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Core Mechanics

Flow of the Game

Daggerheart is a conversation. The GM describes fictional scenarios involving the PCs, and the players take turns describing how their characters react. The goal of every person at the table is to build upon everyone else's ideas and collaboratively tell a satisfying story. The system facilitates this collaborative process by providing structure to the conversation and mechanics for resolving moments of tension where fate or fortune determine the outcome of events.

Player Principles & Best Practices

To get the most out of Daggerheart, we recommend players keep the following principles and practices in mind throughout each session:

Principles

  • Be a fan of your character and their journey.
  • Spotlight your friends.
  • Address the characters and address the players.
  • Build the world together.
  • Play to find out what happens.
  • Hold on gently.

Best Practices

  • Embrace danger.
  • Use your resources.
  • Tell the story.
  • Discover your character.

For more information, see the Daggerheart Core Rulebook, pages 9 and 108.

Core Gameplay Loop

The core gameplay loop is the procedure that drives every scene, both in and out of combat:

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.

Step 2: Ask and Answer Questions

The players ask clarifying questions to explore the scene more deeply and gather information that could inform their characters' actions. The GM responds to these questions by giving the players information their characters could easily obtain, or by asking questions of their own to the players. The players also respond to any questions the GM poses to them. In this way, the table builds out the fiction collaboratively.

Step 3: Build on the Fiction

As the scene develops, the players find opportunities to take 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 of failure (or if failure would be boring), they automatically succeed. But if the outcome of their action is unknown, the GM calls for an action roll. Either way, the table works the outcome into the story and moves the fiction forward, narrating how the PC's actions have changed things.

Step 4: Go Back to Step 1

The process repeats from the beginning, with the GM relaying any updated details or material changes to the players. This process continues until the end of the scene is triggered by a mechanic or arrives organically.

The Spotlight

The spotlight is a symbol that represents the table's attention—and therefore the immediate focus of both the narrative and the game mechanics. Any time a character or player becomes the focus of a scene, they "are in the spotlight" or "have the spotlight."

The spotlight moves around the table organically as scenes unfold unless a mechanical trigger determines where the 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.

Turn Order & Action Economy

Daggerheart's turns don't follow a traditional, rigid format: there is no explicit initiative mechanic and characters don't have a set number of actions they can take or things they can do before the spotlight passes to someone else. A player with the spotlight describes what their character does and the spotlight simply swings to whoever:

A. the fiction would naturally turn it toward B. hasn't had the focus in a while, or C. a triggered mechanic puts it on

Optional: Spotlight Tracker Tool

If your group prefers a more traditional action economy, you can use tokens to track how many times a player has had the spotlight: At the start of a session or scene, each player adds a certain number of tokens (we recommend 3) to their character sheet and removes a token each time they take an action. If the spotlight would swing to someone without any tokens, it swings to someone else instead. Once every player has used all their available tokens, players refill their character sheet with the same number of tokens as before, then continue playing.

Making Moves & Taking Action

Any time a character does something to advance the story, such as speaking with another character, interacting with the environment, making an attack, casting a spell, or using a class feature, they are making a move.

Action Rolls

Any move where success would be trivial or failure would be boring automatically succeeds, but any move that's difficult to accomplish or risky to attempt triggers an action roll.

Overview

All action rolls require a pair of d12s called Duality Dice. These are two visually distinct twelve-sided dice, with one die representing Hope and the other representing Fear.

To make an action roll, you roll the Duality Dice, sum the results, apply any relevant modifiers, and compare the total to a Difficulty number to determine the outcome:

  • Success with Hope: If your total meets or beats the Difficulty AND your Hope Die shows a higher result than your Fear Die, you rolled a "Success with Hope." You succeed and gain a Hope.
  • 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.
  • Failure with Hope: If your total is less than the Difficulty AND your Hope Die shows a higher result than your Fear Die, you rolled a "Failure with Hope." You fail with a minor consequence and gain a Hope, but the spotlight swings to the GM.
  • Failure with Fear: If your total is less than the Difficulty AND your Fear Die shows a higher result than your Hope Die, you rolled a "Failure with Fear." You fail with a major consequence and the GM gains a Fear, then the spotlight swings to the GM.
  • Critical Success: If the Duality Dice show matching results, you rolled a "Critical Success" ("Crit"). You automatically succeed with a bonus, gain a Hope, and clear a Stress. If this was an attack roll, you deal critical damage.

Note: A Critical Success counts as a roll "with Hope."

