IT COMING
Level 1 Bone Ability • You clear a Stress on an ally within Melee range of the
Recall Cost: 1 adversary.
When you’re targeted by an attack made from beyond Melee • You add a d8 to your damage roll.
range, you can mark a Stress to roll a d4 and gain a bonus to When you take a long rest, clear all unspent tokens.
your Evasion equal to the result against the attack.
BRACE
UNTOUCHABLE Level 3 Bone Ability
Level 1 Bone Ability Recall Cost: 1
Recall Cost: 1 When you mark an Armor Slot to reduce incoming damage,
Gain a bonus to your Evasion equal to half your Agility. you can mark a Stress to mark an additional Armor Slot.
FEROCITY TACTICIAN
Level 2 Bone Ability Level 3 Bone Ability
Recall Cost: 2 Recall Cost: 1
When you cause an adversary to mark 1 or more Hit Points, When you Help an Ally, they can spend a Hope to add one of
you can spend 2 Hope to increase your Evasion by the number your Experiences to their roll alongside your advantage die.
of Hit Points they marked. This bonus lasts until after the next When making a Tag Team Roll, you can roll a d20 as your Hope
attack made against you. Die.

122 Daggerheart SRD


BOOST CRUEL PRECISION
Level 4 Bone Ability Level 7 Bone Ability
Recall Cost: 1 Recall Cost: 1
Mark a Stress to boost off a willing ally within Close range, When you make a successful attack with a weapon, gain a
fling yourself into the air, and perform an aerial attack against bonus to your damage roll equal to either your Finesse or
a target within Far range. You have advantage on the attack, Agility.
add a d10 to the damage roll, and end your move within Melee
range of the target. BREAKING BLOW
Level 8 Bone Ability
REDIRECT Recall Cost: 3
Level 4 Bone Ability When you make a successful attack, you can mark a Stress to
Recall Cost: 1 make the next successful attack against that same target deal
When an attack made against you from beyond Melee range an extra 2d12 damage.
fails, roll a number of d6s equal to your Proficiency. If any roll
a 6, you can mark a Stress to redirect the attack to damage an WRANGLE
adversary within Very Close range instead. Level 8 Bone Ability
Recall Cost: 1
KNOW THY ENEMY Make an Agility Roll against all targets within Close range.
Level 5 Bone Ability Spend a Hope to move targets you succeed against, and any
Recall Cost: 1 willing allies within Close range, to another point within Close
When observing a creature, you can make an Instinct Roll range.
against them. On a success, spend a Hope and ask the GM
for one set of information about the target from the following ON THE BRINK
options: Level 9 Bone Ability
Recall Cost: 1
• Their unmarked Hit Points and Stress.
When you have 2 or fewer Hit Points unmarked, you don’t take
• Their Difficulty and damage thresholds. Minor damage.
• Their tactics and standard attack damage dice.
SPLINTERING STRIKE
• Their features and Experiences. Level 9 Bone Ability
Additionally on a success, you can mark a Stress to remove a Recall Cost: 3
Fear from the GM’s Fear Pool.
Spend a Hope and make an attack against all adversaries
SIGNATURE MOVE within your weapon’s range. Once per long rest, on a success
Level 5 Bone Ability against any targets, add up the damage dealt, then redistribute
Recall Cost: 1 that damage however you wish between the targets you
succeeded against. When you deal damage to a target, roll an
Name and describe your signature combat move. Once per additional damage die and add its result to the damage you
rest, when you perform this signature move as part of an deal to that target.
action you’re taking, you can roll a d20 as your Hope Die. On a
success, clear a Stress. DEATHRUN
Level 10 Bone Ability
RAPID RIPOSTE Recall Cost: 1
Level 6 Bone Ability
Recall Cost: 0 Spend 3 Hope to run a straight path through the battlefield
to a point within Far range, making an attack against all
When an attack made against you from within Melee range adversaries within your weapon’s range along that path.
fails, you can mark a Stress and seize the opportunity to deal Choose the order in which you deal damage to the targets you
the weapon damage of one of your active weapons to the succeeded against. For the first, roll your weapon damage with
attacker. a +1 bonus to your Proficiency. Then remove a die from your
RECOVERY damage roll and deal the remaining damage to the next target.
Continue to remove a die for each subsequent target until you
Level 6 Bone Ability
have no more damage dice or adversaries.
Recall Cost: 1
You can’t target the same adversary more than once per
During a short rest, you can choose a long rest downtime
attack.
move instead. You can spend a Hope to let an ally do the same.
BONE‑TOUCHED SWIFT STEP
Level 10 Bone Ability
Level 7 Bone Ability
Recall Cost: 2
Recall Cost: 2
When an attack made against you fails, clear a Stress. If you
When 4 or more of the domain cards in your loadout are from can’t clear a Stress, gain a Hope.
the Bone domain, gain the following benefits:
• +1 bonus to Agility
• Once per rest, you can spend 3 Hope to cause an attack
that succeeded against you to fail instead.

