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CHARACTER CREATION

1 CHOOSE A CLASS. 6 CHOOSE STARTING WEAPONS. 11 ANSWER BACKGROUND QUESTIONS.


Your class represents what kind of Decide what kind of weapons you want Use the background questions on your
character you’ll be playing and will give to start the game with, and record their character guide as a jumping off point
you access to certain abilities and spells details in the appropriate spaces. to build out your character’s history.
during the game. Take the character
sheet specific for this class.
7 CHOOSE STARTING ARMOR 12 GENERATE EXPERIENCE.
Use all of the choices and backstory
2 CHOOSE A SUBCLASS. Take one of the available starting armors,
you’ve made about your character
and record its details in the appropriate
Each class has a number of subclasses spaces. so far to generate their Experience,
to choose from that help better define a set of narrative words or phrases
what kind of focus you’d like your that represent the kinds of things
character to have. Take the Foundation they’ve learned or become on their
card for your chosen subclass. 8 TAKE YOUR STARTING INVENTORY. journey so far. Assign one +2 and the
other +1 as their starting values.
The starting inventory for your class
3 CHOOSE A HERITAGE. is listed on your character guide.
Heritage is made up of both an Ancestry Record those items in the Inventory 13 RECORD YOUR NAME & PRONOUNS.
and a Community card. These two cards section of your character sheet. Create a name for your character and
that establish your physical appearance choose what pronouns they use. Then
and the kind of environment you grew 9 CHOOSE YOUR DESCRIPTION.
share your character with the rest of
up in. Make choices from the available options the table when they’re ready.
on your character guide or create your
own. This will help you start to build out
4 SET YOUR TRAITS & EVASION.
your character’s look and attitude. 14 CREATE CONNECTIONS.
Distribute the values -1, 0, 0, +1, +1, +2 across Ask any of the Connection questions
your Character Traits. When rolling, you’ll add on your character guide to the other
the value of that Character Trait to the roll. 10 TAKE DOMAIN DECK CARDS. characters at the table, or generate
Then record your starting Evasion score. Each class is made up of two different your own. Use this as an opportunity
domains, listed below the class name on to also discuss how you all met, what
5 SET YOUR THRESHOLDS & HOPE. the character sheet. Choose two cards brought you together, and why you’ve
total from the Level 1 cards in those decided to travel as a party.
Each class will start with its own Damage
domains from the domain decks. You may
Thresholds detailed on the character sheet
share these decks with other classes. If
under the Hit Points section. Record these
in their appropriate spaces. Then take
you do, make sure to talk with them about
what cards they’re interested in as well.
You’re now
2 Hope to start the game. ready to play!

first names FAMILY NAMES Experiences

Alucard, Ambrose, Astrid, Ash, Bellamy, Calder, Abbot, Advani, Agoston, Baptiste, Belgarde, Backgrounds like:
Calypso, Clover, Chartreuse, Dahlia, Darrow, Blossom, Chance, Covault, Dawn, Dennison, Bodyguard, Con Artist,
Deacon, Elowen, Emrys, Fable, Fiorella, Flynn, Drayer, Emrick, Foley, Fury, Gage, Gallamore, Merchant, Noble, Pirate
Gerard, Harlow, Hadron, Indigo, Inara, Jasper, Grove, Hartley, Humfleet, Hyland, Jones, Characteristics like:
Kai, Kismet, Leo, Marigold, Maverick, Mika, Jordon, Knoth, Lagrange, Lockamy, Lyon, Affable, Survivor, Sticky
Moon, Nyx, Phaedra, Quill, Raphael, Ronan, Marche, Merrell, Newland, Novak, Orwick, Fingers, Intimidating
Roux, Reza, Saffron, Sierra, Skye, Talon, Thea, Overholt, Pray, Pyre, Rathbone, Rose,
Triton, Vala, Velo, Wisteria, Yarrow, Zahara. Seagrave, Spurlock, Thorn, Tringle, Warren, Specialties like:
Worth, York, Zimarik Navigator, Sharpshooter,
region names Swashbuckler, Inventor
PLACE NAMES Skills like: Barter, Repair,
Watcher’s Ravine, Shattered Peaks, Holdland, Tracking, Quick Hands
Davesh Pass, Branishar, Crown of the World, Stone’s Throw, Golden Goose, Black Willow,
South Choir, Xuria, Wilting Valley, Bonecross, Limping Liar, Menagerie, Great Expectations, Phrases like: Nature’s
Roaming Sea, Mistvale, Hadriel’s Wall, Wicked Smile, Crow’s Nest, Balking Tide, Figero, Friend, This Is Not A
Bloomfare, Cloud Isles, Revenance, Mountains Idle Fiend, Quiet Magnitude, Nero’s Compass, Negotiation, Catch Me
of Creation, Sunbearer’s Crescent. Netherwell, Kross, Hollow Keep, Salute, If You Can, Never Again,
Hearthbreak, Parting Gift, Fool’s Gold. Knowledge is Power