After resolving the action roll, the table works together to weave the outcome into the narrative and play continues.

Failing Forward

In Daggerheart, every time you roll the dice, the scene changes in some way. There is no such thing as a roll where "nothing happens," because the fiction constantly evolves based on the successes and failures of the characters.

Procedure

The following steps describe in more detail the procedure that all action rolls utilize:

Step 1: Pick an Appropriate Trait

Some actions and effects specify in their description which trait applies to the roll; otherwise, the GM tells the acting 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.

Step 2: Determine the Difficulty

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 the Difficulty with the table. In either case, the GM should communicate the potential consequences of failure to the acting player.

Step 3: Apply Extra Dice and Modifiers

The acting player decides whether to Utilize an Experience or activate other effects, then, if applicable, adds the appropriate tokens and dice (such as advantage or Rally dice) to their dice pool.

Note: Unless an action, ability, or feature specifically allows for it, a player must declare the use of any Experiences, extra dice, or other modifiers before they roll.

Step 4: Roll the Dice

The acting player rolls their entire dice pool and announces the results in the format of "[total result] with [Hope/Fear]"— or "Critical Success!" in the case of matching Duality Dice.

Example: A player is making an action roll with a +1 in the relevant trait and no other modifiers; they roll the Duality 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!"

Step 5: Resolve the Outcome

The active player and the GM work together, along with the suggestions and support of the rest of the table, to resolve the outcome of the action.

GM Moves and Adversary Actions

GMs also make moves. They should consider making a move when a player does one of the following things:

  • Rolls with Fear on an action roll.
  • Fails an action roll.
  • Does something that would have consequences.
  • Gives them a golden opportunity.
  • Looks to them for what happens next.

After the GM turn is done, the spotlight goes back to the PCs.

Many adversaries and environments have Fear Features, especially powerful or consequential moves that the GM must spend Fear to activate.

Note: This Fear is in addition to any Fear the GM has previously spent to seize the spotlight or activate another action or ability.

Adversary Actions

When play passes to the GM, the GM can make a GM move to spotlight an adversary. A spotlighted adversary can:

  • Move within Close range and make a standard attack
  • Move within Close range and use an adversary action
  • Clear a condition
  • Sprint within Far or Very Far range on the battlefield
  • Do anything else the fiction demands or the GM deems appropriate

The GM can spend additional Fear to spotlight additional adversaries. Once the GM has finished, the spotlight swings back to the PCs.

Special Rolls

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.

Trait Rolls

An action roll that specifies which character trait applies to it is called a trait roll. In the text of a feature or effect, a trait roll is referenced with the format "[Trait] Roll (Difficulty)" (e.g., "Agility Roll (12)"). If the text of an effect doesn't specify a trait roll's Difficulty, the GM sets the Difficulty based on the circumstances.

Features and effects that affect a trait roll also affect any action roll that uses the same trait, including attack rolls, Spellcast rolls, and standard action rolls.

Example: The katari's ancestry feature "Feline Instincts," 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 weapon that uses Agility.

Spellcast Rolls

Spellcast Rolls are trait rolls that require you to use your Spellcast trait. Your Spellcast trait, if you have one, is determined by your subclass.

Spellcast Rolls are only made when a character uses a feature that requires one. A successful Spellcast Roll activates the effect as described by the feature.

Notes:

A Spellcast Roll that can damage a target is also considered an attack roll.

When you cast a spell, the text tells you when the effect ends. The GM can spend a Fear to end a temporary effect. If your 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.

You can cast and maintain the effects of more than one spell at the same time.

Reaction Rolls

A reaction roll is made in response to an attack or a hazard, representing a character's attempt to avoid or withstand an imminent effect.

Reaction rolls work like action rolls, except they don't generate Hope or Fear, don't trigger additional GM moves, and other characters can't aid you with Help an Ally.

If you critically succeed on a reaction roll, you don't clear a Stress or gain a Hope, but you do ignore any effects that would have impacted you on a success, such as taking damage or marking Stress.

Group Action Rolls

When multiple PCs take action together, the party chooses one PC to lead the action. Each other player then describes how their character collaborates on the task. The leader makes an action roll as usual, while the others players make reaction rolls using whichever traits the GM decide fit best.

The lead character gains a +1 bonus to their lead action roll for each of these reaction rolls that succeeded and a −1 penalty for each these reaction rolls that failed.