Daggerheart SRD 123


CODEX DOMAIN

BOOK OF AVA BOOK OF VAGRAS


Level 1 Codex Grimoire Level 2 Codex Grimoire
Recall Cost: 2 Recall Cost: 2
Power Push: Make a Spellcast Roll against a target within Runic Lock: Make a Spellcast Roll (15) on an object you’re
Melee range. touching that can close (such as a lock, chest, or box). Once
On a success, they’re knocked back to Far range and take per rest on a success, you can lock the object so it can only be
d10+2 magic damage using your Proficiency. opened by creatures of your choice. Someone with access to
Tava’s Armor: Spend a Hope to give a target you can touch a magic and an hour of time to study the spell can break it.
+1 bonus to their Armor Score until their next rest or you cast Arcane Door: When you have no adversaries within Melee
Tava’s Armor again. range, make a Spellcast Roll (13). On a success, spend a
Ice Spike: Make a Spellcast Roll (12) to summon a large ice Hope to create a portal from where you are to a point within
spike within Far range. If you use it as a weapon, make the Far range you can see. It closes once a creature has passed
Spellcast Roll against the target’s Difficulty instead. On a through it.
success, deal d6 physical damage using your Proficiency. Reveal: Make a Spellcast Roll. If there is anything magically
hidden within Close range, it is revealed.
BOOK OF ILLIAT
Level 1 Codex Grimoire BOOK OF KORVAX
Recall Cost: 2 Level 3 Codex Grimoire
Slumber: Make a Spellcast Roll against a target within Very Recall Cost: 2
Close range. On a success, they’re Asleep until they take Levitation: Make a Spellcast Roll to temporarily lift a target
damage or the GM spends a Fear on their turn to clear this you can see up into the air and move them within Close range
condition. of their original position.
Arcane Barrage: Once per rest, spend any number of Hope Recant: Spend a Hope to force a target within Melee range
and shoot magical projectiles that strike a target of your choice to make a Reaction Roll (15). On a failure, they forget the last
within Close range. Roll a number of d6s equal to the Hope minute of your conversation.
spent and deal that much magic damage to the target. Rune Circle: Mark a Stress to create a temporary magical
Telepathy: Spend a Hope to open a line of mental circle on the ground where you stand. All adversaries within
communication with one target you can see. This connection Melee range, or who enter Melee range, take 2d12+4 magic
lasts until your next rest or you cast Telepathy again. damage and are knocked back to Very Close range.
BOOK OF TYFAR BOOK OF NORAI
Level 1 Codex Grimoire Level 3 Codex Grimoire
Recall Cost: 2 Recall Cost: 2
Wild Flame: Make a Spellcast Roll against up to three Mystic Tether: Make a Spellcast Roll against a target within Far
adversaries within Melee range. Targets you succeed against range. On a success, they’re temporarily Restrained and must
take 2d6 magic damage and must mark a Stress as flames mark a Stress. If you target a flying creature, this spell grounds
erupt from your hand. and temporarily Restrains them.
Magic Hand: You conjure a magical hand with the same size Fireball: Make a Spellcast Roll against a target within Very Far
and strength as your own within Far range. range. On a success, hurl a sphere of fire toward them that
Mysterious Mist: Make a Spellcast Roll (13) to cast a explodes on impact. The target and all creatures within Very
temporary thick fog that gathers in a stationary area within Close range of them must make a Reaction Roll (13). Targets
Very Close range. The fog heavily obscures this area and who fail take d20+5 magic damage using your Proficiency.
everything in it. Targets who succeed take half damage.

BOOK OF SITIL BOOK OF EXOTA


Level 2 Codex Grimoire Level 4 Codex Grimoire
Recall Cost: 2 Recall Cost: 3
Adjust Appearance: You magically shift your appearance and Repudiate: You can interrupt a magical effect taking place.
clothing to avoid recognition. Make a reaction roll using your Spellcast trait. Once per rest on
a success, the effect stops and any consequences are avoided.
Parallela: Spend 2 Hope to cast this spell on yourself or an ally
within Close range. The next time the target makes an attack, Create Construct: Spend a Hope to choose a group of objects
they can hit an additional target within range that their attack around you and create an animated construct from them that
roll would succeed against. You can only hold this spell on one obeys basic commands. Make a Spellcast Roll to command
creature at a time. them to take action. When necessary, they share your Evasion
and traits and their attacks deal 2d10+3 physical damage. You
Illusion: Make a Spellcast Roll (14).
can only maintain one construct at a time, and they fall apart
On a success, create a temporary visual illusion no larger than
when they take any amount of damage.
you within Close range that lasts for as long as you look at it. It
holds up to scrutiny until an observer is within Melee range.

124 Daggerheart SRD


BOOK OF GRYNN SIGIL OF RETRIBUTION
Level 4 Codex Grimoire Level 6 Codex Spell
Recall Cost: 2 Recall Cost: 2
Arcane Deflection: Once per long rest, spend a Hope to negate Mark an adversary within Close range with a sigil of
the damage of an attack targeting you or an ally within Very retribution. The GM gains a Fear. When the marked adversary
Close range. deals damage to you or your allies, place a d8 on this card.
Time Lock: Target an object within Far range. That object stops You can hold a number of d8s equal to your level. When you
in time and space exactly where it is until your next rest. If a successfully attack the marked adversary, roll the dice on this
creature tries to move it, make a Spellcast Roll against them to card and add the total to your damage roll, then clear the dice.
maintain this spell. This effect ends when the marked adversary is defeated or you
cast Sigil of Retribution again.
Wall of Flame: Make a Spellcast Roll (15). On a success,
create a a wall of magical flame between two points within Far BOOK OF HOMET
range. All creatures in its path must choose a side to be on, Level 7 Codex Grimoire
and anything that subsequently passes through the wall takes Recall Cost: 0
4d10+3 magic damage.
Pass Through: Make a Spellcast Roll (13). Once per rest on a
MANIFEST WALL success, you and all creatures touching you can pass through a
Level 5 Codex Spell wall or door within Close range. The effect ends once everyone
Recall Cost: 2 is on the other side.
Make a Spellcast Roll (15). Once per rest on a success, spend Plane Gate: Make a Spellcast Roll (14). Once per long rest on
a Hope to create a temporary magical wall between two points a success, open a gateway to a location in another dimension
within Far range. It can be up to 50 feet high and form at any or plane of existence you’ve been to before. This gateway lasts
angle. Creatures or objects in its path are shunted to a side of until your next rest.
your choice. The wall stays up until your next rest or you cast CODEX‑TOUCHED
Manifest Wall again.
Level 7 Codex Ability
TELEPORT Recall Cost: 2
Level 5 Codex Spell When 4 or more of the domain cards in your loadout are from
Recall Cost: 2 the Codex domain, gain the following benefits:
Once per long rest, you can instantly teleport yourself and any • You can mark a Stress to add your Proficiency to a
number of willing targets within Close range to a place you’ve Spellcast Roll.
been before. Choose one of the following options, then make a • Once per rest, replace this card with any card from your
Spellcast Roll (16):
vault without paying its Recall Cost.
• If you know the place very well, gain a +3 bonus.
• If you’ve visited the place frequently, gain a +1 bonus. BOOK OF VYOLA
Level 8 Codex Grimoire
• If you’ve visited the place infrequently, gain no modifier.
Recall Cost: 2
• If you’ve only been there once, gain a −2 penalty. Memory Delve: Make a Spellcast Roll against a target within
On a success, you appear where you were intending to go. Far range. On a success, peer into the target’s mind and ask
On a failure, you appear off course, with the range of failure the GM a question. The GM describes any memories the target
determining how far off course. has pertaining to the answer.
BANISH Shared Clarity: Once per long rest, spend a Hope to choose
Level 6 Codex Spell two willing creatures. When one of them would mark Stress,
they can choose between the two of them who marks it. This
Recall Cost: 0
spell lasts until their next rest.
Make a Spellcast Roll against a target within Close range. On
a success, roll a number of d20s equal to your Spellcast trait. SAFE HAVEN
The target must make a reaction roll with a Difficulty equal Level 8 Codex Spell
to your highest result. On a success, the target must mark a Recall Cost: 3
Stress but isn’t banished. Once per rest on a failure, they are When you have a few minutes of calm to focus, you can spend
banished from this realm. 2 Hope to summon your Safe Haven, a large interdimensional
When the PCs roll with Fear, the Difficulty gains a −1 penalty home where you and your allies can take shelter. When you do,
and the target makes another reaction roll. On a success, they a magical door appears somewhere within Close range. Only
return from banishment. creatures of your choice can enter. Once inside, you can make
the entrance invisible. You and anyone else inside can always
exit. Once you leave, the doorway must be summoned again.
When you take a rest within your own Safe Haven, you can
choose an additional downtime move.

