DAGGERHEART  
System reference Document 1.0  
SRD Writer: Rob Hebert | Technical Editor: Shawn Banerjee | Layout: Matt Paquette & Co. | Producer: Madigan Hunt  
This document, including the Witherwild Campaign Frame, is considered Public Game Content per the Darrington Press  
Community Gaming License. Please read the Darrington Press Community Gaming License before using this material.  
© 2025 Critical Role LLC. All rights reserved. For more information, please visit www.darringtonpress.com/license.  
CONTENTS  
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3  
What Is This . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3  
The Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3  
CHARACTER CREATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4  
CORE MATERIALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7  
Domains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7  
Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8  
Ancestries. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27  
Communities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32  
CORE MECHANICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35  
Flow of the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35  
Core Gameplay Loop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35  
The Spotlight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35  
Turn Order & Action Economy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36  
Making Moves & Taking Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36  
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39  
Stress . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39  
Attacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39  
Maps, Range & Movement. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40  
Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41  
Downtime. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41  
Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42  
Additional Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42  
Leveling Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42  
Multiclassing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43  
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44  
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44  
Combat Wheelchair. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54  
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56  
Loot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58  
Consumables. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60  
RUNNING AN ADVENTURE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63  
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63  
GM Guidance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63  
Core GM Mechanics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64  
Adversaries and Environments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71  
Additional GM Guidance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112  
The Witherwild Campaign Frame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113  
APPENDIX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119  
Domain Card Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119  
2
Daggerheart SRD  
INTRODUCTION  
Welcome to DAGGERHEART, a collaborative fantasy tabletop roleplaying game of incredible  
magic and heroic, heartfelt adventure.  
THE GOLDEN RULE  
WHAT IS THIS?  
The most important rule of Daggerheart is to make the game  
your own. The rules included in this SRD are designed to  
help you enjoy the experience at the table, but everyone has  
a different approach to interpreting rules and telling stories.  
The rules should never get in the way of the story you want  
to tell, the characters you want to play, or the adventures you  
want to have. As long as your group agrees, everything can  
be adjusted to fit your play style. If there’s a rule you’d rather  
ignore or modify, feel free to implement any change with your  
table’s consent.  
This is the Daggerheart SRD (System Reference Document). It  
is a repository of the mechanical elements of the Daggerheart  
system, edited and organized for clarity, conciseness, and  
quick reference.  
You can use this SRD in several ways:  
To quickly look up Daggerheart’s rules-as-written during  
gameplay sessions.  
To ensure any homebrew content you create or publish  
conforms with Daggerheart’s core ruleset.  
To provide copy text made available by Darrington Press  
for your own publications under their Community Gaming  
RULINGS OVER RULES  
While playing Daggerheart, the GM and players should always  
prioritize rulings over rules. This SRD offers answers for many  
questions your table may have about the game, but it won’t  
answer all of them. When you’re in doubt about how a rule  
applies, the GM should make a ruling that aligns with the  
narrative.  
To better understand the mechanics of Daggerheart,  
absent the flavor and setting information, so you can bend  
or break them in the process of making your own content.  
The Daggerheart SRD is not a replacement for the core  
rulebook, which contains setting information, additional  
examples of various gameplay elements, and tons of great  
advice for playing Daggerheart—not to mention gorgeous  
artwork and layout.  
For example, Daggerheart has a weapon called a grappler that  
lets you pull a target close to you. If you try to use it to pull an  
entire castle, the weapon text doesn’t forbid you from doing  
that—but it doesn’t make sense within the narrative. Instead,  
the GM might rule that you pull a few bricks out, or pull  
yourself toward the wall instead.  
In short, it is Daggerheart, the system, boiled down to the  
bones—a lean and clean offering without all the flavor, style,  
and supporting material that makes the core rulebook such an  
evocative and enjoyable read. We hope this document proves  
useful to your table. Happy adventuring!  
Similarly, if your character does something that would logically  
result in immediate death—such as diving into an active  
volcano without protection—you might not get to make  
one of Daggerheart’s death moves, which normally give you  
control of your character’s fate in their final moments. This  
kind of consequence should be made clear before the action is  
completed, and it should always follow the logic of the world.  
THE BASICS  
WHAT IS DAGGERHEART?  
Daggerheart is a tabletop roleplaying game for one Game  
Master (“GM”) and 2-5 players. Each game session lasts about  
2-4 hours, and Daggerheart can be played as a one-shot or a  
multi-session campaign of any length.  
As a narrative-focused game, Daggerheart is not a place  
where technical, out-of-context interpretations of the rules are  
encouraged. Everything should flow back to the fiction, and  
the GM has the authority and responsibility to make rulings  
about how rules are applied to underscore that fiction.  
During a session of Daggerheart the GM describes situations,  
narrates events, and controls any adversaries or obstacles  
that the Player Characters (“PCs”) encounter. The players, in  
turn, roleplay their PCs’ reactions to the scenario presented by  
the GM. If the outcome of a player’s action depends on fate or  
fortune, the GM calls for an action roll.  
When a player makes an action roll, they utilize Duality  
Dice—two differently colored 12-sided dice (“d12s”)  
representing Hope and Fear. The Duality Dice are rolled,  
relevant modifiers are added to the results, and the total is  
compared to a Difficulty set by the GM. If the total meets or  
beats the Difficulty, the player succeeds. If it’s lower, they fail.  
In addition, the situation changes based on which Duality Die  
rolls higher, either giving the player helpful Hope tokens or  
generating terrifying Fear tokens for the GM.  
Daggerheart SRD  
3
CHARACTER CREATION  
Unless their table chooses to use pre-generated characters,  
each player creates their own PC by making a series of  
guided choices. Some of these decisions are purely narrative,  
meaning they only appear in or affect the game through  
roleplaying, but others are mechanical choices that affect the  
things their PC is able to do and which actions they’re more  
(or less) likely to succeed at when making moves and taking  
action.  
STEP 3  
Assign Character Traits.  
Your character has six traits that represent their physical,  
mental, and social aptitude:  
Agility (Use it to Sprint, Leap, Maneuver,etc.)  
A high Agility means you’re fast on your feet, nimble on  
difficult terrain, and quick to react to danger. You’ll make  
an Agility Roll to scurry up a rope, sprint to cover, or  
bound from rooftop to rooftop.  
Note: You can fill in your character’s name, pronouns, and  
Character Description details at any point of the character  
creation process.  
Strength (Use it to Lift, Smash, Grapple, etc.)  
A high Strength means you’re better at feats that test your  
physical prowess and stamina. You’ll make a Strength Roll  
to break through a door, lift heavy objects, or hold your  
ground against a charging foe.  
STEP 1  
Choose a Class and Subclass.  
Classes are role-based archetypes that determine which class  
features and domain cards a PC gains access to throughout  
the campaign. There are nine classes in this SRD: Bard, Druid,  
Guardian, Ranger, Rogue, Seraph, Sorcerer, Warrior, Wizard.  
Finesse (Use it to Control, Hide, Tinker, etc.)  
A high Finesse means you’re skilled at tasks that require  
accuracy, stealth, or the utmost control. You’ll make a  
Finesse Roll to use fine tools, escape notice, or strike with  
precision.  
• Select a class and take its corresponding character sheet  
and character guide printouts. These sheets are for  
recording your PC’s details; you’ll update and reference  
them throughout the campaign.  
Instinct (Use it to Perceive, Sense, Navigate, etc.)  
A high Instinct means you have a keen sense of your  
surroundings and a natural intuition. You’ll make an  
Instinct Roll to sense danger, notice details in the world  
around you, or track an elusive foe.  
• Every class begins with one or more unique class  
feature(s), described at the bottom left of each class’s  
character sheet. If your class feature prompts you to make  
a selection, do so now.  
Presence (Use it to Charm, Perform, Deceive, etc.)  
A high Presence means you have a strong force of  
personality and a facility for social situations. You’ll make  
a Presence Roll to plead your case, intimidate a foe, or  
capture the attention of a crowd.  
Choose a Subclass  
Subclasses further refine a class archetype and reinforce  
its expression by granting access to unique subclass  
features. Each class comprises two subclasses. Select one  
of your class’s subclasses and take its Foundation card.  
Knowledge (Use it to Recall, Analyze, Comprehend, etc.)  
A high Knowledge means you know information others  
don’t and understand how to apply your mind through  
deduction and inference. You’ll make a Knowledge Roll  
to interpret facts, see the patterns clearly, or remember  
important information.  
STEP 2  
Choose Your Heritage.  
Your character’s heritage combines two elements: ancestry  
and community.  
When you “roll with a trait,” that trait’s modifier is added to  
the roll’s total. Assign the modifiers +2, +1, +1, +0, +0, -1 to  
your character’s traits in any order you wish.  
• A character’s ancestry reflects their lineage, impacting  
their physicality and granting them two unique ancestry  
features. Take the card for one of the following ancestries,  
then write its name in the Heritage field of your character  
sheet: Clank, Drakona, Dwarf, Elf, Faerie, Faun, Firbolg,  
Fungril, Galapa, Giant, Goblin, Halfling, Human, Infernis,  
Katari, Orc, Ribbet, Simiah. To create a Mixed Ancestry,  
take the top (first-listed) ancestry feature from one  
ancestry and the bottom (second-listed) ancestry feature  
from another.  
STEP 4  
Record Additional Character Information.  
• Characters start a new campaign at Level 1. Record your  
level in the designated space at the top of your character  
sheet.  
Evasion represents your character’s ability to avoid  
damage. Your character’s starting Evasion is determined  
by their class and appears directly beneath the Evasion  
field on your character sheet; copy this number into the  
Evasion field.  
Your character’s community represents their culture  
or environment of origin and grants them a community  
feature. Take the card for one of the following  
communities, then write its name in the Heritage field of  
your character sheet: Highborne, Loreborne, Orderborne,  
Ridgeborne, Seaborne, Slyborne, Underborne,  
Wanderborne, Wildborne.  
Hit Points (HP) are an abstract measure of your physical  
health. Your starting HP is determined by your class and is  
recorded on your character sheet.  
4
Daggerheart SRD  
Stress reflects your ability to withstand the mental and  
emotional strain of dangerous situations and physical  
exertion. Every PC starts with 6 Stress slots.  
STEP 6  
Create Your Background.  
Develop your character’s background by answering the  
background questions in your character guide, modifying or  
replacing them if they don’t fit the character you want to play.  
Hope is a metacurrency that fuels special moves and  
certain abilities or features. All PCs start with 2 Hope;  
mark these in the Hope field of your character sheet.  
Note: Your background has no explicit mechanical effect,  
but it greatly affects the character you’ll play and the prep  
the GM will do. Throughout character creation, you can  
adjust choices you made in earlier steps to better reflect this  
background as your character takes shape. If you wish, you  
can leave your character’s past more ambiguous for the time  
being and discover their backstory through play.  
STEP 5  
Choose Your Starting Equipment  
Choose your weapon(s):  
• Select from the Tier 1 Weapon Tables. Either a two-  
handed primary weapon or a one-handed primary  
weapon and a one-handed secondary weapon.Then equip  
your selection by recording it in the Active Weapon field of  
your character sheet.  
STEP 7  
Create Your Experiences.  
An Experience is a word or phrase used to encapsulate a  
specific set of skills, personality traits, or aptitudes your  
character has acquired over the course of their life. When your  
PC makes a move, they can spend a Hope to add a relevant  
Experience’s modifier to an action or reaction roll.  
• At Level 1, your Proficiency is 1; write this number in the  
Proficiency field on your character sheet, then calculate  
and record your damage roll by combining your Proficiency  
value with your equipped weapon(s) damage dice.  
Example: If your Proficiency is 1 and your weapon’s damage  
dice is d6+1, your damage roll is 1d6+1. Proficiency only  
determines how many damage dice you roll, and does not  
affect any flat damage modifiers.  
Your PC gets two Experiences at character creation, each  
with a +2 modifier.  
• There’s no set list of Experiences to choose from, but an  
Experience can’t be too broadly applicable and it can’t  
grant your character specific mechanical benefits, such as  
magic spells or special abilities. For example, “Lucky” and  
“Highly Skilled” are too broad, because they could be applied  
to virtually any roll. Likewise, “Supersonic Flight” and  
“Invulnerable” imply game-breaking special abilities.  
Choose and equip one set of armor from the Tier 1 Armor  
Table, then record its details in the Active Armor field of your  
character sheet.  
• Add your character’s level to your equipped armor’s Base  
Thresholds and record the total for both numbers in the  
corresponding fields. At character creation, your level is 1.  
• Record your Armor Score in the field at the top left of  
your character sheet. Your Armor Score is equal to your  
equipped armor’s Base Score plus any permanent bonuses  
your character has to their Armor Score from other  
abilities, features, or effects.  
EXAMPLE EXPERIENCES  
Backgrounds: Assassin, Blacksmith, Bodyguard, Bounty  
Hunter, Chef to the Royal Family, Circus Performer,  
Con Artist, Fallen Monarch, Field Medic, High Priestess,  
Merchant, Noble, Pirate, Politician, Runaway, Scholar,  
Sellsword, Soldier, Storyteller, Thief, World Traveler  
Add the following items to the Inventory fields on your  
character sheet:  
Characteristics: Affable, Battle-Hardened, Bookworm,  
Charming, Cowardly, Friend to All, Helpful, Intimidating  
Presence, Leader, Lone Wolf, Loyal, Observant, Prankster,  
Silver Tongue, Sticky Fingers, Stubborn to a Fault, Survivor,  
Young and Naive  
• A torch, 50 feet of rope, basic supplies, and a handful  
of gold (mark one box in the left-hand column of your  
character sheet titled “Gold > Handfuls”)  
• EITHER a Minor Health Potion (clear 1d4 Hit Points) OR a  
Minor Stamina Potion (clear 1d4 Stress)  
Specialties: Acrobat, Gambler, Healer, Inventor, Magical  
Historian, Mapmaker, Master of Disguise, Navigator,  
Sharpshooter, Survivalist, Swashbuckler, Tactician  
• One of the class-specific items listed on your character  
guide  
• If applicable, whichever class-specific item you selected to  
carry your spells  
Skills: Animal Whisperer, Barter, Deadly Aim, Fast  
Learner, Incredible Strength, Liar, Light Feet, Negotiator,  
Photographic Memory, Quick Hands, Repair, Scavenger,  
Tracker  
• Any other GM-approved items you’d like to have at the  
start of the game  
Phrases: Catch Me If You Can, Fake It Till You Make It, First  
Time’s the Charm, Hold the Line, I Won’t Let You Down,  
I’ll Catch You, I’ve Got Your Back, Knowledge Is Power,  
Nature’s Friend, Never Again, No One Left Behind, Pick on  
Someone Your Own Size, The Show Must Go On, This Is  
Not a Negotiation, Wolf in Sheep’s Clothing  
Daggerheart SRD  
5
STEP 8  
Choose Domain Cards.  
Your class has access to two of the nine Domains included in  
the core set. Choose two cards from your class’s domains,  
which are listed in the upper left of your character sheet. You  
can take one card from each domain or two from a single  
domain, whichever you prefer.  
STEP 9  
Create Your Connections.  
Connections are the relationships between the PCs. To create  
connections, follow these steps:  
• Go around the table and have each player describe their  
characters to one another—at a minimum, their name,  
pronouns, character description, experiences, and the  
answers to their background questions.  
• Discuss potential connections between the PCs using the  
questions included in the “Connections” section of your  
character guide as inspiration.  
• Suggest at least one connection between your character  
and each other player’s PC. Accept any suggested  
connections you want to explore, reject any you don’t.  
Note: A player can reject a suggested connection for any  
reason, and it’s okay if there isn’t an established connection  
between every pair of PCs—you can always discover and  
develop those relationships through play.  
6
Daggerheart SRD  
CORE MATERIALS  
MIDNIGHT  
DOMAINS  
Midnight is the domain of shadows and secrecy. Whether  
by clever tricks, deft magic, or the cloak of night, those who  
channel these forces practice the art of obscurity and can  
uncover sequestered treasures. Midnight offers practitioners  
the power to control and create enigmas. The Midnight  
domain can be access by the Rogue and Sorcerer classes.  
The Daggerheart core set includes 9 Domain Decks, each  
comprising a collection of cards granting features or special  
abilities expressing a particular theme.  
The 9 Domains are:  
ARCANA  
SAGE  
Arcana is the domain of innate and instinctual magic. Those  
who choose this path tap into the raw, enigmatic forces of the  
realms to manipulate both their own energy and the elements.  
Arcana offers wielders a volatile power, but it is incredibly  
potent when correctly channeled. The Arcana domain can be  
accessed by the Druid and Sorcerer classes.  
Sage is the domain of the natural world. Those who walk  
this path tap into the unfettered power of the earth and its  
creatures to unleash raw magic. Sage grants its adherents  
the vitality of a blooming flower and the ferocity of a ravenous  
predator. The Sage domain can be accessed by the Druid and  
Ranger classes.  
BLADE  
SPLENDOR  
Blade is the domain of weapon mastery. Whether by steel,  
bow, or perhaps a more specialized arm, those who follow this Splendor is the domain of life. Through this magic, followers  
path have the skill to cut short the lives of others. Wielders of  
Blade dedicate themselves to achieving inexorable power over  
death. The Blade domain can be accessed by the Guardian  
and Warrior classes.  
gain the ability to heal and, to an extent, control death.  
Splendor offers its disciples the magnificent ability to both  
give and end life. The Splendor domain can be accessed by the  
Seraph and Wizard classes.  
BONE  
VALOR  
Bone is the domain of tactics and the body. Practitioners  
of this domain have an uncanny control over their own  
physical abilities and an eye for predicting the behaviors of  
others in combat. Adherents to Bone gain an unparalleled  
understanding of bodies and their movements. The Bone  
domain can be accessed by the Ranger & Warrior classes.  
Valor is the domain of protection. Whether through attack or  
defense, those who choose this discipline channel formidable  
strength to protect their allies in battle. Valor offers great  
power to those who raise their shields in defense of others.  
The Valor domain can be accessed by the Guardian and  
Seraph classes.  
CODEX  
Class Domains  
Codex is the domain of intensive magical study. Those who  
seek magical knowledge turn to the equations of power  
recorded in books, written on scrolls, etched into walls, or  
tattooed on bodies. Codex offers a commanding and versatile  
understanding of magic to devotees who pursue knowledge  
beyond the boundaries of common wisdom. The Codex  
domain can be accessed by the Bard and Wizard classes.  
Each class grants access to two 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  
GRACE  
Grace is the domain of charisma. Through rapturous  
storytelling, charming spells, or a shroud of lies, those who  
channel this power define the realities of their adversaries,  
bending perception to their will. Grace offers its wielders raw  
magnetism and mastery over language. The Grace domain can  
be accessed by the Bard and Rogue classes  
PCs acquire two 1st-level domain cards at character creation  
and an additional domain card at or below their level each time  
they level up.  
Daggerheart SRD  
7
card’s Recall Cost (located in the top right of the card next to  
the lightning bolt symbol). If your loadout is already full, you  
must also move a card from your loadout to your vault to make  
space, though you can do this at no cost.  
DOMAIN CARDS  
Each domain card provides one or more features your PC  
can utilize during their adventures. Some domain cards  
provide moves you can make, such as a unique attack or a  
spell. Others offer passive effects, new downtime or social  
encounter abilities, or one-time benefits.  
When you gain a new domain card at level-up, you can  
immediately move it into your loadout for free. If your loadout  
is already full, you must also move a card from your loadout to  
your vault to make space.  
DOMAIN CARD ANATOMY  
Each domain card includes six elements:  
USAGE LIMITS  
Level  
If a domain card restricts how often it can be used, you can  
track such limits with whatever method you prefer, such  
as turning the card sideways, flipping it facedown, or using  
tokens.  
The number in the top left of the card indicates the card’s  
level. You cannot acquire a domain card with a level higher  
than your PC’s.  
Domain  
Note: if an effect or ability gives you a number of uses equal  
to a trait with a modifier of +0 or less, it grants you 0 uses.  
Beneath the card’s level there is a symbol indicating its  
domain. You can only choose cards from your class’s two  
domains.  
CLASSES  
Recall Cost  
A class is a role-based archetype that determines a PC’s:  
The number and lightning bolt in the top right of the card  
shows its Recall Cost. This is the amount of Stress a player  
must mark to swap this card from their vault with a card  
from their loadout.  
Access to Domains: Each class grants access to two  
domains; players choose cards from these domains during  
character creation and when leveling up.  
Starting Evasion and Hit Points (HP)  
Starting Items  
Note: A player can swap domain cards during downtime  
without paying the domain card’s Recall Cost.  
Class Feature(s)  
Title  
The name of the card.  
Class Hope Feature, a class feature that costs 3 Hope to  
activate.  
Type  
There are 9 classes in the Daggerheart core materials: Bard,  
Druid, Guardian, Ranger, Rogue, Seraph, Sorcerer, Warrior,  
and Wizard.  
The card’s type is listed in the center above the title. There  
are three types of domain cards: abilities, spells, and  
grimoires. Abilities are typically non-magical in nature,  
while spells are magical. Grimoires are unique to the Codex  
domain and grant access to a collection of less potent  
spells. Some game mechanics only apply to certain types  
of cards.  
SUBCLASSES  
Each class is divided into two subclasses, each of which  
further defines and highlights one aspect of its class  
archetype. Your chosen subclass grants the following:  
Feature  
The text on the bottom half of the card describes its  
feature(s), including any special rules you need to follow  
when you use that card.  
• Spellcast Trait: the trait used on all Spellcast rolls.  
• Foundation Feature: a unique starting feature that  
establishes the identity and strengths of the subclass.  
LOADOUT & VAULT  
• Specialization Feature: an advanced feature that can be  
gained on level up. For some subclasses, the specialization  
feature grants a new ability; for others, it expands or  
enhances a feature you already acquired through a class or  
subclass.  
Your loadout is the set of acquired domain cards whose  
effects your PC can use during play. You can have up to  
5 domain cards in your loadout at one time. Once you’ve  
acquired six or more domain cards, you must choose five to  
keep in your loadout; the rest are considered to be in your  
vault. Vault cards are inactive and do not influence play  
• Mastery Feature: The mastery feature is a subclass’s most  
powerful feature, which can be gained at higher levels.  
For some subclasses, the mastery feature unlocks an  
extraordinary new ability; for others, it’s the impressive  
culmination of their subclass’s core feature.  
Note: Your subclass, ancestry, and community cards don’t  
count toward your loadout or vault and are always active and  
available.  
The Daggerheart core set includes cards detailing each  
foundation, specialization, and mastery feature. When you  
acquire one of these features, take its card for use as a  
reference during play.  
At the start of a rest, before using downtime moves, you can  
freely move cards between your loadout and your vault, so  
long as your loadout doesn’t exceed its five-card maximum.  
To move a card from your vault to your loadout at any other  
time, you must mark a number of Stress equal to the vaulted  
8
Daggerheart SRD  
 
BARD  
BARD SUBCLASSES  
Choose either the Troubadour or Wordsmith subclass.  
Bards are the most charismatic people in all the realms.  
Members of this class are masters of captivation and  
specialize in a variety of performance types, including singing,  
playing musical instruments, weaving tales, or telling jokes.  
Whether performing for an audience or speaking to an  
individual, bards thrive in social situations. Members of this  
profession bond and train at schools or guilds, but a current  
of egotism runs through those of the bardic persuasion. While  
they may be the most likely class to bring people together, a  
bard of ill temper can just as easily tear a party apart.  
TROUBADOUR  
Play the Troubadour if you want to play music to bolster your  
allies.  
SPELLCAST TRAIT  
Presence  
FOUNDATION FEATURE  
Gifted Performer: You can play three different types of  
songs, once each per long rest; describe how you perform  
for others to gain the listed benefit:  
DOMAINS - Grace & Codex  
STARTING EVASION - 10  
Relaxing Song: You and all allies within Close range clear  
a Hit Point.  
STARTING HIT POINTS - 5  
Epic Song: Make a target within Close range temporarily  
Vulnerable.  
CLASS ITEMS - A romance novel or a letter never opened  
Heartbreaking Song: You and all allies within Close  
range gain a Hope.  
BARD’S HOPE FEATURE  
SPECIALIZATION FEATURE  
Make a Scene: Spend 3 Hope to temporarily Distract a  
target within Close range, giving them a -2 penalty to their  
Difficulty.  
Maestro. Your rallying songs steel the courage of those  
who listen. When you give a Rally Die to an ally, they can  
gain a Hope or clear a Stress.  
CLASS FEATURE  
MASTERY FEATURE  
Rally: Once per session, describe how you rally the party  
and give yourself and each of your allies a Rally Die. At level  
1, your Rally Die is a d6. A PC can spend their Rally Die to  
roll it, adding the result to their action roll, reaction roll,  
damage roll, or to clear a number of Stress equal to the  
result. At the end of each session, clear all unspent Rally  
Dice. At level 5, your Rally Die increases to a d8.  
Virtuoso. You are among the greatest of your craft and your  
skill is boundless. You can perform each of your “Gifted  
Performer” feature’s songs twice per long rest.  
WORDSMITH  
Play the Wordsmith if you want to use clever wordplay and  
captivate crowds.  
SPELLCAST TRAIT  
Presence  
FOUNDATION FEATURES  
Rousing Speech: Once per long rest, you can give a  
heartfelt, inspiring speech. All allies within Far range clear  
2 Stress.  
Heart of a Poet: After you make an action roll to impress,  
persuade, or offend someone, you can spend a Hope to  
add a d4 to the roll.  
Daggerheart SRD  
9
SPECIALIZATION FEATURE  
DRUID  
Eloquent. Your moving words boost morale. Once per  
session, when you encourage an ally, you can do one of the  
following:  
Becoming a druid is more than an occupation; it’s a calling for  
those who wish to learn from and protect the magic of the  
wilderness. While one might underestimate a gentle druid who  
practices the often-quiet work of cultivating flora, druids who  
channel the untamed forces of nature are terrifying to behold.  
Druids cultivate their abilities in small groups, often connected  
by a specific ethos or locale, but some choose to work alone.  
Through years of study and dedication, druids can learn to  
transform into beasts and shape nature itself.  
• Allow them to find a mundane object or tool they need.  
• Help an Ally without spending Hope.  
• Give them an additional downtime move during their  
next rest.  
MASTERY FEATURE  
Epic Poetry. Your Rally Die increases to a d10. Additionally,  
when you Help an Ally, you can narrate the moment as  
if you were writing the tale of their heroism in a memoir.  
When you do, roll a d10 as your advantage die.  
DOMAINS - Sage & Arcana  
STARTING EVASION - 10  
STARTING HIT POINTS - 6  
BACKGROUND QUESTIONS  
CLASS ITEMS - A small bag of rocks and bones or a  
Answer any of the following background questions. You can  
also create your own questions.  
strange pendant found in the dirt  
• Who from your community taught you to have such  
confidence in yourself?  
DRUID’S HOPE FEATURE  
You were in love once. Who did you adore, and how  
did they hurt you?  
Evolution: Spend 3 Hope to transform into a Beastform  
without marking a Stress. When you do, choose one trait to  
raise by +1 until you drop out of that Beastform.  
You’ve always looked up to another bard. Who are  
they, and why do you idolize them?  
CLASS FEATURES  
CONNECTIONS  
Beastform: Mark a Stress to magically transform into a  
creature of your tier or lower from the Beastform list. You  
can drop out of this form at any time. While transformed,  
you can’t use weapons or cast spells from domain cards,  
but you can still use other features or abilities you have  
access to. Spells you cast before you transform stay  
active and last for their normal duration, and you can talk  
and communicate as normal. Additionally, you gain the  
Beastform’s features, add their Evasion bonus to your  
Evasion, and use the trait specified in their statistics for  
your attack. While you’re in a Beastform, your armor  
becomes part of your body and you mark Armor Slots as  
usual; when you drop out of a Beastform, those marked  
Armor Slots remain marked. If you mark your last Hit Point,  
you automatically drop out of this form.  
Ask your fellow players one of the following questions for  
their character to answer, or create your own questions.  
• What made you realize we were going to be such  
good friends?  
• What do I do that annoys you?  
• Why do you grab my hand at night?  
Wildtouch: You can perform harmless, subtle effects that  
involve nature—such as causing a flower to rapidly grow,  
summoning a slight gust of wind, or starting a campfire—  
at will.  
10  
Daggerheart SRD  
DRUID SUBCLASSES  
Choose either the Warden of the Elements or Warden of  
Renewal subclass.  
WARDEN OF RENEWAL  
Play the Warden of Renewal if you want to use powerful magic  
to heal your party.  
SPELLCAST TRAIT  
WARDEN OF THE ELEMENTS  
Play the Warden of the Elements if you want to embody the  
natural elements of the wild.  
Instinct  
FOUNDATION FEATURES  
Clarity of Nature: Once per long rest, you can create a  
space of natural serenity within Close range. When you  
spend a few minutes resting within the space, clear Stress  
equal to your Instinct, distributed as you choose between  
you and your allies.  
SPELLCAST TRAIT  
Instinct  
FOUNDATION FEATURE  
Elemental Incarnation: Mark a Stress to Channel one of the  
following elements until you take Severe damage or until  
your next rest:  
Regeneration: Touch a creature and spend 3 Hope. That  
creature clears 1d4 Hit Points.  
SPECIALIZATION FEATURES  
Fire: When an adversary within Melee range deals  
damage to you, they take 1d10 magic damage.  
Regenerative Reach: You can target creatures within Very  
Close range with your “Regeneration” feature.  
Earth: Gain a bonus to your damage thresholds equal to  
your Proficiency.  
Warden’s Protection: Once per long rest, spend 2 Hope to  
clear 2 Hit Points on 1d4 allies within Close range.  
Water: When you deal damage to an adversary within  
Melee range, all other adversaries within Very Close  
range must mark a Stress.  
MASTERY FEATURE  
Air: You can hover, gaining advantage on Agility Rolls.  
Defender: Your animal transformation embodies a healing  
guardian spirit. When you’re in Beastform and an ally within  
Close range marks 2 or more Hit Points, you can mark a  
Stress to reduce the number of Hit Points they mark by 1.  
SPECIALIZATION FEATURE  
Elemental Aura: Once per rest while Channeling, you can  
assume an aura matching your element. The aura affects  
targets within Close range until your Channeling ends.  
BACKGROUND QUESTIONS  
Fire: When an adversary marks 1 or more Hit Points,  
they must also mark a Stress.  
Answer any of the following background questions. You can  
also create your own questions.  
Earth: Your allies gain a +1 bonus to Strength.  
Water: When an adversary deals damage to you, you  
can mark a Stress to move them anywhere within Very  
Close range of where they are.  
• Why was the community you grew up in so reliant on  
nature and its creatures?  
• Who was the first wild animal you bonded with? Why  
did your bond end?  
Air: When you or an ally takes damage from an attack  
beyond Melee range, reduce the damage by 1d8.  
• Who has been trying to hunt you down? What do  
they want from you?  
MASTERY FEATURE  
Elemental Dominion: You further embody your element.  
While Channeling, you gain the following benefit:  
CONNECTIONS  
Ask your fellow players one of the following questions for  
their character to answer, or create your own questions.  
Fire: You gain a +1 bonus to your Proficiency for attacks  
and spells that deal damage.  
Earth: When you would mark Hit Points, roll a d6 per Hit  
Point marked. For each result of 6, reduce the number  
of Hit Points you mark by 1.  
• What did you confide in me that makes me leap into  
danger for you every time?  
• What animal do I say you remind me of?  
Water: When an attack against you succeeds, you  
can mark a Stress to make the attacker temporarily  
Vulnerable.  
• What affectionate nickname have you given me?  
Air: You gain a +1 bonus to your Evasion and can fly.  
Daggerheart SRD  
11  
HOUSEHOLD FRIEND  
BEASTFORM OPTIONS  
When you use your “Beastform” feature, choose a creature  
category of your tier or lower. At the GM’s discretion, you can  
describe yourself transforming into any animal that reasonably  
fits into that category.  
(Cat, Dog, Rabbit, etc.)  
Instinct +1 | Evasion +2  
Melee Instinct d6 phy  
Gain advantage on: climb, locate, protect  
Beastform categories are divided by tier. Each entry includes  
the following details:  
Companion: When you Help an Ally, you can roll a d8 as your  
advantage die.  
Creature Category: Each category’s name describes the  
common role or behavior of creatures in that category  
(such as Agile Scout). This name is followed by a few  
examples of animals that fit in that category (in this  
example, fox, mouse, and weasel).  
Fragile: When you take Major or greater damage, you drop out  
of Beastform.  
NIMBLE GRAZER  
Character Trait: While transformed, you gain a bonus to  
the listed trait. For example, while transformed into an  
Agile Scout, you gain a +1 bonus to your Agility. When this  
form drops, you lose this bonus.  
(Deer, Gazelle, Goat, etc.)  
Agility +1 | Evasion +3  
Melee Agility d6 phy  
Gain advantage on: leap, sneak, sprint  
Attack Rolls: When you make an attack while transformed,  
you use the creature’s listed range, trait, and damage dice,  
but you use your Proficiency. For example, as an Agile  
Scout, you can attack a target within Melee range using  
your Agility. On a success, you deal d4 physical damage  
using your Proficiency.  
Elusive Prey: When an attack roll against you would succeed,  
you can mark a Stress and roll a d4. Add the result to your  
Evasion against this attack.  
Fragile: When you take Major or greater damage, you drop out  
of Beastform.  
Evasion: While transformed, you add the creature’s  
Evasion bonus to your normal Evasion. For example, if your  
Evasion is usually 8 and your Beastform says “Evasion +2,”  
your Evasion becomes 10 while you’re in that form.  
PACK PREDATOR  
(Coyote, Hyena, Wolf, etc.)  
Advantages: Your form makes you especially suited to  
certain actions. When you make an action or reaction  
roll related to one of the verbs listed for that creature  
category, you gain advantage on that roll. For example,  
an Agile Scout gains advantage on rolls made to sneak  
around, search for objects or creatures, and related  
activities.  
Strength +2 | Evasion +1  
Melee Strength d8+2 phy  
Gain advantage on: attack, sprint, track  
Hobbling Strike: When you succeed on an attack against a  
target within Melee range, you can mark a Stress to make the  
target temporarily Vulnerable.  
Features: Each form includes unique features. For  
example, an Agile Scout excels at silent, dexterous  
movement—but they’re also fragile, making you more  
likely to drop out of Beastform.  
Pack Hunting: When you succeed on an attack against the  
same target as an ally who acts immediately before you, add a  
d8 to your damage roll.  
AQUATIC SCOUT  
TIER 1  
(Eel, Fish, Octopus, etc.)  
Agility +1 | Evasion +2  
Melee Agility d4 phy  
AGILE SCOUT  
(Fox, Mouse, Weasel, etc.)  
Gain advantage on: navigate, sneak, swim  
Agility +1 | Evasion +2  
Melee Agility d4 phy  
Aquatic: You can breathe and move naturally underwater.  
Fragile: When you take Major or greater damage, you drop out  
of Beastform.  
Gain advantage on: deceive, locate, sneak  
Agile: Your movement is silent, and you can spend a Hope to  
move up to Far range without rolling.  
Fragile: When you take Major or greater damage, you drop out  
of Beastform.  
12  
Daggerheart SRD  
STALKING ARACHNID  
MIGHTY STRIDER  
(Tarantula, Wolf Spider, etc.)  
(Camel, Horse, Zebra, etc.)  
Finesse +1 | Evasion +2  
Melee Finesse d6+1 phy  
Agility +1 | Evasion +2  
Melee Agility d8+1 phy  
Gain advantage on: attack, climb, sneak  
Gain advantage on: leap, navigate, sprint  
Venomous Bite: When you succeed on an attack against a  
target within Melee range, the target becomes temporarily  
Poisoned. A Poisoned creature takes 1d10 direct physical  
damage each time they act.  
Carrier: You can carry up to two willing allies with you when  
you move.  
Trample: Mark a Stress to move up to Close range in a  
straight line and make an attack against all targets within  
Melee range of the line. Targets you succeed against take  
d8+1 physical damage using your Proficiency and are  
temporarily Vulnerable.  
Webslinger: You can create a strong web material useful for  
both adventuring and battle. The web is resilient enough to  
support one creature. You can temporarily Restrain a target  
within Close range by succeeding on a Finesse Roll against  
them.  
STRIKING SERPENT  
(Cobra, Rattlesnake, Viper, etc.)  
TIER 2  
Finesse +1 | Evasion +2  
Very Close Finesse d8+4 phy  
Gain advantage on: climb, deceive, sprint  
ARMORED SENTRY  
Venomous Strike: Make an attack against any number of  
targets within Very Close range. On a success, a target is  
temporarily Poisoned. A Poisoned creature takes 1d10 direct  
physical damage each time they act.  
(Armadillo, Pangolin, Turtle, etc.)  
Strength +1 | Evasion +1  
Melee Strength d8+2 phy  
Gain advantage on: dig, locate, protect  
Warning Hiss: Mark a Stress to force any number of targets  
within Melee range to move back to Very Close range.  
Armored Shell: Your hardened exterior gives you resistance to  
physical damage. Additionally, mark an Armor Slot to retract  
into your shell. While in your shell, physical damage is reduced  
by a number equal to your Armor Score (after applying  
resistance), but you can’t perform other actions without  
leaving this form.  
POUNCING PREDATOR  
(Cheetah, Lion, Panther, etc.)  
Instinct +1 | Evasion +3  
Melee Instinct d8+6 phy  
Cannonball: Mark a Stress to allow an ally to throw or launch  
you at an adversary. To do so, the ally makes an attack roll  
using Agility or Strength (their choice) against a target within  
Close range. On a success, the adversary takes d12+2 physical  
damage using the thrower’s Proficiency. You can spend a  
Hope to target an additional adversary within Very Close  
range of the first. The second target takes half the damage  
dealt to the first target.  
Gain advantage on: attack, climb, sneak  
Fleet: Spend a Hope to move up to Far range without rolling.  
Takedown: Mark a Stress to move into Melee range of a target  
and make an attack roll against them. On a success, you gain  
a +2 bonus to your Proficiency for this attack and the target  
must mark a Stress.  
POWERFUL BEAST  
WINGED BEAST  
(Bear, Bull, Moose, etc.)  
(Hawk, Owl, Raven, etc.)  
Strength +1 | Evasion +3  
Melee Strength d10+4 phy  
Finesse +1 | Evasion +3  
Melee Finesse d4+2 phy  
Gain advantage on: navigate, protect, scare  
Gain advantage on: deceive, locate, scare  
Rampage: When you roll a 1 on a damage die, you can roll a  
d10 and add the result to the damage roll. Additionally, before  
you make an attack roll, you can mark a Stress to gain a +1  
bonus to your Proficiency for that attack.  
Bird’s-Eye View: You can fly at will. Once per rest while you  
are airborne, you can ask the GM a question about the scene  
below you without needing to roll. The first time a character  
makes a roll to act on this information, they gain advantage on  
the roll.  
Thick Hide: You gain a +2 bonus to your damage thresholds.  
Hollow Bones: You gain a −2 penalty to your damage  
thresholds.  
Daggerheart SRD  
13  
LEGENDARY BEAST  
TIER 3  
GREAT PREDATOR  
(Upgraded Tier 1 Options)  
Evolved: Pick a Tier 1 Beastform option and become a larger,  
more powerful version of that creature. While you’re in this  
form, you retain all traits and features from the original form  
and gain the following bonuses:  
(Dire Wolf, Velociraptor, Sabertooth Tiger, etc.)  
Strength +2 | Evasion +2  
Melee Strength d12+8 phy  
• A +6 bonus to damage rolls  
• A +1 bonus to the trait used by this form  
• A +2 bonus to Evasion  
Gain advantage on: attack, sneak, sprint  
Carrier: You can carry up to two willing allies with you when  
you move.  
LEGENDARY HYBRID  
Vicious Maul: When you succeed on an attack against a target,  
you can spend a Hope to make them temporarily Vulnerable  
and gain a +1 bonus to your Proficiency for this attack.  
(Griffon, Sphinx, etc.)  
Strength +2 | Evasion +3  
Melee Strength d10+8 phy  
MIGHTY LIZARD  
Hybrid Features: To transform into this creature, mark an  
additional Stress. Choose any two Beastform options from  
Tiers 1–2. Choose a total of four advantages and two features  
from those options.  
(Alligator, Crocodile, Gila Monster, etc.)  
Instinct +2 | Evasion +1  
Melee Instinct d10+7 phy  
Gain advantage on: attack, sneak, track  
TIER 4  
Physical Defense: You gain a +3 bonus to your damage  
thresholds.  
MASSIVE BEHEMOTH  
Snapping Strike: When you succeed on an attack against a  
target within Melee range, you can spend a Hope to clamp  
that opponent in your jaws, making them temporarily  
Restrained and Vulnerable.  
(Elephant, Mammoth, Rhinoceros, etc.)  
Strength +3 | Evasion +1  
Melee Strength d12+12 phy  
GREAT WINGED BEAST  
Gain advantage on: locate, protect, scare, sprint  
(Giant Eagle, Falcon, etc.)  
Carrier: You can carry up to four willing allies with you when  
you move.  
Finesse +2 | Evasion +3  
Melee Finesse d8+6 phy  
Demolish: Spend a Hope to move up to Far range in a straight  
line and make an attack against all targets within Melee range  
of the line. Targets you succeed against take d8+10 physical  
damage using your Proficiency and are temporarily Vulnerable.  
Gain advantage on: deceive, distract, locate  
Bird’s-Eye View: You can fly at will. Once per rest while you  
are airborne, you can ask the GM a question about the scene  
below you without needing to roll. The first time a character  
makes a roll to act on this information, they gain advantage on  
the roll.  
Undaunted: You gain a +2 bonus to all your damage  
thresholds.  
TERRIBLE LIZARD  
Carrier: You can carry up to two willing allies with you when  
you move.  
(Brachiosaurus, Tyrannosaurus, etc.)  
Strength +3 | Evasion +2  
Melee Strength d12+10 phy  
AQUATIC PREDATOR  
(Dolphin, Orca, Shark, etc.)  
Gain advantage on: attack, deceive, scare, track  
Agility +2 | Evasion +4  
Melee Agility d10+6 phy  
Devastating Strikes: When you deal Severe damage to a target  
within Melee range, you can mark a Stress to force them to  
mark an additional Hit Point.  
Gain advantage on: attack, swim, track  
Massive Stride: You can move up to Far range without rolling.  
You ignore rough terain (at the GM’s discretion) due to your  
size.  
Aquatic: You can breathe and move naturally underwater.  
Vicious Maul: When you succeed on an attack against a target,  
you can spend a Hope to make them Vulnerable and gain a +1  
bonus to your Proficiency for this attack.  
14  
Daggerheart SRD  
MYTHIC AERIAL HUNTER  
GUARDIAN  
(Dragon, Pterodactyl, Roc, Wyvern, etc.)  
The title of guardian represents an array of martial  
professions, speaking more to their moral compass and  
unshakeable fortitude than the means by which they fight.  
While many guardians join groups of militants for either a  
country or cause, they’re more likely to follow those few they  
truly care for, majority be damned. Guardians are known for  
fighting with remarkable ferocity even against overwhelming  
odds, defending their cohort above all else. Woe betide those  
who harm the ally of a guardian, as the guardian will answer  
this injury in kind.  
Finesse +3 | Evasion +4  
Melee Finesse d10+11 phy  
Gain advantage on: attack, deceive, locate, navigate  
Carrier: You can carry up to three willing allies with you when  
you move.  
Deadly Raptor: You can fly at will and move up to Far range  
as part of your action. When you move in a straight line into  
Melee range of a target from at least Close range and make an  
attack against that target in the same action, you can reroll all  
damage dice that rolled a result lower than your Proficiency.  
DOMAINS - Valor and Blade  
EPIC AQUATIC BEAST  
STARTING EVASION - 9  
(Giant Squid, Whale, etc.)  
STARTING HIT POINTS - 7  
Agility +3 | Evasion +3  
Melee Agility d10+10 phy  
CLASS ITEMS - A totem from your mentor or a secret key  
Gain advantage on: locate, protect, scare, track  
Ocean Master: You can breathe and move naturally  
underwater. When you succeed on an attack against a target  
within Melee range, you can temporarily Restrain them.  
GUARDIAN’S HOPE FEATURE  
Frontline Tank: Spend 3 Hope to clear 2 Armor Slots.  
Unyielding: When you would mark an Armor Slot, roll a d6. On  
a result of 5 or higher, reduce the severity by one threshold  
without marking an Armor Slot.  
CLASS FEATURE  
Unstoppable: Once per long rest, you can become  
Unstoppable. You gain an Unstoppable Die. At level 1, your  
Unstoppable Die is a d4. Place it on your character sheet  
in the space provided, starting with the 1 value facing up.  
After you make a damage roll that deals 1 or more Hit  
Points to a target, increase the Unstoppable Die value by  
one. When the die’s value would exceed its maximum value  
or when the scene ends, remove the die and drop out of  
Unstoppable. At level 5, your Unstoppable Die increases to  
a d6.  
MYTHIC BEAST  
(Upgraded Tier 1 or Tier 2 Options)  
Evolved: Pick a Tier 1 or Tier 2 Beastform option and become  
a larger, more powerful version of that creature. While you’re  
in this form, you retain all traits and features from the original  
form and gain the following bonuses:  
• A +9 bonus to damage rolls  
• A +2 bonus to the trait used by this form  
• A +3 bonus to Evasion  
While Unstoppable, you gain the following benefits:  
You reduce the severity of physical damage by one  
threshold (Severe to Major, Major to Minor, Minor to  
None).  
Your damage die increases by one size (d6 becomes d8, d8  
becomes d10, etc.)  
You add the current value of the Unstoppable Die to  
your damage roll.  
MYTHIC HYBRID  
(Chimera, Cockatrice, Manticore, etc.)  
You can’t be Restrained or Vulnerable.  
Strength +3 | Evasion +2  
Strength Melee d12+10 phy  
Tip: If your Unstoppable Die is a d4 and the 4 is  
currently facing up, you remove the die the next time  
you would increase it. However, if your Unstoppable Die  
has increased to a d6 and the 4 is currently facing up,  
you’ll turn it to 5 the next time you would increase it. In  
this case, you’ll remove the die after you would need to  
increase it higher than 6.  
Hybrid Features: To transform into this creature, mark 2  
additional Stress. Choose any three Beastform options from  
Tiers 1-3. Choose a total of five advantages and three features  
from those options.  
Daggerheart SRD  
15  
BACKGROUND QUESTIONS  
GUARDIAN SUBCLASSES  
Choose either the Stalwart or Vengeance subclass.  
Answer any of the following background questions. You can  
also create your own questions.  
• Who from your community did you fail to protect,  
and why do you still think of them?  
STALWART  
Play the Stalwart if you want to take heavy blows and keep  
fighting.  
You’ve been tasked with protecting something  
important and delivering it somewhere dangerous.  
What is it, and where does it need to go?  
FOUNDATION FEATURES  
You consider an aspect of yourself to be a weakness.  
What is it, and how has it affected you?  
Unwavering: Gain a permanent +1 bonus to your damage  
thresholds.  
Iron Will: When you take physical damage, you can mark an  
additional Armor Slot to reduce the severity.  
CONNECTIONS  
Ask your fellow players one of the following questions for  
their character to answer, or create your own questions.  
SPECIALIZATION FEATURES  
• How did I save your life the first time we met?  
Unrelenting: Gain a permanent +2 bonus to your damage  
thresholds.  
• What small gift did you give me that you notice I  
always carry with me?  
Partners-in-Arms: When an ally within Very Close range  
takes damage, you can mark an Armor Slot to reduce the  
severity by one threshold.  
• What lie have you told me about yourself that I  
absolutely believe?  
MASTERY FEATURES  
Undaunted: Gain a permanent +3 bonus to your damage  
thresholds.  
RANGER  
Rangers are highly skilled hunters who, despite their martial  
abilities, rarely lend their skills to an army. Through mastery of  
the body and a deep understanding of the wilderness, rangers  
become sly tacticians, pursuing their quarry with cunning and  
patience. Many rangers track and fight alongside an animal  
companion with whom they’ve forged a powerful spiritual  
bond. By honing their skills in the wild, rangers become expert  
trackers, as likely to ensnare their foes in a trap as they are to  
assail them head-on.  
Loyal Protector: When an ally within Close range has 2 or  
fewer Hit Points and would take damage, you can mark a  
Stress to sprint to their side and take the damage instead.  
VENGEANCE  
Play the Vengeance if you want to strike down enemies who  
harm you or your allies.  
FOUNDATION FEATURES  
At Ease: Gain an additional Stress slot.  
DOMAINS - Bone & Sage  
STARTING EVASION - 12  
STARTING HIT POINTS - 6  
Revenge: When an adversary within Melee range succeeds  
on an attack against you, you can mark 2 Stress to force  
the attacker to mark a Hit Point.  
SPECIALIZATION FEATURE  
CLASS ITEMS - A trophy from your first kill or a seemingly  
broken compass  
Act of Reprisal: When an adversary damages an ally within  
Melee range, you gain a +1 bonus to your Proficiency  
for the next successful attack you make against that  
adversary.  
RANGER’S HOPE FEATURE  
Hold Them Off: Spend 3 Hope when you succeed on an  
attack with a weapon to use that same roll against two  
additional adversaries within range of the attack.  
MASTERY FEATURE  
Nemesis: Spend 2 Hope to Prioritize an adversary until your  
next rest. When you make an attack against your Prioritized  
adversary, you can swap the results of your Hope and Fear  
Dice. You can only Prioritize one adversary at a time.  
16  
Daggerheart SRD  
CLASS FEATURE  
WAYFINDER  
Play the Wayfinder if you want to hunt your prey and strike  
with deadly force.  
Ranger’s Focus: Spend a Hope and make an attack against  
a target. On a success, deal your attack’s normal damage  
and temporarily make the attack’s target your Focus. Until  
this feature ends or you make a different creature your  
Focus, you gain the following benefits against your Focus:  
SPELLCAST TRAIT  
Agility  
You know precisely what direction they are in.  
FOUNDATION FEATURES  
• When you deal damage to them, they must mark a  
Stress.  
Ruthless Predator: When you make a damage roll, you  
can mark a Stress to gain a +1 bonus to your Proficiency.  
Additionally, when you deal Severe damage to an  
adversary, they must mark a Stress.  
• When you fail an attack against them, you can end your  
Ranger’s Focus feature to reroll your Duality Dice.  
RANGER SUBCLASSES  
Choose either the Beastbound or Wayfinder subclass.  
Path Forward: When you’re traveling to a place you’ve  
previously visited or you carry an object that has been at  
the location before, you can identify the shortest, most  
direct path to your destination.  
BEASTBOUND  
Play the Beastbound if you want to form a deep bond with an  
animal ally.  
SPECIALIZATION FEATURE  
Elusive Predator: When your Focus makes an attack  
against you, you gain a +2 bonus to your Evasion against  
the attack.  
SPELLCAST TRAIT  
Agility  
MASTERY FEATURE  
FOUNDATION FEATURE  
Apex Predator: Before you make an attack roll against your  
Focus, you can spend a Hope. On a successful attack, you  
remove a Fear from the GM’s Fear pool.  
Companion: You have an animal companion of your choice  
(at the GM’s discretion). They stay by your side unless you  
tell them otherwise.  
BACKGROUND QUESTIONS  
Take the Ranger Companion sheet. When you level up your  
character, choose a level-up option for your companion  
from this sheet as well.  
Answer any of the following background questions. You can  
also create your own questions.  
SPECIALIZATION FEATURES  
• A terrible creature hurt your community, and you’ve  
vowed to hunt them down. What are they, and what  
unique trail or sign do they leave behind?  
Expert Training: Choose an additional level-up option for  
your companion.  
Your first kill almost killed you, too. What was it,  
and what part of you was never the same after that  
event?  
Battle-Bonded: When an adversary attacks you while  
they’re within your companion’s Melee range, you gain a +2  
bonus to your Evasion against the attack.  
You’ve traveled many dangerous lands, but what is  
the one place you refuse to go?  
MASTERY FEATURES  
Advanced Training: Choose two additional level-up options  
for your companion.  
CONNECTIONS  
Loyal Friend: Once per long rest, when the damage from an  
attack would mark your companion’s last Stress or your last  
Hit Point and you’re within Close range of each other, you  
or your companion can rush to the other’s side and take  
that damage instead.  
Ask your fellow players one of the following questions for  
their character to answer, or create your own questions.  
• What friendly competition do we have?  
• Why do you act differently when we’re alone than  
when others are around?  
• What threat have you asked me to watch for, and  
why are you worried about it?  
Daggerheart SRD  
17  
TAKING DAMAGE AS STRESS  
RANGER COMPANION  
• When your companion would take any amount of damage,  
they mark a Stress. When they mark their last Stress,  
they drop out of the scene (by hiding, fleeing, or a similar  
action). They remain unavailable until the start of your next  
long rest, where they return with 1 Stress cleared.  
When you choose the Beastbound Ranger subclass, take  
a companion sheet. This sheet is for tracking important  
information about your character’s companion and can be  
tucked beneath the right side of your character sheet for ease  
of viewing.  
• When you choose a downtime move that clears Stress  
on yourself, your companion clears an equal number of  
Stress.  
STEP 1: NAME YOUR COMPANION  
Work with the GM to decide what kind of animal you have  
as your companion. Give them a name and add a picture of  
them to the companion sheet.  
LEVELING UP YOUR  
COMPANION  
When your character levels up, choose one available option  
for your companion from the following list and mark it on your  
sheet:  
STEP 2: WRITE THEIR EVASION  
Fill in their Evasion, which starts at 10.  
STEP 3: CHOOSE THEIR COMPANION EXPERIENCE  
Intelligent: Your companion gains a permanent +1 bonus  
to a Companion Experience of your choice.  
Create two Experiences for your companion based on their  
training and the history you have together.  
Light in the Dark: Use this as an additional Hope slot your  
character can mark.  
Start with +2 in both Experiences. Whenever you gain a  
new Experience, your companion also gains one. All new  
Experiences start at +2.  
Creature Comfort: Once per rest, when you take time  
during a quiet moment to give your companion love and  
attention, you can gain a Hope or you can both clear a  
Stress.  
Example Companion Experiences  
Armored: When your companion takes damage, you can  
mark one of your Armor Slots instead of marking one of  
their Stress.  
Bold Distraction, Expert Climber, Fetch, Friendly, Guardian  
of the Forest, Horrifying, Intimidating, Loyal Until the  
End, Navigation, Nimble, Nobody Left Behind, On High  
Alert, Protective, Royal Companion, Scout, Service Animal,  
Trusted Mount, Vigilant, We Always Find Them, You Can’t  
Hit What You Can’t Find  
Vicious: Increase your companion’s damage dice or range  
by one step (d6 to d8, Close to Far, etc.).  
Resilient: Your companion gains an additional Stress slot.  
Bonded: When you mark your last Hit Point, your  
companion rushes to your side to comfort you. Roll a  
number of d6s equal to the unmarked Stress slots they  
have and mark them. If any roll a 6, your companion helps  
you up. Clear your last Hit Point and return to the scene.  
STEP 4: CHOOSE THEIR ATTACK AND RECORD  
DAMAGE DIE  
Finally, describe your companion’s method of dealing  
damage (their standard attack) and record it in the “Attack  
& Damage” section. At level 1, your companion’s damage  
die is a d6 and their range is Melee.  
Aware: Your companion gains a permanent +2 bonus to  
their Evasion.  
WORKING WITH  
YOUR COMPANION  
The following sections will run you through the basics of  
working with your companion.  
USING SPELLCAST ROLLS, HOPE, AND EXPERIENCES  
Make a Spellcast Roll to connect with your companion and  
command them to take action. Spend a Hope to add an  
applicable Companion Experience to the roll. On a success  
with Hope, if your next action builds on their success, you gain  
advantage on the roll.  
ATTACKING WITH YOUR COMPANION  
When you command your companion to attack, they gain any  
benefits that would normally only apply to you (such as the  
effects of “Ranger’s Focus”). On a success, their damage roll  
uses your Proficiency and their damage die.  
18  
Daggerheart SRD  
ROGUE  
ROGUE SUBCLASSES  
Rogues are scoundrels, often in both attitude and practice.  
Broadly known as liars and thieves, the best among this  
class move through the world anonymously. Utilizing their  
sharp wits and blades, rogues trick their foes through social  
manipulation as easily as breaking locks, climbing through  
windows, or dealing underhanded blows. These masters of  
magical craft manipulate shadow and movement, adding an  
array of useful and deadly tools to their repertoire. Rogues  
frequently establish guilds to meet future accomplices, hire  
out jobs, and hone secret skills, proving that there’s honor  
among thieves for those who know where to look.  
Choose either the Nightwalker or Syndicate subclass.  
NIGHTWALKER  
Play the Nightwalker if you want to manipulate shadows to  
maneuver through the environment.  
SPELLCAST TRAIT  
Finesse  
FOUNDATION FEATURE  
Shadow Stepper: You can move from shadow to shadow.  
When you move into an area of darkness or a shadow cast  
by another creature or object, you can mark a Stress to  
disappear from where you are and reappear inside another  
shadow within Far range. When you reappear, you are  
Cloaked.  
DOMAINS - Midnight & Grace  
STARTING EVASION - 12  
STARTING HIT POINTS - 6  
CLASS ITEMS - A set of forgery tools or a grappling hook  
SPECIALIZATION FEATURES  
Dark Cloud: Make a Spellcast Roll (15). On a success,  
create a temporary dark cloud that covers any area within  
Close range. Anyone in this cloud can’t see outside of it,  
and anyone outside of it can’t see in. You’re considered  
Cloaked from any adversary for whom the cloud blocks line  
of sight.  
ROGUE’S HOPE FEATURE  
Rogue’s Dodge: Spend 3 Hope to gain a +2 bonus to your  
Evasion until the next time an attack succeeds against you.  
Otherwise, this bonus lasts until your next rest.  
CLASS FEATURES  
Adrenaline: While you're Vulnerable, add your level to your  
damage rolls.  
Cloaked: Any time you would be Hidden, you are instead  
Cloaked. In addition to the benefits of the Hidden condition,  
while Cloaked you remain unseen if you are stationary when  
an adversary moves to where they would normally see you.  
After you make an attack or end a move within line of sight  
of an adversary, you are no longer Cloaked.  
MASTERY FEATURES  
Fleeting Shadow: Gain a permanent +1 bonus to your  
Evasion. You can use your “Shadow Stepper” feature to  
move within Very Far range.  
Sneak Attack: When you succeed on an attack while  
Cloaked or while an ally is within Melee range of your  
target, add a number of d6s equal to your tier to your  
damage roll.  
Vanishing Act: Mark a Stress to become Cloaked at any  
time. When Cloaked from this feature, you automatically  
clear the Restrained condition if you have it. You remain  
Cloaked in this way until you roll with Fear or until your next  
rest.  
• Level 1 Tier 1  
• Levels 2–4 Tier 2  
• Levels 5–7 Tier 3  
• Levels 8–10 Tier 4  
Daggerheart SRD  
19  
CONNECTIONS  
SYNDICATE  
Play the Syndicate if you want to have a web of contacts  
everywhere you go.  
Ask your fellow players one of the following questions for  
their character to answer, or create your own questions.  
• What did I recently convince you to do that got us  
both in trouble?  
