Core Materials

Domains

The Daggerheart core set includes 9 Domain Decks, each comprising a collection of cards granting features or special abilities expressing a particular theme.

Arcana

Domain: Arcana

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.

Blade

Domain: Blade

Blade is the domain of weapon mastery. Whether by steel, bow, or perhaps a more specialized arm, those who follow this 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.

Bone

Domain: Bone

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.

Codex

Domain: Codex

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.

Grace

Domain: 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

Midnight

Domain: Midnight

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 accessed by the Rogue and Sorcerer classes.

Sage

Domain: Sage

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.

Splendor

Domain: Splendor

Splendor is the domain of life. Through this magic, followers 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.

Valor

Domain: Valor

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.

Class Domains

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

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.

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.

DOMAIN CARD ANATOMY

Each domain card includes six elements:

Level

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

Beneath the card’s level there is a symbol indicating its domain. You can only choose cards from your class’s two domains.

Recall Cost

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.

Note: A player can swap domain cards during downtime without paying the domain card’s Recall Cost.

Title

The name of the card.

Type

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.

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.

LOADOUT & VAULT

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

Note: Your subclass, ancestry, and community cards don’t count toward your loadout or vault and are always active and available.

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 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.

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.

USAGE LIMITS

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.

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.

Classes

A class is a role-based archetype that determines a PC’s:

  • 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
  • Class Feature(s)
  • Class Hope Feature, a class feature that costs 3 Hope to activate.

There are 9 classes in the Daggerheart core materials: Bard, Druid, Guardian, Ranger, Rogue, Seraph, Sorcerer, Warrior, and Wizard.

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:

  • Spellcast Trait: the trait used on all Spellcast rolls.
  • Foundation Feature: a unique starting feature that establishes the identity and strengths of the subclass.
  • 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.
  • 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.

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.

Bard

Class: Bard

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.

DOMAINS - Grace & Codex

STARTING EVASION - 10

STARTING HIT POINTS - 5

CLASS ITEMS - A romance novel or a letter never opened

BARD’S HOPE FEATURE

Make a Scene: Spend 3 Hope to temporarily Distract a target within Close range, giving them a -2 penalty to their Difficulty.

CLASS 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.

Bard Subclasses

Choose either the Troubadour or Wordsmith subclass.

Story: Troubadour Story: Wordsmith

BACKGROUND QUESTIONS

Answer any of the following background questions. You can also create your own questions.

  • Who from your community taught you to have such confidence in yourself?
  • You were in love once. Who did you adore, and how did they hurt you?
  • You’ve always looked up to another bard. Who are they, and why do you idolize them?

CONNECTIONS

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?

Troubadour

Subclass: 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:

  • Relaxing Song: You and all allies within Close range clear a Hit Point.
  • Epic Song: Make a target within Close range temporarily Vulnerable.
  • Heartbreaking Song: You and all allies within Close range gain a Hope.
SPECIALIZATION FEATURE

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.

MASTERY FEATURE

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

Subclass: 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.

SPECIALIZATION FEATURE

Eloquent. Your moving words boost morale. Once per session, when you encourage an ally, you can do one of the following:

  • 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.

Druid

Class: Druid

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.

DOMAINS - Sage & Arcana

STARTING EVASION - 10

STARTING HIT POINTS - 6

CLASS ITEMS - A small bag of rocks and bones or a strange pendant found in the dirt

DRUID’S HOPE FEATURE

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.

CLASS FEATURES

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.

Beastform Options

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.

Druid Subclasses

Choose either the Warden of the Elements or Warden of Renewal subclass.

Story: Warden of the Elements Story: Warden of Renewal

BACKGROUND QUESTIONS

Answer any of the following background questions. You can also create your own questions.

  • 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?
  • Who has been trying to hunt you down? What do they want from you?

CONNECTIONS

Ask your fellow players one of the following questions for their character to answer, or create your own questions.

  • 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?
  • What affectionate nickname have you given me?

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.

Beastform categories are divided by tier. Each entry includes the following details:

  • 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).
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

Tier 1

AGILE SCOUT

(Fox, Mouse, Weasel, etc.)

