Daggerheart at a Glance
Four ideas carry most of the game. Each part of the guide builds on them.
Duality Dice
Roll a Hope d12 and a Fear d12, add a trait, and meet or beat the Difficulty. Matching dice are a critical success.
Hope & Fear
If the Hope die is higher you gain Hope to fuel your abilities; if the Fear die is higher the GM gains Fear to fuel theirs.
Thresholds, Not Hit Point Totals
Damage is compared to your Major and Severe thresholds to decide how many Hit Points you mark. Armor Slots soften the blow.
Domain Cards
Your class gives you two domains; your abilities are cards from them, chosen as you level up through four tiers.
The 8 Parts
Players first, then running the game, then playing solo. Read in order or jump to what you need.
For Players
Welcome to Daggerheart
What the game is, the Duality Dice, Hope and Fear, and what a session looks like.
Character Creation
Class and subclass, ancestry and community, traits, Experiences and domain cards.
The Action System
Action rolls, meet-or-beat Difficulty, rolling with Hope or Fear, criticals, advantage and Tag Team rolls.
Combat & Conflict
The spotlight, Evasion, damage thresholds and Hit Points, Armor Slots, Stress and death moves.
For the GM
Game Mastering
GM moves, spending Fear, countdowns and running a table where everyone shapes the story.
World-Building & Lore
Building a setting with your table: campaign frames, places, factions and history.
Running a Campaign
Long-term play: tiers, arcs, downtime, character growth and keeping a campaign alive.
Playing Solo
Tools
Use these at the table.
Dice Roller & Toolkit
Duality Dice with Hope, Fear and criticals, advantage and Experiences, exact odds, Hope and Fear trackers and a damage calculator.
Sample Characters
18 ready-made characters, one for every subclass, in four parties with a premise each, ready to load into the sheets.
Character Sheets
Fill in, save and print characters: traits, thresholds, HP, Stress, Hope and Armor slots, weapons and domain cards.