Enhanced Guide with Character Builds, Synergies & Interactive Tools
This comprehensive guide combines official Daggerheart SRD data with real character builds from the Quickstart Adventure. Use the navigation above to explore domains, character builds, synergy combinations, and strategic guidance.
Each domain represents a school of power or expertise. Select a domain to explore its cards and mechanics.
Domain of innate and instinctual magic. Tap into raw, enigmatic forces to manipulate energy and elements.
Classes: Druid, Sorcerer
Key Cards (Level 1-2):
Domain of weapon mastery and the skills to end lives with steel, bow, or specialized arms.
Classes: Guardian, Warrior
Key Cards (Level 1-2):
Domain of tactics and body mastery. Uncanny control over physical abilities and combat prediction.
Classes: Ranger, Warrior
Key Cards (Level 1-2):
Domain of intensive magical study. Commanding understanding of magic through knowledge and equations of power.
Classes: Bard, Wizard
Key Cards (Level 1-2):
Domain of charisma. Define realities through storytelling, charming spells, or webs of lies.
Classes: Bard, Rogue
Key Cards (Level 1-2):
Domain of shadows and secrecy. Control enigmas through clever tricks, deft magic, or the cloak of night.
Classes: Rogue, Sorcerer
Key Cards (Level 1-2):
Domain of the natural world. Tap into unfettered power of earth and creatures for raw magic.
Classes: Druid, Ranger
Key Cards (Level 1-2):
Domain of life. Heal allies or control death through magnificent magic.
Classes: Seraph, Wizard
Key Cards (Level 1-2):
Domain of protection. Channel formidable strength to defend allies in battle through attack or defense.
Classes: Guardian, Seraph
Key Cards (Level 1-2):
Complete card descriptions with costs, effects, and mechanics for all domains. Use the navigation to jump to specific domains.
Arcana is the domain of innate and instinctual magic. Those who choose this path tap into the raw, enigmatic forces of the realms to manipulate both their own energy and the elements. Arcana offers wielders a volatile power, but it is incredibly potent when correctly channeled.
Recall Cost: 2 Stress
Recall Cost: 3 Stress
Recall Cost: 2 Stress
Recall Cost: 2 Stress
Recall Cost: 1 Stress
Recall Cost: 3 Stress
Recall Cost: 2 Stress
Recall Cost: 4 Stress
Arcana cards focus on dealing direct damage with elemental forces. They're excellent for:
Blade is the domain of weapon mastery. Whether by steel, bow, or perhaps a more specialized arm, those who follow this path have the skill to cut short the lives of others. Wielders of Blade dedicate themselves to achieving inexorable power over death.
Recall Cost: 2 Stress
Recall Cost: 2 Stress
Recall Cost: 3 Stress
Recall Cost: 2 Stress
Recall Cost: 2 Stress
Recall Cost: 3 Stress
Recall Cost: 4 Stress
Recall Cost: 2 Stress
Blade cards focus on weapon mastery and precise strikes. They're excellent for:
Bone is the domain of tactics and the body. Practitioners of this domain have an uncanny control over their own physical abilities and an eye for predicting the behaviors of others in combat. Adherents to Bone gain an unparalleled understanding of bodies and their movements.
Recall Cost: 2 Stress
Recall Cost: 2 Stress
Recall Cost: 2 Stress
Recall Cost: 1 Stress
Recall Cost: 2 Stress
Recall Cost: 2 Stress
Recall Cost: 3 Stress
Recall Cost: 4 Stress
Bone cards focus on combat tactics and understanding opponents. They're excellent for:
Codex is the domain of intensive magical study. Those who seek magical knowledge turn to the equations of power recorded in books, written on scrolls, etched into walls, or tattooed on bodies. Codex offers a commanding and versatile understanding of magic to devotees who pursue knowledge beyond the boundaries of common wisdom.
Recall Cost: 1 Stress
Recall Cost: 1 Stress
Recall Cost: 2 Stress
Recall Cost: 2 Stress
Recall Cost: 3 Stress
Recall Cost: 2 Stress
Recall Cost: 3 Stress
Recall Cost: 5 Stress
Codex cards focus on scholarly magic and knowledge-based power. They're excellent for:
Grace is the domain of charisma. Through rapturous storytelling, charming spells, or a shroud of lies, those who channel this power define the realities of their adversaries, bending perception to their will. Grace offers its wielders raw magnetism and mastery over language.