Agility +1 | Evasion +2
Melee Agility d4 phy

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.

HOUSEHOLD FRIEND

(Cat, Dog, Rabbit, etc.)

Instinct +1 | Evasion +2
Melee Instinct d6 phy

Gain advantage on: climb, locate, protect

Companion: When you Help an Ally, you can roll a d8 as your advantage die.

Fragile: When you take Major or greater damage, you drop out of Beastform.

NIMBLE GRAZER

(Deer, Gazelle, Goat, etc.)

Agility +1 | Evasion +3
Melee Agility d6 phy

Gain advantage on: leap, sneak, sprint

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.

PACK PREDATOR

(Coyote, Hyena, Wolf, etc.)

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.

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

(Eel, Fish, Octopus, etc.)

Agility +1 | Evasion +2
Melee Agility d4 phy

Gain advantage on: navigate, sneak, swim

Aquatic: You can breathe and move naturally underwater.

Fragile: When you take Major or greater damage, you drop out of Beastform.

STALKING ARACHNID

(Tarantula, Wolf Spider, etc.)

Finesse +1 | Evasion +2
Melee Finesse d6+1 phy

Gain advantage on: attack, climb, sneak

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.

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.

Tier 2

ARMORED SENTRY

(Armadillo, Pangolin, Turtle, etc.)

Strength +1 | Evasion +1
Melee Strength d8+2 phy

Gain advantage on: dig, locate, protect

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.

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.

POWERFUL BEAST

(Bear, Bull, Moose, etc.)

Strength +3 | Evasion +1
Melee Strength d10+4 phy

Gain advantage on: navigate, protect, 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.

Thick Hide: You gain a +2 bonus to your damage thresholds.

MIGHTY STRIDER

(Camel, Horse, Zebra, etc.)

Agility +1 | Evasion +2
Melee Agility d8+1 phy

Gain advantage on: leap, navigate, sprint

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.

STRIKING SERPENT

(Cobra, Rattlesnake, Viper, etc.)

Finesse +1 | Evasion +2
Very Close Finesse d8+4 phy

Gain advantage on: climb, deceive, sprint

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.

Warning Hiss: Mark a Stress to force any number of targets within Melee range to move back to Very Close range.

POUNCING PREDATOR

(Cheetah, Lion, Panther, etc.)

Instinct +1 | Evasion +3
Melee Instinct d8+6 phy

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.

WINGED BEAST

(Hawk, Owl, Raven, etc.)

Finesse +1 | Evasion +3
Melee Finesse d4+2 phy

Gain advantage on: deceive, locate, scare

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.

Hollow Bones: You gain a −2 penalty to your damage thresholds.

Tier 3

GREAT PREDATOR

(Dire Wolf, Velociraptor, Sabertooth Tiger, etc.)

Strength +2 | Evasion +2
Melee Strength d12+8 phy

Gain advantage on: attack, sneak, sprint

Carrier: You can carry up to two willing allies with you when you move.

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.

MIGHTY LIZARD

(Alligator, Crocodile, Gila Monster, etc.)

Instinct +2 | Evasion +1
Melee Instinct d10+7 phy

Gain advantage on: attack, sneak, track

Physical Defense: You gain a +3 bonus to your damage thresholds.

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.

GREAT WINGED BEAST

(Giant Eagle, Falcon, etc.)

Finesse +2 | Evasion +3
Melee Finesse d8+6 phy

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.

Carrier: You can carry up to two willing allies with you when you move.

AQUATIC PREDATOR

(Dolphin, Orca, Shark, etc.)

Agility +2 | Evasion +4
Melee Agility d10+6 phy

Gain advantage on: attack, swim, track

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.

LEGENDARY BEAST

(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:

  • A +6 bonus to damage rolls
  • A +1 bonus to the trait used by this form
  • A +2 bonus to Evasion
LEGENDARY HYBRID

(Griffon, Sphinx, etc.)

Strength +2 | Evasion +3
Melee Strength d10+8 phy

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.

Tier 4

MASSIVE BEHEMOTH

(Elephant, Mammoth, Rhinoceros, etc.)