© 2024 Daggerheart v1.3 Open Beta


PLAY GUIDE

ACTION ROLLS ACTION ROLL RESULTS QUICK REFERENCE


When the GM calls for an action roll: • On a critical success, you get what you want and Advantage: Add an additional Hope die to your roll,
a little more. Gain a Hope and clear a Stress. then choose one to take the value of.
• On a success with Hope, you pull it off well and Disadvantage: Add an additional Hope die to your
+1 Agility
get what you want. Gain a Hope. roll and take the lowest result between the two.
+1 Thief • On a success with Fear, you get what you want, Help An Ally: Spend a Hope and roll your Hope die.
Decide what modifiers but it comes with a cost or consequence. You The ally you’re helping may choose the value of your
apply. Spend Hope to add an
might get attacked, get limited information, attract Hope die instead.
Experience.
danger, etc. The GM makes a move or gains Fear. Group Action: Nominate a leader of the action. All
• On a failure with Hope, things don’t go to plan. other participants in the group action make reaction
You probably don’t get what you want and must rolls. Any successes give the leader a +1 modifier.
6 12 face the consequences. Gain a Hope and the GM Any failures give the leader a -1 modifier. After all
makes a move. other participants have contributed, the leader
makes an action roll including these new modifiers.
• On a failure with Fear, things go really bad. You
Roll your Duality Dice and If the action tracker is active, the leader adds action
add them together along probably don’t get what you want, and there is a
tokens for everyone who participated.
with your modifiers. major consequence or complication because of it.
6 6 The GM makes a move or gains Fear. Tag Team Roll: Each player can choose one time per
session to spend three Hope and initiate a Tag Team
Roll with another PC. When you do, work with your
DAMAGE ROLLS chosen partner to describe how you combine your
“20 with Fear!” After a successful attack, roll a number of weapon actions in a unique and exciting way. You both make
Tell the GM the result and dice equal to your proficiency and add them separate action rolls, but before resolving the roll’s
which Duality Die rolled
together. outcome, choose one of the rolls to apply for both
6higher. 12 of your results. If the action tracker is active, this
If the attack roll was a Critical Success: Take the roll only takes one action token. On a roll with Hope,
maximum potential value of all your damage dice the PC whose action roll was used gains the Hope. If
added together, and add it as a modifier to your you Tag Team on an attack roll and it succeeds, you
damage roll. both roll damage, then add it together to determine
6 6 the damage dealt. If the action tracker is active, only
place one token.
USING ARMOR
Vulnerable: A condition that allows any rolls against
Critical Success! If you are taking damage, you may mark armor slots
that creature to be at advantage.
If the Hope and Fear die both
to reduce the amount by your armor score. Multiple
land on the same number, armor slots may be marked to reduce the damage Restrained: A condition that keeps the target from
it’s a critical success. further. moving.
Temporary: When a spell, condition, etc. is
temporary, it means the GM must use a GM move to
end it.

Downtime represents moments of respite within the perilous journey player characters

DOWNTIME are on together. It is not only an opportunity to recover and prepare for what lies ahead,
but also a time to share more quiet, intimate scenes that help to build or showcase the
relationships characters have with one another.