Recall Cost: 2 Stress
Recall Cost: 2 Stress
Recall Cost: 2 Stress
Recall Cost: 3 Stress
Recall Cost: 2 Stress
Recall Cost: 4 Stress
Recall Cost: 2 Stress
Recall Cost: 5 Stress
Grace cards focus on charm, persuasion, and mental domination. They're excellent for:
Midnight is the domain of shadows and secrecy. Whether by clever tricks, deft magic, or the cloak of night, those who channel these forces practice the art of obscurity and can uncover sequestered treasures. Midnight offers practitioners the power to control and create enigmas.
Recall Cost: 2 Stress
Recall Cost: 1 Stress
Recall Cost: 2 Stress
Recall Cost: 2 Stress
Recall Cost: 1 Stress
Recall Cost: 2 Stress
Recall Cost: 2 Stress
Recall Cost: 4 Stress
Midnight cards focus on stealth, assassination, and shadow magic. They're excellent for:
Sage is the domain of the natural world. Those who walk this path tap into the unfettered power of the earth and its creatures to unleash raw magic. Sage grants its adherents the vitality of a blooming flower and the ferocity of a ravenous predator.
Recall Cost: 2 Stress
Recall Cost: 2 Stress
Recall Cost: 1 Stress
Recall Cost: 2 Stress
Recall Cost: 2 Stress
Recall Cost: 3 Stress
Recall Cost: 2 Stress
Recall Cost: 3 Stress
Sage cards focus on nature magic, healing, and crowd control. They're excellent for:
Splendor is the domain of life. Through this magic, followers gain the ability to heal and, to an extent, control death. Splendor offers its disciples the magnificent ability to both give and end life.
Recall Cost: 1 Stress
Recall Cost: 4 Stress
Recall Cost: 2 Stress
Recall Cost: 3 Stress
Recall Cost: 2 Stress
Recall Cost: 2 Stress
Recall Cost: 3 Stress
Recall Cost: 5 Stress
Splendor cards focus on healing, resurrection, and divine power. They're excellent for:
Valor is the domain of protection. Whether through attack or defense, those who choose this discipline channel formidable strength to protect their allies in battle. Valor offers great power to those who raise their shields in defense of others.
Recall Cost: 1 Stress
Recall Cost: 2 Stress
Recall Cost: 2 Stress
Recall Cost: 2 Stress
Recall Cost: 3 Stress
Recall Cost: 2 Stress
Recall Cost: 3 Stress
Recall Cost: 4 Stress
Valor cards focus on protection, defense, and shields. They're excellent for:
Real characters from the Sablewood Messengers Quickstart Adventure with complete loadout strategies.
Background: Personal mage to King Emeris. Appears calm, until she isn't. She holds herself to high standards and expects the same from others.
Primal Origin Foundation - Manipulate Magic:
After casting a spell or magic weapon attack, mark Stress to: Extend reach by one range, gain +2 bonus, double a damage die, or hit additional target.
Level 1 Loadout (5 Cards):
Rain of Blades and Unleash Chaos both benefit from Primal Origin's reach extension and damage doubling. Marlowe can position multiple enemies in Very Close range, then extend Rain of Blades to hit them all while doubling a damage die. Volatile Magic ensures consistent damage output with rerolls.
Background: No danger he won't get into, no situation he can't get out of. Fears water (ironic for an amphibious Ribbet). Practical, cynical, and surprisingly loyal to his crew.
Nightwalker Foundation - Shadow Stepper:
Mark Stress to move from shadow to shadow within Far range, become Cloaked when you reappear.
Level 1 Loadout (5 Cards):
Shadow Stepper + Cloaked = Barnacle can move into shadows and be invisible when stationary. Once Cloaked, his Sneak Attack adds d6s to damage. Pick and Pull gives him utility beyond combat. This is a classic infiltrator/assassin build optimized for Nightwalker's mobility.
