[go: up one dir, main page]

0% found this document useful (0 votes)
79 views17 pages

Additional Sheets Daggerheart May212025

zs
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
79 views17 pages

Additional Sheets Daggerheart May212025

zs
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 17

GM Principles: Begin and end with the fiction - Collaborate at all times, especially during conflict - Fill the

world with life, wonder, and

GM GUIDE danger - Ask questions and incorporate the answers - Make every roll important - Play to find out what happens - Hold on gently
GM Best Practices: Cultivate a curious table - Gain your players’ trust - Keep the story moving forward - Cut to the action - Help the
players use the game - Create a meta conversation - Tell them what they would know - Ground the world in motive - Bring the game’s
mechanics to life - Reframe rather than reject - Work in moments and montages

Action Rolls GM MOVES


Call for an action roll when a character takes an action where the outcome is Make a move whenever:
in question and the success or failure is interesting to the story. • They roll with Fear on an action roll.
1. Pick a character trait. • They fail an action roll.
2. Decide on a Difficulty. • They do something that would have consequences.
3. Establish the stakes of the roll with the player. • They give you a golden opportunity.
4. Assign advantage or disadvantage if applicable. • They look to you for what happens next.
5. Tell the player to roll the Duality Dice.
6. Resolve the situation based on the result of their roll.
Example GM MOves
ACTION ROLL RESULTS
• Show how the world reacts. • Make a move the
• Critical Success: They get what they wanted and a little extra. They gain a
Hope and clear a Stress. “The kick shatters the door. Light characters don’t see.
spills in from the barracks as a “You brace for the alarm...
• Success with Hope: They get what they wanted and they gain a Hope.
half-dozen sleepy soldiers stumble but the door clicks open and
• Success with Fear: They get what they want, but it comes with a to their feet, looking worried.” everything seems fine... for now.”
consequence. You gain a Fear.
• Failure with Hope: They probably don’t get what they want and there are
• Ask a question and build • Show the collateral damage.
consequences, but they gain a Hope.
on the answer.
• Failure with Fear: They don’t get what they wanted and things go very badly. “The Minotaur Wrecker barrels into
“How is it that you notice the the street, shattering a vegetable
You gain a Fear.
assassin lurking in the treetops?” cart, sending cabbages flying and
knocking the merchant into the wall.”
character traits • Make an NPC act in accordance
with their motive. • Clear a temporary
• AGILITY • INSTINCT “The Jagged Knife Bandit snips condition or effect.
Sprint, Leap, Maneuver Perceive, Sense, Navigate the gold purse off the merchant’s “The guard cuts through the vines
hip and attempts to escape.” that are holding her legs in place.
• STRENGTH • PRESENCE She looks around to find her next
Lift, Smash, Grapple Charm, Perform, Deceive target and raises her sword.”
• Lean on the character’s goals
• FINESSE • KNOWLEDGE to drive them to action.
Control, Hide, Tinker Recall, Analyze, Comprehend “The relic you’ve been trying to • Shift the environment.
recover for your people floats “As soon as you cross, the
ominously in the center of the ancient rope bridge snaps,
Difficulty altar, surrounded by cultists
preparing to drain its power.”
leaving you stranded.”

5 10 15 20 25 30 • Signal an imminent off-


• Spotlight an adversary.
VERY VERY NEARLY “As the Skeleton Dredge shambles
EASY AVERAGE HARD screen threat.
EASY HARD IMPOSSIBLE forward to strike you, you see the
“You hear the crashing of two others on their flank turn their
falling trees and shattered
Hope & Fear branches as thundering steps
attention toward you as well.”

approach. What do you do?”


