Glossary¶
Abbreviations¶
| Abbr. | Full Term |
|---|---|
| ATK | Attack Modifier |
| GM | Game Master |
| HP | Hit Point(s) |
| mag | Magic Damage |
| NPC | Nonplayer Character |
| PB | Proficiency |
| PC | Player Character |
| SC | Spellcast Trait |
| phy | Physical Damage |
Character Traits¶
| Trait | Usage |
|---|---|
| Agility | Sprint, Leap, Maneuver |
| Strength | Lift, Smash, Grapple |
| Finesse | Control, Hide, Tinker |
| Instinct | Perceive, Sense, Navigate |
| Presence | Charm, Perform, Deceive |
| Knowledge | Recall, Analyze, Comprehend |
Classes¶
| Class | Domains |
|---|---|
| Bard | Codex & Grace |
| Druid | Arcana & Sage |
| Guardian | Blade & Valor |
| Ranger | Bone & Sage |
| Rogue | Grace & Midnight |
| Seraph | Splendor & Valor |
| Sorcerer | Arcana & Midnight |
| Warrior | Blade & Bone |
| Wizard | Codex & Splendor |
Domains¶
| Domain | Theme |
|---|---|
| Arcana | Innate and instinctual magic |
| Blade | Weapon mastery |
| Bone | Tactics and the body |
| Codex | Intensive magical study |
| Grace | Charisma |
| Midnight | Shadows and secrecy |
| Sage | The natural world |
| Splendor | Life |
| Valor | Protection |
Ranges¶
| Range | Distance | Map (approx.) |
|---|---|---|
| Melee | Close enough to touch, up to a few feet | 1 square |
| Very Close | About 5-10 feet | 3 squares |
| Close | About 10-30 feet | 6 squares |
| Far | About 30-100 feet | 12 squares |
| Very Far | About 100-300 feet | 13+ squares |
| Out of Range | Beyond Very Far | Off the map |
Conditions¶
| Condition | Effect |
|---|---|
| Hidden | Out of sight from all enemies; rolls against a Hidden creature have disadvantage. Ends when the creature is seen, moves into line of sight, or makes an attack. |
| Restrained | Cannot move, but can still take actions from current position. |
| Vulnerable | All rolls targeting the creature have advantage. |
Damage Types¶
| Type | Abbreviation |
|---|---|
| Physical | phy |
| Magic | mag |
Action Roll¶
An action roll is the core resolution mechanic in Daggerheart. When a PC attempts a move that is difficult or risky, they roll the Duality Dice (2d12), sum the results, add modifiers, and compare the total to a Difficulty number. The outcome depends on whether the total meets the Difficulty and which die (Hope or Fear) shows the higher result.
Advantage¶
Advantage represents a favorable opportunity that increases a character's chances of success. When rolling with advantage, the player adds a d6 advantage die to their dice pool and adds its result to the total. Advantage and disadvantage cancel each other out one-for-one.
Advancement¶
An advancement is a character improvement chosen when leveling up. Each level, a PC selects two advancements from options available at their current tier or below, such as increasing traits, gaining Hit Point or Stress slots, adding domain cards, increasing Evasion, or upgrading a subclass.
Agility¶
Agility is a character trait representing speed, nimbleness, and quick reflexes. It is used for sprinting, leaping, maneuvering, and similar physical actions requiring quickness.
Ancestry¶
A character's ancestry reflects their lineage, impacting their physicality and granting two unique ancestry features. It is one of the two components of a character's heritage.
Armor Score¶
Armor Score is the number of Armor Slots a character's equipped armor provides before additional bonuses. A PC's Armor Score cannot exceed 12. When a character takes damage, they can mark an Armor Slot to reduce the severity by one threshold.
Armor Slots¶
Armor Slots represent the protective capacity of a character's armor. When a character takes damage, they can mark one Armor Slot to reduce the severity of the damage by one threshold (Severe to Major, Major to Minor, Minor to Nothing). If a character's Armor Score is 0, they cannot mark Armor Slots.
Attack Roll¶
An attack roll is an action roll intended to inflict harm. The trait used is specified by the weapon or spell, and the Difficulty defaults to the target's Evasion (for PCs) or Difficulty score (for adversaries).
Battle Map¶
A battle map is an optional visual aid used when playing with maps and miniatures rather than theater of the mind. Daggerheart assumes 1 inch of map represents about 5 feet of fictional space.
Burden¶
Burden indicates how many hands a weapon occupies when equipped. A character's maximum burden is 2 hands. A one-handed weapon has a burden of 1, and a two-handed weapon has a burden of 2.
Close¶
Close is a range band representing a distance of about 10-30 feet. While in danger, a character can move from Close range into Melee range as part of their action. On a map, it corresponds to the length of a pencil (5-6 inches).