Tag Team Rolls

Each player can, once per session, initiate a Tag Team Roll between their character and another PC by spending 3 Hope. The players work with one another to describe how they combine their actions in a unique and exciting way. Both players make separate action rolls; before resolving the roll's outcome, choose one of the rolls to apply to both actions. On a roll with Hope, all PCs involved gain a Hope. On a roll with Fear, the GM gains a Fear token for each PC involved.

On a successful Tag Team attack roll, both players roll damage and add the totals together to determine the damage dealt, which is then treated as if it came from a single source. If the attacks deal different types of damage, the players choose which type to deal.

Notes:

A Tag Team Roll counts as a single action roll for the purposes of any countdowns or features that track action rolls.

Though each player may only initiate one Tag Team Roll per session, one PC can be involved in multiple Tag Team Rolls.

Advantage & Disadvantage

Some features and effects let you roll with advantage or disadvantage on an action or reaction roll:

  • Advantage represents an opportunity that you seize to increase your chances of success. When you roll with advantage, you roll a d6 advantage die with your dice pool and add its result to your total.
  • Disadvantage represents an additional difficulty, hardship, or challenge you face when attempting an action. When you roll with disadvantage, you roll a d6 disadvantage die with your dice pool and subtract its result from 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.

Hope & Fear

Hope and Fear are metacurrencies representing the cosmic forces that shape the events of your table's story. Hope powers PC abilities and features, while Fear powers the abilities of the GM and the adversaries and environments they control.

Hope

Every PC starts with 2 Hope at character creation and gains more throughout play. A PC can have a maximum of 6 Hope at one time, and Hope carries over between sessions.

Players can spend Hope to:

  • Help an Ally When you Help an Ally who is making an action roll, describe how you do so and roll an advantage die. Multiple players can spend Hope to help the same acting player, but that player only adds the highest result to their final total.

  • Utilize an Experience When you Utilize an Experience on a relevant roll, add its modifier to the result. You can spend multiple Hope to utilize multiple Experiences.

  • Initiate a Tag Team Roll Spend 3 Hope to initiate a Tag Team roll, combining the actions of two PCs into one impressive act of synergy. When you make a Tag Team roll, both players roll their action rolls and then choose which set of results to apply to the outcome.

  • Activate a Hope Feature A Hope Feature is any effect that allows (or requires) you to spend a specified amount of Hope to activate it. Class Hope features are class-specific features, detailed on your character sheet, that cost 3 Hope to activate.

Note: When using a Hope Feature, if you rolled with Hope for that action, the Hope you gain from that roll can be spent on that feature (or toward it, if it requires spending multiple Hope).

Fear

The GM gains Fear whenever a player rolls with Fear and can spend Fear at any time to make or enhance a GM move or to use a Fear Feature. The GM can have up to 12 Fear at one time. Fear carries over between sessions.

Combat

Though Daggerheart relies on the same flow of collaborative storytelling in and out of combat, physical conflicts rely more heavily on several key mechanics related to attacking, maneuvering, and taking damage.

Evasion

Evasion represents a character's ability to avoid attacks and other unwanted effects. Any roll made against a PC has a Difficulty equal to the target's Evasion. A PC's base Evasion is determined by their class, but can be modified by domain cards, equipment, conditions, and other effects.

Note: attacks rolled against adversaries use the target's Difficulty instead of Evasion.

Hit Points & Damage Thresholds

Hit Points (HP) represent a character's ability to withstand physical injury. When a character takes damage, they mark 1 to 3 HP, based on their damage thresholds:

  • If the final damage is at or above the character's Severe damage threshold, they mark 3 HP.
  • If the final damage is at or above the character's Major damage threshold but below their Severe damage threshold, they mark 2 HP.
  • If the final damage is below the character's Major damage threshold, they mark 1 HP.
  • If incoming damage is ever reduced to 0 or less, no HP is marked.

You'll be able to increase the number of Hit Point slots you have available as you level up, to a maximum of 12.

A PC's damage thresholds are calculated by adding their level to the listed damage thresholds of their equipped armor. A PC's starting HP is based on their class, but they can gain additional Hit Points through advancements, features, and other effects.

An adversary's Damage Thresholds and HP are listed in their stat blocks.

When a character marks their last Hit Point, they fall. If a PC falls, they make a death move.

Characters can clear Hit Points by taking downtime moves (see: Downtime) or by activating relevant special abilities or effects.

Optional Rule: Massive Damage

If a character ever takes damage equal to twice their Severe threshold, they mark 4 HP instead of 3.