SHORT REST LONG REST


Each player may swap any number of domain cards in their Loadout for Each player may swap any number of domain cards in their Loadout for
domain cards in their Vault, then choose two options below. They may repeat domain cards in their Vault, then choose two options below. They may repeat
the same action twice if they’d like. the same action twice if they’d like.
• Tend to Wounds • Tend to All Wounds
Describe how you temporarily patch yourself up and clear 1d4 hit points. You Describe how you patch yourself up and remove all marked Hit Points. You
may choose to do this on an ally instead. may choose to do this on an ally instead.
• Clear Stress • Clear All Stress
Describe how you blow off steam or pull yourself together, and clear 1d4 Describe how you blow off steam or pull yourself together, and clear all
stress. marked Stress.
• Repair Armor • Repair All Armor
Describe how you spend time quickly repairing your armor and clear 1d4 used Describe how you spend time repairing your armor and clear all of its Armor
Armor Slots. You may choose do this to an ally’s armor instead. Slots. You may choose do this to an ally’s armor instead.
• Prepare • Prepare
Describe how you are preparing for the next day’s adventure, then gain Hope. Describe how you are preparing for the next day’s adventure, then gain Hope.
If you choose to Prepare with one or more members of your party, you may If you choose to Prepare with one or more members of your party, you may
each take two Hope. each take two Hope.
• Work on a Project
Establish or continue work on a project. The GM might ask for a roll to
determine how much to tick down on the completion track.
© 2024 Daggerheart v1.3 Open Beta
EQUIPMENT
starting Primary weapons — Physical

Name Trait Range Feature Damage Damage Type Burden


Battleaxe Strength Melee d10+3 Phy
Warhammer Strength Melee Heavy: -1 to Agility. d12+3 Phy
Greatsword Strength Melee Massive: -1 Agility, roll one extra damage d10+3 Phy
die and drop the lowest.
Mace Strength Melee d8+1 Phy
Shortsword Agility Melee Reliable: +1 to attack rolls with this weapon. d8 Phy
Longsword Agility Melee d8+3 Phy

Cutlass Presence Melee d8+1 Phy


Rapier Presence Melee Quick: Mark stress to attack an additional d8 Phy
target in range.
Dagger Finesse Melee d8+1 Phy
Quarterstaff Instinct Melee d10+3 Phy
Halberd Strength Very Close d8+2 Phy
Shortbow Agility Far d6+3 Phy
Crossbow Finesse Far d6+1 Phy
Longbow Agility Very Far Cumbersome: -1 to Evasion. d6+3 Phy

starting Primary weapons — magic

Name Trait Range Feature Damage Damage Type Burden


Arcane Gauntlets Strength Melee d10+3 Mag
Hallowed Axe Strength Melee d10+1 Mag
Hand Runes Instinct Very Close d10 Mag
Glowing Rings Agility Very Close d10+2 Mag
Shortstaff Instinct Close d8+1 Mag
Wand Knowledge Far d6+1 Mag
Dualstaff Instinct Far d6+3 Mag
Returning Blade Finesse Close d8+1 Mag
Scepter Presence Far Versatile: Presence Melee - d10 d6 Mag
Greatstaff Knowledge Very Far Powerful: Roll one extra damage die and d6 Mag
drop the lowest.

starting secondary weapons


Name Trait Range Feature Damage Damage Type Burden
Round Shield Strength Melee Protective: Add +2 to your armor score. d4 Phy
Tower Shield Strength Melee Barrier: Add +4 to your armor score, -2 to d6 Phy
Evasion.
Small Dagger Finesse Melee Paired: +2 to Primary Weapon damage in d8 Phy
melee.
Saber Agility Melee Paired: +2 to Primary Weapon damage in d8 Phy
melee.
Whip Presence Very Close Whipcrack: Mark stress to scatter enemies d6 Phy
in melee back to close range.
Grappler Finesse Close Hook: On a successful attack, you may also d6 Phy
pull the target into melee with you.
Hand Crossbow Finesse Far d6+1 Phy

