Rules

Rules

For Players

Action Rolls

When the GM (or your spell, attack, or ability) asks you to make an action roll, you’ll do so by rolling your two Duality Dice.

Activate a Hope Feature

Spells and abilities may also allow (or require) you to spend Hope to activate certain effects. A Hope Feature is any effect that asks you to spend Hope to activate it.

Adjusting Abilities and Spells

Just as there is no set style for weapons combat, there is no set style of casting within Daggerheart.

Advantage & Disadvantage

Some features let you roll with advantage or disadvantage on an action or reaction roll.

Ancestry

Ancestries represent the lineage of a character that affects their physical appearance.

Armor

Armor is defined by three details: a name, a base value, and (sometimes) a feature.

Armor Statistics

Armor is defined by three details: a name, a base value, and (sometimes) a feature.

Attack Rolls

When you make an action roll with the intent to do harm to an enemy, you’re making an attack roll.

Background

Explore your character’s background by filling out the “Background” section of your character guide. Several prompts are provided to jumpstart inspiration, but you or the GM can modify or change these questions to fit the character you’re looking to play.

Beastform

Druids have the Beastform feature.

Burden

The burden of a weapon is how many hands it takes to wield it.

Calculating Damage

After rolling your damage dice, add all their values together then add any modifiers to determine the result. The GM will mark the corresponding Hit Points based on that damage.

Character Creation Overview

This section guides you through the steps to build your character.

Character Traits

These values reflect your natural or trained ability in each of the core six stats—Agility, Strength, Finesse, Knowledge, Instinct, and Presence.

Characters of Mixed Ancestry

Families within the world of Daggerheart are as unique as the peoples and cultures that inhabit it.

Class

A key step of character creation is to choose the class you want to play, then take the character sheet and character guide that corresponds to that class.

Clear Stress

You can clear stress during a short or long rest.

Community

Your Community describes the culture or environment your character grew up in.

Conditions

Some moves may cause a target to take a condition. Conditions are effects or circumstances that change the way a target may function.

Connections

These represent the relationships and personal history between you and the rest of your party members.

Cover, Line of Sight, and Darkness

Rules regarding cover, line of sight, and the effects of darkness.

Critical Successes

Whenever you make a Duality roll, if both dice roll the same number, you automatically roll a Critical Success, even if you would’ve otherwise failed because the total is lower than your roll’s difficulty.

Damage Proficiency

Your Damage Proficiency reflects how skilled you are at wielding a weapon.

Damage Rolls

When you succeed on an attack roll against an enemy, you’ll then make a damage roll to determine how much damage—and thus what tier of Hit Points—your attack inflicts on that target.

Damage Types & Resistance

Sometimes, other circumstances affect how much damage a creature takes.

Death

In Daggerheart, when you mark your last hit point, you must make a Death Move.

Difficulty

When a player makes an action roll, you’ll often have to set the difficulty of that challenge to know whether they’ve succeeded or failed.

Direct Damage

Direct damage is physical or magic damage that automatically hits a target.

Domain Cards

Your active domain cards grant you special abilities.

Downtime

A party may choose to rest before they continue forward on their journey, and when they do, each PC has the chance to make a few downtime moves.

Duality Dice

The core dice in Daggerheart are a pair of d12 dice called Duality Dice. These d12s are different colors, one representing Hope and the other representing Fear.

End of the Scene

Sometimes certain effects, bonuses, or conditions state that they last until the end of the scene.

Equipping, Storing, and Switching Equipment

As a player, you can equip weapons and armor to your character by recording them on your character sheet in the “Active Weapon” and “Active Armor” sections.

Evasion

Your evasion score represents your ability to avoid attacks and other unwanted effects from adversaries.

Experience

An Experience is a word or phrase used to encapsulate a specific set of skills your character might have because of the exciting life they’ve lived.

Fear

When you roll your Duality Dice and the Fear die rolls higher than the Hope die, you “roll with Fear.” When this happens, even if you succeed on your action roll, there are consequences or complications that come from it.

General Rules

The following rules apply to many aspects of the game.

Gold

Gold tracks how much wealth a character has with them on their journey, and can often be spent on things like items, consumables, and equipment.

Help an Ally

You can spend one Hope to help an ally who is making an action where you could feasibly aid them.

Heritage

This aspect of your character includes two elements—their ancestry and their community.

Hit Points & Stress Points

Your character’s health and well-being are represented by Hit Points and Stress Points.

Hit Points and Damage Thresholds

Hit Points represent the physical injuries and discomforts experienced by a character during your adventures.

Hope

Hope is a currency that represents the way fate can turn in your character’s favor during the game.

Hope and Fear

Hope and Fear represent the duality of the world beyond the characters, and how the world around them impacts the action they’re attempting.

Inventory

As you acquire new gear throughout your journey, you can carry one additional weapon (either primary or secondary) and one additional armor in the “Inventory Weapon” and “Inventory Armor” slots.

