Daggerheart Core Rulebook
(By Spenser Starke)


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Last checked | 11 Hour ago! |
Author | Spenser Starke |
When it’s time for the game mechanics to control fate, players roll one Hope die and one Fear die (both 12-sided dice) to determine the outcome. When the Hope die is higher, you also gain Hope to power future abilities and turn the tide in your favor! If the Fear die is higher, the game master gains Fear, which they’ll use to challenge the characters and richly complicate the narrative. Every choice matters as the adventure hangs in the balance between hope and fear!
In addition to dice, Daggerheart’s card system makes it easy to get started and level up your character by bringing their capabilities to your fingertips. Ancestry and Community cards describe the way your character’s physicality and culture shape their identity. Meanwhile, subclass and Domain cards grant your character plenty of exciting abilities and spells. Craft your unique character through the cards you choose and the story you tell.
With streamlined rules, 279 beautifully illustrated cards, easy onboarding for fast pick up and play, story-first mechanics, and more, Daggerheart is calling!
EVERYTHING YOU NEED FOR DAGGERHEART
The Daggerheart Core set comes with all the tools you need to build worlds and tell stories with your gaming group:
Core mechanics for players and GMs, along with guidance for best practices
9 domains, 9 classes, 18 ancestries, 9 communities, and 189 unique abilities and spells to customize your characters
279 beautifully illustrated, printable cards for tabletop use (The full artwork cards are at the end of the Core Rulebook PDF beginning on page 386)
Weapons, armor, and rollable loot tables for every tier of play
Over 130 adversaries and 19 environments, including tips on how to improvise and build your own 6 campaign frames to build out a personalized journey with your table
An expansive appendix to reference domain cards, character sheets, additional sheets, and maps”