Starting Armor
Name Feature Base Score
Leather Armor 2
Breastplate Armor Stiff: -1 to Agility 3
Chainmail Armor Heavy: -1 to Evasion. 4
Full Plate Armor Very Heavy: -2 to Evasion and -1 Agility. 5

© 2024 Daggerheart v1.3 Open Beta


This section denotes your class. Each class is made up of This section gives you a place to record your name,
two domains. You’ll choose the majority of your abilities pronouns, heritage (the combination of your community
and spells from these domains. and ancestry), and subclass. There is also a space to
record your level.

Evasion represents your ability to not be hit by an attack. This area contains your six character traits. These are
The GM will roll against this number when seeing if an what you will use as your primary modifiers on action
adversary hits you. If you do get hit, you’ll be able to mark rolls. They have descriptions beneath each to remind you
armor slots (the boxes to the right of “armor”) to reduce how to use them.
the incoming damage by your armor score (the number
in “armor”).

This is the section for your active weapons. Along with a


The three boxes on top are your damage thresholds. name, weapons have an associated trait that you will roll
Whenever you take damage, compare it to the numbers when using them for an attack. They also have a range
here. If the incoming damage is minor, you mark one (melee, very close, close, far, or very far). The GM will tell
hit point. If it is major, you mark two hit points. If it is you what range a target is in. Damage dice are what kind
severe, you mark three hit points. If it’s below minor, of dice you’re rolling when you make a successful attack,
you mark no hit points. If you should ever need to mark and the type is either physical or magic. Proficiency
stress and can’t, you mark a hit point. If you ever mark tells you how many damage dice you roll. The Feature on
your last hit point, you must make a death move. a weapon gives you any special ability or requirement it
has.
Weapons are either one-handed or two-handed. You'll
see the appropriate amount of hands are already filled for
the weapon you've taken.
This is where you record your Hope. You may spend Hope
to use an Experience (details below) or to help an ally.
When you help an ally, you explain how you’re aiding
them and they roll an extra d12 Hope die and pick
whichever result they prefer between the two. You start
with 2 Hope marked.

This is the section for your armor. Along with a name,


Experience represents the particular specializations armor has a base score that will contribute towards
your character has. These are narrative tags that you your armor score. The Feature on armor gives you any
create to reflect what your character is skilled in. When special ability or requirement it has.
they apply to the scene, you can spend Hope before the
action roll to add their value as a modifier. You will earn
more of these throughout a campaign.

This is where you keep track of your gold during a


campaign. If you should mark your tenth coin, you
Inventory is where you will store all of your items and
instead mark a handful and erase all your coins. If you
consumables.
should mark your tenth handful, you insead mark a bag
and erase your handfuls, etc. You start with 2 gold
coins.

Every class starts with a unique Class Feature that sets


them apart from other classes. Make sure to read through
them before you begin playing.

This is where you would store any weapon you want


to carry, but not have active. While in your inventory,
Features from these weapons have no effect.

SLIDE THIS OUT TO THE LEFT OF SLIDE THIS OUT TO THE RIGHT OF
YOUR CHARACTER SHEET. YOUR CHARACTER SHEET.

© 2024 Daggerheart v1.3 Open Beta


ANCESTRY: COMMUNITY:

FEATURE FEATURE

subclass: FOUNDATION SPECIALIZATION MASTERY

SPELLCAST TRAIT FEATURE

DOMAIN card: DOMAIN card:

DOMAIN TYPE RECALL DOMAIN TYPE RECALL

FEATURE FEATURE

DOMAIN card: DOMAIN card:

DOMAIN TYPE RECALL DOMAIN TYPE RECALL

FEATURE FEATURE

DOMAIN card: DOMAIN card:

DOMAIN TYPE RECALL DOMAIN TYPE RECALL

FEATURE FEATURE

subclass: FOUNDATION SPECIALIZATION MASTERY

SPELLCAST TRAIT FEATURE

subclass: FOUNDATION SPECIALIZATION MASTERY

SPELLCAST TRAIT FEATURE

© 2024 Daggerheart v1.3 Open Beta


DOMAIN card: DOMAIN card:

DOMAIN TYPE RECALL DOMAIN TYPE RECALL

FEATURE FEATURE

DOMAIN card: DOMAIN card:

DOMAIN TYPE RECALL DOMAIN TYPE RECALL

FEATURE FEATURE

DOMAIN card: DOMAIN card:

DOMAIN TYPE RECALL DOMAIN TYPE RECALL

FEATURE FEATURE

DOMAIN card: DOMAIN card:

DOMAIN TYPE RECALL DOMAIN TYPE RECALL

FEATURE FEATURE

DOMAIN card: DOMAIN card:

DOMAIN TYPE RECALL DOMAIN TYPE RECALL

FEATURE FEATURE

© 2024 Daggerheart v1.3 Open Beta


name pronouns

BARD heritage Subclass


grace & CODEX
level
Daggerheart open beta v1.3

agility strength FINESSE Instinct presence knowledge

evasion armor Sprint Lift Control Perceive Charm Recall


Leap Smash Hide Sense Perform Analyze
Start at 9 Maneuver Grapple Tinker Navigate Deceive Comprehend

Hit Points & Stress active weapons


Start at MINOR 1, MAJOR 6, and SEVERE 12. PROFICIENCY

PRIMARY
MINOR Major Severe
Damage Damage Damage
NAME TRAIT & RANGE DAMAGE DICE
Mark 1 HP Mark 2 HP Mark 3 HP

FEATURE
hp

STRESS
secondary

hope
NAME TRAIT & RANGE DAMAGE DICE
Spend a Hope to use an experience or help an ally.

FEATURE

experience
active armor

NAME BASE SCORE

FEATURE

INVENTORY
gold

COINS HANDFULS BAGS CHEST

class feature

Rally
Once per session, when the GM brings the action inventory weapon
tracker into play, describe how you rally the party as
they head into the fray, then give yourself and all allies
a d6 Rally die. NAME TRAIT & RANGE DAMAGE DICE

Anyone can spend this Rally die to roll it, adding the
result to an action roll, reaction roll, or damage roll, or FEATURE
clearing Stress equal to the Rally die result.

At the end of the session, all unspent Rally dice are


cleared. inventory weapon
The Rally die you distribute increases to 1d8 at Level 5.
NAME TRAIT & RANGE DAMAGE DICE

FEATURE

© 2024 Daggerheart v1.3 Open Beta


name pronouns

DRUID heritage Subclass


sage & ARCANA
level
Daggerheart open beta v1.3

agility strength FINESSE Instinct presence knowledge

evasion armor Sprint Lift Control Perceive Charm Recall


Leap Smash Hide Sense Perform Analyze
Start at 8 Maneuver Grapple Tinker Navigate Deceive Comprehend

Hit Points & Stress active weapons


PROFICIENCY
Start at MINOR 1, MAJOR 7, and SEVERE 14.
PRIMARY
MINOR Major Severe
Damage Damage Damage
NAME TRAIT & RANGE DAMAGE DICE
Mark 1 HP Mark 2 HP Mark 3 HP

FEATURE
hp

STRESS
secondary

hope
NAME TRAIT & RANGE DAMAGE DICE
Spend a Hope to use an experience or help an ally.

FEATURE

experience
active armor

NAME BASE SCORE

FEATURE

INVENTORY
gold

COINS HANDFULS BAGS CHEST

class feature

Wildtouch
inventory weapon
You can perform harmless, subtle effects that involve
nature at will. (Ex: causing a flower to rapidly grow,
summon a slight gust of wind, start a campfire, etc) NAME TRAIT & RANGE DAMAGE DICE

Beastform
Mark a Stress to transform into a magical creature (from FEATURE
the Beastform list) equal to your level or lower. You lose
the use of your equipment and domain cards but gain the
features, attack trait, and armor score of the creature.
You can drop out of this form at any time. When you inventory weapon
mark your last Hit Point or your last Stress, this form
automatically drops.
NAME TRAIT & RANGE DAMAGE DICE