Leveling Up

When a party has accomplished something of significance in a campaign, the GM may tell them that it is time to Level Up.

Loadout and Vault

You can only have a maximum of five Domain Cards active at any one time.

Locations

Daggerheart includes a number of locations for you to pull inspiration from, repurporse for your own game, or use whole cloth.

Long Rest

A Long Rest is when player characters are able to make camp, relax for a few hours, and get some sleep.

Loot & Items

Loot in Daggerheart consists of the additional items and consumables you might find along your journey.

Magic and Spells

Magic in Daggerheart is both very powerful and incredibly dangerous. It permeates the land and dwells within the people here.

Movement

When you’re not in a dangerous, difficult, or time-sensitive situation, you don’t generally need to worry about how fast you move.

Multiclassing

Starting at Level 5, you may choose multiclassing as an option when leveling up.

Ongoing Effects

Once an effect is in play, it continues until a PC or the GM ends it, or until the fiction changes in a way that would naturally stop it.

Player Principles

A list of principles for all players to keep in mind while engaging with Daggerheart.

Prepare

You can prepare during a short or long rest.

Primary Weapon

Primary weapons are the main weapons you’ll likely be fighting with during an encounter.

Range

In Daggerheart, rules don’t measure distance by feet, but by range.

Reaction Rolls

Some moves will prompt a reaction roll. This is a roll in response to a threat or attack, representing the character’s effort to avoid or withstand the effect.

Reading Domain Cards

At character creation and as your character levels up, you’ll gain increasingly powerful domain cards, which provide abilities and spells you can utilize during your adventures.

Refreshing Features During Downtime

Taking a short or long rest may also trigger the refresh of some moves for players.

Repair Armor

You can repair armor during a short or long rest.

Resistance & Immunity

Some abilities, spells, items, or other effects in the game might limit the amount of damage being done to a player through resistance or immunity.

Resurrection

It is possible to resurrect a dead character, though it will likely be a long, difficult, and costly process– and they likely won’t return the same as they died.

Scars

If you choose to avoid death, you might take a scar. If you do, permanently cross out one of your Hope slots.

Secondary Weapon

Secondary weapons are typically ancillary pieces of equipment that augment your fighting, like shields, daggers, small swords, etc.

Shared Domains

Every class shares its domains with at least one other class.

Short Rest

A short rest is when player characters are only able to stop and catch their breath, taking a break for about an hour.

Simultaneous and Stacking Effects

If any two effects are happening simultaneously, and the rules don’t tell you which order to apply them in, the player (or GM) controlling the effects can do so in any order.

Spellcast Rolls

Spellcast rolls are a type of action roll that’s used when you’re creating significant magical effects (often via a Domain Card).

Spending Resources

If a rule tells you to spend a resource, you lose that resource when you spend it.

Starting Equipment

You’ll choose starting weapon(s), armor, and other items for your character.

Stress Points

Stress Points represents the mental and physical strain put on your character during their adventures. Some effects require you to mark a Stress Point.

Subclass

Your chosen subclass grants the following features.

Swapping Cards

If you want to switch a card from your vault into your loadout, you can do so immediately by marking Stress equal to that card’s Recall Cost.

Tag Team Rolls

Each player can choose one time per session to spend 3 Hope and initiate a Tag Team Roll with another PC.

Targets & Groups

To affect a group of targets, these targets must be clumped together in an area within Very Close range of the others in that group.

Tend to Wounds

You can tend to wounds during a short or long rest.

The Action Tracker

When a combat scenario is likely to last more than a couple rolls, when play moves to maps and miniatures, or when seconds count in the narrative, the GM should place the action tracker card on the table within everyone’s reach.

The Flow of the Game

In a session of Daggerheart, the players go back and forth describing what their characters do in the fictional circumstances the GM lays out for them, building on each other’s ideas and working together to tell an exciting story.

Throwing a Weapon

When you are using a weapon that could be theoretically thrown (like a dagger or an axe), you can throw it at a target within Very Close range, making a Finesse attack roll.

Trait Rolls

A trait roll is an action roll that specifically calls for a certain character trait to be used.

Unarmed Attack Rolls

This attack often uses Strength or Finesse, but could be any trait depending on how you describe the attack.

Unarmored

While unarmored, you don’t have access to armor slots unless you have a way to increase your armor score.

Utilize an Experience

You can spend a Hope to utilize one of your relevant Experiences on an action roll, adding its modifier to the dice results.

Weapon Statistics

Each weapon presented in this book includes its name, trait, range, damage dice, damage type, and burden, and (sometimes) a feature.

Weapons

Weapons are defined by several details: the trait they use, their range, damage dice, damage type, burden (how many hands it needs), and sometimes a feature.

What Counts as an Action?

You only place a token on the action tracker when you’re either making an action roll or using another move that tells you to “use an action.”

What Do You Need to Play?

Most of what you need to play a session of Daggerheart is included in this book, but there are a few additional components you’ll need to gather before you begin.

