18 ready-made characters, one for every subclass, gathered into four parties that are ready to play.
Using These Characters
Every character here is built by the Daggerheart 1.0 creation and level-up rules (see Character Creation), checked against the official System Reference Document. Take a whole party for a one-shot, pick one as a pre-made character, or read them as worked examples of how a class and subclass become a character. Rename anyone you like: the numbers still work.
All nine classes appear twice, once with each subclass, and every one of the 18 ancestries appears once. Each party mixes different classes, as a table usually does. The guide's own characters are here too, with every detail the guide gives them: Marcus the Reluctant Guardian from Character Creation, and Wren the Ranger from the solo Example of Play.
How they were built
14 characters are level 1 and come straight from character creation. The Ember Watch is level 3: the party has levelled up twice together, and each card lists the advancements taken at each level.
Traits: +2, +1, +1, +0, +0 and −1, placed to suit the character. Evasion and Hit Points come from the class, everyone has 6 Stress and starts with 2 Hope, and armor or features that change these numbers are counted in (a Human's extra Stress slot, a Simiah's +1 Evasion, Gambeson's +1 Evasion, Chainmail's −1).
Experiences and domain cards: two Experiences at +2, and two level-1 cards from the class's two domains (a School of Knowledge wizard takes a third).
Equipment: a tier-1 two-handed primary weapon, or a one-handed primary with a one-handed secondary; tier-1 armor, whose base thresholds plus your level give your damage thresholds; a torch, 50 feet of rope, basic supplies, a handful of gold, a Minor Health or Minor Stamina Potion and one of the class's items.
Levelling up: at level 2 you gain an Experience at +2 and +1 Proficiency. Each level brings two advancements (here: +1 to two traits, a Hit Point or Stress slot, +1 Evasion, +1 to two Experiences, or an extra domain card), +1 to your thresholds and a new domain card of your level or lower. The Ember Watch also found some tier-2 gear, marked as the GM's choice.
Load them into your sheets. All 18 characters on this page can go straight into the Character Sheets: press Load sample characters there, or download the sample sheet file and use Import. Each sheet has the traits, Evasion, Armor Score and Proficiency, the HP and Stress tracks at the right size (the sheet works out the thresholds and Armor Slots itself), 2 Hope marked, the weapons and armor, the class, subclass, ancestry and community features, Experiences, domain cards and inventory. Connections hold the party's premise and roster, and Notes record every creation choice, each level's advancements and anything left to the GM. Loading replaces any saved sheet with the same name and leaves your other sheets alone.
Each card shows:
The name, ancestry, community, class and subclass; the badge is the character's level (gold above level 1).
The six traits, then Evasion, Hit Points, Stress and Hope, the Experiences and the domain cards with their domain, level and recall cost, and any level-up advancements.
A Key numbers line: each weapon's trait, range and damage dice at the character's Proficiency, and the armor's Armor Score and damage thresholds (base plus level plus any bonus).
The Greenway Company
5 adventurers, level 1. Caravan guards and road-wardens on the forest road between the river towns. A courier has turned up dead in the ferns and the merchant Osric the Trader hasn't come back from a routine run, so the trade houses have hired all five to find what is hunting the road. Built around the guide's Wren and Marcus.
Marcus
Human · Wanderborne · Guardian (Stalwart)
Level1
A former caravan guard who learned that protecting people means more than just fighting—it means understanding what they're truly afraid of and helping them find courage.
Agi+1
Str+2
Fin−1
Ins+0
Pre+1
Kno+0
Evasion7
HP7
Stress7
Hope2 / 6
Experiences
Caravan Guard +2, Steadies the Frightened +2
Domain cards
I Am Your Shield (Valor 1, recall 1), Get Back Up (Blade 1, recall 1)
5 adventurers, level 1. A scholars' charter pays them to open and map the flooded archive under a ruined observatory before rival treasure-hunters strip it bare. Pell keeps the records, Brannoc keeps the oaths and everyone else keeps Pell alive.
Brannoc Hale
Dwarf · Orderborne · Seraph (Divine Wielder)
Level1
A temple guard sworn to see that whatever the archive holds is used well, not just sold.
4 adventurers, level 1. In a fog-bound harbor town, ships keep running onto a reef that wasn't there last season. Hallam lost his brother in the first wreck; the others have their own reasons to find whoever is luring the ships in.
Hallam Stroud
Giant · Seaborne · Guardian (Vengeance)
Level1
A dockhand who has sworn to find whoever moved the reef that drowned his brother.
Agi+0
Str+2
Fin−1
Ins+1
Pre+1
Kno+0
Evasion8
HP8
Stress7
Hope2 / 6
Experiences
Dockhand +2, Never Forgets a Face +2
Domain cards
Forceful Push (Valor 1, recall 0), Not Good Enough (Blade 1, recall 1)
4 adventurers, level 3. Two milestones in: wardens of a mountain pass where something keeps lighting the old beacon towers. They have cleared two towers and picked up a little tier-2 gear on the way.
A war-college engineer who studies the beacons as siege machines and is not sure she likes the answer.
Agi−1
Str+0
Fin+0
Ins+2
Pre+1
Kno+3
Evasion11
HP7
Stress7
Hope2 / 6
Experiences
War College Graduate +2, Maps and Ledgers +2, Siege Engineer +2
Domain cards
Book of Tyfar (Codex 1, recall 2), Bolt Beacon (Splendor 1, recall 1), Book of Sitil (Codex 2, recall 2), Final Words (Splendor 2, recall 1), Book of Norai (Codex 3, recall 2)
Level-ups
L2: +1 Hit Point slot; +1 Stress slot. L3: +1 Instinct and +1 Knowledge; extra domain card Final Words (Splendor 2).