On a roll with Hope, the player gains a Hope. • Capture someone or
They can spend Hope to: something important.
• Help an Ally • Reveal an unwelcome truth
“The thief slides past you and
or unexpected danger.
• Utilize an Experience jumps into the cart, grabbing
“He reaches into his cloak and the idol from the seat and
• Initiate a Tag Team Roll produces the Orb of Vengeance stuffing it into their pouch.”
• Activate a Hope Feature as you realize that he was the
necromancer the entire time.”
On a roll with Fear, you gain a Fear. • Use a PC’s backstory against them.
You can spend a Fear to: “Your mentor sighs, drawing
• Force the group to split up. their blade. ‘I wish it didn’t come
• Interrupt the players to make a move. to this, child. But you still don’t
“The elementals are scattering—two
• Make an additional GM move. heading for the town, three bearing understand what sacrifices are
• Spotlight an additional adversary during a battle. down on the mill. What do you do?” required to maintain the peace.’”
• Use an adversary’s Fear feature.
• Make a PC mark Stress as a • Take away an opportunity
• Use an environment’s Fear feature.
consequence for their actions. permanently.
• Add an adversary’s Experience to a roll.
“You can pull the baron to safety “The door slams shut, cutting
if you mark a Stress. Otherwise you off from the vault as the
Spotlighting Adversaries you can only get yourself out of temple continues to collapse.
the way. What do you do?” You’ll need to find another exit if
When you spotlight an adversary, you might have them: you want to make it out alive.”
• Move within Close range and make a weapon attack
• Move within Close range and use an adversary action
• End a temporary condition or effect
• Sprint somewhere else on the battlefield

Daggerheart © Darrington Press 2025

File: Daggerheart-Pad-GameSheets.indd | Output Date: 12/18/24 - 11:21


CHARACTER CREATION

1 CHOOSE A CLASS 5 CHOOSE STARTING EQUIPMENT 7 CREATE YOUR EXPERIENCES


Your class represents the kind of Decide which weapons you want to start Use all the choices and backstory
character you’ll be playing and gives the game with and record their details you’ve made about your character
you access to certain abilities and spells in the appropriate spaces in the “Active so far to generate their starting two
during the game. Take the character Weapons” section.CHOOSE SMOR Experiences, a set of narrative words
sheet specific to this class. Next, take one of the available options for or phrases that represent what they’ve
Each class has a number of subclasses to starting armor and record its details in the learned or become on their journey so far.
choose from that help define what kind of appropriate spaces. Your armor comes Assign both a modifier of +2.
focus you’d like your character to have. with its own damage thresholds and base
armor score. Record this alongside your
8 CHOOSE DOMAIN DECK CARDS
Take the foundation card for your chosen
selection under “Active Armor.” Add your Each class is made up of two different
subclass.
thresholds to your level and record those domains, which are listed below the class
2 CHOOSE A HERITAGE numbers under the “Damage & Health” name on the character sheet. Choose two
Your character’s heritage is made up of section. Also record the Base Armor Score, cards total from the level 1 cards in those
both an ancestry and a community card. plus modifiers from any features, in the domains. You can share these decks with
These two cards establish your character’s large shield labeled “Armor” at the top of other players. If you do, make sure to
physical appearance and the environment the sheet. talk with them about which cards they’re
they grew up in. interested in.ANSWERND QUESTIONS
The starting inventory for your class
3 ASSIGN CHARACTER TRAITS is listed on your character guide. 9 CREATE CONNECTIONS
Record those items in the “Inventory” Ask any of the Connection questions
Distribute the values −1, 0, 0, +1, +1, +2
section of your character sheet. on your character guide to the other
across your character traits. When rolling,
players at the table (or generate your own
you’ll add the value of that character trait 6 CREATE YOUR BACKGROUND
questions). Use this as an opportunity to
to the roll. Make description choices from the
also discuss how your characters all met,
4 RECORD CHARACTER INFORMATION available options on your character guide
what brought them together, and why
(or create your own). This will help you
Next, record your starting Evasion. they’ve decided to travel as a party.
start to build out your character’s look and
Additionally, gain 2 Hope to start the attitude.
game.
Then use the background questions on
your character guide as a jumping-off point
to build out your character’s history (or
create your own questions).
Finally, name your character and choose
which pronouns they use.