Daggerheart SRD 125


BOOK OF RONIN BOOK OF YARROW
Level 9 Codex Grimoire Level 10 Codex Grimoire
Recall Cost: 4 Recall Cost: 2
Transform: Make a Spellcast Roll (15). On a success, Timejammer: Make a Spellcast Roll (18). On a success, time
transform into an inanimate object no larger than twice temporarily slows to a halt for everyone within Far range
your normal size. You can remain in this shape until you take except for you. It resumes the next time you make an action
damage. roll that targets another creature.
Eternal Enervation: Once per long rest, make a Spellcast Roll Magic Immunity: Spend 5 Hope to become immune to magic
against a target within Close range. On a success, they become damage until your next rest.
permanently Vulnerable. They can’t clear this condition by any
means. TRANSCENDENT UNION
Level 10 Codex Spell
DISINTEGRATION WAVE Recall Cost: 1
Level 9 Codex Spell Once per long rest, spend 5 Hope to cast this spell on two or
Recall Cost: 4 more willing creatures. Until your next rest, when a creature
Make a Spellcast Roll (18). Once per long rest on a success, connected by this union would mark Stress or Hit Points, the
the GM tells you which adversaries within Far range have a connected creatures can choose who marks it.
Difficulty of 18 or lower. Mark a Stress for each one you wish
to hit with this spell. They are killed and can’t come back to life
by any means.

GRACE DOMAIN

DEFT DECEIVER TROUBLEMAKER


Level 1 Grace Ability Level 2 Grace Ability
Recall Cost: 0 Recall Cost: 2
Spend a Hope to gain advantage on a roll to deceive or trick When you taunt or provoke a target within Far range, make a
someone into believing a lie you tell them. Presence Roll against them. Once per rest on a success, roll a
number of d4s equal to your Proficiency. The target must mark
ENRAPTURE Stress equal to the highest result rolled.
Level 1 Grace Spell
Recall Cost: 0 HYPNOTIC SHIMMER
Make a Spellcast Roll against a target within Close range. Level 3 Grace Spell
On a success, they become temporarily Enraptured. While Recall Cost: 1
Enraptured, a target’s attention is fixed on you, narrowing Make a Spellcast Roll against all adversaries in front of you
their field of view and drowning out any sound but your voice. within Close range. Once per rest on a success, create an
Once per rest on a success, you can mark a Stress to force the illusion of flashing colors and lights that temporarily Stuns
Enraptured target to mark a Stress as well. targets you succeed against and forces them to mark a Stress.
While Stunned, they can’t use reactions and can’t take any
INSPIRATIONAL WORDS other actions until they clear this condition.
Level 1 Grace Ability
Recall Cost: 1 INVISIBILITY
Your speech is imbued with power. After a long rest, place a Level 3 Grace Spell
number of tokens on this card equal to your Presence. When Recall Cost: 1
you speak with an ally, you can spend a token from this card to Make a Spellcast Roll (10). On a success, mark a Stress
give them one benefit from the following options: and choose yourself or an ally within Melee range to become
• Your ally clears a Stress. Invisible. An Invisible creature can’t be seen except through
magical means and attack rolls against them are made with
• Your ally clears a Hit Point. disadvantage. Place a number of tokens on this card equal
• Your ally gains a Hope. to your Spellcast trait. When the Invisible creature takes an
action, spend a token from this card. After the action that
When you take a long rest, clear all unspent tokens.
spends the last token is resolved, the effect ends.
TELL NO LIES You can only hold Invisibility on one creature at a time.
Level 2 Grace Spell
Recall Cost: 1 SOOTHING SPEECH
Level 4 Grace Ability
Make a Spellcast Roll against a target within Very Close range.
On a success, they can’t lie to you while they remain within
Recall Cost: 1
Close range, but they are not compelled to speak. If you ask During a short rest, when you take the time to comfort another
them a question and they refuse to answer, they must mark a character while using the Tend to Wounds downtime move on
Stress and the effect ends. The target is typically unaware this them, clear an additional Hit Point on that character. When
spell has been cast on them until it causes them to utter the you do, you also clear 2 Hit Points.
truth.