FEATURE

© 2024 Daggerheart v1.3 Open Beta


name pronouns

GUARDIAN heritage Subclass

valor & blade


level
Daggerheart open beta v1.3

agility strength FINESSE Instinct presence knowledge

evasion armor Sprint Lift Control Perceive Charm Recall


Leap Smash Hide Sense Perform Analyze
Start at 6 Maneuver Grapple Tinker Navigate Deceive Comprehend

Hit Points & Stress active weapons


Start at MINOR 1, MAJOR 9, and SEVERE 18. PROFICIENCY

PRIMARY
MINOR Major Severe
Damage Damage Damage
NAME TRAIT & RANGE DAMAGE DICE
Mark 1 HP Mark 2 HP Mark 3 HP

FEATURE
hp

STRESS
secondary

hope
NAME TRAIT & RANGE DAMAGE DICE
Spend a Hope to use an experience or help an ally.

FEATURE

experience
active armor

NAME BASE SCORE

FEATURE

INVENTORY
gold

COINS HANDFULS BAGS CHEST

class feature

Unstoppable
Once per Long Rest, you can become
Unstoppable. Your Unstoppable die begins as inventory weapon
a d4. Place it on the spot to the right, starting
with the die’s highest value facing up. While
NAME TRAIT & RANGE DAMAGE DICE
Unstoppable, you:
• Gain resistance to physical damage.
FEATURE
• Add an additional d6 to any damage rolls you make.
• Add the current value of the Unstoppable die to your armor
score.
• Cannot be Restrained or Vulnerable. inventory weapon
Anytime you roll your damage dice, reduce the Unstoppable
die value by one. When you would reduce the value below 1 NAME TRAIT & RANGE DAMAGE DICE
or the scene ends, remove it and drop out of Unstoppable.
At Level 3, upgrade your Unstoppable die to a d6. At Level 7,
upgrade it to a d8. FEATURE

© 2024 Daggerheart v1.3 Open Beta


name pronouns

RANGER heritage Subclass


bone & sage
level
Daggerheart open beta v1.3

agility strength FINESSE Instinct presence knowledge

evasion armor Sprint Lift Control Perceive Charm Recall


Leap Smash Hide Sense Perform Analyze
Start at 10 Maneuver Grapple Tinker Navigate Deceive Comprehend

Hit Points & Stress active weapons


PROFICIENCY
Start at MINOR 1, MAJOR 7, and SEVERE 14.
PRIMARY
MINOR Major Severe
Damage Damage Damage
NAME TRAIT & RANGE DAMAGE DICE
Mark 1 HP Mark 2 HP Mark 3 HP

FEATURE
hp

STRESS
secondary

hope
NAME TRAIT & RANGE DAMAGE DICE
Spend a Hope to use an experience or help an ally.

FEATURE

experience
active armor

NAME BASE SCORE

FEATURE

INVENTORY
gold

COINS HANDFULS BAGS CHEST

class feature

Ranger’s Focus inventory weapon


Spend Hope and make an attack with your weapon. On a
success, you temporarily put your Ranger’s Focus on the target
along with doing damage from the attack. While they are your NAME TRAIT & RANGE DAMAGE DICE
focus:
• You know precisely what direction they are in. FEATURE
• All damage rolls you make against them also deal a Stress.
• On a missed attack you make against them, you may end
Ranger’s Focus to reroll your Duality Dice and take the new
result. inventory weapon
You may only hold Ranger’s Focus on one creature at a time.
NAME TRAIT & RANGE DAMAGE DICE

FEATURE

© 2024 Daggerheart v1.3 Open Beta


name pronouns

ROGUE heritage Subclass


midnight & grace
level
Daggerheart open beta v1.3

agility strength FINESSE Instinct presence knowledge

evasion armor Sprint Lift Control Perceive Charm Recall


Leap Smash Hide Sense Perform Analyze
Start at 12 Maneuver Grapple Tinker Navigate Deceive Comprehend

Hit Points & Stress active weapons


Start at MINOR 1, MAJOR 7, and SEVERE 14. PROFICIENCY

PRIMARY
MINOR Major Severe
Damage Damage Damage
NAME TRAIT & RANGE DAMAGE DICE
Mark 1 HP Mark 2 HP Mark 3 HP

FEATURE
hp

STRESS
secondary

hope
NAME TRAIT & RANGE DAMAGE DICE
Spend a Hope to use an experience or help an ally.