Stress

Stress represents how much mental, physical, and emotional strain a character can endure. All classes start with 6 Stress slots. You'll be able to increase the number of Stress slots you have available as you level up, to a maximum of 12. Some special abilities or effects require the character activating them to mark Stress, and the GM can require a PC to mark Stress as a GM move or to represent the cost, complication, or consequence of an action roll.

When a character marks their last Stress, they become Vulnerable (see: Conditions) until they clear at least 1 Stress.

When a character must mark 1 or more Stress but can't, they mark 1 HP instead. A character can't use a move that requires them to mark Stress if all of their Stress is marked.

PCs can clear Stress by making downtime moves (see: Downtime). A PC's maximum Stress is determined by their class, but they can increase it through advancements, abilities, and other effects.

Attacking

Attack Rolls

An attack roll is an action roll intended to inflict harm. The trait that applies to an attack roll is specified by the weapon or spell being used. Unarmed attack rolls use either Strength or Finesse (GM's choice). An attack roll's Difficulty, unless otherwise noted, is equal to the Difficulty score of its target.

Damage Rolls

On a successful attack, roll damage. Damage is calculated from the damage roll listed in the attack's description with the format "xdy+[modifier]" (e.g., for a spell that inflicts "1d8+2" damage, you roll an eight-sided die and add 2 to the result; the damage dealt is equal to the total).

Any time an effect says to deal damage using your Spellcast trait, you roll a number of dice equal to your Spellcast trait.

Note: If your Spellcast trait is +0 or lower, you don't roll anything.

For weapons, the number of damage dice you roll is equal to your Proficiency. Note that your Proficiency multiplies the number of dice you roll, but doesn't affect the modifier. For example, a PC with Proficiency 2 and wielding a weapon with a damage rating of "1d8+2" deals damage equal to "2d8+2" on a successful attack.

Successful unarmed attacks inflict [Proficiency]d4 damage.

Critical Damage

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.

Damage Types

There are two damage types: physical damage (phy) and magic damage (mag). Unless stated otherwise, mundane weapons and unarmed attacks deal physical damage, and spells deal magic damage.

Resistance, Immunity, and Direct Damage

If a target has resistance to a damage type, then they reduce incoming damage of that type by half before comparing it to their Hit Point Thresholds. If the target has additional ways of reducing incoming damage, such as marking Armor Slots, they apply the resistance effect first. The effects of multiple resistances to the same damage type do not stack.

If a target has immunity to a damage type, they ignore incoming damage of that type.

If an attack deals both physical and magic damage, a character can only benefit from resistance or immunity if they are resistant or immune to both damage types.

Direct damage is damage that can't be reduced by marking Armor Slots.

Multi-Target Attack Rolls

If a spell or ability allows you to target multiple adversaries, make one attack roll and one damage roll, then apply the results to each target individually.

Multiple Damage Sources

Damage dealt simultaneously from multiple sources is always totaled before being compared to its target's damage thresholds.

For example, if a PC with orc ancestry makes a successful 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 roll their normal weapon damage and add a d6 to the result, then deal that total damage to the adversary.

Maps, Range, and Movement

You can play Daggerheart using "theater of the mind" or maps and miniatures. The conversions below from abstract ranges to physical measurements assume 1 inch of map represents about 5 feet of fictional space.

Daggerheart uses the following ranges to translate fictional positioning into relative distance for the purposes of targeting, movement, and other game mechanics:

  • Melee: Close enough to touch, up to a few feet away.
  • Very Close: Close enough to see fine details, about 5–10 feet away. While in danger, a character can move, as part of their action, from Very Close range into Melee range. On a map: anything within the shortest length of a game card (2–3 inches).
  • Close: Close enough to see prominent details, about 10–30 feet away. While in danger, a character can move, as part of their action, from Close range into Melee range. On a map: anything within the length of a pencil (5–6 inches).
  • Far: Close enough to see very little detail, about 30–100 feet away. While in danger, a character must make an Agility Roll to safely move from Far range into Melee range. On a map: anything within the length of the long edge of a piece of copy paper (11–12 inches).
  • Very Far: Too far to make out any details, about 100–300 feet away. While in danger, a character must make an Agility Roll to safely move from Very Far range into Melee range. On a map: anything beyond Far range, but still within the bounds of the conflict or scene.
  • Out of Range: Anything beyond a character's Very Far range is Out of Range and usually can't be targeted.