126 Daggerheart SRD


THROUGH YOUR EYES ASTRAL PROJECTION
Level 4 Grace Spell Level 8 Grace Spell
Recall Cost: 1 Recall Cost: 0
Choose a target within Very Far range. You can see through Once per long rest, mark a Stress to create a projected copy of
their eyes and hear through their ears. You can transition yourself that can appear anywhere you’ve been before.
between using your own senses or the target’s freely until you You can see and hear through the projection as though it were
cast another spell or until your next rest. you and affect the world as though you were there. A creature
THOUGHT DELVER investigating the projection can tell it’s of magical origin. This
effect lasts until your next rest or your projection takes any
Level 5 Grace Spell
damage.
Recall Cost: 2
You can peek into the minds of others. Spend a Hope to read MASS ENRAPTURE
the vague surface thoughts of a target within Far range. Make Level 8 Grace Spell
a Spellcast Roll against the target to delve for deeper, more Recall Cost: 3
hidden thoughts. Make a Spellcast Roll against all targets within Far range.
On a roll with Fear, the target might, at the GM’s discretion, Targets you succeed against become temporarily Enraptured.
become aware that you’re reading their thoughts. While Enraptured, a target’s attention is fixed on you,
narrowing their field of view and drowning out any sound but
WORDS OF DISCORD your voice. Mark a Stress to force all Enraptured targets to
Level 5 Grace Spell mark a Stress, ending this spell.
Recall Cost: 1
Whisper words of discord to an adversary within Melee range
COPYCAT
and make a Spellcast Roll (13). On a success, the target must Level 9 Grace Spell
mark a Stress and make an attack against another adversary Recall Cost: 3
instead of against you or your allies. Once per long rest, this card can mimic the features of another
Once this attack is over, the target realizes what happened. domain card of level 8 or lower in another player’s loadout.
The next time you cast Words of Discord on them, gain a −5 Spend Hope equal to half the card’s level to gain access to the
penalty to the Spellcast Roll. feature. It lasts until your next rest or they place the card in
their vault.
NEVER UPSTAGED
Level 6 Grace Ability MASTER OF THE CRAFT
Recall Cost: 2 Level 9 Grace Ability
Recall Cost: 0
When you mark 1 or more Hit Points from an attack, you
can mark a Stress to place a number of tokens equal to the Gain a permanent +2 bonus to two of your Experiences or a
number of Hit Points you marked on this card. On your next permanent +3 bonus to one of your Experiences. Then place
successful attack, gain a +5 bonus to your damage roll for each this card in your vault permanently.
token on this card, then clear all tokens. ENCORE
SHARE THE BURDEN Level 10 Grace Spell
Level 6 Grace Spell Recall Cost: 1
Recall Cost: 0 When an ally within Close range deals damage to an adversary,
Once per rest, take on the Stress from a willing creature within you can make a Spellcast Roll against that same target. On a
Melee range. The target describes what intimate knowledge success, you deal the same damage to the target that your ally
or emotions telepathically leak from their mind in this moment dealt. If your Spellcast Roll succeeds with Fear, place this card
between you. Transfer any number of their marked Stress to in your vault.
you, then gain a Hope for each Stress transferred. NOTORIOUS
ENDLESS CHARISMA Level 10 Grace Ability
Level 7 Grace Ability Recall Cost: 0
Recall Cost: 1 People know who you are and what you’ve done, and they treat
After you make an action roll to persuade, lie, or garner favor, you differently because of it. When you leverage your notoriety
you can spend a Hope to reroll the Hope or to get what you want, you can mark a Stress before you roll to
Fear Die. gain a +10 bonus to the result. Your food and drinks are always
free wherever you go, and everything else you buy is reduced
GRACE‑TOUCHED in price by one bag of gold (to a minimum of one handful).
Level 7 Grace Ability This card doesn’t count against your loadout’s domain card
Recall Cost: 2 maximum of 5 and can’t be placed in
When 4 or more of the domain cards in your loadout are from your vault.
the Grace domain, gain the following benefits:
• You can mark an Armor Slot instead of marking a Stress.
• When you would force a target to mark a number of Hit
Points, you can choose instead to force them to mark that
number of Stress.

Daggerheart SRD 127


MIDNIGHT DOMAIN

PICK AND PULL VEIL OF NIGHT


Level 1 Midnight Ability Level 3 Midnight Spell
Recall Cost: 0 Recall Cost: 1
You have advantage on action rolls to pick nonmagical locks, Make a Spellcast Roll (13). On a success, you can create a
disarm nonmagical traps, or steal items from a target (either temporary curtain of darkness between two points within
through stealth or by force). Far range. Only you can see through this darkness. You’re
considered Hidden to adversaries on the other side of the veil,
RAIN OF BLADES and you have advantage on attacks you make through the
Level 1 Midnight Spell darkness. The veil remains until you cast another spell.
Recall Cost: 1
Spend a Hope to make a Spellcast Roll and conjure throwing
STEALTH EXPERTISE
blades that strike out at all targets within Very Close range. Level 4 Midnight Ability
Targets you succeed against take d8+2 magic damage using Recall Cost: 0
your Proficiency. When you roll with Fear while attempting to move unnoticed
If a target you hit is Vulnerable, they take an extra 1d8 damage. through a dangerous area, you can mark a Stress to roll with
Hope instead.
UNCANNY DISGUISE If an ally within Close range is also attempting to move
Level 1 Midnight Spell unnoticed and rolls with Fear, you can mark a Stress to change
Recall Cost: 0 their result to a roll with Hope.
When you have a few minutes to prepare, you can mark a
Stress to don the facade of any humanoid you can picture
GLYPH OF NIGHTFALL
clearly in your mind. While disguised, you have advantage on Level 4 Midnight Spell
Presence Rolls to avoid scrutiny. Recall Cost: 1
Place a number of tokens equal to your Spellcast trait on this Make a Spellcast Roll against a target within Very Close range.
card. When you take an action while disguised, spend a token On a success, spend a Hope to conjure a dark glyph upon their
from this card. After the action that spends the last token is body that exposes their weak points, temporarily reducing
resolved, the disguise drops. the target’s Difficulty by a value equal to your Knowledge
(minimum 1).
MIDNIGHT SPIRIT
Level 2 Midnight Spell HUSH
Recall Cost: 1 Level 5 Midnight Spell
Recall Cost: 1
Spend a Hope to summon a humanoid‑sized spirit that can
move or carry things for you until your next rest. Make a Spellcast Roll against a target within Close range. On
a success, spend a Hope to conjure suppressive magic around
You can also send it to attack an adversary. When you do,
the target that encompasses everything within Very Close
make a Spellcast Roll against a target within Very Far range.
range of them and follows them as they move.
On a success, the spirit moves into Melee range with that
target. Roll a number of d6s equal to your Spellcast trait and The target and anything within the area is Silenced until the
deal that much magic damage to the target. The spirit then GM spends a Fear on their turn to clear this condition, you cast
dissipates. You can only have one spirit at a time. Hush again, or you take Major damage. While Silenced, they
can’t make noise and can’t cast spells.
SHADOWBIND
Level 2 Midnight Spell PHANTOM RETREAT
Recall Cost: 0 Level 5 Midnight Spell
Recall Cost: 2
Make a Spellcast Roll against all adversaries within Very Close
range. Targets you succeed against are temporarily Restrained Spend a Hope to activate Phantom Retreat where you’re
as their shadow binds them in place. currently standing. Spend another Hope at any time before
your next rest to disappear from where you are and reappear
CHOKEHOLD where you were standing when you activated Phantom
Level 3 Midnight Ability Retreat. This spell ends after you reappear.
Recall Cost: 1
When you position yourself behind a creature who’s about
your size, you can mark a Stress to pull them into a chokehold,
making them temporarily Vulnerable.
When a creature attacks a target who is Vulnerable in this way,
they deal an extra 2d6 damage.