SPELLCAST TRAIT  
Finesse  
• What have I discovered about your past that I hold  
secret from the others?  
FOUNDATION FEATURE  
• Who do you know from my past, and how have they  
influenced your feelings about me?  
Well-Connected: When you arrive in a prominent town or  
environment, you know somebody who calls this place  
home. Give them a name, note how you think they could be  
useful, and choose one fact from the following list:  
SERAPH  
• They owe me a favor, but they’ll be hard to find.  
• They’re going to ask for something in exchange.  
• They’re always in a great deal of trouble.  
• We used to be together. It’s a long story.  
• We didn’t part on great terms.  
Seraphs are divine fighters and healers imbued with sacred  
purpose. A wide array of deities exist within the realms, and  
thus numerous kinds of seraphs are appointed by these gods.  
Their ethos traditionally aligns with the domain or goals of  
their god, such as defending the weak, exacting vengeance,  
protecting a land or artifact, or upholding a particular faith.  
Some seraphs ally themselves with an army or locale, much  
to the satisfaction of their rulers, but other crusaders fight in  
opposition to the follies of the Mortal Realm. It is better to be  
a seraph’s ally than their enemy, as they are terrifying foes to  
those who defy their purpose.  
SPECIALIZATION FEATURE  
Contacts Everywhere: Once per session, you can briefly call  
on a shady contact. Choose one of the following benefits  
and describe what brought them here to help you in this  
moment:  
• They provide 1 handful of gold, a unique tool, or a  
mundane object that the situation requires.  
DOMAINS - Splendor & Valor  
• On your next action roll, their help provides a +3 bonus  
to the result of your Hope or Fear Die.  
STARTING EVASION - 9  
• The next time you deal damage, they snipe from the  
shadows, adding 2d8 to your damage roll.  
STARTING HIT POINTS - 7  
CLASS ITEMS - A bundle of offerings or a sigil of your god  
MASTERY FEATURE  
Reliable Backup: You can use your “Contacts Everywhere”  
feature three times per session. The following options are  
added to the list of benefits you can choose from when you  
use that feature:  
SERAPH’S HOPE FEATURE  
Life Support: Spend 3 Hope to clear a Hit Point on an ally  
within Close range.  
• When you mark 1 or more Hit Points, they can rush out  
to shield you, reducing the Hit Points marked by 1.  
CLASS FEATURE  
• When you make a Presence Roll in conversation, they  
back you up. You can roll a d20 as your Hope Die.  
Prayer Dice: At the beginning of each session, roll a number  
of d4s equal to your subclass’s Spellcast trait and place  
them on your character sheet in the space provided. These  
are your Prayer Dice. You can spend any number of Prayer  
Dice to aid yourself or an ally within Far range. You can use  
a spent die’s value to reduce incoming damage, add to a  
roll’s result after the roll is made, or gain Hope equal to the  
result. At the end of each session, clear all unspent Prayer  
Dice.  
BACKGROUND QUESTIONS  
Answer any of the following background questions. You can  
also create your own questions.  
• What did you get caught doing that got you exiled  
from your home community?  
You used to have a different life, but you’ve tried to  
leave it behind. Who from your past is still chasing  
you?  
• Who from your past were you most sad to say  
goodbye to?  
20  
Daggerheart SRD  
MASTERY FEATURES  
SERAPH SUBCLASSES  
Choose either the Divine Wielder or Winged Sentinel subclass.  
Ascendant: Gain a permanent +4 bonus to your Severe  
damage threshold.  
Power of the Gods: While flying, you deal an extra 1d12  
damage instead of 1d8 from your “Wings of Light” feature.  
DIVINE WIELDER  
Play the Divine Wielder if you want to dominate the battlefield  
with a legendary weapon.  
BACKGROUND QUESTIONS  
SPELLCAST TRAIT  
Answer any of the following background questions. You can  
also create your own questions.  
Strength  
FOUNDATION FEATURES  
• Which god did you devote yourself to? What  
incredible feat did they perform for you in a moment  
of desperation?  
Spirit Weapon: When you have an equipped weapon with  
a range of Melee or Very Close, it can fly from your hand  
to attack an adversary within Close range and then return  
to you. You can mark a Stress to target an additional  
adversary within range with the same attack roll.  
• How did your appearance change after taking your  
oath?  
• In what strange or unique way do you communicate  
with your god?  
Sparing Touch: Once per long rest, touch a creature and  
clear 2 Hit Points or 2 Stress from them.  
CONNECTIONS  
SPECIALIZATION FEATURE  
Devout: When you roll your Prayer Dice, you can roll an  
additional die and discard the lowest result. Additionally,  
you can use your “Sparing Touch” feature twice instead of  
once per long rest.  
Ask your fellow players one of the following questions for  
their character to answer, or create your own questions.  
• What promise did you make me agree to, should you  
die on the battlefield?  
MASTERY FEATURE  
• Why do you ask me so many questions about my  
god?  
Sacred Resonance: When you roll damage for your “Spirit  
Weapon” feature, if any of the die results match, double the  
value of each matching die. For example, if you roll two 5s,  
they count as two 10s.  
You’ve told me to protect one member of our party  
above all others, even yourself. Who are they and  
why?  
WINGED SENTINEL  
Play the Winged Sentinel if you want to take flight and strike  
crushing blows from the sky.  
SPELLCAST TRAIT  
Strength  
FOUNDATION FEATURE  
Wings of Light: You can fly. While flying, you can do the  
following:  
Mark a Stress to pick up and carry another willing creature  
approximately your size or smaller.  
Spend a Hope to deal an extra 1d8 damage on a  
successful attack.  
SPECIALIZATION FEATURE  
Ethereal Visage: Your supernatural visage strikes awe and fear.  
While flying, you have advantage on Presence Rolls. When you  
succeed with Hope on a Presence Roll, you can remove a Fear  
from the GM’s Fear pool instead of gaining Hope.  
Daggerheart SRD  
21  
SORCERER  
SORCERER SUBCLASSES  
Not all innate magic users choose to hone their craft, but  
those who do can become powerful sorcerers. The gifts of  
these wielders are passed down through families, even if the  
family is unaware of or reluctant to practice them. A sorcerer’s  
abilities can range from the elemental to the illusionary and  
beyond, and many practitioners band together into collectives  
based on their talents. The act of becoming a formidable  
sorcerer is not the practice of acquiring power, but learning  
to cultivate and control the power one already possesses. The  
magic of a misguided or undisciplined sorcerer is a dangerous  
force indeed.  
Choose either the Elemental Origin or Primal Origin subclass.  
ELEMENTAL ORIGIN  
Play the Elemental Origin if you want to channel raw magic to  
take the shape of a particular element.  
SPELLCAST TRAIT  
Instinct  
FOUNDATION FEATURE  
Elementalist: Choose one of the following elements at  
character creation: air, earth, fire, lightning, water.  
DOMAINS - Arcana & Midnight  
STARTING EVASION - 10  
You can shape this element into harmless effects.  
Additionally, spend a Hope and describe how your control  
over this element helps an action roll you’re about to make,  
then either gain a +2 bonus to the roll or a +3 bonus to the  
roll’s damage.  
STARTING HIT POINTS - 6  
CLASS ITEMS - A whispering orb or a family heirloom  
SPECIALIZATION FEATURE  
SORCERER’S HOPE FEATURE  
Natural Evasion: You can call forth your element to protect  
you from harm. When an attack roll against you succeeds,  
you can mark a Stress and describe how you use your  
element to defend you. When you do, roll a d6 and add its  
result to your Evasion against the attack.  
Volatile Magic: Spend 3 Hope to reroll any number of your  
damage dice on an attack that deals magic damage.  
CLASS FEATURES  
Arcane Sense: You can sense the presence of magical  
people and objects within Close range.  
MASTERY FEATURE  
Transcendence: Once per long rest, you can transform  
into a physical manifestation of your element. When you  
do, describe your transformation and choose two of the  
following benefits to gain until your next rest:  
Minor Illusion: Make a Spellcast Roll (10). On a success,  
you create a minor visual illusion no larger than yourself  
within Close range. This illusion is convincing to anyone at  
Close range or farther.  
• +4 bonus to your Severe threshold  
• +1 bonus to a character trait of your choice  
• +1 bonus to your Proficiency  
Channel Raw Power: Once per long rest, you can place a  
domain card from your loadout into your vault and choose  
to either:  
• +2 bonus to your Evasion  
• Gain Hope equal to the level of the card.  
• Enhance a spell that deals damage, gaining a bonus to  
your damage roll equal to twice the level of the card.  
PRIMAL ORIGIN  
Play the Primal Origin if you want to extend the versatility of  
your spells in powerful ways.  
SPELLCAST TRAIT  
Instinct  
FOUNDATION FEATURE  
Manipulate Magic: Your primal origin allows you to modify  
the essence of magic itself. After you cast a spell or make  
an attack using a weapon that deals magic damage, you  
can mark a Stress to do one of the following:  
• Extend the spell or attack’s reach by one range  
• Gain a +2 bonus to the action roll’s result  
• Double a damage die of your choice  
• Hit an additional target within range  
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Daggerheart SRD  
SPECIALIZATION FEATURE  
WARRIOR  
Enchanted Aid: You can enhance the magic of others with  
your essence. When you Help an Ally with a Spellcast Roll,  
you can roll a d8 as your advantage die. Once per long rest,  
after an ally has made a Spellcast Roll with your help, you  
can swap the results of their Duality Dice.  
Becoming a warrior requires years, often a lifetime, of training  
and dedication to the mastery of weapons and violence. While  
many who seek to fight hone only their strength, warriors  
understand the importance of an agile body and mind,  
making them some of the most sought-after fighters across  
the realms. Frequently, warriors find employment within an  
army, a band of mercenaries, or even a royal guard, but their  
potential is wasted in any position where they cannot continue  
to improve and expand their skills. Warriors are known to have  
a favored weapon; to come between them and their blade  
would be a grievous mistake.  
MASTERY FEATURE  
Arcane Charge: You can gather magical energy to enhance  
your capabilities. When you take magic damage, you  
become Charged. Alternatively, you can spend 2 Hope to  
become Charged. When you successfully make an attack  
that deals magic damage while Charged, you can clear your  
Charge to either gain a +10 bonus to the damage roll or  
gain a +3 bonus to the Difficulty of a reaction roll the spell  
causes the target to make. You stop being Charged at your  
next long rest.  
DOMAINS - Blade & Bone  
STARTING EVASION - 11  
STARTING HIT POINTS - 6  
BACKGROUND QUESTIONS  
CLASS ITEMS - The drawing of a lover or a sharpening  
Answer any of the following background questions. You can  
also create your own questions.  
stone  
• What did you do that made the people in your  
community wary of you?  
WARRIOR’S HOPE FEATURE  
• What mentor taught you to control your untamed  
magic, and why are they no longer able to guide you?  
No Mercy: Spend 3 Hope to gain a +1 bonus to your attack  
rolls until your next rest.  
You have a deep fear you hide from everyone. What is  
it, and why does it scare you?  
CLASS FEATURES  
Attack of Opportunity: If an adversary within Melee range  
attempts to leave that range, make a reaction roll using  
a trait of your choice against their Difficulty. Choose one  
effect on a success, or two if you critically succeed:  
CONNECTIONS  
Ask your fellow players one of the following questions for  
their character to answer, or create your own questions.  
• They can’t move from where they are.  
• Why do you trust me so deeply?  
You deal damage to them equal to your primary  
weapon’s damage.  
• What did I do that makes you cautious around me?  
• Why do we keep our shared past a secret?  
You move with them.  
Combat Training: You ignore burden when equipping  
weapons. When you deal physical damage, you gain a  
bonus to your damage roll equal to your level.  
Daggerheart SRD  
23  
MASTERY FEATURE  
WARRIOR SUBCLASSES  
Martial Preparation: You’re an inspirational warrior to all  
who travel with you. Your party gains access to the Martial  
Preparation downtime move. To use this move during a  
rest, describe how you instruct and train with your party.  
You and each ally who chooses this downtime move gain a  
d6 Slayer Die. A PC with a Slayer Die can spend it to roll the  
die and add the result to an attack or damage roll of their  
choice.  
Choose either the Call of the Brave or Call of the Slayer  
subclass.  
CALL OF THE BRAVE  
Play the Call of the Brave if you want to use the might of your  
enemies to fuel your own power.  
FOUNDATION FEATURES  
BACKGROUND QUESTIONS  
Courage: When you fail a roll with Fear, you gain a Hope.  
Answer any of the following background questions. You can  
also create your own questions.  
Battle Ritual: Once per long rest, before you attempt  
something incredibly dangerous or face off against a foe  
who clearly outmatches you, describe what ritual you  
perform or preparations you make. When you do, clear 2  
Stress and gain 2 Hope.  
• Who taught you to fight, and why did they stay  
behind when you left home?  
• Somebody defeated you in battle years ago and left  
you to die. Who was it, and how did they betray you?  
SPECIALIZATION FEATURE  
• What legendary place have you always wanted to  
visit, and why is it so special?  
Rise to the Challenge: You are vigilant in the face of  
mounting danger. While you have 2 or fewer Hit Points  
unmarked, you can roll a d20 as your Hope Die.  
CONNECTIONS  
MASTERY FEATURE  
Ask your fellow players one of the following questions for  
their character to answer, or create your own questions.  
Camaraderie: Your unwavering bravery is a rallying  
point for your allies. You can initiate a Tag Team Roll one  
additional time per session. Additionally, when an ally  
initiates a Tag Team Roll with you, they only need to spend  
2 Hope to do so.  
• We knew each other long before this party came  
together. How?  
• What mundane task do you usually help me with off  
the battlefield?  
• What fear am I helping you overcome?  
CALL OF THE SLAYER  
Play the Call of the Slayer if you want to strike down  
adversaries with immense force.  
FOUNDATION FEATURE  
Slayer: You gain a pool of dice called Slayer Dice. On a  
roll with Hope, you can place a d6 on this card instead of  
gaining a Hope, adding the die to the pool. You can store  
a number of Slayer Dice equal to your Proficiency. When  
you make an attack roll or damage roll, you can spend  
any number of these Slayer Dice, rolling them and adding  
their result to the roll. At the end of each session, clear any  
unspent Slayer Dice on this card and gain a Hope per die  
cleared.  
SPECIALIZATION FEATURE  
Weapon Specialist: You can wield multiple weapons with  
dangerous ease. When you succeed on an attack, you can  
spend a Hope to add one of the damage dice from your  
secondary weapon to the damage roll. Additionally, once  
per long rest when you roll your Slayer Dice, reroll any 1s.  
24  
Daggerheart SRD  
WIZARD  
WIZARD SUBCLASSES  
Choose either the School of Knowledge or School of War  
Whether through an institution or individual study, those  
known as wizards acquire and hone immense magical power  
over years of learning using a variety of tools, including books,  
stones, potions, and herbs. Some wizards dedicate their lives  
to mastering a particular school of magic, while others learn  
from a wide variety of disciplines. Many wizards become  
wise and powerful figures in their communities, advising  
rulers, providing medicines and healing, and even leading war  
councils. While these mages all work toward the common goal  
of collecting magical knowledge, wizards often have the most  
conflict within their own ranks, as the acquisition, keeping,  
and sharing of powerful secrets is a topic of intense debate  
that has resulted in innumerable deaths.  
subclass.  
SCHOOL OF KNOWLEDGE  
Play the School of Knowledge if you want a keen  
understanding of the world around you.  
SPELLCAST TRAIT  
Knowledge  
FOUNDATION FEATURES  
Prepared: Take an additional domain card of your level or  
lower from a domain you have access to.  
Adept: When you Utilize an Experience, you can mark a  
Stress instead of spending a Hope. If you do, double your  
Experience modifier for that roll.  
DOMAINS - Codex & Splendor  
STARTING EVASION - 11  
STARTING HIT POINTS - 5  
SPECIALIZATION FEATURES  
Accomplished: Take an additional domain card of your level  
or lower from a domain you have access to.  
CLASS ITEMS - A book you’re trying to translate or a tiny,  
harmless elemental pet  
Perfect Recall: Once per rest, when you recall a domain  
card in your vault, you can reduce its Recall Cost by 1.  
WIZARD’S HOPE FEATURE  
MASTERY FEATURES  
Not This Time: Spend 3 Hope to force an adversary within  
Far range to reroll an attack or damage roll.  
Brilliant: Take an additional domain card of your level or  
lower from a domain you have access to.  
CLASS FEATURES  
Honed Expertise: When you use an Experience, roll a d6.  
On a result of 5 or higher, you can use it without spending  
Hope.  
Prestidigitation: You can perform harmless, subtle magical  
effects at will. For example, you can change an object’s  
color, create a smell, light a candle, cause a tiny object to  
float, illuminate a room, or repair a small object.  
SCHOOL OF WAR  
Play the School of War if you want to utilize trained magic for  
violence.  
Strange Patterns: Choose a number between 1 and 12.  
When you roll that number on a Duality Die, gain a Hope or  
clear a Stress.  
You can change this number when you take a long rest.  
SPELLCAST TRAIT  
Knowledge  
FOUNDATION FEATURES  
Battlemage: You’ve focused your studies on becoming an  
unconquerable force on the battlefield. Gain an additional  
Hit Point slot.  
Face Your Fear: When you succeed with Fear on an attack  
roll, you deal an extra 1d10 magic damage.  
SPECIALIZATION FEATURES  
Conjure Shield: You can maintain a protective barrier  
of magic. While you have at least 2 Hope, you add your  
Proficiency to your Evasion.  
Fueled by Fear: The extra magic damage from your “Face  
Your Fear” feature increases to 2d10.  
Daggerheart SRD  
25  
MASTERY FEATURES  
Thrive in Chaos: When you succeed on an attack, you can  
mark a Stress after rolling damage to force the target to  
mark an additional Hit Point.  
Have No Fear: The extra magic damage from your “Face  
Your Fear” feature increases to 3d10.  
BACKGROUND QUESTIONS  
Answer any of the following background questions. You can  
also create your own questions.  
• What responsibilities did your community once count  
on you for? How did you let them down?  
You’ve spent your life searching for a book or object  
of great significance. What is it, and why is it so  
important to you?  
You have a powerful rival. Who are they, and why are  
you so determined to defeat them?  
CONNECTIONS  
Ask your fellow players one of the following questions for  
their character to answer, or create your own questions.  
• What favor have I asked of you that you’re not sure  
you can fulfill?  
• What weird hobby or strange fascination do we both  
share?  
• What secret about yourself have you entrusted only  
to me?  
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Daggerheart SRD  
ANCESTRY FEATURES  
ANCESTRIES  
Purposeful Design: Decide who made you and for what  
purpose. At character creation, choose one of your  
Experiences that best aligns with this purpose and gain a  
permanent +1 bonus to it.  
Ancestries represent your character’s lineage, which affects  
their physical appearance and access to certain special  
abilities. The following section describes each ancestry in  
Daggerheart and the characteristics generally shared by  
members of that ancestry, however, each player decides how  
much their character aligns with the “standard” or “average”  
expression of their ancestry.  
Efficient: When you take a short rest, you can choose a long  
rest move instead of a short rest move.  
In Daggerheart, the term “people” is used to refer to all  
ancestries, as individuals from all lineages possess unique  
characteristics and cultures, as well as personhood.  
DRAKONA  
Drakona resemble wingless dragons in humanoid form  
and possess a powerful elemental breath. All drakona have  
thick scales that provide excellent natural armor against  
both attacks and the forces of nature. They are large in size,  
ranging from 5 feet to 7 feet on average, with long sharp  
teeth. New teeth grow throughout a Drakona’s approximately  
350-year lifespan, so they are never in danger of permanently  
losing an incisor. Unlike their dragon ancestors, drakona don’t  
have wings and can’t fly without magical aid. Members of  
this ancestry pass down the element of their breath through  
generations, though in rare cases, a drakona’s elemental  
power will differ from the rest of their family’s.  
Some ancestries are described using the term “humanoid.”  
This does not imply any genetic relation to “humans,” which  
is a distinct ancestry within Daggerheart. Instead, it refers  
to the set of physical characteristics humans will recognize  
from their own anatomy, such as bipedal movement, upright  
posture, facial layout, and more. These traits vary by ancestry  
and individual, though “humanoid” should still provide a useful  
frame of reference.  
The core ruleset includes the following ancestries: Clank,  
Drakona, Dwarf, Elf, Faerie, Faun, Firbolg, Fungril, Galapa,  
Giant, Goblin, Halfling, Human, Infernis, Katari, Orc, Ribbet,  
Simiah, and Mixed Ancestry.  
ANCESTRY FEATURES  
Scales: Your scales act as natural protection. When you would  
take Severe damage, you can mark a Stress to mark 1 fewer  
Hit Points.  
ANCESTRY FEATURES  
Each ancestry grants two ancestry features. While some  
features (such as the ability to fly) are implicitly tied to an  
ancestry’s anatomy, players determine their characters’  
physical form. Work with the GM to re-flavor any implied traits  
that don’t align with your character concept.  
Elemental Breath: Choose an element for your breath (such  
as electricity, fire, or ice). You can use this breath against a  
target or group of targets within Very Close range, treating it  
as an Instinct weapon that deals d8 magic damage using your  
Proficiency.  
If you’d like to make a character who combines more than one  
ancestry, see “Mixed Ancestry.”  
DWARF  
CLANK  
Dwarves are most easily recognized as short humanoids  
with square frames, dense musculature, and thick hair.  
Their average height ranges from 4 to 5 ½ feet, and they  
are often broad in proportion to their stature. Their skin and  
nails contain a high amount of keratin, making them naturally  
resilient. This allows dwarves to embed gemstones into their  
bodies and decorate themselves with tattoos or piercings.  
Their hair grows thickly—usually on their heads, but some  
dwarves have thick hair across their bodies as well. Dwarves  
of all genders can grow facial hair, which they often style in  
elaborate arrangements. Typically, dwarves live up to 250  
years of age, maintaining their muscle mass well into later life.  
Clanks are sentient mechanical beings built from a variety  
of materials, including metal, wood, and stone. They can  
resemble humanoids, animals, or even inanimate objects. Like  
organic beings, their bodies come in a wide array of sizes.  
Because of their bespoke construction, many clanks have  
highly specialized physical configurations. Examples include  
clawed hands for grasping, wheels for movement, or built-in  
weaponry.  
Many clanks embrace body modifications for style as well as  
function, and members of other ancestries often turn to clank  
artisans to construct customized mobility aids and physical  
adornments. Other ancestries can create clanks, even using  
their own physical characteristics as inspiration, but it’s also  
common for clanks to build one another. A clank’s lifespan  
extends as long as they’re able to acquire or craft new parts,  
making their physical form effectively immortal. That said,  
their minds are subject to the effects of time, and deteriorate  
as the magic that powers them loses potency.  
ANCESTRY FEATURES  
Thick Skin: When you take Minor damage, you can mark 2  
Stress instead of marking a Hit Point.  
Increased Fortitude: Spend 3 Hope to halve incoming physical  
damage.  
Daggerheart SRD  
27  
ELF  
FAUN  
Elves are typically tall humanoids with pointed ears and  
acutely attuned senses. Their ears vary in size and pointed  
shape, and as they age, the tips begin to droop. While elves  
come in a wide range of body types, they are all fairly tall, with  
heights ranging from about 6 to 6 ½ feet. All elves have the  
ability to drop into a celestial trance, rather than sleep. This  
allows them to rest effectively in a short amount of time.  
Fauns resemble humanoid goats with curving horns, square  
pupils, and cloven hooves. Though their appearances may  
vary, most fauns have a humanoid torso and a goatlike lower  
body covered in dense fur. Faun faces can be more caprine or  
more humanlike, and they have a wide variety of ear and horn  
shapes. Faun horns range from short with minimal curvature  
to much larger with a distinct curl. The average faun ranges  
from 4 feet to 6 ½ feet tall, but their height can change  
dramatically from one moment to the next based on their  
stance. The majority of fauns have proportionately long limbs,  
no matter their size or shape, and are known for their ability  
to deliver powerful blows with their split hooves. Fauns live  
for roughly 225 years, and as they age, their appearance can  
become increasingly goatlike.  
Some elves possess what is known as a “mystic form,” which  
occurs when an elf has dedicated themself to the study or  
protection of the natural world so deeply that their physical  
form changes. These characteristics can include celestial  
freckles, the presence of leaves, vines, or flowers in their  
hair, eyes that flicker like fire, and more. Sometimes these  
traits are inherited from parents, but if an elf changes their  
environment or magical focus, their appearance changes over  
time. Because elves live for about 350 years, these traits can  
shift more than once throughout their lifespan.  
ANCESTRY FEATURES  
Caprine Leap: You can leap anywhere within Close range as  
though you were using normal movement, allowing you to  
vault obstacles, jump across gaps, or scale barriers with ease.  
ANCESTRY FEATURES  
Quick Reactions: Mark a Stress to gain advantage on a  
reaction roll.  
Kick: When you succeed on an attack against a target within  
Melee range, you can mark a Stress to kick yourself off  
them, dealing an extra 2d6 damage and knocking back either  
yourself or the target to Very Close range.  
Celestial Trance: During a rest, you can drop into a trance to  
choose an additional downtime move.  
FIRBOLG  
FAERIE  
Firbolgs are bovine humanoids typically recognized by their  
broad noses and long, drooping ears. Some have faces that  
are a blend of humanoid and bison, ox, cow, or other bovine  
creatures. Others, often referred to as minotaurs, have heads  
that entirely resemble cattle. They are tall and muscular  
creatures, with heights ranging from around 5 feet to  
Faeries are winged humanoid creatures with insectile features.  
These characteristics cover a broad spectrum from humanoid  
to insectoid—some possess additional arms, compound eyes,  
lantern organs, chitinous exoskeletons, or stingers. Because  
of their close ties to the natural world, they also frequently  
possess attributes that allow them to blend in with various  
plants. The average height of a faerie ranges from about  
2 feet to 5 feet, but some faeries grow up to 7 feet tall. All  
faeries possess membranous wings and they each go through  
a process of metamorphosis. The process and changes differ  
from faerie to faerie, but during this transformation each  
individual manifests the unique appearance they will carry  
throughout the rest of their approximately 50-year lifespan.  
7 feet, and possess remarkable strength no matter their age.  
Some firbolgs are known to use this strength to charge their  
adversaries, an action that is particuarly effective for those  
who have one of the many varieties of horn styles commonly  
found in this ancestry. Though their unique characteristics can  
vary, all firbolgs are covered in fur, which can be muted and  
earth-toned in color, or come in a variety of pastels, such as  
soft pinks and blues. On average, firbolgs live for about 150  
years.  
ANCESTRY FEATURE  
Luckbender: Once per session, after you or a willing ally within  
Close range makes an action roll, you can spend 3 Hope to  
reroll the Duality Dice.  
ANCESTRY FEATURES  
Charge: When you succeed on an Agility Roll to move from Far  
or Very Far range into Melee range with one or more targets,  
you can mark a Stress to deal 1d12 physical damage to all  
targets within Melee range.  
Wings: You can fly. While flying, you can mark a Stress after  
an adversary makes an attack against you to gain a +2 bonus  
to your Evasion against that attack.  
Unshakable: When you would mark a Stress, roll a d6. On a  
result of 6, don’t mark it.  
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Daggerheart SRD  
fluctuate. Those with a single eye are commonly known as  
cyclops. The average giant lifespan is about 75 years.  
FUNGRIL  
Fungril resemble humanoid mushrooms. They can be  
either more humanoid or more fungal in appearance, and  
they come in an assortment of colors, from earth tones to  
bright reds, yellows, purples, and blues. Fungril display an  
incredible variety of bodies, faces, and limbs, as there’s no  
single common shape among them. Even their heights range  
from a tiny 2 feet tall to a staggering 7 feet tall. While the  
common lifespan of a fungril is about 300 years, some have  
been reported to live much longer. They can communicate  
nonverbally, and many members of this ancestry use a  
mycelial array to chemically exchange information with other  
fungril across long distances.  
ANCESTRY FEATURES  
Endurance: Gain an additional Hit Point slot at character  
creation.  
Reach: Treat any weapon, ability, spell, or other feature that  
has a Melee range as though it has a Very Close range instead.  
GOBLIN  
Goblins are small humanoids easily recognizable by their large  
eyes and massive membranous ears. With keen hearing and  
sharp eyesight, they perceive details both at great distances  
and in darkness, allowing them to move through less-optimal  
environments with ease. Their skin and eye colors are  
incredibly varied, with no one hue, either vibrant or subdued,  
more dominant than another. A typical goblin stands between  
3 feet and 4 feet tall, and each of their ears is about the size  
of their head. Goblins are known to use ear positions to very  
specific effect when communicating nonverbally. A goblin’s  
lifespan is roughly 100 years, and many maintain their keen  
hearing and sight well into advanced age.  
ANCESTRY FEATURES  
Fungril Network: Make an Instinct Roll (12) to use your  
mycelial array to speak with others of your ancestry. On a  
success, you can communicate across any distance.  
Death Connection: While touching a corpse that died recently,  
you can mark a Stress to extract one memory from the corpse  
related to a specific emotion or sensation of your choice.  
GALAPA  
ANCESTRY FEATURES  
Surefooted: You ignore disadvantage on Agility Rolls.  
Galapa resemble anthropomorphic turtles with large, domed  
shells into which they can retract. On average, they range  
from 4 feet to 6 feet in height, and their head and body shapes  
can resemble any type of turtle. Galapa come in a variety of  
earth tones—most often shades of green and brown— and  
possess unique patterns on their shells. Members of this  
ancestry can draw their head, arms, and legs into their shell  
for protection to use it as a natural shield when defensive  
measures are needed. Some supplement their shell's strength  
or appearance by attaching armor or carving unique designs,  
but the process is exceedingly painful. Most galapa move  
slowly no matter their age, and they can live approximately  
150 years.  
Danger Sense: Once per rest, mark a Stress to force an  
adversary to reroll an attack against you or an ally within Very  
Close range.  
HALFLING  
Halflings are small humanoids with large hairy feet and  
prominent rounded ears. On average, halflings are 3 to 4  
feet in height, and their ears, nose, and feet are larger in  
proportion to the rest of their body. Members of this ancestry  
live for around 150 years, and a halfling’s appearance is likely  
to remain youthful even as they progress from adulthood into  
old age. Halflings are naturally attuned to the magnetic fields  
of the Mortal Realm, granting them a strong internal compass.  
They also possess acute senses of hearing and smell, and can  
often detect those who are familiar to them by the sound of  
their movements.  
ANCESTRY FEATURES  
Shell: Gain a bonus to your damage thresholds equal to your  
Proficiency.  
Retract: Mark a Stress to retract into your shell. While in  
your shell, you have resistance to physical damage, you have  
disadvantage on action rolls, and you can’t move.  
ANCESTRY FEATURES  
Luckbringer: At the start of each session, everyone in your  
party gains a Hope.  
GIANT  
Internal Compass: When you roll a 1 on your Hope Die, you  
can reroll it.  
Giants are towering humanoids with broad shoulders, long  
arms, and one to three eyes. Adult giants range from 6 ½ to  
8 ½ feet tall and are naturally muscular, regardless of body  
type. They are easily recognized by their wide frames and  
elongated arms and necks. Though they can have up to three  
eyes, all giants are born with none and remain sightless for  
their first year of life. Until a giant reaches the age of 10 and  
their features fully develop, the formation of their eyes may  
Daggerheart SRD  
29  
HUMAN  
KATARI  
Humans are most easily recognized by their dexterous hands,  
rounded ears, and bodies built for endurance. Their average  
height ranges from just under 5 feet to about 6 ½ feet. They  
have a wide variety of builds, with some being quite broad,  
others lithe, and many inhabiting the spectrum in between.  
Humans are physically adaptable and adjust to harsh climates  
with relative ease. In general, humans live to an age of about  
100, with their bodies changing dramatically between their  
youngest and oldest years.  
Katari are feline humanoids with retractable claws, vertically  
slit pupils, and high, triangular ears. They can also have small,  
pointed canine teeth, soft fur, and long whiskers that assist  
their perception and navigation. Their ears can swivel nearly  
180 degrees to detect sound, adding to their heightened  
senses. Katari may look more or less feline or humanoid, with  
catlike attributes in the form of hair, whiskers, and a muzzle.  
About half of the katari population have tails. Their skin and  
fur come in a wide range of hues and patterns, including solid  
colors, calico tones, tabby stripes, and an array of spots,  
patches, marbling, or bands. Their height ranges from about 3  
feet to 6 ½ feet, and they live to around 150 years.  
ANCESTRY FEATURES  
High Stamina: Gain an additional Stress slot at character  
creation.  
ANCESTRY FEATURES  
Adaptability: When you fail a roll that utilized one of your  
Experiences, you can mark a Stress to reroll.  
Feline Instincts: When you make an Agility Roll, you can spend  
2 Hope to reroll your Hope Die.  
Retracting Claws: Make an Agility Roll to scratch a target  
within Melee range. On a success, they become temporarily  
Vulnerable.  
INFERNIS  
Infernis are humanoids who possess sharp canine teeth,  
pointed ears, and horns. They are the descendants of demons  
from the Circles Below. On average, infernis range in height  
from 5 feet to 7 feet and are known to have long fingers and  
pointed nails. Some have long, thin, and smooth tails that end  
in points, forks, or arrowheads. It’s common for infernis to  
have two or four horns—though some have crowns of many  
ORC  
Orcs are humanoids most easily recognized by their square  
features and boar-like tusks that protrude from their lower  
jaw. Tusks come in various sizes, and though they extend from  
horns, or only one. These horns can also grow asymmetrically, the mouth, they aren’t used for consuming food. Instead,  
forming unique, often curving, shapes that infernis enhance  
with carving and ornamentation. Their skin, hair, and horns  
come in an assortment of colors that can include soft pastels,  
stark tones, or vibrant hues, such as rosy scarlet, deep purple,  
and pitch black.  
many orcs choose to decorate their tusks with significant  
ornamentation. Orcs typically live for 125 years, and unless  
altered, their tusks continue to grow throughout the course  
of their lives. Their ears are pointed, and their hair and skin  
typically have green, blue, pink, or gray tones. Orcs tend  
toward a muscular build, and their average height ranges from  
5 feet to 6 ½ feet.  
Infernis possess a “dread visage” that manifests both  
involuntarily, such as when they experience fear or other  
strong emotions, or purposefully, such as when they wish to  
intimidate an adversary. This visage can briefly modify their  
appearance in a variety of ways, including lengthening their  
teeth and nails, changing the colors of their eyes, twisting  
their horns, or enhancing their height. On average, infernis live  
up to 350 years, with some attributing this lifespan to their  
demonic lineage.  
ANCESTRY FEATURES  
Sturdy: When you have 1 Hit Point remaining, attacks against  
you have disadvantage.  
Tusks: When you succeed on an attack against a target within  
Melee range, you can spend a Hope to gore the target with  
your tusks, dealing an extra 1d6 damage.  
ANCESTRY FEATURES  
Fearless: When you roll with Fear, you can mark 2 Stress to  
change it into a roll with Hope instead.  
Dread Visage: You have advantage on rolls to intimidate hostile  
creatures.  
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Daggerheart SRD  
RIBBET  
MIXED ANCESTRY  
Families within the world of Daggerheart are as unique as the  
peoples and cultures that inhabit it. Anyone’s appearance and  
abilities can be shaped by blood, magic, proximity, or a variety  
of other factors.  
Ribbets resemble anthropomorphic frogs with protruding  
eyes and webbed hands and feet. They have smooth (though  
sometimes warty) moist skin and eyes positioned on either  
side of their head. Some ribbets have hind legs more than  
twice the length of their torso, while others have short limbs.  
No matter their size (which ranges from about 3 feet to 4  
½ feet), ribbets primarily move by hopping. All ribbets have  
webbed appendages, allowing them to swim with ease. Some  
ribbets possess a natural green-and-brown camouflage, while  
others are vibrantly colored with bold patterns. No matter  
their appearance, all ribbets are born from eggs laid in the  
water, hatch into tadpoles, and after about 6 to 7 years, grow  
into amphibians that can move around on land. Ribbets live for  
approximately 100 years.  
If you decide that your character is a descendant of multiple  
ancestries and you want to mechanically represent that in the  
game, use the steps below:  
1. Determine Ancestry Combination  
When you choose an ancestry at character creation,  
write down how your character identifies themself in the  
Heritage section of your character sheet. For example, if  
your character is descended from both goblins and orcs,  
you could use a hybridized term, such as “goblin-orc,” to  
describe your ancestry, list only the ancestry you more  
closely identify with (e.g., just “goblin” or just “orc”), or  
invent a new term, such as “toothling.”  
ANCESTRY FEATURES  
Amphibious: You can breathe and move naturally underwater.  
2. Choose Ancestry Features  
Work with your GM to choose two features from the  
ancestries in your character’s lineage. You must choose  
the first feature from one ancestry and the second from  
another. Write both down on a notecard you can keep with  
your other cards or next to your character sheet.  
Long Tongue: You can use your long tongue to grab onto things  
within Close range. Mark a Stress to use your tongue as a  
Finesse Close weapon that deals d12 physical damage using  
your Proficiency.  
For example, if you are making a goblin-orc, you might take  
the “Surefooted” and “Tusks” features or the “Sturdy” and  
“Danger Sense” features. You can’t take both the “Surefooted”  
and “Sturdy” features, because these are both the first  
features listed on their respective ancestry cards.  
SIMIAH  
Simiah resemble anthropomorphic monkeys and apes with  
long limbs and prehensile feet. While their appearance  
reflects all simian creatures, from the largest gorilla to the  
smallest marmoset, their size does not align with their animal  
counterparts, and they can be anywhere from 2 to 6 feet  
tall. All simiah can use their dexterous feet for nonverbal  
communication, work, and combat. Additionally, some  
also have prehensile tails that can grasp objects or help  
with balance during difficult maneuvers. These traits grant  
members of this ancestry unique agility that aids them in  
a variety of physical tasks. In particular, simiah are skilled  
climbers and can easily transition from bipedal movement to  
knuckle-walking and climbing, and back again. On average,  
simiah live for about 100 years.  
Your character's heritage might include more than two  
ancestries, but you still only choose features from two. You  
can represent additional ancestries through their appearance  
or backstory.  
ANCESTRY FEATURES  
Natural Climber: You have advantage on Agility Rolls that  
involve balancing and climbing.  
Nimble: Gain a permanent +1 bonus to your Evasion at  
character creation.  
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LOREBORNE  
COMMUNITIES  
Communities represent a key aspect of the culture, class, or  
environment of origin that has had the most influence over  
your character’s upbringing.  
Being part of a loreborne community means you’re from a  
society that favors strong academic or political prowess.  
Loreborne communities highly value knowledge, frequently  
in the form of historical preservation, political advancement,  
scientific study, skill development, or lore and mythology  
compilation. Most members of these communities research in  
institutions built in bastions of civilization, while some eclectic  
few thrive in gathering information from the natural world.  
Some may be isolationists, operating in smaller enclaves,  
schools, or guilds and following their own unique ethos.  
Others still wield their knowledge on a larger scale, making  
deft political maneuvers across governmental landscapes.  
Your character’s community grants them a community  
feature. Each community card also lists six adjectives you  
can use as inspiration to create your character’s personality,  
their relationship to their peers, their attitude toward their  
upbringing, or the demeanor with which they interact with the  
rest of the party.  
HIGHBORNE  
Loreborne are often direct, eloquent, inquisitive, patient,  
rhapsodic, and witty.  
Being part of a highborne community means you're  
accustomed to a life of elegance, opulence, and prestige  
within the upper echelons of society. Traditionally, members  
of a highborne community possess incredible material  
wealth. While this can take a variety of forms depending on  
the community—including gold and other minerals, land,  
or controlling the means of production—this status always  
comes with power and influence. Highborne place great value  
on titles and possessions, and there is little social mobility  
within their ranks. Members of a highborne community often  
control the political and economic status of the areas in  
which they live due to their ability to influence people and the  
economy with their substantial wealth. The health and safety  
of the less affluent people who live in these locations often  
hinges on the ability of this highborne ruling class to prioritize  
the well-being of their subjects over profit.  
COMMUNITY FEATURE  
Well-Read: You have advantage on rolls that involve the  
history, culture, or politics of a prominent person or place.  
ORDERBORNE  
Being part of an orderborne community means you’re from  
a collective that focuses on discipline or faith, and you  
uphold a set of principles that reflect your experience there.  
Orderborne are frequently some of the most powerful among  
the surrounding communities. By aligning the members of  
their society around a common value or goal, such as a god,  
doctrine, ethos, or even a shared business or trade, the ruling  
bodies of these enclaves can mobilize larger populations with  
less effort. While orderborne communities take a variety of  
forms—some even profoundly pacifistic—perhaps the most  
feared are those that structure themselves around military  
prowess. In such a case, it’s not uncommon for orderborne to  
provide soldiers for hire to other cities or countries.  
Highborne are often amiable, candid, conniving, enterprising,  
ostentatious, and unflappable.  
COMMUNITY FEATURE  
Privilege: You have advantage on rolls to consort with nobles,  
negotiate prices, or leverage your reputation to get what you  
want.  
Orderborne are often ambitious, benevolent, pensive, prudent,  
sardonic, and stoic.  
COMMUNITY FEATURE  
Dedicated: Record three sayings or values your upbringing  
instilled in you. Once per rest, when you describe how you’re  
embodying one of these principles through your current  
action, you can roll a d20 as your Hope Die.  
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Daggerheart SRD  
RIDGEBORNE  
SLYBORNE  
Being part of a ridgeborne community means you’ve  
called the rocky peaks and sharp cliffs of the mountainside  
home. Those who’ve lived in the mountains often consider  
themselves hardier than most because they’ve thrived  
among the most dangerous terrain many continents have  
to offer. These groups are adept at adaptation, developing  
unique technologies and equipment to move both people  
and products across difficult terrain. As such, ridgeborne  
grow up scrambling and climbing, making them sturdy  
and strong-willed. Ridgeborne localities appear in a variety  
of forms—some cities carve out entire cliff faces, others  
construct castles of stone, and still more live in small homes  
on windblown peaks. Outside forces often struggle to attack  
ridgeborne groups, as the small militias and large military  
forces of the mountains are adept at utilizing their high-ground  
advantage.  
Being part of a slyborne community means you come from  
a group that operates outside the law, including all manner  
of criminals, grifters, and con artists. Members of slyborne  
communities are brought together by their disreputable  
goals and their clever means of achieving them. Many people  
in these communities have an array of unscrupulous skills:  
forging, thievery, smuggling, and violence. People of any social  
class can be slyborne, from those who have garnered vast  
wealth and influence to those without a coin to their name. To  
the outside eye, slyborne might appear to be ruffians with no  
loyalty, but these communities possess some of the strictest  
codes of honor which, when broken, can result in a terrifying  
end for the transgressor.  
Slyborne are often calculating, clever, formidable, perceptive,  
shrewd, and tenacious.  
Ridgeborne are often bold, hardy, indomitable, loyal, reserved,  
and stubborn.  
COMMUNITY FEATURE  
Scoundrel: You have advantage on rolls to negotiate with  
criminals, detect lies, or find a safe place to hide.  
COMMUNITY FEATURE  
Steady: You have advantage on rolls to traverse dangerous  
cliffs and ledges, navigate harsh environments, and use your  
survival knowledge.  
UNDERBORNE  
Being part of an underborne community means you’re from a  
subterranean society. Many underborne live right beneath the  
cities and villages of other collectives, while some live much  
deeper. These communities range from small family groups  
in burrows to massive metropolises in caverns of stone. In  
many locales, underborne are recognized for their incredible  
boldness and skill that enable great feats of architecture  
and engineering. Underborne are regularly hired for their  
bravery, as even the least daring among them has likely  
encountered formidable belowground beasts, and learning to  
dispatch such creatures is common practice amongst these  
societies. Because of the dangers of their environment, many  
underborne communities develop unique nonverbal languages  
that prove equally useful on the surface.  
SEABORNE  
Being part of a seaborne community means you lived on or  
near a large body of water. Seaborne communities are built,  
both physically and culturally, around the specific waters  
they call home. Some of these groups live along the shore,  
constructing ports for locals and travelers alike. These harbors  
function as centers of commerce, tourist attractions, or  
even just a safe place to lay down one’s head after weeks of  
travel. Other seaborne live on the water in small boats or large  
ships, with the idea of “home” comprising a ship and its crew,  
rather than any one landmass. No matter their exact location,  
seaborne communities are closely tied to the ocean tides  
and the creatures who inhabit them. Seaborne learn to fish  
at a young age, and train from birth to hold their breath and  
swim in even the most tumultuous waters. Individuals from  
these groups are highly sought after for their sailing skills,  
and many become captains of vessels, whether within their  
own community, working for another, or even at the helm of a  
powerful naval operation.  
Underborne are often composed, elusive, indomitable,  
innovative, resourceful, and unpretentious.  
COMMUNITY FEATURE  
Low-Light Living: When you’re in an area with low light  
or heavy shadow, you have advantage on rolls to hide,  
investigate, or perceive details within that area.  
Seaborne are often candid, cooperative, exuberant, fierce,  
resolute, and weathered.  
COMMUNITY FEATURE  
Know the Tide: You can sense the ebb and flow of life. When  
you roll with Fear, place a token on your community card.  
You can hold a number of tokens equal to your level. Before  
you make an action roll, you can spend any number of these  
tokens to gain a +1 bonus to the roll for each token spent. At  
the end of each session, clear all unspent tokens.  
Daggerheart SRD  
33  
WANDERBORNE  
WILDBORNE  
Being part of a wanderborne community means you’ve lived as Being part of a wildborne community means you lived deep  
a nomad, forgoing a permanent home and experiencing a wide within the forest. Wildborne communities are defined by their  
variety of cultures. Unlike many communities that are defined  
by their locale, wanderborne are defined by their traveling  
lifestyle. Because of their frequent migration, wanderborne  
put less value on the accumulation of material possessions in  
favor of acquiring information, skills, and connections. While  
some wanderborne are allied by a common ethos, such as a  
religion or a set of political or economic values, others come  
together after shared tragedy, such as the loss of their home  
or land. No matter the reason, the dangers posed by life on  
the road and the choice to continue down that road together  
mean that wanderborne are known for their unwavering  
loyalty.  
dedication to the conservation of their homelands, and many  
have strong religious or cultural ties to the fauna they live  
among. This results in unique architectural and technological  
advancements that favor sustainability over short-term,  
high-yield results. It is a hallmark of wildborne societies to  
integrate their villages and cities with the natural environment  
and avoid disturbing the lives of the plants and animals. While  
some construct their lodgings high in the branches of trees,  
others establish their homes on the ground beneath the forest  
canopy. It’s not uncommon for wildborne to remain reclusive  
and hidden within their woodland homes.  
Wildborne are often hardy, loyal, nurturing, reclusive, sagacious,  
and vibrant.  
Wanderborne are often inscrutable, magnanimous, mirthful,  
reliable, savvy, and unorthodox.  
COMMUNITY FEATURE  
COMMUNITY FEATURE  
Lightfoot: Your movement is naturally silent. You have  
Nomadic Pack: Add a Nomadic Pack to your inventory. Once  
per session, you can spend a Hope to reach into this pack and  
pull out a mundane item that’s useful to your situation. Work  
with the GM to figure out what item you take out.  
advantage on rolls to move without being heard.  
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Daggerheart SRD  
CORE MECHANICS  
STEP 2  
FLOW OF THE GAME  
ASK AND ANSWER QUESTIONS  
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.  
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.  
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:  
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.  
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.  
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.  
BEST PRACTICES  
• Embrace danger.  
• Use your resources.  
Tell the story.  
• Discover your character.  
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.”  
For more information, see the Daggerheart Core Rulebook,  
pages 9 and 108.  
Core Gameplay  
Loop  
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.  
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.  
Daggerheart SRD  
35  
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, then the spotlight swings  
to the GM.  
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:  
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.  
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  
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.  
Optional: Spotlight Tracker Tool  
Note: A Critical Success counts as a roll “with Hope.”  
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.  
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:  
MAKING MOVES &  
TAKING ACTION  
STEP 1: PICK AN APPROPRIATE TRAIT  
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.  
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.  
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.  
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.  
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.  
STEP 3: APPLY EXTRA DICE AND MODIFIERS  
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:  
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.  
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.  
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.  
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.  
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Daggerheart SRD  
STEP 4: ROLL THE DICE  
TRAIT ROLLS  
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.  
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.  
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!”  
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.  
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.  
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.  
GM MOVES AND  
ADVERSARY ACTIONS  
GMs also make moves. They should consider making a move  
when a player does one of the following things:  
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.  
• Rolls with Fear on an action roll.  
• Fails an action roll.  
• Does something that would have consequences.  
• Gives them a golden opportunity.  
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.  
• Looks to them for what happens next.  
After the GM turn is done, the spotlight goes back to the PCs.  
Notes:  
Many adversaries and environments have Fear Features,  
especially powerful or consequential moves that the GM must  
spend Fear to activate.  
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.  
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:  
You can cast and maintain the effects of more than one spell  
at the same time.  
REACTION ROLLS  
• Move within Close range and make a standard attack  
• Move within Close range and use an adversary action  
• Clear a condition  
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.  
• Sprint within Far or Very Far range on the battlefield  
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.  
• 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.  
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.  
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.  
Daggerheart SRD  
37  
GROUP ACTION ROLLS  
HOPE & FEAR  
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 other players make  
reaction rolls using whichever traits they and the GM decide  
fit best.  
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  
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.  
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.  
TAG TEAM ROLLS  
Players can spend Hope to:  
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.  
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.  
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.  
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.  
Notes:  
A Tag Team Roll counts as a single action roll for the  
purposes of any countdowns or features that track action  
rolls.  
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.  
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:  
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).  
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.  
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.  
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 or disadvantage can be granted or imposed by  
mechanical triggers or at the GM’s discretion. When a PC aids  
you with Help an Ally, they roll their own advantage die and  
you add it to 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.  
38  
Daggerheart SRD  
COMBAT  
STRESS  
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.  
Stress represents how much mental, physical, and emotional  
strain a character can endure. 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.  
EVASION  
When a character marks their last Stress, they become  
Vulnerable (see: Conditions) until they clear at least 1 Stress.  
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.  
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.  
Note: attacks rolled against adversaries use the target’s  
Difficulty instead of Evasion.  
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.  
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:  
ATTACKING  
ATTACK ROLLS  
• If the final damage is at or above the character’s Severe  
damage threshold, they mark 3 HP.  
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.  
• 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.  
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 and add 2 to the result; the  
damage dealt is equal to the total).  
• If incoming damage is ever reduced to 0 or less, no HP is  
marked.  
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.  
Any time an effect says to deal damage using your Spellcast  
trait, you roll a number of dice equal to your Spellcast trait.  
An adversary’s Damage Thresholds and HP are listed in their  
stat blocks.  
Note: If your Spellcast trait is +0 or lower, you don’t roll  
anything.  
When a character marks their last Hit Point, they fall. If a PC  
falls, they make a death move.  
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 “d8+2” deals damage equal to “2d8+2” on a  
successful attack.  
Characters can clear Hit Points by taking downtime moves  
(see: Downtime) or by activating relevant special abilities or  
effects.  
Successful unarmed attacks inflict [Proficiency]d4 damage.  
Optional Rule: Massive Damage  
If a character ever takes damage equal to twice their  
Severe threshold, they mark 4 HP instead of 3.  
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.  
Daggerheart SRD  
39  
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).  
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.  
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).  
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.  
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.  
If a target has immunity to a damage type, they ignore  
incoming damage of that type.  
Range is measured from the source of an effect, such as the  
attacker or spellcaster, to the target or object of an effect.  
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.  
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.  
Direct damage is damage that can’t be reduced by marking  
Armor Slots.  
MULTI-TARGET ATTACK ROLLS  
Optional Rule: Defined Ranges  
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.  
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:  
MULTIPLE DAMAGE SOURCES  
Melee: 1 square  
Very Close: 3 squares  
Close: 6 squares  
Far: 12 squares  
Damage dealt simultaneously from multiple sources is always  
totaled before it’s compared to its target’s damage thresholds.  
Very Far: 13+ squares  
Out of Range: Off the battlemap  
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.  
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.  
MAPS, RANGE,  
An adversary can move within Close range for free as part of  
an action, or within Very Far range as a separate action.  
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.  
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.  
Daggerheart uses the following ranges to translate fictional  
positioning into relative distance for the purposes of targeting,  
movement, and other game mechanics:  
LINE OF SIGHT & COVER  
Melee: Close enough to touch, up to a few feet away.  
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.  
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).  
40  
Daggerheart SRD  
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):  
CONDITIONS  
drawbacks to the target they are attached to.  
Conditions are effects that grant specific benefits or  
STANDARD CONDITIONS  
Daggerheart has three standard conditions:  
Tend to Wounds: Clear 1d4+Tier Hit Points for yourself or  
an ally.  
Clear Stress: Clear 1d4+Tier Stress.  
HIDDEN  
Repair Armor: Clear 1d4+Tier Armor Slots from your or an  
ally’s armor.  
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.  
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.  
RESTRAINED  
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):  
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.  
Tend to All Wounds: Clear all Hit Points for yourself or an  
ally.  
Clear All Stress: Clear all Stress.  
Some features can apply special or unique conditions, which  
work as described in the feature text.  
Repair All Armor: Clear all Armor Slots from your or an  
ally’s armor  
Unless otherwise noted, the same condition can’t be applied  
more than once to the same target.  
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.  
TEMPORARY TAGS  
& SPECIAL CONDITIONS  
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).  
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.  
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.  
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 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.  
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.  
Daggerheart SRD  
41  
STACKING EFFECTS  
DEATH  
Unless stated otherwise, all effects beside conditions and  
advantage/disadvantage can stack.  
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.  
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.  
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.  
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 declares whether the roll  
succeeds or fails, but not after the consequences unfold or  
another roll is made.  
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.  
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:  
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.  
Tier 1 encompasses level 1 only.  
Tier 2 encompasses levels 2–4.  
Tier 3 encompasses levels 5–7.  
Tier 4 encompasses levels 8–10.  
ADDITIONAL RULES  
The following rules apply to many aspects of the game.  
Your tier affects your damage thresholds, tier achievements,  
and access to advancements.  
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.  
STEP ONE  
TIER ACHIEVEMENTS  
Take any applicable tier achievements  
REROLLING DICE  
• At level 2, you gain a new Experience at +2 and  
permanently increase your Proficiency by 1.  
When a feature allows you to reroll a die, you always take the  
new result unless the feature specifically says otherwise.  
• At level 5, you gain a new Experience at +2, permanently  
increase your Proficiency by 1, and clear any marked traits.  
INCOMING DAMAGE  
• At level 8, you gain a new Experience at +2, permanently  
increase your Proficiency by 1, and clear any marked traits.  
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.  
42  
Daggerheart SRD  
STEP TWO  
STEP THREE  
ADVANCEMENTS  
DAMAGE THRESHOLDS  
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.  
Increase all damage thresholds by 1.  
STEP FOUR  
DOMAIN CARDS  
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).  
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 the new card to it 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.  
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.  
MULTICLASSING  
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.  
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  
When you choose to increase your Experience: Choose two  
Experiences on your character sheet and gain a permanent foundation card from one of its subclasses. If your foundation  
+1 bonus to both.  
cards specify different Spellcast traits, you can choose which  
one to apply when making a Spellcast roll.  
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.  
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.  
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.  
Daggerheart SRD  
43  
WEAPONS  
EQUIPMENT  
All weapons have a tier, trait, range, damage die, damage  
type, and burden. Some weapons also have a feature.  
Your equipped weapons and armor are the ones listed in  
the “Active Weapons” and “Active Armor” sections of your  
character sheet. Your character can only attack with weapons,  
benefit from armor, and gain features from items they have  
equipped. You can’t equip weapons or armor with a higher tier  
than you.  
CATEGORY  
A weapon’s category specifies whether it is a Primary or  
Secondary weapon. Your character can only equip up to one  
weapon of each category at a time.  
PCs can carry up to two additional weapons in the “Inventory  
Weapon” areas of the character sheet.  
TRAIT  
You can swap an Inventory Weapon with an Active Weapon at  
no cost during a rest or moment of calm; otherwise, you must  
mark a Stress to do so.  
A weapon’s trait specifies which trait to use when making an  
attack roll with it.  
Your character can only have one Active Armor at a time.  
They can’t equip armor while in danger or under pressure;  
otherwise, they can equip or unequip armor without cost.  
Each armor has its own Armor Slots; if your character  
unequips their armor, track how many of its Armor Slots are  
marked. You can't carry armor in your inventory. When your  
character equips or unequips armor, recalculate your damage  
thresholds.  
RANGE  
A weapon’s range specifies the maximum distance between  
the attacker and their target when attacking with it.  
DAMAGE  
A weapon’s damage indicates the size of the damage dice  
you roll on a successful attack with it; you roll a number of  
dice equal to your Proficiency. If the damage includes a flat  
modifier, this number is added to the total damage rolled, but  
is not altered or affected by Proficiency.  
DAMAGE TYPE  
A weapon’s damage type indicates whether it deals physical  
or magic damage. Weapons that deal magic damage can only  
be wielded by characters with a Spellcast trait.  
BURDEN  
A weapon’s burden indicates how many hands it occupies  
when equipped. Your character’s maximum burden is 2 hands.  
FEATURE  
A weapon’s feature is a special rule that stays in effect while  
the weapon is equipped.  
You can throw an equipped weapon at a target within Very  
Close range, making the attack roll with Finesse. On a  
success, deal damage as usual for that weapon. Once thrown,  
the weapon is no longer considered equipped. Until you  
retrieve and re-equip it, you can’t attack with it or benefit from  
its features.  
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Daggerheart SRD  
PRIMARY WEAPON TABLES  
Players can choose one Tier 1 primary weapon during character creation.  
The GM can make other weapons available throughout the campaign as the PCs level up.  
TIER 1 (LEVEL 1)  
Physical Weapons  
Name  
Trait  
Range  
Damage  
Burden  
Feature  
Broadsword  
Longsword  
Battleaxe  
Agility  
Melee  
Melee  
Melee  
Melee  
d8 phy  
One-Handed  
Two-Handed  
Two-Handed  
Two-Handed  
Reliable: +1 to attack rolls  
Agility  
d10+3 phy  
d10+3 phy  
d10+3 phy  
Strength  
Strength  
Greatsword  
Massive: −1 to Evasion; on a successful attack, roll an  
additional damage die and discard the lowest result.  
Mace  
Strength  
Strength  
Finesse  
Melee  
Melee  
Melee  
Melee  
Melee  
Melee  
d8+1 phy  
d12+3 phy  
d8+1 phy  
d10+3 phy  
d8+1 phy  
d8 phy  
One-Handed  
Two-Handed  
One-Handed  
Two-Handed  
One-Handed  
One-Handed  
Warhammer  
Dagger  
Heavy: −1 to Evasion  
Quarterstaff  
Cutlass  
Instinct  
Presence  
Presence  
Rapier  
Quick: When you make an attack, you can mark a  
Stress to target another creature within range.  