first names FAMILY NAMES Experiences

Alucard, Ambrose, Ash, Bellamy, Calder, Abbot, Advani, Agoston, Baptiste, Belgarde, Backgrounds like:
Calypso, Chartreuse, Clover, Dahlia, Darrow, Blossom, Chance, Covault, Dawn, Dennison, Bodyguard, Con Artist,
Deacon, Elowen, Emrys, Fable, Fiorella, Flynn, Drayer, Emrick, Foley, Fury, Grove, Hartley, Merchant, Noble, Pirate
Gatlin, Gerard, Hadron, Harlow, Indigo, Isla, Humfleet, Hyland, Ikeda, Jones, Jordon, Kaan, Characteristics like:
Jaden, Kai, Kismet, Leo, Mika, Moon, Nyx, Knoth, Lagrange, Lockamy, Lyon, Marche, Affable, Intimidating,
Orna, Phaedra, Quill, Rani, Raphael, Reza, Merrell, Newland, Novak, Orwick, Overholt, Sticky Fingers, Survivor
Roux, Saffron, Sierra, Skye, Talon, Thea, Triton, Pray, Rathbone, Rose, Seagrave, Spurlock,
Vala, Velo, Wisteria, Yanelle, Zahara Thorn, Tringle, Vasquez, Warren, Worth, York Specialties like:
Healer, Inventor, Navigator,
region names PLACE NAMES Swashbuckler
Skills like:
Alvyon, Bloomfare, Bonecross, Branishar, Balking Tide, Black Willow, Crow’s Nest, Dire
Barter, Quick Hands,
Cloud Isles, Davesh Pass, End of Journeys, Reach, Figero, Fool’s Gold, Golden Goose,
Repair, Tracker
Fearhold, Ir’thandir, Mountains of Creation, Hearthbreak, Hollow Keep, Idle Fiend, Kross,
Nocturne, Revenance, Shattered Peaks, South Limping Liar, Mettler’s Make, Nero’s Compass, Phrases like:
Choir, Sunbearer’s Crescent, Watcher’s Ravine, Netherwell, Parting Gift, Quiet Magnitude, Catch Me If You Can, Hold
Wilting Valley, Xuria Roaming Way, Salute, Wicked Smile the Line, Nature’s Friend,
This Is Not a Negotiation

Daggerheart © Darrington Press 2025

File: Daggerheart-Pad-GameSheets.indd | Output Date: 12/18/24 - 11:21


PLAY GUIDE ACTION ROLL RESULTS
• On a critical success, you get what you want and
QUICK REFERENCE
Advantage: Add a d6 advantage die to your roll.
a little extra. You gain a Hope and clear a Stress. Disadvantage: Subtract a d6 disadvantage die from
• On a success with Hope, you pull it off well and your roll.
ACTION ROLLS get what you want. You gain a Hope.
Help an Ally: Spend a Hope and roll a d6 advantage
• On a success with Fear, you get what you want, die to add to an ally’s roll. If the ally has gained
Describe what you want to do and work but it comes with a cost or consequence. You advantage on a roll from multiple sources, they only
with the GM to determine whether a roll is might get attacked, get limited information, attract add the highest result to their roll.
necessary to accomplish it. If it is... danger, or face another complication. The GM gains
Group Action: Nominate a leader of the action. All
a Fear.
other participants in the group action roll make a
• On a failure with Hope, things don’t go to plan. reaction roll using whichever traits they and the
You probably don’t get what you want and there are GM decide best fit (they don’t need to use the same
Agility +1, Thief +2 consequences, but you gain a Hope. traits). The leader then makes an action roll. Their
Decide which modifiers apply. • On a failure with Fear, things go very badly. You action roll gains a +1 bonus for each reaction roll that
Spend a Hope to add an Experience. probably don’t get what you want, and a major succeeds and a −1 penalty for each reaction roll that
consequence or complication occurs because of it. fails.
The GM gains a Fear. Tag Team Roll: Once per session, each player can
choose to spend 3 Hope and initiate a Tag Team
6 12 DAMAGE ROLLS
Roll between their character and another PC. When
you do, work with the other character’s player to
After a successful attack, roll a number of your describe how you combine your actions in a unique
Roll your Duality Dice and add them
weapon’s damage dice equal to your Proficiency and and exciting way. You both make separate action
together along with your modifiers. add them together. rolls, but before resolving the roll’s outcome, choose
one of the rolls to apply for both of your results. On a
If your attack roll critically succeeds, your attack
6 6 deals extra damage! Start with the highest possible
roll with Hope, all PCs involved gain a Hope. On a roll
with Fear, the GM gains a Fear for each PC involved.
value the damage dice can roll, and then make a If you succeed on a Tag Team Roll attack, you both
damage roll as usual, adding it to that value.
“21 with Fear!” roll damage, then add it together to determine the
damage dealt.
12
Duality6Die rolled higher.
Tell the GM the result and which
Reaction rolls Vulnerable: When a creature has the Vulnerable
Reaction rolls work similarly to action rolls, except condition, all rolls against them have advantage.
they don’t generate Hope, Fear, or additional GM Restrained: When a creature has the Restrained
moves. condition, they can’t move, but they can still take
6 6 actions from their current position.
USING ARMOR Hidden: While you’re out of sight from all foes and
they don’t know where you are, you gain the Hidden
Critical Success! Your Armor Score represents how many Armor Slots
condition. While you’re Hidden, any rolls against you
you have available. When you take damage, you
If the Hope and Fear Die both have disadvantage.
land on the same number, can mark an Armor Slot to reduce the severity by
it’s a critical success. one threshold. You can only mark 1 Armor Slot per Direct Damage: Armor Slots can’t be marked to
incoming attack. reduce this damage.

