⚔️ Daggerheart RPG ⚔️

An Interactive Guide to the Rules and Systems of Critical Role's Fantasy TTRPG

Complete with worked examples and narrative scenarios

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Welcome to Daggerheart

Daggerheart is a collaborative fantasy tabletop roleplaying game of incredible magic and heroic, heartfelt adventure. Created by Critical Role's Darrington Press and designed by Spencer Starke, Daggerheart offers a unique system based on the tension between Hope and Fear.

What is Daggerheart?

The Core Concept

Players roll two distinctly different 12-sided dice called Duality Dice—one representing Hope (colored one way) and one representing Fear (colored another way). Unlike traditional RPGs, Daggerheart cares which die rolls higher, not just the total.

This creates a sophisticated mechanic where success can come with hope for the heroes, or success can come at a cost (with fear). Even failure has nuance—failing with hope or failing with fear creates vastly different story outcomes.

Key Features

🎲 2d12 Resolution

Roll Hope and Fear dice. The higher die tells you the emotional/narrative flavor of the outcome. Success still means success, but the cost varies.

💚 Hope as Currency

Players earn Hope when rolling well. Spend Hope to power special abilities, help allies, or swing the narrative. It's a resource that flows through the game.

🎭 Flexible Spotlight

No rigid initiative. The spotlight flows naturally between players based on narrative. Everyone gets moments of heroism without waiting for their turn.

🎴 Domain Cards

Instead of spell lists and feat trees, characters gain power through Domain Cards—flexible abilities that represent their growth and specialization.

Who This Guide Is For

⭐ Pro Tip: Daggerheart's Golden Rule is: "Make the game your own." Rules exist to serve your story. If you want to modify something to fit your table's playstyle, you absolutely can. Rules are guidelines, not shackles.

How to Use This Guide

Use the navigation menu at the top to jump to specific sections. Each section includes:

Core Mechanics

The Duality Dice System

What Are Duality Dice?

Daggerheart uses two 12-sided dice (d12s) in different colors:

  • Hope Die: Represents the character's determination and positive agency
  • Fear Die: Represents the world's challenges and complications

You roll both simultaneously. The result depends on:

  1. The total of both dice + modifiers (compared to Difficulty)
  2. Which die is higher (determines the flavor of success/failure)

Understanding Action Rolls

The Five Possible Outcomes

Outcome Total vs Difficulty Hope vs Fear Die Effect
Critical Success Meets or beats ✓ Both dice match! Succeed + Bonus + Gain Hope + Clear Stress
Success with Hope Meets or beats ✓ Hope > Fear Succeed + Gain Hope
Success with Fear Meets or beats ✓ Fear > Hope Succeed + Complication (GM gains Fear)
Failure with Hope Falls short ✗ Hope > Fear Fail + Minor consequence + Gain Hope
Failure with Fear Falls short ✗ Fear > Hope Fail + Major consequence (GM gains Fear)

Interactive Dice Roller

Try Rolling Duality Dice

Click to simulate a roll. Imagine a Difficulty of 12.

Traits and Modifiers

Every action uses one of six character traits. When you roll with a trait, you add that trait's modifier to your dice total.

Agility

Sprint, Leap, Maneuver, Dodge

Nimbleness and speed

Strength

Lift, Smash, Grapple, Push

Physical power and endurance

Finesse

Control, Hide, Tinker, Strike

Precision and delicacy

Instinct

Perceive, Sense, Navigate, Track

Intuition and awareness

Presence

Charm, Perform, Deceive, Lead

Charisma and force of personality

Knowledge

Recall, Analyze, Comprehend, Deduce

Intellect and learning

Hope and Fear: The Currency

💚 Hope

Hope is earned when your Hope die rolls higher than your Fear die. You gain 1 Hope on Success with Hope, Critical Success, or Failure with Hope.

You can spend Hope to:

  • Activate special class or domain abilities (costs vary, often 1-3 Hope)
  • Help an ally make a roll (+d4 to one ally's action, costs 1 Hope)
  • Activate an Experience to add +2 to a roll (costs 1 Hope)
  • Activate your class Hope Feature (costs 3 Hope)

Maximum: You can have at most 5 Hope at any time. You start play with 2 Hope.

🔴 Fear

Fear is the GM's resource. When your Fear die rolls higher than your Hope die, the GM gains Fear.

The GM spends Fear to:

  • Introduce complications or twists
  • Make adversary attacks more potent
  • Raise the stakes of a conflict
  • Trigger environmental hazards

Character Creation

Creating a Daggerheart character is a nine-step process that builds a complete, playable hero ready for adventure.