Halberd  
Spear  
Strength  
Finesse  
Agility  
Very Close  
Very Close  
Far  
d10+2 phy  
d8+3 phy  
d6+3 phy  
d6+1 phy  
d8+3 phy  
Two-Handed  
Two-Handed  
Two-Handed  
One-Handed  
Two-Handed  
Cumbersome: −1 to Finesse  
Shortbow  
Crossbow  
Longbow  
Finesse  
Agility  
Far  
Very Far  
Cumbersome: −1 to Finesse  
TIER 1 (LEVEL 1)  
Magic Weapons  
All magic weapons require a Spellcast trait  
Name  
Trait  
Range  
Damage  
Burden  
Feature  
Arcane  
Strength  
Melee  
d10+3 mag  
Two-Handed  
Gauntlets  
Hallowed Axe  
Glowing Rings  
Hand Runes  
Strength  
Agility  
Melee  
d8+1 mag  
d10+2 mag  
d10 mag  
d8 mag  
One-Handed  
Two-Handed  
One-Handed  
One-Handed  
Very Close  
Very Close  
Close  
Instinct  
Finesse  
Returning  
Blade  
Returning: When this weapon is thrown within its  
range, it appears in your hand immediately after the  
attack.  
Shortstaff  
Dualstaff  
Scepter  
Instinct  
Instinct  
Presence  
Close  
Far  
d8+1 mag  
d6+3 mag  
d6 mag  
One-Handed  
Two-Handed  
Two-Handed  
Far  
Versatile: This weapon can also be used with these  
statistics—Presence, Melee, d8.  
Wand  
Knowledge  
Knowledge  
Far  
d6+1 mag  
d6 mag  
One-Handed  
Two-Handed  
Greatstaff  
Very Far  
Powerful: On a successful attack, roll an additional  
damage die and discard the lowest result.  
Daggerheart SRD  
45  
TIER 2 (LEVELS 2–4)  
Physical Weapons  
Name  
Trait  
Range  
Damage  
Burden  
Feature  
Improved  
Agility  
Melee  
d8+3 phy  
One-Handed  
Reliable: +1 to attack rolls  
Broadsword  
Improved  
Longsword  
Agility  
Melee  
Melee  
Melee  
d10+6 phy  
d10+6 phy  
d10+6 phy  
Two-Handed  
Two-Handed  
Two-Handed  
Improved  
Battleaxe  
Strength  
Strength  
Improved  
Massive: −1 to Evasion; on a successful attack, roll  
an additional damage die and discard the lowest  
result.  
Greatsword  
Improved Mace Strength  
Melee  
Melee  
d8+4 phy  
One-Handed  
Two-Handed  
Improved  
Strength  
d12+6 phy  
Heavy: −1 to Evasion  
Warhammer  
Improved  
Dagger  
Finesse  
Melee  
d8+4 phy  
d10+6 phy  
d8+4 phy  
d8+3 phy  
d10+5 phy  
One-Handed  
Two-Handed  
One-Handed  
One-Handed  
Two-Handed  
Improved  
Quarterstaff  
Instinct  
Melee  
Improved  
Cutlass  
Presence  
Presence  
Strength  
Melee  
Improved  
Rapier  
Melee  
Quick: When you make an attack, you can mark a  
Stress to target another creature within range.  
Improved  
Halberd  
Very Close  
Cumbersome: −1 to Finesse  
Improved Spear Finesse  
Very Close  
Far  
d8+6 phy  
d6+6 phy  
Two-Handed  
Two-Handed  
Improved  
Shortbow  
Agility  
Finesse  
Agility  
Improved  
Crossbow  
Far  
d6+4 phy  
d8+6 phy  
d10+4 phy  
d10+6 phy  
d8+3 phy  
d8+3 phy  
d8+4 phy  
One-Handed  
Two-Handed  
One-Handed  
Two-Handed  
One-Handed  
One-Handed  
Two-Handed  
Improved  
Longbow  
Very Far  
Melee  
Cumbersome: −1 to Finesse  
Gilded Falchion Strength  
Powerful: On a successful attack, roll an additional  
damage die and discard the lowest result.  
Knuckle Blades Strength  
Melee  
Brutal: When you roll the maximum value on a  
damage die, roll an additional damage die.  
Urok  
Broadsword  
Finesse  
Agility  
Melee  
Deadly: When you deal Severe damage, the target  
must mark an additional HP.  
Bladed Whip  
Very Close  
Very Close  
Quick: When you make an attack, you can mark a  
Stress to target another creature within range.  
Steelforged  
Halberd  
Strength  
Scary: On a successful attack, the target must mark  
a Stress.  
War Scythe  
Blunderbuss  
Finesse  
Finesse  
Very Close  
Close  
d8+5 phy  
d8+6 phy  
Two-Handed  
Two-Handed  
Reliable: +1 to attack rolls  
Reloading: After you make an attack, roll a d6. On  
a result of 1, you must mark a Stress to reload this  
weapon before you can fire it again.  
Greatbow  
Strength  
Agility  
Far  
d6+6 phy  
d6+5 phy  
Two-Handed  
Two-Handed  
Powerful: On a successful attack, roll an additional  
damage die and discard the lowest result.  
Finehair Bow  
Very Far  
Reliable: +1 to attack rolls  
46  
Daggerheart SRD  
TIER 2 (LEVELS 2–4)  
Magic Weapons  
All magic weapons require a Spellcast trait  
Name  
Trait  
Range  
Damage  
Burden  
Feature  
Improved Arcane Strength  
Gauntlets  
Melee  
d10+6 mag  
Two-Handed  
Improved  
Strength  
Agility  
Melee  
d8+4 mag  
d10+5 mag  
d10+3 mag  
d8+3 mag  
One-Handed  
Two-Handed  
One-Handed  
One-Handed  
Hallowed Axe  
Improved  
Glowing Rings  
Very Close  
Very Close  
Close  
Improved Hand  
Runes  
Instinct  
Finesse  
Improved  
Returning Blade  
Returning: When this weapon is thrown within its  
range, it appears in your hand immediately after the  
attack.  
Improved  
Shortstaff  
Instinct  
Close  
Far  
d8+4 mag  
d6+6 mag  
d6+3 mag  
d6+4 mag  
d6+3 mag  
d12+4 mag  
d10+4 mag  
d8+4 mag  
d8+6 mag  
One-Handed  
Two-Handed  
Two-Handed  
One-Handed  
Two-Handed  
One-Handed  
Two-Handed  
One-Handed  
Two-Handed  
Improved  
Dualstaff  
Instinct  
Improved  
Scepter  
Presence  
Knowledge  
Knowledge  
Agility  
Far  
Versatile: This weapon can also be used with these  
statistics—Presence, Melee, d8+3.  
Improved Wand  
Far  
Improved  
Greatstaff  
Very Far  
Melee  
Melee  
Melee  
Melee  
Powerful: On a successful attack, roll an additional  
damage die and discard the lowest result.  
Ego Blade  
Pompous: You must have a Presence of 0 or lower to  
use this weapon.  
Casting Sword  
Strength  
Finesse  
Versatile: This weapon can also be used with these  
statistics—Knowledge, Far, d6+3.  
Devouring  
Dagger  
Scary: On a successful attack, the target must mark  
a Stress.  
Hammer of Exota Instinct  
Eruptive: On a successful attack against a target  
within Melee range, all other adversaries within Very  
Close range must succeed on a reaction roll (14) or  
take half damage.  
Yutari Bloodbow Finesse  
Far  
Far  
Far  
Far  
Far  
d6+4 mag  
d6+4 mag  
d6+3 mag  
d6+4 mag  
d6+4 mag  
Two-Handed  
Two-Handed  
One-Handed  
One-Handed  
Two-Handed  
Brutal: When you roll the maximum value on a  
damage die, roll an additional damage die.  
Elder Bow  
Instinct  
Powerful: On a successful attack, roll an additional  
damage die and discard the lowest result.  
Scepter of Elias  
Presence  
Presence  
Knowledge  
Invigorating: On a successful attack, roll a d4. On a  
result of 4, clear a Stress.  
Wand of  
Enthrallment  
Persuasive: Before you make a Presence Roll, you  
can mark a Stress to gain a +2 bonus to the result.  
Keeper's Staff  
Reliable: +1 to attack rolls  
Daggerheart SRD  
47  
TIER 3 (LEVELS 5–7)  
Physical Weapons  
Name  
Trait  
Range  
Damage  
Burden  
Feature  
Advanced  
Broadsword  
Agility  
Melee  
d8+6 phy  
One-Handed  
Reliable: +1 to attack rolls  
Advanced  
Agility  
Melee  
Melee  
Melee  
d10+9 phy  
d10+9 phy  
d10+9 phy  
Two-Handed  
Two-Handed  
Two-Handed  
Longsword  
Advanced  
Battleaxe  
Strength  
Strength  
Advanced  
Greatsword  
Massive: −1 to Evasion; on a successful attack, roll  
an additional damage die and discard the lowest  
result.  
Advanced  
Mace  
Strength  
Strength  
Finesse  
Instinct  
Presence  
Presence  
Strength  
Finesse  
Agility  
Melee  
Melee  
Melee  
Melee  
Melee  
Melee  
Very Close  
Very Close  
Far  
d8+7 phy  
d12+9 phy  
d8+7 phy  
d10+9 phy  
d8+7 phy  
d8+6 phy  
d10+8 phy  
d8+9 phy  
d6+9 phy  
d6+7 phy  
d8+9 phy  
d8+5 phy  
d12+7 phy  
d10+7 phy  
One-Handed  
Two-Handed  
One-Handed  
Two-Handed  
One-Handed  
One-Handed  
Two-Handed  
Two-Handed  
Two-Handed  
One-Handed  
Two-Handed  
One-Handed  
Two-Handed  
Two-Handed  
Advanced  
Warhammer  
Heavy: −1 to Evasion  
Advanced  
Dagger  
Advanced  
Quarterstaff  
Advanced  
Cutlass  
Advanced  
Rapier  
Quick: When you make an attack, you can mark a  
Stress to target another creature within range.  
Advanced  
Halberd  
Cumbersome: −1 to Finesse  
Advanced  
Spear  
Advanced  
Shortbow  
Advanced  
Crossbow  
Finesse  
Agility  
Far  
Advanced  
Longbow  
Very Far  
Melee  
Melee  
Melee  
Cumbersome: −1 to Finesse  
Flickerfly Blade Agility  
Sharpwing: Gain a bonus to your damage rolls equal  
to your Agility.  
Bravesword  
Strength  
Brave: −1 to Evasion; +3 to Severe damage  
threshold  
Hammer of  
Wrath  
Strength  
Devastating: Before you make an attack roll, you  
can mark a Stress to use a d20 as your damage die.  
Labrys Axe  
Strength  
Presence  
Melee  
Melee  
d10+7 phy  
d10+5 phy  
Two-Handed  
One-Handed  
Protective: +1 to Armor Score  
Meridian  
Cutlass  
Dueling: When there are no other creatures within  
Close range of the target, gain advantage on your  
attack roll against them.  
Retractable  
Saber  
Presence  
Agility  
Melee  
Very Close  
Close  
d10+7 phy  
d10+8 phy  
d10+7 phy  
d6+8 phy  
One-Handed  
Two-Handed  
Two-Handed  
One-Handed  
Retractable: The blade can be hidden in the hilt to  
avoid detection.  
Double Flail  
Powerful: On a successful attack, roll an additional  
damage die and discard the lowest result.  
Talon Blades  
Finesse  
Finesse  
Brutal: When you roll the maximum value on a  
damage die, roll an additional damage die.  
Black Powder  
Revolver  
Far  
Reloading: After you make an attack, roll a d6. On  
a result of 1, you must mark a Stress to reload this  
weapon before you can fire it again.  
Spiked Bow  
Agility  
Very Far  
d6+7 phy  
Two-Handed  
Versatile: This weapon can also be used with these  
statistics—Agility, Melee, d10+5.  
48  
Daggerheart SRD  
TIER 3 (LEVELS 5–7)  
Magic Weapons  
All magic weapons require a Spellcast trait  
Name  
Trait  
Range  
Damage  
Burden  
Feature  
Advanced  
Arcane  
Strength  
Melee  
d10+9 mag  
Two-Handed  
Gauntlets  
Advanced  
Hallowed Axe  
Strength  
Agility  
Melee  
d8+7 mag  
d10+8 mag  
d10+6 mag  
d8+6 mag  
One-Handed  
Two-Handed  
One-Handed  
One-Handed  
Advanced  
Glowing Rings  
Very Close  
Very Close  
Close  
Advanced  
Hand Runes  
Instinct  
Finesse  
Advanced  
Returning  
Blade  
Returning: When this weapon is thrown within its  
range, it appears in your hand immediately after the  
attack.  
Advanced  
Shortstaff  
Instinct  
Close  
Far  
d8+7 mag  
d6+9 mag  
d6+6 mag  
d6+7 mag  
d6+6 mag  
One-Handed  
Two-Handed  
Two-Handed  
One-Handed  
Two-Handed  
Advanced  
Dualstaff  
Instinct  
Advanced  
Scepter  
Presence  
Knowledge  
Knowledge  
Far  
Versatile: This weapon can also be used with these  
statistics—Presence, Melee, d8+4.  
Advanced  
Wand  
Far  
Advanced  
Greatstaff  
Very Far  
Powerful: On a successful attack, roll an additional  
damage die and discard the lowest result.  
Axe of Fortunis Strength  
Blessed Anlace Instinct  
Melee  
Melee  
Melee  
Very Close  
Close  
Far  
d10+8 mag  
d10+6 mag  
Two-Handed  
One-Handed  
One-Handed  
One-Handed  
One-Handed  
Two-Handed  
Two-Handed  
One-Handed  
One-Handed  
Lucky: On a failed attack, you can mark a Stress to  
reroll your attack.  
Healing: During downtime, automatically clear a  
Hit Point.  
Ghostblade  
Presence  
Knowledge  
Knowledge  
Finesse  
d10+7  
phy or mag  
Otherworldly: On a successful attack, you can deal  
physical or magic damage.  
Runes of  
Ruination  
d20+4 mag  
d10+5 mag  
d6+7 mag  
d6+7 mag  
d6+7 mag  
d6+6 mag  
Painful: Each time you make a successful attack,  
you must mark a Stress.  
Widogast  
Pendant  
Timebending: You choose the target of your attack  
after making your attack roll.  
Gilded Bow  
Self-Correcting: When you roll a 1 on a damage die,  
it deals 6 damage instead.  
Firestaff  
Instinct  
Far  
Burning: When you roll a 6 on a damage die, the  
target must mark a Stress.  
Mage Orb  
Ilmari’s Rifle  
Knowledge  
Finesse  
Far  
Powerful: On a successful attack, roll an additional  
damage die and discard the lowest result.  
Very Far  
Reloading: After you make an attack, roll a d6. On  
a result of 1, you must mark a Stress to reload this  
weapon before you can fire it again.  
Daggerheart SRD  
49  
TIER 4 (LEVELS 8–10)  
Physical Weapons  
Name  
Trait  
Range  
Damage  
Burden  
Feature  
Legendary  
Agility  
Melee  
d8+9 phy  
One-Handed  
Reliable: +1 to attack rolls  
Broadsword  
Legendary  
Longsword  
Agility  
Melee  
d10+12 phy  
Two-Handed  
Legendary Battleaxe Strength  
Melee  
Melee  
d10+12 phy  
d10+12 phy  
Two-Handed  
Two-Handed  
Legendary  
Strength  
Massive: −1 to Evasion; on a successful attack,  
roll an additional damage die and discard the  
lowest result.  
Greatsword  
Legendary Mace  
Strength  
Strength  
Melee  
Melee  
d8+10 phy  
One-Handed  
Two-Handed  
Legendary  
d12+12 phy  
Heavy: −1 to Evasion  
Warhammer  
Legendary Dagger  
Finesse  
Instinct  
Melee  
Melee  
d8+10 phy  
One-Handed  
Two-Handed  
Legendary  
d10+12 phy  
Quarterstaff  
Legendary Cutlass  
Legendary Rapier  
Presence  
Presence  
Melee  
Melee  
d8+10 phy  
d8+9 phy  
One-Handed  
One-Handed  
Quick: When you make an attack, you can mark a  
Stress to target another creature within range.  
Legendary Halberd  
Legendary Spear  
Strength  
Finesse  
Very Close  
Very Close  
Far  
d10+11 phy  
d8+12 phy  
d6+12 phy  
d6+10 phy  
d8+12 phy  
d10+9 phy  
Two-Handed  
Two-Handed  
Two-Handed  
One-Handed  
Two-Handed  
Two-Handed  
Cumbersome: −1 to Finesse  
Legendary Shortbow Agility  
Legendary Crossbow Finesse  
Far  
Legendary Longbow  
Dual-Ended Sword  
Agility  
Agility  
Very Far  
Melee  
Cumbersome: −1 to Finesse  
Quick: When you make an attack, you can mark a  
Stress to target another creature within range.  
Impact Gauntlet  
Sledge Axe  
Strength  
Strength  
Melee  
Melee  
d10+11 phy  
d12+13 phy  
One-Handed  
Two-Handed  
Concussive: On a successful attack, you can  
spend a Hope to knock the target back to Far  
range.  
Destructive: −1 to Agility; on a successful attack,  
all adversaries within Very Close range must mark  
a Stress.  
Curved Dagger  
Finesse  
Finesse  
Melee  
d8+9 phy  
d8+10 phy  
d8+9 phy  
One-Handed  
Two-Handed  
Two-Handed  
Serrated: When you roll a 1 on a damage die, it  
deals 8 damage instead.  
Extended Polearm  
Very Close  
Close  
Long: This weapon’s attack targets all adversaries  
in a line within range.  
Swinging Ropeblade Presence  
Grappling: On a successful attack, you can spend  
a Hope to Restrain the target or pull them into  
Melee range with you.  
Ricochet Axes  
Agility  
Far  
d6+11 phy  
Two-Handed  
Bouncing: Mark 1 or more Stress to hit that many  
targets in range of the attack.  
Aantari Bow  
Finesse  
Finesse  
Far  
d6+11 phy  
d6+12 phy  
Two-Handed  
One-Handed  
Reliable: +1 to attack rolls  
Hand Cannon  
Very Far  
Reloading: After you make an attack, roll a d6. On  
a 1, you must mark a Stress to reload this weapon  
before you can fire it again.  
50  
Daggerheart SRD  
TIER 4 (LEVELS 8–10)  
Magic Weapons  
All magic weapons require a Spellcast trait  
Name  
Trait  
Range  
Damage  
Burden  
Feature  
Legendary  
Strength  
Melee  
d10+12 mag  
Two-Handed  
Arcane Gauntlets  
Legendary  
Hallowed Axe  
Strength  
Agility  
Melee  
d8+10 mag  
d10+11 mag  
d10+9 mag  
d8+9 mag  
One-Handed  
Two-Handed  
One-Handed  
One-Handed  
Legendary  
Glowing Rings  
Very Close  
Very Close  
Close  
Legendary Hand  
Runes  
Instinct  
Finesse  
Legendary  
Returning: When this weapon is thrown within its  
range, it appears in your hand immediately after  
the attack.  
Returning Blade  
Legendary  
Shortstaff  
Instinct  
Instinct  
Presence  
Close  
Far  
d8+10 mag  
d8+12 mag  
d6+9 mag  
One-Handed  
Two-Handed  
Two-Handed  
Legendary  
Dualstaff  
Legendary  
Scepter  
Far  
Versatile: This weapon can also be used with  
these statistics—Presence, Melee, d8+6.  
Legendary Wand Knowledge  
Far  
d6+10 mag  
d6+9 mag  
One-Handed  
Two-Handed  
Legendary  
Greatstaff  
Knowledge  
Very Far  
Powerful: On a successful attack, roll an  
additional damage die and discard the lowest  
result.  
Sword of Light & Strength  
Flame  
Melee  
Melee  
Melee  
Close  
d10+11 mag  
d10+9 mag  
d10+9 mag  
d8+9 mag  
Two-Handed  
Two-Handed  
Two-Handed  
One-Handed  
Hot: This weapon cuts through solid material.  
Siphoning  
Gauntlets  
Presence  
Knowledge  
Instinct  
Lifestealing: On a successful attack, roll a d6. On  
a result of 6, clear a Hit Point or clear a Stress.  
Midas Scythe  
Greedy: Spend a handful of gold to gain a +1  
bonus to your Proficiency on a damage roll.  
Floating  
Powerful: On a successful attack, roll an  
additional damage die and discard the lowest  
result.  
Bladeshards  
Bloodstaff  
Instinct  
Far  
d20+7 mag  
Two-Handed  
Painful: Each time you make a successful attack,  
you must mark a Stress.  
Thistlebow  
Instinct  
Far  
Far  
d6+13 mag  
d8+13 mag  
Two-Handed  
One-Handed  
Reliable: +1 to attack rolls  
Wand of Essek  
Knowledge  
Timebending: You can choose the target of your  
attack after making your attack roll.  
Magus Revolver  
Fusion Gloves  
Finesse  
Very Far  
Very Far  
d6+13 mag  
d6+9 mag  
One-Handed  
Two-Handed  
Reloading: After you make an attack, roll a d6. On  
a result of 1, you must mark a Stress to reload  
this weapon before you can fire it again.  
Knowledge  
Bonded: Gain a bonus to your damage rolls equal  
to your level.  
Daggerheart SRD  
51  
SECONDARY WEAPON TABLES  
Players can choose one Tier 1 secondary weapon during character creation.  
The GM can make other weapons available throughout the campaign as the PCs level up.  
TIER 1 (LEVEL 1)  
Name  
Trait  
Range  
Damage  
Burden  
Feature  
Shortsword  
Agility  
Melee  
d8 phy  
One-Handed  
Paired: +2 to primary weapon damage to targets within  
Melee range  
Round Shield  
Tower Shield  
Strength  
Strength  
Melee  
Melee  
Melee  
d4 phy  
d6 phy  
d8 phy  
One-Handed  
One-Handed  
One-Handed  
Protective: +1 to Armor Score  
Barrier: +2 to Armor Score; −1 to Evasion  
Small Dagger Finesse  
Paired: +2 to primary weapon damage to targets within  
Melee range  
Whip  
Presence  
Finesse  
Finesse  
Very Close  
Close  
d6 phy  
One-Handed  
One-Handed  
One-Handed  
Startling: Mark a Stress to crack the whip and force all  
adversaries within Melee range back to Close range.  
Grappler  
d6 phy  
Hooked: On a successful attack, you can pull the target  
into Melee range.  
Hand  
Far  
d6+1 phy  
Crossbow  
TIER 2 (LEVELS 2–4)  
Name  
Trait  
Range  
Damage  
Burden  
Feature  
Improved  
Shortsword  
Agility  
Melee  
d8+2 phy  
One-Handed  
Paired: +3 to primary weapon damage to targets within  
Melee range  
Improved  
Round Shield  
Strength  
Strength  
Finesse  
Presence  
Finesse  
Finesse  
Melee  
Melee  
Melee  
Very Close  
Close  
d4+2 phy  
d6+2 phy  
d8+2 phy  
d6+2 phy  
d6+2 phy  
d6+3 phy  
One-Handed  
One-Handed  
One-Handed  
One-Handed  
One-Handed  
One-Handed  
Protective: +2 to Armor Score  
Improved  
Tower Shield  
Barrier: +3 to Armor Score; −1 to Evasion  
Improved  
Small Dagger  
Paired: +3 to primary weapon damage to targets within  
Melee range  
Improved  
Whip  
Startling: Mark a Stress to crack the whip and force all  
adversaries within Melee range back to Close range.  
Improved  
Grappler  
Hooked: On a successful attack, you can pull the target  
into Melee range.  
Improved  
Hand  
Far  
Crossbow  
Spiked Shield Strength  
Melee  
Melee  
d6+2 phy  
d6+2 phy  
One-Handed  
One-Handed  
Double Duty: +1 to Armor Score; +1 to primary weapon  
damage within Melee range  
Parrying  
Dagger  
Finesse  
Parry: When you are attacked, roll this weapon's damage  
dice. If any of the attacker's damage dice rolled the same  
value as your dice, the matching results are discarded  
from the attacker's damage dice before the damage you  
take is totaled.  
Returning Axe Agility  
Close  
d6+4 phy  
One-Handed  
Returning: When this weapon is thrown within its range, it  
appears in your hand immediately after the attack.  
52  
Daggerheart SRD  
TIER 3 (LEVELS 5–7)  
Name  
Trait  
Range  
Damage  
Burden  
Feature  
Advanced  
Shortsword  
Agility  
Melee  
d8+4 phy  
One-Handed  
Paired: +4 to primary weapon damage to targets within  
Melee range  
Advanced  
Round Shield  
Strength  
Strength  
Finesse  
Presence  
Finesse  
Finesse  
Melee  
Melee  
Melee  
Very Close  
Close  
d4+4 phy  
d6+4 phy  
d8+4 phy  
d6+4 phy  
d6+4 phy  
d6+5 phy  
One-Handed  
One-Handed  
One-Handed  
One-Handed  
One-Handed  
One-Handed  
Protective: +3 to Armor Score  
Advanced  
Tower Shield  
Barrier: +4 to Armor Score; −1 to Evasion  
Advanced  
Small Dagger  
Paired: +4 to primary weapon damage to targets within  
Melee range  
Advanced  
Whip  
Startling: Mark a Stress to crack the whip and force all  
adversaries within Melee range back to Close range.  
Advanced  
Grappler  
Hooked: On a successful attack, you can pull the target  
into Melee range.  
Advanced  
Hand  
Far  
Crossbow  
Buckler  
Agility  
Melee  
d4+4 phy  
One-Handed  
Deflecting: When you are attacked, you can mark an  
Armor Slot to gain a bonus to your Evasion equal to your  
available Armor Score against the attack.  
Powered  
Gauntlet  
Knowledge  
Finesse  
Close  
d6+4 phy  
d6+4 phy  
One-Handed  
One-Handed  
Charged: Mark a Stress to gain a +1 bonus to your  
Proficiency on a primary weapon attack.  
Hand Sling  
Very Far  
Versatile: This weapon can also be used with these  
statistics—Finesse, Close, d8+4.  
TIER 4 (LEVELS 8–10)  
Name  
Trait  
Range  
Damage  
Burden  
Feature  
Legendary  
Shortsword  
Agility  
Melee  
d8+6 phy  
One-Handed  
Paired: +5 to primary weapon damage to targets within  
Melee range  
Legendary  
Round Shield  
Strength  
Strength  
Finesse  
Presence  
Finesse  
Finesse  
Melee  
Melee  
Melee  
Very Close  
Close  
d4+6 phy  
d6+6 phy  
d8+6 phy  
d6+6 phy  
d6+6 phy  
d6+7 phy  
One-Handed  
One-Handed  
One-Handed  
One-Handed  
One-Handed  
One-Handed  
Protective: +4 to Armor Score  
Legendary  
Tower Shield  
Barrier: +5 to Armor Score; −1 to Evasion.  
Legendary  
Small Dagger  
Paired: +5 to primary weapon damage to targets within  
Melee range  
Legendary  
Whip  
Startling: Mark a Stress to crack the whip and force all  
adversaries within Melee range back to Close range.  
Legendary  
Grappler  
Hooked: On a successful attack, you can pull the target  
into Melee range.  
Legendary  
Hand  
Far  
Crossbow  
Braveshield  
Agility  
Melee  
d4+6 phy  
d6+8 phy  
d4 phy  
One-Handed  
One-Handed  
One-Handed  
Sheltering: When you mark an Armor Slot, it reduces  
damage for you and all allies within Melee range of you  
who took the same damage.  
Knuckle  
Claws  
Strength  
Melee  
Doubled Up: When you make an attack with your primary  
weapon, you can deal damage to another target within  
Melee range.  
Primer Shard Instinct  
Very Close  
Locked On: On a successful attack, your next attack  
against the same target with your primary weapon  
automatically succeeds.  
Daggerheart SRD  
53  
Combat Wheelchair  
By Mark Thompson  
The combat wheelchair is a ruleset designed to help you play a wheelchair user in Daggerheart. This section provides mechanics  
and narrative guidance for you to work from, but feel free to adapt the flavor text to best suit your character. Have fun with your  
character’s wheelchair design, and make it as unique or tailored to them as you please.  
ACTION AND MOVEMENT  
EVASION  
When describing how your character moves, you can use  
descriptions such as the following:  
Your character is assumed to be skilled in moving their  
wheelchair and navigating numerous situations in it. As a  
result, the only wheelchair that gives a penalty to a PC's  
Evasion is the Heavy Frame model.  
• “I roll over to the door to see if it’s open.”  
• “I wheel myself over to the group to ask what’s going on.”  
BURDEN  
• “I pull my brakes and skid to a halt, turning in my seat to  
level my bow at the intruder.”  
All wheelchairs can be maneuvered using one or two hands  
outside of combat. However, when being used as a weapon,  
the chair is restricted to requiring one or two hands to  
perform attacks, depending on the model you’ve chosen. If  
you’re playing a character who has limited to no mobility in  
their arms, their wheelchair can be attuned to them by magical  
means. For example, your character might use a psychic link  
to guide the chair around like a pseudo-electric wheelchair. All  
the rules presented here can be tailored and adapted to any  
character's needs.  
CONSEQUENCES  
Here are some ways you might describe complications you  
encounter when your character uses their wheelchair:  
“I pull my brakes, but I don’t think to account for the loose  
gravel on the ground.”  
“I hit a patch of ice awkwardly and am sent skidding out  
past my target.”  
“I go to push off in pursuit, but one of my front caster  
wheels snags on a crack in the pavement, stalling me for a  
moment.”  
CHOOSING YOUR MODEL  
All combat wheelchairs are equipped as Primary Weapons.  
There are three models of wheelchair available: light, heavy,  
and arcane. You’re encouraged to consider the type of  
character you’re playing and the class they belong to, then  
choose the model that best matches that character concept.  
GMs should avoid breaking a character's wheelchair or  
otherwise removing it from play as a consequence, unless  
everyone at the table, especially the wheelchair user’s player,  
gives their approval.  
Light Frame Models  
Though tough, these wheelchairs have light frames that allow the chair to move with your character in more acrobatic ways.  
These models are best suited to adventurers who rely on speed and flexibility.  
Name  
Tier  
Trait  
Range  
Damage  
Burden  
Feature  
Light-Frame  
Wheelchair  
1
Agility  
Melee  
d8 phy  
One-Handed  
Quick: When you make an attack, you can mark a  
Stress to target another creature within range.  
Improved  
Light-Frame  
Wheelchair  
2
3
4
Agility  
Agility  
Agility  
Melee  
Melee  
Melee  
d8+3 phy  
d8+6 phy  
d8+9 phy  
One-Handed  
One-Handed  
One-Handed  
Quick: When you make an attack, you can mark a  
Stress to target another creature within range.  
Advanced  
Light-Frame  
Wheelchair  
Quick: When you make an attack, you can mark a  
Stress to target another creature within range.  
Legendary  
Light-Frame  
Wheelchair  
Quick: When you make an attack, you can mark a  
Stress to target another creature within range.  
54  
Daggerheart SRD  
Heavy Frame Models  
These wheelchairs have bulky and heavier frames, allowing the chair to lend its weight to your character’s attacks. It also makes  
them a bigger target.  
Name  
Tier  
Trait  
Range  
Damage  
Burden  
Feature  
Heavy-Frame  
Wheelchair  
1
Strength  
Melee  
d12+3 phy  
Two-Handed  
Heavy: −1 to Evasion  
Improved  
Heavy-Frame  
Wheelchair  
2
3
4
Strength  
Strength  
Strength  
Melee  
Melee  
Melee  
d12+6 phy  
d12+9 phy  
d12+12 phy  
Two-Handed  
Two-Handed  
Two-Handed  
Heavy: −1 to Evasion  
Heavy: −1 to Evasion  
Heavy: −1 to Evasion  
Advanced  
Heavy-Frame  
Wheelchair  
Legendary  
Heavy-Frame  
Wheelchair  
Arcane Frame Models  
These wheelchairs have frames that are attuned to your character and their magic, allowing them to channel their spells through  
the chair. Unlike other primary magic weapons, the arcane-frame model doesn’t specify a trait to use when making an attack  
with it. Instead, you use the Spellcast trait indicated by your subclass.  
Name  
Tier  
Trait  
Range  
Damage  
Burden  
Feature  
Arcane-Frame  
Wheelchair  
1
Spellcast  
Far  
d6 mag  
One-Handed  
Reliable: +1 to attack rolls  
Improved  
Arcane-Frame  
Wheelchair  
2
3
4
Spellcast  
Spellcast  
Spellcast  
Far  
Far  
Far  
d6+3 mag  
d6+6 mag  
d6+9 mag  
One-Handed  
One-Handed  
One-Handed  
Reliable: +1 to attack rolls  
Reliable: +1 to attack rolls  
Reliable: +1 to attack rolls  
Advanced  
Arcane-Frame  
Wheelchair  
Legendary  
Arcane-Frame  
Wheelchair  
Daggerheart SRD  
55  
ARMOR  
Every armor has a name, base damage thresholds, and a base Armor Score. Some armor also has a feature.  
• An armor’s base armor score indicates how many Armor  
Slots it provides its wearer before additional bonuses are  
added to calculate their total Armor Score. A PC’s Armor  
Score can’t exceed 12.  
While unarmored, your character’s base Armor Score is 0,  
their Major threshold is equal to their level, and their Severe  
threshold is equal to twice their level.  
REDUCING INCOMING DAMAGE  
• An armor’s base thresholds determine its wearer’s major  
and severe damage thresholds before adding bonuses to  
calculate their final damage thresholds.  
When you take damage, you can mark one Armor Slot to  
reduce the number of Hit Points you would mark by one. If  
your character has an Armor Score of 0, you can’t mark Armor  
Slots. If an effect temporarily increases your Armor Score,  
it increases your available Armor Slots by the same amount;  
when the effect ends, so does the availability of these Armor  
Slots.  
• An armor’s feature is a special rule that stays in effect  
while the armor is equipped.  
ARMOR TABLES  
TIER 1 (LEVEL 1)  
Base  
Base  
Name  
Thresholds  
Score  
Feature  
Gambeson Armor  
Leather Armor  
Chainmail Armor  
Full Plate Armor  
5 / 11  
6 / 13  
7 / 15  
8 / 17  
3
3
4
4
Flexible: +1 to Evasion  
Heavy: −1 to Evasion  
Very Heavy: −2 to Evasion; −1 to Agility  
TIER 2 (LEVELS 2–4)  
Base  
Thresholds  
Base  
Score  
Name  
Feature  
Improved Gambeson Armor  
Improved Leather Armor  
Improved Chainmail Armor  
Improved Full Plate Armor  
Elundrian Chain Armor  
7 / 16  
4
4
5
5
4
Flexible: +1 to Evasion  
9 / 20  
11 / 24  
Heavy: −1 to Evasion  
Very Heavy: −2 to Evasion; −1 to Agility  
13 / 28  
9 / 21  
Warded: You reduce incoming magic damage by your Armor Score before  
applying it to your damage thresholds.  
Harrowbone Armor  
9 / 21  
9 / 20  
9 / 20  
4
4
4
Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6,  
reduce the severity by one threshold without marking an Armor Slot.  
Irontree Breastplate Armor  
Runetan Floating Armor  
Reinforced: When you mark your last Armor Slot, increase your damage  
thresholds by +2 until you clear at least 1 Armor Slot.  
Shifting: When you are targeted for an attack, you can mark an Armor  
Slot to give the attack roll against you disadvantage.  
Tyris Soft Armor  
Rosewild Armor  
8 / 18  
5
5
Quiet: You gain a +2 bonus to rolls you make to move silently.  
11 / 23  
Hopeful: When you would spend a Hope, you can mark an Armor Slot  
instead.  
56  
Daggerheart SRD  
TIER 3 (LEVELS 5–7)  
Base  
Base  
Name  
Thresholds  
9 / 23  
Score  
Feature  
Advanced Gambeson Armor  
Advanced Leather Armor  
Advanced Chainmail Armor  
Advanced Full Plate Armor  
Bellamoi Fine Armor  
Dragonscale Armor  
5
5
6
6
5
5
Flexible: +1 to Evasion  
11 / 27  
13 / 31  
Heavy: −1 to Evasion  
Very Heavy: −2 to Evasion; −1 to Agility  
Gilded: +1 to Presence  
15 / 35  
11 / 27  
11 / 27  
Impenetrable: Once per short rest, when you would mark your last Hit  
Point, you can instead mark a Stress.  
Spiked Plate Armor  
10 / 25  
5
Sharp: On a successful attack against a target within Melee range, add a  
d4 to the damage roll.  
Bladefare Armor  
Monett’s Cloak  
16 / 39  
16 / 39  
17 / 43  
6
6
6
Physical: You can’t mark an Armor Slot to reduce magic damage.  
Magic: You can’t mark an Armor Slot to reduce physical damage.  
Painful: Each time you mark an Armor Slot, you must mark a Stress.  
Runes of Fortification  
TIER 4 (LEVELS 8–10)  
Base  
Thresholds  
Base  
Score Feature  
Name  
Legendary Gambeson Armor  
Legendary Leather Armor  
Legendary Chainmail Armor  
Legendary Full Plate Armor  
Dunamis Silkchain  
11 / 32  
6
6
7
7
7
Flexible: +1 to Evasion  
13 / 36  
15 / 40  
Heavy: −1 to Evasion  
17 / 44  
Very Heavy: −2 to Evasion; −1 to Agility  
13 / 36  
Timeslowing: Mark an Armor Slot to roll a d4 and add its result as a bonus  
to your Evasion against an incoming attack.  
Channeling Armor  
Emberwoven Armor  
13 / 36  
13 / 36  
5
6
Channeling: +1 to Spellcast Rolls  
Burning: When an adversary attacks you within Melee range, they mark  
a Stress.  
Full Fortified Armor  
Veritas Opal Armor  
Savior Chainmail  
15 / 40  
13 / 36  
18 / 48  
4
6
8
Fortified: When you mark an Armor Slot, you reduce the severity of an  
attack by two thresholds instead of one.  
Truthseeking: This armor glows when another creature within Close  
range tells a lie.  
Difficult: −1 to all character traits and Evasion  
Daggerheart SRD  
57  
LOOT  
Loot comprises any consumables or reusable items the party acquires.  
Items can be used until sold, discarded, or lost.  
To generate a random item, choose a rarity, roll the designated dice, and match the total to the item in the table:  
Common: 1d12 or 2d12  
Uncommon: 2d12 or 3d12  
Rare: 3d12 or 4d12  
Legendary: 4d12 or 5d12  
ROLL Loot  
description  
01  
02  
Premium Bedroll During downtime, you automatically clear a Stress.  
Piper Whistle  
This handcrafted whistle has a distinctive sound. When you blow this whistle, its piercing tone can be heard  
within a 1-mile radius.  
03  
04  
Charging Quiver  
Alistair’s Torch  
When you succeed on an attack with an arrow stored in this quiver, gain a bonus to the damage roll equal to  
your current tier.  
You can light this magic torch at will. The flame’s light fills a much larger space than it should, enough to  
illuminate a cave bright as day.  
05  
06  
07  
08  
Speaking Orbs  
Manacles  
This pair of orbs allows any creatures holding them to communicate with each other across any distance.  
This pair of locking cuffs comes with a key.  
Arcane Cloak  
Woven Net  
A creature with a Spellcast trait wearing this cloak can adjust its color, texture, and size at will.  
You can make a Finesse Roll using this net to trap a small creature. A trapped target can break free with a  
successful Attack Roll (16).  
09  
10  
11  
12  
13  
14  
15  
Fire Jar  
You can pour out the strange liquid contents of this jar to instantly produce fire. The contents regenerate when  
you take a long rest.  
Suspended Rod  
Glamour Stone  
Empty Chest  
This flat rod is inscribed with runes. When you activate the rod, it is immediately suspended in place. Until the  
rod is deactivated, it can’t move, doesn’t abide by the rules of gravity, and remains in place.  
Activate this pebble-sized stone to memorize the appearance of someone you can see. Spend a Hope to  
magically recreate this guise on yourself as an illusion.  
This magical chest appears empty. When you speak a specific trigger word or action and open the chest, you  
can see the items stored within it.  
Companion Case This case can fit a small animal companion. While the companion is inside, the animal and case are immune to  
all damage and harmful effects.  
Piercing Arrows  
Valorstone  
Three times per rest when you succeed on an attack with one of these arrows, you can add your Proficiency to  
the damage roll.  
You can attach this stone to armor that doesn’t already have a feature. The armor gains the following feature.  
Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold  
without marking an Armor Slot.  
16  
17  
Skeleton Key  
Arcane Prism  
When you use this key to open a locked door, you gain advantage on the Finesse Roll.  
Position this prism in a location of your choosing and activate it. All allies within Close range of it gain a +1  
bonus to their Spellcast Rolls. While activated, the prism can’t be moved. Once the prism is deactivated, it can’t  
be activated again until your next long rest.  
18  
19  
20  
21  
Minor Stamina  
Potion Recipe  
As a downtime move, you can use the bone of a creature to craft a Minor Stamina Potion.  
As a downtime move, you can use a vial of blood to craft a Minor Health Potion.  
These two compasses point toward each other no matter how far apart they are.  
Minor Health  
Potion Recipe  
Homing  
Compasses  
Corrector Sprite This tiny sprite sits in the curve of your ear canal and whispers helpful advice during combat. Once per short  
rest, you can gain advantage on an attack roll.  
22  
23  
Gecko Gloves  
Lorekeeper  
You can climb up vertical surfaces and across ceilings.  
You can store the name and details of up to three hostile creatures inside this book. You gain a +1 bonus to  
action rolls against those creatures.  
58  
Daggerheart SRD  
ROLL Loot  
description  
24  
25  
26  
Vial of  
Darksmoke  
Recipe  
As a downtime move, you can mark a Stress to craft a Vial of Darksmoke.  
Bloodstone  
You can attach this stone to a weapon that doesn’t already have a feature. The weapon gains the following  
feature.  
Brutal: When you roll the maximum value on a damage die, roll an additional damage die.  
Greatstone  
You can attach this stone to a weapon that doesn’t already have a feature. The weapon gains the following  
feature.  
Powerful: On a successful attack, roll an additional damage die and discard the lowest result.  
27  
28  
29  
30  
Glider  
While falling, you can mark a Stress to deploy this small parachute and glide safely to the ground.  
Spend a Hope to activate this ring. Your footsteps are silent until your next rest.  
Ring of Silence  
Calming Pendant When you would mark your last Stress, roll a d6. On a result of 5 or higher, don’t mark it.  
Dual Flask  
This flask can hold two different liquids. You can swap between them by flipping a small switch on the flask’s  
side.  
31  
Bag of Ficklesand You can convince this small bag of sand to be much heavier or lighter with a successful Presence Roll (10).  
Additionally, on a successful Finesse Roll (10), you can blow a bit of sand into a target’s face to make them  
temporarily Vulnerable.  
32  
33  
34  
Ring of  
Resistance  
Once per long rest, you can activate this ring after a successful attack against you to halve the damage.  
Phoenix Feather  
If you have at least one Phoenix Feather on you when you fall unconscious, you gain a +1 bonus to the roll you  
make to determine whether you gain a scar.  
Box of Many  
Goods  
Once per long rest, you can open this small box and roll a d12. On a result of 1–6, it’s empty. On a result of  
7–10, it contains one random common consumable. On a result of 11–12, it contains two random common  
consumables.  
35  
36  
Airblade Charm  
Portal Seed  
You can attach this charm to a weapon with a Melee range. Three times per rest, you can activate the charm  
and attack a target within Close range.  
You can plant this seed in the ground to grow a portal in that spot. The portal is ready to use in 24 hours. You  
can use this portal to travel to any other location where you planted a portal seed. A portal can be destroyed by  
dealing any amount of magic damage to it.  
37  
Paragon’s Chain  
Elusive Amulet  
As a downtime move, you can meditate on an ideal or principle you hold dear and focus your will into this chain.  
Once per long rest, you can spend a Hope to roll a d20 as your Hope Die for rolls that directly align with that  
principle.  
38  
39  
Once per long rest, you can activate this amulet to become Hidden until you move. While Hidden in this way, you  
remain unseen even if an adversary moves to where they would normally see you.  
Hopekeeper  
Locket  
During a long rest, if you have 6 Hope, you can spend a Hope to imbue this locket with your bountiful resolve.  
When you have 0 Hope, you can use the locket to immediately gain a Hope. The locket must be re-imbued  
before it can be used this way again.  
40  
Infinite Bag  
When you store items in this bag, they are kept in a pocket dimension that never runs out of space. You can  
retrieve an item at any time.  
41  
42  
43  
44  
45  
46  
47  
48  
Stride Relic  
You gain a +1 bonus to your Agility. You can only carry one relic.  
You gain a +1 bonus to your Strength. You can only carry one relic.  
You gain a +1 bonus to your Finesse. You can only carry one relic.  
You gain a +1 bonus to your Instinct. You can only carry one relic.  
You gain a +1 bonus to your Presence. You can only carry one relic.  
You gain a +1 bonus to your Knowledge. You can only carry one relic.  
You gain a +1 bonus to an Experience of your choice. You can only carry one relic.  
Bolster Relic  
Control Relic  
Attune Relic  
Charm Relic  
Enlighten Relic  
Honing Relic  
Flickerfly  
Pendant  
While you carry this pendant, your weapons with a Melee range that deal physical damage have a gossamer  
sheen and can attack targets within Very Close range.  
49  
Lakestrider  
Boots  
You can walk on the surface of water as if it were soft ground.  
Daggerheart SRD  
59  
ROLL Loot  
description  
50  
Clay Companion When you sculpt this ball of clay into a clay animal companion, it behaves as that animal. For example, a clay  
spider can spin clay webs, while a clay bird can fly. The clay companion retains memory and identity across  
different shapes, but they can adopt new mannerisms with each form.  
51  
52  
Mythic Dust  
Recipe  
As a downtime move, you can use a handful of fine gold dust to craft Mythic Dust.  
Shard of Memory Once per long rest, you can spend 2 Hope to recall a domain card from your vault instead of paying its Recall  
Cost.  
53  
54  
Gem of Alacrity  
Gem of Might  
You can attach this gem to a weapon, allowing you to use your Agility when making an attack with that weapon.  
You can attach this gem to a weapon, allowing you to use your Strength when making an attack with that  
weapon.  
55  
56  
57  
58  
59  
Gem of Precision You can attach this gem to a weapon, allowing you to use your Finesse when making an attack with that  
weapon.  
Gem of Insight  
You can attach this gem to a weapon, allowing you to use your Instinct when making an attack with that  
weapon.  
Gem of Audacity You can attach this gem to a weapon, allowing you to use your Presence when making an attack with that  
weapon.  
Gem of Sagacity  
You can attach this gem to a weapon, allowing you to use your Knowledge when making an attack with that  
weapon.  
Ring of  
Once per session, when the GM spends a Fear, you can spend 4 Hope to cancel the effects of that spent Fear.  
Unbreakable  
Resolve  
60  
Belt of Unity  
Once per session, you can spend 5 Hope to lead a Tag Team Roll with three PCs instead of two.  
Consumables  
Consumables are loot that can only be used once. You can hold up to five of each consumable at a time. Using a consumable  
doesn’t require a roll unless required by the GM or the demands of the fiction.  
To generate a random consumable, choose a rarity, roll the designated dice, and match the total to the item in the table:  
Common: 1d12 or 2d12  
Uncommon: 2d12 or 3d12  
Rare: 3d12 or 4d12  
Legendary: 4d12 or 5d12  
ROLL LOOT  
description  
ROLL LOOT  
description  
09  
Grindletooth  
Venom  
You can apply this venom to a weapon  
that deals physical damage to add a  
d6 to your next damage roll with that  
weapon.  
01  
02  
03  
04  
05  
06  
07  
08  
Stride Potion  
You gain a +1 bonus to your next  
Agility Roll.  
Bolster Potion  
Control Potion  
Attune Potion  
Charm Potion  
You gain a +1 bonus to your next  
Strength Roll.  
10  
11  
Varik Leaves  
You can eat these paired leaves to  
immediately gain 2 Hope.  
You gain a +1 bonus to your next  
Finesse Roll.  
Vial of Moondrip When you drink the contents of this  
vial, you can see in total darkness until  
your next rest.  
You gain a +1 bonus to your next  
Instinct Roll.  
You gain a +1 bonus to your next  
Presence Roll.  
12  
Unstable Arcane You can make a Finesse Roll to throw  
Shard  
this shard at a group of adversaries  
within Far range. Targets you succeed  
against take 1d20 magic damage.  
Enlighten Potion You gain a +1 bonus to your next  
Knowledge Roll.  
13  
14  
Potion of  
Stability  
You can drink this potion to choose  
one additional downtime move.  
Minor Health  
Potion  
Clear 1d4 HP.  
Improved  
Grindletooth  
Venom  
You can apply this venom to a weapon  
that deals physical damage to add a  
d8 to your next damage roll with that  
weapon.  
Minor Stamina  
Potion  
Clear 1d4 Stress.  
60  
Daggerheart SRD  
ROLL LOOT  
description  
ROLL LOOT  
description  
15  
Morphing Clay  
You can spend a Hope to use this clay,  
altering your face enough to make you  
unrecognizable until your next rest.  
35  
Mythic Dust  
You can apply this dust to a weapon  
that deals magic damage to add a d12  
to your next damage roll with that  
weapon.  
16  
Vial of  
Darksmoke  
When an adversary attacks you, use  
this vial and roll a number of d6s equal  
to your Agility. Add the highest result  
to your Evasion against the attack.  
36  
37  
Acidpaste  
This paste eats away walls and other  
surfaces in bright flashes.  
Hopehold Flare  
When you use this flare, allies within  
Close range roll a d6 when they spend  
a Hope. On a result of 6, they gain the  
effect of that Hope without spending  
it. The flare lasts until the end of the  
scene.  
17  
Jumping Root  
Eat this root to leap up to Far range  
once without needing to roll.  
18  
19  
20  
21  
Snap Powder  
Health Potion  
Stamina Potion  
Armor Stitcher  
Mark a Stress and clear a HP.  
Clear 1d4+1 HP.  
38  
Major Arcane  
Shard  
You can make a Finesse Roll to throw  
this shard at a group of adversaries  
within Far range. Targets you succeed  
against take 4d20 magic damage.  
Clear 1d4+1 Stress.  
You can use this stitcher to spend any  
number of Hope and clear that many  
Armor Slots.  
39  
40  
Featherbone  
You can use this bone to control your  
falling speed for a number of minutes  
equal to your level.  
22  
23  
Gill Salve  
You can apply this salve to your neck  
to breathe underwater for a number  
of minutes equal to your level.  
Circle of the  
Void  
Mark a Stress to create a void that  
extends up to Far range. No magic can  
be cast inside the void, and creatures  
within the void are immune to magic  
damage.  
Replication  
Parchment  
By touching this piece of parchment  
to another, you can perfectly copy  
the second parchment’s contents.  
Once used, this parchment becomes  
mundane paper.  
41  
Sun Tree Sap  
Consume this sap to roll a d6. On a  
result of 5–6, clear 2 HP. On a result  
of 2–4, clear 3 Stress. On a result  
of 1, see through the veil of death and  
return changed, gaining one scar.  
24  
Improved  
Arcane Shard  
You can make a Finesse Roll to throw  
this shard at a group of adversaries  
within Far range. Targets you succeed  
against take 2d20 magic damage.  
42  
43  
44  
45  
Dripfang Poison A creature who consumes this poison  
25  
26  
27  
28  
29  
30  
31  
Major Stride  
Potion  
You gain a +1 bonus to your Agility  
until your next rest.  
takes 8d10 direct magic damage.  
Major Health  
Potion  
Clear 1d4+2 HP.  
Major Bolster  
Potion  
You gain a +1 bonus to your Strength  
until your next rest.  
Major Stamina  
Potion  
Clear 1d4+2 Stress.  
Major Control  
Potion  
You gain a +1 bonus to your Finesse  
until your next rest.  
Ogre Musk  
You can use this musk to prevent  
anyone from tracking you by mundane  
or magical means until your next rest.  
Major Attune  
Potion  
You gain a +1 bonus to your Instinct  
until your next rest.  
Major Charm  
Potion  
You gain a +1 bonus to your Presence  
until your next rest.  
46  
47  
Wingsprout  
You gain magic wings that allow you  
to fly for a number of minutes equal to  
your level.  
Major Enlighten You gain a +1 bonus to your  
Potion  
Knowledge until your next rest.  
Jar of Lost  
Voices  
You can open this jar to release  
a deafening echo of voices for a  
number of minutes equal to your  
Instinct. Creatures within Far range  
unprepared for the sound take 6d8  
magic damage.  
Blood of the  
Yorgi  
You can drink this blood to disappear  
from where you are and immediately  
reappear at a point you can see within  
Very Far range.  
32  
33  
Homet’s Secret After drinking this potion, the next  
Potion  
successful attack you make critically  
succeeds.  
48  
49  
Dragonbloom  
Tea  
You can drink this tea to unleash a  
fiery breath attack. Make an Instinct  
Roll against all adversaries in front of  
you within Close range. Targets you  
succeed against take d20 physical  
damage using your Proficiency.  
Redthorn Saliva You can apply this saliva to a weapon  
that deals physical damage to add a  
d12 to your next damage roll with that  
weapon.  
34  
Channelstone  
You can use this stone to take a spell  
or grimoire from your vault, use it  
once, and return it to your vault.  
Bridge Seed  
Thick vines grow from your location  
to a point of your choice within Far  
range, allowing you to climb up or  
across them. The vines dissipate on  
your next short rest.  
Daggerheart SRD  
61  
ROLL LOOT  
description  
GOLD  
50  
Sleeping Sap  
You can drink this potion to fall asleep  
for a full night’s rest. You clear all  
Stress upon waking.  
Gold is an abstract measurement of how much wealth a  
character has, and is measured in handfuls, bags, and chests,  
with 10 handfuls to 1 bag, and 10 bags to 1 chest. When you  
have marked all of the slots in a category and you gain another  
gold reward in that category, mark a slot in the following  
category and clear all the slots in the current one.  
51  
52  
53  
Feast of Xuria  
You can eat this meal to clear all HP  
and Stress and gain 1d4 Hope.  
Bonding Honey  
This honey can be used to glue two  
objects together permanently.  
For example, if you have 9 handfuls and gain another, you  
instead mark 1 bag and erase all handfuls. If you have 9 bags  
and gain another, you mark 1 chest and erase all bags.  
Shrinking Potion You can drink this potion to halve your  
size until you choose to drop this form  
or your next rest. While in this form,  
you have a +2 bonus to Agility and a  
You can’t have more than 1 chest, so if all your Gold slots are  
marked, you’ll need to spend some of your gold or store it  
somewhere else before you can acquire more.  
−1 penalty to your Proficiency.  
54  
55  
Growing Potion  
You can drink this potion to double  
your size until you choose to drop this  
form or your next rest. While in this  
form, you have a +2 bonus to Strength  
and a  
Optional Rule: Gold Coins  
If your group wants to track gold with more granularity,  
you can add coins as your lowest denomination. Following  
the established pattern, 10 coins equal 1 handful.  
+1 bonus to your Proficiency.  
Knowledge  
Stone  
If you die while holding this stone, an  
ally can take a card from your loadout  
to place in their loadout or vault. After  
they take this knowledge, the stone  
crumbles.  
56  
57  
Sweet Moss  
Blinding Orb  
You can consume this moss during a  
rest to clear 1d10 HP or 1d10 Stress.  
You can activate this orb to create a  
flash of bright light. All targets within  
Close range become Vulnerable until  
they mark HP.  
58  
Death Tea  
After you drink this tea, you instantly  
kill your target when you critically  
succeed on an attack. If you don’t  
critically succeed on an attack before  
your next long rest, you die.  
59  
60  
Mirror of  
Marigold  
When you take damage, you can  
spend a Hope to negate that damage,  
after which the mirror shatters.  
Stardrop  
You can use this stardrop to summon  
a hailstorm of comets that deals 8d20  
physical damage to all targets within  
Very Far range.  
62  
Daggerheart SRD  
RUNNING AN ADVENTURE  
GM PRACTICES  
INTRODUCTION  
roleplaying the world the PCs inhabit. This section provides  
you with advice for running Daggerheart: using the core  
mechanics; creating memorable encounters; planning exciting  
sessions; selecting, creating, and using GM moves; crafting a  
full campaign; running dynamic NPCs; and more.  
The GM is responsible for guiding the narrative and  
CULTIVATE A CURIOUS TABLE  
Follow what catches the players’ interest to foster an  
environment of creative inquiry.  
GAIN YOUR PLAYERS’ TRUST  
Act in good faith, follow through on your promises, admit your  
mistakes.  
GM GUIDANCE  
These three sections provide a foundation to help you get the  
most out of this game. The “GM Principles” are your guiding  
star—when in doubt, return to these principles.  
KEEP THE STORY MOVING FORWARD  
Advance the story through escalating action, new information,  
or changing circumstances after every action roll, whether it  
succeeds or fails.  
GM PRINCIPLES  
CUT TO THE ACTION  
BEGIN AND END WITH THE FICTION  
Skip past the boring bits. When a scene drags on, end it.  
Use the fiction to drive mechanics, then connect the mechanics  
back to the fiction.  
HELP THE PLAYERS USE THE GAME  
Players have more fun when you help them understand the  
system.  
COLLABORATE AT ALL TIMES, ESPECIALLY  
DURING CONFLICT  
The PCs are the protagonists of the campaign; antagonism  
between player and GM should exist only in the fiction.  
CREATE A META CONVERSATION  
Empower players to speak out of character, use safety tools, and  
ask for clarification.  
FILL THE WORLD WITH LIFE, WONDER, AND  
DANGER  
TELL THEM WHAT THEY WOULD KNOW  
Showcase rich cultures, take the PCs to wondrous places, and  
introduce them to dangerous creatures.  
Don’t hide obvious details or important information from the  
players.  
ASK QUESTIONS AND INCORPORATE THE  
ANSWERS  
GROUND THE WORLD IN MOTIVE  
Ensuring that the players’ ideas are included results in a  
narrative that supports the whole group’s creativity.  
An NPC’s actions flow from their goals and desires.  
BRING THE GAME’S MECHANICS TO LIFE  
GIVE EVERY ROLL IMPACT  
Set a good example of how fiction and mechanics work together  
to enhance the game experience.  
Only ask the players to roll during meaningful moments.  
PLAY TO FIND OUT WHAT HAPPENS  
REFRAME RATHER THAN REJECT  
Be surprised by what the characters do, the choices they make,  
and the people they become.  
If a player’s contribution conflicts with the fiction, work with  
them to reshape it.  
HOLD ON GENTLY  
WORK IN MOMENTS AND MONTAGES  
Don’t worry if you need to abandon or alter something that  
came before.  
When framing a scene, decide which beats should be savored  
and which shouldn’t linger.  
Daggerheart SRD  
63  
GUIDANCE ON ACTION ROLLS  
PITFALLS TO AVOID  
After a player describes a move they want to make during  
the game, you might decide an action roll is necessary to  
determine how the scene progresses. Use this guide to  
determine what to present the player, choosing whichever  
option best fits the situation:  
UNDERMINING THE HEROES  
If a roll doesn’t go well, show how it was impacted by an  
adversary’s prowess, environmental factors, or unexpected  
surprises, rather than the PC’s incompetence.  
• Determine whether the roll is necessary, considering the  
PC’s Experiences or backstory, the pressure they’re acting  
under, and the possible outcomes.  
ALWAYS TELLING THE PLAYERS WHAT TO  
ROLL  
Let the players decide how to handle a challenge.  