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

DOWNTIME Downtime represents moments of respite within the perilous journey the characters are on together. It’s
not only an opportunity to recover and prepare for what lies ahead, but also a time to share more quiet,
intimate scenes that help to build or showcase the relationships characters have with one another.

SHORT REST LONG REST


Each player can swap any domain cards in their loadout for cards Each player can swap any domain cards in their loadout for cards in their vault, then choose
in their vault, then choose two of the following moves (or choose two of the following moves (or choose the same move twice). The GM gains an amount of
the same move twice). The GM gains 1d4 Fear. Fear equal to the number of PCs + 1d4 and can advance a long-term countdown.
• Tend to Wounds • Tend to All Wounds
Describe how you hastily patch yourself up, then clear a number Describe how you patch yourself up, then clear all Hit Points.
of Hit Points equal to 1d4 + your tier. You can do this to an ally You can do this to an ally instead.
instead. • Clear All Stress
• Clear Stress Describe how you blow off steam or pull yourself together, then clear all Stress.
Describe how you blow off steam or pull yourself together, then • Repair All Armor
clear a number of Stress equal to 1d4 + your tier. Describe how you spend time repairing your armor, then clear all Armor Slots.
• Repair Armor You can do this to an ally’s armor instead.
Describe how you quickly repair your armor, then clear a number • Prepare
of Armor Slots equal to 1d4 + your tier. You can do this to an Describe how you prepare for the next day’s adventure, then gain a Hope. If you choose to
ally’s armor instead. Prepare with one or more members of your party, you each gain 2 Hope.
• Prepare • Work on a Project
Describe how you prepare yourself for the path ahead, then gain Establish or continue work on a project. The GM might ask for a
a Hope. If you choose to Prepare with one or more members of roll to determine how much to tick down the progress countdown.
your party, you each gain 2 Hope.

Daggerheart © Darrington Press 2025

File: Daggerheart-Pad-GameSheets.indd | Output Date: 12/18/24 - 11:21


character sheet sidecar
This section gives you a place to record your name,
This section denotes your class. Each class is made up of pronouns, heritage (the combination of your community
two domains. You choose your abilities and spells from and ancestry), and subclass. There is also a space to
these domains. record your level.