128 Daggerheart SRD


DARK WHISPERS NIGHT TERROR
Level 6 Midnight Spell Level 9 Midnight Spell
Recall Cost: 0 Recall Cost: 2
You can speak into the mind of any person with whom you’ve Once per long rest, choose any targets within Very Close
made physical contact. Once you’ve opened a channel with range to perceive you as a nightmarish horror. The targets
them, they can speak back into your mind. Additionally, you must succeed on a Reaction Roll (16) or become temporarily
can mark a Stress to make a Spellcast Roll against them. On Horrified. While Horrified, they’re Vulnerable. Steal a number
a success, you can ask the GM one of the following questions of Fear from the GM equal to the number of targets that are
and receive an answer: Horrified (up to the number of Fear in the GM’s pool). Roll a
• Where are they? number of d6s equal to the number of stolen Fear and deal the
total damage to each Horrified target. Discard the stolen Fear.
• What are they doing?
• What are they afraid of? TWILIGHT TOLL
Level 9 Midnight Ability
• What do they cherish most in the world?
Recall Cost: 1
MASS DISGUISE Choose a target within Far range. When you succeed on an
Level 6 Midnight Spell action roll against them that doesn’t result in making a damage
Recall Cost: 0 roll, place a token on this card. When you deal damage to this
When you have a few minutes of silence to focus, you can target, spend any number of tokens to add a d12 for each
mark a Stress to change the appearance of all willing creatures token spent to your damage roll. You can only hold Twilight Toll
within Close range. Their new forms must share a general on one creature at a time.
body structure and size, and can be somebody or something When you choose a new target or take a rest, clear all unspent
you’ve seen before or entirely fabricated. A disguised creature tokens.
has advantage on Presence Rolls to avoid scrutiny.
ECLIPSE
Activate a Countdown (8). It ticks down as a consequence the
Level 10 Midnight Spell
GM chooses. When it triggers, the disguise drops.
Recall Cost: 2
MIDNIGHT‑TOUCHED Make a Spellcast Roll (16). Once per long rest on a success,
Level 7 Midnight Ability plunge the entire area within Far range into complete darkness
Recall Cost: 2 only you and your allies can see through. Attack rolls have
When 4 or more of the domain cards in your loadout are from disadvantage when targeting you or an ally within this shadow.
the Midnight domain, gain the following benefits: Additionally, when you or an ally succeeds with Hope against
• Once per rest, when you have 0 Hope and the GM would an adversary within this shadow, the target must mark a
gain a Fear, you can gain a Hope instead. Stress.
• When you make a successful attack, you can mark a This spell lasts until the GM spends a Fear on their turn to
clear this effect or you take Severe damage.
Stress to add the result of your Fear Die to your damage
roll. SPECTER OF THE DARK
VANISHING DODGE Level 10 Midnight Spell
Level 7 Midnight Spell Recall Cost: 1
Recall Cost: 1 Mark a Stress to become Spectral until you make an action roll
targeting another creature. While Spectral, you’re immune to
When an attack made against you that would deal physical
physical damage and can float and pass through solid objects.
damage fails, you can spend a Hope to envelop yourself in
Other creatures can still see you while you’re in this form.
shadow, becoming Hidden and teleporting to a point within
Close range of the attacker. You remain Hidden until the next
time you make an action roll.
SHADOWHUNTER
Level 8 Midnight Ability
Recall Cost: 2
Your prowess is enhanced under the cover of shadow. While
you’re shrouded in low light or darkness, you gain a +1 bonus
to your Evasion and make attack rolls with advantage.
SPELLCHARGE
Level 8 Midnight Spell
Recall Cost: 1
When you take magic damage, place tokens equal to the
number of Hit Points you marked on this card. You can store a
number of tokens equal to your Spellcast trait.
When you make a successful attack against a target, you can
spend any number of tokens to add a d6 for each token spent
to your damage roll.

Daggerheart SRD 129


SAGE DOMAIN

GIFTED TRACKER CORROSIVE PROJECTILE


Level 1 Sage Ability Level 3 Sage Spell
Recall Cost: 0 Recall Cost: 1
When you’re tracking a specific creature or group of creatures Make a Spellcast Roll against a target within Far range. On
based a success, deal d6+4 magic damage using your Proficiency.
on signs of their passage, you can spend any number of Hope Additionally, mark 2 or more Stress to make them
and ask the GM that many questions from the following list. permanently Corroded. While a target is Corroded, they gain a
• What direction did they go? −1 penalty to their Difficulty for every 2 Stress you spent. This
condition can stack.
• How long ago did they pass through?
• What were they doing in this location? TOWERING STALK
• How many of them were here? Level 3 Sage Spell
Recall Cost: 1
When you encounter creatures you’ve tracked in this way, gain
a +1 bonus to your Evasion against them. Once per rest, you can conjure a thick, twisting stalk within
Close range that can be easily climbed. Its height can grow up
NATURE’S TONGUE to Far range.
Level 1 Sage Ability Mark a Stress to use this spell as an attack. Make a Spellcast
Recall Cost: 0 Roll against an adversary or group of adversaries within Close
You can speak the language of the natural world. When you range. The erupting stalk lifts targets you succeed against into
want to speak to the plants and animals around you, make the air and drops them, dealing d8 physical damage using your
an Instinct Roll (12). On a success, they’ll give you the Proficiency.
information they know. On a roll with Fear, their knowledge
might be limited or come at a cost.
DEATH GRIP
Level 4 Sage Spell
Additionally, before you make a Spellcast Roll while within a
Recall Cost: 1
natural environment, you can spend a Hope to gain a +2 bonus
to the roll. Make a Spellcast Roll against a target within Close range and
choose one of the following options:
VICIOUS ENTANGLE • You pull the target into Melee range or pull yourself into
Level 1 Sage Spell Melee range of them.
Recall Cost: 1 • You constrict the target and force them to mark 2 Stress.
Make a Spellcast Roll against a target within Far range. On a
• All adversaries between you and the target must succeed
success, roots and vines reach out from the ground, dealing
on a Reaction Roll (13) or be hit by vines, taking 3d6+2
1d8+1 physical damage and temporarily Restraining the target.
physical damage.
Additionally on a success, you can spend a Hope to
On a success, vines reach out from your hands, causing the
temporarily Restrain another adversary within Very Close range
chosen effect and temporarily Restraining the target.
of your target.
CONJURE SWARM HEALING FIELD
Level 4 Sage Spell
Level 2 Sage Spell
Recall Cost: 2
Recall Cost: 1
Once per long rest, you can conjure a field of healing plants
Tekaira Armored Beetles: Mark a Stress to conjure armored
around you. Everywhere within Close range of you bursts to
beetles that encircle you. When you next take damage, reduce
life with vibrant nature, allowing you and all allies in the area to
the severity by one threshold. You can spend a Hope to keep
clear a Hit Point.
the beetles conjured after taking damage.
Spend 2 Hope to allow you and all allies to clear 2 Hit Points
Fire Flies: Make a Spellcast Roll against all adversaries within
instead.
Close range. Spend a Hope to deal 2d8+3 magic damage to
targets you succeeded against. THORN SKIN
NATURAL FAMILIAR Level 5 Sage Spell
Level 2 Sage Spell Recall Cost: 1
Recall Cost: 1 Once per rest, spend a Hope to sprout thorns all over your
body. When you do, place a number of tokens equal to your
Spend a Hope to summon a small nature spirit or forest critter
Spellcast trait on this card. When you take damage, you can
to your side until your next rest, you cast Natural Familiar
spend any number of tokens to roll that number of d6s. Add
again, or the familiar is targeted by an attack. If you spend an
the results together and reduce the incoming damage by that
additional Hope, you can summon a familiar that flies. You can
amount. If you’re within Melee range of the attacker, deal that
communicate with them, make a Spellcast Roll to command
amount of damage back to them.
them to perform simple tasks, and mark a Stress to see
through their eyes. When you take a rest, clear all
unspent tokens.
When you deal damage to an adversary within Melee range of
your familiar, you add a d6 to your damage roll.