• Establish the stakes of an action roll before the player  
makes it.  
LETTING SCENES DRAG  
• Communicate any unavoidable consequences.  
Shake it up or cut away when a scene has concluded, the  
table’s energy is flagging, or people are talking in circles.  
• If desired, you can offer the player the opportunity to forgo  
an action roll in exchange for agreeing to an interesting  
outcome, cost, or complication.  
SINGULAR SOLUTIONS  
MAKING MOVES  
Don’t get hung up on one right answer to a problem. If the  
players have a clever idea, make it work.  
As the GM, you have GM moves that change the story in  
response to the players’ actions. GM moves aren’t bound by  
specific spells or effects—when you make a GM move, you  
can describe the action in whatever way the fiction demands.  
Overplanning  
Spend your prep time inventing situations instead of scripting  
scenes. If the players surprise you, take a break to think  
through your options.  
GM moves happen during GM turns. A GM turn begins when  
the spotlight passes to them and ends when the spotlight  
passes back to the players.  
HOARDING FEAR  
WHEN TO MAKE A MOVE  
Spend Fear when you have the opportunity. The players will  
always generate more.  
The GM can make a GM move whenever you want, but the  
frequency and severity depends on the type of story you’re  
telling, the actions your players take, and the tone of the  
session you’re running.  
For more in-depth GM guidance, see pg. 140 of the  
Daggerheart Core Rulebook.  
Make a GM move when the players:  
CORE GM MECHANICS  
• Roll with Fear  
ROLLING DICE  
• Fail an action roll  
• Do something that has unavoidable consequences  
The GM has no Duality Dice; instead, they roll a single d20  
called the GM’s Die.  
• Give you a “golden opportunity” (an opening that demands  
an immediate response)  
ADVERSARY ATTACK ROLLS  
• Look to you for what happens next  
When an adversary attacks a PC, roll your d20 and add the  
adversary’s attack bonus to the result. If the total meets or  
beats the target’s Evasion, the attack succeeds; otherwise, the  
attack fails. On a successful attack, roll the attack’s damage  
dice to determine how much it deals.  
CHOOSING GM MOVES  
The result of a player’s action roll determines your response:  
On a Critical Success, you let the player describe their  
success, then give them an additional opportunity or  
advantage.  
If you roll a natural 20 on an attack, your roll automatically  
succeeds and you deal extra damage. Roll damage normally,  
then add the highest number on the damage dice to the total.  
For example, an attack that deals 3d6+2 deals 18+3d6+2 on  
a critical success; the critical success does not affect the flat  
damage modifier.  
On a Success with Hope, you let the player describe their  
success, then you show how the world reacts to it.  
On a Success with Fear, you work with the player to  
describe their success, then take a Fear and make a GM  
move to introduce a minor consequence, complication, or  
cost:  
Note: a critical success on an adversary’s reaction roll  
automatically succeeds, but confers no additional benefit.  
• An adversary attacks  
• The PC marks a Stress  
You introduce a new threat  
You raise the stakes of the conflict  
64  
Daggerheart SRD  
On a Failure with Hope, you describe how the PC fails to  
get what they want, then make a GM move to introduce a  
minor consequence, complication, or cost:  
Example GM Moves  
• Show how the world reacts  
• Ask a question and build on the answer  
• Make an NPC act in accordance with their motive  
• An adversary attacks  
• The PC marks a Stress  
You introduce a new threat  
You raise the stakes of the conflict  
• Drive a PC to take action by dangling their goals in  
front of them  
• Signal an imminent off-screen threat  
• Reveal an unwelcome truth or unexpected danger  
• Force the group to split up  
On a Failure with Fear, you describe how things go wrong,  
then make a GM move to introduce a major consequence,  
complication, or cost:  
You put them in immediate danger  
• Make a PC mark Stress  
• They become the focus of multiple adversaries  
• They are separated from their party  
• Make a move the characters don’t see  
• Show the collateral damage  
• They lose an important opportunity for good.  
• Clear an adversary’s condition  
• Shift the environment  
QUICK REFERENCE:  
RESOLVING ACTION ROLLS  
If you’re unsure how to resolve a roll, think about these quick  
phrases:  
• Spotlight an adversary  
• Capture someone or something important  
• Use a PC’s backstory against them  
Take away an opportunity permanently.  
Success with Hope: Yes, and… (You get what you want and  
gain a Hope.)  
Success with Fear: Yes, but… (You get what you want, but  
there’s a consequence, and the GM gains a Fear.)  
Failure with Hope: No, but… (Things don’t go as planned,  
but you gain a Hope.)  
USING FEAR  
You start a campaign with 1 Fear per PC in the party.  
Failure with Fear: No, and… (Things don’t go as planned  
and it gets worse. The GM gains a Fear.)  
You gain Fear whenever a PC rolls with Fear, the PCs take a  
rest (see: Downtime), or when an ability or effect tells you to.  
If the move you should make is not obvious from the fiction,  
draw inspiration from the “Example GM Moves” list:  
You can never have more than 12 Fear at one time.  
Fear carries over between sessions.  
Spend a Fear to:  
• Introduce a new obstacle or enemy  
• Ask the player what happens  
• Have the PC mark a Stress  
• Interrupt the players to steal the spotlight and make a  
move  
Tell the players “everything is fine… for now.”  
• Make an additional GM move  
SOFT AND HARD MOVES  
• Use an adversary’s Fear Feature  
• Use an environment’s Fear Feature  
• Add an adversary’s Experience to a roll  
Soft moves go easier on the players—they give the party new  
information about the scene and offer them an opportunity to  
react to it. Hard moves are harsher, more impactful, or more  
direct—the PCs don’t get an opening to interrupt, alter, or  
anticipate the outcome.  
Use softer moves on rolls with Hope and harder moves on  
rolls with Fear.  
Daggerheart SRD  
65  
The dramatic tension of a scene correlates with the amount of If you find yourself with a large amount of Fear, consider:  
Fear you spend during it. For guidance on how much Fear you  
Spending Fast: Spend Fear before the players have a  
should spend in a scene, consult the following table:  
chance to react  
Spending Often: Spend Fear every time the spotlight  
swings to you  
Incidental  
A catch-up between PCs  
0–1 Fear  
after an emotionally charged  
scene; gathering information;  
resupplying at a local market;  
resting during downtime.  
Spending Big: Spend Fear to make multiple moves in a row  
Spending Fear to make a move communicates the increased  
impact of your action. Fear moves often include one or more  
of these elements:  
Minor  
A travel sequence; a minor  
skirmish that introduces new  
foes or signals future trouble.  
1–3 Fear  
2–4 Fear  
• Introducing new adversaries to a scene when their  
appearance hasn’t been foreshadowed or lacks context.  
Standard  
A substantial battle with a  
notable objective; perilous  
travel that tests might and  
wit; a tense social encounter  
seeking crucial information  
or aid.  
• An adversary activating a powerful spell or transformation  
to deal massive damage or boost their capabilities.  
• An environment exerting a strong negative effect on the  
party.  
Major  
A large battle with a Solo  
or Leader adversary; a  
character-defining scene  
with a significant change to  
a character’s personal story  
(such as revelation, growth,  
and betrayal).  
4–8 Fear  
Climactic  
A major confrontation with  
the villain of a story arc;  
an epic set piece battle; a  
judicial duel to determine an  
important NPC’s fate.  
6–12 Fear  
DIFFICULTY BENCHMARKS  
The Difficulty of an attack roll against an adversary is equal  
to the adversary’s Difficulty score. The Difficulty of any other  
action rolls against an adversary is equal to the adversary’s  
Difficulty score, plus (if applicable) the value of one of the  
adversary relevant Experience modifiers.  
When a player makes an action roll without a specified  
Difficulty, the GM sets the Difficulty according to the totality  
of the circumstances. Refer to the following benchmark table  
for more guidance:  
roll  
sprint  
leap  
Maneuver  
5
Sprint within Close range across an  
open field with an enemy present.  
Make a running jump of half your height  
(about 3 feet for a human).  
Walk slowly across a narrow beam.  
Walk quickly across a narrow beam.  
Run across a narrow beam.  
10  
15  
20  
25  
30  
Sprint within Far range across an open Make a running jump of your height  
field with an enemy present.  
(about 6 feet for a human).  
Sprint within Close range across  
rough terrain with an enemy present.  
Make a running jump of double your  
height (about 12 feet for a human).  
Sprint within Close range through an  
active battle of multiple enemies.  
Make a running jump of three times your Run across a narrow beam in heavy  
height (about 18 feet for a human).  
wind.  
Sprint within Far range through a  
pitched battle in rough terrain.  
Make a running jump of five times your  
height (about 30 feet for a human).  
Run across a very narrow beam in  
an active rainstorm.  
Sprint across the heads of your  
enemies in a pitched battle.  
Make a running jump of ten times your  
height (about 60 feet for a human).  
Run across an inch-wide, oil-slicked  
beam in an active rainstorm.  
66  
Daggerheart SRD  
roll  
lift  
smash  
grapple  
5
Lift a chair.  
Destroy a glass cup.  
Subdue a child.  
10  
Lift a table or small chest.  
Destroy a small wooden table.  
Subdue a weak adult.  
15  
20  
Lift a grown person or large chest.  
Break through a wooden door.  
Break through a stone wall.  
Subdue an average adult.  
Subdue a skilled wrestler.  
Lift the side of a laden cart or carry a  
large chest up stairs.  
25  
30  
Lift a horse, an ox, or a large monster.  
Lift a falling portcullis gate.  
Break through a dragon’s teeth.  
Break a god’s grip.  
Subdue a large beast.  
Subdue a legendary beast.  
roll  
control  
hide  
tinker  
5
Ride a horse through easy terrain.  
Evade notice under full cover on a  
moonless night.  
Open a sticky lock with the  
appropriate key.  
10  
15  
20  
25  
30  
Drive an ox-pulled cart.  
Evade notice in limited cover on a  
moonless night.  
Open a simple puzzle box.  
Disable a standard trap.  
Disable a complicated trap.  
Ride a horse through rough terrain.  
Drive a cart through rough terrain.  
Evade notice in limited cover on an  
average night.  
Evade notice in the shadows on an  
average night.  
Ride a wild horse through dangerous  
terrain.  
Evade notice with minimal cover in  
ample light.  
Open a door secured by a sequence  
of elaborate locks.  
Ride an enraged beast through  
dangerous terrain.  
Evade notice with no cover in full  
daylight.  
Disable an incredibly sensitive and  
deadly trap.  
roll  
perceive  
sense  
navigate  
5
Hear a loud noise twenty paces away.  
Detect an obvious ambush or notice an  
obvious deception.  
Follow a well-trod path in good  
lighting and weather.  
10  
15  
20  
25  
30  
Hear a speaking voice fifty paces  
away.  
Detect a looming threat or notice an  
average person’s lies.  
Follow an average path in good  
lighting and weather.  
Hear someone walking in the woods  
fifty paces away.  
Detect hostile intent from a foe or see  
through a merchant’s lies.  
Follow a subtle path through rough  
conditions.  
Hear someone sneaking through the  
woods fifty paces away.  
Detect a politician’s veiled hostility or  
detect a nearby assassin.  
Follow a subtle path through harsh  
conditions.  
Hear a prowling animal fifty paces  
away.  
Identify a spymaster’s plot or read a  
politican’s true intentions.  
Find your way with no path through  
dangerous conditions.  
Hear a diving bird a hundred paces  
away.  
Sense a shred of doubt within a god’s  
pronouncement.  
Find your way through a trickery  
god’s maze.  
Daggerheart SRD  
67  
roll  
charm  
perform  
deceive  
5
Win the trust of a friendly neighbor.  
Earn a meal from a friendly crowd.  
Trick a trusting acquaintance.  
10  
15  
20  
25  
30  
Win the trust of a friendly stranger.  
Earn room and board in a small town or  
impress a small crowd.  
Trick an average stranger.  
Trick an average merchant.  
Trick a trained courtier.  
Trick a spymaster.  
Win the trust of a cautious stranger or Earn room and board in a low-end  
talk your way into a noble’s party.  
tavern or impress a large crowd.  
Win the trust of a sympathetic foe or  
talk your way into an enemy’s party.  
Earn lodging in a high-end tavern or  
impress a full theater.  
Turn an enemy against their ruler or  
talk your way into a fae court.  
Earn your keep in a royal court or  
impress a full colosseum.  
Talk a hostile god into granting you a  
boon.  
Save yourself from execution after  
offending the queen.  
Trick a god.  
roll  
recall  
analyze  
comprehend  
5
Recall uncommon facts about your  
community.  
Unpack an obvious metaphor in a simple Learn simple skills from an excellent  
text.  
teacher.  
10  
15  
20  
25  
30  
Recall uncommon facts about a  
neighboring community.  
Identify obvious subtext in a  
conversation.  
Learn simple skills from an average  
teacher.  
Recall uncommon facts about a  
distant community.  
Break an average cipher in a coded  
message.  
Learn complicated skills from an  
excellent teacher.  
Recall specialized facts about a  
distant community.  
Identify a weakness in a complicated  
battle plan.  
Learn complicated skills under poor  
conditions.  
Recall specialized facts about a fallen  
kingdom.  
Predict the downfall of a nation based  
on concealed misdeeds.  
Learn complicated skills quickly  
under dangerous conditions.  
Recall secret information about an  
obscure historical group.  
Identify the weakness in a divine  
champion’s fighting form.  
Learn complicated skills quickly  
from incomplete information.  
ADVERSARY ADVANTAGE & DISADVANTAGE  
GIVING ADVANTAGE AND  
DISADVANTAGE  
To viscerally convey how a PC’s actions or circumstances  
affect their ability to act, grant them advantage die (or impose  
disadvantage die) instead of adjusting the Difficulty of an  
action roll.  
If an adversary has advantage on an action roll, the GM rolls  
an extra d20 and counts only the higher result. If an adversary  
has disadvantage on an action roll, the GM rolls an extra d20  
and counts only the lower result.  
ADVERSARY ATTACKS  
ADVERSARY ACTION ROLLS  
When an adversary attacks a PC, the GM rolls a d20 and adds  
the adversary’s Attack Modifier to the result. If the total meets  
or beats the target’s Evasion, the attack succeeds; otherwise,  
it fails. Before rolling, the GM can grant the attacking  
adversary advantage, impose disadvantage, or spend a Fear to  
add a relevant Experience from the adversary’s stat block to  
the total.  
By default, adversaries don’t normally make action rolls except  
for attack rolls and any unique actions described in their  
stat blocks. Any other action an adversary attempts simply  
succeeds without an action roll; if you want an adversary’s  
action to have a chance of failure, have any relevant PCs make  
reaction rolls instead.  
On a success, the adversary deals the damage listed in their  
stat block to the target.  
However, for especially dramatic or difficult tasks that the  
PCs can’t influence, you can give an adversary an action roll  
anyway. For an adversary’s action roll, roll a d20. If the result  
is equal to or greater than the action’s Difficulty, the action  
succeeds—otherwise it fails. You can spend a Fear before  
rolling to add a relevant Experience from the adversary’s stat  
block to the total. Use the same procedure when an adversary  
makes a reaction roll.  
When an adversary’s action lets the GM make an attack  
against multiple targets, they make one attack roll and  
compare it to each target’s Evasion separately.  
68  
Daggerheart SRD  
list that aligns with your campaign setting and the party’s  
current location.  
COUNTDOWNS  
Countdowns represent a period of time or series of events  
preceding a future effect. A countdown begins at a starting  
value. When a countdown advances, it’s reduced by 1. The  
countdown’s effect is triggered when the countdown reaches  
0.  
Otherwise, set the prices of goods and services by adjusting  
the entries in the Average Costs table to reflect your campaign  
setting:  
Meals for a party of adventurers per  
night  
1 Handful  
Note: You can track countdowns by “spinning down” dice or  
ticking off boxes.  
Standard inn room per night  
Luxury inn room per night  
Carriage ride  
1 Handful  
1 Bag  
Standard countdowns advance every time a player makes an  
action roll. If an adversary or environment ability refers to a  
“Countdown [n],” then it means a standard countdown with a  
starting value of n.  
2 Handfuls  
3 Bags  
Mount (horse, mule, etc.)  
Specialized tools  
3 Handfuls  
3 Handfuls  
1 Bag  
Dynamic countdowns advance by up to 3 depending on  
the outcomes of action rolls. Consequence countdowns  
are dynamic countdowns to negative effects. Progress  
countdowns are dynamic countdowns to positive effects.  
Dynamic countdowns advance according to this chart:  
Fine clothing  
Luxury clothing  
Tier 1 equipment (weapons, armor)  
Tier 2 equipment (weapons, armor)  
Tier 3 equipment (weapons, armor)  
Tier 4 equipment (weapons, armor)  
1–5 Handfuls  
1–2 Bags  
5–10 Bags  
1–2 Chests  
DYNAMIC COUNTDOWN  
ADVANCEMENT  
Roll Result  
Progress  
Advancement  
Consequence  
Advancement  
RUNNING GM NPCS  
When you run NPCs as the GM, you should always strive to  
follow your GM principles and use them to bring the world to  
life. Differentiate NPCs with unique manners of speech and  
action; let their individual goals and desires motivate their  
actions.  
Failure with Fear  
No advancement  
Tick down 3  
Tick down 2  
Tick down 1  
No advancement  
Failure with Hope No advancement  
Success with Fear Tick down 1  
Success with  
Hope  
Tick down 2  
The only essential elements for a NPC are their name,  
description, and motive. If it’s likely that the PCs will roll  
actions against them, give them a Difficulty. Adversaries  
can be invented or improvised by modifying the stat block of  
another adversary.  
Critical Success  
Tick down 3  
No advancement  
ADVANCED COUNTDOWN  
FEATURES  
If an NPC becomes an ally in combat, they don’t need a stat  
block—just put the spotlight on what they do and show how  
their involvement alters the fiction. If a PC capitalizes on their  
help during the scene, give the PC advantage. NPCs that don’t  
have Hit Points or Stress can still be injured or killed if the  
fiction demands it.  
• Countdowns with randomized starting values  
Loop countdowns that reset to their starting value after  
their countdown effect is triggered.  
Increasing countdowns that increase their starting value  
by 1 every time they loop.  
Decreasing countdowns that decrease their starting value  
by 1 every time they loop.  
If you want an important NPC to mechanically interact with  
the system, you can give them one or more features with  
specific triggers and effects. An NPC might also have a choice  
that adjusts the parameters of their feature. For example:  
Linked progress and consequence countdowns that  
simultaneously advance according to the same action roll  
outcomes.  
ARCANE HOLD  
Long-term countdowns that advance after rests instead  
Choice: When the battle begins, choose a favored PC.  
of action rolls.  
Trigger: The first time during a battle the favored PC is  
within Close range and hit with an attack.  
GIVING OUT GOLD,  
EQUIPMENT, AND LOOT  
Effect: Make an attack roll with a +6 modifier against  
the adversary. On a success, the target is temporarily  
Restrained by tendrils of powerful magic.  
It’s up to you and your players how much importance you want  
to place on gold, equipment, and loot in your campaign.  
Adjust the availability and utility of wealth and equipment to  
reflect the tone, themes, and setting of your campaign.  
If you don’t wish to track gold, then when PCs go shopping for  
new items let them pick one or two from a short, preselected  
Daggerheart SRD  
69  
FALLING AND COLLISION DAMAGE  
NPC FEATURE EXAMPLES  
If a character falls to the ground, you can use the following as  
a guide to determine the damage they take:  
VOLLEY OF ARROWS  
Trigger: A battle begins and this NPC is involved.  
• A fall from Very Close range deals 1d10+3 physical  
damage.  
Effect: Activate a countdown (Loop 3). It ticks down when  
a PC misses an attack. When it triggers, this NPC releases  
a volley of arrows at a target of the PCs’ choice, dealing  
2d8+3 physical damage.  
• A fall from Close range deals 1d20+5 physical damage.  
• A fall from Far or Very Far range deals 1d100+15 physical  
damage, or death at the GM’s discretion.  
MENTOR  
If a character collides with an object or another character at a  
dangerous speed, they take 1d20+5 direct physical damage.  
Choice: When the battle begins, choose a protégé PC.  
Trigger: Your protégé is within Close range and fails an  
attack roll.  
MOVING AND FIGHTING UNDERWATER  
By default, attack rolls made while the attacker is underwater  
have disadvantage.  
Effect: Move into Melee range with the PC and give them  
advice or guidance. The next attack roll they make has  
advantage.  
For creatures that can’t breathe underwater, use a standard  
countdown (3) to track how long they can hold their breath.  
Advance the countdown whenever the PC takes an action. In  
addition if they fail a roll or roll with Fear while underwater,  
you can spend your GM move to advance it an additional  
time—or twice, if they rolled a failure with Fear.  
REGROUP  
Choice: When a battle begins, choose a point within Far  
range.  
Trigger: All PCs have marked all of their Armor Slots.  
Once the countdown ends, the underwater PC must mark a  
Stress whenever they take an action.  
Effect: Teleport all PCs and this NPC to the chosen spot  
and clear an Armor Slot on each target.  
CONFLICT BETWEEN PCS  
INTO THE NIGHT  
Sometimes a player might want their character to act against  
another PC in the scene. Before jumping to rolling dice,  
discuss the situation with both players to decide how to  
resolve the conflict. A roll might not be necessary to reach  
an outcome—but if rolling will be fun for everyone involved,  
come to a consensus on the terms of the roll, then facilitate  
the scene according to the results.  
Trigger: The PCs start a long rest with this NPC.  
Effect: Roll 1d4. On a 2 or less, this NPC steals 1 handful  
of gold from the party while they are sleeping, then  
disappears into the night.  
OPTIONAL GM MECHANICS  
On an attack roll against a PC, the attacker rolls against the  
defender’s Evasion, just like an adversary. On any other kind  
of action roll, the instigator makes an action roll and the target  
makes a reaction roll. To succeed, the instigator must beat a  
Difficulty equal to the total value of the reaction roll.  
FATE ROLLS  
When the GM wants to leave an outcome entirely up to  
chance, they call for a fate roll. The GM establishes what’s at  
stake and how the roll will be interpreted. Then a player rolls  
one of their Duality Dice and interprets the result.  
Examples:  
“Roll your Fear Die. On a 4 or lower, the fire spreads beyond  
this house.”  
“I think it’s really up to chance whether reinforcements will  
make it to you in time. Go ahead and roll your Fear Die—  
that’ll determine the starting size of the countdown. When  
that triggers, reinforcements will arrive in your Far range.”  
“Go ahead and roll your Hope Die to see how big the crowd  
at the inn is tonight. The higher the roll, the bigger the  
crowd.”  
“Make a roll using your Hope Die to determine the number  
of Stamina Potions the shop has in stock.”  
70  
Daggerheart SRD  
numbers listed after “Threshold” are the adversary’s Major  
and Severe Thresholds.  
ADVERSARIES AND  
ENVIRONMENTS  
USING ADVERSARIES  
ATTACK MODIFIER  
When you attack with the adversary, apply this bonus or  
penalty to your attack roll.  
ADVERSARY STAT BLOCKS  
STANDARD ATTACK  
All the information required to run an adversary is contained  
in their stat block. An adversary’s stat block includes their:  
A description of the adversary’s primary mode of inflicting  
harm on the PCs. It includes the attack’s name, its effective  
range, and the damage it deals on a success. Using an  
adversary’s standard attack is a GM move.  
NAME  
Each stat block has a unique name. Abilities that affect  
adversaries with a certain name include all adversaries who  
use that stat block, regardless of their in-story name.  
EXPERIENCE (OPTIONAL)  
The GM can spend a Fear to add an adversary’s relevant  
Experience to raise their attack roll or increase the Difficulty of  
a roll made against them.  
TIER  
Each adversary is designed to oppose PCs of a certain tier. If  
you confront the party with an adversary from another tier,  
adjust their stats.  
EXAMPLE EXPERIENCES:  
Acrobatics  
Ambusher  
Bartering  
Hunt from Above  
Intimidation  
Intrusion  
Navigation  
Nobility  
TYPE  
The adversary’s type appears alongside their tier. An  
adversary’s type represents the role they play in a conflict.  
The adversary types are:  
Quick Reflexes  
Socialite  
Blademaster  
Bodyguard  
Keen Senses  
Magical  
Knowledge  
Stealth  
Bruisers: tough; deliver powerful attacks.  
Hordes: groups of identical creatures acting together as a  
single unit.  
Commander  
Nature’s Friend  
Tracker  
Leaders: command and summon other adversaries.  
Minions: easily dispatched but dangerous in numbers.  
FEATURE(S)  
There are three kinds of adversary features: actions,  
reactions, and passives. Note: each adversaries stress  
is tracked individually. If a feature requires the GM to  
spend Stress to activate it, the Stress must come from the  
adversary whose feature is being activate. If a feature has a  
Fear requirement, it must be spent in addition to any Fear  
already spent—for instance, to interrupt the PCs and put the  
spotlight on the adversary.  
Ranged: fragile in close encounters but deal high damage  
at range.  
Skulks: maneuver and exploit opportunities to ambush  
opponents.  
Socials: present challenges around conversation instead  
of combat.  
Solos: present a formidable challenge to a whole party,  
with or without support.  
Actions: a special attack or other unique action that the  
Standards: representative of their fictional group.  
adversary can perform when the spotlight is on them.  
Supports: enhance their allies and disrupt their  
opponents.  
Reactions: special effects that take effect when their  
trigger occurs, regardless of whether the spotlight is on  
the adversary.  
DESCRIPTION  
Passives: special abilities that remain in effect by default  
and require no resources or triggers to activate.  
A summary of the adversary's appearance and demeanor.  
FEAR FEATURE(S)  
MOTIVES & TACTICS  
High-impact effects that cost a Fear to activate.  
Suggusted impulses, actions and goals for the adversary.  
DIFFICULTY  
The Difficulty of any roll made against the adversary, unless  
otherwise noted.  
DAMAGE THRESHOLDS, HIT POINTS,  
AND STRESS  
These systems function the same way they do for PCs. The  
Daggerheart SRD  
71  
EXAMPLE ADVERSARY FEATURES:  
ACTIONS  
BUILDING BALANCED  
ENCOUNTERS  
When planning a battle, start with [(3 x the number of  
PCs in combat) + 2] Battle Points and make the following  
adjustments:  
Haymaker - Action: Make an attack against a target within  
Very Close range. On a success, deal X direct physical  
damage.  
-1 for an easier or shorter fight  
Shredding Strike - Action: Make an attack against a target  
within Very Close range. On a success, deal X physical  
damage and the target must mark an Armor Slot without  
gaining its benefit (they can still use armor to reduce the  
damage).  
-2 if you’re using 2 or more Solo adversaries  
-2 if you add +1d4 (or a static +2) to all adversaries’  
damage rolls  
+1 if you choose an adversary from a lower tier  
More Where That Came From - Action: Summon three  
Jagged Knife Lackeys, who appear at Far range.  
+1 if you don’t include any Bruisers, Hordes, Leaders, or  
Solos  
REACTIONS  
+2 for a harder or longer fight  
Heavy Hitter - Reaction: When this adversary deals  
damage with a standard attack, you can spend a Fear to  
gain a +X bonus to the damage roll.  
Then spend your Battle Points to add an adversary to the  
encounter:  
Spend 1 point for each group of Minions equal to the size  
of the party.  
Team-Up - Reaction: When another adversary within Very  
Close range of this adversary deals X damage to a creature,  
you can mark a Stress to make a standard attack against  
that same creature. On a success, combine the damage.  
Spend 1 point for each Social or Support adversary.  
Spend 2 points for each Horde, Ranged, Skulk, or Standard  
adversary.  
Momentum - Reaction: When this adversary makes a  
successful attack against a PC, you gain a Fear.  
Spend 3 points for each Leader adversary.  
Spend 4 points for each Bruiser adversary.  
Spend 5 points for each Solo adversary.  
PASSIVES  
Horde (X) - Passive: When the Horde has marked half or  
more of their HP, their standard attack deals X damage  
instead.  
DEFEATED ADVERSARIES  
Minion (X) - Passive: This adversary is defeated when they  
take any damage. For every X damage a PC deals to this  
adversary, defeat an additional Minion within range the  
attack would succeed against.  
When an adversary marks their last Hit Point, they are  
defeated: incapacitated, tied up, routed, killed, or anything  
else the table decides makes sense.  
Relentless (X) - Passive: This adversary can be spotlighted  
up to X times per GM turn. Spend Fear as usual to spotlight  
them.  
Slow - Passive: When you spotlight this adversary and they  
don’t have a token on their stat block, they can’t act yet.  
Place a token on their stat block and describe what they’re  
preparing to do. When you spotlight this adversary and  
they have a token on their stat block, clear the token and  
they can act.  
Arcane Form - Passive: This adversary is resistant to magic  
damage.  
Armored Carapace - Passive: When this adversary takes  
physical damage, reduce it by X.  
FEAR FEATURES  
Explosion - Action: Spend a Fear to erupt in a fiery  
explosion. Make an attack against all targets within Close  
range. Targets the adversary succeeds against take 1d8  
magic damage and are knocked back to Far range.  
72  
Daggerheart SRD  
ADVERSARY STAT BLOCK BENCHMARKS  
Adversary Statistic  
Tier 1  
Tier 2  
Tier 3  
Tier 4  
Attack Modifier  
+1  
+2  
+3  
+4  
Damage Dice  
1d6+2 to 1d12+4  
2d6+3 to 2d12+4  
3d8+3 to 3d12+5  
4d8+10 to 4d12+15  
Difficulty  
11  
14  
17  
20  
Damage Thresholds  
Major 7/Severe 12  
Major 10/Severe 20  
Major 20/Severe 32  
Major 25/Severe 45  
ADVERSARIES BY TIER  
This section contains the following stat blocks:  
TIER 1 (LEVEL 1)  
• Sellsword  
• Skeleton Archer  
• Skeleton Dredge  
• Skeleton Knight  
• Skeleton Warrior  
• Spellblade  
• Acid Burrower  
• Bear  
• Cave Ogre  
• Construct  
• Courtier  
• Swarm of Rats  
• Sylvan Soldier  
• Deeproot Defender  
• Dire Wolf  
Tangle Bramble Swarm  
Tangle Bramble  
• Weaponmaster  
Young Dryad  
• Giant Mosquitoes  
• Giant Rat  
• Giant Scorpion  
• Glass Snake  
• Brawny Zombie  
• Patchwork Zombie Hulk  
• Rotted Zombie  
• Shambling Zombie  
• Zombie Pack  
• Harrier  
• Archer Guard  
• Bladed Guard  
• Head Guard  
• Jagged Knife Bandit  
• Jagged Knife Hexer  
• Jagged Knife Kneebreaker  
• Jagged Knife Lackey  
• Jagged Knife Lieutenant  
• Jagged Knife Shadow  
• Jagged Knife Sniper  
• Merchant  
TIER 2 (LEVELS 2–4)  
• Archer Squadron  
• Apprentice Assassin  
• Assassin Poisoner  
• Master Assassin  
• Battle Box  
• Chaos Skull  
• Minor Chaos Elemental  
• Minor Fire Elemental  
• Minor Demon  
• Minor Treant  
• Conscript  
• Courtesan  
• Cult Adept  
• Cult Fang  
• Green Ooze  
• Cult Initiate  
• Tiny Green Ooze  
• Red Ooze  
• Demonic Hound Pack  
• Electric Eels  
• Tiny Red Ooze  
• Petty Noble  
• Elite Soldier  
• Failed Experiment  
• Giant Beastmaster  
• Giant Brawler  
• Giant Recruit  
• Pirate Captain  
• Pirate Raiders  
• Pirate Tough  
Daggerheart SRD  
73  
• Giant Eagle  
TIER 4 (LEVELS 8–10)  
• Gorgon  
• Arch-Necromancer  
• Juvenile Flickerfly  
• Knight of the Realm  
• Masked Thief  
• Merchant Baron  
• Minotaur Wrecker  
• Mortal Hunter  
• Royal Advisor  
• Secret-Keeper  
• Shark  
• Fallen Shock Troop  
• Fallen Sorcerer  
• Fallen Warlord: Realm-Breaker  
• Fallen Warlord: Undefeated Champion  
• Hallowed Archer  
• Hallowed Soldier  
• High Seraph  
• Kraken  
• Oracle of Doom  
• Siren  
• Outer Realms Abomination  
• Outer Realms Corruptor  
• Outer Realms Thrall  
• Volcanic Dragon: Obsidian Predator  
• Volcanic Dragon: Molten Scourge  
• Volcanic Dragon: Ashen Tyrant  
• Perfected Zombie  
• Spectral Archer  
• Spectral Captain  
• Spectral Guardian  
• Spy  
• Stonewraith  
• War Wizard  
• Zombie Legion  
TIER 3 (LEVELS 5–7)  
• Adult Flickerfly  
• Demon of Avarice  
• Demon of Despair  
• Demon of Hubris  
• Demon of Jealousy  
• Demon of Wrath  
• Dire Bat  
• Dryad  
• Elemental Spark  
• Greater Earth Elemental  
• Greater Water Elemental  
• Huge Green Ooze  
• Hydra  
• Monarch  
• Stag Knight  
• Oak Treant  
Treant Sapling  
• Head Vampire  
• Vampire  
• Vault Guardian Gaoler  
• Vault Guardian Sentinel  
• Vault Guardian Turret  
Young Ice Dragon  
74  
Daggerheart SRD  
TIER 1 ADVERSARIES (LEVEL 1)  
ACID BURROWER  
CAVE OGRE  
Tier 1 Solo  
Tier 1 Solo  
A horse-sized insect with digging claws and acidic blood.  
A massive humanoid who sees all sapient life as food.  
Motives & Tactics: Burrow, drag away, feed, reposition  
Motives & Tactics: Bite off heads, feast, rip limbs, stomp,  
throw enemies  
Difficulty: 14 | Thresholds: 8/15 | HP: 8 | Stress: 3  
ATK: +3 | Claws: Very Close | 1d12+2 phy  
Difficulty: 13 | Thresholds: 8/15 | HP: 8 | Stress: 3  
ATK: +1 | Club: Very Close | 1d10+2 phy  
Experience: Tremor Sense +2  
Experience: Throw +2  
FEATURES  
FEATURES  
Relentless (3) - Passive: The Burrower can be spotlighted up to  
three times per GM turn. Spend Fear as usual to spotlight them.  
Ramp Up - Passive: You must spend a Fear to spotlight the Ogre.  
While spotlighted, they can make their standard attack against  
all targets within range.  
Earth Eruption - Action: Mark a Stress to have the Burrower burst  
out of the ground. All creatures within Very Close range must  
succeed on an Agility Reaction Roll or be knocked over, making  
them Vulnerable until they next act.  
Spit Acid - Action: Make an attack against all targets in front of the  
Burrower within Close range. Targets the Burrower succeeds  
against take 2d6 physical damage and must mark an Armor Slot  
without receiving its benefits (they can still use armor to reduce  
the damage). If they can’t mark an Armor Slot, they must mark  
an additional HP and you gain a Fear.  
Acid Bath - Reaction: When the Burrower takes Severe damage,  
all creatures within Close range are bathed in their acidic blood,  
taking 1d10 physical damage. This splash covers the ground  
within Very Close range with blood, and all creatures other than  
the Burrower who move through it take 1d6 physical damage.  
Bone Breaker - Passive: The Ogre’s attacks deal direct damage.  
Hail of Boulders - Action: Mark a Stress to pick up heavy objects  
and throw them at all targets in front of the Ogre within Far  
range. Make an attack against these targets. Targets the Ogre  
succeeds against take 1d10+2 physical damage. If they succeed  
against more than one target, you gain a Fear.  
Rampaging Fury - Reaction: When the Ogre marks 2 or more HP,  
they can rampage. Move the Ogre to a point within Close range  
and deal 2d6+3 direct physical damage to all targets in their  
path.  
CONSTRUCT  
Tier 1 Solo  
A roughly humanoid being of stone and steel, assembled and  
animated by magic.  
Motives & Tactics: Destroy environment, serve creator, smash  
target, trample groups  
BEAR  
Tier 1 Bruiser  
A large bear with thick fur and powerful claws.  
Motives & Tactics: Climb, defend territory, pummel, track  
Difficulty: 13 | Thresholds: 7/15 | HP: 9 | Stress: 4  
ATK: +4 | Fist Slam: Melee | 1d20 phy  
Difficulty: 14 | Thresholds: 9/17 | HP: 7 | Stress: 2  
ATK: +1 | Claws: Melee | 1d8+3 phy  
FEATURES  
Experience: Ambusher +3, Keen Senses +2  
Relentless (2) - Passive: The Construct can be spotlighted up to  
two times per GM turn. Spend Fear as usual to spotlight them.  
FEATURES  
Weak Structure - Passive: When the Construct marks HP from  
physical damage, they must mark an additional HP.  
Overwhelming Force - Passive: Targets who mark HP from the  
Bear’s standard attack are knocked back to Very Close range.  
Trample - Action: Mark a Stress to make an attack against all  
targets in the Construct’s path when they move. Targets the  
Construct succeeds against take 1d8 physical damage.  
Overload - Reaction: Before rolling damage for the Construct’s  
attack, you can mark a Stress to gain a +10 bonus to the damage  
roll. The Construct can then take the spotlight again.  
Death Quake - Reaction: When the Construct marks their last HP,  
the magic powering them ruptures in an explosion of force. Make  
an attack with advantage against all targets within Very Close  
range. Targets the Construct succeeds against take 1d12+2  
magic damage.  
Bite - Action: Mark a Stress to make an attack against a target  
within Melee range. On a success, deal 3d4+10 physical  
damage and the target is Restrained until they break free with a  
successful Strength Roll.  
Momentum - Reaction: When the Bear makes a successful attack  
against a PC, you gain a Fear.  
Daggerheart SRD  
75  
COURTIER  
GIANT MOSQUITOES  
Tier 1 Social  
Tier 1 Horde (5/HP)  
An ambitious and ostentatiously dressed socialite.  
Dozens of fist-sized mosquitoes, flying together for protection.  
Motives & Tactics: Discredit, gain favor, maneuver, scheme  
Motives & Tactics: Fly away, harass, steal blood  
Difficulty: 12 | Thresholds: 4/8 | HP: 3 | Stress: 4  
ATK: −4 | Daggers: Melee | 1d4+2 phy  
Difficulty: 10 | Thresholds: 5/9 | HP: 6 | Stress: 3  
ATK: −2 | Proboscis: Melee | 1d8+3 phy  
Experience: Socialite +3  
Experience: Camouflage +2  
FEATURES  
FEATURES  
Mockery - Action: Mark a Stress to say something mocking and  
force a target within Close range to make a Presence Reaction  
Roll (14) to see if they can save face. On a failure, the target  
must mark 2 Stress and is Vulnerable until the scene ends.  
Horde (1d4+1) - Passive: When the Mosquitoes have marked half  
or more of their HP, their standard attack deals 1d4+1 physical  
damage instead.  
Flying - Passive: While flying, the Mosquitoes have a +2 bonus to  
their Difficulty.  
Bloodsucker - Reaction: When the Mosquitoes’ attack causes a  
target to mark HP, you can mark a Stress to force the target to  
mark an additional HP.  
Scapegoat - Action: Spend a Fear and target a PC. The Courtier  
convinces a crowd or prominent individual that the target is the  
cause of their current conflict or misfortune.  
DEEPROOT DEFENDER  
GIANT RAT  
Tier 1 Bruiser  
A burly vegetable-person with grasping vines.  
Motives & Tactics: Ambush, grab, protect, pummel  
Tier 1 Minion  
A cat-sized rodent skilled at scavenging and survival.  
Motives & Tactics: Burrow, hunger, scavenge, wear down  
Difficulty: 10 | Thresholds: 8/14 | HP: 7 | Stress: 3  
ATK: +2 | Vines: Close | 1d8+3 phy  
Difficulty: 10 | Thresholds: None | HP: 1 | Stress: 1  
ATK: −4 | Claws: Melee | 1 phy  
Experience: Huge +3  
Experience: Keen Senses +3  
FEATURES  
FEATURES  
Ground Slam - Action: Slam the ground, knocking all targets within  
Very Close range back to Far range. Each target knocked back  
this way must mark a Stress.  
Minion (3) - Passive: The Rat is defeated when they take any  
damage. For every 3 damage a PC deals to the Rat, defeat an  
additional Minion within range the attack would succeed against.  
Grab and Drag - Action: Make an attack against a target within  
Close range. On a success, spend a Fear to pull them into Melee  
range, deal 1d6+2 physical damage, and Restrain them until the  
Defender takes Severe damage.  
Group Attack - Action: Spend a Fear to choose a target and  
spotlight all Giant Rats within Close range of them. Those  
Minions move into Melee range of the target and make one  
shared attack roll. On a success, they deal 1 physical damage  
each. Combine this damage.  
DIRE WOLF  
Tier 1 Skulk  
GIANT SCORPION  
A large wolf with menacing teeth, seldom encountered alone.  
Tier 1 Bruiser  
Motives & Tactics: Defend territory, harry, protect pack,  
surround, trail  
A human-sized arachnid with tearing claws and a stinging tail.  
Motives & Tactics: Ambush, feed, grapple, poison  
Difficulty: 12 | Thresholds: 5/9 | HP: 4 | Stress: 3  
ATK: +2 | Claws: Melee | 1d6+2 phy  
Difficulty: 13 | Thresholds: 7/13 | HP: 6 | Stress: 3  
ATK: +1 | Pincers: Melee | 1d12+2 phy  
Experience: Keen Senses +3  
Experience: Camouflage +2  
FEATURES  
FEATURES  
Pack Tactics - Passive: If the Wolf makes a successful standard  
attack and another Dire Wolf is within Melee range of the target,  
deal 1d6+5 physical damage instead of their standard damage  
and you gain a Fear.  
Double Strike - Action: Mark a Stress to make a standard attack  
against two targets within Melee range.  
Venomous Stinger - Action: Make an attack against a target within  
Very Close range. On a success, spend a Fear to deal 1d4+4  
physical damage and Poison them until their next rest or they  
succeed on a Knowledge Roll (16). While Poisoned, the target  
must roll a d6 before they make an action roll. On a result of  
4 or lower, they must mark a Stress.  
Hobbling Strike - Action: Mark a Stress to make an attack against  
a target within Melee range. On a success, deal 3d4+10 direct  
physical damage and make them Vulnerable until they clear at  
least 1 HP.  
Momentum - Reaction: When the Scorpion makes a successful  
attack against a PC, you gain a Fear.  
76  
Daggerheart SRD  
GLASS SNAKE  
BLADED GUARD  
Tier 1 Standard  
Tier 1 Standard  
A clear serpent with a massive head that leaves behind a glass shard  
trail wherever they go.  
An armored guard bearing a sword and shield painted in the  
settlement’s colors.  
Motives & Tactics: Climb, feed, keep distance, scare  
Motives & Tactics: Arrest, close gates, make it through the day,  
pin down  
Difficulty: 14 | Thresholds: 6/10 | HP: 5 | Stress: 3  
ATK: +2 | Glass Fangs: Very Close | 1d8+2 phy  
Difficulty: 12 | Thresholds: 5/9 | HP: 5 | Stress: 2  
ATK: +1 | Longsword: Melee | 1d6+1 phy  
FEATURES  
Experience: Local Knowledge +3  
Armor-Shredding Shards - Passive: On a successful attack within  
Melee range against the Snake, the attacker must mark an  
Armor Slot without receiving its benefits (they can still use  
armor to reduce the damage). If they can’t mark an Armor Slot,  
they must mark an additional HP.  
FEATURES  
Shield Wall - Passive: A creature who tries to move within Very  
Close range of the Guard must succeed on an Agility Roll. If  
additional Bladed Guards are standing in a line alongside the  
first, and each is within Melee range of another guard in the line,  
the Difficulty increases by the total number of guards in that line.  
Spinning Serpent - Action: Mark a Stress to make an attack  
against all targets within Very Close range. Targets the Snake  
succeeds against take 1d6+1 physical damage.  
Spitter - Action: Spend a Fear to introduce a d6 Spitter Die. When  
the Snake is in the spotlight, roll this die. On a result of 5 or  
higher, all targets in front of the Snake within Far range must  
succeed on an Agility Reaction Roll or take 1d4 physical damage.  
The Snake can take the spotlight a second time this GM turn.  
Detain - Action: Make an attack against a target within Very  
Close range. On a success, mark a Stress to Restrain the target  
until they break free with a successful attack, Finesse Roll, or  
Strength Roll.  
HEAD GUARD  
Tier 1 Leader  
HARRIER  
A seasoned guard with a mace, a whistle, and a bellowing voice.  
Motives & Tactics: Arrest, close gates, pin down, seek glory  
Tier 1 Standard  
A nimble fighter armed with javelins.  
Difficulty: 15 | Thresholds: 7/13 | HP: 7 | Stress: 3  
ATK: +4 | Mace: Melee | 1d10+4 phy  
Motives & Tactics: Flank, harry, kite, profit  
Difficulty: 12 | Thresholds: 5/9 | HP: 3 | Stress: 3  
ATK: +1 | Javelin: Close | 1d6+2 phy  
Experience: Commander +2, Local Knowledge +2  
Experience: Camouflage +2  
FEATURES  
Rally Guards - Action: Spend 2 Fear to spotlight the Head Guard  
and up to 2d4 allies within Far range.  
FEATURES  
Maintain Distance - Passive: After making a standard attack, the  
On My Signal - Reaction: Countdown (5). When the Head Guard  
is in the spotlight for the first time, activate the countdown. It  
ticks down when a PC makes an attack roll. When it triggers,  
all Archer Guards within Far range make a standard attack with  
advantage against the nearest target within their range. If any  
attacks succeed on the same target, combine their damage.  
Harrier can move anywhere within Far range.  
Fall Back - Reaction: When a creature moves into Melee range to  
make an attack, you can mark a Stress before the attack roll to  
move anywhere within Close range and make an attack against  
that creature. On a success, deal 1d10+2 physical damage.  
Momentum - Reaction: When the Head Guard makes a successful  
attack against a PC, you gain a Fear.  
ARCHER GUARD  
Tier 1 Ranged  
A tall guard bearing a longbow and quiver with arrows fletched in the  
settlement’s colors.  
Motives & Tactics: Arrest, close gates, make it through the day,  
pin down  
JAGGED KNIFE BANDIT  
Tier 1 Standard  
A cunning criminal in a cloak bearing one of the gang’s iconic knives.  
Motives & Tactics: Escape, profit, steal, throw smoke  
Difficulty: 10 | Thresholds: 4/8 | HP: 3 | Stress: 2  
ATK: +1 | Longbow: Far | 1d8+3 phy  
Difficulty: 12 | Thresholds: 8/14 | HP: 5 | Stress: 3  
ATK: +1 | Daggers: Melee | 1d8+1 phy  
Experience: Local Knowledge +3  
Experience: Thief +2  
FEATURES  
FEATURES  
Hobbling Shot - Action: Make an attack against a target within  
Far range. On a success, mark a Stress to deal 1d12+3 physical  
damage. If the target marks HP from this attack, they have  
disadvantage on Agility Rolls until they clear at least 1 HP.  
Climber - Passive: The Bandit climbs just as easily as they run.  
From Above - Passive: When the Bandit succeeds on a standard  
attack from above a target, they deal 1d10+1 physical damage  
instead of their standard damage.  
Daggerheart SRD  
77  
JAGGED KNIFE HEXER  
JAGGED KNIFE LIEUTENANT  
Tier 1 Support  
Tier 1 Leader  
A staff-wielding bandit in a cloak adorned with magical  
paraphernalia, using curses to vex their foes.  
A seasoned bandit in quality leathers with a strong voice and  
cunning eyes.  
Motives & Tactics: Command, hex, profit  
Motives & Tactics: Bully, command, profit, reinforce  
Difficulty: 13 | Thresholds: 5/9 | HP: 4 | Stress: 4  
ATK: +2 | Staff: Far | 1d6+2 mag  
Difficulty: 13 | Thresholds: 7/14 | HP: 6 | Stress: 3  
ATK: +2 | Javelin: Close | 1d8+3 phy  
Experience: Magical Knowledge +2  
Experience: Local Knowledge +2  
FEATURES  
FEATURES  
Curse - Action: Choose a target within Far range and temporarily  
Curse them. While the target is Cursed, you can mark a Stress  
when that target rolls with Hope to make the roll be with Fear  
instead.  
Tactician - Action: When you spotlight the Lieutenant, mark a  
Stress to also spotlight two allies within Close range.  
More Where That Came From - Action: Summon three Jagged Knife  
Lackeys, who appear at Far range.  
Chaotic Flux - Action: Make an attack against up to three targets  
within Very Close range. Mark a Stress to deal 2d6+3 magic  
damage to targets the Hexer succeeded against.  
Coup de Grace - Action: Spend a Fear to make an attack against a  
Vulnerable target within Close range. On a success, deal 2d6+12  
physical damage and the target must mark a Stress.  
Momentum - Reaction: When the Lieutenant makes a successful  
attack against a PC, you gain a Fear.  
JAGGED KNIFE KNEEBREAKER  
Tier 1 Bruiser  
An imposing brawler carrying a large club.  
Motives & Tactics: Grapple, intimidate, profit, steal  
JAGGED KNIFE SHADOW  
Tier 1 Skulk  
A nimble scoundrel bearing a wicked knife and utilizing shadow  
magic to isolate targets.  
Motives & Tactics: Ambush, conceal, divide, profit  
Difficulty: 12 | Thresholds: 7/14 | HP: 7 | Stress: 4  
ATK: −3 | Club: Melee | 1d4+6 phy  
Experience: Thief +2, Unveiled Threats +3  
Difficulty: 12 | Thresholds: 4/8 | HP: 3 | Stress: 3  
ATK: +1 | Daggers: Melee | 1d4+4 phy  
FEATURES  
I’ve Got ’Em - Passive: Creatures Restrained by the Kneebreaker  
Experience: Intrusion +3  
take double damage from attacks by other adversaries.  
Hold Them Down - Action: Make an attack against a target within  
Melee range. On a success, the target takes no damage but is  
Restrained and Vulnerable. The target can break free, clearing  
both conditions, with a successful Strength Roll or is freed  
automatically if the Kneebreaker takes Major or greater damage.  
FEATURES  
Backstab - Passive: When the Shadow succeeds on a standard  
attack that has advantage, they deal 1d6+6 physical damage  
instead of their standard damage.  
Cloaked - Action: Become Hidden until after the Shadow’s next  
attack. Attacks made while Hidden from this feature have  
advantage.  
JAGGED KNIFE LACKEY  
Tier 1 Minion  
A thief with simple clothes and small daggers, eager to  
prove themselves.  
JAGGED KNIFE SNIPER  
Tier 1 Ranged  
Motives & Tactics: Escape, profit, throw smoke  
A lanky bandit striking from cover with a shortbow.  
Motives & Tactics: Ambush, hide, profit, reposition  
Difficulty: 9 | Thresholds: None | HP: 1 | Stress: 1  
ATK: −2 | Daggers: Melee | 2 phy  
Difficulty: 13 | Thresholds: 4/7 | HP: 3 | Stress: 2  
ATK: −1 | Shortbow: Far | 1d10+2 phy  
Experience: Thief +2  
Experience: Stealth +2  
FEATURES  
Minion (3) - Passive: The Lackey is defeated when they take any  
damage. For every 3 damage a PC deals to the Lackey, defeat an  
additional Minion within range the attack would succeed against.  
FEATURES  
Unseen Strike - Passive: If the Sniper is Hidden when they make a  
successful standard attack against a target, they deal 1d10+4  
physical damage instead of their standard damage.  
Group Attack - Action: Spend a Fear to choose a target and  
spotlight all Jagged Knife Lackeys within Close range of them.  
Those Minions move into Melee range of the target and make  
one shared attack roll. On a success, they deal 2 physical  
damage each. Combine this damage.  
78  
Daggerheart SRD  
MINOR FIRE ELEMENTAL  
MERCHANT  
Tier 1 Solo  
Tier 1 Social  
A living flame the size of a large bonfire.  
A finely dressed trader with a keen eye for financial gain.  
Motives & Tactics: Encircle enemies, grow in size, intimidate,  
start fires  
Motives & Tactics: Buy low and sell high, create demand, inflate  
prices, seek profit  
Difficulty: 13 | Thresholds: 7/15 | HP: 9 | Stress: 3  
ATK: +3 | Elemental Blast: Far | 1d10+4 mag  
Difficulty: 12 | Thresholds: 4/8 | HP: 3 | Stress: 3  
ATK: −4 | Club: Melee | 1d4+1 phy  
Experience: Shrewd Negotiator +3  
FEATURES  
Relentless (2) - Passive: The Elemental can be spotlighted up to  
FEATURES  
two times per GM turn. Spend Fear as usual to spotlight them.  
Preferential Treatment - Passive: A PC who succeeds on a  
Presence Roll against the Merchant gains a discount on  
purchases. A PC who fails on a Presence Roll against the  
Merchant must pay more and has disadvantage on future  
Presence Rolls against the Merchant.  
Scorched Earth - Action: Mark a Stress to choose a point within  
Far range. The ground within Very Close range of that point  
immediately bursts into flames. All creatures within this area  
must make an Agility Reaction Roll. Targets who fail take 2d8  
magic damage from the flames. Targets who succeed take half  
damage.  
Explosion - Action: Spend a Fear to erupt in a fiery explosion.  
Make an attack against all targets within Close range. Targets  
the Elemental succeeds against take 1d8 magic damage and are  
knocked back to Far range.  
The Runaround - Passive: When a PC rolls a 14 or lower  
on a Presence Roll made against the Merchant, they  
must mark a Stress.  
Consume Kindling - Reaction: Three times per scene, when  
the Elemental moves onto objects that are highly flammable,  
consume them to clear a HP or a Stress.  
Momentum - Reaction: When the Elemental makes a successful  
attack against a PC, you gain a Fear.  
MINOR CHAOS ELEMENTAL  
Tier 1 Solo  
A coruscating mass of uncontrollable magic.  
Motives & Tactics: Confound, destabilize, transmogrify  
Difficulty: 14 | Thresholds: 7/14 | HP: 7 | Stress: 3  
ATK: +3 | Warp Blast: Close | 1d12+6 mag  
FEATURES  
MINOR DEMON  
Arcane Form - Passive: The Elemental is resistant to magic  
Tier 1 Solo  
damage.  
A crimson-hued creature from the Circles Below, consumed by rage  
against all mortals.  
Motives & Tactics: Act erratically, corral targets, relish pain,  
torment  
Sickening Flux - Action: Mark a HP to force all targets within Close  
range to mark a Stress and become Vulnerable until their next  
rest or they clear a HP.  
Remake Reality - Action: Spend a Fear to transform the area  
within Very Close range into a different biome. All targets within  
this area take 2d6+3 direct magic damage.  
Difficulty: 14 | Thresholds: 8/15 | HP: 8 | Stress: 4  
ATK: +3 | Claws: Melee | 1d8+6 phy  
Magical Reflection - Reaction: When the Elemental takes damage  
from an attack within Close range, deal an amount of damage to  
the attacker equal to half the damage they dealt.  
Momentum - Reaction: When the Elemental makes a successful  
attack against a PC, you gain a Fear.  
FEATURES  
Relentless (2) - Passive: The Demon can be spotlighted up to  
two times per GM turn. Spend Fear as usual to spotlight them.  
All Must Fall - Passive: When a PC rolls a failure with Fear while  
within Close range of the Demon, they lose a Hope.  
Hellfire - Action: Spend a Fear to rain down hellfire within Far  
range. All targets within the area must make an Agility Reaction  
Roll. Targets who fail take 1d20+3 magic damage.  
Targets who succeed take half damage.  
Reaper - Reaction: Before rolling damage for the Demon’s attack,  
you can mark a Stress to gain a bonus to the damage roll equal  
to the Demon’s current number of marked HP.  
Momentum - Reaction: When the Demon makes a successful  
attack against a PC, you gain a Fear.  
Daggerheart SRD  
79  
MINOR TREANT  
RED OOZE  
Tier 1 Minion  
Tier 1 Skulk  
An ambulatory sapling rising up to defend their forest.  
A moving mound of translucent flaming red slime.  
Motives & Tactics: Crush, overwhelm, protect  
Motives & Tactics: Camouflage, consume and multiply, ignite,  
start fires  
Difficulty: 10 | Thresholds: None | HP: 1 | Stress: 1  
ATK: −2 | Clawed Branch: Melee | 4 phy  
Difficulty: 10 | Thresholds: 6/11 | HP: 5 | Stress: 3  
ATK: +1 | Ooze Appendage: Melee | 1d8+3 mag  
FEATURES  
Experience: Camouflage +3  
Minion (5) - Passive: The Treant is defeated when they take any  
damage. For every 5 damage a PC deals to the Treant, defeat an  
additional Minion within range the attack would succeed against.  
FEATURES  
Creeping Fire - Passive: The Ooze can only move within Very Close  
range as their normal movement. They light any flammable  
object they touch on fire.  
Group Attack - Action: Spend a Fear to choose a target and  
spotlight all Minor Treants within Close range of them. Those  
Minions move into Melee range of the target and make one  
shared attack roll. On a success, they deal 4 physical damage  
each. Combine this damage.  
Ignite - Action: Make an attack against a target within Very Close  
range. On a success, the target takes 1d8 magic damage and is  
Ignited until they’re extinguished with a successful Finesse Roll  
(14). While Ignited, the target takes 1d4 magic damage when  
they make an action roll.  
Split - Reaction: When the Ooze has 3 or more HP marked, you  
can spend a Fear to split them into two Tiny Red Oozes (with no  
marked HP or Stress). Immediately spotlight both of them.  
GREEN OOZE  
Tier 1 Skulk  
A moving mound of translucent green slime.  
Motives & Tactics: Camouflage, consume and multiply, creep up,  
envelop  
TINY RED OOZE  
Difficulty: 8 | Thresholds: 5/10 | HP: 5 | Stress: 2  
ATK: +1 | Ooze Appendage: Melee | 1d6+1 mag  
Tier 1 Skulk  
A small moving mound of translucent flaming red slime  
Motives & Tactics: Blaze, camouflage  
Experience: Camouflage +3  
FEATURES  
Difficulty: 11 | Thresholds: 5/None | HP: 2 | Stress: 1  
ATK: −1 | Ooze Appendage: Melee | 1d4+2 mag  
Slow - Passive: When you spotlight the Ooze and they don’t have  
a token on their stat block, they can’t act yet. Place a token on  
their stat block and describe what they’re preparing to do. When  
you spotlight the Ooze and they have a token on their stat block,  
clear the token and they can act.  
FEATURES  
Burning - Reaction: When a creature within Melee range deals  
damage to the Ooze, they take 1d6 direct magic damage.  
Acidic Form - Passive: When the Ooze makes a successful attack,  
the target must mark an Armor Slot without receiving its  
benefits (they can still use armor to reduce the damage). If they  
can’t mark an Armor Slot, they must mark an additional HP.  
Envelop - Action: Make a standard attack against a target within  
Melee range. On a success, the Ooze envelops them and the  
target must mark 2 Stress. The target must mark an additional  
Stress when they make an action roll. If the Ooze takes Severe  
damage, the target is freed.  
PETTY NOBLE  
Tier 1 Social  
A richly dressed and adorned aristocrat brimming with hubris.  