Evasion represents your ability to avoid an attack. The This area contains your six character traits. You use
GM rolls against this number when determining if an these as your primary modifiers on action rolls. The
adversary hits you. If you do get hit, you can choose to descriptions beneath each trait remind you how to use
mark an Armor Slot (the small empty shields to the right them.
of the large “Armor” shield) to reduce the severity of the
incoming damage by one threshold. You have a number
of available slots equal to your Armor Score (the number
in the large “Armor” shield).
This is the section for your active weapons. Along with
The two smaller boxes are your damage thresholds. a name, weapons have an associated trait that you roll
These come from your armor, and you always add your when using them for an attack. They also have a range
level to their value. When you take damage, compare it to (Melee, Very Close, Close, Far, or Very Far). The GM tells
the numbers here. If the incoming damage is Minor, you you what range a target is at relative to your character.
mark a Hit Point. If it is Major, you mark 2 Hit Points. If Damage dice are the kind of dice you roll when you
it is Severe, you mark 3 Hit Points. If you ever need to make a successful attack, and the damage type is either
mark Stress and can’t, mark a Hit Point. If you ever mark physical or magic. Proficiency tells you how many
your last Hit Point, you must make a death move. damage dice you roll. A weapon’s feature describes its
special abilities or the requirements to use it.
Weapons are either one-handed or two-handed. Fill in
This is where you record your Hope. You spend Hope to the appropriate number of hands based on the weapons
use an Experience (details below), Help an Ally, use a you take.
Hope Feature, or initiate a Tag Team Roll. When you
Help an Ally, you explain how you’re aiding them and roll
a d6 advantage die they add to their action roll total.
You start with 2 Hope marked.
Your class’s unique Hope Feature is in this section as well.

This is the section for your armor. Along with a name,


armor has base thresholds that contribute to your
Experience represents your character’s particular
damage thresholds, and a base score that contributes
specializations your character has. These are narrative
to your Armor Score. The armor’s feature describes its
tags that you create to reflect what your character is
special abilities or the requirements to use it.
skilled in. When they apply to the scene, you can spend a
Hope before the action roll to add an Experience’s value
as a modifier. You earn more Experiences throughout a
campaign.

This is where you keep track of your gold during a


campaign. If you would mark your tenth handful, you
instead mark a bag and erase all your handfuls. If you Your inventory is where you store items and consumables.
would mark your tenth bag, you instead mark a chest
and erase your bags. You start with one handful of
gold.

Each class starts with a unique class feature that sets


them apart from other classes. Make sure to read through
them before you begin playing.
This is where you store weapons you want to carry but
not have active. While a weapon is in your inventory, you
can’t benefit from its feature.

SLIDE THIS SIDE OUT TO THE LEFT SLIDE THIS SIDE OUT TO THE RIGHT
OF YOUR CHARACTER SHEET. OF YOUR CHARACTER SHEET.

Daggerheart © Darrington Press 2025

File: Daggerheart-Pad-GameSheets.indd | Output Date: 12/18/24 - 11:21


EQUIPMENT
starting Primary weapons — Physical

Name Trait Range Damage Burden Feature


Broadsword Agility Melee d8 phy One-Handed Reliable: +1 to attack rolls
Longsword Agility Melee d8+3 phy Two-Handed —
Battleaxe Strength Melee d10+3 phy Two-Handed —
Massive: −1 to Evasion; on a successful attack, roll an additional damage
Greatsword Strength Melee d10+3 phy Two-Handed
die and discard the lowest result.
Mace Strength Melee d8+1 phy One-Handed —
Warhammer Strength Melee d12+3 phy Two-Handed Heavy: −1 to Evasion
Dagger Finesse Melee d8+1 phy One-Handed —
Quarterstaff Instinct Melee d10+3 phy Two-Handed —
Cutlass Presence Melee d8+1 phy One-Handed —
Quick: When you make an attack, you can mark a Stress to target another
Rapier Presence Melee d8 phy One-Handed
creature within range.
Halberd Strength Very Close d10+2 phy Two-Handed Cumbersome: −1 to Finesse
Spear Finesse Very Close d10+2 phy Two-Handed Cumbersome: −1 to Finesse
Shortbow Agility Far d6+3 phy Two-Handed —
Crossbow Finesse Far d6+1 phy One-Handed —
Longbow Agility Very Far d8+3 phy Two-Handed Cumbersome: −1 to Finesse