FEATURE

experience
active armor

NAME BASE SCORE

FEATURE

INVENTORY
gold

COINS HANDFULS BAGS CHEST

class feature

Hide
When you move into a location where no enemies can
see you, you can mark a Stress to become Hidden (any inventory weapon
rolls against you at disadvantage). As a Rogue, when
you are Hidden, targets also can’t see you, even if they
NAME TRAIT & RANGE DAMAGE DICE
move into line of sight. You are no longer Hidden after
you move or attack. When you leave Hidden to make
an attack, the roll has advantage. FEATURE
Sneak Attack
Whenever you have advantage on an attack roll or
an ally is in melee with your target, add a d6 to your
damage roll. When you use Sneak Attack, you may inventory weapon
also spend any number of Hope before the attack roll,
and if it is successful, also add a number of d6 equal to
NAME TRAIT & RANGE DAMAGE DICE
the Hope spent.

FEATURE

© 2024 Daggerheart v1.3 Open Beta


name pronouns

SERAPH heritage Subclass


splendor & valor
level
Daggerheart open beta v1.3

agility strength FINESSE Instinct presence knowledge

evasion armor Sprint Lift Control Perceive Charm Recall


Leap Smash Hide Sense Perform Analyze
Start at 7 Maneuver Grapple Tinker Navigate Deceive Comprehend

Hit Points & Stress active weapons


Start at MINOR 1, MAJOR 8, and SEVERE 16. PROFICIENCY

PRIMARY
MINOR Major Severe
Damage Damage Damage
NAME TRAIT & RANGE DAMAGE DICE
Mark 1 HP Mark 2 HP Mark 3 HP

FEATURE
hp

STRESS
secondary

hope
NAME TRAIT & RANGE DAMAGE DICE
Spend a Hope to use an experience or help an ally.

FEATURE

experience
active armor

NAME BASE SCORE

FEATURE

INVENTORY
gold

COINS HANDFULS BAGS CHEST

class feature

Prayer Dice
At the beginning of each inventory weapon
session, roll a number of d4
dice equal to your Spellcast
trait and store them to the NAME TRAIT & RANGE DAMAGE DICE
right. You can spend one or
more of these dice at any time
FEATURE
to aid yourself or an ally within
Far range. You can use the
spent die’s value to reduce
any incoming damage, add to inventory weapon
any roll result after the roll, or
exchange for that many Hope
you may give to any player. NAME TRAIT & RANGE DAMAGE DICE
Clear these dice at the end of
each session.
FEATURE

© 2024 Daggerheart v1.3 Open Beta


name pronouns

SORCERER heritage Subclass

ARCANA & Midnight


level
Daggerheart open beta v1.3

agility strength FINESSE Instinct presence knowledge

evasion armor Sprint Lift Control Perceive Charm Recall


Leap Smash Hide Sense Perform Analyze
Start at 9 Maneuver Grapple Tinker Navigate Deceive Comprehend

Hit Points & Stress active weapons


Start at MINOR 1, MAJOR 6, and SEVERE 12. PROFICIENCY

PRIMARY
MINOR Major Severe
Damage Damage Damage
NAME TRAIT & RANGE DAMAGE DICE
Mark 1 HP Mark 2 HP Mark 3 HP

FEATURE
hp

STRESS
secondary

hope
NAME TRAIT & RANGE DAMAGE DICE
Spend a Hope to use an experience or help an ally.