Motives & Tactics: Abuse power, gather resources, mobilize  
minions  
Difficulty: 14 | Thresholds: 6/10 | HP: 3 | Stress: 5  
ATK: −3 | Rapier: Melee | 1d6+1 phy  
Split - Reaction: When the Ooze has 3 or more HP marked, you  
can spend a Fear to split them into two Tiny Green Oozes (with  
no marked HP or Stress). Immediately spotlight both of them.  
Experience: Aristocrat +3  
FEATURES  
My Land, My Rules - Passive: All social actions made against the  
Noble on their land have disadvantage.  
TINY GREEN OOZE  
Guards, Seize Them! - Action: Once per scene, mark a Stress to  
summon 1d4 Bladed Guards, who appear at Far range to enforce  
the Noble’s will.  
Exile - Action: Spend a Fear and target a PC. The Noble  
proclaims that the target and their allies are exiled from the  
noble’s territory. While exiled, the target and their allies have  
disadvantage during social situations within the Noble’s domain.  
Tier 1 Skulk  
A small moving mound of translucent green slime.  
Motives & Tactics: Camouflage, creep up  
Difficulty: 14 | Thresholds: 4/None | HP: 2 | Stress: 1  
ATK: −1 | Ooze Appendage: Melee | 1d4+1 mag  
FEATURES  
Acidic Form - Passive: When the Ooze makes a successful attack,  
the target must mark an Armor Slot without receiving its  
benefits (they can still use armor to reduce the damage). If they  
can’t mark an Armor Slot, they must mark an additional HP.  
80  
Daggerheart SRD  
PIRATE CAPTAIN  
SELLSWORD  
Tier 1 Leader  
Tier 1 Minion  
A charismatic sea dog with an impressive hat, eager to raid  
and plunder.  
Motives & Tactics: Command, make ’em walk the plank, plunder,  
raid  
An armed mercenary testing their luck.  
Motives & Tactics: Charge, lacerate, overwhelm, profit  
Difficulty: 10 | Thresholds: None | HP: 1 | Stress: 1  
ATK: +3 | Longsword: Melee | 3 phy  
Difficulty: 14 | Thresholds: 7/14 | HP: 7 | Stress: 5  
ATK: +4 | Cutlass: Melee | 1d12+2 phy  
FEATURES  
Minion (4) - Passive: The Sellsword is defeated when they take  
any damage. For every 4 damage a PC deals to the Sellsword,  
defeat an additional Minion within range the attack would  
succeed against.  
Group Attack - Action: Spend a Fear to choose a target and  
spotlight all Sellswords within Close range of them. Those  
Minions move into Melee range of the target and make one  
shared attack roll. On a success, they deal 3 physical damage  
each. Combine this damage.  
Experience: Commander +2, Sailor +3  
FEATURES  
Swashbuckler - Passive: When the Captain marks 2 or fewer  
HP from an attack within Melee range, the attacker must  
mark a Stress.  
Reinforcements - Action: Once per scene, mark a Stress to  
summon a Pirate Raiders Horde, which appears at Far range.  
No Quarter - Action: Spend a Fear to choose a target who has  
three or more Pirates within Melee range of them. The Captain  
leads the Pirates in hurling threats and promises of a watery  
grave. The target must make a Presence Reaction Roll. On a  
failure, the target marks 1d4+1 Stress. On a success, they must  
mark a Stress.  
SKELETON ARCHER  
Tier 1 Ranged  
A fragile skeleton with a shortbow and arrows.  
Momentum - Reaction: When the Captain makes a successful  
attack against a PC, you gain a Fear.  
Motives & Tactics: Perforate distracted targets, play dead, steal  
skin  
Difficulty: 9 | Thresholds: 4/7 | HP: 3 | Stress: 2  
ATK: +2 | Shortbow: Far | 1d8+1 phy  
PIRATE RAIDERS  
Tier 1 Horde (3/HP)  
FEATURES  
Seafaring scoundrels moving in a ravaging pack.  
Motives & Tactics: Gang up, plunder, raid  
Opportunist - Passive: When two or more adversaries are within  
Very Close range of a creature, all damage the Archer deals to  
that creature is doubled.  
Difficulty: 12 | Thresholds: 5/11 | HP: 4 | Stress: 3  
ATK: +1 | Cutlass: Melee | 1d8+2 phy  
Deadly Shot - Action: Make an attack against a Vulnerable target  
within Far range. On a success, mark a Stress to deal 3d4+8  
physical damage.  
Experience: Sailor +3  
FEATURES  
Horde (1d4+1) - Passive: When the Raiders have marked half or  
more of their HP, their standard attack deals 1d4+1 physical  
damage instead.  
Swashbuckler - Passive: When the Raiders mark 2 or fewer HP from  
an attack within Melee range, the attacker must mark a Stress.  
SKELETON DREDGE  
Tier 1 Minion  
A clattering pile of bones.  
Motives & Tactics: Fall apart, overwhelm, play dead, steal skin  
Difficulty: 8 | Thresholds: None | HP: 1 | Stress: 1  
ATK: −1 | Bone Claws: Melee | 1 phy  
PIRATE TOUGH  
FEATURES  
Tier 1 Bruiser  
Minion (4) - Passive: The Dredge is defeated when they take any  
damage. For every 4 damage a PC deals to the Dredge, defeat an  
additional Minion within range the attack would succeed against.  
A thickly muscled and tattooed pirate with melon-sized fists.  
Motives & Tactics: Plunder, raid, smash, terrorize  
Difficulty: 13 | Thresholds: 8/15 | HP: 5 | Stress: 3  
ATK: +1 | Massive Fists: Melee | 2d6 phy  
Group Attack - Action: Spend a Fear to choose a target and  
spotlight all Dredges within Close range of them. Those Minions  
move into Melee range of the target and make one shared attack  
roll. On a success, they deal 1 physical damage each. Combine  
this damage.  
Experience: Sailor +2  
FEATURES  
Swashbuckler - Passive: When the Tough marks 2 or fewer HP from  
an attack within Melee range, the attacker must mark a Stress.  
Clear the Decks - Action: Make an attack against a target within  
Very Close range. On a success, mark a Stress to move into  
Melee range of the target, dealing 3d4 physical damage and  
knocking the target back to Close range.  
Daggerheart SRD  
81  
SKELETON KNIGHT  
SWARM OF RATS  
Tier 1 Bruiser  
Tier 1 Horde (10/HP)  
A large armored skeleton with a huge blade.  
Motives & Tactics: Cut down the living, steal skin, wreak havoc  
A skittering mass of ordinary rodents moving as one like a ravenous  
wave.  
Motives & Tactics: Consume, obscure, swarm  
Difficulty: 13 | Thresholds: 7/13 | HP: 5 | Stress: 2  
ATK: +2 | Rusty Greatsword: Melee | 1d10+2 phy  
Difficulty: 10 | Thresholds: 6/10 | HP: 6 | Stress: 2  
ATK: −3 | Claws: Melee | 1d8+2 phy  
FEATURES  
FEATURES  
Terrifying - Passive: When the Knight makes a successful attack,  
Horde (1d4+1) - Passive: When the Swarm has marked half or  
more of their HP, their standard attack deals 1d4+1 physical  
damage instead.  
all PCs within Close range lose a Hope and you gain a Fear.  
Cut to the Bone - Action: Mark a Stress to make an attack  
against all targets within Very Close range. Targets the Knight  
succeeds against take 1d8+2 physical damage and must mark a  
Stress.  
In Your Face - Passive: All targets within Melee range have  
disadvantage on attacks against targets other than the Swarm.  
Dig Two Graves - Reaction: When the Knight is defeated, they  
make an attack against a target within Very Close range  
(prioritizing the creature who killed them). On a success, the  
target takes 1d4+8 physical damage and loses 1d4 Hope.  
SYLVAN SOLDIER  
Tier 1 Standard  
A faerie warrior adorned in armor made of leaves and bark.  
Motives & Tactics: Ambush, hide, overwhelm, protect, trail  
SKELETON WARRIOR  
Difficulty: 11 | Thresholds: 6/11 | HP: 4 | Stress: 2  
ATK: +0 | Scythe: Melee | 1d8+1 phy  
Tier 1 Standard  
A dirt-covered skeleton armed with a rusted blade.  
Motives & Tactics: Feign death, gang up, steal skin  
Experience: Tracker +2  
Difficulty: 10 | Thresholds: 4/8 | HP: 3 | Stress: 2  
ATK: +0 | Sword: Melee | 1d6+2 phy  
FEATURES  
Pack Tactics - Passive: If the Soldier makes a standard attack and  
another Sylvan Soldier is within Melee range of the target, deal  
1d8+5 physical damage instead of their standard damage.  
FEATURES  
Only Bones - Passive: The Warrior is resistant to physical damage.  
Forest Control - Action: Spend a Fear to pull down a tree within  
Close range. A creature hit by the tree must succeed on an  
Agility Reaction Roll (15) or take 1d10 physical damage.  
Blend In - Reaction: When the Soldier makes a successful attack,  
you can mark a Stress to become Hidden until the Soldier’s next  
attack or a PC succeeds on an Instinct Roll (14) to find them.  
Won’t Stay Dead - Reaction: When the Warrior is defeated, you  
can spotlight them and roll a d6. On a result of 6, if there are  
other adversaries on the battlefield, the Warrior re-forms with no  
marked HP.  
SPELLBLADE  
Tier 1 Leader  
TANGLE BRAMBLE SWARM  
A mercenary combining swordplay and magic to deadly effect.  
Tier 1 Horde (3/HP)  
Motives & Tactics: Blast, command, endure  
A cluster of animate, blood-drinking tumbleweeds, each the size  
of a large gourd.  
Motives & Tactics: Digest, entangle, immobilize  
Difficulty: 14 | Thresholds: 8/14 | HP: 6 | Stress: 3  
ATK: +3 | Empowered Longsword: Melee | 1d8+4 phy/mag  
Experience: Magical Knowledge +2  
Difficulty: 12 | Thresholds: 6/11 | HP: 6 | Stress: 3  
ATK: +0 | Thorns: Melee | 1d6+3 phy  
FEATURES  
Experience: Camouflage +2  
Arcane Steel - Passive: Damage dealt by the Spellblade’s standard  
attack is considered both physical and magic.  
FEATURES  
Suppressing Blast - Action: Mark a Stress and target a group  
within Far range. All targets must succeed on an Agility Reaction  
Roll or take 1d8+2 magic damage. You gain a Fear for each target  
who marked HP from this attack.  
Move as a Unit - Action: Spend 2 Fear to spotlight up to five allies  
within Far range.  
Horde (1d4+2) - Passive: When the Swarm has marked half or  
more of their HP, their standard attack deals 1d4+2 physical  
damage instead.  
Crush - Action: Mark a Stress to deal 2d6+8 direct physical  
damage to a target with 3 or more bramble tokens.  
Encumber - Reaction: When the Swarm succeeds on an attack,  
give the target a bramble token. If a target has any bramble  
tokens, they are Restrained. If a target has 3 or more bramble  
tokens, they are also Vulnerable. All bramble tokens can be  
removed by succeeding on a Finesse Roll (12 + the number  
of bramble tokens) or dealing Major or greater damage to the  
Swarm. If bramble tokens are removed from a target using a  
Finesse Roll, a number of Tangle Bramble Minions spawn within  
Melee range equal to the number of tokens removed.  
Momentum - Reaction: When the Spellblade makes a successful  
attack against a PC, you gain a Fear.  
82  
Daggerheart SRD  
TANGLE BRAMBLE  
BRAWNY ZOMBIE  
Tier 1 Minion  
Tier 1 Bruiser  
An animate, blood-drinking tumbleweed.  
A large corpse, decay-bloated and angry.  
Motives & Tactics: Combine, drain, entangle  
Motives & Tactics: Crush, destroy, hail debris, slam  
Difficulty: 11 | Thresholds: None | HP: 1 | Stress: 1  
ATK: −1 | Thorns: Melee | 2 phy  
Difficulty: 10 | Thresholds: 8/15 | HP: 7 | Stress: 4  
ATK: +2 | Slam: Very Close | 1d12+3 phy  
Experience: Collateral Damage +2, Throw +4  
FEATURES  
Minion (4) - Passive: The Bramble is defeated when they take any  
damage. For every 4 damage a PC deals to the Tangle Bramble,  
defeat an additional Minion within range the attack would  
succeed against.  
Group Attack - Action: Spend a Fear to choose a target and  
spotlight all Tangle Brambles within Close range of them. Those  
Minions move into Melee range of the target and make one  
shared attack roll. On a success, they deal 2 physical damage  
each. Combine this damage.  
Drain and Multiply - Reaction: When an attack from the Bramble  
causes a target to mark HP and there are three or more Tangle  
Bramble Minions within Close range, you can combine the  
Minions into a Tangle Bramble Swarm Horde. The Horde’s HP is  
equal to the number of Minions combined.  
FEATURES  
Slow - Passive: When you spotlight the Zombie and they don’t have  
a token on their stat block, they can’t act yet. Place a token on  
their stat block and describe what they’re preparing to do. When  
you spotlight the Zombie and they have a token on their stat  
block, clear the token and they can act.  
Rend Asunder - Action: Make a standard attack with advantage  
against a target the Zombie has Restrained. On a success, the  
attack deals direct damage.  
Rip and Tear - Reaction: When the Zombies makes a successful  
standard attack, you can mark a Stress to temporarily Restrain  
the target and force them to mark 2 Stress.  
PATCHWORK ZOMBIE HULK  
Tier 1 Solo  
WEAPONMASTER  
A towering gestalt of corpses moving as one, with torso-sized limbs  
and fists as large as a grown halfling.  
Motives & Tactics: Absorb corpses, flail, hunger, terrify  
Tier 1 Bruiser  
A master-at-arms wielding a sword twice their size.  
Motives & Tactics: Act first, aim for the weakest, intimidate  
Difficulty: 13 | Thresholds: 8/15 | HP: 10 | Stress: 3  
ATK: +4 | Too Many Arms: Very Close | 1d20 phy  
Difficulty: 14 | Thresholds: 8/15 | HP: 6 | Stress: 3  
ATK: +2 | Claymore: Very Close | 1d12+2 phy  
Experience: Intimidation +2, Tear Things Apart +2  
FEATURES  
FEATURES  
Goading Strike - Action: Make a standard attack against a  
target. On a success, mark a Stress to Taunt the target until  
their next successful attack. The next time the Taunted target  
attacks, they have disadvantage against targets other than the  
Weaponmaster.  
Destructible - Passive: When the Zombie takes Major or greater  
damage, they mark an additional HP.  
Flailing Limbs - Passive: When the Zombie makes a standard  
attack, they can attack all targets within Very Close range.  
Adrenaline Burst - Action: Once per scene, spend a Fear to clear  
Another for the Pile - Action: When the Zombie is within Very  
Close range of a corpse, they can incorporate it into themselves,  
clearing a HP and a Stress.  
Tormented Screams - Action: Mark a Stress to cause all PCs within  
Far range to make a Presence Reaction Roll (13). Targets who fail  
lose a Hope and you gain a Fear for each. Targets who succeed  
must mark a Stress.  
2 HP and 2 Stress.  
Momentum - Reaction: When the Weaponmaster makes a  
successful attack against a PC, you gain a Fear.  
YOUNG DRYAD  
Tier 1 Leader  
An imperious tree-person leading their forest’s defenses.  
Motives & Tactics: Command, nurture, prune the unwelcome  
ROTTED ZOMBIE  
Tier 1 Minion  
Difficulty: 11 | Thresholds: 6/11 | HP: 6 | Stress: 2  
ATK: +0 | Scythe: Melee | 1d8+5 phy  
A decaying corpse ambling toward their prey.  
Motives & Tactics: Eat flesh, hunger, maul, surround  
Experience: Leadership +3  
Difficulty: 8 | Thresholds: None | HP: 1 | Stress: 1  
ATK: −3 | Bite: Melee | 2 phy  
FEATURES  
Voice of the Forest - Action: Mark a Stress to spotlight 1d4 allies  
within range of a target they can attack without moving. On a  
success, their attacks deal half damage.  
FEATURES  
Minion (3) - Passive: The Zombie is defeated when they take  
any damage. For every 3 damage a PC deals to the Zombie,  
defeat an additional Minion within range the attack would  
succeed against.  
Thorny Cage - Action: Spend a Fear to form a cage around a target  
within Very Close range and Restrain them until they’re freed  
with a successful Strength Roll. When a creature makes an  
action roll against the cage, they must mark a Stress.  
Momentum - Reaction: When the Dryad makes a successful attack  
against a PC, you gain a Fear.  
Group Attack - Action: Spend a Fear to choose a target and  
spotlight all Rotted Zombies within Close range of them. Those  
Minions move into Melee range of the target and make one  
shared attack roll. On a success, they deal 2 physical damage  
each. Combine this damage.  
Daggerheart SRD  
83  
SHAMBLING ZOMBIE  
ZOMBIE PACK  
Tier 1 Standard  
Tier 1 Horde (2/HP)  
An animated corpse that moves shakily, driven only by hunger.  
A group of shambling corpses instinctively moving together.  
Motives & Tactics: Devour, hungry, mob enemy, shred flesh  
Motives & Tactics: Consume flesh, hunger, maul  
Difficulty: 10 | Thresholds: 4/6 | HP: 4 | Stress: 1  
ATK: +0 | Bite: Melee | 1d6+1 phy  
Difficulty: 8 | Thresholds: 6/12 | HP: 6 | Stress: 3  
ATK: −1 | Bite: Melee | 1d10+2 phy  
FEATURES  
FEATURES  
Too Many to Handle - Passive: When the Zombie is within Melee  
range of a creature and at least one other Zombie is within Close  
range, all attacks against that creature have advantage.  
Horde (1d4+2) - Passive: When the Zombies have marked half or  
more of their HP, their standard attack deals 1d4+2 physical  
damage instead.  
Horrifying - Passive: Targets who mark HP from the Zombie’s  
attacks must also mark a Stress.  
Overwhelm - Reaction: When the Zombies mark HP from an attack  
within Melee range, you can mark a Stress to make a standard  
attack against the attacker.  
TIER 2 ADVERSARIES (LEVELS 2-4)  
ARCHER SQUADRON  
ASSASSIN POISONER  
Tier 2 Horde (2/HP)  
Tier 2 Skulk  
A group of trained archers bearing massive bows.  
Motives & Tactics: Stick together, survive, volley fire  
A cunning scoundrel skilled in both poisons and ambushing.  
Motives & Tactics: Anticipate, get paid, kill, taint food and water  
Difficulty: 13 | Thresholds: 8/16 | HP: 4 | Stress: 3  
ATK: +0 | Longbow: Far | 2d6+3 phy  
Difficulty: 14 | Thresholds: 8/16 | HP: 4 | Stress: 4  
ATK: +3 | Poisoned Throwing Dagger: Close | 2d8+1 phy  
Experience: Intrusion +2  
FEATURES  
Horde (1d6+3) - Passive: When the Squadron has marked half or  
more of their HP, their standard attack deals 1d6+3 physical  
damage instead.  
FEATURES  
Grindletooth Venom - Passive: Targets who mark HP from the  
Assassin’s attacks are Vulnerable until they clear a HP.  
Focused Volley - Action: Spend a Fear to target a point within  
Far range. Make an attack with advantage against all targets  
within Close range of that point. Targets the Squadron succeeds  
against take 1d10+4 physical damage.  
Suppressing Fire - Action: Mark a Stress to target a point within  
Far range. Until the next roll with Fear, a creature who moves  
within Close range of that point must make an Agility Reaction  
Roll. On a failure, they take 2d6+3 physical damage. On a  
success, they take half damage.  
Out of Nowhere - Passive: The Assassin has advantage on attacks  
if they are Hidden.  
Fumigation - Action: Drop a smoke bomb that fills the air within  
Close range with smoke, Dizzying all targets in this area. Dizzied  
targets have disadvantage on their next action roll, then clear the  
condition.  
MASTER ASSASSIN  
Tier 2 Leader  
A seasoned killer with a threatening voice and a deadly blade.  
Motives & Tactics: Ambush, get out alive, kill, prepare  
for all scenarios  
APPRENTICE ASSASSIN  
Tier 2 Minion  
A young trainee eager to prove themselves.  
Motives & Tactics: Act reckless, kill, prove their worth, show off  
Difficulty: 15 | Thresholds: 12/25 | HP: 7 | Stress: 5  
ATK: +5 | Serrated Dagger: Close | 2d10+2 phy  
Difficulty: 13 | Thresholds: None | HP: 1 | Stress: 1  
ATK: −1 | Thrown Dagger: Very Close | 4 phy  
Experience: Command +3, Intrusion +3  
Experience: Intrusion +2  
FEATURES  
Won’t See It Coming - Passive: The Assassin deals direct damage  
while they’re Hidden.  
Strike as One - Action: Mark a Stress to spotlight a number of  
other Assassins equal to the Assassin’s unmarked Stress.  
The Subtle Blade - Reaction: When the Assassin successfully  
makes a standard attack against a Vulnerable target, you can  
spend a Fear to deal Severe damage instead of their standard  
damage.  
Momentum - Reaction: When the Assassin makes a successful  
attack against a PC, you gain a Fear.  
FEATURES  
Minion (6) - Passive: The Assassin is defeated when they take  
any damage. For every 6 damage a PC deals to the Assassin,  
defeat an additional Minion within range the attack would  
succeed against.  
Group Attack - Action: Spend a Fear to choose a target and  
spotlight all Apprentice Assassins within Close range of them.  
Those Minions move into Melee range of the target and make  
one shared attack roll. On a success, they deal 4 physical  
damage each. Combine this damage.  
84  
Daggerheart SRD  
BATTLE BOX  
CONSCRIPT  
Tier 2 Solo  
Tier 2 Minion  
A cube-shaped construct with a different rune on each of  
their six sides.  
Motives & Tactics: Change tactics, trample foes, wait in disguise  
A poorly trained civilian pressed into war.  
Motives & Tactics: Follow orders, gang up, survive  
Difficulty: 12 | Thresholds: None | HP: 1 | Stress: 1  
ATK: +0 | Spears: Very Close | 6 phy  
Difficulty: 15 | Thresholds: 10/20 | HP: 8 | Stress: 6  
ATK: +2 | Slam: Melee | 2d6+3 phy  
FEATURES  
Experience: Camouflage +2  
Minion (6) - Passive: The Conscript is defeated when they take any  
damage. For every 6 damage a PC deals to the Conscript, defeat  
an additional Minion within range the attack would succeed  
against.  
FEATURES  
Relentless (2) - Passive: The Box can be spotlighted up to two  
times times per GM turn. Spend Fear as usual to spotlight them.  
Group Attack - Action: Spend a Fear to choose a target and  
spotlight all Conscripts within Close range of them. Those  
Minions move into Melee range of the target and make one  
shared attack roll. On a success, they deal 6 physical damage  
each. Combine this damage.  
Randomized Tactics - Action: Mark a Stress and roll a d6.  
The Box uses the corresponding move:  
1. Mana Beam. The Box fires a searing beam. Make an attack  
against a target within Far range. On a success, deal 2d10+2  
magic damage.  
2. Fire Jets. The Box shoots into the air, spinning and releasing  
jets of flame. Make an attack against all targets within Close  
range. Targets the Box succeeds against take 2d8 physical  
damage.  
COURTESAN  
Tier 2 Social  
An accomplished manipulator and master of the social arts.  
Motives & Tactics: Entice, maneuver, secure patrons  
3. Trample. The Box rockets around erratically. Make an attack  
against all PCs within Close range. Targets the Box succeeds  
against take 1d6+5 physical damage and are Vulnerable until  
their next roll with Hope.  
Difficulty: 13 | Thresholds: 7/13 | HP: 3 | Stress: 4  
ATK: −3 | Dagger: Melee | 1d4+3 phy  
4. Shocking Gas. The Box sprays out a silver gas sparking with  
lightning. All targets within Close range must succeed on a  
Finesse Reaction Roll or mark 3 Stress.  
Experience: Manipulation +3, Socialite +3  
FEATURES  
5. Stunning Clap. The Box leaps and their sides clap, creating a  
small sonic boom. All targets within Very Close range must  
succeed on a Strength Reaction Roll or become Vulnerable  
until the cube is defeated.  
Searing Glance - Reaction: When a PC within Close range makes a  
Presence Roll, you can mark a Stress to cast a gaze toward the  
aftermath. On the target’s failure, they must mark 2 Stress and  
are Vulnerable until the scene ends or they succeed on a social  
action against the Courtesan. On the target’s success, they must  
mark a Stress.  
6. Psionic Whine. The Box releases a cluster of mechanical bees  
whose buzz rattles mortal minds. All targets within Close  
range must succeed on a Presence Reaction Roll or take  
2d4+9 direct magic damage.  
Overcharge - Reaction: Before rolling damage for the Box’s  
attack, you can mark a Stress to add a d6 to the damage roll.  
Additionally, you gain a Fear.  
Death Quake - Reaction: When the Box marks their last HP, the  
magic powering them ruptures in an explosion of force. All  
targets within Close range must succeed on an Instinct Reaction  
Roll or take 2d8+1 magic damage.  
CULT ADEPT  
Tier 2 Support  
An experienced mage wielding shadow and fear.  
Motives & Tactics: Curry favor, hinder foes, uncover knowledge  
Difficulty: 14 | Thresholds: 9/18 | HP: 4 | Stress: 6  
ATK: +2 | Rune-Covered Rod: Far | 2d4+3 mag  
Experience: Fallen Lore +2, Rituals +2  
FEATURES  
CHAOS SKULL  
Enervating Blast - Action: Spend a Fear to make a standard attack  
against a target within range. On a success, the target must  
mark a Stress.  
Tier 2 Ranged  
A floating humanoid skull animated by scintillating magic.  
Motives & Tactics: Cackle, consume magic, serve creator  
Shroud of the Fallen - Action: Mark a Stress to wrap an ally within  
Close range in a shroud of Protection until the Adept marks their  
last HP. While Protected, the target has resistance to all damage.  
Difficulty: 15 | Thresholds: 8/16 | HP: 5 | Stress: 4  
ATK: +2 | Energy Blast: Close | 2d8+3 mag  
Shadow Shackles - Action: Spend a Fear and choose a point  
within Far range. All targets within Close range of that point  
are Restrained in smoky chains until they break free with a  
successful Strength or Instinct Roll. A target Restrained by this  
feature must spend a Hope to make an action roll.  
Fear Is Fuel - Reaction: Twice per scene, when a PC rolls a failure  
with Fear, clear a Stress.  
FEATURES  
Levitation - Passive: The Skull levitates several feet off the ground  
and can’t be Restrained.  
Wards - Passive: The Skull is resistant to magic damage.  
Magic Burst - Action: Mark a Stress to make an attack against all  
targets within Close range. Targets the Skull succeeds against  
take 2d6+4 magic damage.  
Siphon Magic - Action: Spend a Fear to make an attack against a  
PC with a Spellcast trait within Very Close range. On a success,  
the target marks 1d4 Stress and the Skull clears that many  
Stress. Additionally, on a success, the Skull can immediately be  
spotlighted again.  
Daggerheart SRD  
85  
CULT FANG  
ELECTRIC EELS  
Tier 2 Skulk  
Tier 2 Horde (2/HP)  
A professional killer-turned-cultist.  
A swarm of eels that encircle and electrocute.  
Motives & Tactics: Capture sacrifices, isolate prey, rise in  
Motives & Tactics: Avoid larger predators, shock prey, tear apart  
the ranks  
Difficulty: 14 | Thresholds: 10/20 | HP: 5 | Stress: 3  
ATK: +0 | Shocking Bite: Melee | 2d6+4 phy  
Difficulty: 15 | Thresholds: 9/17 | HP: 4 | Stress: 4  
ATK: +2 | Long Knife: Melee | 2d8+4 phy  
FEATURES  
FEATURES  
Horde (2d4+1) - Passive: When the Eels have marked half or  
more of their HP, their standard attack deals 2d4+1 physical  
damage instead.  
Shadow’s Embrace - Passive: The Fang can climb and walk on  
vertical surfaces. Mark a Stress to move from one shadow to  
another within Far range.  
Paralyzing Shock - Action: Mark a Stress to make a standard  
attack against all targets within Very Close range. You gain a Fear  
for each target that marks HP.  
Pick Off the Straggler - Action: Mark a Stress to cause a target  
within Melee range to make an Instinct Reaction Roll. On a  
failure, the target must mark 2 Stress and is teleported with the  
Fang to a shadow within Far range, making them temporarily  
Vulnerable. On a success, the target must mark a Stress.  
ELITE SOLDIER  
Tier 2 Standard  
An armored squire or experienced commoner looking to advance.  
Motives & Tactics: Gain glory, keep order, make alliances  
CULT INITIATE  
Tier 2 Minion  
Difficulty: 15 | Thresholds: 9/18 | HP: 4 | Stress: 3  
ATK: +1 | Spear: Very Close | 2d8+4 phy  
A low-ranking cultist in simple robes, eager to gain power.  
Motives & Tactics: Follow orders, gain power, seek forbidden  
knowledge  
FEATURES  
Difficulty: 13 | Thresholds: None | HP: 1 | Stress: 1  
ATK: +0 | Ritual Dagger: Melee | 5 phy  
Reinforce - Action: Mark a Stress to move into Melee range of  
an ally and make a standard attack against a target within Very  
Close range. On a success, deal 2d10+2 physical damage and  
the ally can clear a Stress.  
FEATURES  
Minion (6) - Passive: The Initiate is defeated when they take any  
damage. For every 6 damage a PC deals to the Initiate, defeat an  
additional Minion within range the attack would succeed against.  
Vassal’s Loyalty - Reaction: When the Soldier is within Very Close  
range of a knight or other noble who would take damage, you  
can mark a Stress to move into Melee range of them and take  
the damage instead.  
Group Attack - Action: Spend a Fear to choose a target and  
spotlight all Cult Initiates within Close range of them. Those  
Minions move into Melee range of the target and make one  
shared attack roll. On a success, they deal 5 physical damage  
each. Combine this damage.  
FAILED EXPERIMENT  
Tier 2 Standard  
A magical necromantic experiment gone wrong, leaving them  
warped and ungainly.  
DEMONIC HOUND PACK  
Motives & Tactics: Devour, hunt, track  
Tier 2 Horde (1/HP)  
Difficulty: 13 | Thresholds: 12/23 | HP: 3 | Stress: 3  
ATK: +1 | Bite and Claw: Melee | 2d6+5 phy  
Unnatural hounds lit from within by hellfire.  
Motives & Tactics: Cause fear, consume flesh, please masters  
Experience: Copycat +3  
Difficulty: 15 | Thresholds: 11/23 | HP: 6 | Stress: 3  
ATK: +0 | Claws and Fangs: Melee | 2d8+2 phy  
FEATURES  
Experience: Scent Tracking +3  
Warped Fortitude - Passive: The Experiment is resistant to  
physical damage.  
FEATURES  
Overwhelm - Passive: When a target the Experiment attacks has  
other adversaries within Very Close range, the Experiment deals  
double damage.  
Lurching Lunge - Action: Mark a Stress to spotlight the Experiment  
as an additional GM move instead of spending Fear.  
Horde (2d4+1) - Passive: When the Pack has marked half or  
more of their HP, their standard attack deals 2d4+1 physical  
damage instead.  
Dreadhowl - Action: Mark a Stress to make all targets within Very  
Close range lose a Hope. If a target is not able to lose a Hope,  
they must instead mark 2 Stress.  
Momentum - Reaction: When the Pack makes a successful attack  
against a PC, you gain a Fear.  
86  
Daggerheart SRD  
GIANT BEASTMASTER  
GIANT RECRUIT  
Tier 2 Leader  
Tier 2 Minion  
A leather-clad warrior bearing a whip and massive bow.  
A giant fighter wearing borrowed armor.  
Motives & Tactics: Command, make a living, maneuver, pin down,  
Motives & Tactics: Batter, make a living, overwhelm, terrify  
protect companion animals  
Difficulty: 13 | Thresholds: None | HP: 1 | Stress: 2  
ATK: +1 | Warhammer: Very Close | 5 phy  
Difficulty: 16 | Thresholds: 12/24 | HP: 6 | Stress: 5  
ATK: +2 | Longbow: Far | 2d8+4 phy  
FEATURES  
Experience: Animal Handling +3  
Minion (7) - Passive: The Recruit is defeated when they take any  
damage. For every 7 damage a PC deals to the Recruit, defeat an  
additional Minion within range the attack would succeed against.  
FEATURES  
Two as One - Passive: When the Beastmaster is spotlighted, you  
can also spotlight a Tier 1 animal adversary currently under their  
control.  
Group Attack - Action: Spend a Fear to choose a target and  
spotlight all Giant Recruits within Close range of them. Those  
Minions move into Melee range of the target and make one  
shared attack roll. On a success, they deal 5 physical damage  
each. Combine this damage.  
Pinning Strike - Action: Make a standard attack against a target.  
On a success, you can mark a Stress to pin them to a nearby  
surface. The pinned target is Restrained until they break free with  
a successful Finesse or Strength Roll.  
Deadly Companion - Action: Twice per scene, summon a  
Bear, Dire Wolf, or similar Tier 1 animal adversary under the  
Beastmaster’s control. The adversary appears at Close range  
and is immediately spotlighted.  
GIANT EAGLE  
Tier 2 Skulk  
A giant bird of prey with blood-stained talons.  
Motives & Tactics: Hunt prey, stay mobile, strike decisively  
Difficulty: 14 | Thresholds: 8/19 | HP: 4 | Stress: 4  
ATK: +1 | Claws and Beak: Very Close | 2d6+3 phy  
GIANT BRAWLER  
Tier 2 Bruiser  
An especially muscular giant wielding a warhammer larger  
than a human.  
Motives & Tactics: Make a living, overwhelm, slam, topple  
FEATURES  
Flight - Passive: While flying, the Eagle gains a +3 bonus to their  
Difficulty.  
Deadly Dive - Action: Mark a Stress to attack a target within Far  
range. On a success, deal 2d10+2 physical damage and knock  
the target over, making them Vulnerable until they next act.  
Take Off - Action: Make an attack against a target within Very  
Close range. On a success, deal 2d4+3 physical damage and  
the target must succeed on an Agility Reaction Roll or become  
temporarily Restrained within the Eagle’s massive talons. If the  
target is Restrained, the Eagle immediately lifts into the air to  
Very Far range above the battlefield while holding them.  
Deadly Drop - Action: While flying, the Eagle can drop a Restrained  
target they are holding. When dropped, the target is no longer  
Restrained but starts falling. If their fall isn’t prevented during the  
PCs’ next action, the target takes 2d20 physical damage when  
they land.  
Difficulty: 15 | Thresholds: 14/28 | HP: 7 | Stress: 4  
ATK: +2 | Warhammer: Very Close | 2d12+3 phy  
Experience: Intrusion +2  
FEATURES  
Battering Ram - Action: Mark a Stress to have the Brawler charge  
at an inanimate object within Close range they could feasibly  
smash (such as a wall, cart, or market stand) and destroy it. All  
targets within Very Close range of the object must succeed on  
an Agility Reaction Roll or take 2d4+3 physical damage from  
the shrapnel.  
Bloody Reprisal - Reaction: When the Brawler marks 2 or more HP  
from an attack within Very Close range, you can make a standard  
attack against the attacker. On a success, the Brawler deals  
2d6+15 physical damage instead of their standard damage.  
Momentum - Reaction: When the Brawler makes a successful  
attack against a PC, you gain a Fear.  
Daggerheart SRD  
87  
GORGON  
KNIGHT OF THE REALM  
Tier 2 Solo  
Tier 2 Leader  
A snake-headed, scaled humanoid with a gilded bow, enraged that  
their peace has been disturbed.  
Motives & Tactics: Corner, hit-and-run, petrify, seek vengeance  
A decorated soldier with heavy armor and a powerful steed.  
Motives & Tactics: Run down, seek glory, show dominance  
Difficulty: 15 | Thresholds: 13/26 | HP: 6 | Stress: 4  
ATK: +4 | Longsword: Melee | 2d10+4 phy  
Difficulty: 15 | Thresholds: 13/25 | HP: 9 | Stress: 3  
ATK: +4 | Sunsear Shortbow: Far | 2d20+3 mag  
Experience: Ancient Knowledge +3, High Society +2, Tactics +2  
Experience: Stealth +3  
FEATURES  
FEATURES  
Chevalier - Passive: While the Knight is on a mount, they gain a +2  
bonus to their Difficulty. When they take Severe damage, they’re  
knocked from their mount and lose this benefit until they’re next  
spotlighted.  
Relentless (2) - Passive: The Gorgon can be spotlighted up to  
two times per GM turn. Spend Fear as usual to spotlight them.  
Sunsear Arrows - Passive: When the Gorgon makes a successful  
standard attack, the target Glows until the end of the scene and  
can’t become Hidden. Attack rolls made against a Glowing target  
have advantage.  
Crown of Serpents - Action: Make an attack roll against a target  
within Melee range using the Gorgon’s protective snakes. On a  
success, mark a Stress to deal 2d10+4 physical damage and the  
target must mark a Stress.  
Petrifying Gaze - Reaction: When the Gorgon takes damage from  
an attack within Close range, you can spend a Fear to force the  
attacker to make an Instinct Reaction Roll. On a failure, they  
begin to turn to stone, marking a HP and starting a Petrification  
Countdown (4). This countdown ticks down when the Gorgon is  
attacked. When it triggers, the target must make a death move.  
If the Gorgon is defeated, all petrification countdowns end.  
Heavily Armored - Passive: When the Knight takes physical  
damage, reduce it by 3.  
Cavalry Charge - Action: If the Knight is mounted, move up to  
Far range and make a standard attack against a target. On a  
success, deal 2d8+4 physical damage and the target must mark  
a Stress.  
For the Realm! - Action: Mark a Stress to spotlight 1d4+1  
allies. Attacks they make while spotlighted in this way deal  
half damage.  
MASKED THIEF  
Tier 2 Skulk  
Momentum - Reaction: When the Gorgon makes a successful  
attack against a PC, you gain a Fear.  
A cunning thief with acrobatic skill and a flair for the dramatic.  
Motives & Tactics: Evade, hide, pilfer, profit  
Difficulty: 14 | Thresholds: 8/17 | HP: 4 | Stress: 5  
ATK: +3 | Backsword: Melee | 2d8+3 phy  
JUVENILE FLICKERFLY  
Experience: Acrobatics +3  
Tier 2 Solo  
A horse-sized insect with iridescent scales and crystalline wings  
moving faster than the eye can see.  
Motives & Tactics: Collect shiny things, hunt, swoop  
FEATURES  
Quick Hands - Action: Make an attack against a target within  
Melee range. On a success, deal 1d8+2 physical damage and the  
Thief steals one item or consumable from the target’s inventory.  
Difficulty: 14 | Thresholds: 13/26 | HP: 10 | Stress: 5  
ATK: +3 | Wing Slash: Very Close | 2d10+4 phy  
Escape Plan - Action: Mark a Stress to reveal a snare trap set  
anywhere on the battlefield by the Thief. All targets within Very  
Close range of the trap must succeed on an Agility Reaction Roll  
(13) or be pulled off their feet and suspended upside down. A  
target is Restrained and Vulnerable until they break free, ending  
both conditions, with a successful Finesse or Strength Roll (13).  
FEATURES  
Relentless (3) - Passive: The Flickerfly can be spotlighted up to  
three times per GM turn. Spend Fear as usual to spotlight them.  
Peerless Accuracy - Passive: Before the Flickerfly makes an attack,  
roll a d6. On a result of 4 or higher, the target’s Evasion is halved  
against this attack.  
Mind Dance - Action: Mark a Stress to create a magically dazzling  
display that grapples the minds of nearby foes. All targets within  
Close range must make an Instinct Reaction Roll. For each target  
who failed, you gain a Fear and the Flickerfly learns one of the  
target’s fears.  
Hallucinatory Breath - Reaction: Countdown (Loop 1d6).  
When the Flickerfly takes damage for the first time, activate  
the countdown. When it triggers, the Flickerfly breathes  
hallucinatory gas on all targets in front of them up to Far  
range. Targets must succeed on an Instinct Reaction Roll or be  
tormented by fearful hallucinations. Targets whose fears are  
known to the Flickerfly have disadvantage on this roll. Targets  
who fail must mark a Stress and lose a Hope.  
MERCHANT BARON  
Tier 2 Social  
An accomplished merchant with a large operation under their  
command.  
Motives & Tactics: Abuse power, gather resources, mobilize  
minions  
Difficulty: 15 | Thresholds: 9/19 | HP: 5 | Stress: 3  
ATK: −2 | Rapier: Melee | 1d6+2 phy  
Experience: Nobility +2, Trade +2  
FEATURES  
Everyone Has a Price - Action: Spend a Fear to offer a target a  
dangerous bargain for something they want or need. If used on a  
PC, they must make a Presence Reaction Roll (17). On a failure,  
they must mark 2 Stress or take the deal.  
The Best Muscle Money Can Buy - Action: Once per scene, mark a  
Stress to summon 1d4+1 Tier 1 adversaries, who appear at Far  
range, to enforce the Baron’s will.  
88  
Daggerheart SRD  
MINOTAUR WRECKER  
ROYAL ADVISOR  
Tier 2 Bruiser  
Tier 2 Social  
A massive bull-headed firbolg with a quick temper.  
A high-ranking courtier with the ear of the local nobility.  
Motives & Tactics: Consume, gore, navigate, overpower, pursue  
Motives & Tactics: Curry favor, manufacture evidence, scheme  
Difficulty: 16 | Thresholds: 14/27 | HP: 7 | Stress: 5  
ATK: +2 | Battleaxe: Very Close | 2d8+5 phy  
Difficulty: 14 | Thresholds: 8/15 | HP: 3 | Stress: 3  
ATK: −3 | Wand: Far | 1d4+3 phy  
Experience: Navigation +2  
Experience: Administration +3, Courtier +3  
FEATURES  
FEATURES  
Ramp Up - Passive: You must spend a Fear to spotlight the  
Minotaur. While spotlighted, they can make their standard attack  
against all targets within range.  
Devastating Retort - Passive: A PC who rolls less than 17 on an  
action roll targeting the Advisor must mark a Stress.  
Bend Ears - Action: Mark a Stress to influence an NPC within  
Melee range with whispered words. That target’s opinion on  
one matter shifts toward the Advisor’s preference unless it is in  
direct opposition to the target’s motives.  
Scapegoat - Action: Spend a Fear to convince a crowd or notable  
individual that one person or group is responsible for some  
problem facing the target. The target becomes hostile to the  
scapegoat until convinced of their innocence with a successful  
Presence Roll (17).  
Charging Bull - Action: Mark a Stress to charge through a group  
within Close range and make an attack against all targets in the  
Minotaur’s path. Targets the Minotaur succeeds against take  
2d6+8 physical damage and are knocked back to Very Far range.  
If a target is knocked into a solid object or another creature, they  
take an extra 1d6 damage (combine the damage).  
Gore - Action: Make an attack against a target within Very Close  
range, moving the Minotaur into Melee range of them. On a  
success, deal 2d8 direct physical damage.  
SECRET-KEEPER  
MORTAL HUNTER  
Tier 2 Leader  
A clandestine leader with a direct channel to the Fallen Gods.  
Motives & Tactics: Amass great power, plot, take command  
Tier 2 Leader  
An undead figure wearing a heavy leather coat, with searching eyes  
and a casually cruel demeanor.  
Motives & Tactics: Devour, hunt, track  
Difficulty: 16 | Thresholds: 13/26 | HP: 7 | Stress: 4  
ATK: +3 | Sigil-laden Staff: Far | 2d12 mag  
Difficulty: 16 | Thresholds: 15/27 | HP: 6 | Stress: 4  
ATK: +5 | Tear at Flesh: Very Close | 2d12+1 phy  
Experience: Coercion +2, Fallen Lore +2  
FEATURES  
Experience: Bloodhound +3  
Seize Your Moment - Action: Spend 2 Fear to spotlight 1d4 allies.  
FEATURES  
Attacks they make while spotlighted in this way deal half damage.  
Terrifying - Passive: When the Hunter makes a successful attack,  
Our Master’s Will - Reaction: When you spotlight an ally within Far  
range, mark a Stress to gain a Fear.  
all PCs within Far range lose a Hope and you gain a Fear.  
Deathlock - Action: Spend a Fear to curse a target within Very  
Close range with a necrotic Deathlock until the end of the scene.  
Attacks made by the Hunter against a Deathlocked target deal  
direct damage. The Hunter can only maintain one Deathlock at  
a time.  
Summoning Ritual - Reaction: Countdown (6). When the  
Secret-Keeper is in the spotlight for the first time, activate the  
countdown. When they mark HP, tick down this countdown by  
the number of HP marked. When it triggers, summon a Minor  
Demon who appears at Close range.  
Inevitable Death - Action: Mark a Stress to spotlight 1d4 allies.  
Fallen Hounds - Reaction: Once per scene, when the Secret-  
Keeper marks 2 or more HP, you can mark a Stress to summon  
a Demonic Hound Pack, which appears at Close range and is  
immediately spotlighted.  
Attacks they make while spotlighted in this way deal half damage.  
Rampage - Reaction: Countdown (Loop 1d6). When the Hunter  
is in the spotlight for the first time, activate the countdown.  
When it triggers, move the Hunter in a straight line to a point  
within Far range and make an attack against all targets in their  
path. Targets the Hunter succeeds against take 2d8+2 physical  
damage.  
Daggerheart SRD  
89  
SHARK  
SPECTRAL CAPTAIN  
Tier 2 Bruiser  
Tier 2 Leader  
A large aquatic predator, always on the move.  
A ghostly commander leading their troops beyond death.  
Motives & Tactics: Find the blood, isolate prey, target the weak  
Motives & Tactics: Move through solid objects, rally troops,  
rehash old battles  
Difficulty: 14 | Thresholds: 14/28 | HP: 7 | Stress: 3  
ATK: +2 | Toothy Maw: Very Close | 2d12+1 phy  
Difficulty: 16 | Thresholds: 13/26 | HP: 6 | Stress: 4  
ATK: +3 | Longbow: Far | 2d10+3 phy  
Experience: Sense of Smell +3  
Experience: Ancient Knowledge +3  
FEATURES  
FEATURES  
Terrifying - Passive: When the Shark makes a successful attack, all  
Ghost - Passive: The Captain has resistance to physical damage.  
Mark a Stress to move up to Close range through solid objects.  
PCs within Far range lose a Hope and you gain a Fear.  
Rending Bite - Passive: When the Shark makes a successful  
attack, the target must mark an Armor Slot without receiving its  
benefits (they can still use armor to reduce the damage). If they  
can’t mark an Armor Slot, they must mark an additional HP.  
Unending Battle - Action: Spend 2 Fear to return up to 1d4+1  
defeated Spectral allies to the battle at the points where they  
first appeared (with no marked HP or Stress).  
Hold Fast - Reaction: When the Captain’s Spectral allies are forced  
to make a reaction roll, you can mark a Stress to give those allies  
a +2 bonus to the roll.  
Momentum - Reaction: When the Captain makes a successful  
attack against a PC, you gain a Fear.  
Blood in the Water - Reaction: When a creature within Close range  
of the Shark marks HP from another creature’s attack, you can  
mark a Stress to immediately spotlight the Shark, moving them  
into Melee range of the target and making a standard attack.  
SIREN  
SPECTRAL GUARDIAN  
Tier 2 Skulk  
A half-fish person with shimmering scales and an irresistible voice.  
Motives & Tactics: Consume, lure prey, subdue with song  
Tier 2 Standard  
A ghostly fighter with spears and swords, anchored by duty.  
Motives & Tactics: Move through solid objects, protect treasure,  
rehash old battles  
Difficulty: 14 | Thresholds: 9/18 | HP: 5 | Stress: 3  
ATK: +2 | Distended Jaw Bite: Melee | 2d6+3 phy  
Difficulty: 15 | Thresholds: 7/15 | HP: 4 | Stress: 3  
ATK: +1 | Spear: Very Close | 2d8+1 phy  
Experience: Song Repertoire +3  
FEATURES  
Experience: Ancient Knowledge +2  
Captive Audience - Passive: If the Siren makes a standard attack  
against a target Entranced by their song, the attack deals 2d10+1  
damage instead of their standard damage.  
FEATURES  
Ghost - Passive: The Guardian has resistance to physical damage.  
Mark a Stress to move up to Close range through solid objects.  
Enchanting Song - Action: Spend a Fear to sing a song that affects  
all targets within Close range. Targets must succeed on an  
Instinct Reaction Roll or become Entranced until they mark 2  
Stress. Other Sirens within Close range of the target can mark  
a Stress to each add a +1 bonus to the Difficulty of the reaction  
roll. While Entranced, a target can’t act and is Vulnerable.  
Grave Blade - Action: Spend a Fear to make an attack against  
a target within Very Close range. On a success, deal 2d10+6  
physical damage and the target must mark a Stress.  
SPY  
Tier 2 Social  
A skilled espionage agent with a knack for being in the right place to  
overhear secrets.  
SPECTRAL ARCHER  
Tier 2 Ranged  
Motives & Tactics: Cut and run, disguise appearance, eavesdrop  
A ghostly fighter with an ethereal bow, unable to move on while their  
charge is vulnerable.  
Motives & Tactics: Move through solid objects, stay out of the  
fray, rehash old battles  
Difficulty: 15 | Thresholds: 8/17 | HP: 4 | Stress: 3  
ATK: −2 | Dagger: Melee | 2d6+3 phy  
Experience: Espionage +3  
Difficulty: 13 | Thresholds: 6/14 | HP: 3 | Stress: 3  
ATK: +3 | Longbow: Far | 2d10+2 phy  
FEATURES  
Gathering Secrets - Action: Spend a Fear to describe how the Spy  
Experience: Ancient Knowledge +2  
knows a secret about a PC in the scene.  
FEATURES  
Fly on the Wall - Reaction: When a PC or group is discussing  
something sensitive, you can mark a Stress to reveal that the  
Spy is present in the scene, observing them. If the Spy escapes  
the scene to report their findings, you gain 1d4 Fear.  
Ghost - Passive: The Archer has resistance to physical damage.  
Mark a Stress to move up to Close range through solid objects.  
Pick Your Target - Action: Spend a Fear to make an attack within  
Far range against a PC who is within Very Close range of at least  
two other PCs. On a success, the target takes 2d8+12 physical  
damage.  
90  
Daggerheart SRD  
TIER 3 ADVERSARIES  
(LEVELS 5-7)  
STONEWRAITH  
Tier 2 Skulk  
A prowling hunter, like a slinking mountain lion, with a slate-gray  
stone body.  
Motives & Tactics: Defend territory, isolate prey, stalk  
ADULT FLICKERFLY  
Tier 3 Solo  
Difficulty: 13 | Thresholds: 11/22 | HP: 6 | Stress: 3  
ATK: +3 | Bite and Claws: Melee | 2d8+6 phy  
A winged insect the size of a large house with iridescent scales and  
wings that move too fast to track.  
Motives & Tactics: Collect shiny things, hunt, nest, swoop  
Experience: Stonesense +3  
Difficulty: 17 | Thresholds: 20/35 | HP: 12 | Stress: 6  
ATK: +3 | Wing Slash: Very Close | 3d20 phy  
FEATURES  
Stonestrider - Passive: The Stonewraith can move through stone  
and earth as easily as air. While within stone or earth, they are  
Hidden and immune to all damage.  
FEATURES  
Relentless (4) - Passive: The Flickerfly can be spotlighted up to  
Rocky Ambush - Action: While Hidden, mark a Stress to leap into  
Melee range with a target within Very Close range. The target  
must succeed on an Agility or Instinct Reaction Roll (15) or take  
2d8 physical damage and become temporarily Restrained.  
Avalanche Roar - Action: Spend a Fear to roar while within a cave  
and cause a cave-in. All targets within Close range must succeed  
on an Agility Reaction Roll (14) or take 2d10 physical damage.  
The rubble can be cleared with a Progress Countdown (8).  
four times per GM turn. Spend Fear as usual to spotlight them.  
Never Misses - Passive: When the Flickerfly makes an attack, the  
target’s Evasion is halved against the attack.  
Deadly Flight - Passive: While flying, the Flickerfly can move up to  
Far range instead of Close range before taking an action.  
Whirlwind - Action: Spend a Fear to whirl, making an attack  
against all targets within Very Close range. Targets the Flickerfly  
succeeds against take 3d8 direct physical damage.  
Mind Dance - Action: Mark a Stress to create a magically dazzling  
display that grapples the minds of nearby foes. All targets within  
Close range must make an Instinct Reaction Roll. For each target  
who failed, you gain a Fear and the Flickerfly learns one of the  
target’s fears.  
Hallucinatory Breath - Action: Countdown (Loop 1d6). When  
the Flickerfly takes damage for the first time, activate  
the countdown. When it triggers, the Flickerfly breathes  
hallucinatory gas on all targets in front of them up to Far range.  
Targets must make an Instinct Reaction Roll or be tormented  
by fearful hallucinations. Targets whose fears are known to the  
Flickerfly have disadvantage on this roll. Targets who fail lose 2  
Hope and take 3d8+3 direct magic damage.  
Momentum - Reaction: When the Stonewraith makes a successful  
attack against a PC, you gain a Fear.  
WAR WIZARD  
Tier 2 Ranged  
A battle-hardened mage trained in destructive magic.  
Motives & Tactics: Develop new spells, seek power,  
shatter formations  
Difficulty: 16 | Thresholds: 11/23 | HP: 5 | Stress: 6  
ATK: +4 | Staff: Far | 2d10+4 mag  
Experience: Magical Knowledge +2, Strategize +2  
Uncanny Reflexes - Reaction: When the Flickerfly takes damage  
from an attack within Close range, you can mark a Stress to take  
half damage.  
FEATURES  
Battle Teleport - Passive: Before or after making a standard attack,  
you can mark a Stress to teleport to a location within Far range.  
Refresh Warding Sphere - Action: Mark a Stress to refresh the  
DEMON OF AVARICE  
Wizard’s “Warding Sphere” reaction.  
Eruption - Action: Spend a Fear and choose a point within  
Far range. A Very Close area around that point erupts into  
impassable terrain. All targets within that area must make an  
Agility Reaction Roll (14). Targets who fail take 2d10 physical  
damage and are thrown out of the area. Targets who succeed  
take half damage and aren’t moved.  
Arcane Artillery - Action: Spend a Fear to unleash a precise hail  
of magical blasts. All targets in the scene must make an Agility  
Reaction Roll. Targets who fail take 2d12 magic damage. Targets  
who succeed take half damage.  
Tier 3 Support  
A regal cloaked monstrosity with circular horns adorned  
with treasure.  
Motives & Tactics: Consume, fuel greed, sow dissent  
Difficulty: 17 | Thresholds: 15/29 | HP: 6 | Stress: 5  
ATK: +2 | Hungry Maw: Melee | 3d6+5 mag  
Experience: Manipulation +3  
FEATURES  
Money Talks - Passive: Attacks against the Demon are made with  
disadvantage unless the attacker spends a handful of gold. This  
Demon starts with a number of handfuls equal to the number  
of PCs. When a target marks HP from the Demon’s standard  
attack, they can spend a handful of gold instead of marking HP  
(1 handful per HP). Add a handful of gold to the Demon for each  
handful of gold spent by PCs on this feature.  
Warding Sphere - Reaction: When the Wizard takes damage from  
an attack within Close range, deal 2d6 magic damage to the  
attacker. This reaction can’t be used again until the Wizard  
refreshes it with their “Refresh Warding Sphere” action.  
Numbers Must Go Up - Passive: Add a bonus to the Demon’s  
attack rolls equal to the number of handfuls of gold they have.  
Money Is Time - Action: Spend 3 handfuls of gold (or a Fear) to  
spotlight 1d4+1 allies.  
Daggerheart SRD  
91  
DEMON OF DESPAIR  
DEMON OF JEALOUSY  
Tier 3 Skulk  
Tier 3 Ranged  
A cloaked demon-creature with long limbs, seeping shadows.  
A fickle creature of spindly limbs and insatiable desires.  
Motives & Tactics: Make fear contagious, stick to the shadows,  
undermine resolve  
Motives & Tactics: Join in on others’ success, take what belongs to  
others, hold grudges  
Difficulty: 17 | Thresholds: 18/35 | HP: 6 | Stress: 5  
ATK: +3 | Miasma Bolt: Far | 3d6+1 mag  
Difficulty: 17 | Thresholds: 17/30 | HP: 6 | Stress: 6  
ATK: +4 | Psychic Assault: Far | 3d8+3 mag  
Experience: Manipulation +3  
Experience: Manipulation +3  
FEATURES  
FEATURES  
Depths of Despair - Passive: The Demon deals double damage to  
Unprotected Mind - Passive: The Demon’s standard attack deals  
PCs with 0 Hope.  
direct damage.  
Your Struggle Is Pointless - Action: Spend a Fear to weigh down  
the spirits of all PCs within Far range. All targets affected replace  
their Hope Die with a d8 until they roll a success with Hope or  
their next rest.  
Your Friends Will Fail You - Reaction: When a PC fails with Fear,  
you can mark a Stress to cause all other PCs within Close range  
to lose a Hope.  
My Turn - Reaction: When the Demon marks HP from an attack,  
spend a number of Fear equal to the HP marked by the Demon  
to cause the attacker to mark the same number of HP.  
Rivalry - Reaction: When a creature within Close range takes  
damage from a different adversary, you can mark a Stress to  
add a d4 to the damage roll.  
What’s Yours Is Mine - Reaction: When a PC takes Severe damage  
within Very Close range of the Demon, you can spend a Fear to  
cause the target to make a Finesse Reaction Roll. On a failure,  
the Demon seizes one item or consumable of their choice from  
the target’s inventory.  
Momentum - Reaction: When the Demon makes a successful  
attack against a PC, you gain a Fear.  
DEMON OF HUBRIS  
Tier 3 Leader  
DEMON OF WRATH  
A perfectly beautiful and infinitely cruel demon with a gleaming  
spear and elegant robes.  
Tier 3 Bruiser  
A hulking demon with boulder-sized fists, driven by endless rage.  
Motives & Tactics: Fuel anger, impress rivals, wreak havoc  
Motives & Tactics: Condescend, declare premature victory,  
prove superiority  
Difficulty: 18 | Thresholds: 18/36 | HP: 7 | Stress: 5  
ATK: +4 | Perfect Spear: Very Close | 3d10 phy  
Difficulty: 17 | Thresholds: 22/40 | HP: 7 | Stress: 5  
ATK: +3 | Fists: Very Close | 3d8+1 mag  
Experience: Manipulation +2  
Experience: Intimidation +2  
FEATURES  
FEATURES  
Terrifying - Passive: When the Demon makes a successful attack,  
Anger Unrelenting - Passive: The Demon’s attacks deal direct  
all PCs within Far range must lose a Hope and you gain a Fear.  
damage.  
Double or Nothing - Passive: When a PC within Far range fails a  
roll, they can choose to reroll their Fear Die and take the new  
result. If they still fail, they mark 2 Stress and the Demon clears  
a Stress.  
Unparalleled Skill - Action: Mark a Stress to deal the Demon’s  
standard attack damage to a target within Close range.  
Battle Lust - Action: Spend a Fear to boil the blood of all PCs  
within Far range. They use a d20 as their Fear Die until the end  
of the scene.  
Retaliation - Reaction: When the Demon takes damage from an  
attack within Close range, you can mark a Stress to make a  
standard attack against the attacker.  