Range is measured from the source of an effect, such as the attacker or spellcaster, to the target or object of an effect.

A weapon, spell, ability, item, or other effect's stated range is a maximum range; unless otherwise noted, it can be used at closer distances.

Optional Rule: Defined Ranges

If your table would rather operate with more precise range rules, you can use a 1-inch grid battle map during combat. If you do, use the following guidelines for play:

  • Melee: 1 square
  • Very Close: 3 squares
  • Close: 6 squares
  • Far: 12 squares
  • Very Far: 13+ squares
  • Out of Range: Off the battlemap

Movement Under Pressure

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 you want to move farther than your Close range, you need to succeed on an Agility Roll to safely reposition yourself.

An adversary can move within Close range for free as part of an action, or within Very Far range as a separate action.

Area of Effect

Unless stated otherwise, all the targets of a group effect must be within Very Close range of a single origin point within your effect's range.

Line of Sight & Cover

Unless stated otherwise, a ranged attacker must have line of sight to their intended target to make an attack roll. If a partial obstruction lies between the attacker and target, the target has cover. Attacks made through cover are rolled with disadvantage. If the obstruction is total, there is no line of sight.

Conditions

Conditions are effects that grant specific benefits or drawbacks to the target they are attached to.

Standard Conditions

Daggerheart has three standard conditions:

Hidden

While you're out of sight from all enemies and they don't otherwise know your location, you gain the Hidden condition. Any rolls against a Hidden creature have disadvantage. After an adversary moves to where they would see you, you move into their line of sight, or you make an attack, you are no longer Hidden.

Restrained

Restrained characters can't move, but you can still take actions from their current position.

Vulnerable

When a creature is Vulnerable, all rolls targeting them have advantage.

Some features can apply special or unique conditions, which work as described in the feature text.

Unless otherwise noted, the same condition can't be applied more than once to the same target.

Temporary Tags & Special Conditions

The temporary tag denotes a condition or effect that the affected creature can clear by making a move against it. When an affected PC makes a move to clear a temporary condition or effect, it normally requires a successful action roll using an appropriate trait. When an affected adversary makes a move to clear a temporary condition or effect, the GM puts the spotlight on the adversary and describes how they do it; this doesn't require a roll but it does use up that adversary's spotlight.

Special conditions are only cleared when specific requirements are met, such as completing a certain action or using a particular item. The requirements for clearing these conditions are stated in the text of the effect that applies the condition.

Downtime

Between conflicts, the party can take a rest to recover 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 rest.

A short rest lasts enough time for the party to catch its breath, about an hour in-world. Each player can move domain cards between their loadout and vault for free, then choose twice from the following list of downtime moves (players can choose the same move twice):

  • Tend to Wounds: Clear 1d4+Tier Hit Points for yourself or an ally.
  • Clear Stress: Clear 1d4+Tier Stress.
  • Repair Armor: Clear 1d4+Tier Armor Slots from your or an ally's armor.
  • Prepare: Describe how you prepare yourself for the path ahead, then gain a Hope. If you choose to Prepare with one or more members of your party, you each gain 2 Hope.

At the end of a short rest, any features or effects with a limited number of uses per rest refresh and any features or effects that last until your next rest expire.

A long rest is when the characters make camp and relax or sleep for several in-game hours. Each player can move domain cards between their loadout and vault for free, then choose twice from the following list of downtime moves (players can choose the same move twice):

  • Tend to All Wounds: Clear all Hit Points for yourself or an ally.
  • Clear All Stress: Clear all Stress.
  • Repair All Armor: Clear all Armor Slots from your or an ally's armor.
  • Prepare: Describe how you prepare for the next day's adventure, then gain a Hope. If you choose to Prepare with one or more members of your party, you each gain 2 Hope.
  • Work on a Project: With GM approval, a PC may pursue a long-term project, such as deciphering an ancient text or crafting a new weapon. The first time they start a new project, assign it a countdown. Each time a PC makes the Work on a Project move, they either advance their project's countdown automatically or make an action roll to advance it (GM's choice).

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 features or effects that last until your next rest or until your next long rest expire.

Downtime Consequences

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 advance a long-term countdown of their choice.