Background: Defector from a distant military. Approaches conflict with "kill them with kindness." Questions authority but respects martial discipline. Seeks redemption for past military actions.
Call of the Brave Foundation - Courage & Battle Ritual:
Gain Hope when failing with Fear. Once per long rest, describe ritual before danger: clear 2 Stress, gain 2 Hope.
Level 1 Loadout (5 Cards):
Call of the Brave rewards both hope and fear rolls—gain Hope when failing with Fear, and use Courage to turn setbacks into advantages. Not Good Enough ensures consistent damage. This is a reliable, tactical warrior who gets stronger when things go wrong.
Background: Loyal to the end, dry sense of humor. Suffers no fools. Born with an axe in hand—practical, grounded, protective of the party.
Stalwart Foundation - Unwavering & Iron Will:
Permanent +1 damage thresholds. When taking physical damage, mark additional Armor Slot to reduce severity.
Level 1 Loadout (5 Cards):
Khari is the ultimate tank. Stalwart's +1 thresholds + Iron Will let her mark extra Armor Slots. Giant ancestry extends Battleaxe to Very Close. Whirlwind hits multiple enemies. I Am Your Shield protects allies. Unstoppable makes her exponentially stronger as battle continues. She absorbs damage and doles it out.
Background: Shoot first, ask questions later. Raised deep in forest by a hidden clan. Has been hunting a specific hybrid creature for years. Practical problem-solver.
Wayfinder Foundation - Ruthless Predator & Path Forward:
Mark Stress for +1 Proficiency. When dealing Severe damage, target marks Stress. Always know shortest path to previously visited locations.
Level 1 Loadout (5 Cards):
Varian is a glass cannon damage dealer. Rangers Focus marks one target. Ruthless Predator bumps Proficiency with Stress. Hold Them Off lets successful attacks hit 2 additional targets. Far range keeps her safe while dealing massive damage. Path Forward provides strategic mobility for the party.
Learn how each subclass foundation feature works with domains to create powerful combinations.
Foundation: After casting spell or magic weapon attack, mark Stress to extend reach (+1 range), gain +2 bonus, double damage die, or hit additional target.
Rain of Blades is Very Close range. Primal Origin extends it to Close range, hitting more enemies. Unleash Chaos can double a d10, turning it into d20 equivalent damage.
Uncanny Disguise + extending range means Marlowe can cast from farther away while disguised, or extend Shadow Stepper reach.
Foundation: Mark Stress to move shadow-to-shadow within Far range, become Cloaked when you reappear.
Shadow Stepper makes you Cloaked. Rogue's Cloaked class feature means you stay unseen while stationary. This is a stealth powerhouse—infiltrate, steal, disappear.
Uncanny Disguise + Enrapture + Shadow Stepper = You can disguise as an NPC, Enrapture enemies, then Shadow Stepper away when discovered.
Foundation: Gain Hope when rolling with Fear. Once per rest, perform Battle Ritual for +2 Hope and clear 2 Stress.
Not Good Enough rerolls damage. When you fail with Fear, you gain Hope—which fuels No Mercy's +1 attacks. This turns fear into currency.
Deft Maneuvers + Battle Ritual means Garrick can move up to Far range, charge in, and spend Hope from his ritual to fuel bonus attacks.
Foundation: Permanent +1 damage thresholds. Mark additional Armor Slot to reduce physical damage severity.
I Am Your Shield + Iron Will means Khari can take hits for allies, then mark extra Armor Slots to reduce her own damage. Unstoppable makes her stronger as damage accumulates.
Spend Hope to hit all Very Close targets at half damage. Combined with +1 thresholds and Reach (Giant ancestry), Khari becomes a zone of control.
Foundation: Mark Stress for +1 Proficiency. Deal Severe damage = target marks Stress. Always know fastest path to visited locations.
Hold Them Off lets a successful attack hit 2 more targets. Ruthless Predator bumps Proficiency. Targeting multiple enemies while each takes Stress = action economy win.