Community¶
A character's community represents their culture or environment of origin and grants them a community feature. It is one of the two components of a character's heritage, along with ancestry.
Countdown¶
A countdown represents a period of time or series of events preceding a future effect. It begins at a starting value and advances (reduces by 1) based on triggers. When it reaches 0, its effect is triggered. Standard countdowns advance each time a player makes an action roll. Dynamic countdowns advance by 0-3 depending on the outcome of action rolls.
Cover¶
When a partial obstruction lies between an attacker and their target, the target has cover. Attacks made through cover are rolled with disadvantage. If the obstruction is total, there is no line of sight and the attack cannot be made.
Critical Success¶
A critical success occurs when the Duality Dice show matching results (doubles). The character automatically succeeds with a bonus, gains a Hope, and clears a Stress. On an attack roll, critical damage is dealt. A critical success counts as a roll "with Hope."
Damage Roll¶
A damage roll determines how much damage a successful attack deals. It uses the format "xdy+modifier," where x is typically equal to the character's Proficiency (for weapon attacks). The modifier is not affected by Proficiency.
Damage Thresholds¶
Damage thresholds (Minor, Major, Severe) determine how many Hit Points a character marks when they take damage. If damage is below the Major threshold, mark 1 HP. If at or above Major but below Severe, mark 2 HP. If at or above Severe, mark 3 HP. A PC's thresholds are calculated by adding their level to their armor's base thresholds.
Death Door¶
When a PC marks their last Hit Point, they must make a death move by choosing one of three options: Blaze of Glory (take one final, automatically successful action and die), Avoid Death (fall unconscious and face consequences), or Risk It All (roll the Duality Dice for a chance to recover or die).
Difficulty¶
Difficulty is the target number a roll must meet or beat to succeed. For attacks against adversaries, the Difficulty equals the adversary's Difficulty score. For other action rolls, the GM sets the Difficulty based on the circumstances, using benchmarks ranging from 5 (easy) to 30 (nearly impossible).
Direct Damage¶
Direct damage is damage that cannot be reduced by marking Armor Slots. It bypasses a character's armor entirely but is still compared to damage thresholds.
Disadvantage¶
Disadvantage represents an additional difficulty or hardship when attempting an action. When rolling with disadvantage, the player rolls a d6 disadvantage die with their pool and subtracts its result from the total. Advantage and disadvantage cancel each other out one-for-one.
Domain¶
A domain is one of nine thematic groupings (Arcana, Blade, Bone, Codex, Grace, Midnight, Sage, Splendor, Valor) that organize abilities and spells. Each class grants access to two domains.
Domain Cards¶
Domain cards are cards that provide features, moves, or effects a PC can use during play. Each card has a level, domain, Recall Cost, title, type (ability, spell, or grimoire), and feature text. PCs acquire two at character creation and one more each level.
Downtime¶
Downtime is a period between conflicts when the party takes a rest to recover and deepen their bonds. During a rest, each PC can make up to two downtime moves, such as tending wounds, clearing Stress, repairing armor, or preparing.
Duality Dice¶
Duality Dice are a pair of visually distinct d12s, one representing Hope and the other representing Fear. They are rolled together for all PC action rolls. The sum determines success or failure, and the higher die determines whether the outcome is "with Hope" or "with Fear." Matching results trigger a critical success.
Evasion¶
Evasion represents a character's ability to avoid attacks and 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 and can be modified by equipment, domain cards, conditions, and other effects.
Experience¶
An experience is a word or phrase encapsulating skills, personality traits, or aptitudes a character has acquired. When making a move, a PC can spend a Hope to add a relevant Experience's modifier to an action or reaction roll. PCs start with two Experiences at +2 each.
Failure with Fear¶
Failure with Fear occurs when a PC's action roll total is less than the Difficulty and the Fear Die shows a higher result than the Hope Die. The PC fails with a major consequence, the GM gains a Fear, and the spotlight swings to the GM.
Failure with Hope¶
Failure with Hope occurs when a PC's action roll total is less than the Difficulty and the Hope Die shows a higher result than the Fear Die. The PC fails with a minor consequence and gains a Hope, but the spotlight swings to the GM.
Far¶
Far is a range band representing a distance of about 30-100 feet. While in danger, a character must make an Agility Roll to safely move from Far range into Melee range. On a map, it corresponds to the length of the long edge of a piece of copy paper (11-12 inches).
Fear¶
Fear is a metacurrency representing the cosmic forces opposing the PCs. The GM gains Fear whenever a PC rolls with Fear and can spend it to make or enhance GM moves, use Fear Features, or spotlight additional adversaries. The GM can hold up to 12 Fear at one time, and Fear carries over between sessions.
Fear Features¶
Fear Features are especially powerful or consequential moves available to adversaries and environments that the GM must spend Fear to activate. This cost is in addition to any Fear already spent to seize the spotlight.