starting Primary weapons — magic

Name Trait Range Damage Burden Feature


Arcane Gauntlets Strength Melee d10+3 mag Two-Handed —
Hallowed Axe Strength Melee d8+1 mag One-Handed —
Glowing Rings Agility Very Close d10+1 mag Two-Handed —
Hand Runes Instinct Very Close d10 mag One-Handed —
Returning: When this weapon is thrown within its range, it appears
Returning Blade Finesse Close d8 mag One-Handed
in your hand immediately after the attack.
Shortstaff Instinct Close d8+1 mag One-Handed —
Dualstaff Instinct Far d6+3 mag Two-Handed —
Versatile: This weapon can also be used with these statistics—
Scepter Presence Far d6 mag Two-Handed
Presence, Melee, d8.
Wand Knowledge Far d6+1 mag One-Handed —
Powerful: On a successful attack, roll an additional damage die
Greatstaff Knowledge Very Far d6 mag Two-Handed
and discard the lowest result.

starting secondary weapons

Name Trait Range Damage Burden Feature


Shortsword Agility Melee d8 phy One-Handed Paired: +2 to primary weapon damage to targets within Melee range
Round Shield Strength Melee d4 phy One-Handed Protective: +1 to Armor Score
Tower Shield Strength Melee d6 phy One-Handed Barrier: +2 to Armor Score; −1 to Evasion
Small Dagger Finesse Melee d8 phy One-Handed Paired: +2 to primary weapon damage to targets within Melee range
Startling: Mark a Stress to crack the whip and force all adversaries
Whip Presence Very Close d6 phy One-Handed
within Melee range back to Close range.
Hooked: On a successful attack, you can pull the target into Melee
Grappler Finesse Close d6 phy One-Handed
range.
Hand Crossbow Finesse Far d6+1 phy One-Handed —

Starting Armor

Name Base Thresholds Base Score Feature


Gambeson Armor 5 / 11 3 Flexible: +1 to Evasion
Leather Armor 6 / 13 3 —
Chainmail Armor 7 / 15 4 Heavy: −1 to Evasion
Full Plate Armor 8 / 17 4 Very Heavy: −2 to Evasion; −1 to Agility

Daggerheart © Darrington Press 2025

File: Daggerheart-Pad-GameSheets.indd | Output Date: 12/18/24 - 11:21


ANCESTRY: Domain Card:

FEATURE DOMAIN TYPE RECALL

FEATURE

FEATURE

COMMUNITY: Domain Card:

FEATURE DOMAIN TYPE RECALL

FEATURE

Subclass: Domain Card:

FOUNDATION SPECIALIZATION MASTERY


DOMAIN TYPE RECALL

CLASS SPELLCAST TRAIT FEATURE

FEATURE

Subclass: Domain Card:

FOUNDATION SPECIALIZATION MASTERY


DOMAIN TYPE RECALL

CLASS SPELLCAST TRAIT FEATURE

FEATURE

Subclass: Domain Card:

FOUNDATION SPECIALIZATION MASTERY


DOMAIN TYPE RECALL

CLASS SPELLCAST TRAIT FEATURE

FEATURE

Daggerheart © Darrington Press 2025


DOMAIN card: DOMAIN card:

DOMAIN TYPE RECALL DOMAIN TYPE RECALL

FEATURE FEATURE

DOMAIN card: DOMAIN card:

DOMAIN TYPE RECALL DOMAIN TYPE RECALL

FEATURE FEATURE

DOMAIN card: DOMAIN card:

DOMAIN TYPE RECALL DOMAIN TYPE RECALL

FEATURE FEATURE

DOMAIN card: DOMAIN card:

DOMAIN TYPE RECALL DOMAIN TYPE RECALL

FEATURE FEATURE

DOMAIN card: DOMAIN card:

DOMAIN TYPE RECALL DOMAIN TYPE RECALL

FEATURE FEATURE

Daggerheart © Darrington Press 2025


DAGGERHEART
multiclass Sheet

When you multiclass, take one of that class’s foundation cards


and place it in your loadout. Then choose one domain to expand
into and record it below.

