Additional Sheets Daggerheart May212025
Additional Sheets Daggerheart May212025
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
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
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.
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.
SLIDE THIS SIDE OUT TO THE LEFT SLIDE THIS SIDE OUT TO THE RIGHT
OF YOUR CHARACTER SHEET. OF YOUR CHARACTER SHEET.
Starting Armor
FEATURE
FEATURE
FEATURE
FEATURE
FEATURE
FEATURE
FEATURE FEATURE
FEATURE FEATURE
FEATURE FEATURE
FEATURE FEATURE
FEATURE FEATURE
DOMAIN
When leveling up, you can take domain cards from this
domain at half your level or lower (rounded up).
multiclass FEature
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notes
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
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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
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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.
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NOTES
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.
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NOTES
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
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NOTES
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.
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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
NOTES
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
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as causing a flower to rapidly grow, summoning a slight gust of wind,
or starting a campfire—at will.
NOTES
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
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