Finesse¶
Finesse is a character trait representing accuracy, stealth, and precise control. It is used for tasks requiring fine manipulation, sneaking, tinkering, and striking with precision.
GM Move¶
A GM move is a narrative action the GM takes in response to player actions that changes the story. GM moves happen during GM turns and can range from soft moves (giving new information, offering an opportunity to react) to hard moves (imposing direct, unavoidable consequences). The GM makes moves when PCs roll with Fear, fail, or create golden opportunities.
Gold¶
Gold is the currency in Daggerheart, tracked in abstract quantities: Handfuls, Bags, and Chests. Characters start with a handful of gold. The GM sets prices of goods and services to reflect the campaign setting.
Group Action Roll¶
A group action roll is made when multiple PCs act together. One PC leads the action with a standard action roll, while others make reaction rolls. The leader gains a +1 bonus for each successful reaction roll and a -1 penalty for each failed one.
Heritage¶
Heritage combines two elements that define a character's background: ancestry (lineage, physicality, ancestry features) and community (culture, community feature).
Hidden¶
Hidden is a standard condition. While out of sight from all enemies and they don't otherwise know a character's location, that character gains the Hidden condition. Rolls against a Hidden creature have disadvantage. The condition ends when the character is seen, moves into line of sight, or makes an attack.
Hit Points¶
Hit Points (HP) represent a character's ability to withstand physical injury. When a character takes damage, they mark 1-3 HP based on their damage thresholds. A PC's starting HP is determined by their class, with a maximum of 12 HP slots. When a PC marks their last HP, they must make a death move.
Hope¶
Hope is a metacurrency representing the cosmic forces favoring the PCs. Players gain Hope when they roll with Hope and can spend it to Help an Ally, Utilize an Experience, initiate a Tag Team Roll (3 Hope), or activate Hope Features. PCs start with 2 Hope, can hold a maximum of 6, and Hope carries over between sessions.
Immunity¶
If a target has immunity to a damage type, they ignore all incoming damage of that type.
Instinct¶
Instinct is a character trait representing keen awareness and natural intuition. It is used for perceiving details, sensing danger, navigating, and tracking.
Knowledge¶
Knowledge is a character trait representing information and deductive reasoning. It is used for recalling facts, analyzing situations, comprehending complex material, and applying learned wisdom.
Level¶
Level represents a character's overall power, ranging from 1 to 10. Characters start at level 1 and level up when the GM decides the party has reached a narrative milestone (usually about every 3 sessions). Level affects damage thresholds, tier, and access to advancements and domain cards.
Line of Sight¶
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 rolled with disadvantage). If the obstruction is total, there is no line of sight.
Loadout¶
A loadout is the set of acquired domain cards (up to 5) whose effects a PC can use during play. Cards not in the loadout are stored in the vault and are inactive.
Long Rest¶
A long rest is when characters make camp and relax or sleep for several in-game hours. Each PC can freely swap domain cards, then choose twice from enhanced downtime moves (clear all HP, clear all Stress, repair all armor, prepare, or work on a project). The GM gains Fear equal to 1d4 + the number of PCs.
Melee¶
Melee is the closest range band, representing a distance close enough to touch, up to a few feet away. On a map, it corresponds to 1 square.
Multiclassing¶
Multiclassing is an advancement option available starting at level 5. When a PC multiclasses, they choose an additional class, gain access to one of its domains, acquire its class feature, and take a foundation card from one of its subclasses.
Out of Range¶
Out of Range means anything beyond a character's Very Far range. Targets that are Out of Range usually cannot be targeted by attacks or effects.
Presence¶
Presence is a character trait representing force of personality and social aptitude. It is used for charming, performing, deceiving, intimidating, and other social interactions.
Proficiency¶
Proficiency determines how many damage dice a character rolls on a successful weapon attack. At level 1, Proficiency is 1. It increases at levels 2, 5, and 8 through tier achievements, and can also be increased through advancements.
Rally¶
Rally is the Bard's class feature. Once per session, the Bard rallies the party and gives each ally a Rally Die (d6 at level 1, increasing at higher levels). A PC can spend their Rally Die to add its result to a roll or clear Stress equal to the result.
Reaction Roll¶
A reaction roll is made in response to an attack or hazard, representing a character's attempt to avoid or withstand an imminent effect. Reaction rolls work like action rolls, except they do not generate Hope or Fear, do not trigger additional GM moves, and other characters cannot aid with Help an Ally.
Recall Cost¶
Recall Cost is the amount of Stress a player must mark to swap a domain card from their vault into their loadout outside of a rest. The Recall Cost is shown in the top right of each domain card.
Resistance¶
If a target has resistance to a damage type, they reduce incoming damage of that type by half before comparing it to their damage thresholds. The effects of multiple resistances to the same damage type do not stack.