Strength +3 | Evasion +1
Melee Strength d12+12 phy

Gain advantage on: locate, protect, scare, sprint

Carrier: You can carry up to four willing allies with you when you move.

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.

Undaunted: You gain a +2 bonus to all your damage thresholds.

TERRIBLE LIZARD

(Brachiosaurus, Tyrannosaurus, etc.)

Strength +3 | Evasion +2
Melee Strength d12+10 phy

Gain advantage on: attack, deceive, scare, track

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.

Massive Stride: You can move up to Far range without rolling. You ignore rough terain (at the GM’s discretion) due to your size.

MYTHIC AERIAL HUNTER

(Dragon, Pterodactyl, Roc, Wyvern, etc.)

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.

EPIC AQUATIC BEAST

(Giant Squid, Whale, etc.)

Agility +3 | Evasion +3
Melee Agility d10+10 phy

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.

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.

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
  • Your damage die increases by one size (d6 becomes d8, d8 becomes d10, etc.)
MYTHIC HYBRID

(Chimera, Cockatrice, Manticore, etc.)

Strength +3 | Evasion +2
Strength Melee d12+10 phy

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.

Warden of the Elements

Subclass: Warden of the Elements

Play the Warden of the Elements if you want to embody the natural elements of the wild.

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:

  • Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.
  • Earth: Gain a bonus to your damage thresholds equal to your Proficiency.
  • Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.
  • Air: You can hover, gaining advantage on Agility Rolls.
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.

  • Fire: When an adversary marks 1 or more Hit Points, they must also mark a Stress.
  • 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.
  • Air: When you or an ally takes damage from an attack beyond Melee range, reduce the damage by 1d8.
MASTERY FEATURE

Elemental Dominion: You further embody your element. While Channeling, you gain the following benefit:

  • 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.
  • Water: When an attack against you succeeds, you can mark a Stress to make the attacker temporarily Vulnerable.
  • Air: You gain a +1 bonus to your Evasion and can fly.

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

Instinct

FOUNDATION FEATURE

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.

Regeneration: Touch a creature and spend 3 Hope. That creature clears 1d4 Hit Points.

SPECIALIZATION FEATURE

Regenerative Reach: You can target creatures within Very Close range with your “Regeneration” feature.

Warden’s Protection: Once per long rest, spend 2 Hope to clear 2 Hit Points on 1d4 allies within Close range.

MASTERY FEATURE

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.

Guardian

Class: Guardian

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.

DOMAINS - Valor and Blade

STARTING EVASION - 9

STARTING HIT POINTS - 7

CLASS ITEMS - A totem from your mentor or a secret key

GUARDIAN’S HOPE FEATURE

Frontline Tank: Spend 3 Hope to clear 2 Armor Slots.

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.

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).
  • You add the current value of the Unstoppable Die to your damage roll.
  • You can’t be Restrained or Vulnerable.

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.

Guardian Subclasses

Choose either the Stalwart or Vengeance subclass.

Story: Stalwart Story: Vengeance

BACKGROUND QUESTIONS

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?
  • You’ve been tasked with protecting something important and delivering it somewhere dangerous. What is it, and where does it need to go?
  • You consider an aspect of yourself to be a weakness. What is it, and how has it affected you?

CONNECTIONS

Ask your fellow players one of the following questions for their character to answer, or create your own questions.

  • How did I save your life the first time we met?
  • What small gift did you give me that you notice I always carry with me?
  • What lie have you told me about yourself that I absolutely believe?

Stalwart

Subclass: Stalwart

Play the Stalwart if you want to take heavy blows and keep fighting.

FOUNDATION FEATURES

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.

SPECIALIZATION FEATURES

Unrelenting: Gain a permanent +2 bonus to your damage thresholds.

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.

MASTERY FEATURES

Undaunted: Gain a permanent +3 bonus to your damage thresholds.

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

Subclass: 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.

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

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.

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.

Ranger

Class: 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.

DOMAINS - Bone & Sage

STARTING EVASION - 12

STARTING HIT POINTS - 6

CLASS ITEMS - A trophy from your first kill or a seemingly broken compass

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.

