⚔️ Daggerheart Quick Reference Card ⚔️
Core Resolution System
Roll Duality Dice (d12 Hope + d12 Fear) + Modifiers vs Difficulty
Critical Success: Both dice match → Succeed + Bonus + Hope + Clear Stress
Success with Hope: Total ≥ Difficulty, Hope > Fear → Succeed + Gain Hope
Success with Fear: Total ≥ Difficulty, Fear > Hope → Succeed + Complication
Failure with Hope: Total < Difficulty, Hope > Fear → Fail + Minor consequence + Gain Hope
Failure with Fear: Total < Difficulty, Fear > Hope → Fail + Major consequence
Character Traits
Assign +2, +1, +1, +0, +0, -1 to these:
Agility: Sprint, Leap, Dodge
Strength: Lift, Smash, Grapple
Finesse: Control, Hide, Tinker
Instinct: Perceive, Sense, Track
Presence: Charm, Perform, Deceive
Knowledge: Recall, Analyze, Comprehend
💚 Hope (Player Resource)
Start with 2 (Max 5)
- Gain: Success with Hope, Failure with Hope, Critical Success
- Spend 1: Help ally (+d4 to their roll), Use Experience (+2 modifier)
- Spend 2: Use certain special abilities
- Spend 3: Class Hope Feature
🔴 Fear (GM Resource)
Earned by players rolling with Fear
- Introduce complications
- Enhance enemy attacks
- Escalate encounters
- Trigger hazards
Damage & Hit Points
| Threshold |
Damage Range |
Effect |
| Minor |
1-5 dmg |
Mark 1 Stress |
| Major |
6-11 dmg |
Mark 1 HP |
| Severe |
12+ dmg |
Mark 2 HP |
Armor Score reduces incoming damage. Mark Armor Slots to reduce severity.
Starting Character Stats
| Class |
Evasion |
HP |
| Bard |
10 |
5 |
| Druid |
10 |
6 |
| Guardian |
9 |
7 |
| Ranger |
12 |
6 |
All characters: 6 Stress slots, 2 Hope, Proficiency 1 at Level 1
The Nine Domains
| Domain |
Classes |
| Arcana |
Druid, Sorcerer |
| Blade |
Guardian, Warrior |
| Bone |
Ranger, Warrior |
| Codex |
Bard, Wizard |
| Grace |
Bard, Rogue |
| Midnight |
Rogue, Sorcerer |
| Sage |
Druid, Ranger |
| Splendor |
Seraph, Wizard |
| Valor |
Guardian, Seraph |
Common Conditions
- Vulnerable: Attacks vs you have advantage
- Restrained: Can't move; attacks have advantage
- Poisoned: 1d10 dmg each time you act
- Cloaked: Invisible; can't act
- Distracted: -2 penalty to next roll
- Frightened: Disadvantage on attacks; prioritize escape
Combat Ranges
- Melee: Close enough to touch (touch)
- Very Close: 5-10 feet (2-3 inches on map)
- Close: 10-30 feet (5-6 inches on map)
- Far: 30-100 feet (11-12 inches on map)
- Very Far: 100-300 feet (beyond)
GM Guide: Setting Difficulty
| Difficulty |
Circumstance |
| 8 |
Easy |
| 10 |
Moderate |
| 12 |
Challenging |
| 14 |
Very Difficult |
| 16+ |
Nearly Impossible |
The Nine Classes
Bard (Codex, Grace) • Druid (Sage, Arcana) • Guardian (Valor, Blade) • Ranger (Bone, Sage) • Rogue (Grace, Midnight) • Seraph (Splendor, Valor) • Sorcerer (Arcana, Midnight) • Warrior (Blade, Bone) • Wizard (Codex, Splendor)
When You Reach 0 HP
You're dying (not dead). Choose one:
- Blaze of Glory: One final action with automatic critical success, then death
- Lose Hope: Sacrifice 1 permanent Hope slot to survive and regain HP
- Roll the Dice: Roll Hope vs Fear. If Hope ≥ Fear, you survive; otherwise you die
Key Rules to Remember
- Golden Rule: Make the game your own. Rules can be modified with table consent.
- Spotlight: No rigid initiative. Spotlight flows naturally between players.
- Failing Forward: Every roll changes the story. Nothing is "boring nothing happens."
- Downtime: Between sessions, mark Stress cleared, swap Domain Cards, recover, build connections.
Common Abbreviations
HP = Hit Points
PC = Player Character
NPC = Non-Player Character
GM = Game Master
d12 = 12-sided die
d6 = 6-sided die
Daggerheart © 2025 Critical Role LLC. This cheat sheet is fan-created for educational purposes using content from the Daggerheart SRD.