Rest¶
A rest is a downtime period between conflicts when the party can recover resources and deepen bonds. Each PC can make up to two downtime moves during a rest. The party must choose between a short rest and a long rest; after three short rests in a row, the next rest must be a long rest.
Restrained¶
Restrained is a standard condition. A Restrained character cannot move but can still take actions from their current position.
Scene¶
A scene is a unit of narrative play framed by the GM. Scenes vary in dramatic tension from incidental (0-1 Fear) to climactic (6-12 Fear). The core gameplay loop repeats within each scene as the GM sets the scene, players ask questions, and the fiction is built upon.
Session¶
A session is one continuous period of play. Certain features and resources refresh or reset at the start or end of a session. Fear carries over between sessions.
Short Rest¶
A short rest lasts about an hour of in-game time. Each PC can freely swap domain cards, then choose twice from downtime moves: Tend to Wounds (clear 1d4+Tier HP), Clear Stress (clear 1d4+Tier Stress), Repair Armor (clear 1d4+Tier Armor Slots), or Prepare (gain a Hope, or 2 Hope if done with allies). The GM gains 1d4 Fear.
Spellcast Roll¶
A Spellcast Roll is a trait roll that requires the character to use their Spellcast trait, which is determined by their subclass. Spellcast Rolls are made when a character uses a feature that requires one. A Spellcast Roll that can damage a target is also considered an attack roll.
Spotlight¶
The spotlight represents the table's attention and the immediate focus of both the narrative and game mechanics. It moves organically around the table as scenes unfold unless a mechanical trigger determines where it goes. When a player fails an action roll or rolls with Fear, the spotlight swings to the GM.
Strength¶
Strength is a character trait representing physical power and stamina. It is used for lifting, smashing, grappling, and other feats of brute force.
Stress¶
Stress represents how much mental, physical, and emotional strain a character can endure. All classes start with 6 Stress slots (maximum 12). Some abilities require marking Stress, and the GM can impose Stress as a consequence. When a character marks their last Stress, they become Vulnerable. When a character must mark Stress but cannot, they mark 1 HP instead.
Subclass¶
A subclass further refines a class archetype by granting access to unique subclass features. Each class has two subclasses. A PC selects one at character creation and takes its Foundation card, with Specialization and Mastery upgrades available at higher tiers.
Success with Fear¶
Success with Fear occurs when a PC's action roll total meets or beats the Difficulty and the Fear Die shows a higher result than the Hope Die. The PC succeeds, but the GM gains a Fear and introduces a cost or complication.
Success with Hope¶
Success with Hope occurs when a PC's action roll total meets or beats the Difficulty and the Hope Die shows a higher result than the Fear Die. The PC succeeds and gains a Hope.
Tag Team Roll¶
A Tag Team Roll combines the actions of two PCs. A player spends 3 Hope to initiate it (once per session per player). Both players make separate action rolls, then choose one set of results to apply to both actions. On a successful attack, both players roll damage and add the totals together.
Temporary Tag¶
The temporary tag denotes a condition or effect that the affected creature can clear by making a move against it. PCs typically need a successful action roll to clear a temporary condition; adversaries spend their spotlight to clear it without rolling.
Theater of the Mind¶
Theater of the mind is a style of play where positioning and distances are described narratively rather than tracked on a physical map. Daggerheart supports both theater of the mind and map-based play.
Tier¶
Tier represents a character's power bracket within the 10-level progression. Tier 1 is level 1 only. Tier 2 is levels 2-4. Tier 3 is levels 5-7. Tier 4 is levels 8-10. Tier affects damage thresholds, tier achievements, access to advancements, and available equipment.
Trait Roll¶
A trait roll is an action roll that specifies which character trait applies. It is referenced in feature text with the format "[Trait] Roll (Difficulty)" (e.g., "Agility Roll (12)"). Features that affect a trait roll also affect any action roll using that trait, including attack rolls and Spellcast Rolls.
Vault¶
The vault holds a PC's acquired domain cards that are not in their active loadout. Vault cards are inactive and do not influence play. Cards can be moved freely between the vault and loadout during a rest, or by paying the card's Recall Cost at other times.
Very Close¶
Very Close is a range band representing a distance of about 5-10 feet. While in danger, a character can move from Very Close range into Melee range as part of their action. On a map, it corresponds to the shortest length of a game card (2-3 inches).
Very Far¶
Very Far is a range band representing a distance of about 100-300 feet. While in danger, a character must make an Agility Roll to safely move from Very Far range into Melee range. On a map, it represents anything beyond Far range but still within the bounds of the conflict.
Vulnerable¶
Vulnerable is a standard condition. When a creature is Vulnerable, all rolls targeting them have advantage. A PC becomes Vulnerable when they mark their last Stress and remains so until they clear at least 1 Stress.