130 Daggerheart SRD


WILD FORTRESS FOREST SPRITES
Level 5 Sage Spell Level 8 Sage Spell
Recall Cost: 1 Recall Cost: 2
Make a Spellcast Roll (13). On a success, spend 2 Hope to Make a Spellcast Roll (13). On a success, spend any number
grow a natural barricade in the shape of a dome that you of Hope to create an equal number of small forest sprites who
and one ally can take cover within. While inside the dome, a appear at points you choose within Far range, providing the
creature can’t be targeted by attacks and can’t make attacks. following benefits:
Attacks made against the dome automatically succeed. The • Your allies gain a +3 bonus to attack rolls against
dome has the following damage thresholds and lasts until it adversaries within Melee range of a sprite.
marks 3 Hit Points. Place tokens on this card to represent
marking Hit Points.
• An ally who marks an Armor Slot while within Melee range
of a sprite can mark an additional Armor Slot.
Thresholds: 15/30
A sprite vanishes after granting a benefit or taking any
CONJURED STEEDS damage.
Level 6 Sage Spell
Recall Cost: 0
REJUVENATION BARRIER
Level 8 Sage Spell
Spend any number of Hope to conjure that many magical Recall Cost: 1
steeds (such as horses, camels, or elephants) that you and
your allies can ride until your next long rest or the steeds Make a Spellcast Roll (15). Once per rest on a success, create
take any damage. The steeds double your land speed while a temporary barrier of protective energy around you at Very
traveling and, when in danger, allow you to move within Far Close range. You and all allies within the barrier when this spell
range without having to roll. Creatures riding a steed gain a −2 is cast clear 1d4 Hit Points. While the barrier is up, you and all
penalty to attack rolls and a +2 bonus to damage rolls. allies within have resistance to physical damage from outside
the barrier.
FORAGER When you move, the barrier
Level 6 Sage Ability follows you.
Recall Cost: 1
As an additional downtime move you can choose, roll a d6 to
FANE OF THE WILDS
see what you forage. Work with the GM to describe it and add
Level 9 Sage Ability
it to your inventory as a consumable. Your party can carry up Recall Cost: 2
to five foraged consumables at a time. After a long rest, place a number of tokens equal to the
1. A unique food (Clear 2 Stress) number of Sage domain cards in your loadout and vault on this
2. A beautiful relic (Gain 2 Hope) card.
3. An arcane rune (+2 to a Spellcast Roll) When you would make a Spellcast Roll, you can spend any
4. A healing vial (Clear 2 Hit Points) number of tokens after the roll to gain a +1 bonus for each
5. A luck charm (Reroll any die) token spent.
6. Choose one of the options above.
When you critically succeed on a Spellcast Roll for a Sage
SAGE‑TOUCHED domain spell, gain a token.
Level 7 Sage Ability When you take a long rest, clear all unspent tokens.
Recall Cost: 2
PLANT DOMINION
When 4 or more of the domain cards in your loadout are from Level 9 Sage Spell
the Sage domain, gain the following benefits:
Recall Cost: 1
• While you’re in a natural environment, you gain a +2 bonus
Make a Spellcast Roll (18). Once per long rest on a success,
to your Spellcast Rolls.
you reshape the natural world, changing the surrounding
• Once per rest, you can double your Agility or Instinct when plant life anywhere within Far range of you. For example, you
making a roll that uses that trait. You must choose to do can grow trees instantly, clear a path through dense vines, or
this before you roll. create a wall of roots.
WILD SURGE FORCE OF NATURE
Level 7 Sage Spell Level 10 Sage Spell
Recall Cost: 2 Recall Cost: 2
Once per long rest, mark a Stress to channel the natural Mark a Stress to transform into a hulking nature spirit, gaining
world around you and enhance yourself. Describe how your the following benefits:
appearance changes, then place a d6 on this card with the 1 • When you succeed on an attack or Spellcast Roll, gain a +10
value facing up. bonus to the damage roll.
While the Wild Surge Die is active, you add its value to every • When you deal enough damage to defeat a creature within
action roll you make. After you add its value to a roll, increase Close range, you absorb them and clear an Armor Slot.
the Wild Surge Die’s value by one. When the die’s value would
exceed 6 or you take a rest, this form drops and you must • You can’t be Restrained.
mark an additional Stress. Before you make an action roll, you must spend a Hope. If you
can’t, you revert to your normal form.

