The Daggerheart Guide

Daggerheart, from Darrington Press and Critical Role, is a fantasy roleplaying game about heroes in a world the table builds together. Every roll asks two questions: did it work, and did it bring Hope or Fear? This 8-part guide explains the 1.0 rules, takes you from your first character through combat and on to running a campaign, or playing alone.

The core rollmeet or beat

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

For the GM

Playing Solo

Tools

Use these at the table.