The Root of Villainy - Action: Spend a Fear to spotlight two other  
Blood and Souls - Reaction: Countdown (Loop 6). Activate the first  
time an attack is made within sight of the Demon. It ticks down  
when a PC takes a violent action. When it triggers, summon 1d4  
Minor Demons, who appear at Close range.  
Demons within Far range.  
You Pale in Comparison - Reaction: When a PC fails a roll within  
Close range of the Demon, they must mark a Stress.  
92  
Daggerheart SRD  
DIRE BAT  
GREATER EARTH ELEMENTAL  
Tier 3 Skulk  
Tier 3 Bruiser  
A wide-winged pet endlessly loyal to their vampire owner.  
A living landslide of boulders and dust, as large as a house.  
Motives & Tactics: Dive-bomb, hide, protect leader  
Motives & Tactics: Avalanche, knock over, pummel  
Difficulty: 14 | Thresholds: 16/30 | HP: 5 | Stress: 3  
ATK: +2 | Claws and Teeth: Melee | 2d6+7 phy  
Difficulty: 17 | Thresholds: 22/40 | HP: 10 | Stress: 4  
ATK: +7 | Boulder Fist: Very Close | 3d10+1 phy  
Experience: Bloodthirsty +3  
FEATURES  
Slow - Passive: When you spotlight the Elemental and they don’t  
have a token on their stat block, they can’t act yet. Place a token  
on their stat block and describe what they’re preparing to do.  
When you spotlight the Elemental and they have a token on their  
stat block, clear the token and they can act.  
Crushing Blows - Passive: When the Elemental makes a successful  
attack, the target must mark an Armor Slot without receiving its  
benefits (they can still use armor to reduce the damage). If they  
can’t mark an Armor Slot, they must mark an additional HP.  
Immovable Object - Passive: An attack that would move the  
Elemental moves them two fewer ranges (for example, Far  
becomes Very Close). When the Elemental takes physical  
damage, reduce it by 7.  
FEATURES  
Flying - Passive: While flying, the Bat gains a +3 bonus to  
their Difficulty.  
Screech - Action: Mark a Stress to send a high-pitch screech out  
toward all targets in front of the Bat within Far range. Those  
targets must mark 1d4 Stress.  
Guardian - Reaction: When an allied Vampire marks HP, you can  
mark a Stress to fly into Melee range of the attacker and make  
an attack with advantage against them. On a success, deal  
2d6+2 physical damage.  
Rockslide - Action: Mark a Stress to create a rockslide that buries  
the land in front of Elemental within Close range with rockfall.  
All targets in this area must make an Agility Reaction Roll (19).  
Targets who fail take 2d12+5 physical damage and become  
Vulnerable until their next roll with Hope. Targets who succeed  
take half damage.  
DRYAD  
Tier 3 Leader  
A nature spirit in the form of a humanoid tree.  
Motives & Tactics: Command, cultivate, drive out, preserve the  
forest  
Momentum - Reaction: When the Elemental makes a successful  
attack against a PC, you gain a Fear.  
Difficulty: 16 | Thresholds: 24/38 | HP: 8 | Stress: 5  
ATK: +4 | Deadfall Shortbow: Far | 3d10+1 phy  
Experience: Forest Knowledge +4  
FEATURES  
GREATER WATER ELEMENTAL  
Bramble Patch - Action: Mark a Stress to target a point within  
Far range. Create a patch of thorns that covers an area within  
Close range of that point. All targets within that area take 2d6+2  
physical damage when they act. A target must succeed on a  
Finesse Roll or deal more than 20 damage to the Dryad with an  
attack to leave the area.  
Tier 3 Support  
A huge living wave that crashes down upon enemies.  
Motives & Tactics: Deluge, disperse, drown  
Difficulty: 17 | Thresholds: 17/34 | HP: 5 | Stress: 5  
ATK: +3 | Crashing Wave: Very Close | 3d4+1 mag  
Grow Saplings - Action: Spend a Fear to grow three Treant Sapling  
Minions, who appear at Close range and immediately take the  
spotlight.  
We Are All One - Reaction: When an ally dies within Close range,  
you can spend a Fear to clear 2 HP and 2 Stress as the fallen  
ally’s life force is returned to the forest.  
FEATURES  
Water Jet - Action: Mark a Stress to attack a target within Very  
Close range. On a success, deal 2d4+7 physical damage and the  
target’s next action has disadvantage. On a failure, the target  
must mark a Stress.  
Drowning Embrace - Action: Spend a Fear to make an attack  
against all targets within Very Close range. Targets the Elemental  
succeeds against become Restrained and Vulnerable as they  
begin drowning. A target can break free, ending both conditions,  
with a successful Strength or Instinct Roll.  
High Tide - Reaction: When the Elemental makes a successful  
standard attack, you can mark a Stress to knock the target back  
to Close range.  
ELEMENTAL SPARK  
Tier 3 Minion  
A blazing mote of elemental fire.  
Motives & Tactics: Blast, consume, gain mass  
Difficulty: 15 | Thresholds: None | HP: 1 | Stress: 1  
ATK: +0 | Bursts of Fire: Close | 5 mag  
FEATURES  
Minion (9) - Passive: The Elemental is defeated when they take  
any damage. For every 9 damage a PC deals to the Elemental,  
defeat an additional Minion within range the attack would  
succeed against.  
Group Attack - Action: Spend a Fear to choose a target and  
spotlight all Elemental Sparks within Close range of them. Those  
Minions move into Melee range of the target and make one  
shared attack roll. On a success, they deal 5 physical damage  
each. Combine this damage.  
Daggerheart SRD  
93  
HUGE GREEN OOZE  
MONARCH  
Tier 3 Skulk  
Tier 3 Social  
A translucent green mound of acid taller than most humans.  
Motives & Tactics: Camouflage, creep up, envelop, multiply  
The sovereign ruler of a nation, wreathed in the privilege of tradition  
and wielding unmatched power in their domain.  
Motives & Tactics: Control vassals, destroy rivals, forge a legacy  
Difficulty: 15 | Thresholds: 15/30 | HP: 7 | Stress: 4  
ATK: +3 | Ooze Appendage: Melee | 3d8+1 mag  
Difficulty: 16 | Thresholds: 16/32 | HP: 6 | Stress: 5  
ATK: +0 | Warhammer: Melee | 3d6+3 phy  
Experience: Blend In +3  
Experience: History +3, Nobility +3  
FEATURES  
FEATURES  
Slow - Passive: When you spotlight the Ooze and they don’t have  
a token on their stat block, they can’t act yet. Place a token on  
their stat block and describe what they’re preparing to do. When  
you spotlight the Ooze and they have a token on their stat block,  
clear the token and they can act.  
Execute Them! - Action: Spend a Fear per PC in the party to have  
the group condemned for crimes real or imagined. A PC who  
succeeds on a Presence Roll can demand trial by combat or  
another special form of trial.  
Crownsguard - Action: Once per scene, mark a Stress to summon  
six Tier 3 Minions, who appear at Close range to enforce the  
Monarch’s will.  
Casus Belli - Reaction: Long-Term Countdown (8). Spend a Fear  
to activate after the Monarch’s desire for war is first revealed.  
When it triggers, the Monarch has a reason to rally the nation to  
war and the support to act on that reason. You gain 1d4 Fear.  
Acidic Form - Passive: When the Ooze makes a successful attack,  
the target must mark an Armor Slot without receiving its  
benefits (they can still use armor to reduce the damage). If  
they can’t mark an Armor Slot, they must mark an additional HP.  
Envelop - Action: Make an attack against a target within Melee  
range. On a success, the Ooze Envelops them and the target  
must mark 2 Stress. While Enveloped, the target must mark an  
additional Stress every time they make an action roll. When the  
Ooze takes Severe damage, all Enveloped targets are freed and  
the condition is cleared.  
Split - Reaction: When the Ooze has 4 or more HP marked, you  
can spend a Fear to split them into two Green Oozes (with no  
marked HP or Stress). Immediately spotlight both of them.  
STAG KNIGHT  
Tier 3 Standard  
A knight with huge, majestic antlers wearing armor made of  
dangerous thorns.  
Motives & Tactics: Isolate, maneuver, protect the forest, weed  
the unwelcome  
HYDRA  
Difficulty: 17 | Thresholds: 19/36 | HP: 7 | Stress: 5  
ATK: +3 | Bramble Sword: Melee | 3d8+3 phy  
Tier 3 Solo  
A quadrupedal scaled beast with multiple long-necked heads, each  
filled with menacing fangs.  
Motives & Tactics: Devour, regenerate, terrify  
Experience: Forest Knowledge +3  
FEATURES  
Difficulty: 18 | Thresholds: 19/35 | HP: 10 | Stress: 5  
ATK: +3 | Bite: Close | 2d12+2 phy  
From Above - Passive: When the Knight succeeds on a standard  
attack from above a target, they deal 3d12+3 physical damage  
instead of their standard damage.  
FEATURES  
Blade of the Forest - Action: Spend a Fear to make an attack  
against all targets within Very Close range. Targets the Knight  
succeeds against take physical damage equal to 3d4 + the  
target’s Major threshold.  
Thorny Armor - Reaction: When the Knight takes damage from  
an attack within Melee range, you can mark a Stress to deal  
1d10+5 physical damage to the attacker.  
Many-Headed Menace - Passive: The Hydra begins with three  
heads and can have up to five. When the Hydra takes Major or  
greater damage, they lose a head.  
Relentless (X) - Passive: The Hydra can be spotlighted X times per  
GM turn, where X is the Hydra’s number of heads. Spend Fear as  
usual to spotlight them.  
Regeneration - Action: If the Hydra has any marked HP, spend a  
Fear to clear a HP and grow two heads.  
Terrifying Chorus - Action: All PCs within Far range lose 2 Hope.  
Magical Weakness - Reaction: When the Hydra takes magic  
damage, they become Dazed until the next roll with Fear. While  
Dazed, they can’t use their Regeneration action but are immune  
to magic damage.  
94  
Daggerheart SRD  
OAK TREANT  
HEAD VAMPIRE  
Tier 3 Bruiser  
Tier 3 Leader  
A sturdy animate old-growth tree.  
A captivating undead dressed in aristocratic finery.  
Motives & Tactics: Hide in plain sight, preserve the forest, root  
Motives & Tactics: Create thralls, charm, command, fly, intimidate  
down, swing branches  
Difficulty: 17 | Thresholds: 22/42 | HP: 6 | Stress: 6  
ATK: +5 | Rapier: Melee | 2d20+4 phy  
Difficulty: 17 | Thresholds: 22/40 | HP: 7 | Stress: 4  
ATK: +2 | Branch: Very Close | 3d8+2 phy  
Experience: Aristocrat +3  
Experience: Forest Knowledge +3  
FEATURES  
FEATURES  
Terrifying - Passive: When the Vampire makes a successful attack,  
Just a Tree - Passive: Before they make their first attack in a fight  
or after they become Hidden, the Treant is indistinguishable from  
other trees until they next act or a PC succeeds on an Instinct  
Roll to identify them.  
all PCs within Far range lose a Hope and you gain a Fear.  
Look into My Eyes - Passive: A creature who moves into Melee  
range of the Vampire must make an Instinct Reaction Roll. On a  
failure, you gain 1d4 Fear.  
Seed Barrage - Action: Mark a Stress and make an attack against  
up to three targets within Close range, pummeling them with  
giant acorns. Targets the Treant succeeds against take 2d10+5  
physical damage.  
Take Root - Action: Mark a Stress to Root the Treant in place. The  
Treant is Restrained while Rooted, and can end this effect instead  
of moving while they are spotlighted. While Rooted, the Treant  
has resistance to physical damage.  
Feed on Followers - Action: When the Vampire is within Melee  
range of an ally, they can cause the ally to mark a HP. The  
Vampire then clears a HP.  
The Hunt Is On - Action: Spend 2 Fear to summon 1d4 Vampires,  
who appear at Far range and immediately take the spotlight.  
Lifesuck - Reaction: When the Vampire is spotlighted, roll a d8.  
On a result of 6 or higher, all targets within Very Close range  
must mark a HP.  
TREANT SAPLING  
VAMPIRE  
Tier 3 Minion  
Tier 3 Standard  
A small, sentient tree sapling.  
Motives & Tactics: Blend in, preserve the forest, pummel,  
surround  
An intelligent undead with blood-stained lips and a predator’s smile.  
Motives & Tactics: Bite, charm, deceive, feed, intimidate  
Difficulty: 16 | Thresholds: 18/35 | HP: 5 | Stress: 4  
ATK: +3 | Rapier: Melee | 3d8 phy  
Difficulty: 14 | Thresholds: None | HP: 1 | Stress: 1  
ATK: +0 | Branches: Melee | 8 phy  
Experience: Nocturnal Hunter +3  
FEATURES  
FEATURES  
Minion (6) - Passive: The Sapling is defeated when they take any  
damage. For every 6 damage a PC deals to the Sapling, defeat an  
additional Minion within range the attack would succeed against.  
Draining Bite - Action: Make an attack against a target within  
Melee range. On a success, deal 5d4 physical damage. A target  
who marks HP from this attack loses a Hope and must mark a  
Stress. The Vampire then clears a HP.  
Group Attack - Action: Spend a Fear to choose a target and  
spotlight all Treant Saplings within Close range of them. Those  
Minions move into Melee range of the target and make one  
shared attack roll. On a success, they deal 8 physical damage  
each. Combine this damage.  
Mistform - Reaction: When the Vampire takes physical damage,  
you can spend a Fear to take half damage.  
VAULT GUARDIAN GAOLER  
Tier 3 Support  
A boxy, dust-covered construct with thick metallic swinging doors on  
their torso.  
Motives & Tactics: Carry away, entrap, protect, pummel  
Difficulty: 16 | Thresholds: 19/33 | HP: 5 | Stress: 3  
ATK: +2 | Body Bash: Very Close | 3d6+2 phy  
FEATURES  
Blocking Shield - Passive: Creatures within Melee range of the  
Gaoler have disadvantage on attack rolls against them. Creatures  
trapped inside the Gaoler are immune to this feature.  
Lock Up - Action: Mark a Stress to make an attack against a target  
within Very Close range. On a success, the target is Restrained  
within the Gaoler until freed with a successful Strength Roll (18).  
While Restrained, the target can only attack the Gaoler.  
Daggerheart SRD  
95  
YOUNG ICE DRAGON  
VAULT GUARDIAN SENTINEL  
Tier 3 Solo  
Tier 3 Bruiser  
A glacier-blue dragon with four powerful limbs and frost-tinged  
wings.  
A dust-covered golden construct with boxy limbs and a huge mace  
for a hand.  
Motives & Tactics: Avalanche, defend lair, fly, freeze, defend what  
Motives & Tactics: Destroy at any cost, expunge, protect  
is mine, maul  
Difficulty: 17 | Thresholds: 21/40 | HP: 6 | Stress: 3  
ATK: +3 | Charged Mace: Very Close | 2d12+1 phy  
Difficulty: 18 | Thresholds: 21/41 | HP: 10 | Stress: 6  
ATK: +7 | Bite and Claws: Close | 4d10 phy  
FEATURES  
Experience: Protect What Is Mine +3  
Kinetic Slam - Passive: Targets who take damage from the  
Sentinel’s standard attack are knocked back to Very Close range.  
FEATURES  
Box In - Action: Mark a Stress to choose a target within Very  
Close range to focus on. That target has disadvantage on attack  
rolls when they’re within Very Close range of the Sentinel. The  
Sentinel can only focus on one target at a time.  
Mana Bolt - Action: Spend a Fear to lob explosive magic at a point  
within Far range. All targets within Very Close range of that point  
must make an Agility Reaction Roll. Targets who fail take 2d8+20  
magic damage and are knocked back to Close range. Targets  
who succeed take half damage and aren’t knocked back.  
Relentless (3) - Passive: The Dragon can be spotlighted up to  
three times per GM turn. Spend Fear as usual to spotlight them.  
Rend and Crush - Passive: If a target damaged by the Dragon  
doesn’t mark an Armor Slot to reduce the damage, they must  
mark a Stress.  
No Hope - Passive: When a PC rolls with Fear while within Far  
range of the Dragon, they lose a Hope.  
Blizzard Breath - Action: Spend 2 Fear to release an icy whorl in  
front of the Dragon within Close range. All targets in this area  
must make an Agility Reaction Roll. Targets who fail take 4d6+5  
magic damage and are Restrained by ice until they break free  
with a successful Strength Roll. Targets who succeed must mark  
2 Stress or take half damage.  
Momentum - Reaction: When the Sentinel makes a successful  
attack against a PC, you gain a Fear.  
Avalanche - Action: Spend a Fear to have the Dragon unleash  
a huge downfall of snow and ice, covering all other creatures  
within Far range. All targets within this area must succeed on an  
Instinct Reaction Roll or be buried in snow and rocks, becoming  
Vulnerable until they dig themselves out from the debris. For  
each PC that fails the reaction roll, you gain a Fear.  
VAULT GUARDIAN TURRET  
Tier 3 Ranged  
A massive living turret with reinforced armor and twelve piston-  
driven mechanical legs.  
Motives & Tactics: Concentrate fire, lock down, mark, protect  
Frozen Scales - Reaction: When a creature makes a successful  
attack against the Dragon from within Very Close range,  
they must mark a Stress and become Chilled until their next  
rest or they clear a Stress. While they are Chilled, they have  
disadvantage on attack rolls.  
Momentum - Reaction: When the Dragon makes a successful  
attack against a PC, you gain a Fear.  
Difficulty: 16 | Thresholds: 20/32 | HP: 5 | Stress: 4  
ATK: +3 | Magitech Cannon: Far | 3d10+3 mag  
FEATURES  
Slow Firing - Passive: When you spotlight the Turret and they don’t  
have a token on their stat block, they can’t make a standard  
attack. Place a token on their stat block and describe what  
they’re preparing to do. When you spotlight the Turret and they  
have a token on their stat block, clear the token and they can  
attack.  
Mark Target - Action: Spend a Fear to Mark a target within Far  
range until the Turret is destroyed or the Marked target becomes  
Hidden. While the target is Marked, their Evasion is halved.  
Concentrate Fire - Reaction: When another adversary deals  
damage to a target within Far range of the Turret, you can mark  
a Stress to add the Turret’s standard attack damage to the  
damage roll.  
Detonation - Reaction: When the Turret is destroyed, they explode.  
All targets within Close range must make an Agility Reaction  
Roll. Targets who fail take 3d20 physical damage. Targets who  
succeed take half damage.  
96  
Daggerheart SRD  
TIER 4 ADVERSARIES  
(LEVELS 8-10)  
FALLEN SORCERER  
Tier 4 Support  
A powerful mage bound by the bargains they made in life.  
Motives & Tactics: Acquire, dishearten, dominate, torment  
ARCH-NECROMANCER  
Difficulty: 19 | Thresholds: 26/42 | HP: 6 | Stress: 5  
ATK: +4 | Corrupted Staff: Far | 4d6+10 mag  
Tier 4 Leader  
A decaying mage adorned in dark, tattered robes.  
Motives & Tactics: Corrupt, decay, flee to fight another day,  
resurrect  
Experience: Ancient Knowledge +2  
FEATURES  
Difficulty: 21 | Thresholds: 33/66 | HP: 9 | Stress: 8  
ATK: +6 | Necrotic Blast: Far | 4d12+8 mag  
Conflagration - Action: Spend a Fear to unleash an all-consuming  
firestorm and make an attack against all targets within Close  
range. Targets the Sorcerer succeeds against take 2d10+6 direct  
magic damage.  
Experience: Forbidden Knowledge +3, Wisdom of Centuries +3  
FEATURES  
Nightmare Tableau - Action: Mark a Stress to trap a target within  
Far range in a powerful illusion of their worst fears. While  
trapped, the target is Restrained and Vulnerable until they break  
free, ending both conditions, with a successful Instinct Roll.  
Dance of Death - Action: Mark a Stress to spotlight 1d4 allies.  
Attacks they make while spotlighted in this way deal half  
damage, or full damage if you spend a Fear.  
Beam of Decay - Action: Mark 2 Stress to cause all targets within  
Far range to make a Strength Reaction Roll. Targets who fail  
take 2d20+12 magic damage and you gain a Fear. Targets who  
succeed take half damage. A target who marks 2 or more HP  
must also mark 2 Stress and becomes Vulnerable until they roll  
with Hope.  
Open the Gates of Death - Action: Spend a Fear to summon a  
Zombie Legion, which appears at Close range and immediately  
takes the spotlight.  
Not Today, My Dears - Reaction: When the Necromancer has  
marked 7 or more of their HP, you can spend a Fear to have  
them teleport away to a safe location to recover. A PC who  
succeeds on an Instinct Roll can trace the teleportation magic to  
their destination.  
Your Life Is Mine - Reaction: Countdown (Loop 2d6). When the  
Necromancer has marked 6 or more of their HP, activate the  
countdown. When it triggers, deal 2d10+6 direct magic damage  
to a target within Close range. The Necromancer then clears a  
number of Stress or HP equal to the number of HP marked by  
the target from this attack.  
Slippery - Reaction: When the Sorcerer takes damage from an  
attack, they can teleport up to Far range.  
Shackles of Guilt - Reaction: Countdown (Loop 2d6). When  
the Sorcerer is in the spotlight for the first time, activate the  
countdown. When it triggers, all targets within Far range  
become Vulnerable and must mark a Stress as they relive their  
greatest regrets. A target can break free from their regret with a  
successful Presence or Strength Roll. When a PC fails to break  
free, they lose a Hope.  
FALLEN WARLORD:  
REALM-BREAKER  
Tier 4 Solo  
A Fallen God, wreathed in rage and resentment, bearing millennia of  
experience in breaking heroes’ spirits.  
Motives & Tactics: Corrupt, dominate, punish, break the weak  
Difficulty: 20 | Thresholds: 36/66 | HP: 8 | Stress: 5  
ATK: +7 | Barbed Whip: Close | 4d8+7 phy  
Experience: Conquest +3, History +2, Intimidation +3  
FALLEN SHOCK TROOP  
FEATURES  
Tier 4 Minion  
Relentless (2) - Passive: The Realm-Breaker can be spotlighted up  
A cursed soul bound to the Fallen’s will.  
Motives & Tactics: Crush, dominate, earn relief, punish  
to two times per GM turn. Spend Fear as usual to spotlight them.  
Firespite Plate Armor - Passive: When the Realm-Breaker takes  
damage, reduce it by 2d10.  
Tormenting Lash - Action: Mark a Stress to make a standard  
attack against all targets within Very Close range. When a target  
uses armor to reduce damage from this attack, they must mark  
2 Armor Slots.  
All-Consuming Rage - Reaction: Countdown (Decreasing 8). When  
the Realm-Breaker is in the spotlight for the first time, activate  
the countdown. When it triggers, create a torrent of incarnate  
rage that rends flesh from bone. All targets within Far range  
must make a Presence Reaction Roll. Targets who fail take  
2d6+10 direct magic damage. Targets who succeed take half  
damage. For each HP marked from this damage, summon a  
Fallen Shock Troop within Very Close range of the target who  
marked that HP. If the countdown ever decreases its maximum  
value to 0, the Realm-Breaker marks their remaining HP and all  
targets within Far range must mark all remaining HP and make a  
death move.  
Difficulty: 18 | Thresholds: None | HP: 1 | Stress: 1  
ATK: +2 | Cursed Axe: Very Close | 12 phy  
FEATURES  
Minion (12) - Passive: The Shock Troop is defeated when they  
take any damage. For every 12 damage a PC deals to the Shock  
Troop, defeat an additional Minion within range the attack would  
succeed against.  
Aura of Doom - Passive: When a PC marks HP from an attack by  
the Shock Troop, they lose a Hope.  
Group Attack - Action: Spend a Fear to choose a target and  
spotlight all Fallen Shock Troops within Close range of them.  
Those Minions move into Melee range of the target and make  
one shared attack roll. On a success, they deal 12 physical  
damage each. Combine this damage.  
Doombringer - Reaction: When a target marks HP from an attack  
by the Realm-Breaker, all PCs within Far range of the target must  
lose a Hope.  
I Have Never Known Defeat (Phase Change) - Reaction: When  
the Realm-Breaker marks their last HP, replace them with the  
Undefeated Champion and immediately spotlight them.  
Daggerheart SRD  
97  
FALLEN WARLORD:  
HALLOWED SOLDIER  
Tier 4 Minion  
UNDEFEATED CHAMPION  
Souls of the faithful, lifted up with divine weaponry.  
Motives & Tactics: Obey, outmaneuver, punish, swarm  
Tier 4 Solo  
That which only the most feared have a chance to fear.  
Motives & Tactics: Dispatch merciless death, punish the defiant,  
secure victory at any cost  
Difficulty: 18 | Thresholds: None | HP: 1 | Stress: 2  
ATK: +2 | Sword and Shield: Melee | 10 phy  
Difficulty: 18 | Thresholds: 35/58 | HP: 11 | Stress: 5  
ATK: +8 | Heart-Shattering Sword: Very Close | 4d12+13 phy  
FEATURES  
Minion (13) - Passive: The Soldier is defeated when they take  
any damage. For every 13 damage a PC deals to the Soldier,  
defeat an additional Minion within range the attack would  
succeed against.  
Divine Flight - Passive: While the Soldier is flying, spend a Fear  
to move up to Far range instead of Close range before taking  
an action.  
Group Attack - Action: Spend a Fear to choose a target and  
spotlight all Hallowed Soldiers within Close range of them.  
Those Minions move into Melee range of the target and make  
one shared attack roll. On a success, they deal 10 physical  
damage each. Combine this damage.  
Experience: Conquest +3, History +2, Intimidation +3  
FEATURES  
Relentless (3) - Passive: The Undefeated Champion can be  
spotlighted up to three times per GM turn. Spend Fear as usual  
to spotlight them.  
Faltering Armor - Passive: When the Undefeated Champion takes  
damage, reduce it by 1d10.  
Shattering Strike - Action: Mark a Stress to make a standard  
attack against all targets within Very Close range. PCs the  
Champion succeeds against lose a number of Hope equal to the  
HP they marked from this attack.  
Endless Legions - Action: Spend a Fear to summon a number of  
Fallen Shock Troops equal to twice the number of PCs. The  
Shock Troops appear at Far range.  
Circle of Defilement - Reaction: Countdown (1d8). When the  
Undefeated Champion is in the spotlight for the first time,  
activate the countdown. When it triggers, activate a magical  
circle covering an area within Far range of the Champion. A  
target within that area is Vulnerable until they leave the circle.  
The circle can be removed by dealing Severe damage to the  
Undefeated Champion.  
HIGH SERAPH  
Tier 4 Leader  
A divine champion, head of a hallowed host of warriors who enforce  
their god’s will.  
Motives & Tactics: Enforce dogma, fly, pronounce judgment, smite  
Difficulty: 20 | Thresholds: 37/70 | HP: 7 | Stress: 5  
ATK: +8 | Holy Sword: Very Close | 4d10+10 phy  
Momentum - Reaction: When the Undefeated Champion makes a  
successful attack against a PC, you gain a Fear.  
Experience: Divine Knowledge +3  
Doombringer - Reaction: When a target marks HP from an attack  
by the Undefeated Champion, all PCs within Far range of the  
target lose a Hope.  
FEATURES  
Relentless (3) - Passive: The Seraph can be spotlighted up to  
three times per GM turn. Spend Fear as usual to spotlight them.  
Divine Flight - Passive: While the Seraph is flying, spend a Fear  
to move up to Far range instead of Close range before taking an  
action.  
Judgment - Action: Spend a Fear to make a target Guilty in the  
eyes of the Seraph’s god until the Seraph is defeated. While  
Guilty, the target doesn’t gain Hope on a result with Hope. When  
the Seraph succeeds on a standard attack against a Guilty target,  
they deal Severe damage instead of their standard damage. The  
Seraph can only mark one target at a time.  
HALLOWED ARCHER  
Tier 4 Ranged  
Spirit soldiers with sanctified bows.  
Motives & Tactics: Focus fire, obey, reposition, volley  
Difficulty: 19 | Thresholds: 25/45 | HP: 3 | Stress: 2  
ATK: +4 | Sanctified Longbow: Far | 4d8+8 phy  
God Rays - Action: Mark a Stress to reflect a sliver of divinity as a  
searing beam of light that hits up to twenty targets within Very  
Far range. Targets must make a Presence Reaction Roll, with  
disadvantage if they are marked Guilty. Targets who fail take  
4d6+12 magic damage. Targets who succeed take half damage.  
We Are One - Action: Once per scene, spend a Fear to spotlight  
all other adversaries within Far range. Attacks they make while  
spotlighted in this way deal half damage.  
FEATURES  
Punish the Guilty - Passive: The Archer deals double damage to  
targets marked Guilty by a High Seraph.  
Divine Volley - Action: Mark a Stress to make a standard attack  
against up to three targets.  
98  
Daggerheart SRD  
KRAKEN  
OUTER REALMS ABOMINATION  
Tier 4 Solo  
Tier 4 Bruiser  
A legendary beast of the sea, bigger than the largest galleon, with  
sucker-laden tentacles and a terrifying maw.  
Motives & Tactics: Consume, crush, drown, grapple  
A chaotic mockery of life, constantly in flux.  
Motives & Tactics: Demolish, devour, undermine  
Difficulty: 19 | Thresholds: 35/71 | HP: 7 | Stress: 5  
Difficulty: 20 | Thresholds: 35/70 | HP: 11 | Stress: 8  
ATK: +7 | Tentacles: Close | 4d12+10 phy  
ATK: +2d4 | Massive Pseudopod: Very Close | 4d6+13 mag  
FEATURES  
Experience: Swimming +3  
Chaotic Form - Passive: When the Abomination attacks, roll 2d4  
and use the result as their attack modifier.  
FEATURES  
Disorienting Presence - Passive: When a target takes damage from  
the Abomination, they must make an Instinct Reaction Roll. On  
a failure, they gain disadvantage on their next action roll and you  
gain a Fear.  
Reality Quake - Action: Spend a Fear to rattle the edges of reality  
within Far range of the Abomination. All targets within that area  
must succeed on a Knowledge Reaction Roll or become Unstuck  
from reality until the end of the scene. When an Unstuck target  
spends Hope or marks Armor Slots, HP, or Stress, they must  
double the amount spent or marked.  
Relentless (3) - Passive: The Kraken can be spotlighted up to  
three times per GM turn. Spend Fear as usual to spotlight them.  
Many Tentacles - Passive: While the Kraken has 7 or fewer marked  
HP, they can make their standard attack against two targets  
within range.  
Grapple and Drown - Action: Make an attack roll against a  
target within Close range. On a success, mark a Stress to grab  
them with a tentacle and drag them beneath the water. The  
target is Restrained and Vulnerable until they break free with a  
successful Strength Roll or the Kraken takes Major or greater  
damage. While Restrained and Vulnerable in this way, a target  
must mark a Stress when they make an action roll.  
Boiling Blast - Action: Spend a Fear to spew a line of boiling water  
at any number of targets in a line up to Far range. All targets  
must succeed on an Agility Reaction Roll or take 4d6+9 physical  
damage. If a target marks an Armor Slot to reduce the damage,  
they must also mark a Stress.  
Unreal Form - Reaction: When the Abomination takes damage,  
reduce it by 1d20. If the Abomination marks 1 or fewer Hit  
Points from a successful attack against them, you gain a Fear.  
OUTER REALMS CORRUPTER  
Tier 4 Support  
Momentum - Reaction: When the Kraken makes a successful  
attack against a PC, you gain a Fear.  
A shifting, formless mass seemingly made of chromatic light.  
Motives & Tactics: Confuse, distract, overwhelm  
Difficulty: 19 | Thresholds: 27/47 | HP: 4 | Stress: 3  
ATK: +7 | Corroding Pseudopod: Very Close | 4d8+5 mag  
ORACLE OF DOOM  
Tier 4 Solo  
FEATURES  
A towering immortal and incarnation of fate, cursed to only see bad  
outcomes.  
Motives & Tactics: Change environment, condemn, dishearten,  
toss aside  
Will-Shattering Touch - Passive: When a PC takes damage from  
the Corrupter, they lose a Hope.  
Disgorge Reality Flotsam - Action: Mark a Stress to spew partially  
digested portions of consumed realities at all targets within  
Close range. Targets must succeed on a Knowledge Reaction Roll  
or mark 2 Stress.  
Difficulty: 20 | Thresholds: 38/68 | HP: 11 | Stress: 10  
ATK: +8 | Psychic Attack: Far | 4d8+9 mag  
Experience: Boundless Knowledge +4  
FEATURES  
OUTER REALMS THRALL  
Terrifying - Passive: When the Oracle makes a successful attack,  
Tier 4 Minion  
all PCs within Far range lose a Hope and you gain a Fear.  
Walls Closing In - Passive: When a creature rolls a failure while  
within Very Far range of the Oracle, they must mark a Stress.  
A vaguely humanoid form stripped of memory and identity.  
Motives & Tactics: Destroy, disgust, disorient, intimidate  
Difficulty: 17 | Thresholds: None | HP: 1 | Stress: 1  
ATK: +3 | Claws and Teeth: Very Close | 11 phy  
Pronounce Fate - Action: Spend a Fear to present a target within  
Far range with a vision of their personal nightmare. The target  
must make a Knowledge Reaction Roll. On a failure, they lose all  
Hope and take 2d20+4 direct magic damage. On a success, they  
take half damage and lose a Hope.  
Summon Tormentors - Action: Once per day, spend 2 Fear to  
summon 2d4 Tier 2 or below Minions relevant to one of the  
PC’s personal nightmares. They appear at Close range relative  
to that PC.  
Ominous Knowledge - Reaction: When the Oracle sees a mortal  
creature, they instantly know one of their personal nightmares.  
Vengeful Fate - Reaction: When the Oracle marks HP from  
an attack within Very Close range, you can mark a Stress  
to knock the attacker back to Far range and deal 2d10+4  
physical damage.  
FEATURES  
Minion (13) - Passive: The Thrall is defeated when they take any  
damage. For every 13 damage a PC deals to the Thrall, defeat an  
additional Minion within range the attack would succeed against.  
Group Attack - Action: Spend a Fear to choose a target and  
spotlight all Outer Realm Thralls within Close range of them.  
Those Minions move into Melee range of the target and make  
one shared attack roll. On a success, they deal 11 physical  
damage each. Combine this damage.  
Daggerheart SRD  
99  
VOLCANIC DRAGON:  
OBSIDIAN PREDATOR  
VOLCANIC DRAGON:  
MOLTEN SCOURGE  
Tier 4 Solo  
Tier 4 Solo  
A massive winged creature with obsidian scales and impossibly  
sharp claws.  
Motives & Tactics: Defend lair, dive-bomb, fly, hunt, intimidate  
Enraged by their wounds, the dragon bursts into molten lava.  
Motives & Tactics: Douse with lava, incinerate, repel Invaders,  
reposition  
Difficulty: 19 | Thresholds: 33/65 | HP: 6 | Stress: 5  
ATK: +8 | Obsidian Claws: Close | 4d10+4 phy  
Difficulty: 20 | Thresholds: 30/58 | HP: 7 | Stress: 5  
ATK: +9 | Lava-Coated Claws: Close | 4d12+4 phy  
Experience: Hunt from Above +5  
Experience: Hunt from Above +5  
FEATURES  
FEATURES  
Relentless (2) - Passive: The Obsidian Predator can be spotlighted  
up to two times per GM turn. Spend Fear as usual to  
spotlight them.  
Relentless (3) - Passive: The Molten Scourge can be spotlighted  
up to three times per GM turn. Spend Fear as usual to spotlight  
them.  
Flying - Passive: While flying, the Obsidian Predator gains a +3  
Cracked Scales - Passive: When the Molten Scourge takes damage,  
roll a number of d6s equal to HP marked. For each result of 4 or  
higher, you gain a Fear.  
Shattering Might - Action: Mark a Stress to make an attack  
against a target within Very Close range. On a success, the target  
takes 4d8+1 physical damage, loses a Hope, and is knocked back  
to Close range. The Molten Scourge clears a Stress.  
Eruption - Action: Spend a Fear to erupt lava from beneath the  
Molten Scourge’s scales, filling the area within Very Close range  
with molten lava. All targets in that area must succeed on an  
Agility Reaction Roll or take 4d6+6 physical damage and be  
knocked back to Close range. This area remains lava. When a  
creature other than the Molten Scourge enters that area or acts  
while inside of it, they must mark 6 HP.  
Volcanic Breath - Reaction: When the Molten Scourge takes  
Major damage, roll a d10. On a result of 8 or higher, the Molten  
Scourge breathes a flow of lava in front of them within Far  
range. All targets in that area must make an Agility Reaction Roll.  
Targets who fail take 2d10+4 physical damage, mark 1d4 Stress,  
and are Vulnerable until they clear a Stress. Targets who succeed  
take half damage and must mark a Stress.  
bonus to their Difficulty.  
Obsidian Scales - Passive: The Obsidian Predator is resistant to  
physical damage.  
Avalanche Tail - Action: Mark a Stress to make an attack against  
all targets within Close range. Targets the Obsidian Predator  
succeeds against take 4d6+4 physical damage and are knocked  
back to Far range and Vulnerable until their next roll with Hope.  
Dive-Bomb - Action: If the Obsidian Predator is flying, mark a  
Stress to choose a point within Far range. Move to that point  
and make an attack against all targets within Very Close range.  
Targets the Obsidian Predator succeeds against take 2d10+6  
physical damage and must mark a Stress and lose a Hope.  
Erupting Rage (Phase Change) - Reaction: When the Obsidian  
Predator marks their last HP, replace them with the Molten  
Scourge and immediately spotlight them.  
Lava Splash - Reaction: When the Molten Scourge takes Severe  
damage from an attack within Very Close range, molten blood  
gushes from the wound and deals 2d10+4 direct physical  
damage to the attacker.  
Ashen Vengeance (Phase Change) - Reaction: When the Molten  
Scourge marks their last HP, replace them with the Ashen Tyrant  
and immediately spotlight them.  
100  
Daggerheart SRD  
VOLCANIC DRAGON:  
ASHEN TYRANT  
PERFECTED ZOMBIE  
Tier 4 Bruiser  
A towering, muscular zombie with magically infused strength  
and skill.  
Motives & Tactics: Consume, hound, maim, terrify  
Tier 4 Solo  
No enemy has ever had the insolence to wound the dragon so. As the  
lava settles, it’s ground to ash like the dragon’s past foes.  
Motives & Tactics: Choke, fly, intimidate, kill or be killed  
Difficulty: 20 | Thresholds: 40/70 | HP: 9 | Stress: 4  
ATK: +4 | Greataxe: Very Close | 4d12+15 phy  
Difficulty: 18 | Thresholds: 29/55 | HP: 8 | Stress: 5  
ATK: +10 | Claws and Teeth: Close | 4d12+15 phy  
FEATURES  
Experience: Hunt from Above +5  
Terrifying - Passive: When the Zombie makes a successful attack,  
all PCs within Far range lose a Hope and you gain a Fear.  
Fearsome Presence - Passive: PCs can’t spend Hope to use  
features against the Zombie.  
FEATURES  
Relentless (4) - Passive: The Ashen Tyrant can be spotlighted up to  
four times per GM turn. Spend Fear as usual to spotlight them.  
Cornered - Passive: Mark a Stress instead of spending a Fear to  
spotlight the Ashen Tyrant.  
Perfect Strike - Action: Mark a Stress to make a standard attack  
against all targets within Very Close range. Targets the Zombie  
succeeds against are Vulnerable until their next rest.  
Skilled Opportunist - Reaction: When another adversary deals  
damage to a target within Very Close range of the Zombie, you  
can spend a Fear to add the Zombie’s standard attack damage to  
the damage roll.  
Injured Wings - Passive: While flying, the Ashen Tyrant gains a +1  
bonus to their Difficulty.  
Ashes to Ashes - Passive: When a PC rolls a failure while within  
Close range of the Ashen Tyrant, they lose a Hope and you gain a  
Fear. If the PC can’t lose a Hope, they must mark a HP.  
Desperate Rampage - Action: Mark a Stress to make an attack  
against all targets within Close range. Targets the Ashen Tyrant  
succeeds against take 2d20+2 physical damage, are knocked  
back to Close range of where they were, and must mark a Stress.  
Ashen Cloud - Action: Spend a Fear to smash the ground and kick  
up ash within Far range. While within the ash cloud, a target has  
disadvantage on action rolls. The ash cloud clears the next time  
an adversary is spotlighted.  
Apocalyptic Thrashing - Action: Countdown (1d12). Spend  
a Fear to activate. It ticks down when a PC rolls with Fear.  
When it triggers, the Ashen Tyrant thrashes about, causing  
environmental damage (such as an earthquake, avalanche,  
or collapsing walls). All targets within Far range must make a  
Strength Reaction Roll. Targets who fail take 2d10+10 physical  
damage and are Restrained by the rubble until they break free  
with a successful Strength Roll. Targets who succeed take half  
damage. If the Ashen Tyrant is defeated while this countdown  
is active, trigger the countdown immediately as the destruction  
caused by their death throes.  
ZOMBIE LEGION  
Tier 4 Horde (3/HP)  
A large pack of undead, still powerful despite their rotting flesh.  
Motives & Tactics: Consume brain, shred flesh, surround  
Difficulty: 17 | Thresholds: 25/45 | HP: 8 | Stress: 5  
ATK: +2 | Tentacles: Close | 4d6+10 phy  
FEATURES  
Horde (2d6+5) - Passive: When the Legion has marked half or  
more of their HP, their standard attack deals 2d6+5 physical  
damage instead.  
Unyielding - Passive: The Legion has resistance to physical damage.  
Relentless (2) - Passive: The Legion can be spotlighted up to  
two times per GM turn. Spend Fear as usual to spotlight them.  
Overwhelm - Reaction: When the Legion takes Minor damage from  
an attack within Melee range, you can mark a Stress to make a  
standard attack with advantage against the attacker.  
Daggerheart SRD  
101  
USING ENVIRONMENTS  
Environments represent everything in a scene beyond the PCs and adversaries, such as the physical space, background NPCs, and  
natural forces.  
DESCRIPTION  
ENVIRONMENT STAT BLOCK  
Each environment’s stat block presents their necessary  
An evocative one-line summary of the environment.  
mechanical statistics:  
IMPULSES  
NAME  
The manner or mode with which the environment pushs and  
pulls the people within them.  
The unique name of the environment stat block.  
DIFFICULTY  
TIER  
The standard Difficulty for action rolls made to overcome,  
oppose, or resist the environment or its elements.  
The PC tier the environment is designed to challenge.  
TYPE  
POTENTIAL ADVERSARIES  
The type of scene it most easily supports:  
Suggested adversaries that might appear in scenes within the  
environment.  
Explorations — wondrous locations with mysteries and  
marvels to discover  
Socials — locations that primarily present interpersonal  
challenges  
FEATURES  
Features provide inspiration for GM moves you can use that  
represent the dynamic landscape or situation.  
Traversals — dangerous locations where movement  
through and around the space itself is a challenge  
Events — special activities or occurrences (rather than  
physical spaces)  
FEATURE QUESTIONS  
Prompts for plot hooks, narrative engines, and connections to  
other story elements.  
ADAPTING ENVIRONMENTS  
Sometimes you want to use an environment but it’s at the  
wrong tier for your party. Or you might want to replace  
a feature or two, then present it as an entirely different  
environment. Whether planning your session or even  
improvising an environment mid-session, you can adjust an  
existing environment’s stat block to fit the needs of your  
scene or improvise elements as needed. The environments  
framework is there to help organize ideas, not to stifle  
creativity.  
When you need to quickly adjust a stat block to a different  
tier, you can simply replace its existing statistics with those  
listed on the Environment Statistics by Tier table, using the  
column that corresponds to your party’s tier.  
BENCHMARK STATISTICS FOR ENVIRONMENTS BY TIER  
Environment Statistic  
Damage Dice  
Tier 1  
1d6+1 to 1d8+3  
11  
Tier 2  
2d6+3 to 2d10+2  
14  
Tier 3  
3d8+3 to 3d10+1  
17  
Tier 4  
4d8+3 to 4d10+10  
20  
Difficulty  
102  
Daggerheart SRD  
ENVIRONMENT STAT BLOCKS BY TIER  
This section contains the following stat blocks.  
TIER 1 (LEVEL 1)  
TIER 2 (LEVELS 2–4)  
TIER 3 (LEVELS 5–7)  
TIER 4 (LEVELS  
8–10)  
• Abandoned Grove  
(Exploration)  
• Ambushed (Event)  
• Ambushers (Event)  
• Bustling Marketplace  
(Social)  
• Cliffside Ascent  
(Traversal)  
• Cult Ritual (Event)  
• Burning Heart of the  
Woods (Exploration)  
• Chaos Realm (Traversal)  
• Divine Usurpation (Event)  
• Imperial Court (Social)  
• Hallowed Temple (Social)  
• Castle Siege (Event)  
• Pitched Battle (Event)  
• Haunted City  
(Exploration)  
• Mountain Pass  
(Traversal)  
• Necromancer’s Ossuary  
(Exploration)  
• Local Tavern (Social)  
• Outpost Town (Social)  
• Raging River (Traversal)  
TIER 1 ENVIRONMENTS (LEVEL 1)  
ABANDONED GROVE  
AMBUSHED  
Tier 1 Exploration  
Tier 1 Event  
A former druidic grove lying fallow and fully reclaimed by nature.  
An ambush is set to catch an unsuspecting party off-guard.  
Impulses: Draw in the curious, echo the past  
Impulses: Overwhelm, scatter, surround  
Difficulty: 11  
Difficulty: Special (see “Relative Strength”)  
Potential Adversaries: Any  
Potential Adversaries: Beasts (Bear, Dire Wolf, Glass Snake),  
Grove Guardians (Minor Treant, Sylvan Soldier, Young Dryad)  
FEATURES  
FEATURES  
Relative Strength - Passive: The Difficulty of this environment  
Overgrown Battlefield - Passive: There has been a battle here. A  
PC can make an Instinct Roll to identify evidence of that fight.  
On a success with Hope, learn all three pieces of information  
below. On a success with Fear, learn two. On a failure, a PC can  
mark a Stress to learn one and gain advantage on the next action  
roll to investigate this environment. A PC with an appropriate  
background or Experience can learn an additional detail and ask  
a follow-up question about the scene and get a truthful (if not  
always complete) answer.  
equals that of the adversary with the highest Difficulty.  
Who cues the ambush? What makes it clear they’re in charge?  
Surprise! - Action: The ambushers reveal themselves to the party,  
you gain 2 Fear, and the spotlight immediately shifts to one of  
the ambushing adversaries.  
What do the ambushers want from the party? How do their tactics in  
the ambush reflect that?  
Traces of a battle (broken weapons and branches, gouges in  
the ground) litter the ground.  
• A moss-covered tree trunk is actually the corpse of a treant.  
• Still-standing trees are twisted in strange ways, as if by  
powerful magic.  
Why did these groups come to blows? Why is the grove unused now?  
AMBUSHERS  
Tier 1 Event  
An ambush is set by the PCs to catch unsuspecting adversaries  
off-guard.  
Impulses: Escape, group up, protect the most vulnerable  
Barbed Vines - Action: Pick a point within the grove. All targets  
within Very Close range of that point must succeed on an Agility  
Reaction Roll or take 1d8+3 physical damage and become  
Restrained by barbed vines. Restrained lasts until they’re freed  
with a successful Finesse or Strength roll or by dealing at least 6  
damage to the vines.  
Difficulty: Special (see “Relative Strength”)  
Potential Adversaries: Any  
FEATURES  
Relative Strength - Passive: The Difficulty of this environment  
equals that of the adversary with the highest Difficulty.  
Which adversary is the least prepared? Which one is the most?  
How many vines are there? Where do they grab you? Do they pull you  
down or lift you off the ground?  
You Are Not Welcome Here - Action: A Young Dryad, two Sylvan  
Soldiers, and a number of Minor Treants equal to the number of  
PCs appear to confront the party for their intrusion.  
Where Did They Come From? - Reaction: When a PC starts the  
ambush on unsuspecting adversaries, you lose 2 Fear and the  
first attack roll a PC makes has advantage.  
What are the grove guardians concealing? What threat to the forest  
could the PCs confront to appease the Dryad?  
What are the adversaries in the middle of doing when the ambush  
starts? How does this impact their approach to the fight?  
Defiler - Action: Spend a Fear to summon a Minor Chaos  
Elemental drawn to the echoes of violence and discord. They  
appear within Far range of a chosen PC and immediately take the  
spotlight.  
What color does the grass turn as the elemental appears? How does  
the chaos warp insects and small wildlife within the grove?  
Daggerheart SRD  
103  
BUSTLING MARKETPLACE  
CLIFFSIDE ASCENT  
Tier 1 Social  
Tier 1 Traversal  
The economic heart of the settlement, with local artisans, traveling  
merchants, and patrons across social classes.  
Impulses: Buy low, and sell high, tempt and tantalize with wares  
from near and far  
A steep, rocky cliffside tall enough to make traversal dangerous.  
Impulses: Cast the unready down to a rocky doom, draw people in  
with promise of what lies at the top  
Difficulty: 12  
Difficulty: 10  
Potential Adversaries: Construct, Deeproot Defender, Giant  
Scorpion, Glass Snake  
Potential Adversaries: Guards (Bladed Guard, Head Guard),  
Masked Thief, Merchant  
FEATURES  
FEATURES  
The Climb - Passive: Climbing up the cliffside uses a Progress  
Countdown (12). It ticks down according to the following criteria  
when the PCs make an action roll to climb:  
Tip the Scales - Passive: PCs can gain advantage on a Presence  
Roll by offering a handful of gold as part of the interaction.  
Will any coin be accepted, or only local currency? How overt are the  
PCs in offering this bribe?  
• Critical Success: Tick down 3  
• Success with Hope: Tick down 2  
• Success with Fear: Tick down 1  
• Failure with Hope: No advancement  
• Failure with Fear: Tick up 1  
When the countdown triggers, the party has made it to the top  
of the cliff.  
What strange formations are the stones arranged in? What ominous  
warnings did previous adventurers leave?  
Unexpected Find - Action: Reveal to the PCs that one of the  
merchants has something they want or need, such as food  
from their home, a rare book, magical components, a dubious  
treasure map, or a magical key.  
What cost beyond gold will the merchant ask for in exchange  
for this rarity?  
Sticky Fingers - Action: A thief tries to steal something from a PC.  
The PC must succeed on an Instinct Roll to notice the thief or  
lose an item of the GM’s choice as the thief escapes to a Close  
distance. To retrieve the stolen item, the PCs must complete a  
Progress Countdown (6) to chase down the thief before the thief  
completes a Consequence Countdown (4) and escapes to their  
hideout.  
Pitons Left Behind - Passive: Previous climbers left behind large  
metal rods that climbers can use to aid their ascent. If a PC using  
the pitons fails an action roll to climb, they can mark a Stress  
instead of ticking the countdown up.  
What do the shape and material of these pitons tell you about the  
previous climbers? How far apart are they from one another?  
What drove this person to pickpocketing? Where is the thief’s hideout  
and how has it avoided notice?  
Fall - Action: Spend a Fear to have a PC’s handhold fail,  
plummeting them toward the ground. If they aren’t saved on the  
next action, they hit the ground and tick up the countdown by 2.  
The PC takes 1d12 physical damage if the countdown is between  
8 and 12, 2d12 between 4 and 7, and 3d12 at 3 or lower.  
Crowd Closes In - Reaction: When one of the PCs splits from the  
group, the crowds shift and cut them off from the party.  
Where does the crowd’s movement carry them? How do they feel  
about being alone but surrounded?  
How can you tell many others have fallen here before? What lives  
in these walls that might try to scare adventurers into falling for  
an easy meal?  
104  
Daggerheart SRD  
LOCAL TAVERN  
OUTPOST TOWN  
Tier 1 Social  
Tier 1 Social  
A lively tavern that serves as the social hub for its town.  
Impulses: Provide opportunities for adventurers,  
nurture community  
A small town on the outskirts of a nation or region, close to a  
dungeon, tombs, or other adventuring destinations.  
Impulses: Drive the desperate to certain doom, profit off of  
ragged hope  
Difficulty: 10  
Difficulty: 12  
Potential Adversaries: Guards (Bladed Guard, Head Guard),  
Mercenaries (Harrier, Sellsword, Spellblade, Weaponmaster),  
Merchant  
Potential Adversaries: Jagged Knife Bandits (Hexer,  
Kneebreaker, Lackey, Lieutenant, Shadow, Sniper), Masked  
Thief, Merchant  
FEATURES  
FEATURES  
What’s the Talk of the Town? - Passive: A PC can ask the  
bartender, staff, or patrons about local events, rumors, and  
potential work with a Presence Roll. On a success, they can  
pick two of the below details to learn—or three if they critically  
succeed. On a failure, they can pick one and mark a Stress as the  
local carries on about something irrelevant.  
Rumors Abound - Passive: Gossip is the fastest-traveling currency  
in the realm. A PC can inquire about major events by making a  
Presence Roll. What they learn depends on the outcome of their  
roll, based on the following criteria:  
Critical Success: Learn about two major events. The PC can  
ask one follow-up question about one of the rumors and get a  
truthful (if not always complete) answer.  
Success with Hope: Learn about two events, at least one of  
which is relevant to the character’s background.  
Success with Fear: Learn an alarming rumor related to the  
character’s background.  
Any Failure: The locals respond poorly to their inquiries. The  
PC must mark a Stress to learn one relevant rumor.  
• A fascinating rumor with a connection to a PC’s background  
• A promising job for the party involving a nearby threat  
or situation  
• Local folklore that relates to something they’ve seen  
Town gossip that hints at a community problem  
Who has what kind of information? What gossip do the locals start  
spreading about the PCs?  
Sing For Your Supper - Passive: A PC can perform one time for the  
guests by making a Presence Roll. On a success, they earn 1d4  
handfuls of gold (2d4 if they critically succeed). On a failure, they  
mark a Stress.  
What piece do you perform? What does that piece mean to you?  
When’s the last time you performed it for a crowd?  
What news do the PCs have that they could pass along to curious  
travelers? What do the locals think about these events?  
Society of the Broken Compass - Passive: An adventuring society  
maintains a chapterhouse here, where heroes trade boasts  
and rumors, drink to their imagined successes, and scheme to  
undermine their rivals.  
What boasts do the adventurers here make, and which do you think  
are true?  
Mysterious Stranger - Action: Reveal a stranger concealing their  
identity, lurking in a shaded booth.  
What do they want? What’s their impression of the PCs? What  
mannerisms or accessories do they have?  
Rival Party - Passive: Another adventuring party is here, seeking  
the same treasure or leads as the PCs.  
Which PC has a connection to one of the rival party members? Do  
they approach the PC first or do they wait for the PC to move?  
Someone Comes to Town - Action: Introduce a significant NPC who  
wants to hire the party for something or who relates to a PC’s  
background.  
It’d Be a Shame If Something Happened to Your Store - Action:  
The PCs witness as agents of a local crime boss shake down a  
general goods store.  
Did they know the PCs were here? What do they want in this town?  
Bar Fight! - Action: Spend a Fear to have a bar fight erupt in the  
tavern. When a PC tries to move through the tavern while the  
fight persists, they must succeed on an Agility or Presence Roll  
or take 1d6+2 physical damage from a wild swing or thrown  
object. A PC can try to activate this feature by succeeding on an  
action roll that would provoke tavern patrons.  
What trouble does it cause if the PCs intervene?  
Wrong Place, Wrong Time - Reaction: At night, or when the party is  
alone in a back alley, you can spend a Fear to introduce a group  
of thieves who try to rob them. The thieves appear at Close  
range of a chosen PC and include a Jagged Knife Kneebreaker,  
as many Lackeys as there are PCs, and a Lieutenant. For a larger  
party, add a Hexer or Sniper.  
Who started the fight? What will it take to stop it?  
What details show the party that these people are desperate former  
adventurers?  
Daggerheart SRD  
105  
TIER 2 ENVIRONMENTS  
(LEVELS 2-4)  
RAGING RIVER  
Tier 1 Traversal  
A swift-moving river without a bridge crossing, deep enough to  
sweep away most people.  
Impulses: Bar crossing, carry away the unready, divide the land  
CULT RITUAL  
Tier 2 Event  
Difficulty: 10  
A Fallen cult assembles around a sigil of the defeated gods and a  
bonfire that burns a sickly shade of green.  
Potential Adversaries: Beasts (Bear, Glass Snake), Jagged  
Knife Bandits (Hexer, Kneebreaker, Lackey, Lieutenant,  
Shadow, Sniper)  
Impulses: Profane the land, unite the Mortal Realm with the  
Circles Below  
FEATURES  
Difficulty: 14  
Potential Adversaries: Cult of the Fallen (Cult Adept, Cult  
Fang, Cult Initiate, Secret-Keeper)  
Dangerous Crossing - Passive: Crossing the river requires the party  
to complete a Progress Countdown (4). A PC who rolls a failure  
with Fear is immediately targeted by the “Undertow” action  
without requiring a Fear to be spent on the feature.  
FEATURES  
Desecrated Ground - Passive: Cultists dedicated this place to  
the Fallen Gods, and their foul influence seeps into it. Reduce  
the PCs’ Hope Die to a d10 while in this environment. The  
desecration can be removed with a Progress Countdown (6).  
How do the PCs first notice that something is wrong about this place?  
What fears resurface while hope is kept at bay?  
Have any of the PCs forded rivers like this before? Are any of them  
afraid of drowning?  
Undertow - Action: Spend a Fear to catch a PC in the undertow.  
They must make an Agility Reaction Roll. On a failure, they take  
1d6+1 physical damage and are moved a Close distance down  
the river, becoming Vulnerable until they get out of the river. On  
a success, they must mark a Stress.  
Blasphemous Might - Action: A portion of the ritual’s power is  
diverted into a cult member to fight off interlopers. Choose one  
adversary to become Imbued with terrible magic until the scene  
ends or they’re defeated. An Imbued adversary immediately  
takes the spotlight and gains one of the following benefits, or all  
three if you spend a Fear:  
• They gain advantage on all attacks.  
• They deal an extra 1d10 damage on a successful attack.  
• They gain the following feature:  
What trinkets and baubles lie along the bottom of the riverbed? Do  
predators swim these rivers?  
Patient Hunter - Action: Spend a Fear to summon a Glass Snake  
within Close range of a chosen PC. The Snake appears in or  
near the river and immediately takes the spotlight to use their  
“Spinning Serpent” action.  
What treasures does the beast have in their burrow? What travelers  
have already fallen victim to this predator?  
Relentless (2) - Passive. This adversary can be spotlighted  
up to two times per GM turn. Spend Fear as usual to  
spotlight them.  
How does the enemy change in appearance? What fears do their  
blows bring to the surface?  
The Summoning - Reaction: Countdown (6). When the PCs enter  
the scene or the cult begins the ritual to summon a demon,  
activate the countdown. Designate one adversary to lead  
the ritual. The countdown ticks down when a PC rolls with  
Fear. When it triggers, summon a Minor Demon within Very  
Close range of the ritual’s leader. If the leader is defeated, the  
countdown ends with no effect as the ritual fails.  
What will the cult do with this leashed demon if they succeed? What  
will they try to summon next?  
Complete the Ritual - Reaction: If the ritual’s leader is targeted by  
an attack or spell, an ally within Very Close range of them can  
mark a Stress to be targeted by that attack or spell instead.  
