Rules Reference

Player Handbook

Everything You Need to Play

Daggerheart runs on a simple loop: your character tries something uncertain, you roll to find out what happens. The twist is that every roll produces two things at once — an outcome for you, and an outcome for the world.

The Six Traits

Every action roll uses one of your six traits. Your GM will tell you which one, or it'll be obvious from what you're doing. Your trait score is a modifier you add to your roll.

Agility

Speed, reflexes, and movement. Rolling to sprint, dodge, leap, or sneak.

Strength

Raw physical force. Rolling to lift, grapple, break, or overpower something.

Finesse

Precision and dexterity. Rolling for ranged attacks, lockpicking, sleight of hand.

Instinct

Awareness and intuition. Rolling to perceive danger, track, or read a situation.

Presence

Charisma and force of will. Rolling to persuade, intimidate, deceive, or perform.

Knowledge

Learning and recall. Rolling to identify magic, remember lore, or apply expertise.

The Duality Dice

Making a Roll

When you attempt something with an uncertain outcome, roll two twelve-sided dice — a Hope Die and a Fear Die — and add a modifier from one of your six traits.

Add both dice and your modifier together. Compare that total to the Difficulty set by your GM. Succeed or fail, the comparison between the two dice determines whether you or the GM gains something.

Hope

Hope is your resource — earned when your Hope Die rolls higher than your Fear Die. You can hold up to 6 Hope at a time, and it carries between sessions.

Spend Hope to:

  • Give an ally a d6 advantage die (1 Hope)
  • Use an Experience (1 Hope)
  • Initiate a Tag Team Roll with an ally (3 Hope)
  • Activate your class's Hope Feature (usually 3 Hope)

Fear

When your Fear Die rolls higher than your Hope Die, the GM gains a Fear token — even if you succeeded. Fear isn't failure; it's the world pushing back.

The GM spends Fear to spotlight adversaries, trigger complications, introduce new threats, or activate danger moves. A session with a lot of Fear is a tense one.

Stress

Stress is mental and physical strain. You have up to 5 Stress slots. Each marked Stress reduces your maximum Hope by 1 — so a stressed-out character can't hold as much good fortune.

Mark a Stress to: add a d6 advantage die to any action roll, or activate certain features. Stress clears on a critical success or during downtime.

What Your Roll Means

Critical
Both dice show the same number — automatic success, gain 1 Hope, and clear 1 Stress, even if your total was below Difficulty.
Success with Hope
Total meets Difficulty and Hope Die is higher — you succeed and gain 1 Hope.
Success with Fear
Total meets Difficulty but Fear Die is higher — you succeed, but the GM gains 1 Fear. Something complicates the moment.
Failure with Hope
Total falls short but Hope Die is higher — you fail, but gain 1 Hope. The door didn't open, but you found something useful.
Failure with Fear
Total falls short and Fear Die is higher — you fail and the GM gains 1 Fear. Never the end of the story, but never easy either.

Quick Reference

Difficulty

Easy10–12
Moderate13–15
Hard16–18
Very Hard19–21
Nearly Impossible22+

Ranges

MeleeArm's reach
Very Close~5–10 ft
Close~10–30 ft
Far~30–60 ft
Very Far60 ft+

Damage Thresholds

Below MajorMinor — 1 HP
Meets MajorMajor — 2 HP
Meets SevereSevere — 3 HP
Mark last HPDeath move

Key Resources

Hope maximum6 (minus Stress)
Stress slots5
Hope carries overYes, between sessions
Critical: both dice matchAlways succeeds

Domain Cards

Domain cards are your abilities — spells, techniques, and powers drawn from your class's two domains. Unless a card states otherwise, you can use it as many times as you wish for as long as it remains in your loadout. Your subclass, ancestry, and community cards are always active and don't count toward your loadout limit.

Loadout & Vault

You can have up to 5 domain cards active in your loadout at one time. Any card in your loadout is available to use — keep them in hand, on the table, or however is easiest.

Your vault holds cards you own but haven't equipped. Some features permanently place a card in your vault, removing it from play entirely.

Swapping Cards

At the start of a rest, you can freely swap cards between your loadout and vault before using any downtime moves.

Mid-session swaps are stressful: mark Stress equal to the card's Recall Cost (the number next to the lightning bolt ⚡ on the card). Swap it in for a card already in your loadout. If you have fewer than 5 active cards, you can add a vaulted card without trading one out.

Usage Limits

Some cards have an exhaustion limit — once per long rest, once per session, etc. After using such a card, mark it somehow (flip it face-down, turn it sideways) so you remember it's temporarily unavailable.

Cards can also accumulate tokens to track ongoing effects. If you still have tokens at end of session, record the count to restore them next session.

Card Types

Spells are direct magical effects — attacks, buffs, area control. They typically require a Spellcast Roll using your class's Spellcast Trait.

