Rules

Starting Equipment

Starting Equipment

Choose Your Weapons

You can use physical weapons to attack your foes—and if you have a Spellcasting Trait (such as from your subclass), you can also wield magic weapons. At character creation, you can choose one primary weapon and one secondary weapon, then equip them (if you wish). Note that if you choose a primary weapon that requires both hands, you won’t be able to equip your secondary weapon at the same time.

You can find weapon suggestions at the top of your character guide, but if you’d like to choose your own, you can find all starting (Tier 0) weapons in “Primary Weapons Tables” and “Secondary Weapon Tables” in chapter 2. (These are also available as a separate sheet to print out for your table in [section pending].)

At Level 1, your Damage Proficiency is 1—this means you’ll generally roll one damage die for your weapon attacks. In the “Active Weapons” section of your character sheet, this is recorded in the “Proficiency” field. When you equip weapons on your character, record their details in that section as well. See “Using Weapons” in chapter 2 for more details on using weapons.

Tip: On your character sheet in the section labeled “Damage Dice & Type,” record your damage dice with the Damage Proficiency value already written in (like “1d6” instead of “d6”), reminding you how many weapon dice to roll. Whenever you increase your Damage Proficiency, also increase the number of dice in the Damage Dice section to reflect this change.

Choose Your Armor

You can use armor to reduce incoming damage from attacks. At character creation, you can choose one piece of armor and equip it (if you wish). You can find armor suggestions at the top of your character guide, but if you’d like to choose your own, you can find all starting (Tier 0) armor in “Armor Tables” in chapter 2. (These are also available as a separate sheet to print out for your table from the Daggerheart website or in [section pending].)

When you equip armor on your character, record its details in the Active Armor section of your character sheet, then in the Armor box at the top left of your character sheet, record your Armor Score. Your Armor Score includes your armor’s base value plus any permanent bonuses you have to your armor from other abilities.

When you take damage, you can fill a box next to your Armor Score, then reduce the damage by your Armor Score. (You can even check multiple boxes to negate more damage from a single attack). See “Armor” in chapter 2 for more details on using armor.

Choose Other Starting Items

Your inventory can include most anything else you’re carrying with you. The top of your character guide lists all your starting inventory items, including the following:

  • Torch (useful for things like illuminating a dark room)
  • 50 feet of rope (useful for things like rappelling down a cliff)
  • Basic supplies (useful for things like camping in the wilderness)
  • A handful of gold (record this in the Gold section on the left of your character sheet)
  • Your choice of a minor health potion (heal 1d4 Hit Points) or a minor stamina potion (clear 1d4 Stress)
  • Finally, the “And Either” option on your character guide is specific to your class (see the “Class” section). You might also be asked to choose what you carry your spells in.

Record these items in the “Inventory” section of your character sheet. You can be creative with how you use these items, though this is subject to GM discretion. In general, your equipment is available for you to use during your adventures in any way that fits your shared story.

You may also talk to your GM about any other items you’d like to have at the start of the game. In general, items that don’t provide a mechanical benefit and that make sense for the character you’re playing should be permitted, and there aren’t rules limiting your inventory to a certain size, but your GM always makes the final call.