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.

World Overview

The world that you explore in Daggerheart will be one of great magic, wondrous landscapes, mythical beasts, and powerful foes.

For GM

Adversaries

Adversaries don’t have as many statistics and abilities as player characters, which makes it easier for you to coordinate multiple adversaries in combat.

Adversary Balance

If you want to utilize existing adversaries but adjust them to a different tier, here are some guidelines.

Adversary Features

Features can take three forms—actions, reactions, and passives.

Adversary Types

Adversaries in Daggerheart are listed with types to represent the role they play in a scene.

Calling for Action Rolls

When players make moves during the game, sometimes you’ll want to ask them for an action roll to determine how the scene progresses.

Campaign Frame

When starting a campaign of Daggerheart, you might choose to begin with a campaign frame.

Chase Countdown

You can use dynamic countdowns to track the progress of a chase scene, whether the PCs are pursuing or being pursued.

Countdowns

ou can use a countdown to track progress toward a certain event, adversary move, or consequence.

Dynamic Countdown

When a certain situation is being actively influenced by the players, you may choose to use a dynamic countdown to track it.

Environment Breakdown

Each environment’s stat block contains the following elements.

Faction Relationships

Use a campaign sheet to track the relationships between the nations as well as their major assets and problems.

Flight and Other Features

When building your battles, consider the abilities and spells your PCs have.

GM Critical Success

Whenever you roll a 20 on the d20, your roll automatically succeeds regardless of the PC’s evasion score.

GM Moves

The following examples span the gradient from softer moves to harder moves.

GM NPCs

When you run NPCs as the GM, you should always strive to follow your GM principles, make the NPCs act in line with their motives, and use them to bring the world to life.

GM Principles

These GM Principles are the guiding stars for GMs running Daggerheart.

Gold, Equipment, and Loot (GM)

Within your campaign, it’s up to you and your players how much importance you place on gold, equipment, and loot.

Group Action Rolls

When multiple PCs are taking an action together—such as sneaking through the enemy camp—the group nominates a leader of the action, then each player describes how they collaborate with the other PCs on the task.

Lines & Veils

First developed by Ron Edwards, Lines and Veils are a safety tool designed to be first employed in a Session 0, and revisited as much as is needed throughout a campaign.

Long-Term Countdown

Countdowns can also be used to track long-term events during a campaign; you could count down towards the overthrow of a nation, the death of a powerful mage, or anything else that might take more than a few sessions to come to bear.

Making Moves

Just like the players have moves they can make during the game, you also have GM moves that help drive forward the fiction in response to their actions.

Maps

At any point, players or the GM may call for a map to be brought to the table. This might be to clarify positioning, showcase an environment, or simply because the table enjoys using maps and miniatures.

Objective Countdowns

Completing major objectives requires a 10-step Countdown, while minor objectives and steps to address problems have 4 to 6 steps, depending on the scale of the endeavor.

Open Door Policy

The Open Door Policy is a safety tool that is as simple as it sounds. Tell your players that they are welcome to leave the game at any time, for any reason, and reassure them that they will not be punished or judged.

Optional Tool: Turn-Based Initiative

If your group prefers tactical play or structured player turns, you can limit the number of action tokens each PC can use on the action tracker at a time. I

Optional: Conflict Between PCs

An optional GM rule, sometimes a player might want their character to act against another PC in the scene.

Optional: Falling Damage

If a character falls a long way to the ground you can use the following as a guide.

Optional: Fate Rolls

An optional GM mechanic, sometimes the GM wants to use randomness when deciding something that is not dependent on a particular character’s capabilities or some other existing measurement.

Optional: Moving & Fighting Underwater

An optional GM mechanic, for any creatures that can’t breathe underwater, if you want to create tension around how long they can hold their breath, you can create a Breath Countdown die.

Safety Tools

Introducing safety tools into your game can help you to better navigate any difficult scenarios together, should they arise.

Session Zero

When preparing to embark on a long campaign that will tell the story of a group across months or years, it’s important to get everyone on the same page and set expectations as early as possible.

Spending Fear

Whenever you spend Fear, describe what changes in the world as Fear manifests.

Standard Countdown

Many enemies and events use standard countdowns, in which the die begins on a specific number and ticks down every time a player makes an action roll, regardless of the result.

The GM's Die

The players use two d12 Duality dice as their primary dice for action resolution, but as GM, you’ll instead use one d20.

Using Environments

Environments represent everything in a scene that is not the PCs or the adversaries, from the physical elements of the space to background characters and forces of nature.

Using the Action Tracker (GM)

The action tracker should come into play whenever an encounter will likely last longer than a dice roll or two.

Withered

Anytime a PC takes Severe damage from an adversary or environment that is “Withered,” gain a Fear token and place it on a PC’s character sheet, now called a Wither token.

X-Card

Created by John Stavropoulos, this is a tool that allows any player (including the GM) to remove content from the game.