CLASS FEATURE

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:

  • You know precisely what direction they are in.
  • When you deal damage to them, 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.

Story: Beastbound Story: Wayfinder

BACKGROUND QUESTIONS

Answer any of the following background questions. You can also create your own questions.

  • 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?
  • Your first kill almost killed you, too. What was it, and what part of you was never the same after that event?
  • You’ve traveled many dangerous lands, but what is the one place you refuse to go?

CONNECTIONS

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?

Beastbound

Subclass: Beastbound

Play the Beastbound if you want to form a deep bond with an animal ally.

SPELLCAST

Agility

FOUNDATION FEATURE

Companion: You have an animal companion of your choice (at the GM’s discretion). They stay by your side unless you tell them otherwise.

Take the Ranger Companion sheet. When you level up your character, choose a level-up option for your companion from this sheet as well.

Story: Ranger Companion
SPECIALIZATION FEATURES

Expert Training: Choose an additional level-up option for your companion.

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.

MASTERY FEATURES

Advanced Training: Choose two additional level-up options for your companion.

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.

Ranger Companion

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.

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.

STEP 2: WRITE THEIR EVASION

Fill in their Evasion, which starts at 10.

STEP 3: CHOOSE THEIR COMPANION EXPERIENCE

Create two Experiences for your companion based on their training and the history you have together.

Start with +2 in both Experiences. Whenever you gain a new Experience, your companion also gains one. All new Experiences start at +2.

Example Companion Experiences

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

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. Choose whether they deal physical or magic damage.

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.

TAKING DAMAGE AS STRESS
  • 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 a downtime move that clears Stress on yourself, your companion clears an equal number of Stress.

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:

  • Intelligent: Your companion gains a permanent +1 bonus to a Companion Experience of your choice.
  • Light in the Dark: Use this as an additional Hope slot your character can mark.
  • 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.
  • Armored: When your companion takes damage, you can mark one of your Armor Slots instead of marking one of their Stress.
  • 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.
  • Aware: Your companion gains a permanent +2 bonus to their Evasion.

Wayfinder

Subclass: Wayfinder

Play the Wayfinder if you want to hunt your prey and strike with deadly force.

SPELLCAST TRAIT

Agility

FOUNDATION FEATURES

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.

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.

SPECIALIZATION FEATURE

Elusive Predator: When your Focus makes an attack against you, you gain a +2 bonus to your Evasion against the attack.

MASTERY 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.

Rogue

Class: Rogue

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.

DOMAINS - Midnight & Grace

STARTING EVASION - 12

STARTING HIT POINTS - 6

CLASS ITEMS - A set of forgery tools or a grappling hook

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

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.

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.

  • Level 1 -> Tier 1
  • Levels 2–4 -> Tier 2
  • Levels 5–7 -> Tier 3
  • Levels 8–10 -> Tier 4

ROGUE SUBCLASSES

Choose either the Nightwalker or Syndicate subclass.

Story: Nightwalker Story: Syndicate

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?

CONNECTIONS

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?
  • What have I discovered about your past that I hold secret from the others?
  • Who do you know from my past, and how have they influenced your feelings about me?

Nightwalker

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.

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.

Adrenaline: While you're Vulnerable, add your level to your damage rolls.

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.

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.

Syndicate

Subclass: Syndicate

Play the Syndicate if you want to have a web of contacts everywhere you go.

SPELLCAST TRAIT

Finesse

FOUNDATION FEATURE

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:

  • 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.
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.
  • On your next action roll, their help provides a +3 bonus to the result of your Hope or Fear Die.
  • The next time you deal damage, they snipe from the shadows, adding 2d8 to your damage roll.
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:

  • When you mark 1 or more Hit Points, they can rush out to shield you, reducing the Hit Points marked by 1.
  • When you make a Presence Roll in conversation, they back you up. You can roll a d20 as your Hope Die.

Seraph

Class: Seraph

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.

DOMAINS - Splendor & Valor

STARTING EVASION - 9

STARTING HIT POINTS - 7

CLASS ITEMS - A bundle of offerings or a sigil of your god

SERAPH’S HOPE FEATURE

Life Support: Spend 3 Hope to clear a Hit Point on an ally within Close range.