Step 1: Choose a Class and Subclass

The Nine Classes

Daggerheart offers nine classes, each with two subclass options:

  • Bard: Charismatic performers (Domains: Codex, Grace)
  • Druid: Nature shapers (Domains: Sage, Arcana)
  • Guardian: Protective warriors (Domains: Valor, Blade)
  • Ranger: Wilderness hunters (Domains: Bone, Sage)
  • Rogue: Clever tricksters (Domains: Grace, Midnight)
  • Seraph: Holy champions (Domains: Splendor, Valor)
  • Sorcerer: Innate spellcasters (Domains: Arcana, Midnight)
  • Warrior: Combat masters (Domains: Blade, Bone)
  • Wizard: Scholarly mages (Domains: Codex, Splendor)

Step 2: Choose Your Heritage

Your Heritage combines two elements: Ancestry (species/lineage) and Community (culture/origin).

Ancestries

Examples: Clank, Drakona, Dwarf, Elf, Faerie, Faun, Firbolg, Fungril, Galapa, Giant, Goblin, Halfling, Human, Infernis, Katari, Orc, Ribbet, Simiah

Communities

Examples: Highborne, Loreborne, Orderborne, Ridgeborne, Seaborne, Slyborne, Underborne, Wanderborne, Wildborne

Step 3: Assign Character Traits

Assign the following modifiers to your six traits in any order: +2, +1, +1, +0, +0, -1

Step 4-5: Record Stats and Equipment

Each class provides starting values for:

Step 6-9: Background, Experiences, Domains, and Connections

✨ Character Creation Tip: Character creation is collaborative. Your connections to other PCs matter as much as your solo story.

Classes and Subclasses

Each class defines a character archetype with unique abilities and domain access.

The Nine Classes

Bard: Master of Captivation

Bards are the most charismatic people in all the realms. Masters of captivation and performance.

Starting Stats: Evasion 10 | Hit Points 5

Domains: Grace & Codex

Class Feature: Rally - Once per session, give yourself and allies Rally Dice (d6) to boost rolls or clear Stress

Druid: Shaper of Nature

Becoming a druid is more than occupation—it's a calling. Learn from and protect wilderness magic.

Starting Stats: Evasion 10 | Hit Points 6

Domains: Sage & Arcana

Class Feature: Beastform - Transform into animals, gaining their stats and abilities

Guardian: Unshakeable Protector

Guardians represent an array of martial professions defined by their moral compass and dedication to protection.

Starting Stats: Evasion 9 | Hit Points 7

Domains: Valor & Blade

Class Feature: Unstoppable - Once per long rest, become harder to hurt and deal more damage

Ranger: Wilderness Master

Rangers are highly skilled hunters who rarely lend their skills to armies. Sly tacticians of the wild.

Starting Stats: Evasion 12 | Hit Points 6

Domains: Bone & Sage

Rogue: Clever Trickster

Rogues excel through cunning, precision, and deception. They thrive in shadows and use wit as their deadliest weapon.

Domains: Grace & Midnight

Seraph: Divine Champion

Seraphs channel divine power to heal, protect, and smite. Warriors of faith with incredible magical reserves.

Domains: Splendor & Valor

Sorcerer: Innate Spellcaster

Sorcerers wield magic as an inherent gift. Their power comes from within—blood, destiny, or wild magic.

Domains: Arcana & Midnight

Warrior: Combat Master

Warriors are unparalleled in martial prowess. Through dedication and discipline, they master every weapon and tactic.

Domains: Blade & Bone

Wizard: Scholarly Mage

Wizards master magic through intensive study and research. Their power comes from understanding equations of reality itself.

Domains: Codex & Splendor

Domains: Powers and Abilities

Domains are the primary way characters gain new powers and abilities. Instead of spell lists or feat trees, you acquire Domain Cards.

The Nine Domains

Domain Theme Accessible By
Arcana Innate and instinctual magic Druid, Sorcerer
Blade Weapon mastery Guardian, Warrior
Bone Tactics and body understanding Ranger, Warrior
Codex Intensive magical study Bard, Wizard
Grace Charisma and language mastery Bard, Rogue
Midnight Shadows and secrecy Rogue, Sorcerer
Sage Natural world power Druid, Ranger
Splendor Life and death control Seraph, Wizard
Valor Protection and defense Guardian, Seraph

How Domain Cards Work

Loadout vs Vault

You can have up to 5 Domain Cards active in your Loadout at any time. Once you acquire 6+ cards, extras go to your Vault (inactive). You can freely swap cards during downtime.