Vicious Entangle Restrains targets. Wayfinder's Path Forward lets party move through terrain others can't. Combine for tactical battlefield control.
| Subclass | Class | Spellcast Trait | Best Domain Combo | Key Synergy |
|---|---|---|---|---|
| Primal Origin | Sorcerer | Instinct | Arcana (primary) | Extend range + double damage dice |
| Nightwalker | Rogue | Finesse | Midnight (primary) | Shadow Stepper + Cloaked = Invisibility |
| Call of the Brave | Warrior | Agility | Blade (primary) | Fear = Hope currency |
| Stalwart | Guardian | Strength | Valor (primary) | +1 thresholds + Iron Will = Tanking |
| Wayfinder | Ranger | Agility | Bone (primary) | +1 Prof + multi-target = DPS |
Five loadout approaches for different playstyles.
Philosophy: Maximize damage output with high-impact spells and abilities.
Warning: Needs defensive options! Not suitable alone.
Philosophy: Survive damage while protecting allies.
Best For: Guardians, Stalwart subclass, Ridgeborne Giants
Philosophy: Keep allies healthy and empowered.
Best For: Wizards, Seraphs, Troubadours
Philosophy: Control battlefield and limit enemy options.
Best For: Druids, Rogues, Wizards
Philosophy: Be useful in any situation.
Best For: New players, flexible parties, multi-role scenarios
Design your 5-card loadout and see synergies at a glance.
Click on cards to add them. You can hold up to 5 cards in your loadout at Level 1.
No cards selected yet. Click cards above to add them.
Balance encounters based on party domain combinations and player levels.
Higher domain card levels = harder encounter adjustments needed.
Simple encounters with 1-2 standard enemies. Example: 3 Thistlefolk Ambushers vs 4 PCs with Level 1 cards.
Add complexity: Multiple enemy types, environmental hazards, or 1 elite enemy. Scale encounters up 20%.
Serious threats. Scale up 40%. Consider multi-round encounters, minions, or 1 powerful solo boss.
Expect high spell damage and ranged attacks. Add enemies with ranged capabilities. Consider Spellcast-resistant adversaries (high Difficulty).
They're built for melee. Use enemies that keep distance (ranged, flying). Environmental hazards that prevent melee approach.
Healing/support focus. Increase damage output. Use poison, conditions that prevent healing, or enemies that silence casters.
They're adaptable. Use complex, multi-phase encounters. Variety of enemy types and mechanics.
Grant domain cards tied to quest outcomes. "Defeat this mage" → get a mid-level Codex card. "Save this Sage" → get a Sage card.
Include domain cards in treasure. Create loot tables organized by card level and domain.
Instead of experience, grant cards at major story points. Keeps pacing under GM control.
Problem: You vault a Level 5+ card with Recall Cost 3. Mid-combat, you want to use it, but marking 3 Stress to swap is too expensive.
Solution: Keep high-Recall cards in vault. Use during long rests when you can swap for free. Limit Recall Cost 2+ to 1 card max in active loadout.
Problem: All 5 cards are offensive. Enemy crits? You die. You have no way to reduce damage or heal.
Solution: Minimum 1 defensive card per loadout. Examples: I Am Your Shield, Get Back Up, Reassurance, Mending Touch, or a class defense ability.
Problem: You're a Warrior (Blade/Bone) but picked 3 Splendor healing cards. You waste loadout slots on cards you can't thematically use.
Solution: Check your class domains. Pick primary from your two class domains. One off-domain card max (with GM approval). Stay thematically focused.
Problem: You have Rain of Blades, Unleash Chaos, Wall Walk, and Cinder Grasp (all Arcana). They're good, but no synergy between them—just overlapping damage.
Solution: If taking 3+ from one domain, ensure they combo. Example: Rain of Blades (multi-target setup) + Unleash Chaos (scaling damage) + Volatile Magic (rerolls) = synergy chain.
Problem: You're a Sorcerer but don't track Channel Raw Power. You miss opportunities to vault cards and gain Hope.
Solution: Write your class feature on a note card. Check it every long rest. Class features are free power—don't waste them.
Problem: You have "Deadly Aim +2" but never spend Hope to use it in combat.
Solution: Before every action roll, ask "Does an Experience apply?" Spend Hope freely—you gain it back. Example: "I use my Deadly Aim to steady my shot" → +2 modifier.