Daggerheart SRD 131


TEMPEST temporararily Vulnerable.
Level 10 Sage Spell • Hurricane: Deal 3d10+10 magic damage and choose a
Recall Cost: 2 direction the wind is blowing. Targets can’t move against
Choose one of the following tempests and make a Spellcast the wind.
Roll against all targets within Far range. Targets you succeed • Sandstorm: Deal 5d6+9 magic damage. Attacks made
against experience its effects until the GM spends a Fear on from beyond Melee range have disadvantage.
their turn to end this spell.
• Blizzard: Deal 2d20+8 magic damage and targets are

SPLENDOR DOMAIN

BOLT BEACON SECOND WIND


Level 1 Splendor Spell Level 3 Splendor Ability
Recall Cost: 1 Recall Cost: 2
Make a Spellcast Roll against a target within Far range. Once per rest, when you succeed on an attack against an
On a success, spend a Hope to send a bolt of shimmering adversary, you can clear 3 Stress or a Hit Point. On a success
light toward them, dealing d8+2 magic damage using your with Hope, you also clear 3 Stress or a Hit Point on an ally
Proficiency. The target becomes temporarily Vulnerable and within Close range of you.
glows brightly until this condition is cleared.
VOICE OF REASON
MENDING TOUCH Level 3 Splendor Ability
Level 1 Splendor Spell Recall Cost: 1
Recall Cost: 1 You speak with an unmatched power and authority. You have
You lay your hands upon a creature and channel healing magic advantage on action rolls to de‑escalate violent situations or
to close their wounds. When you can take a few minutes to convince someone to follow your lead.
focus on the target you’re helping, you can spend 2 Hope to Additionally, you’re emboldened in moments of duress. When
clear a Hit Point or a Stress on them. all of your Stress slots are marked, you gain a +1 bonus to your
Once per long rest, when you spend this healing time learning Proficiency for damage rolls.
something new about them or revealing something about
yourself, you can clear 2 Hit Points or 2 Stress on them DIVINATION
instead. Level 4 Splendor Spell
Recall Cost: 1
REASSURANCE Once per long rest, spend 3 Hope to reach out to the forces
Level 1 Splendor Ability beyond and ask one “yes or no” question about an event,
Recall Cost: 0 person, place, or situation in the near future. For a moment,
Once per rest, after an ally attempts an action roll but before the present falls away and you see the answer before you.
the consequences take place, you can offer assistance or
words of support. When you do, your ally can reroll their dice. LIFE WARD
Level 4 Splendor Spell
FINAL WORDS Recall Cost: 1
Level 2 Splendor Spell Spend 3 Hope and choose an ally within Close range. They are
Recall Cost: 1 marked with a glowing sigil of protection. When this ally would
You can infuse a corpse with a moment of life to speak with make a death move, they clear a Hit Point instead.
it. Make a Spellcast Roll (13). On a success with Hope, the This effect ends when it saves the target from a death move,
corpse answers up to three questions. On a success with you cast Life Ward on another target, or you take a long rest.
Fear, the corpse answers one question. The corpse answers
truthfully, but it can’t impart information it didn’t know in life. SHAPE MATERIAL
On a failure, or once the corpse has finished answering your Level 5 Splendor Spell
questions, the body turns to dust. Recall Cost: 1
HEALING HANDS Spend a Hope to shape a section of natural material you’re
Level 2 Splendor Spell touching (such as stone, ice, or wood) to suit your purpose.
The area of the material can be no larger than you. For
Recall Cost: 1
example, you can form a rudimentary tool or create a door.
Make a Spellcast Roll (13) and target a creature other than
You can only affect the material within Close range of where
yourself within Melee range. On a success, mark a Stress to
you’re touching it.
clear 2 Hit Points or 2 Stress on the target. On a failure, mark
a Stress to clear a Hit Point or a Stress on the target. You can’t
heal the same target again until your next long rest.

132 Daggerheart SRD


SMITE STUNNING SUNLIGHT
Level 5 Splendor Spell Level 8 Splendor Spell
Recall Cost: 2 Recall Cost: 2
Once per rest, spend 3 Hope to charge your powerful smite. Make a Spellcast Roll to unleash powerful rays of burning
When you next successfully attack with a weapon, double the sunlight against all adversaries in front of you within Far range.
result of your damage roll. This attack deals magic damage On a success, spend any number of Hope and force that many
regardless of the weapon’s damage type. targets you succeeded against to make a Reaction Roll (14).
RESTORATION Targets who succeed take 3d20+3 magic damage. Targets who
fail take 4d20+5 magic damage and are temporarily Stunned.
Level 6 Splendor Spell
While Stunned, they can’t use reactions and can’t take any
Recall Cost: 2 other actions until they clear this condition.
After a long rest, place a number of tokens equal to your
Spellcast trait on this card. Touch a creature and spend any OVERWHELMING AURA
number of tokens to clear 2 Hit Points or 2 Stress for each Level 9 Splendor Spell
token spent. Recall Cost: 2
You can also spend a token from this card when touching a Make a Spellcast Roll (15) to magically empower your aura. On
creature to clear the Vulnerable condition or heal a physical a success, spend 2 Hope to make your Presence equal to your
or magical ailment (the GM might require additional tokens Spellcast trait until your next long rest.
depending on the strength of the ailment). While this spell is active, an adversary must mark a Stress
When you take a long rest, clear all unspent tokens. when they target you with an attack.
ZONE OF PROTECTION SALVATION BEAM
Level 6 Splendor Spell Level 9 Splendor Spell
Recall Cost: 2 Recall Cost: 2
Make a Spellcast Roll (16). Once per long rest on a success, Make a Spellcast Roll (16). On a success, mark any number
choose a point within Far range and create a visible zone of of Stress to target a line of allies within Far range. You can
protection there for all allies within Very Close range of that clear Hit Points on the targets equal to the number of Stress
point. When you do, place a d6 on this card with the 1 value marked, divided among them however you’d like.
facing up. When an ally in this zone takes damage, they reduce
it by the die’s value. You then increase the die’s value by one. INVIGORATION
When the die’s value would exceed 6, this effect ends. Level 10 Splendor Spell
Recall Cost: 3
HEALING STRIKE When you or an ally within Close range has used a feature
Level 7 Splendor Spell that has an exhaustion limit (such as once per rest or once
Recall Cost: 1 per session), you can spend any number of Hope and roll that
When you deal damage to an adversary, you can spend 2 Hope many d6s. If any roll a 6, the feature can be used again.
to clear a Hit Point on an ally within Close range.
RESURRECTION
SPLENDOR‑TOUCHED Level 10 Splendor Spell
Level 7 Splendor Ability Recall Cost: 2
Recall Cost: 2 Make a Spellcast Roll (20). On a success, restore one creature
When 4 or more of the domain cards in your loadout are from who has been dead no longer than 100 years to full strength.
the Splendor domain, gain the following benefits: Then roll a d6. On a result of 5 or lower, place this card in your
• +3 bonus to your Severe damage threshold vault permanently.
• Once per long rest, when incoming damage would require On a failure, you can’t cast Resurrection again for a week.
you to mark a number of Hit Points, you can choose to
mark that much Stress or spend that much Hope instead.
SHIELD AURA
Level 8 Splendor Spell
Recall Cost: 2
Mark a Stress to cast a protective aura on a target within
Very Close range. When the target marks an Armor Slot, they
reduce the severity of the attack by an additional threshold. If
this spell causes a creature who would be damaged to instead
mark no Hit Points, the effect ends.
You can only hold Shield Aura on one creature at a time.