What does it feel like to see such devotion turned to the pursuit of fear  
and domination?  
106  
Daggerheart SRD  
HALLOWED TEMPLE  
HAUNTED CITY  
Tier 2 Social  
Tier 2 Exploration  
A bustling but well-kept temple that provides healing and hosts  
regular services, overseen by a priest or seraph.  
Impulses: Connect the Mortal Realm with the Hallows Above,  
display the power of the divine, provide aid and succor to  
the faithful  
An abandoned city populated by the restless spirits of eras past.  
Impulses: Misdirect and disorient, replay apocalypses both public  
and personal  
Difficulty: 14  
Potential Adversaries: Ghosts (Spectral Archer, Spectral  
Captain, Spectral Guardian), ghostly versions of other  
adversaries (see “Ghostly Form”)  
Difficulty: 13  
Potential Adversaries: Guards (Archer Guard, Bladed Guard,  
Head Guard)  
FEATURES  
FEATURES  
Buried Knowledge - Passive: The city has countless mysteries  
to unfold. A PC who seeks knowledge about the fallen city can  
make an Instinct or Knowledge Roll to learn about this place and  
discover (potentially haunted) loot.  
A Place of Healing - Passive: A PC who takes a rest in the  
Hallowed Temple automatically clears all HP.  
What does the incense smell like? What kinds of songs do the  
acolytes sing?  
• Critical Success: Gain valuable information and a related  
useful item.  
• Success with Hope: Gain valuable information.  
• Success with Fear: Uncover vague or incomplete information.  
• Any Failure: Mark a Stress to find a lead after an exhaustive  
search.  
What greater secrets does the city contain? Why have so many  
ghosts lingered here? What doomed adventurers have met a bad  
fate here already?  
Divine Guidance - Passive: A PC who prays to a deity while in the  
Hallowed Temple can make an Instinct Roll to receive answers.  
If the god they beseech isn’t welcome in this temple, the roll is  
made with disadvantage.  
• Critical Success: The PC gains clear information. Additionally,  
they gain 1d4 Hope, which can be distributed between the  
party if they share the vision and guidance they received.  
• Success with Hope: The PC receives clear information.  
• Success with Fear: The PC receives brief flashes of insight  
Ghostly Form - Passive: Adversaries who appear here are of a  
ghostly form. They have resistance to physical damage and can  
mark a Stress to move up to Close range through solid objects.  
What injuries to their physical form speak to their cause of death?  
What unfulfilled purpose holds them in the Mortal Plane?  
and an emotional impression conveying an answer.  
• Any Failure: The PC receives only vague flashes. They can  
mark a Stress to receive one clear image without context.  
What does it feel like as you are touched by this vision? What feeling  
lingers after the images have passed?  
Dead Ends - Action: The ghosts of an earlier era manifest scenes  
from their bygone era, such as a street festival, a revolution, or  
a heist. These hauntings change the layout of the city around  
the PCs, blocking the way behind them, forcing a detour, or  
presenting them with a challenge, such as mistaking them for  
rival thieves during the heist.  
Relentless Hope - Reaction: Once per scene, each PC can mark  
a Stress to turn a result with Fear into a result with Hope.  
What emotions or memories do you connect with when fear  
presses in?  
Divine Censure - Reaction: When the PCs have trespassed,  
blasphemed, or offended the clergy, you can spend a Fear to  
summon a High Seraph and 1d4 Bladed Guards within Close  
range of the senior priest to reinforce their will.  
What symbols or icons do they bear that signal they are anointed  
agents of the divinity? Who leads the group and what led them  
to this calling?  
What do the ghosts want from you? What do you need from them?  
Apocalypse Then - Action: Spend a Fear to manifest the echo  
of a past disaster that ravaged the city. Activate a Progress  
Countdown (5) as the disaster replays around the PCs. To  
complete the countdown and escape the catastrophe, the PCs  
must overcome threats such as rampaging fires, stampeding  
civilians, collapsing buildings, or crumbling streets, while  
recalling history and finding clues to escape the inevitable.  
Is this the disaster that led the city to be abandoned? What is known  
about this disaster, and how could that help the PCs escape?  
Daggerheart SRD  
107  
TIER 3 ENVIRONMENTS  
(LEVELS 5-7)  
MOUNTAIN PASS  
Tier 2 Traversal  
Stony peaks that pierce the clouds, with a twisting path winding its  
way up and over through many switchbacks.  
Impulses: Exact a chilling toll in supplies and stamina, reveal  
magical tampering, slow down travel  
BURNING HEART OF THE WOODS  
Tier 3 Exploration  
Thick indigo ash fills the air around a towering moss-covered tree  
that burns eternally with flames a sickly shade of blue.  
Difficulty: 15  
Potential Adversaries: Beasts (Bear, Giant Eagle, Glass Snake),  
Chaos Skull, Minotaur Wrecker, Mortal Hunter  
Impulses: Beat out an uncanny rhythm for all to follow, corrupt  
the woods  
Difficulty: 16  
FEATURES  
Potential Adversaries: Beasts (Bear, Glass Snake), Elementals  
(Elemental Spark), Verdant Defenders (Dryad, Oak Treant, Stag  
Knight)  
Engraved Sigils - Passive: Large markings and engravings  
have been made in the mountainside. A PC with a relevant  
background or Experience identifies them as weather magic  
increasing the power of the icy winds. A PC who succeeds on a  
Knowledge Roll can recall information about the sigils, potential  
information about their creators, and the knowledge of how to  
dispel them. If a PC critically succeeds, they recognize that the  
sigils are of a style created by ridgeborne enchanters and they  
gain advantage on a roll to dispel the sigils.  
FEATURES  
Chaos Magic Locus - Passive: When a PC makes a Spellcast Roll,  
they must roll two Fear Dice and take the higher result.  
What does it feel like to work magic in this chaosꢀtouched place?  
What do you fear will happen if you lose control of the spell?  
The Indigo Flame - Passive: PCs who approach the central tree  
can make a Knowledge Roll to try to identify the magic that  
consumed this environment.  
• On a success: They learn three of the below details. On a  
success with Fear, they learn two.  
• On a failure: They can mark a Stress to learn one and  
gain advantage on the next action roll to investigate  
this environment.  
• Details: This is a result of Fallen magic. The corruption is  
spread through the ashen moss. It can be cleansed only by a  
ritual of nature magic with a Progress Countdown (8).  
Who laid this enchantment? Are they nearby? Why did they want the  
weather to be more daunting?  
Avalanche - Action: Spend a Fear to carve the mountain with  
an icy torrent, causing an avalanche. All PCs in its path must  
succeed on an Agility or Strength Reaction Roll or be bowled  
over and carried down the mountain. A PC using rope, pitons, or  
other climbing gear gains advantage on this roll. Targets who fail  
are knocked down the mountain to Far range, take 2d20 physical  
damage, and must mark a Stress. Targets who succeed must  
mark a Stress.  
How do the PCs try to weather the avalanche? What approach do  
the characters take to find one another when their companions go  
hurtling down the mountainside?  
What Fallen cult corrupted these woods? What have they already  
done with the cursed wood and sap from this tree?  
Raptor Nest - Reaction: When the PCs enter the raptors’ hunting  
grounds, two Giant Eagles appear at Very Far range of a chosen  
PC, identifying the PCs as likely prey.  
How long has it been since the eagles last found prey? Do they have  
eggs in their nest, or unfledged young?  
Grasping Vines - Action: Animate vines bristling with thorns whip  
out from the underbrush to ensnare the PCs. A target must  
succeed on an Agility Reaction Roll or become Restrained and  
Vulnerable until they break free, clearing both conditions, with a  
successful Finesse or Strength Roll or by dealing 10 damage to  
the vines. When the target makes a roll to escape, they take  
1d8+4 physical damage and lose a Hope.  
Icy Winds - Reaction: Countdown (Loop 4). When the PCs enter  
the mountain pass, activate the countdown. When it triggers,  
all characters traveling through the pass must succeed on a  
Strength Reaction Roll or mark a Stress. A PC wearing clothes  
appropriate for extreme cold gains advantage on these rolls.  
What painful memories do the vines bring to the surface as they  
pierce flesh?  
Charcoal Constructs - Action: Warped animals wreathed in indigo  
flame trample through a point of your choice. All targets within  
Close range of that point must make an Agility Reaction Roll.  
Targets who fail take 3d12+3 physical damage. Targets who  
succeed take half damage instead.  
What parts of the PC’s bodies go numb first? How do they try to keep  
warm as they press forward?  
Are these real animals consumed by the flame or merely constructs of  
the corrupting magic?  
Choking Ash - Reaction: Countdown (Loop 6). When the PCs enter  
the Burning Heart of the Woods, activate the countdown. When  
it triggers, all characters must make a Strength or Instinct  
Reaction Roll. Targets who fail take 4d6+5 direct physical  
damage. Targets who succeed take half damage. Protective  
masks or clothes give advantage on the reaction roll.  
What hallucinations does the ash induce? What incongruous taste  
does it possess?  
108  
Daggerheart SRD  
CASTLE SIEGE  
PITCHED BATTLE  
Tier 3 Event  
Tier 3 Event  
An active siege with an attacking force fighting to gain entry to a  
fortified castle.  
Impulses: Bleed out the will to fight, breach the walls, build  
tension  
A massive combat between two large groups of armed combatants.  
Impulses: Seize people, land, and wealth, spill blood for greed  
and glory  
Difficulty: 17  
Difficulty: 17  
Potential Adversaries: Mercenaries (Sellsword, Harrier,  
Spellblade, Weaponmaster), Noble Forces (Archer Squadron,  
Conscript, Elite Soldier, Knight of the Realm)  
Potential Adversaries: Mercenaries (Harrier, Sellsword,  
Spellblade, Weaponmaster), Noble Forces (Archer Squadron,  
Conscript, Elite Soldier, Knight of the Realm)  
FEATURES  
FEATURES  
Adrift on a Sea of Steel - Passive: Traversing a battlefield during an  
active combat is extremely dangerous. A PC must succeed on  
an Agility Roll to move at all, and can only go up to Close range  
on a success. If an adversary is within Melee range of them, they  
must mark a Stress to make an Agility Roll to move.  
Secret Entrance - Passive: A PC can find or recall a secret way into  
the castle with a successful Instinct or Knowledge Roll.  
How do they get in without revealing the pathway to the attackers?  
Are any of the defenders monitoring this path?  
Do the combatants mistake you for the enemy or consider you  
interlopers? Can you tell the difference between friend and foe in  
the fray?  
Siege Weapons (Environment Change) - Action: Consequence  
Countdown (6). The attacking force deploys siege weapons to  
try to raze the defenders’ fortifications. Activate the countdown  
when the siege begins (for a protracted siege, make this a  
long-term countdown instead). When it triggers, the defenders’  
fortifications have been breached and the attackers flood inside.  
You gain 2 Fear, then shift to the Pitched Battle environment and  
spotlight it.  
Raze and Pillage - Action: The attacking force raises the stakes by  
lighting a fire, stealing a valuable asset, kidnapping an important  
person, or killing the populace.  
What is valuable here? Who is most vulnerable?  
War Magic - Action: Spend a Fear as a mage from one side uses  
large-scale destructive magic. Pick a point on the battlefield  
within Very Far range of the mage. All targets within Close range  
of that point must make an Agility Reaction Roll. Targets who fail  
take 3d12+8 magic damage and must mark a Stress.  
What form does the attack take—fireball, raining acid, a storm of  
blades? What tactical objective is this attack meant to accomplish,  
and what comes next?  
What siege weapons are being deployed? Are they magical, mundane,  
or a mixture of both? What defenses must the characters overcome to  
storm the castle?  
Reinforcements! - Action: Summon a Knight of the Realm, a  
number of Tier 3 Minions equal to the number of PCs, and two  
adversaries of your choice within Far range of a chosen PC as  
reinforcements. The Knight of the Realm immediately takes the  
spotlight.  
Reinforcements! - Action: Summon a Knight of the Realm, a  
number of Tier 3 Minions equal to the number of PCs, and two  
adversaries of your choice within Far range of a chosen PC  
as reinforcements. The Knight of the Realm immediately  
takes the spotlight.  
Who are they targeting first? What formation do they take?  
Collateral Damage - Reaction: When an adversary is defeated, you  
can spend a Fear to have a stray attack from a siege weapon hit  
a point on the battlefield. All targets within Very Close range of  
that point must make an Agility Reaction Roll.  
Who are they targeting first? What formation do they take?  
Targets who fail take 3d8+3 physical or magic damage and  
must mark a Stress.  
Targets who succeed must mark a Stress.  
What debris is scattered by the attack? What is broken by the strike  
that can’t be easily mended?  
Daggerheart SRD  
109  
TIER 4 ENVIRONMENTS  
(LEVELS 8-10)  
DIVINE USURPATION  
Tier 4 Event  
A massive ritual designed to breach the gates of the Hallows Above  
and unseat the New Gods themselves.  
Impulses: Collect power, overawe, silence dissent  
CHAOS REALM  
Tier 4 Traversal  
Difficulty: 20  
An otherworldly space where the laws of reality are unstable and  
dangerous.  
Potential Adversaries: Arch-Necromancer, Fallen Shock  
Troops, Mortal Hunter, Oracle of Doom, Perfected Zombie  
Impulses: Annihilate certainty, consume power, defy logic  
Difficulty: 20  
Potential Adversaries: Outer Realms Monstrosities  
(Abomination, Corruptor, Thrall)  
FEATURES  
Final Preparations - Passive: When the environment first takes  
the spotlight, designate one adversary as the Usurper seeking to  
overthrow the gods. Activate a Long-Term Countdown (8) as the  
Usurper assembles what they need to conduct the ritual. When  
it triggers, spotlight this environment to use the “Beginning of  
the End” feature. While this environment remains in play, you  
can hold up to 15 Fear.  
FEATURES  
Impossible Architecture - Passive: Up is down, down is right, right  
is starward. Gravity and directionality themselves are in flux, and  
any attempt to move through this realm is an odyssey unto itself,  
requiring a Progress Countdown (8). On a failure, a PC must  
mark a Stress in addition to the roll’s other consequences.  
What does the Usurper still require: The heart of a High Seraph? The  
lodestone of an ancient waygate? The loyalty of two archenemies? The  
heartbroken tears of a pure soul?  
What does it feel like to move in a space so alien to the Mortal Realm?  
What landmark or point do you fixate on to maintain your balance?  
What bizarre landmarks do you traverse on your journey?  
Divine Blessing - Passive: When a PC critically succeeds, they can  
spend 2 Hope to refresh an ability normally limited by uses (such  
as once per rest, once per session).  
What god favors you as you fight against this usurpation? How does  
your renewed power reflect their influence?  
Everything You Are This Place Will Take from You - Action:  
Countdown (Loop 1d4). Activate the countdown. When it  
triggers, all PCs must succeed on a Presence Reaction Roll or  
their highest trait is temporarily reduced by 1d4 unless they  
mark a number of Stress equal to its value. Any lost trait points  
are regained if the PC critically succeeds or escapes the  
Chaos Realm.  
Defilers Abound - Action: Spend 2 Fear to summon 1d4+2 Fallen  
Shock Troops that appear within Close range of the Usurper to  
assist their divine siege. Immediately spotlight the Shock Troops  
to use a “Group Attack” action.  
Which High Fallen do these troops serve? Which god’s flesh do they  
wish to feast upon?  
How does this place try to steal from you that which makes you  
legendary? What does it feel like to have this power taken from you?  
Unmaking - Action: Spend a Fear to force a PC to make a Strength  
Reaction Roll. On a failure, they take 4d10 direct magic damage.  
On a success, they must mark a Stress.  
What glimpse of other worlds do you catch while this place tries to  
unmake you? What core facet of your personality does the unmaking  
try to erase?  
Godslayer - Action: If the Divine Siege Countdown (see “Beginning  
of the End”) has triggered, you can spend 3 Fear to describe the  
Usurper slaying one of the gods of the Hallows Above, feasting  
upon their power and growing stronger. The Usurper clears 2  
HP. Increase their Difficulty, damage, attack modifier, or give  
them a new feature from the slain god.  
Outer Realms Predators - Action: Spend a Fear to summon an  
Outer Realms Abomination, an Outer Realms Corruptor, and 2d6  
Outer Realms Thralls, who appear at Close range of a chosen  
PC in defiance of logic and causality. Immediately spotlight one  
of these adversaries, and you can spend an additional Fear to  
automatically succeed on that adversary’s standard attack.  
What halfꢀconsumed remnants of the shattered world do these  
monstrosities cast aside in pursuit of living flesh? What jagged  
reflections of former personhood do you catch between moments  
of unquestioning malice?  
Which god meets their end? What are their last words? How does the  
Usurper’s new stolen power manifest?  
Beginning of the End - Reaction: When the “Final Preparations”  
long-term countdown triggers, the Usurper begins hammering  
on the gates of the Hallows themselves. Activate a Divine Siege  
Countdown (10). Spotlight the Usurper to describe the Usurper’s  
assault and tick down this countdown by 1. If the Usurper  
takes Major or greater damage, tick up the countdown by 1.  
When it triggers, the Usurper shatters the barrier between the  
Mortal Realm and the Hallows Above to slay the gods and take  
their place. You gain a Fear for each unmarked HP the Usurper  
has. You can immediately use the “Godslayer” feature without  
spending Fear to make an additional GM move.  
Disorienting Reality - Reaction: On a result with Fear, you can ask  
the PC to describe which of their fears the Chaos Realm evokes  
as a vision of reality unmakes and reconstitutes itself to the PC.  
The PC loses a Hope. If it is their last Hope, you gain a Fear.  
What moment do they see? If it’s a memory, how is it warped by this  
place? How hard will it be to hold on to the real memory?  
How does the Mortal Realm writhe as the natural order is violated?  
What mortals witness this blasphemy from afar?  
Ritual Nexus - Reaction: On any failure with Fear against the  
Usurper, the PC must mark 1d4 Stress from the backlash of  
magical power.  
What visions of failures past torment you as your efforts fall short?  
How are these memories twisted by the Usurper?  
110  
Daggerheart SRD  
IMPERIAL COURT  
NECROMANCER’S OSSUARY  
Tier 4 Social  
Tier 4 Exploration  
The majestic domain of a powerful empire, lavishly appointed with  
stolen treasures.  
A dusty crypt with a library, twisting corridors, and abundant  
sarcophagi, spattered with the blood of ill-fated invaders.  
Impulses: Justify and perpetuate imperial rule, seduce rivals with  
promises of power and comfort  
Impulses: Confound intruders, delve into secrets best left buried,  
manifest unlife, unleash a tide of undead  
Difficulty: 20  
Difficulty: 19  
Potential Adversaries: Bladed Guard, Courtesan, Knight of the  
Realm, Monarch, Spy  
Potential Adversaries: Arch-Necromancer’s Host (Perfected  
Zombie, Zombie Legion)  
FEATURES  
FEATURES  
All Roads Lead Here - Passive: While in the Imperial Court, a  
PC has disadvantage on Presence Rolls made to take actions  
that don’t fit the imperial way of life or support the empire’s  
dominance.  
No Place for the Living - Passive: A feature or action that clears HP  
requires spending a Hope to use. If it already costs Hope, a PC  
must spend an additional Hope.  
What does it feel like to try to heal in a place so antithetical to life?  
How does the way language is used make even discussing alternative  
ways of living diꢁcult? What obvious benefits for loyalty create  
friction when you try to discuss alternatives?  
Centuries of Knowledge - Passive: A PC can investigate the library  
and laboratory and make a Knowledge Roll to learn information  
related to arcana, local history, and the Necromancer’s plans.  
Rival Vassals - Passive: The PCs can find imperial subjects,  
vassals, and supplicants in the court, each vying for favor,  
seeking proximity to power, exchanging favors for loyalty, and  
elevating their status above others’. Some might be desperate  
to undermine their rivals, while others might even be open to  
discussions that verge on sedition.  
What are the names of the tomes? What project is the necromancer  
working on and what does it communicate about their plans?  
Skeletal Burst - Action: All targets within Close range of a point  
you choose in this environment must succeed on an Agility  
Reaction Roll or take 4d8+8 physical damage from skeletal  
shrapnel as part of the ossuary detonates around them.  
What ancient skeletal architecture is destroyed? What bones stick in  
your armor?  
How do they benefit from vassalage, and what has it cost them?  
What exploitation drives them to consider opposing the unstoppable?  
The Gravity of Empire - Action: Spend a Fear to present a PC with  
a golden opportunity or offer to satisfy a major goal in exchange  
for obeying or supporting the empire. The target must make a  
Presence Reaction Roll. On a failure, they must mark all their  
Stress or accept the offer. If they have already marked all their  
Stress, they must accept the offer or exile themselves from the  
empire. On a success, they must mark 1d4 Stress as they’re  
taxed by temptation.  
Aura of Death - Action: Once per scene, roll a d4. Each undead  
within Far range of the Necromancer can clear HP and Stress  
equal to the result rolled. The undead can choose how that  
number is divided between HP and Stress.  
How does their renewed vigor manifest? Do they look more lifelike or,  
paradoxically, are they more decayed but vigorous?  
They Just Keep Coming! - Action: Spend a Fear to summon 1d6  
Rotted Zombies, two Perfected Zombies, or a Zombie Legion,  
who appear at Close range of a chosen PC.  
Who were these people before they became the necromancer’s pawns?  
What vestiges of those lives remain for the heroes to see?  
What do the PCs want so desperately they might consider throwing  
in with this ruthless power? How did imperial agents learn the PC’s  
greatest desires?  
Imperial Decree - Action: Spend a Fear to tick down a long-term  
countdown related to the empire’s agenda by 1d4. If this  
triggers the countdown, a proclamation related to the agenda  
is announced at court as the plan is executed.  
What display of power or transfer of wealth was needed to expedite  
this plan? Whose lives were disrupted or upended to make this  
happen?  
Eyes Everywhere - Reaction: On a result with Fear, you can spend  
a Fear to have someone loyal to the empire overhear seditious  
talk within the court. A PC must succeed on an Instinct Reaction  
Roll to notice that the group has been overheard so they can try  
to intercept the witness before the PCs are exposed.  
How has the empire compromised this witness? Why is their first  
impulse to protect the empire, even if doesn’t treat them well?  
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111  
ENGAGING YOUR PLAYERS  
ADDITIONAL GM  
GUIDANCE  
Keep your players engaged by:  
• Rotating the Focus between the PCs  
• Tying Together Story Elements  
• Engaging Quiet Players  
This section provides additional guidance for preparing and  
running a session of Daggerheart.  
STORY BEATS  
• Using Visual Aids  
In storytelling, a beat is a moment that changes the trajectory  
of the narrative—a shift in the world, a significant action or  
reaction, an emotional revelation, or an important decision.  
Take turns with the players, narrating a beat and then letting  
them react and carry the scene forward with their own beats.  
When preparing for a session, plan in terms of the moments  
that give shape to each scene or sequence, rather than pre-  
scripting specific details or exchanges.  
• Encouraging Unguided Play  
• Confronting the PCs with internal and external conflicts  
• Raise the Stakes by Spending Fear  
• Layering Goals Other than Attrition into Combat (see Table  
of Random Objectives on the next page)  
1d12  
1
Objective  
Acquire (obtain or steal) an important item or  
items.  
PREPARING COMBAT  
ENCOUNTERS  
Build the hurdles the PCs face around the question of “What  
helps tell the story?” Enemies, environments, and hazards are  
the tools for heightening tension and creating drama. Ensure  
that combat is being used to give players more information  
about the unfolding story, revealing the world, the plot, or the  
characters.  
2
3
4
5
6
Capture one or more of the opponents.  
Activate a magical device.  
Frame a character or tarnish their reputation.  
Drive the opponent into a corner or ambush point.  
Stop a magical ritual, legal ceremony, or time-  
sensitive spell.  
7
Hold the line—keep the enemy from reaching a  
specific area or group.  
BATTLES AND NARRATIVE  
Dynamic battles create suspense by forcing players to choose  
between their various objectives, engaging their character’s  
motivations and weaknesses, and creating the crucible that  
the players use to forge their characters into legendary  
heroes. When preparing combat encounters:  
8
9
Plant evidence or a tracking device on a target.  
Secure a specific location ahead of another group’s  
arrival.  
10  
11  
12  
Harass the opponent to deplete their resources or  
keep them occupied.  
• Consider the narrative function of the battle  
• Base adversaries’ moves on their motives  
Destroy a piece of architecture, a statue, a shrine,  
or a weapon.  
• Use dynamic environments to bring the battleground to  
life  
Investigate a situation to confirm or deny existing  
information.  
• Add enemies that can interact with the PCs’ features and  
special abilities  
PHASED BATTLES  
Make battles by shifting the nature of its enemies or  
environment mid-combat:  
SESSION REWARDS  
Reward players at the end of a session with:  
• Change the Terms of Engagement  
• Alter the Environment  
• Useful information  
• Story hooks  
• Evolve the Opposition  
• Loot  
• Gold  
USING DOWNTIME  
• Access to new equipment or enhancements  
Use downtime scenes as a pressure release valve to vary the  
intensity of the story and give the PCs room to breathe.  
CRAFTING SCENES  
Empower your players to frame their own downtime scenes.  
Ask the players what it looks like as they tend to their wounds  
or unwind together, encouraging them to take the reins and  
work with other players whose characters are involved  
Whenever you start a session, arrive at a new place, or change  
the situation, tell the players what they need to know by  
thinking with all of your senses and sharing something unique  
or unexpected about the fiction.  
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Daggerheart SRD  
PROJECTS DURING DOWNTIME  
The Work on a Project downtime move requires more GM  
input than other downtime moves and is best suited for long-  
term endeavors the PCs wish to undertake.  
The Witherwild  
When an invading nation attacks an ancient  
forest deity, a virulent overgrowth spreads  
throughout the land.  
These projects are typically tracked using a Progress  
Countdown. When deciding the starting value of the  
countdown, consider the complexity of the project, the  
availability of relevant tools, and the impact of the project on  
the story.  
Designed by Carlos Cisco, Rowan Hall, & Spenser Starke  
COMPLEXITY RATING:  
Simple projects advance their countdown each time a player  
uses the Work on a Project move, but complex projects  
require a roll.  
THE PITCH  
Read this section to your players to introduce them to the  
campaign.  
EXTENDED DOWNTIME  
Fanewick was once a place of great abundance and  
peace—dangerous to those unfamiliar with the land, but a  
cornucopia to those who respected its ways. When Haven  
invaded the wilds and forced the land into eternal spring, a  
dangerous bloom known as the Witherwild took hold and  
now threatens the lives of all who live there. In a Witherwild  
campaign, you’ll play unlikely heroes from humble  
When you fast-forward the story across an extended period,  
use montages to illustrate the passage of time. You gain  
1d6 Fear per PC and advance any long-term countdowns as  
appropriate.  
CAMPAIGN FRAMES  
A campaign frame provides inspiration, tools, and mechanics  
to support a particular type of story at the table.  
beginnings who are reckoning with their newfound duty to  
save Fanewick’s people from dangerous corruption.  
Every campaign frame has a complexity rating that indicates  
how much its mechanics deviate from or expand upon the  
Daggerheart core ruleset.  
TONE & FEEL  
Adventurous, Dynamic, Epic, Heroic, Thrilling, Uncanny,  
Whimsical  
Each campaign frame includes the following sections.  
• A pitch to present to players  
THEMES  
• Suggestions and guidance on tone, feel, themes, and  
touchstones  
Cultural Clash, Ends Justify Means, Grief, People vs.  
Nature, Transformation and Change, Survival  
• An overview of the campaign’s background  
• Guidance for fitting communities, ancestries, and classes  
into the setting  
TOUCHSTONES  
Principles for players and GMs to focus on during the  
campaign  
Princess Mononoke, The Legend of Zelda, The Dark Crystal,  
Nausicaä of the Valley of the Wind  
• Unique setting distinctions  
• An inciting incident to launch the campaign  
Special mechanics to use during the campaign  
Questions to consider during session zero  
OVERVIEW  
If your group decides to play this campaign, give your players the  
following information before character creation.  
Fanewick is a wild and untamed land, long avoided by outside  
forces. The woods are dark and twisting, filled with Faint  
Divinities who perform small miracles and services for its  
inhabitants, but are just as likely to lure travelers off narrow  
paths to their ruin. Seemingly harmless expanses of field hide  
bogs that engulf entire armies, consuming heavy artillery as  
quickly as it can cross the border. This wilderness fosters  
hardy people who are bold enough to raise families where  
others have not and strictly follow the unique rules that keep  
them safe. These Wicklings remained insulated from their  
neighbors’ wars until plague forced the people of Haven to  
desperate acts.  
You can find each campaign frame map in the appendix of  
the core rulebook or at www.daggerheart.com/downloads.  
Haven was once the most powerful force in the region; for  
centuries, the high stone walls into the capital bore the phrase  
“The Godless Gate.” While the original meaning has been  
Daggerheart SRD  
113  
lost to common knowledge, some dusty tomes and ancient  
records state that the founders of Haven wished to be free  
of the influence of the Faint Divinities that dominated the  
surrounding regions. They hatched a plan to kill one of the  
mightiest of these deities, known as Shun’Aush the Granite  
Ophid. While their exact method of deicide is forgotten, their  
victory ensured Haven’s dominance in the region for centuries  
to come. They made their home behind his remains, which  
became the mighty walls that Haven is known for.  
COMMUNITIES  
All communities are available, but some have unique aspects  
within a Witherwild campaign. As needed, provide the following  
information to your players and choose one or more of the  
questions to ask them during your session zero.  
LOREBORNE AND HIGHBORNE  
In Fanewick, knowledge is the most valuable commodity, and  
those who have expertise have the most power. This economy  
of information functions primarily through gifting and trading,  
and wisdom would be considered acceptable collateral for  
a weapon or warm meal. As such, loreborne community  
members are the wealthiest in Fanewick and might be smaller,  
distinct groups of hunters, historians, or artisans within larger  
villages.  
But Shun’Aush would have his revenge. As the Havenites  
carved through his stone body, the fine dust left behind  
settled into the surrounding earth. There was a time of  
prosperity over many centuries while the scales of the god  
remained undisturbed. But progress is its own pressure. The  
growing population demanded increased productivity, and  
as farmers tilled deeper soil and miners hacked into hidden  
stone, the ancient stone dust rose to the surface. The same  
walls that brought the city security became the crucible that  
incubated a virulent plague.  
What knowledge did your community teach you that you  
must now protect or share?  
Over the last two years, over half of Haven’s populace fell to a  
disease known as the Serpent’s Sickness. First, victims cough  
up dust. Soon after, their skin breaks out in a scaling rash.  
Finally, their body hardens—first the flesh, bones, and soft  
tissue, spreading until, finally, their organs ossify. Once within  
the organs, “the serpent” moves so quickly that sufferers  
petrify where they stand, filling Haven with statues of victims  
in their last moments of agony.  
What are you able to accomplish because of your upbringing  
that others outside your community do not understand?  
You once traded important knowledge for something terrible.  
What did you impart and what did you gain in return?  
In Haven, the wealthiest members are highborne, having  
inherited riches built in the walled city over generations.  
While the highborne of Haven were more insulated from the  
Serpent’s Sickness, none were immune.  
The High Magus of Haven, Archmage Phylax, discovered a  
rare red flower called the crimson lady’s veil that could cure  
the Serpent’s Sickness. These buds grow prolifically across  
Fanewick in the spring—but for every ten thousand of the  
common white-petaled blossoms, only one red flower blooms.  
Who have you lost to the Serpent’s Sickness? How did it  
affect you?  
Desperate to save their people from the plague, Haven  
invaded Fanewick to amass the scarce red buds. Their forces  
plunged into the deep wood and, under the guidance of  
Archmage Phylax, plucked out the Reaping Eye from the most  
powerful Faint Divinity that protected the land: The Great  
Owl Nikta, the Shepherd of the Seasons. The Shepherd kept  
Fanewick in balance by turning her eyes upon the land, first  
for ripening, then ruination. Thus Nikta maintained the cycle  
of seasons—of growth and decay, of death and rebirth. With  
her Reaping Eye removed, Nikta can only watch over Fanewick  
with the Sowing Eye, forcing the land into everlasting spring.  
How did your family make their wealth? Have you rejected  
or embraced their core set of ethics?  
You grew up in a world of abundance but were kept from  
learning something about the world. What was this  
knowledge and when did you discover it?  
RIDGEBORNE, UNDERBORNE,  
AND WILDBORNE  
Characters from these communities were likely raised in  
Fanewick’s deadly environs, which have only become more  
dangerous as the Witherwild grows. Each community has  
unique customs, some freely shared and others kept secret,  
that allow them safe passage through dangerous terrain and  
the Faint Divinities’ territories.  
In the year since, Haven has conquered the bogs, turning them  
into fields to harvest red flowers. The endless growth that  
once seemed like a gift quickly evolved into a scourge known  
as the Witherwild—Fanewick’s flora and fauna flourished,  
unchecked and uncontrolled. Animals swell to massive size;  
trees warp, twist, and begin to hunt people; and vines creep  
along the forest floor, strangling all they touch. This explosive  
growth is unconquerable and unrelenting, with no force able  
to stop the burgeoning verdance for long.  
In exchange for protection from the Witherwild for themselves  
and their families, some Wicklings from these groups have  
been forced to take jobs as farmers in Haven’s flower fields.  
Though it is backbreaking work performed for a nation  
destroying their land, the farmers are offered safety by the  
Haven fires that burn back the ever-creeping Witherwild.  
Prior to the Serpent’s Sickness and the Shepherd’s endless  
growth, your party lived a peaceful life in Fanewick or a life of  
toil and conquest in Haven. But when the danger demands a  
response, even the unprepared—and unwilling—must make  
a stand.  
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Daggerheart SRD  
What Faint Divinities do you give tribute to, and how have  
you been rewarded in kind?  
You recently traveled by sea over a vast distance. What  
went terribly wrong on that passage, and how has it  
changed you?  
You displeased a god of Fanewick. What did you do, and  
what misfortune befell you or a loved one?  
Growing up on the sea taught you a skill few have. What did  
you learn, and how did it save your life?  
You fled the place of your birth. What circumstances drove  
you to leave?  
You used to sail with a companion. Who were they, and  
how do you remain connected?  
ORDERBORNE  
WANDERBORNE  
Players might choose to build orderborne characters if they  
want to play current or former members of the Haven Army  
that invaded Fanewick. Though the army brings violence into  
this land, they also carry overwhelming grief for a homeland  
succumbing to disease.  
Wanderborne communities can be found in both Fanewick and  
Haven, though safe travel has been severely restricted due to  
the military occupation and the expansion of the Witherwild.  
Whether a wanderborne character comes from Fanewick,  
Haven, or elsewhere, the player should determine their  
character’s personal views on the invasion of Fanewick, and  
how that aligns or departs from their community’s views.  
What regrets do you carry with you from your conquest of  
foreign soil?  
What kindness did an enemy combatant bestow upon you  
in an hour of need? How did this change your view of the  
people of Fanewick?  
What do you do to keep your small community safe,  
independent, and hidden from Haven’s forces?  
Because of your community’s transience, you have loved  
ones in both Fanewick and Haven. How has this affected  
your relationship with the invasion?  
You were charged with planting a rumor in a Fanewick  
community. What is the rumor, and do you plan to carry  
out this mission?  
Your community travels to protect something. What is it,  
and why does it keep you from settling down?  
SLYBORNE  
As the Haven Army is the current martial power in Fanewick,  
those who wish to play slyborne characters might come  
from Fanewick rebel groups seeking to expel the invading  
forces from their lands. Depending on the tactics their group  
employs, a character from a slyborne community might align  
with or go against their upbringing.  
ANCESTRIES  
All ancestries are available, but some have unique aspects  
within a Witherwild campaign. As needed, provide the following  
information to your players.  
CLANKS  
Who among the Haven Army do you wish to exact revenge  
upon and why?  
Clanks from Haven are commonly made from iron and steel,  
while clanks from Fanewick are typically constructed from  
wood and stone.  
You joined an insurgent group working to free this land  
from Haven’s grasp. What has given you doubts about the  
leadership’s methods?  
FUNGRIL  
Someone you love is a member of the Haven Army. How  
have you used your position in the rebellion to protect them?  
Since the Witherwild spread throughout Fanewick, some  
fungril inhabiting the forests have grown noticeably larger than  
fungril from other regions.  
SEABORNE  
DRAKONA, FAUNS, FIRBOLGS, AND INFERNIS  
Both Fanewick and Haven have a coastal border. The majority  
of Fanewick’s seaborne communities live in small seaside  
groups and focus on local travel to neighboring regions, while  
Havenites tend to live in large ports that ship and receive  
goods from distant lands.  
After the Witherwild corrupted Fanewick, some drakona,  
fauns, firbolgs, and infernis have noticed their horns growing  
faster and longer.  
GALAPA AND RIBBETS  
Many families of galapa and ribbets who lived in the bogs of  
Fanewick were displaced when Haven’s army invaded.  
Havenites and the Serpent’s Sickness  
Anyone, but especially those from Haven, may carry the  
Serpent’s Sickness, which stiffens their movements and gives  
them limited time to survive without a cure.  
Daggerheart SRD  
115  
CLASSES  
All classes are available, but some have unique aspects within  
a Witherwild campaign. As needed, provide the following  
information to your players.  
GM PRINCIPLES  
Keep the following guidance in mind while you GM this  
campaign.  
PAINT THE WORLD IN CONTRAST  
Druids, Rangers, and Sorcerers  
Subvert expectations by giving space for the nightmarish to  
charm and the beautiful to terrify. Give the PCs visions of the  
natural beauty of Fanewick that has run roughshod across  
the region, breaking the bounds of the bogs and forests and  
devastating homes and communities. Show the grim and  
ordered life behind Haven’s walls, but also show the culture,  
art, and progress that has come out of centuries of safety.  
Contrast the capricious nature of the Faint Divinities with  
the devotion of the Wicklings and Havenites fighting to save  
their home. In a place of long nights and days, dual seasons,  
and two nations in conflict, look for ways to highlight bold  
dualities.  
Druids, rangers, and sorcerers are commonly found  
throughout Fanewick. If players choose one of these classes,  
they should consider how their character’s connection to the  
natural world might be impacted by the Witherwild.  
WARRIORS AND WIZARDS  
Warriors and wizards are prevalent in Haven. A large wizarding  
school in Haven teaches fighters and healers, and the Haven  
Army is largely composed of warriors and School of War  
wizards. If a PC is either of these classes, consider their  
personal relationship to the Haven Army.  
SHOW THEM TRUE DANGER  
VENGEANCE GUARDIAN  
Though it may be tragic, bodily harm is not the worst tragedy  
that can befall the characters. To illustrate what’s truly at  
stake, use the PCs’ origins in Fanewick or Haven to show them  
what they stand to lose, be it their homes, family, friends,  
communities, or even their core truths and beliefs. The events  
of this campaign may change, threaten, or destroy these  
aspects of their past—when your players create and are  
invested in their character’s backstory, they have something  
to fight for.  
Many Wicklings who seek revenge on Haven or to expel them  
from Fanewick become Vengeance guardians. If players  
choose this subclass, they should consider what ideals or  
institutions their character protects.  
SYNDICATE ROGUE  
The Haven Army sends spies into Fanewick communities to  
gain information on planned attacks and manipulate public  
perception. When selecting the Syndicate rogue subclass,  
players should consider how their character might be  
connected to or impacted by these covert operatives.  
OFFER ALTERNATIVES TO VIOLENCE  
By illuminating nonviolent approaches to problem-solving, the  
PCs can help break the brutal cycle that binds this world. For  
example, showing compassion—rather than swordpoint—  
to a corrupted beast can free them from the Witherwild.  
Similarly, the conflict between Haven and Fanewick shouldn’t  
only be solved with blood and blade. What threatens both  
could also unify them. Give the PCs opportunities to mend old  
wounds, right past wrongs, and heal the rift between Haven  
and Fanewick from within.  
PLAYER PRINCIPLES  
If your group decides to play this campaign, give your players the  
following information before character creation.  
MAKE THE INVASION PERSONAL  
Consider how Haven’s invasion of Fanewick deeply impacts  
your character. Let these details inform what they want and  
what they’re willing to do to get it. Everyone has lost a loved  
one to the Witherwild or the Serpent’s Sickness, and more  
are dying by the day. Consider how the growing conflict  
caused your character to act in ways they aren’t proud of,  
or transformed personal truths they once believed were  
unshakable.  
CREATE MULTIDIMENSIONAL ALLIES AND  
ADVERSARIES  
No adversary or ally is all good or all bad, and they each have  
multidimensional lives. Even the most congenial ally should  
be hiding darkness inside them, hoping their failings will go  
undiscovered. Those painted as evil should sometimes do the  
right thing, even if it’s for the wrong reason. Just because a  
PC or NPC is from Haven doesn’t make them a villain, and,  
conversely, not all the inhabitants of Fanewick are virtuous.  
Finding the nuance, complications, and deeper motivations  
of the people of Haven and Fanewick will lead to richer  
interactions, more complex moral choices, and a deeper sense  
of attachment to the world for the players.  
TREAT DEATH WITH IMPORTANCE  
Taking a life should not be done without consideration,  
desperation, and consequences. As your character journeys,  
they should remember those they’ve lost and those they’ve  
slain, allowing each death to affect their choices in the future.  
EMBRACE VULNERABILITY  
Find your character’s humanity and showcase it whenever you  
can. They should be as vulnerable during quiet moments as  
they are vicious during violent ones, opening up to their allies  
even if they close themself off to everyone else.  
116  
Daggerheart SRD  
THE WITHERWILD  
DISTINCTIONS  
This corruption, empowered by the endless spring, is  
spreading throughout Fanewick. Some believe the overgrowth  
began in the forest, while others claim it sprang from the  
bogs. But no matter its origins, this flourishing malignancy  
induces horrific changes and massive growth on anything  
it touches, transforming them into Withered beings. Plants  
spring to life with a desire to consume all around them.  
Animals grow to immense proportions, with onerous  
dispositions to match their exaggerated teeth, tusks, and  
claws. Even harmless creatures that were once hunted for  
food have become dangerous and formidable adversaries.  
Use this information to prepare your campaign. You can also  
share it with your players as needed.  
THE WEEKS OF DAY AND NIGHT  
The day and night cycle occurs weekly, meaning the sun rises  
for an entire week before setting into a nighttime of the same  
length. This has an impact on everything from agriculture to  
trade, as many merchants refuse to travel through the night.  
But this cycle doesn’t just affect Wicklings, it’s dictated how  
Fanewick’s wondrous ecology has evolved. Days and nights  
are accompanied by entirely different natural soundscapes  
as Fanewick’s nocturnal denizens sleep through the long days  
and stalk the woods in times of darkness while their diurnal  
counterparts sleep. The plants similarly live on this strange  
day-night loop, and many live out their entire life cycles in a  
week. Sun rose vines make a thorny ascent to the top of the  
tree canopy over the course of the week, only to wilt under the  
light of the moon. Conversely, night bloom, a bioluminescent  
flower that emits the smell of burnt sugar and decay,  
When a person is corrupted by the Witherwild, either from  
a purposeful attack or accidental harm (see the upcoming  
“Corruption from the Witherwild” section), they are  
transformed. They become a nightmarish hybrid—their body  
warped and intertwined with plant or beast. The Witherwild  
slowly replaces the personality of its victims with the same  
drive to consume exhibited by the rest of the corrupted  
Fanewick. Though the Withered may retain a semblance of  
who they are for a time, they eventually face the final loss of  
their personhood. Some Wicklings believe the Withered are  
gifted this power by Nikta’s wrath to drive the forces of Haven  
from Fanewick and return the Shepherd’s Reaping Eye.  
only blossoms when evening falls, illuminating patches of  
forest—a godsend to anyone forced to travel in the dark.  
THE SERPENT’S SICKNESS  
THE GODS OF FANEWICK  
The plague sweeping across Haven spares no one. Since  
the initial outbreak, Haven officials have worked tirelessly to  
quarantine those in the early stages of the disease, but this  
effort has done little to stop its spread. Due to the rarity of  
crimson lady’s veil, many citizens began to carry or consume  
all manner of flowers and snake sheddings in an attempt to  
protect or cure themselves.  
Gods in this land aren’t ethereal concepts that exist in another  
realm; instead, they wander the land as incarnate beings,  
residing in both the natural world as well as within homes and  
small villages. As such, they’re generally present in Wicklings’  
lives. Many communities, and some larger families, even have  
their own small god or tutelary spirit who watches over them.  
In the initial stages, victims are afflicted with a hacking cough  
laden with dust that resembles powdered bone. Then a scaled  
rash erupts across their skin, cracking their flesh in a unique  
and painful pattern that resembles a snake’s skin. Not long  
after, the victims’ bodies harden until their organs solidify and  
cease to function. The final stages of the Serpent’s Sickness is  
so quick that many transform into statues where they stand,  
leaving all of Haven a cenotaph to a once-great power.  
Belief and worship take on a different meaning in Fanewick—  
there is a constant push and pull between the goals of people  
and their deific neighbors. The gods must curry worship from  
mortals, often by performing small miracles, acts of service,  
or by testing their resolve with tricks and curses. Mortals  
rely on the small blessings from the gods to keep them safe  
when traveling and working in Fanewick. The most powerful  
and widely acknowledged Faint Divinity is the Shepherd of  
Seasons, Nikta, as the loss of her eye had the most recent and  
visible impact on everyone in Fanewick.  
LADY’S VEIL  
These small flowers grow in patches of sun throughout  
Fanewick. For every ten thousand blossoms of white-petaled  
flowers, one blooms a unique and vibrant red. These flowers  
have long been used in herbal teas across the region, with the  
crimson flowers holding a place in specific ceremonies. Even  
so, they were only foraged until the Havenites discovered  
crimson lady’s veil—the only known cure for Serpent’s  
Sickness.  
Fanewick’s various divinities each have their own opinion  
concerning the Witherwild corruption. While some enjoy  
nature’s newfound dominance, many of the lesser deities are  
wary of how out of balance Fanewick has become. While their  
behavior and motives may be inscrutable, these deities are  
more accessible than gods who watch from on high.  
Fulg, Stacker of Stones: A small god who favors tribute in  
the form of smooth, stacked river rocks. Under his power,  
bivalves and limpets grow abundantly on rocks where they  
can be easily harvested. He is largely uninformed about the  
problems Fanewick faces, and he prefers it that way.  
Thus, the Haven Army invaded Fanewick and began cultivating  
the flowers on massive farms that have overtaken the region’s  
bogs. Though the theft of the Reaping Eye has created an  
indefinite growing season, the red flowers remain just as rare,  
and Fanewick is permeated by a sickly sweet smell as the  
Haven Army races to mass-produce a cure for the Serpent’s  
Sickness.  
Hyacynis, They Who Spread Small Blossoms: A friend of  
bees and tiny flowers who has embraced the Witherwild  
after seeing their influence and domain swell (literally)  
to immense proportions. They’re enjoying this rampant  
growth and do not see a reason to end it.  
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117  
Ikla, the Sky Painter: Ikla’s artistic prowess and talent are  
unmatched, painting the skies of each weekly sunrise and  
sunset over Fanewick in a myriad of scintillating colors.  
They could not be lazier the rest of the week, and their  
demeanor is exceedingly unpleasant, offended that anyone  
would ask a favor of them during their time off.  
Phylax’s (they/them) decision to steal the Reaping Eye, and  
the consequences they’ve all paid for that decision have been  
grimly vindicating.  
Recently, Kreil uncovered the Fanewraith’s plot and is horrified  
by the possibility of her success. Knowing he can’t send a  
troop of Haven soldiers deep into the woods to hunt down and  
stop the Fanewraith from stealing the Sowing Eye, Kreil uses  
his vast network of informants and spies to find a group of  
adventurers who can bring the Fanewraith to swift justice.  
Oove, the Watcher of the Night Bloom: He is one of the  
few local gods who has never been seen, but he is often  
heard in the wilds at night, whispering directions to lost  
travelers, pointing them to the nearest source of night  
bloom. Locals claim he leads those who displease him  
or harm nocturnal creatures into dangerous terrain. It’s  
rumored that he watches over Fanewick nights from his  
home on the moon.  
The party is sent an invitation from Haven to meet with  
Kreil. But is his information correct? Does he have his own  
motivation or secret ambition? Whether they come from  
Fanewick or Haven, the party must extend some trust to a  
person who is equally as dangerous and mercurial as the  
“enemy” they pursue. And what will they do when they find the  
Fanewraith? Bring her to justice? Side with her? Attempt to  
recover the Reaping Eye?  
Qui’Gar, Whispered Sweetness for a Thorny End: A quiet  
god who presides over the deaths of those who pass in  
thorny bushes and briar patches. Traditionally, she doesn’t  
receive many visitors, but the Witherwild’s corruptive  
growth has made her job harder and upended her quiet  
existence.  
Kreil advises the party to start their hunt for the Fanewraith  
in the treetop village of Alula, where he suspects she runs her  
operation.  
Rohkin, the Wandering Horn: Rohkin watches over the  
many herds of horned creatures that reside in Fanewick.  
In happier times, he preserved the balance of nature  
and civilization, preventing overhunting. But since the  
corruption of the Witherwild has taken hold, he’s seen his  
herds change into unrecognizable, dangerous beasts.  
CAMPAIGN MECHANICS  
The following mechanics are unique to this campaign.  
CORRUPTION FROM THE WITHERWILD  
Adversaries and environments in this campaign can gain  
an additional type called Withered. When an adversary is  
Withered, describe how the Witherwild changed or impacted  
how they would normally appear or operate. You also need  
about 20 Wither tokens (these can be the same as the tokens  
you use for Fear).  
These are but a small slice of the hundreds, if not thousands,  
of Faint Divinities lurking, relaxing, hunting, and playing  
throughout Fanewick.  
What Faint Divinities do the PCs acknowledge and pay  
tribute to, if any?  
Any time a PC takes Severe damage from a Withered  
adversary or environment, gain a Wither token and place it  
on that PC’s character sheet. When you do, the PC must roll  
their Fear Die. If they roll equal to or below the number of  
Wither tokens on their sheet, they immediately gain a scar and  
clear all tokens, describing how the Witherwild changes them  
permanently.  
How has the Witherwild changed the outlook, personality,  
and dispositions of the Faint Divinities the characters  
encounter?  
Which gods ally themselves with Haven to preserve the  
endless spring? Which align with Fanewick?  
At the end of each session, clear all Wither tokens from the  
PCs’ sheets and gain an equal amount of Fear. If a character  
ever dies with Wither tokens on their sheet, their body is  
permanently taken over by the Witherwild.  
THE INCITING INCIDENT  
You can use the prompt below to start your campaign, or create  
your own.  
The Reaping Eye is stowed in a secure vault beneath the  
central tower of Haven’s wizarding school, seemingly  
impossible to recover. A secretive and dangerous rebel group,  
led by a mysterious figure known only as the Fanewraith (she/  
her), has hatched a plan to end the curse of the Witherwild:  
find the Great Owl, Nikta, and pluck out the Sowing Eye.  
While this may solve the immediate problem, the long-term  
consequences are not being considered, just as they weren’t  
when Haven invaded.  
SESSION ZERO QUESTIONS  
Ask any of these questions to your players, or make your own.  
What dangerous animal comes out during the week of night  
that isn’t out during the week of day?  
What unique trait (such as appearance, smell, or taste)  
does anything tainted by the Witherwild have?  
What superstitions does your character or their community  
have about traversing Fanewick during the long nights?  
Haven’s beleaguered spymaster, Kreil Dirn (he/him), is not  
a popular person in Haven. He is responsible for rooting out  
insurgents, stopping schemes before they have a chance to  
start, and keeping a close watch on Haven’s internal activities.  
Kreil has never agreed—at least not openly—with Archmage  
Your character has witnessed something beautiful that  
came from the Witherwild. What is it and how has it  
transformed their view of the corruption?  
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Daggerheart SRD  
APPENDIX  
This section contains additional information and reference sheets.  
Domain Card reference  
ARCANA DOMAIN  
RUNE WARD  
Level 1 Arcana Spell  
Recall Cost: 0  
COUNTERSPELL  
Level 3 Arcana Spell  
Recall Cost: 2  
You have a deeply personal trinket that can be infused with  
protective magic and held as a ward by you or an ally. Describe  
what it is and why it’s important to you. The ward’s holder can  
spend a Hope to reduce incoming damage by 1d8.  
You can interrupt a magical effect taking place by making a  
reaction roll using your Spellcast trait. On a success, the effect  
stops and any consequences are avoided, and this card is  
placed in your vault.  
If the Ward Die result is 8, the ward’s power ends after it  
reduces damage this turn. It can be recharged for free  
on your next rest.  
FLIGHT  
Level 3 Arcana Spell  
Recall Cost: 1  
UNLEASH CHAOS  
Level 1 Arcana Spell  
Recall Cost: 1  
At the beginning of a session, place a number of tokens equal  
to your Spellcast trait on this card.  
Make a Spellcast Roll (15). On a success, place a number of  
tokens equal to your Agility on this card (minimum 1). When  
you make an  
action roll while flying, spend a token from this card. After the  
action that spends the last token is resolved,  
you descend to the ground directly below you.  
Make a Spellcast Roll against a target within Far range and  
spend any number of tokens to channel raw energy from within  
yourself to unleash against them. On a success, roll a number  
of d10s equal to the tokens you spent and deal that much  
magic damage to the target. Mark a Stress to replenish this  
card with tokens (up to your Spellcast trait).  
BLINK OUT  
Level 4 Arcana Spell  
Recall Cost: 1  
Make a Spellcast Roll (12). On a success, spend a Hope to  
teleport to another point you can see within Far range. If  
any willing creatures are within Very Close range, spend an  
additional Hope for each creature to bring them with you.  
At the end of each session, clear all unspent tokens.  
WALL WALK  
Level 1 Arcana Spell  
Recall Cost: 1  
Spend a Hope to allow a creature you can touch to climb on  
walls and ceilings as easily as walking on the ground. This lasts  
until the end of the scene or you cast Wall Walk again  
PRESERVATION BLAST  
Level 4 Arcana Spell  
Recall Cost: 2  
Make a Spellcast Roll against all targets within Melee range.  
Targets you succeed against are forced back to Far range and  
take d8+3 magic damage using your Spellcast trait.  
CINDER GRASP  
Level 2 Arcana Spell  
Recall Cost: 1  
Make a Spellcast Roll against a target within Melee range.  
On a success, the target instantly bursts into flames, takes  
1d20+3 magic damage, and is temporarily lit On Fire.  
When a creature acts while On Fire, they must take an extra  
2d6 magic damage if they are still On Fire at the end of their  
action.  
CHAIN LIGHTNING  
Level 5 Arcana Spell  
Recall Cost: 1  
Mark 2 Stress to make a Spellcast Roll, unleashing lightning  
on all targets within Close range. Targets you succeed against  
must make a reaction roll with a Difficulty equal to the result of  
your Spellcast Roll. Targets who fail take 2d8+4 magic damage.  
Additional adversaries not already targeted by Chain Lightning  
and within Close range of previous targets who took damage  
must also make the reaction roll. Targets who fail take 2d8+4  
magic damage. This chain continues until there are no more  
adversaries within range.  
FLOATING EYE  
Level 2 Arcana Spell  
Recall Cost: 0  
Spend a Hope to create a single, small floating orb that you  
can move anywhere within Very Far range. While this spell is  
active, you can see through the orb as though you’re looking  
out from its position. You can transition between using your  
own senses and seeing through the orb freely. If the orb takes  
damage or moves out of range, the spell ends.  
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PREMONITION  
Level 5 Arcana Spell  
Recall Cost: 2  
CONFUSING AURA  
Level 8 Arcana Spell  
Recall Cost: 2  
You can channel arcane energy to have visions of the future.  
Once per long rest, immediately after the GM conveys the  
consequences of a roll you made, you can rescind the move  
and consequences like they never happened and make another  
move instead.  
Make a Spellcast Roll (14). Once per long rest on a success,  
you create a layer of illusion over your body that makes it hard  
to tell exactly where you are. Mark any number of Stress  
to make that many additional layers. When an adversary  
makes an attack against you, roll a number of d6s equal to  
the number of layers currently active. If any roll a 5 or higher,  
one layer of the aura is destroyed and the attack fails. If all the  
results are 4 or lower, you take the damage and this spell ends  
RIFT WALKER  
Level 6 Arcana Spell  
Recall Cost: 2  
Make a Spellcast Roll (15). On a success, you place an arcane  
marking on the ground where you currently stand. The next  
time you successfully cast Rift Walker, a rift in space opens  
up, providing safe passage back to the exact spot where the  
marking was placed. This rift stays open until you choose to  
close it or you cast another spell.  
EARTHQUAKE  
Level 9 Arcana Spell  
Recall Cost: 2  
Make a Spellcast Roll (16). Once per rest on a success, all  
targets within Very Far range who aren’t flying must make  
a Reaction Roll (18). Targets who fail take 3d10+8 physical  
damage and are temporarily Vulnerable. Targets who succeed  
take half damage.  
You can drop the spell at any time to cast Rift Walker again and  
place the marking somewhere new.  
Additionally, when you succeed on the Spellcast Roll, all terrain  
within Very Far range becomes difficult to move through and  
structures within this range might sustain damage or crumble.  
TELEKINESIS  
Level 6 Arcana Spell  
Recall Cost: 0  
Make a Spellcast Roll against a target within Far range. On  
a success, you can use your mind to move them anywhere  
within Far range of their original position. You can throw the  
lifted target as an attack by making an additional Spellcast Roll  
against the second target you’re trying to attack. On a success,  
deal d12+4 physical damage to the second target using your  
Proficiency. This spell then ends.  
SENSORY PROJECTION  
Level 9 Arcana Spell  
Recall Cost: 0  
Once per rest, make a Spellcast Roll (15). On a success,  
drop into a vision that lets you clearly see and hear any place  
you have been before as though you are standing there in  
this moment. You can move freely in this vision and are not  
constrained by the physics or impediments of a physical body.  
This spell cannot be detected by mundane or magical means.  
You drop out of this vision upon taking damage or casting  
another spell.  
ARCANA-TOUCHED  
Level 7 Arcana Ability  
Recall Cost: 2  
When 4 or more of the domain cards in your loadout are from  
the Arcana domain, gain the following benefits:  
ADJUST REALITY  
Level 10 Arcana Spell  
Recall Cost: 1  
After you or a willing ally make any roll, you can spend 5 Hope  
to change the numerical result of that roll to a result of your  
choice instead. The result must be plausible within the range  
of the dice.  
+1 bonus to your Spellcast Rolls  
Once per rest, you can switch the results of your Hope and  
Fear Dice.  
CLOAKING BLAST  
Level 7 Arcana Spell  
Recall Cost: 2  
When you make a successful Spellcast Roll to cast a different  
spell, you can spend a Hope to become Cloaked. While  
Cloaked, you remain unseen if you are stationary when an  
adversary moves to where they would normally see you. When  
you move into or within an adversary’s line of sight or make an  
attack, you are no longer Cloaked.  
FALLING SKY  
Level 10 Arcana Spell  
Recall Cost: 1  
Make a Spellcast Roll against all adversaries within Far range.  
Mark any number of Stress to make shards of arcana rain  
down from above. Targets you succeed against take 1d20+2  
magic damage for each Stress marked.  