Combat and Conflict

Combat in Daggerheart isn't a rigid system of initiative and turns. Instead, it's a fluid, narrative-driven exchange where the spotlight moves naturally between combatants.

The Spotlight System (No Initiative)

How It Works

Rather than rolling initiative and taking turns in a fixed order, the spotlight flows between players naturally based on:

  1. The fiction: Who would naturally act next in the story?
  2. Table balance: Who hasn't had focus recently?
  3. Triggered mechanics: Abilities or conditions that put spotlight on someone

When you have the spotlight, you describe what your character does. Then it swings to someone else.

Making Attacks

Player Attack Rolls

When you attack, roll Duality Dice using an appropriate trait. The GM sets the Difficulty.

Damage and Hit Points

Damage Threshold Damage Range Effect
Minor 1-5 damage Mark 1 Stress (or armor reduces)
Major 6-11 damage Mark 1 Hit Point (or armor reduces)
Severe 12+ damage Mark 2 Hit Points (or armor reduces)

Combat Ranges

Conditions and Special Effects

Common Conditions

🛡️ Vulnerable

Effect: Attacks against you are made with Advantage.

⛓️ Restrained

Effect: You can't move. Attacks against you are made with Advantage.

☠️ Poisoned

Effect: Each time you act, you take 1d10 direct physical damage.

👻 Cloaked

Effect: Enemies can't see or target you. You can't move or attack (you're invisible).

😵 Distracted

Effect: -2 penalty to your next roll.

😨 Frightened

Effect: Disadvantage on attack rolls; prioritize escaping.

When You Reach 0 HP

You're dying but not dead. Choose one:

Gamemaster Guide

Running Daggerheart is collaborative and narrative-focused.

GM Principles

🎬 Begin and End with the Fiction

Use story to drive mechanics, then connect mechanics back to narrative.

🤝 Collaborate at All Times

The PCs are the protagonists. You're all building the story together.

🌍 Fill the World with Life, Wonder, and Danger

Showcase rich cultures, visit wondrous places, introduce dangerous creatures.

❓ Ask Questions and Incorporate Answers

Let players shape the world. When they have ideas, make them work.

🎲 Give Every Roll Impact

Only ask for rolls during meaningful moments. Every roll should change the story.

Setting Difficulty

Difficulty Circumstance
8 Easy, straightforward
10 Moderate, achievable
12 Challenging
14 Very difficult
16+ Nearly impossible

Types of GM Moves

Using Fear (GM Resource)

How to Spend Fear

You gain Fear when players roll with Fear die higher. Spend Fear to:

  • Introduce Complications and twists
  • Enhance enemy attacks
  • Escalate encounters
  • Trigger environmental hazards
  • Force difficult choices

Philosophy: Spend Fear freely! Don't hoard it. Use it to keep play dynamic.

Glossary of Terms

Quick reference for Daggerheart terminology.

Action Roll: A dice roll (Duality Dice + modifiers vs Difficulty) to determine if an action succeeds or fails.
Advantage: Roll an additional d6 and add it to your roll, increasing chances of success.
Armor Score: A number representing how much damage your armor reduces.
Class: Your character's archetype (Bard, Ranger, Wizard, etc.), determining domains and core abilities.
Condition: A temporary state affecting a character (Vulnerable, Restrained, Poisoned, etc.).
Critical Success: Rolling matching numbers on both Duality Dice, resulting in automatic success with bonus effect.
Difficulty: The target number a player must meet or beat to succeed.
Disadvantage: Roll an additional d6 and subtract it from your roll, decreasing chances of success.
Domain: A collection of magical powers and abilities. There are 9 domains.
Domain Card: An individual card representing a spell, ability, or feature from a domain.
Duality Dice: Two d12s used in action rolls—one Hope die and one Fear die.
Evasion: Your character's ability to avoid damage.
Experience: A special skill or aptitude you can spend Hope to add (+2 modifier) to rolls.
GM: The Gamemaster, the person running the game.
Hit Points (HP): An abstract health measure. When you reach 0 HP, you're dying.
Hope: A player resource earned on rolls with Hope die higher. Spent to power abilities.
Loadout: Your active set of Domain Cards (max 5).
Modifier: A number added to a dice roll, typically from traits.
NPC: Non-Player Character, controlled by the GM.
PC: Player Character, controlled by a player.
Spotlight: The narrative focus—whose turn it is to act.
Spell: A magical ability from a Domain Card.
Stress: A measure of mental/emotional strain. You have 6 Stress slots.
Subclass: A specialization within your Class.
Trait: One of six character attributes (Agility, Strength, Finesse, Instinct, Presence, Knowledge).
Vault: Your inactive Domain Cards.
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