CLASS FEATURE

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.

SERAPH SUBCLASSES

Choose either the Divine Wielder or Winged Sentinel subclass.

Story: Divine Wielder Story: Winged Sentinel

BACKGROUND QUESTIONS

Answer any of the following background questions. You can also create your own questions.

  • Which god did you devote yourself to? What incredible feat did they perform for you in a moment of desperation?
  • How did your appearance change after taking your oath?
  • In what strange or unique way do you communicate with your god?

CONNECTIONS

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?
  • Why do you ask me so many questions about my god?
  • You’ve told me to protect one member of our party above all others, even yourself. Who are they and why?

Divine Wielder

Subclass: Divine Wielder

Play the Divine Wielder if you want to dominate the battlefield with a legendary weapon.

SPELLCAST TRAIT

Strength

FOUNDATION FEATURES

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.

Sparing Touch: Once per long rest, touch a creature and clear 2 Hit Points or 2 Stress from them.

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.

MASTERY FEATURE

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.

Winged Sentinel

Subclass: 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.

MASTERY FEATURES

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.

Sorcerer

Class: Sorcerer

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.

DOMAINS - Arcana & Midnight

STARTING EVASION - 10

STARTING HIT POINTS - 6

CLASS ITEMS - A whispering orb or a family heirloom

SORCERER’S HOPE FEATURE

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.

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.

Channel Raw Power: Once per long rest, you can place a domain card from your loadout into your vault and choose to either:

  • 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.

SORCERER SUBCLASSES

Choose either the Elemental Origin or Primal Origin subclass.

Story: Elemental Origin Story: Primal Origin

BACKGROUND QUESTIONS

Answer any of the following background questions. You can also create your own questions.

  • What did you do that made the people in your community wary of you?
  • What mentor taught you to control your untamed magic, and why are they no longer able to guide you?
  • You have a deep fear you hide from everyone. What is it, and why does it scare you?

CONNECTIONS

Ask your fellow players one of the following questions for their character to answer, or create your own questions.

  • Why do you trust me so deeply?
  • What did I do that makes you cautious around me?
  • Why do we keep our shared past a secret?

Elemental 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.

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.

SPECIALIZATION 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.

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:

  • +4 bonus to your Severe threshold
  • +1 bonus to a character trait of your choice
  • +1 bonus to your Proficiency
  • +2 bonus to your Evasion

Primal Origin

Subclass: 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
SPECIALIZATION FEATURE

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.

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.

Warrior

Class: Warrior

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.

DOMAINS - Blade & Bone

STARTING EVASION - 11

STARTING HIT POINTS - 6

CLASS ITEMS - The drawing of a lover or a sharpening stone

WARRIOR’S HOPE FEATURE

No Mercy: Spend 3 Hope to gain a +1 bonus to your attack rolls until your next rest.

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:

  • They can’t move from where they are.
  • You deal damage to them equal to your primary weapon’s damage.
  • 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.

WARRIOR SUBCLASSES

Choose either the Call of the Brave or Call of the Slayer subclass.

Story: Call of the Brave Story: Call of the Slayer

BACKGROUND QUESTIONS

Answer any of the following background questions. You can also create your own questions.

  • 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?
  • What legendary place have you always wanted to visit, and why is it so special?

CONNECTIONS

Ask your fellow players one of the following questions for their character to answer, or create your own questions.

  • 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 Brave

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

Courage: When you fail a roll with Fear, you gain a Hope.

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.

SPECIALIZATION FEATURE

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.

MASTERY FEATURE

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.

Call of the Slayer

Subclass: 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.

MASTERY FEATURE

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.

Wizard

Class: Wizard

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.

DOMAINS - Codex & Splendor

STARTING EVASION - 11

STARTING HIT POINTS - 5

CLASS ITEMS - A book you’re trying to translate or a tiny, harmless elemental pet

WIZARD’S HOPE FEATURE

Not This Time: Spend 3 Hope to force an adversary within Far range to reroll an attack or damage roll.

CLASS FEATURES

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.

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.