ARCANE REFLECTION  
Level 8 Arcana Spell  
Recall Cost: 1  
When you would take magic damage, you can spend any  
number of Hope to roll that many d6s. If any roll a 6, the  
attack is reflected back to the caster, dealing the damage to  
them instead.  
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Daggerheart SRD  
BLADE DOMAIN  
GET BACK UP  
Level 1 Blade Ability  
Recall Cost: 1  
CHAMPION’S EDGE  
Level 5 Blade Ability  
Recall Cost: 1  
When you take Severe damage, you can mark a Stress to  
When you critically succeed on an attack, you can spend up to  
3 Hope and choose one of the following options for each Hope  
spent:  
reduce the severity by one threshold.  
NOT GOOD ENOUGH  
Level 1 Blade Ability  
Recall Cost: 1  
You clear a Hit Point.  
You clear an Armor Slot.  
When you roll your damage dice, you can reroll any 1s or 2s.  
• The target must mark an additional Hit Point.  
You can’t choose the same option more than once.  
WHIRLWIND  
Level 1 Blade Ability  
Recall Cost: 0  
When you make a successful attack against a target within  
Very Close range, you can spend a Hope to use the attack  
against all other targets within Very Close range. All additional  
adversaries you succeed against with this ability take half  
damage.  
VITALITY  
Level 5 Blade Ability  
Recall Cost: 0  
When you choose this card, permanently gain two of the  
following benefits:  
• One Stress slot  
• One Hit Point slot  
A SOLDIER’S BOND  
Level 2 Blade Ability  
Recall Cost: 1  
• +2 bonus to your damage thresholds  
Then place this card in your vault permanently.  
Once per long rest, when you compliment someone or ask  
them about something they’re good at,  
you can both gain 3 Hope.  
BATTLE-HARDENED  
Level 6 Blade Ability  
Recall Cost: 2  
RECKLESS  
Once per long rest when you would make a Death Move, you  
can spend a Hope to clear a Hit Point instead.  
Level 2 Blade Ability  
Recall Cost: 1  
RAGE UP  
Mark a Stress to gain advantage on  
an attack.  
Level 6 Blade Ability  
Recall Cost: 1  
SCRAMBLE  
Before you make an attack, you can mark a Stress to gain a  
bonus to your damage roll equal to twice your Strength.  
Level 3 Blade Ability  
Recall Cost: 1  
You can Rage Up twice per attack.  
Once per rest, when a creature within Melee range would deal  
damage to you, you can avoid the attack and safely move out  
of Melee range of the enemy.  
BLADE-TOUCHED  
Level 7 Blade Ability  
Recall Cost: 1  
When 4 or more of the domain cards in your loadout are from  
the Blade domain, gain the following benefits:  
VERSATILE FIGHTER  
Level 3 Blade Ability  
Recall Cost: 1  
You can use a different character trait for an equipped weapon,  
rather than the trait the weapon calls for.  
• +2 bonus to your attack rolls  
• +4 bonus to your Severe damage threshold  
When you deal damage, you can mark a Stress to use the  
maximum result of one of your damage dice instead of rolling  
it.  
GLANCING BLOW  
Level 7 Blade Ability  
Recall Cost: 1  
When you fail an attack, you can mark a Stress to deal weapon  
DEADLY FOCUS  
Level 4 Blade Ability  
Recall Cost: 2  
Once per rest, you can apply all your focus toward a target of  
your choice. Until you attack another creature, you defeat the  
target, or the battle ends, gain a +1 bonus to your Proficiency.  
damage using half your Proficiency.  
BATTLE CRY  
Level 8 Blade Ability  
Recall Cost: 2  
Once per long rest, while you’re charging into danger, you can  
muster a rousing call that inspires your allies. All allies who  
can hear you each clear a Stress and gain a Hope. Additionally,  
your allies gain advantage on attack rolls until you or an ally  
rolls a failure with Fear.  
FORTIFIED ARMOR  
Level 4 Blade Ability  
Recall Cost: 0  
While you are wearing armor, gain a +2 bonus to your damage  
thresholds.  
Daggerheart SRD  
121  
FRENZY  
REAPER’S STRIKE  
Level 8 Blade Ability  
Recall Cost: 3  
Level 9 Blade Ability  
Recall Cost: 3  
Once per long rest, spend a Hope to make an attack roll. The  
GM tells you which targets within range it would succeed  
against. Choose one of these targets and force them to mark 5  
Hit Points.  
Once per long rest, you can go into a Frenzy until there are no  
more adversaries within sight.  
While Frenzied, you can’t use Armor Slots, and you gain a +10  
bonus to your damage rolls and a +8 bonus to your Severe  
damage threshold.  
BATTLE MONSTER  
Level 10 Blade Ability  
Recall Cost: 0  
When you make a successful attack against an adversary, you  
can mark 4 Stress to force the target to mark a number of Hit  
Points equal to the number of Hit Points you currently have  
marked instead of rolling for damage.  
GORE AND GLORY  
Level 9 Blade Ability  
Recall Cost: 2  
When you critically succeed on a weapon attack, gain an  
additional Hope or clear an additional Stress.  
Additionally, when you deal enough damage to defeat an  
enemy, gain a Hope or clear a Stress.  
ONSLAUGHT  
Level 10 Blade Ability  
Recall Cost: 3  
When you successfully make an attack with your weapon, you  
never deal damage beneath a target’s Major damage threshold  
(the target always marks a minimum of 2 Hit Points).  
Additionally, when a creature within your weapon’s range deals  
damage to an ally with an attack that doesn’t include you, you  
can mark a Stress to force them to make a Reaction Roll (15).  
On a failure, the target must mark a Hit Point.  
BONE DOMAIN  
DEFT MANEUVERS  
Level 1 Bone Ability  
Recall Cost: 0  
STRATEGIC APPROACH  
Level 2 Bone Ability  
Recall Cost: 1  
Once per rest, mark a Stress to sprint anywhere within Far  
After a long rest, place a number of tokens equal to your  
Knowledge on this card (minimum 1). The first time you move  
within Close range of an adversary and make an attack against  
them, you can spend one token to choose one of the following  
options:  
range without making an Agility Roll to get there.  
If you end this movement within Melee range of an adversary  
and immediately make an attack against them, gain a +1 bonus  
to the attack roll.  
You make the attack with advantage.  
I SEE IT COMING  
Level 1 Bone Ability  
Recall Cost: 1  
You clear a Stress on an ally within Melee range of the  
adversary.  
You add a d8 to your damage roll.  
When you’re targeted by an attack made from beyond Melee  
range, you can mark a Stress to roll a d4 and gain a bonus to  
your Evasion equal to the result against the attack.  
When you take a long rest, clear all unspent tokens.  
BRACE  
UNTOUCHABLE  
Level 1 Bone Ability  
Recall Cost: 1  
Level 3 Bone Ability  
Recall Cost: 1  
When you mark an Armor Slot to reduce incoming damage,  
you can mark a Stress to mark an additional Armor Slot.  
Gain a bonus to your Evasion equal to half your Agility.  
FEROCITY  
TACTICIAN  
Level 2 Bone Ability  
Recall Cost: 2  
Level 3 Bone Ability  
Recall Cost: 1  
When you cause an adversary to mark 1 or more Hit Points,  
you can spend 2 Hope to increase your Evasion by the number  
of Hit Points they marked. This bonus lasts until after the next  
attack made against you.  
When you Help an Ally, they can spend a Hope to add one of  
your Experiences to their roll alongside your advantage die.  
When making a Tag Team Roll, you can roll a d20 as your Hope  
Die.  
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Daggerheart SRD  
BOOST  
CRUEL PRECISION  
Level 7 Bone Ability  
Recall Cost: 1  
Level 4 Bone Ability  
Recall Cost: 1  
Mark a Stress to boost off a willing ally within Close range,  
fling yourself into the air, and perform an aerial attack against  
a target within Far range. You have advantage on the attack,  
add a d10 to the damage roll, and end your move within Melee  
range of the target.  
When you make a successful attack with a weapon, gain a  
bonus to your damage roll equal to either your Finesse or  
Agility.  
BREAKING BLOW  
Level 8 Bone Ability  
Recall Cost: 3  
When you make a successful attack, you can mark a Stress to  
make the next successful attack against that same target deal  
an extra 2d12 damage.  
REDIRECT  
Level 4 Bone Ability  
Recall Cost: 1  
When an attack made against you from beyond Melee range  
fails, roll a number of d6s equal to your Proficiency. If any roll  
a 6, you can mark a Stress to redirect the attack to damage an  
adversary within Very Close range instead.  
WRANGLE  
Level 8 Bone Ability  
Recall Cost: 1  
KNOW THY ENEMY  
Level 5 Bone Ability  
Recall Cost: 1  
When observing a creature, you can make an Instinct Roll  
against them. On a success, spend a Hope and ask the GM  
for one set of information about the target from the following  
options:  
Make an Agility Roll against all targets within Close range.  
Spend a Hope to move targets you succeed against, and any  
willing allies within Close range, to another point within Close  
range.  
ON THE BRINK  
Level 9 Bone Ability  
Recall Cost: 1  
When you have 2 or fewer Hit Points unmarked, you don’t take  
Minor damage.  
• Their unmarked Hit Points and Stress.  
• Their Difficulty and damage thresholds.  
• Their tactics and standard attack damage dice.  
• Their features and Experiences.  
SPLINTERING STRIKE  
Level 9 Bone Ability  
Recall Cost: 3  
Spend a Hope and make an attack against all adversaries  
within your weapon’s range. Once per long rest, on a success  
against any targets, roll your weapon's damage and distribute  
that damage however you wish between the targets you  
succeeded against. Before you deal damage to each target, roll  
an additional damage die and add its result to the damage you  
deal to them.  
Additionally on a success, you can mark a Stress to remove a  
Fear from the GM’s Fear Pool.  
SIGNATURE MOVE  
Level 5 Bone Ability  
Recall Cost: 1  
Name and describe your signature combat move. Once per  
rest, when you perform this signature move as part of an  
action you’re taking, you can roll a d20 as your Hope Die. On a  
success, clear a Stress.  
DEATHRUN  
Level 10 Bone Ability  
Recall Cost: 1  
RAPID RIPOSTE  
Level 6 Bone Ability  
Recall Cost: 0  
When an attack made against you from within Melee range  
fails, you can mark a Stress and seize the opportunity to deal  
the weapon damage of one of your active weapons to the  
attacker.  
Spend 3 Hope to run a straight path through the battlefield  
to a point within Far range, making an attack against all  
adversaries within your weapon’s range along that path.  
Choose the order in which you deal damage to the targets you  
succeeded against. For the first, roll your weapon damage with  
a +1 bonus to your Proficiency. Then remove a die from your  
damage roll and deal the remaining damage to the next target.  
Continue to remove a die for each subsequent target until you  
have no more damage dice or adversaries.  
RECOVERY  
Level 6 Bone Ability  
Recall Cost: 1  
You can’t target the same adversary more than once per  
attack.  
During a short rest, you can choose a long rest downtime  
move instead. You can spend a Hope to let an ally do the same.  
SWIFT STEP  
BONE-TOUCHED  
Level 7 Bone Ability  
Recall Cost: 2  
When 4 or more of the domain cards in your loadout are from  
the Bone domain, gain the following benefits:  
Level 10 Bone Ability  
Recall Cost: 2  
When an attack made against you fails, clear a Stress. If you  
can’t clear a Stress, gain a Hope.  
• +1 bonus to Agility  
• Once per rest, you can spend 3 Hope to cause an attack  
that succeeded against you to fail instead.  
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CODEX DOMAIN  
BOOK OF AVA  
Level 1 Codex Grimoire  
Recall Cost: 2  
BOOK OF VAGRAS  
Level 2 Codex Grimoire  
Recall Cost: 2  
Power Push: Make a Spellcast Roll against a target within  
Melee range.  
On a success, they’re knocked back to Far range and take  
d10+2 magic damage using your Proficiency.  
Runic Lock: Make a Spellcast Roll (15) on an object you’re  
touching that can close (such as a lock, chest, or box). Once  
per rest on a success, you can lock the object so it can only be  
opened by creatures of your choice. Someone with access to  
magic and an hour of time to study the spell can break it.  
Tava’s Armor: Spend a Hope to give a target you can touch a  
+1 bonus to their Armor Score until their next rest or you cast  
Tava’s Armor again.  
Arcane Door: When you have no adversaries within Melee  
range, make a Spellcast Roll (13). On a success, spend a  
Hope to create a portal from where you are to a point within  
Far range you can see. It closes once a creature has passed  
through it.  
Ice Spike: Make a Spellcast Roll (12) to summon a large ice  
spike within Far range. If you use it as a weapon, make the  
Spellcast Roll against the target’s Difficulty instead. On a  
success, deal d6 physical damage using your Proficiency.  
Reveal: Make a Spellcast Roll. If there is anything magically  
hidden within Close range, it is revealed.  
BOOK OF ILLIAT  
Level 1 Codex Grimoire  
Recall Cost: 2  
Slumber: Make a Spellcast Roll against a target within Very  
Close range. On a success, they’re Asleep until they take  
damage or the GM spends a Fear on their turn to clear this  
condition.  
BOOK OF KORVAX  
Level 3 Codex Grimoire  
Recall Cost: 2  
Levitation: Make a Spellcast Roll to temporarily lift a target  
you can see up into the air and move them within Close range  
of their original position.  
Arcane Barrage: Once per rest, spend any number of Hope  
and shoot magical projectiles that strike a target of your choice  
within Close range. Roll a number of d6s equal to the Hope  
spent and deal that much magic damage to the target.  
Recant: Spend a Hope to force a target within Melee range  
to make a Reaction Roll (15). On a failure, they forget the last  
minute of your conversation.  
Rune Circle: Mark a Stress to create a temporary magical  
circle on the ground where you stand. All adversaries within  
Melee range, or who enter Melee range, take 2d12+4 magic  
damage and are knocked back to Very Close range.  
Telepathy: Spend a Hope to open a line of mental  
communication with one target you can see. This connection  
lasts until your next rest or you cast Telepathy again.  
BOOK OF TYFAR  
Level 1 Codex Grimoire  
Recall Cost: 2  
BOOK OF NORAI  
Level 3 Codex Grimoire  
Recall Cost: 2  
Wild Flame: Make a Spellcast Roll against up to three  
adversaries within Melee range. Targets you succeed against  
take 2d6 magic damage and must mark a Stress as flames  
erupt from your hand.  
Mystic Tether: Make a Spellcast Roll against a target within Far  
range. On a success, they’re temporarily Restrained and must  
mark a Stress. If you target a flying creature, this spell grounds  
and temporarily Restrains them.  
Magic Hand: You conjure a magical hand with the same size  
Fireball: Make a Spellcast Roll against a target within Very Far  
range. On a success, hurl a sphere of fire toward them that  
explodes on impact. The target and all creatures within Very  
Close range of them must make a Reaction Roll (13). Targets  
who fail take d20+5 magic damage using your Proficiency.  
Targets who succeed take half damage.  
and strength as your own within Far range.  
Mysterious Mist: Make a Spellcast Roll (13) to cast a  
temporary thick fog that gathers in a stationary area within  
Very Close range. The fog heavily obscures this area and  
everything in it.  
BOOK OF EXOTA  
Level 4 Codex Grimoire  
Recall Cost: 3  
BOOK OF SITIL  
Level 2 Codex Grimoire  
Recall Cost: 2  
Repudiate: You can interrupt a magical effect taking place.  
Make a reaction roll using your Spellcast trait. Once per rest on  
a success, the effect stops and any consequences are avoided.  
Adjust Appearance: You magically shift your appearance and  
clothing to avoid recognition.  
Parallela: Spend 2 Hope to cast this spell on yourself or an ally  
within Close range. The next time the target makes an attack,  
they can hit an additional target within range that their attack  
roll would succeed against. You can only hold this spell on one  
creature at a time.  
Create Construct: Spend a Hope to choose a group of objects  
around you and create an animated construct from them that  
obeys basic commands. Make a Spellcast Roll to command  
them to take action. When necessary, they share your Evasion  
and traits and their attacks deal 2d10+3 physical damage. You  
can only maintain one construct at a time, and they fall apart  
when they take any amount of damage.  
Illusion: Make a Spellcast Roll (14).  
On a success, create a temporary visual illusion no larger than  
you within Close range that lasts for as long as you look at it. It  
holds up to scrutiny until an observer is within Melee range.  
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BOOK OF GRYNN  
Level 4 Codex Grimoire  
Recall Cost: 2  
SIGIL OF RETRIBUTION  
Level 6 Codex Spell  
Recall Cost: 2  
Arcane Deflection: Once per long rest, spend a Hope to negate  
the damage of an attack targeting you or an ally within Very  
Close range.  
Mark an adversary within Close range with a sigil of  
retribution. The GM gains a Fear. When the marked adversary  
deals damage to you or your allies, place a d8 on this card.  
You can hold a number of d8s equal to your level. When you  
successfully attack the marked adversary, roll the dice on this  
card and add the total to your damage roll, then clear the dice.  
This effect ends when the marked adversary is defeated or you  
cast Sigil of Retribution again.  
Time Lock: Target an object within Far range. That object stops  
in time and space exactly where it is until your next rest. If a  
creature tries to move it, make a Spellcast Roll against them to  
maintain this spell.  
Wall of Flame: Make a Spellcast Roll (15). On a success,  
create a temporary wall of magical flame between two points  
within Far range. All creatures in its path must choose a side to  
be on, and anything that subsequently passes through the wall  
takes 4d10+3 magic damage.  
BOOK OF HOMET  
Level 7 Codex Grimoire  
Recall Cost: 0  
Pass Through: Make a Spellcast Roll (13). Once per rest on a  
success, you and all creatures touching you can pass through a  
wall or door within Close range. The effect ends once everyone  
is on the other side.  
MANIFEST WALL  
Level 5 Codex Spell  
Recall Cost: 2  
Plane Gate: Make a Spellcast Roll (14). Once per long rest on  
a success, open a gateway to a location in another dimension  
or plane of existence you’ve been to before. This gateway lasts  
until your next rest.  
Make a Spellcast Roll (15). Once per rest on a success, spend  
a Hope to create a temporary magical wall between two points  
within Far range. It can be up to 50 feet high and form at any  
angle. Creatures or objects in its path are shunted to a side of  
your choice. The wall stays up until your next rest or you cast  
Manifest Wall again.  
CODEX-TOUCHED  
Level 7 Codex Ability  
Recall Cost: 2  
When 4 or more of the domain cards in your loadout are from  
the Codex domain, gain the following benefits:  
TELEPORT  
Level 5 Codex Spell  
Recall Cost: 2  
Once per long rest, you can instantly teleport yourself and any  
number of willing targets within Close range to a place you’ve  
been before. Choose one of the following options, then make a  
Spellcast Roll (16):  
You can mark a Stress to add your Proficiency to a  
Spellcast Roll.  
Once per rest, replace this card with any card from your  
vault without paying its Recall Cost.  
If you know the place very well, gain a +3 bonus.  
If you’ve visited the place frequently, gain a +1 bonus.  
If you’ve visited the place infrequently, gain no modifier.  
If you’ve only been there once, gain a −2 penalty.  
On a success, you appear where you were intending to go.  
On a failure, you appear off course, with the range of failure  
determining how far off course.  
BOOK OF VYOLA  
Level 8 Codex Grimoire  
Recall Cost: 2  
Memory Delve: Make a Spellcast Roll against a target within  
Far range. On a success, peer into the target’s mind and ask  
the GM a question. The GM describes any memories the target  
has pertaining to the answer.  
Shared Clarity: Once per long rest, spend a Hope to choose  
two willing creatures. When one of them would mark Stress,  
they can choose between the two of them who marks it. This  
spell lasts until their next rest.  
BANISH  
Level 6 Codex Spell  
Recall Cost: 0  
Make a Spellcast Roll against a target within Close range. On  
a success, roll a number of d20s equal to your Spellcast trait.  
The target must make a reaction roll with a Difficulty equal  
to your highest result. On a success, the target must mark a  
Stress but isn’t banished. Once per rest on a failure, they are  
banished from this realm.  
SAFE HAVEN  
Level 8 Codex Spell  
Recall Cost: 3  
When you have a few minutes of calm to focus, you can spend  
2 Hope to summon your Safe Haven, a large interdimensional  
home where you and your allies can take shelter. When you do,  
a magical door appears somewhere within Close range. Only  
creatures of your choice can enter. Once inside, you can make  
the entrance invisible. You and anyone else inside can always  
exit. Once you leave, the doorway must be summoned again.  
When the PCs roll with Fear, the Difficulty gains a −1 penalty  
and the target makes another reaction roll. On a success, they  
return from banishment.  
When you take a rest within your own Safe Haven, you can  
choose an additional downtime move.  
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BOOK OF RONIN  
Level 9 Codex Grimoire  
Recall Cost: 4  
BOOK OF YARROW  
Level 10 Codex Grimoire  
Recall Cost: 2  
Transform: Make a Spellcast Roll (15). On a success,  
transform into an inanimate object no larger than twice  
your normal size. You can remain in this shape until you take  
damage.  
Timejammer: Make a Spellcast Roll (18). On a success, time  
temporarily slows to a halt for everyone within Far range  
except for you. It resumes the next time you make an action  
roll that targets another creature.  
Eternal Enervation: Once per long rest, make a Spellcast Roll  
against a target within Close range. On a success, they become  
permanently Vulnerable. They can’t clear this condition by any  
means.  
Magic Immunity: Spend 5 Hope to become immune to magic  
damage until your next rest.  
TRANSCENDENT UNION  
Level 10 Codex Spell  
Recall Cost: 1  
Once per long rest, spend 5 Hope to cast this spell on two or  
more willing creatures. Until your next rest, when a creature  
connected by this union would mark Stress or Hit Points, the  
connected creatures can choose who marks it.  
DISINTEGRATION WAVE  
Level 9 Codex Spell  
Recall Cost: 4  
Make a Spellcast Roll (18). Once per long rest on a success,  
the GM tells you which adversaries within Far range have a  
Difficulty of 18 or lower. Mark a Stress for each one you wish  
to hit with this spell. They are killed and can’t come back to life  
by any means.  
GRACE DOMAIN  
DEFT DECEIVER  
Level 1 Grace Ability  
Recall Cost: 0  
TROUBLEMAKER  
Level 2 Grace Ability  
Recall Cost: 2  
Spend a Hope to gain advantage on a roll to deceive or trick  
When you taunt or provoke a target within Far range, make a  
Presence Roll against them. Once per rest on a success, roll a  
number of d4s equal to your Proficiency. The target must mark  
Stress equal to the highest result rolled.  
someone into believing a lie you tell them.  
ENRAPTURE  
Level 1 Grace Spell  
Recall Cost: 0  
Make a Spellcast Roll against a target within Close range.  
On a success, they become temporarily Enraptured. While  
Enraptured, a target’s attention is fixed on you, narrowing  
their field of view and drowning out any sound but your voice.  
Once per rest on a success, you can mark a Stress to force the  
Enraptured target to mark a Stress as well.  
HYPNOTIC SHIMMER  
Level 3 Grace Spell  
Recall Cost: 1  
Make a Spellcast Roll against all adversaries in front of you  
within Close range. Once per rest on a success, create an  
illusion of flashing colors and lights that temporarily Stuns  
targets you succeed against and forces them to mark a Stress.  
While Stunned, they can’t use reactions and can’t take any  
other actions until they clear this condition.  
INSPIRATIONAL WORDS  
Level 1 Grace Ability  
Recall Cost: 1  
Your speech is imbued with power. After a long rest, place a  
number of tokens on this card equal to your Presence. When  
you speak with an ally, you can spend a token from this card to  
give them one benefit from the following options:  
INVISIBILITY  
Level 3 Grace Spell  
Recall Cost: 1  
Make a Spellcast Roll (10). On a success, mark a Stress  
and choose yourself or an ally within Melee range to become  
Invisible. An Invisible creature can’t be seen except through  
magical means and attack rolls against them are made with  
disadvantage. Place a number of tokens on this card equal  
to your Spellcast trait. When the Invisible creature takes an  
action, spend a token from this card. After the action that  
spends the last token is resolved, the effect ends.  
Your ally clears a Stress.  
Your ally clears a Hit Point.  
Your ally gains a Hope.  
When you take a long rest, clear all unspent tokens.  
TELL NO LIES  
Level 2 Grace Spell  
Recall Cost: 1  
Make a Spellcast Roll against a target within Very Close range.  
On a success, they can’t lie to you while they remain within  
Close range, but they are not compelled to speak. If you ask  
them a question and they refuse to answer, they must mark a  
Stress and the effect ends. The target is typically unaware this  
spell has been cast on them until it causes them to utter the  
truth.  
You can only hold Invisibility on one creature at a time.  
SOOTHING SPEECH  
Level 4 Grace Ability  
Recall Cost: 1  
During a short rest, when you take the time to comfort another  
character while using the Tend to Wounds downtime move on  
them, clear an additional Hit Point on that character. When  
you do, you also clear 2 Hit Points.  
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THROUGH YOUR EYES  
Level 4 Grace Spell  
Recall Cost: 1  
ASTRAL PROJECTION  
Level 8 Grace Spell  
Recall Cost: 0  
Choose a target within Very Far range. You can see through  
their eyes and hear through their ears. You can transition  
between using your own senses or the target’s freely until you  
cast another spell or until your next rest.  
Once per long rest, mark a Stress to create a projected copy of  
yourself that can appear anywhere you’ve been before.  
You can see and hear through the projection as though it were  
you and affect the world as though you were there. A creature  
investigating the projection can tell it’s of magical origin. This  
effect lasts until your next rest or your projection takes any  
damage.  
THOUGHT DELVER  
Level 5 Grace Spell  
Recall Cost: 2  
MASS ENRAPTURE  
Level 8 Grace Spell  
Recall Cost: 3  
Make a Spellcast Roll against all targets within Far range.  
Targets you succeed against become temporarily Enraptured.  
While Enraptured, a target’s attention is fixed on you,  
narrowing their field of view and drowning out any sound but  
your voice. Mark a Stress to force all Enraptured targets to  
mark a Stress, ending this spell.  
You can peek into the minds of others. Spend a Hope to read  
the vague surface thoughts of a target within Far range. Make  
a Spellcast Roll against the target to delve for deeper, more  
hidden thoughts.  
On a roll with Fear, the target might, at the GM’s discretion,  
become aware that you’re reading their thoughts.  
WORDS OF DISCORD  
Level 5 Grace Spell  
Recall Cost: 1  
Whisper words of discord to an adversary within Melee range  
and make a Spellcast Roll (13). On a success, the target must  
mark a Stress and make an attack against another adversary  
instead of against you or your allies.  
COPYCAT  
Level 9 Grace Spell  
Recall Cost: 3  
Once per long rest, this card can mimic the features of another  
domain card of level 8 or lower in another player’s loadout.  
Spend Hope equal to half the card’s level to gain access to the  
feature. It lasts until your next rest or they place the card in  
their vault.  
Once this attack is over, the target realizes what happened.  
The next time you cast Words of Discord on them, gain a −5  
penalty to the Spellcast Roll.  
NEVER UPSTAGED  
Level 6 Grace Ability  
Recall Cost: 2  
When you mark 1 or more Hit Points from an attack, you  
can mark a Stress to place a number of tokens equal to the  
number of Hit Points you marked on this card. On your next  
successful attack, gain a +5 bonus to your damage roll for each  
token on this card, then clear all tokens.  
MASTER OF THE CRAFT  
Level 9 Grace Ability  
Recall Cost: 0  
Gain a permanent +2 bonus to two of your Experiences or a  
permanent +3 bonus to one of your Experiences. Then place  
this card in your vault permanently.  
ENCORE  
Level 10 Grace Spell  
Recall Cost: 1  
SHARE THE BURDEN  
Level 6 Grace Spell  
Recall Cost: 0  
Once per rest, take on the Stress from a willing creature within  
Melee range. The target describes what intimate knowledge  
or emotions telepathically leak from their mind in this moment  
between you. Transfer any number of their marked Stress to  
you, then gain a Hope for each Stress transferred.  
When an ally within Close range deals damage to an adversary,  
you can make a Spellcast Roll against that same target. On a  
success, you deal the same damage to the target that your ally  
dealt. If your Spellcast Roll succeeds with Fear, place this card  
in your vault.  
NOTORIOUS  
Level 10 Grace Ability  
Recall Cost: 0  
People know who you are and what you’ve done, and they treat  
you differently because of it. When you leverage your notoriety  
to get what you want, you can mark a Stress before you roll to  
gain a +10 bonus to the result. Your food and drinks are always  
free wherever you go, and everything else you buy is reduced  
in price by one bag of gold (to a minimum of one handful).  
ENDLESS CHARISMA  
Level 7 Grace Ability  
Recall Cost: 1  
After you make an action roll to persuade, lie, or garner favor,  
you can spend a Hope to reroll the Hope or  
Fear Die.  
GRACE-TOUCHED  
Level 7 Grace Ability  
Recall Cost: 2  
When 4 or more of the domain cards in your loadout are from  
the Grace domain, gain the following benefits:  
This card doesn’t count against your loadout’s domain card  
maximum of 5 and can’t be placed in  
your vault.  
You can mark an Armor Slot instead of marking a Stress.  
When you would force a target to mark a number of Hit  
Points, you can choose instead to force them to mark that  
number of Stress.  
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MIDNIGHT DOMAIN  
PICK AND PULL  
Level 1 Midnight Ability  
Recall Cost: 0  
VEIL OF NIGHT  
Level 3 Midnight Spell  
Recall Cost: 1  
You have advantage on action rolls to pick nonmagical locks,  
disarm nonmagical traps, or steal items from a target (either  
through stealth or by force).  
Make a Spellcast Roll (13). On a success, you can create a  
temporary curtain of darkness between two points within  
Far range. Only you can see through this darkness. You’re  
considered Hidden to adversaries on the other side of the veil,  
and you have advantage on attacks you make through the  
darkness. The veil remains until you cast another spell.  
RAIN OF BLADES  
Level 1 Midnight Spell  
Recall Cost: 1  
Spend a Hope to make a Spellcast Roll and conjure throwing  
blades that strike out at all targets within Very Close range.  
Targets you succeed against take d8+2 magic damage using  
your Proficiency.  
STEALTH EXPERTISE  
Level 4 Midnight Ability  
Recall Cost: 0  
When you roll with Fear while attempting to move unnoticed  
through a dangerous area, you can mark a Stress to roll with  
Hope instead.  
If a target you hit is Vulnerable, they take an extra 1d8 damage.  
UNCANNY DISGUISE  
Level 1 Midnight Spell  
Recall Cost: 0  
If an ally within Close range is also attempting to move  
unnoticed and rolls with Fear, you can mark a Stress to change  
their result to a roll with Hope.  
When you have a few minutes to prepare, you can mark a  
Stress to don the facade of any humanoid you can picture  
clearly in your mind. While disguised, you have advantage on  
Presence Rolls to avoid scrutiny.  
GLYPH OF NIGHTFALL  
Level 4 Midnight Spell  
Recall Cost: 1  
Make a Spellcast Roll against a target within Very Close range.  
On a success, spend a Hope to conjure a dark glyph upon their  
body that exposes their weak points, temporarily reducing  
the target’s Difficulty by a value equal to your Knowledge  
(minimum 1).  
Place a number of tokens equal to your Spellcast trait on this  
card. When you take an action while disguised, spend a token  
from this card. After the action that spends the last token is  
resolved, the disguise drops.  
MIDNIGHT SPIRIT  
Level 2 Midnight Spell  
Recall Cost: 1  
Spend a Hope to summon a humanoid-sized spirit that can  
move or carry things for you until your next rest.  
HUSH  
Level 5 Midnight Spell  
Recall Cost: 1  
Make a Spellcast Roll against a target within Close range. On  
a success, spend a Hope to conjure suppressive magic around  
the target that encompasses everything within Very Close  
range of them and follows them as they move.  
You can also send it to attack an adversary. When you do,  
make a Spellcast Roll against a target within Very Far range.  
On a success, the spirit moves into Melee range with that  
target. Roll a number of d6s equal to your Spellcast trait and  
deal that much magic damage to the target. The spirit then  
dissipates. You can only have one spirit at a time.  
The target and anything within the area is Silenced until the  
GM spends a Fear on their turn to clear this condition, you cast  
Hush again, or you take Major damage. While Silenced, they  
can’t make noise and can’t cast spells.  
SHADOWBIND  
Level 2 Midnight Spell  
Recall Cost: 0  
Make a Spellcast Roll against all adversaries within Very Close  
range. Targets you succeed against are temporarily Restrained  
as their shadow binds them in place.  
PHANTOM RETREAT  
Level 5 Midnight Spell  
Recall Cost: 2  
Spend a Hope to activate Phantom Retreat where you’re  
currently standing. Spend another Hope at any time before  
your next rest to disappear from where you are and reappear  
where you were standing when you activated Phantom  
Retreat. This spell ends after you reappear.  
CHOKEHOLD  
Level 3 Midnight Ability  
Recall Cost: 1  
When you position yourself behind a creature who’s about  
your size, you can mark a Stress to pull them into a chokehold,  
making them temporarily Vulnerable.  
When a creature attacks a target who is Vulnerable in this way,  
they deal an extra 2d6 damage.  
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Daggerheart SRD  
DARK WHISPERS  
Level 6 Midnight Spell  
Recall Cost: 0  
NIGHT TERROR  
Level 9 Midnight Spell  
Recall Cost: 2  
You can speak into the mind of any person with whom you’ve  
made physical contact. Once you’ve opened a channel with  
them, they can speak back into your mind. Additionally, you  
can mark a Stress to make a Spellcast Roll against them. On  
a success, you can ask the GM one of the following questions  
and receive an answer:  
Once per long rest, choose any targets within Very Close  
range to perceive you as a nightmarish horror. The targets  
must succeed on a Reaction Roll (16) or become temporarily  
Horrified. While Horrified, they’re Vulnerable. Steal a number  
of Fear from the GM equal to the number of targets that are  
Horrified (up to the number of Fear in the GM’s pool). Roll a  
number of d6s equal to the number of stolen Fear and deal the  
total damage to each Horrified target. Discard the stolen Fear.  
Where are they?  
What are they doing?  
TWILIGHT TOLL  
Level 9 Midnight Ability  
Recall Cost: 1  
Choose a target within Far range. When you succeed on an  
action roll against them that doesn’t result in making a damage  
roll, place a token on this card. When you deal damage to this  
target, spend any number of tokens to add a d12 for each  
token spent to your damage roll. You can only hold Twilight Toll  
on one creature at a time.  
What are they afraid of?  
What do they cherish most in the world?  
MASS DISGUISE  
Level 6 Midnight Spell  
Recall Cost: 0  
When you have a few minutes of silence to focus, you can  
mark a Stress to change the appearance of all willing creatures  
within Close range. Their new forms must share a general  
body structure and size, and can be somebody or something  
you’ve seen before or entirely fabricated. A disguised creature  
has advantage on Presence Rolls to avoid scrutiny.  
When you choose a new target or take a rest, clear all unspent  
tokens.  
ECLIPSE  
Activate a Countdown (8). It ticks down as a consequence the  
GM chooses. When it triggers, the disguise drops.  
Level 10 Midnight Spell  
Recall Cost: 2  
MIDNIGHT-TOUCHED  
Level 7 Midnight Ability  
Recall Cost: 2  
When 4 or more of the domain cards in your loadout are from  
the Midnight domain, gain the following benefits:  
Make a Spellcast Roll (16). Once per long rest on a success,  
plunge the entire area within Far range into complete darkness  
only you and your allies can see through. Attack rolls have  
disadvantage when targeting you or an ally within this shadow.  
Additionally, when you or an ally succeeds with Hope against  
an adversary within this shadow, the target must mark a  
Stress.  
Once per rest, when you have 0 Hope and the GM would  
gain a Fear, you can gain a Hope instead.  
This spell lasts until the GM spends a Fear on their turn to  
clear this effect or you take Severe damage.  
When you make a successful attack, you can mark a  
Stress to add the result of your Fear Die to your damage  
roll.  
SPECTER OF THE DARK  
Level 10 Midnight Spell  
Recall Cost: 1  
Mark a Stress to become Spectral until you make an action roll  
targeting another creature. While Spectral, you’re immune to  
physical damage and can float and pass through solid objects.  
Other creatures can still see you while you’re in this form.  
VANISHING DODGE  
Level 7 Midnight Spell  
Recall Cost: 1  
When an attack made against you that would deal physical  
damage fails, you can spend a Hope to envelop yourself in  
shadow, becoming Hidden and teleporting to a point within  
Close range of the attacker. You remain Hidden until the next  
time you make an action roll.  
SHADOWHUNTER  
Level 8 Midnight Ability  
Recall Cost: 2  
Your prowess is enhanced under the cover of shadow. While  
you’re shrouded in low light or darkness, you gain a +1 bonus  
to your Evasion and make attack rolls with advantage.  
SPELLCHARGE  
Level 8 Midnight Spell  
Recall Cost: 1  
When you take magic damage, place tokens equal to the  
number of Hit Points you marked on this card. You can store a  
number of tokens equal to your Spellcast trait.  
When you make a successful attack against a target, you can  
spend any number of tokens to add a d6 for each token spent  
to your damage roll.  
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SAGE DOMAIN  
GIFTED TRACKER  
Level 1 Sage Ability  
Recall Cost: 0  
CORROSIVE PROJECTILE  
Level 3 Sage Spell  
Recall Cost: 1  
When you’re tracking a specific creature or group of creatures  
based  
on signs of their passage, you can spend any number of Hope  
and ask the GM that many questions from the following list.  
Make a Spellcast Roll against a target within Far range. On  
a success, deal d6+4 magic damage using your Proficiency.  
Additionally, mark 2 or more Stress to make them  
permanently Corroded. While a target is Corroded, they gain a  
−1 penalty to their Difficulty for every 2 Stress you spent. This  
condition can stack.  
What direction did they go?  
How long ago did they pass through?  
What were they doing in this location?  
How many of them were here?  
When you encounter creatures you’ve tracked in this way, gain  
a +1 bonus to your Evasion against them.  
TOWERING STALK  
Level 3 Sage Spell  
Recall Cost: 1  
Once per rest, you can conjure a thick, twisting stalk within  
Close range that can be easily climbed. Its height can grow up  
to Far range.  
NATURE’S TONGUE  
Level 1 Sage Ability  
Recall Cost: 0  
You can speak the language of the natural world. When you  
want to speak to the plants and animals around you, make  
an Instinct Roll (12). On a success, they’ll give you the  
information they know. On a roll with Fear, their knowledge  
might be limited or come at a cost.  
Mark a Stress to use this spell as an attack. Make a Spellcast  
Roll against an adversary or group of adversaries within Close  
range. The erupting stalk lifts targets you succeed against into  
the air and drops them, dealing d8 physical damage using your  
Proficiency.  
DEATH GRIP  
Level 4 Sage Spell  
Recall Cost: 1  
Make a Spellcast Roll against a target within Close range and  
choose one of the following options:  
Additionally, before you make a Spellcast Roll while within a  
natural environment, you can spend a Hope to gain a +2 bonus  
to the roll.  
VICIOUS ENTANGLE  
Level 1 Sage Spell  
Recall Cost: 1  
Make a Spellcast Roll against a target within Far range. On a  
success, roots and vines reach out from the ground, dealing  
1d8+1 physical damage and temporarily Restraining the target.  
Additionally on a success, you can spend a Hope to  
temporarily Restrain another adversary within Very Close range  
of your target.  
You pull the target into Melee range or pull yourself into  
Melee range of them.  
You constrict the target and force them to mark 2 Stress.  
All adversaries between you and the target must succeed  
on a Reaction Roll (13) or be hit by vines, taking 3d6+2  
physical damage.  
On a success, vines reach out from your hands, causing the  
chosen effect and temporarily Restraining the target.  
HEALING FIELD  
Level 4 Sage Spell  
Recall Cost: 2  
CONJURE SWARM  
Level 2 Sage Spell  
Recall Cost: 1  
Once per long rest, you can conjure a field of healing plants  
around you. Everywhere within Close range of you bursts to  
life with vibrant nature, allowing you and all allies in the area to  
clear a Hit Point.  
Tekaira Armored Beetles: Mark a Stress to conjure armored  
beetles that encircle you. When you next take damage, reduce  
the severity by one threshold. You can spend a Hope to keep  
the beetles conjured after taking damage.  
Spend 2 Hope to allow you and all allies to clear 2 Hit Points  
instead.  
Fire Flies: Make a Spellcast Roll against all adversaries within  
Close range. Spend a Hope to deal 2d8+3 magic damage to  
targets you succeeded against.  
THORN SKIN  
Level 5 Sage Spell  
Recall Cost: 1  
Once per rest, spend a Hope to sprout thorns all over your  
body. When you do, place a number of tokens equal to your  
Spellcast trait on this card. When you take damage, you can  
spend any number of tokens to roll that number of d6s. Add  
the results together and reduce the incoming damage by that  
amount. If you’re within Melee range of the attacker, deal that  
amount of damage back to them.  
NATURAL FAMILIAR  
Level 2 Sage Spell  
Recall Cost: 1  
Spend a Hope to summon a small nature spirit or forest critter  
to your side until your next rest, you cast Natural Familiar  
again, or the familiar is targeted by an attack. If you spend an  
additional Hope, you can summon a familiar that flies. You can  
communicate with them, make a Spellcast Roll to command  
them to perform simple tasks, and mark a Stress to see  
through their eyes.  
When you take a rest, clear all  
unspent tokens.  
When you deal damage to an adversary within Melee range of  
your familiar, you add a d6 to your damage roll.  
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WILD FORTRESS  
Level 5 Sage Spell  
Recall Cost: 1  
FOREST SPRITES  
Level 8 Sage Spell  
Recall Cost: 2  
Make a Spellcast Roll (13). On a success, spend 2 Hope to  
grow a natural barricade in the shape of a dome that you  
and one ally can take cover within. While inside the dome, a  
creature can’t be targeted by attacks and can’t make attacks.  
Attacks made against the dome automatically succeed. The  
dome has the following damage thresholds and lasts until it  
marks 3 Hit Points. Place tokens on this card to represent  
marking Hit Points.  
Make a Spellcast Roll (13). On a success, spend any number  
of Hope to create an equal number of small forest sprites who  
appear at points you choose within Far range, providing the  
following benefits:  
Your allies gain a +3 bonus to attack rolls against  
adversaries within Melee range of a sprite.  
An ally who marks an Armor Slot while within Melee range  
of a sprite can mark an additional Armor Slot.  
Thresholds: 15/30  
A sprite vanishes after granting a benefit or taking any  
damage.  
CONJURED STEEDS  
Level 6 Sage Spell  
Recall Cost: 0  
Spend any number of Hope to conjure that many magical  
steeds (such as horses, camels, or elephants) that you and  
your allies can ride until your next long rest or the steeds  
take any damage. The steeds double your land speed while  
traveling and, when in danger, allow you to move within Far  
range without having to roll. Creatures riding a steed gain a −2  
penalty to attack rolls and a +2 bonus to damage rolls.  
REJUVENATION BARRIER  
Level 8 Sage Spell  
Recall Cost: 1  
Make a Spellcast Roll (15). Once per rest on a success, create  
a temporary barrier of protective energy around you at Very  
Close range. You and all allies within the barrier when this spell  
is cast clear 1d4 Hit Points. While the barrier is up, you and all  
allies within have resistance to physical damage from outside  
the barrier.  
FORAGER  
When you move, the barrier  
follows you.  
Level 6 Sage Ability  
Recall Cost: 1  
FANE OF THE WILDS  
Level 9 Sage Ability  
Recall Cost: 2  
After a long rest, place a number of tokens equal to the  
number of Sage domain cards in your loadout and vault on this  
card.  
As an additional downtime move you can choose, roll a d6 to  
see what you forage. Work with the GM to describe it and add  
it to your inventory as a consumable. Your party can carry up  
to five foraged consumables at a time.  
1. A unique food (Clear 2 Stress)  
2. A beautiful relic (Gain 2 Hope)  
3. An arcane rune (+2 to a Spellcast  
4. A healing vial (Clear 2 Hit Points)  
5. A luck charm (Reroll any die)  
Roll)  
When you would make a Spellcast Roll, you can spend any  
number of tokens after the roll to gain a +1 bonus for each  
token spent.  
6. Choose one of the options above.  
When you critically succeed on a Spellcast Roll for a Sage  
domain spell, gain a token.  
SAGE-TOUCHED  
Level 7 Sage Ability  
Recall Cost: 2  
When 4 or more of the domain cards in your loadout are from  
the Sage domain, gain the following benefits:  
When you take a long rest, clear all unspent tokens.  
PLANT DOMINION  
Level 9 Sage Spell  
Recall Cost: 1  
Make a Spellcast Roll (18). Once per long rest on a success,  
you reshape the natural world, changing the surrounding  
plant life anywhere within Far range of you. For example, you  
can grow trees instantly, clear a path through dense vines, or  
create a wall of roots.  
While you’re in a natural environment, you gain a +2 bonus  
to your Spellcast Rolls.  
Once per rest, you can double your Agility or Instinct when  
making a roll that uses that trait. You must choose to do  
this before you roll.  
WILD SURGE  
Level 7 Sage Spell  
Recall Cost: 2  
FORCE OF NATURE  
Level 10 Sage Spell  
Recall Cost: 2  
Once per long rest, mark a Stress to channel the natural  
world around you and enhance yourself. Describe how your  
appearance changes, then place a d6 on this card with the 1  
value facing up.  
Mark a Stress to transform into a hulking nature spirit, gaining  
the following benefits:  
When you succeed on an attack or Spellcast Roll, gain a +10  
bonus to the damage roll.  
While the Wild Surge Die is active, you add its value to every  
action roll you make. After you add its value to a roll, increase  
the Wild Surge Die’s value by one. When the die’s value would  
exceed 6 or you take a rest, this form drops and you must  
mark an additional Stress.  
When you deal enough damage to defeat a creature within  
Close range, you absorb them and clear an Armor Slot.  
You can’t be Restrained.  
Before you make an action roll, you must spend a Hope. If you  
can’t, you revert to your normal form.  
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TEMPEST  
Level 10 Sage Spell  
Recall Cost: 2  
Choose one of the following tempests and make a Spellcast  
Roll against all targets within Far range. Targets you succeed  
against experience its effects until the GM spends a Fear on  
their turn to end this spell.  
Blizzard: Deal 2d20+8 magic damage and targets are  
temporararily Vulnerable.  
Hurricane: Deal 3d10+10 magic damage and choose a  
direction the wind is blowing. Targets can’t move against  
the wind.  
Sandstorm: Deal 5d6+9 magic damage. Attacks made  
from beyond Melee range have disadvantage.  
SPLENDOR DOMAIN  
BOLT BEACON  
Level 1 Splendor Spell  
Recall Cost: 1  
HEALING HANDS  
Level 2 Splendor Spell  
Recall Cost: 1  
Make a Spellcast Roll against a target within Far range.  
On a success, spend a Hope to send a bolt of shimmering  
light toward them, dealing d8+2 magic damage using your  
Proficiency. The target becomes temporarily Vulnerable and  
glows brightly until this condition is cleared.  
Make a Spellcast Roll (13) and target a creature other than  
yourself within Melee range. On a success, mark a Stress to  
clear 2 Hit Points or 2 Stress on the target. On a failure, mark  
a Stress to clear a Hit Point or a Stress on the target. You can’t  
heal the same target again until your next long rest.  
MENDING TOUCH  
Level 1 Splendor Spell  
Recall Cost: 1  
SECOND WIND  
Level 3 Splendor Ability  
Recall Cost: 2  
You lay your hands upon a creature and channel healing magic  
to close their wounds. When you can take a few minutes to  
focus on the target you’re helping, you can spend 2 Hope to  
clear a Hit Point or a Stress on them.  
Once per rest, when you succeed on an attack against an  
adversary, you can clear 3 Stress or a Hit Point. On a success  
with Hope, you also clear 3 Stress or a Hit Point on an ally  
within Close range of you.  
Once per long rest, when you spend this healing time learning  
something new about them or revealing something about  
yourself, you can clear 2 Hit Points or 2 Stress on them  
instead.  
VOICE OF REASON  
Level 3 Splendor Ability  
Recall Cost: 1  
You speak with an unmatched power and authority. You have  
advantage on action rolls to de-escalate violent situations or  
convince someone to follow your lead.  
REASSURANCE  
Level 1 Splendor Ability  
Recall Cost: 0  
Once per rest, after an ally attempts an action roll but before  
the consequences take place, you can offer assistance or  
words of support. When you do, your ally can reroll their dice.  
Additionally, you’re emboldened in moments of duress. When  
all of your Stress slots are marked, you gain a +1 bonus to your  
Proficiency for damage rolls.  
DIVINATION  
Level 4 Splendor Spell  
Recall Cost: 1  
Once per long rest, spend 3 Hope to reach out to the forces  
beyond and ask one “yes or no” question about an event,  
person, place, or situation in the near future. For a moment,  
the present falls away and you see the answer before you.  
FINAL WORDS  
Level 2 Splendor Spell  
Recall Cost: 1  
You can infuse a corpse with a moment of life to speak with  
it. Make a Spellcast Roll (13). On a success with Hope, the  
corpse answers up to three questions. On a success with  
Fear, the corpse answers one question. The corpse answers  
truthfully, but it can’t impart information it didn’t know in life.  
On a failure, or once the corpse has finished answering your  
questions, the body turns to dust.  
LIFE WARD  
Level 4 Splendor Spell  
Recall Cost: 1  
Spend 3 Hope and choose an ally within Close range. They are  
marked with a glowing sigil of protection. When this ally would  
make a death move, they clear a Hit Point instead.  
This effect ends when it saves the target from a death move,  
you cast Life Ward on another target, or you take a long rest.  
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SHAPE MATERIAL  
Level 5 Splendor Spell  
Recall Cost: 1  
SHIELD AURA  
Level 8 Splendor Spell  
Recall Cost: 2  
Spend a Hope to shape a section of natural material you’re  
touching (such as stone, ice, or wood) to suit your purpose.  
The area of the material can be no larger than you. For  
example, you can form a rudimentary tool or create a door.  
Mark a Stress to cast a protective aura on a target within  
Very Close range. When the target marks an Armor Slot, they  
reduce the severity of the attack by an additional threshold. If  
this spell causes a creature who would be damaged to instead  
mark no Hit Points, the effect ends.  
You can only affect the material within Close range of where  
you’re touching it.  
You can only hold Shield Aura on one creature at a time.  
SMITE  
STUNNING SUNLIGHT  
Level 8 Splendor Spell  
Recall Cost: 2  
Level 5 Splendor Spell  
Recall Cost: 2  
Once per rest, spend 3 Hope to charge your powerful smite.  
When you next successfully attack with a weapon, double the  
result of your damage roll. This attack deals magic damage  
regardless of the weapon’s damage type.  
Make a Spellcast Roll to unleash powerful rays of burning  
sunlight against all adversaries in front of you within Far range.  
On a success, spend any number of Hope and force that many  
targets you succeeded against to make a Reaction Roll (14).  
Targets who succeed take 3d20+3 magic damage. Targets who  
fail take 4d20+5 magic damage and are temporarily Stunned.  
While Stunned, they can’t use reactions and can’t take any  
other actions until they clear this condition.  
RESTORATION  
Level 6 Splendor Spell  
Recall Cost: 2  
After a long rest, place a number of tokens equal to your  
Spellcast trait on this card. Touch a creature and spend any  
number of tokens to clear 2 Hit Points or 2 Stress for each  
token spent.  
OVERWHELMING AURA  
Level 9 Splendor Spell  
Recall Cost: 2  
You can also spend a token from this card when touching a  
creature to clear the Vulnerable condition or heal a physical  
or magical ailment (the GM might require additional tokens  
depending on the strength of the ailment).  
Make a Spellcast Roll (15) to magically empower your aura. On  
a success, spend 2 Hope to make your Presence equal to your  
Spellcast trait until your next long rest.  
While this spell is active, an adversary must mark a Stress  
when they target you with an attack.  
When you take a long rest, clear all unspent tokens.  
ZONE OF PROTECTION  
Level 6 Splendor Spell  
Recall Cost: 2  
SALVATION BEAM  
Level 9 Splendor Spell  
Recall Cost: 2  
Make a Spellcast Roll (16). Once per long rest on a success,  
choose a point within Far range and create a visible zone of  
protection there for all allies within Very Close range of that  
point. When you do, place a d6 on this card with the 1 value  
facing up. When an ally in this zone takes damage, they reduce  
it by the die’s value. You then increase the die’s value by one.  
When the die’s value would exceed 6, this effect ends.  
Make a Spellcast Roll (16). On a success, mark any number  
of Stress to target a line of allies within Far range. You can  
clear Hit Points on the targets equal to the number of Stress  
marked, divided among them however you’d like.  
INVIGORATION  
Level 10 Splendor Spell  
Recall Cost: 3  
When you or an ally within Close range has used a feature  
that has an exhaustion limit (such as once per rest or once  
per session), you can spend any number of Hope and roll that  
many d6s. If any roll a 6, the feature can be used again.  
HEALING STRIKE  
Level 7 Splendor Spell  
Recall Cost: 1  
When you deal damage to an adversary, you can spend 2 Hope  
to clear a Hit Point on an ally within Close range.  
RESURRECTION  
Level 10 Splendor Spell  
Recall Cost: 2  
Make a Spellcast Roll (20). On a success, restore one creature  
who has been dead no longer than 100 years to full strength.  
Then roll a d6. On a result of 5 or lower, place this card in your  
vault permanently.  
SPLENDOR-TOUCHED  
Level 7 Splendor Ability  
Recall Cost: 2  
When 4 or more of the domain cards in your loadout are from  
the Splendor domain, gain the following benefits:  
+3 bonus to your Severe damage threshold  
On a failure, you can’t cast Resurrection again for a week.  
Once per long rest, when incoming damage would require  
you to mark a number of Hit Points, you can choose to  
mark that much Stress or spend that much Hope instead.  
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VALOR DOMAIN  
BARE BONES  
Level 1 Valor Ability  
Recall Cost: 0  
GOAD THEM ON  
Level 4 Valor Ability  
Recall Cost: 1  
When you choose not to equip armor, you have a base Armor  
Score of 3 + your Strength and use the following as your base  
damage thresholds:  
Describe how you taunt a target within Close range, then make  
a Presence Roll against them. On a success, the target must  
mark a Stress, and the next time the GM spotlights them,  
they must target you with an attack, which they make with  
disadvantage.  
Tier 1: 9/19  
Tier 2: 11/24  
Tier 3: 13/31  
Tier 4: 15/38  
SUPPORT TANK  
Level 4 Valor Ability  
Recall Cost: 2  
FORCEFUL PUSH  
Level 1 Valor Ability  
Recall Cost: 0  
When an ally within Close range fails a roll, you can spend 2  
Hope to allow them to reroll either their Hope or  
Fear Die.  
Make an attack with your primary weapon against a target  
within Melee range. On a success, you deal damage and knock  
them back to Close range. On a success with Hope, add a d6  
to your damage roll.  
ARMORER  
Level 5 Valor Ability  
Recall Cost: 1  
While you’re wearing armor, gain a +1 bonus to your Armor  
Score.  
Additionally, you can spend a Hope to make them temporarily  
Vulnerable.  
During a rest, when you choose to repair your armor as a  
downtime move, your allies also clear an Armor Slot.  
I AM YOUR SHIELD  
Level 1 Valor Ability  
Recall Cost: 1  
When an ally within Very Close range would take damage, you  
can mark a Stress to stand in the way and make yourself the  
target of the attack instead. When you take damage from this  
attack, you can mark any number of Armor Slots.  
ROUSING STRIKE  
Level 5 Valor Ability  
Recall Cost: 1  
Once per rest, when you critically succeed on an attack, you  
and all allies who can see or hear you can clear a Hit Point or  
1d4 Stress.  
BODY BASHER  
Level 2 Valor Ability  
Recall Cost: 1  
You use the full force of your body in a fight. On a successful  
attack using a weapon with a Melee range, gain a bonus to  
your damage roll equal to your Strength.  
INEVITABLE  
Level 6 Valor Ability  
Recall Cost: 1  
When you fail an action roll, your next action roll has  
advantage.  
RISE UP  
BOLD PRESENCE  
Level 2 Valor Ability  
Recall Cost: 0  
Level 6 Valor Ability  
Recall Cost: 2  
Gain a bonus to your Severe threshold equal to your  
Proficiency.  
When you make a Presence Roll, you can spend a Hope to add  
your Strength to the roll.  
When you mark 1 or more Hit Points from an attack, clear a  
Stress.  
Additionally, once per rest when you would gain a condition,  
you can describe how your bold presence aids you in the  
situation and avoid gaining the condition.  
SHRUG IT OFF  
Level 7 Valor Ability  
Recall Cost: 1  
When you would take damage, you can mark a Stress to  
reduce the severity of the damage by one threshold. When you  
do, roll a d6. On a result of 3 or lower, place this card in your  
vault.  
CRITICAL INSPIRATION  
Level 3 Valor Ability  
Recall Cost: 1  
Once per rest, when you critically succeed on an attack, all  
allies within Very Close range can clear a Stress or gain a Hope.  
LEAN ON ME  
Level 3 Valor Ability  
Recall Cost: 1  
Once per long rest, when you console or inspire an ally who  
failed an action roll, you can both clear 2 Stress.  
VALOR-TOUCHED  
Level 7 Valor Ability  
Recall Cost: 1  
When 4 or more of the domain cards in your loadout are from  
the Valor domain, gain the following benefits:  
+1 bonus to your Armor Score  
When you mark 1 or more Hit Points without marking an  
Armor Slot, clear an Armor Slot.  
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FULL SURGE  
Level 8 Valor Ability  
Recall Cost: 1  
Once per long rest, mark 3 Stress to push your body to its  
limits. Gain a +2 bonus to all of your character traits until your  
next rest.  
GROUND POUND  
Level 8 Valor Ability  
Recall Cost: 2  
Spend 2 Hope to strike the ground where you stand and make  
a Strength Roll against all targets within Very Close range.  
Targets you succeed against are thrown back to Far range and  
must make a Reaction Roll (17). Targets who fail take 4d10+8  
damage. Targets who succeed take half damage.  
HOLD THE LINE  
Level 9 Valor Ability  
Recall Cost: 1  
Describe the defensive stance you take and spend a Hope. If  
an adversary moves within Very Close range, they’re pulled  
into Melee range and Restrained.  
This condition lasts until you move or fail a roll with Fear, or  
the GM spends 2 Fear on their turn to clear it.  
LEAD BY EXAMPLE  
Level 9 Valor Ability  
Recall Cost: 3  
When you deal damage to an adversary, you can mark a Stress  
and describe how you encourage your allies. The next PC to  
make an attack against that adversary can clear a Stress or  
gain a Hope.  
UNBREAKABLE  
Level 10 Valor Ability  
Recall Cost: 4  
When you mark your last Hit Point, instead of making a death  
move, you can roll a d6 and clear a number of Hit Points equal  
to the result. Then place this card in your vault.  
UNYIELDING ARMOR  
Level 10 Valor Ability  
Recall Cost: 1  
When you would mark an Armor Slot, roll a number of d6s  
equal to your Proficiency. If any roll a 6, reduce the severity by  
one threshold without marking an Armor Slot.  
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