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Daggerheart Guide v1.2

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Monkey Monkey
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100% found this document useful (1 vote)
2K views2 pages

Daggerheart Guide v1.2

Uploaded by

Monkey Monkey
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Basics Character Traits Conditions

Duality Dice: Two d12 dice of Agility: Sprint, Leap, Maneuver Vulnerable: All rolls targeting you
different colors. Choose one to have advantage.
represent Hope and one to represent Strength: Lift, Smash, Grapple
Fear. Hidden: Attacks cannot directly
Finesse: Control, Hide, Tinker target you, and any rolls against you
Action Rolls: Most rolls you make are at disadvantage. Attack rolls have
will be action rolls. They use the Instinct: Perceive, Sense, Navigate advantage. Moving or attacking ends
Duality Dice. Roll them together, add the condition.
any modifiers that apply, and tell the Presence: Charm, Perform, Deceive
GM the total, as well as what die Restrained: You cannot move. You
rolled higher. Knowledge: Recall, Analyze, can still take actions from your
Comprehend current position.
Hope & Fear: When you roll with
Hope, mark a Hope on your character Ending Conditions: If no trigger is
sheet. You’ll be able to spend any Action Roll Results given to clear a condition, the
Hope you have to aid future rolls for affected character must succeed on
you and your allies. When you roll Critical success: an action roll (difficulty determined by
with Fear, the GM takes a Fear. They Success + Hope + clear a Stress the GM).
can spend Fear to instigate or
accentuate challenges in the scene. Success with Hope:
Success + Hope Downtime
Attack Rolls: When you make an
attack on a target, it works just like an Success with Fear: Each player may swap any number of
action roll, but you’ll use the character Success + Fear + consequence domain cards in their Loadout for
trait the weapon or spell calls for as (stress, damage, attract danger, domain cards in their Vault, then
your modifier. On a success, you’ll limited information, cost) choose two of the options below.
usually make a damage roll.
Failure with Hope: Tend to Wounds: Describe how you
Damage Rolls: Roll your damage Failure + Hope + patch yourself up and clear some hit
dice and add their values together. (not so bad) points. You may choose to do this on
Then tell the GM the value and type an ally instead.
of damage you’re doing. Failure with Fear: Short rest: 1d4 | Long rest: all
Failure + Fear +major consequences
Using Armor: If you are taking (complications, things go really bad) Clear Stress: Describe how you blow
damage from an attack, you may off steam or pull yourself together,
and clear some stress.
mark any number of armor slots to Using Hope Short rest: 1d4 | Long rest: all
reduce the amount of damage by
your armor score. 1| Help an Ally: Roll a d6 advantage
Repair Armor: Describe how you
die for an ally’s action roll. If more
spend time repairing your armor and
Quick Terms than 1 PC chooses to help, use the
clear some Armor Slots. You may
highest roll.
choose to do this to an ally’s armor
Advantage: Add 1d6 advantage die instead.
to your action roll. 1| Experience: Use a relevant Short rest: two | Long rest: all
Experience on an action roll.
Disadvantage: Subtract 1d6 Prepare: Describe how you are
disadvantage die from your action 3| Tag Team Roll: Once per session, preparing yourself for the path ahead
roll. each player can initiate a Tag Team and gain Hope. If you choose to
move. Make separate action rolls, Prepare with one or more members
Critical Damage: Add the maximum and choose one of the rolls to apply of your party on a long rest, you may
value of all your damage dice as a for both of your results. If damage is each take two Hope.
modifier to your damage roll. dealt, both PCs roll damage as usual
and combine their totals.
Work on a Project: Establish or
Ranges: continue work on a project. The GM
Melee: 0-5 feet (within 1”) X| Hope Feature: Use a spell or might ask for a roll to determine how
Very Close: 5-10 feet (within 3”) ability that requires Hope to activate much to tick down on the completion
Close: 10-30 feet (within 6”). certain effects. track.
Far: 30-100 feet (within 12”).
Very Far: over 100 feet (over 12”)
u/TheArcticOtter
Daggerheart Open Beta v1.2
Special Attacks Using Fear Group Attack - (Range) (X): Activate
all adversaries with this name within a
certain range of a target. This group
Throwing a Weapon: Make an 1| Advantage: Use an additional d20 can move and make an attack roll
attack roll using Finesse. The range on an attack roll and take the highest against that target. Deal X amount of
is very close.It does half-damage. result. damage per adversary. Best for
activating multiple adversaries at
Unarmed Combat: Make an attack 1| Damage: Use an additional d6 on once.
roll using Strength, Finesse, or a damage roll.
another applicable trait. Damage dice
are a number of d4s equal to half 1| Action Tokens: Add two tokens to Generic Fear Moves
your proficiency (rounded up). All the action tracker.
unarmed attacks deal physical Demoralize: Cause all within Close
damage. 1| End a Condition: Activate an distance to lose Hope.
adversary to clear their temporary
Reaction Rolls condition. Endanger: Make a target within
melee distance Vulnerable.
1| Countdown: Advance a
Reaction rolls don’t generate Reinforcements: Add 1d4 additional
countdown.
additional GM moves or contribute to adversaries at Far distance.
the action tracker. They do still
1| Do something big: Get creative.
generate Hope and Fear.Other
Reposition: Move up to a Far
characters cannot help on a reaction
2| Interrupt: Make a GM move at any distance and then attack.
roll.
time.
Scatter: Charge into a group of PCs
Death Moves X| Adversary Fear Move: Use an and knock them away, pushing them
adversary's Fear Move each back to Close distance.
Embrace: Go out in a blaze of glory.
Take one last action with an +1| Gain Fear: Remove two tokens Shredding Strike: Make an attack. If
automatic critical success. from the action tracker. it hits, the target must mark an armor
slot without taking its benefit.
Avoid: Face the consequences. Drop Adversary Tags/Traits Team-Up: When an adversary is
unconscious. Roll your Fear die; if its
value is equal to or under your Level, dealing damage, another enemy
take a Scar (permanently cross out Relentless (X): Activate up to X within melee range of that target may
one of your Hope slots). Remain times during a GM move. Best for immediately attack the same target. If
unconscious until any of your Hit solo or exceedingly fast or dangerous they hit, add the two damage rolls
Points are cleared by an ally, or your foes. together.
party takes a long rest.
Slow (X): Activate with X action Terrifying Blow: Make an attack with
Risk it all: Roll your Duality Dice. If tokens. Best for powerful foes that an additional +2 bonus to hit. The
Hope is higher, you stay on your feet take longer to act target marks Stress even if the attack
and clear that amount of Hit Points misses.
and/or Stress. If your Fear die is Minion (X): For every X damage a
higher, you cross through the veil of PC deals to this adversary, they also Scheme: Have an adversary make a
death. If the Duality Dice are tied, you deal 1 HP to an additional minion big move out of combat using their
stay on your feet and clear all Hit within their attack’s range. Best when connections, secrets, or magical
Points and Stress. you want to drop lots of small power.
enemies into the battlefield.

Horde: Creatures Per Hit Point: (X)


denotes the number of creatures in
this horde represented by each Hit
Point. Adversaries deal less damage
when they’ve marked 1⁄2 or more of
their Hit Points. Best when you want
to represent a group of enemies as a
single adversary.

u/TheArcticOtter
Daggerheart Open Beta v1.2

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