WIZARD SUBCLASSES

Choose either the School of Knowledge or School of War subclass.

Story: School of Knowledge Story: School of War

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?

School of Knowledge

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.

SPECIALIZATION FEATURES

Accomplished: Take an additional domain card of your level or lower from a domain you have access to.

Perfect Recall: Once per rest, when you recall a domain card in your vault, you can reduce its Recall Cost by 1.

MASTERY FEATURES

Brilliant: Take an additional domain card of your level or lower from a domain you have access to.

Honed Expertise: When you use an Experience, roll a d6. On a result of 5 or higher, you can use it without spending Hope.

School of War

Subclass: School of War

Play the School of War if you want to utilize trained magic for violence.

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.

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.

Ancestries

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.

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.

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

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.

If you’d like to make a character who combines more than one ancestry, see “Mixed Ancestry.”

Clank

Ancestry: Clank

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

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.

Efficient: When you take a short rest, you can choose a long rest move instead of a short rest move.

Drakona

Ancestry: 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.

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.

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.

Dwarf

Ancestry: Dwarf

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.

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.

Elf

Ancestry: Elf

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.

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

Quick Reactions: Mark a Stress to gain advantage on a reaction roll.

Celestial Trance: During a rest, you can drop into a trance to choose an additional downtime move.

Faerie

Ancestry: Faerie

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.

ANCESTRY FEATURES

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.

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.

Faun

Ancestry: Faun

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.

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.

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.

Firbolg

Ancestry: Firbolg

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 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 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.

Unshakable: When you would mark a Stress, roll a d6. On a result of 6, don’t mark it.

Fungril

Ancestry: 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

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: Galapa

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.

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.

Giant

Ancestry: Giant

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 fluctuate. Those with a single eye are commonly known as cyclops. The average giant lifespan is about 75 years.

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

Ancestry: 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

Surefooted: You ignore disadvantage on Agility Rolls.

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

Ancestry: 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

Luckbringer: At the start of each session, everyone in your party gains a Hope.

Internal Compass: When you roll a 1 on your Hope Die, you can reroll it.

Human

Ancestry: Human

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.

ANCESTRY FEATURES

High Stamina: Gain an additional Stress slot at character creation.

Adaptability: When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.

Infernis

Ancestry: 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 horns, or only one. These horns can also grow asymmetrically, 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.

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

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.

Katari

Ancestry: Katari

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

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.

Orc

Ancestry: 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 the mouth, they aren’t used for consuming food. Instead, 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.

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.

Ribbet

Ancestry: Ribbet

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.

ANCESTRY FEATURES

Amphibious: You can breathe and move naturally underwater.

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.

Simiah

Ancestry: 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.

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.

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.

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.”

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.

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.

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.

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.

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

Community: Highborne

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.

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.

Loreborne

Community: Loreborne

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.

Loreborne are often direct, eloquent, inquisitive, patient, rhapsodic, and witty.

COMMUNITY FEATURE

Well-Read: You have advantage on rolls that involve the history, culture, or politics of a prominent person or place.

Orderborne

Community: 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.

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.

Ridgeborne

Community: Ridgeborne

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.

Ridgeborne are often bold, hardy, indomitable, loyal, reserved, and stubborn.

COMMUNITY FEATURE

Steady: You have advantage on rolls to traverse dangerous cliffs and ledges, navigate harsh environments, and use your survival knowledge.

Seaborne

Community: 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.

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.

Slyborne

Community: Slyborne

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.

COMMUNITY FEATURE

Scoundrel: You have advantage on rolls to negotiate with criminals, detect lies, or find a safe place to hide.

Underborne

Community: 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.

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.

Wanderborne

Community: Wanderborne

Being part of a wanderborne community means you’ve lived as a nomad, forgoing a permanent home and experiencing a wide 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.

Wanderborne are often inscrutable, magnanimous, mirthful, reliable, savvy, and unorthodox.

COMMUNITY FEATURE

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.

Wildborne

Community: Wildborne

Being part of a wildborne community means you lived deep within the forest. Wildborne communities are defined by their 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.

COMMUNITY FEATURE

Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard.

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