Abilities are techniques and passive powers. Some trigger automatically; others require an action, or spending Hope or Stress.

Grimoires each contain multiple named powers — you can use any of them while the grimoire is in your loadout.

Your class defines what you're built for. Each class has two subclasses — you choose one at character creation. Click any class to see full details including subclass features.

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Your ancestry is where you come from — the body you inhabit, the instincts that are simply part of who you are. Each ancestry comes with two features that reflect what makes your people distinct. Click any ancestry to see the full description and mechanical features.

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Domains are where your abilities come from. Each class has access to two domains, and as you level up you choose domain cards from those pools — giving you new powers, spells, and techniques. You can have up to 5 domain cards active at a time. Click any domain to read more.

Arcana
Innate and instinctual magic. Tapping into the raw, enigmatic forces of the realms to manipulate energy and elements.
Blade
Weapon mastery. By steel, bow, or specialized arm — dedicated to achieving inexorable power over combat and death.
Bone
Tactics and the body. Uncanny control over your own physical abilities and an eye for predicting how others will move in a fight.
Codex
Intensive magical study. Knowledge recorded in books, scrolls, walls, bodies. A commanding and versatile understanding of magic.
Grace
Charisma and persuasion. Through storytelling, charming spells, or a shroud of lies — bending perception to your will.
Midnight
Shadows and secrecy. Clever tricks, deft magic, the cloak of night. The art of obscurity and the power to create enigmas.
Sage
The natural world. Tapping into the unfettered power of the earth and its creatures — the vitality of a blooming flower and the ferocity of a predator.
Splendor
Life itself. Through this magic, followers gain the ability to heal and, to an extent, influence death. The magnificent power to give and end life.
Valor
Protection. Whether through attack or defense — channeling formidable strength to shield allies. Great power for those who raise their shields for others.

Domain Cards & Your Loadout

  • You can have at most 5 domain cards active at a time. Once you have 6 or more, extras go into your vault.
  • When leveling up, you can swap one vaulted card for one in your loadout — or trade a current card for a different one of equal or lower level.
  • Domain cards from a shared domain: if you and another player both use the same domain, coordinate so you're not stepping on each other's choices.
  • When multiclassing, domain cards from your new class are limited to half your current level (rounded up).

Browse Domain Cards

Select a domain to see all its cards organized by level. = Spell   = Grimoire   ■ = Ability   R = Recall cost

The whole party levels up together when your GM calls a milestone. Most groups play at least three sessions between levels. Characters go from level 1 to 10 across four tiers of play.

Tiers of Play

Tier 1

Level 1

Starting characters. Establishing your identity, early abilities, and how you fit into the world.

Tier 2

Levels 2–4

Early growth. Proficiency increases, new domain cards, building toward your subclass specialization.

Tier 3

Levels 5–7

Mid-tier power. Subclass upgrades, increased Proficiency, and the option to multiclass.

Tier 4

Levels 8–10

High-tier play. Mastery features, unrestricted domain access, peak character potential.

When You Level Up

Step 1 — Take Your Level Achievements

At levels 2, 5, and 8, you automatically receive:

  • A new Experience at +2 modifier
  • A permanent +1 to your Proficiency (which also increases your weapon damage dice)
  • At levels 5 and 8: clear all marks on character traits you've previously increased

Step 2 — Choose Two Advancements

Pick two from the list below (Tier 3+ adds more options). Each option can be chosen up to 3 times across a tier unless noted:

  • +1 bonus to two unmarked character traits (mark them — can't increase again until the next tier)
  • Permanently gain one Hit Point slot
  • Permanently gain one Stress slot
  • +1 bonus to two Experiences
  • Take an additional domain card (your level or lower)
  • +1 to your Evasion

Tier 3 Additional Options (Levels 5–7)

  • Upgrade your subclass card — take the next tier (Foundation → Specialization → Mastery). Costs one advancement slot.
  • Increase Proficiency by +1 — costs both advancement slots for the level.
  • Multiclass — choose a second class, gain access to one of its domains and its class feature. Costs both advancement slots, available once.

Step 3 — Raise Damage Thresholds

After choosing advancements, your damage thresholds go up by +1 (your thresholds always equal your base + current level). Update your Major and Severe threshold values.

Step 4 — Take a Domain Card

Take one new domain card at your level or lower from a domain your class has access to. If you're over 5 cards total, decide what goes in your vault. You may also trade one current card for a different one of equal or lower level.

Experiences

Experiences represent things your character knows from their past — skills, knowledge, or expertise that don't fit neatly into the six traits. You start with two, gain one at each level achievement, and can increase their modifier over time.

Using an Experience

  • Spend 1 Hope to add your Experience modifier to an action or reaction roll where it applies
  • Wizards (School of Knowledge) can mark a Stress instead of spending Hope, and double their Experience modifier for that roll
  • Experiences are defined by you — they should reflect your character's history, not just game mechanics