Daggerheart SRD 133


VALOR DOMAIN

BARE BONES GOAD THEM ON


Level 1 Valor Ability Level 4 Valor Ability
Recall Cost: 0 Recall Cost: 1
When you choose not to equip armor, you have a base Armor Describe how you taunt a target within Close range, then make
Score of 3 + your Strength and use the following as your base a Presence Roll against them. On a success, the target must
damage thresholds: mark a Stress, and the next time the GM spotlights them,
• Tier 1: 9/19 they must target you with an attack, which they make with
disadvantage.
• Tier 2: 11/24
• Tier 3: 13/31 SUPPORT TANK
Level 4 Valor Ability
• Tier 4: 15/38 Recall Cost: 2
FORCEFUL PUSH When an ally within Close range fails a roll, you can spend 2
Level 1 Valor Ability Hope to allow them to reroll either their Hope or
Recall Cost: 0 Fear Die.
Make an attack with your primary weapon against a target ARMORER
within Melee range. On a success, you deal damage and knock Level 5 Valor Ability
them back to Close range. On a success with Hope, add a d6
Recall Cost: 1
to your damage roll.
While you’re wearing armor, gain a +1 bonus to your Armor
Additionally, you can spend a Hope to make them temporarily
Score.
Vulnerable.
During a rest, when you choose to repair your armor as a
I AM YOUR SHIELD downtime move, your allies also clear an Armor Slot.
Level 1 Valor Ability
ROUSING STRIKE
Recall Cost: 1
Level 5 Valor Ability
When an ally within Very Close range would take damage, you Recall Cost: 1
can mark a Stress to stand in the way and make yourself the
target of the attack instead. When you take damage from this Once per rest, when you critically succeed on an attack, you
attack, you can mark any number of Armor Slots. and all allies who can see or hear you can clear a Hit Point or
1d4 Stress.
BODY BASHER
Level 2 Valor Ability
INEVITABLE
Level 6 Valor Ability
Recall Cost: 1
Recall Cost: 1
You use the full force of your body in a fight. On a successful
attack using a weapon with a Melee range, gain a bonus to When you fail an action roll, your next action roll has
your damage roll equal to your Strength. advantage.

BOLD PRESENCE RISE UP


Level 2 Valor Ability Level 6 Valor Ability
Recall Cost: 0 Recall Cost: 2
When you make a Presence Roll, you can spend a Hope to add Gain a bonus to your Severe threshold equal to your
your Strength to the roll. Proficiency.
Additionally, once per rest when you would gain a condition, When you mark 1 or more Hit Points from an attack, clear a
you can describe how your bold presence aids you in the Stress.
situation and avoid gaining the condition. SHRUG IT OFF
CRITICAL INSPIRATION Level 7 Valor Ability
Level 3 Valor Ability Recall Cost: 1
Recall Cost: 1 When you would take damage, you can mark a Stress to
Once per rest, when you critically succeed on an attack, all reduce the severity of the damage by one threshold. When you
allies within Very Close range can clear a Stress or gain a Hope. do, roll a d6. On a result of 3 or lower, place this card in your
vault.
LEAN ON ME
Level 3 Valor Ability
VALOR‑TOUCHED
Level 7 Valor Ability
Recall Cost: 1
Recall Cost: 1
Once per long rest, when you console or inspire an ally who
failed an action roll, you can both clear 2 Stress. When 4 or more of the domain cards in your loadout are from
the Valor domain, gain the following benefits:
• +1 bonus to your Armor Score
• When you mark 1 or more Hit Points without marking an
Armor Slot, clear an Armor Slot.

134 Daggerheart SRD


FULL SURGE
Level 8 Valor Ability
Recall Cost: 1
Once per long rest, mark 3 Stress to push your body to its
limits. Gain a +2 bonus to all of your character traits until your
next rest.
GROUND POUND
Level 8 Valor Ability
Recall Cost: 2
Spend 2 Hope to strike the ground where you stand and make
a Strength Roll against all targets within Very Close range.
Targets you succeed against are thrown back to Far range and
must make a Reaction Roll (17). Targets who fail take 4d10+8
damage. Targets who succeed take half damage.
HOLD THE LINE
Level 9 Valor Ability
Recall Cost: 1
Describe the defensive stance you take and spend a Hope. If
an adversary moves within Very Close range, they’re pulled
into Melee range and Restrained.
This condition lasts until you move or fail a roll with Fear, or
the GM spends 2 Fear on their turn to clear it.
LEAD BY EXAMPLE
Level 9 Valor Ability
Recall Cost: 3
When you deal damage to an adversary, you can mark a Stress
and describe how you encourage your allies. The next PC to
make an attack against that adversary can clear a Stress or
gain a Hope.
UNBREAKABLE
Level 10 Valor Ability
Recall Cost: 4
When you mark your last Hit Point, instead of making a death
move, you can roll a d6 and clear a number of Hit Points equal
to the result. Then place this card in your vault.
UNYIELDING ARMOR
Level 10 Valor Ability
Recall Cost: 1
When you would mark an Armor Slot, roll a number of d6s
equal to your Proficiency. If any roll a 6, reduce the severity by
one threshold without marking an Armor Slot.

Daggerheart SRD 135

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