Death

When a PC marks their last Hit Point, they must make a death move by choosing one of the following options:

  • Blaze of Glory: Your character embraces death and goes out in a blaze of glory. Take one final action. It automatically critically succeeds (with GM approval), and then you cross through the veil of death.
  • Avoid Death: Your character avoids death and faces the consequences. They temporarily drop unconscious, and then you work with the GM to describe how the situation worsens. While unconscious, your character can't move or act, and they can't be targeted by an attack. They return to consciousness when an ally clears 1 or more of their marked Hit Points or when the party finishes a long rest. After your character falls unconscious, roll your Hope Die. If its value is equal to or less than your character's level, they gain a scar: permanently cross out a Hope slot and work with the GM to determine its lasting narrative impact and how, if possible, it can be restored. If you ever cross 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 of Hit Points or Stress equal to the value of the Hope Die (you can divide the Hope Die value between Hit Points and Stress however you'd prefer). If the Fear Die is higher, your character crosses through the veil of death. If the Duality Dice show matching results, your character stays up and clears all Hit Points and Stress.

If your character dies, work with the GM before the next session to create a new character at the current level of the rest of the party.

Additional Rules

The following rules apply to many aspects of the game.

Rounding Up

This game doesn't use fractions; if you need to round to a whole number, round up unless otherwise specified. When in doubt, resolve any ambiguity in favor of the PCs.

Rerolling Dice

When a feature allows you to reroll a die, you always take the new result unless the feature specifically says otherwise.

Incoming Damage

Incoming damage means the total damage from a single 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.

Stacking Effects

Unless stated otherwise, all effects beside conditions and advantage/disadvantage can stack.

Ongoing Spell Effects

If an effect doesn't have a listed mechanical expiration, it only ends when decided by the controlling player, the GM, or the demands of the fiction.

Spending Resources

Unless an effect states otherwise, you can't spend Hope or mark Stress multiple times on the same feature to increase or repeat its effects on the same roll.

Using Features After a Roll

If a feature allows you to affect a roll after the result has been totaled, you can use it after the GM determines whether the roll succeeds or fails, but not after the consequences unfold or another roll is made.

Leveling Up

Your party levels up whenever the GM decides you've reached a narrative milestone (usually about every 3 sessions). All party members level up at the same time.

Daggerheart has 10 PC levels divided into 4 tiers:

  • → Tier 1 encompasses level 1 only.
  • → Tier 2 encompasses levels 2–4.
  • → Tier 3 encompasses levels 5–7.
  • → Tier 4 encompasses levels 8–10.

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

Step One: Tier Achievements

Take any applicable tier achievements:

  • At level 2, you gain a new Experience at +2 and permanently increase your Proficiency by 1.
  • At level 5, you gain a new Experience at +2, permanently increase your Proficiency by 1, and clear any marked traits.
  • At level 8, you gain a new Experience at +2, permanently increase your Proficiency by 1, and clear any marked traits.

Step Two: Advancements

Choose any two advancements with at least one unmarked 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.

  • When you choose to increase two unmarked character traits and mark them: Choose two unmarked character traits and gain a permanent +1 bonus to them. You can't increase these stats again until the next tier (when your tier achievement allows you to clear those marks).
  • When you choose to permanently add 1 or more Hit Point slots: Darken the outline of the next rectangle in the Hit Point section of your character sheet in pen or permanent marker.
  • When you choose to permanently add 1 or more Stress slots: Darken the outline of the next rectangle in the Stress section of your character sheet in pen or permanent marker.
  • When you choose to increase your Experience: Choose two Experiences on your character sheet and gain a permanent +1 bonus to both.
  • When you take an additional domain card: You can choose an additional domain card at or below your level or from your class's domains. If you've multiclassed, you can instead select a card at or below half your level from your chosen multiclass domain.
  • When you choose to increase your Evasion: Gain a 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.

Step Three: Damage Thresholds

Increase all damage thresholds by 1.

Step Four: Domain Cards

Acquire a new domain card at your level or lower from one of your class's domains and add it to your loadout or vault. If your loadout is already full, you can't add it to your loadout until you move another into your vault. You can also exchange one domain card you've previously acquired for a different domain card of the same level or lower.

Multiclassing

Starting at level 5, you can choose multiclassing as an option when leveling up. When you multiclass, you choose an additional class, gain access to one of its domains, and acquire its class feature. Take the appropriate multiclass module and add it to the right side of your character sheet, then choose a foundation card from one of its subclasses. If your foundation cards specify different Spellcast traits, you can choose which one to apply when making a Spellcast roll.

Whenever you have the option to acquire a new domain card, you can choose from cards at or below half your current level (rounded up) from the domain you chose when you selected the multiclass advancement.