DOMAIN

When leveling up, you can take domain cards from this
domain at half your level or lower (rounded up).

multiclass FEature

ch a ract er sheet

notes

Daggerheart © Darrington Press 2025


WIZARD
multiclass Sheet

When you multiclass, take one of the wizard foundation cards


and place in your loadout. Then choose one domain to expand
into.

Codex splendor

When leveling up, you can take domain cards from this
domain at half your level or lower (rounded up).

multiclass FEature
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.

NOTES

ch a ract er sheet

Daggerheart © Darrington Press 2025


WARRIOR
multiclass Sheet

When you multiclass, take one of the warrior foundation cards


and place in your loadout. Then choose one domain to expand
into.

blade bone

When leveling up, you can take domain cards from this
domain at half your level or lower (rounded up).

multiclass Feature
ATTACK OF OPPORTUNITY
When 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.

NOTES
ch a ract er sheet

Daggerheart © Darrington Press 2025


SORCERER
multiclass Sheet

When you multiclass, take one of the sorcerer foundation cards


and place in your loadout. Then choose one domain to expand
into.

Arcana midnight

When leveling up, you can take domain cards from this
domain at half your level or lower (rounded up).

multiclass FEature
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.

ch a ract er sheet
NOTES

Daggerheart © Darrington Press 2025


SERAPH
multiclass Sheet

When you multiclass, take one of the seraph foundation cards


and place in your loadout. Then choose one domain to expand
into.

splendor valor

When leveling up, you can take domain cards from this
domain at half your level or lower (rounded up).

multiclass 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 this 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.

ch a ract er sheet

NOTES

Daggerheart © Darrington Press 2025


ROGUE
multiclass Sheet

When you multiclass, take one of the rogue foundation cards and
place in your loadout. Then choose one domain to expand into.

midnight grace

When leveling up, you can take domain cards from this
domain at half your level or lower (rounded up).

multiclass FEature
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 is Tier 1
Levels 2–4 are Tier 2
Levels 5–7 are Tier 3
Levels 8–10 are Tier 4

ch a ract er sheet
NOTES

Daggerheart © Darrington Press 2025


RANGER
multiclass Sheet

When you multiclass, take one of the ranger foundation cards


and place in your loadout. Then choose one domain to expand
into.

Bone sage

When leveling up, you can take domain cards from this
domain at half your level or lower (rounded up).

multiclass 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.

NOTES

ch a ract er sheet

Daggerheart © Darrington Press 2025


GUARDIAN
multiclass Sheet

When you multiclass, take one of the guardian foundation cards


and place in your loadout. Then choose one domain to expand
into.

valor blade

When leveling up, you can take domain cards from this
domain at half your level or lower (rounded up).

multiclass FEature
UNSTOPPABLE
Once per long rest, you can become Unstoppable.
You gain an Unstoppable Die. At level 5, your
Unstoppable Die is a d6. Place it on this 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.
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

ch a ract er sheet to your damage roll.


• You can’t be Restrained or Vulnerable.

NOTES

Daggerheart © Darrington Press 2025


DRUID
multiclass Sheet

When you multiclass, take one of the druid foundation cards and
place in your loadout. Then choose one domain to expand into.

sage Arcana

When leveling up, you can take domain cards from this
domain at half your level or lower (rounded up).

multiclass FEature
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.
WILDTOUCH
You can perform harmless, subtle effects that involve nature—such

ch a ract er sheet
as causing a flower to rapidly grow, summoning a slight gust of wind,
or starting a campfire—at will.

NOTES

Daggerheart © Darrington Press 2025


BARD
multiclass Sheet

When you multiclass, take one of the bard foundation cards


and place in your loadout. Then choose one domain to
expand into.

grace codex

When leveling up, you can take domain cards from this
domain at half your level or lower (rounded up).

multiclass Feature
RALLY
Once per session, describe how you rally the party and give
yourself and each of your allies a Rally Die. At level 5, your Rally
Die is a d8. 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.

NOTES

ch a ract er sheet

Daggerheart © Darrington Press 2025

You might also like