FEATURE

experience
active armor

NAME BASE SCORE

FEATURE

INVENTORY
gold

COINS HANDFULS BAGS CHEST

class feature

Arcane Sense
You can sense the presence of magical people and objects
when you’re close to them. inventory weapon
Minor Illusion
Make a Spellcast Roll (10). On a success, you create a minor NAME TRAIT & RANGE DAMAGE DICE
visual illusion no larger than yourself within close Range.
This illusion is convincing to anyone in Far range or further.
FEATURE
Channel Raw Power
Once per Long Rest, you can place a Domain card from your
Loadout into your Vault and choose to either:
inventory weapon
• Gain Hope equal to the level of the card.
• Enhance a damage-dealing spell by dealing extra magic
damage equal to twice the level of the card. NAME TRAIT & RANGE DAMAGE DICE

During your next short rest, you can return this card to your
hand without paying its recall cost. FEATURE

© 2024 Daggerheart v1.3 Open Beta


name pronouns

WARRIOR heritage Subclass


blade & bone
level
Daggerheart open beta v1.2

agility strength FINESSE Instinct presence knowledge

evasion armor Sprint Lift Control Perceive Charm Recall


Leap Smash Hide Sense Perform Analyze
Start at 10 Maneuver Grapple Tinker Navigate Deceive Comprehend

Hit Points & Stress active weapons


Start at MINOR 1, MAJOR 8, and SEVERE 16. PROFICIENCY

PRIMARY
MINOR Major Severe
Damage Damage Damage
NAME TRAIT & RANGE DAMAGE DICE
Mark 1 HP Mark 2 HP Mark 3 HP

FEATURE
hp

STRESS
secondary

hope
NAME TRAIT & RANGE DAMAGE DICE
Spend a Hope to use an experience or help an ally.

FEATURE

experience
active armor

NAME BASE SCORE

FEATURE

INVENTORY
gold

COINS HANDFULS BAGS CHEST

class feature
Battle Strategist
After a successful attack roll, you can describe how you
outmaneuver your target, then mark a Stress to deal them a
Stress. inventory weapon
Attack of Opportunity
If an adversary attempts to leave your Melee range, make a NAME TRAIT & RANGE DAMAGE DICE
reaction roll against their difficulty. Choose one effect on a
successful roll, or two on a critical success:
FEATURE

• Keep them from moving.


• Deal your primary weapon damage.
• Move with them. inventory weapon
Combat Training
Ignore burden when equipping weapons. Whenever you roll NAME TRAIT & RANGE DAMAGE DICE
damage, add extra physical damage equal to your Level.

FEATURE

© 2024 Daggerheart v1.3 Open Beta


name pronouns

WIZARD heritage Subclass


Codex & splendor
level

agility strength FINESSE Instinct presence knowledge

evasion armor Sprint Lift Control Perceive Charm Recall


Leap Smash Hide Sense Perform Analyze
Start at 8 Maneuver Grapple Tinker Navigate Deceive Comprehend

Hit Points & Stress active weapons


Start at MINOR 1, MAJOR 5, and SEVERE 10. PROFICIENCY

PRIMARY
MINOR Major Severe
Damage Damage Damage
NAME TRAIT & RANGE DAMAGE DICE
Mark 1 HP Mark 2 HP Mark 3 HP

FEATURE
hp

STRESS
secondary

hope
NAME TRAIT & RANGE DAMAGE DICE
Spend a Hope to use an experience or help an ally.

FEATURE

experience
active armor

NAME BASE SCORE

FEATURE

INVENTORY
gold

COINS HANDFULS BAGS CHEST

class feature

Prestidigitation
inventory weapon
You can perform harmless, subtle magical effects at
will. For example, you might change an object’s color,
create a smell, light a candle, cause a tiny object to NAME TRAIT & RANGE DAMAGE DICE
float, illuminate a room, or repair a small object.

Strange Patterns FEATURE


Choose a number between 1 and 12.
Whenever you roll that number on
a Duality die, gain a Hope or clear a
Stress. You can change this number inventory weapon
when you finish a long rest.

NAME TRAIT & RANGE DAMAGE DICE

FEATURE

© 2024 Daggerheart v1.3 Open Beta

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