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Table Of Contents
Daggerheart Open Beta Playtest
Changelog (Version 1.5)
Introduction
Welcome to Daggerheart
What is a Tabletop Roleplaying Game?
What Kind of Roleplaying Game is Daggerheart?
Touchstones
Heart of the Game
The Core Mechanics
Sessions & Campaigns
The Golden Rule
Rulings Over Rules
Player Principles
Be a Fan of Your Character and Their Journey
Spotlight Your Allies
Play to Find Out What Happens
Address the Characters and Address the Players
Hold On Gently
Build the World Together
World Overview
Core Realms
Magic and Spells
Flavoring Your Game
What Do You Need To Play?
2-5 Player Characters
A Game Master
Game Dice
Character Tokens
Game Cards
Character Sheets & Notes
Optional: Maps and Miniatures
A Table For All
Using This Book
Chapter One: Preparing for Adventure
Chapter Two: Playing an Adventure
Chapter Three: Running an Adventure
Chapter Four: Adversaries and Environments
Chapter Five: Creating Your World
Chapter Six: Customizing Your Game
Appendix
Chapter One
Preparing for Adventure
Character Creation
Getting Started
Step 1: Choose Your Class
Step 2: Choose Your Heritage
Step 3: Assign Character Traits
Step 4: Record Additional Character Information
Step 5: Choose Your Starting Equipment
Step 6: Create Your Background
Step 7: Choose Your Experiences
Step 8: Choose Your Domain Cards
Step 9: Create Your Connections
Building Higher-Level Characters
Example Character
Domains
Class
Bard
Druid
Guardian
Ranger
Rogue
Seraph
Sorcerer
Warrior
Wizard
Ancestry
Clank
Daemon
Drakona
Dwarf
Elf
Faerie
Faun
Firbolg
Fungril
Galapa
Giant
Goblin
Halfling
Human
Katari
Orc
Ribbet
Simiah
Mixed Ancestry
Community
Highborne
Loreborne
Orderborne
Ridgeborne
Seaborne
Slyborne
Underborne
Wanderborne
Wildborne
Additional Player Tools
Adjusting Abilities and Spells
Playing Physically Disabled Characters
Playing Blind, Deaf, or Mute Characters
Chapter Two
Playing an Adventure
Flow of the Game
Core Mechanics
On Your Turn
Duality Dice
Evasion Score
Hit Points and Damage Thresholds
Stress Points
Action Rolls
Damage Rolls
Reaction Rolls
Advantage and Disadvantage
Domain Cards
Conditions
Countdowns
Maps, Range, & Movement
Gold
Downtime
Death
Action Tracker
General Rules
Player Best Practices
Embrace the Danger
Use Your Resources
Tell the Story
Discover Your Character
Leveling Up
Tiers of Play
Level Achievements
Choosing Advancements
Raising Damage Thresholds
Taking Domain Cards
Multiclassing
Example of Leveling Up
Equipment
Equipping, Storing, and Switching Equipment
Using Weapons
Using Armor
Primary Weapon Tables
Secondary Weapon Tables
Armor Tables
Loot
Items
Consumables
Full Example of Play
Questions to Consider for GMs
Chapter Three
Running an Adventure
Core Guidance
GM Principles
GM Best Practices
Pitfalls to Avoid
Core GM Mechanics
The GM's Die
Calling for Action Rolls
Making Moves
Fear
Using the Action Tracker
Setting Roll Difficulty
Giving Advantage & Disadvantage
Adversary Action Rolls
Adversary Attack Rolls
Adversary Reaction Rolls
Countdowns
Gold, Equipment, and Loot
Optional GM Mechanics
Running GM NPCs
Choosing NPC Statistics
Using NPC Allies
Session Zero and Safety Tools
Laying the Groundwork
Asking Questions
Finding Campaign Inspiration
Example Session Zero Breakdown
Running A Session
Thinking In Beats
Preparing Combat Encounters
Session Rewards
Crafting Scenes
Sharing the Spotlight
Using Conflict
Using Downtime
Character Death
Leveling Up Your Party
Running a One-Shot
Running a Campaign
Optional: Campaign Frame
Building a Map
Filling Space, Leaving Blanks
Incorporating Player Backstories
Planning a Story Arc
Chapter Four
Adversaries and Environments
Using Adversaries
Adversary Breakdown
Adversary Types
Adversary Experiences
Adversary Features
Choosing Adversaries
Defeated Adversaries
Improvising Adversaries
Adversary Stat Blocks
Adversaries by Tier
Tier 1 Adversaries (Level 1)
Tier 2 Adversaries (Levels 2-4)
Tier 3 Adversaries (Levels 5-7)
Tier 4 Adversaries (Levels 8-10)
Using Environments
Environment Breakdown
Environment Types
Environment Features
Adapting Environments
Environment Statblocks
Environments by Tier
Tier 1 Environments (Level 1)
Tier 2 Environments (Levels 2-4)
Tier 3 Environments (Levels 5-7)
Tier 4 Environments (Levels 8-10)
Chapter Five
Creating Your World
Campaign Frames
The Witherwild
Five Banners Burning
Locations
Sablewood
Distinctions
GM Principles
Landmarks
Settlements
Factions
Resources
Adversaries
Environments
Rime of the Colossi
Distinctions
GM Principles
Landmarks
Settlements
Factions
Resources
Adversaries
Environments
Gindalia, City of Obligation
Distinctions
GM Principles
Districts
Factions
Resources
Adversaries
Environments
Solsunk Sea
Distinctions
GM Principles
Landmarks
Settlements
Factions
Resources
Adversaries
Environments
The Kinekozan Jags
Distinctions
GM Principles
Landmarks
Settlements
Factions
Resources
Adversaries
Environments
Themes
Chapter Six
Adversary Balance
Scaling Attack Modifiers
Scaling Damage
Scaling Difficulty
Scaling Damage Thresholds
Example Adversary Scaling
List of Adversary Features
Environment Balance
Creating Environments
Homebrew Guide
Custom Classes & Subclasses
Custom Ancestries & Communities
Custom Domains
Custom Campaign Frames
Custom Adversaries & Environments
Custom Equipment & Loot
Card Templates
Appendix
Credits