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Marlowe fairwind

LOREBORNE ELF SORCERER

Character Overview The Basics


Marlowe Fairwind is the personal mage Duality Dice: Two d12 dice of different
to King Emeris, and is responsible colors. Choose one to represent Hope
for bringing this group together. She and one to represent Fear.
appears calm, until she isn’t. Action Rolls: Most rolls you make will
be action rolls. They use the Duality
BREAKDOWN Dice. Roll them together, add any
Community: Marlowe is part of the modifiers that apply, and tell the GM
Loreborne community, meaning the total, as well as what die rolled
she grew up in a place that values higher.
knowledge and learning. “I rolled a 10 on the Fear die and a 7 on
Ancestry: She is an Elf, giving her the Hope die, so that’s a 17 with Fear!”
long pointed ears and acutely attuned Hope & Fear: When you roll with Hope,
senses. mark a Hope on your character sheet.
Class & Subclass: As a Primal Origin You’ll be able to spend any Hope you
Sorcerer, she can shape and change the have to aid future rolls for you and your
magic she casts in unique ways. allies. When you roll with Fear, the GM
Experience: Marlowe has the takes a Fear. They can spend Fear to
experiences “Royal Mage” and “Not On instigate or accentuate challenges in Character Sheet & Cards
My Watch.” She will be able to utilize the scene.
these in play when they apply. Attack Rolls: When you make an On the next page, you’ll find the
Weapon: She wields a dualstaff that attack on a target, it works just like an character sheet for Marlowe. To finish
can hit targets in far range and when action roll, but you’ll use the character off the build, mark 2 Hope and one
successful, deals 1d8+2 magic damage. trait the weapon or spell calls for as handful of gold. The third page will
your modifier. On a success, you’ll provide you with a guide for your
Question: Why do you think King
usually make a damage roll. character sheet. The fourth page is
Emeris trusts you more than anyone
else to deliver this package? Damage Rolls: Roll your damage dice your starting loadout of cards, as well
and add their values together. Then tell some guidance on how to use them.
Answer the GM the value and type of damage
you’re doing. Character Standee
“I rolled an 8 plus 2, that’s 10 points of
magic damage.” Cut out the standee below for Marlowe
These mechanics and more will be and fold the paper in half so that she
covered during the coming adventure! can stand on her own on the table.
Keep this next to you for now, you’ll
need it once you get into battle.

CONNECTIONS
Create connections with your party before beginning.
Assign at least one of these relationships to a character.


Character
I trust you with my life.


Character I once considered you close.

I owe you a favor.


Character

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name pronouns

SORCERER Marlowe Fairwind


heritage Subclass
She/Her
1
ARCANA & Midnight Loreborne Elf Primal Origin
level
Daggerheart open beta v1.2

agility strength FINESSE Instinct presence knowledge

9 5 0 -1 +1 +2 +1 0
evasion armor Sprint Lift Control Perceive Charm Recall
Leap Smash Hide Sense Perform Analyze
Start at 9 Maneuver Grapple Tinker Navigate Deceive Comprehend

Hit Points & Stress active weapons


Start at MINOR 3, MAJOR 8, and SEVERE 13. PROFICIENCY

PRIMARY

3 MINOR
Mark 1 HP
8 MAJOR
Mark 2 HP
13 SEVERE
Mark 3 HP
Dualstaff
NAME
Instinct Far
TRAIT & RANGE
1d8+2 (mag)
DAMAGE DICE

hp FEATURE

STRESS
secondary

hope
NAME TRAIT & RANGE DAMAGE DICE

Spend Hope to use an experience or help an ally.


FEATURE

experience
active armor
Royal Mage +2
Breastplate Armor 5
Not On My Watch +1 NAME BASE SCORE

FEATURE

INVENTORY
gold Minor Stamina Potion (clear 1d4 stress)

HANDFULS BAGS CHESTS HOARDS FORTUNE

class feature

Arcane Sense
You can sense the presence of magical people and objects
when you’re close to them. inventory weapon
Minor Illusion
Roll with Spellcast (10). On a success, you create a minor NAME TRAIT & RANGE DAMAGE DICE
illusion no larger than yourself within close range that is
convincing to anyone in far range or further.
FEATURE
Channel Raw Power
Once per Long Rest, you can place a Domain card from
your Loadout into your Vault and choose to either:
inventory armor
• Gain Hope equal to the level of the card.
• Add magic damage equal to twice the level of
the card to a spell attack you’ve successfully cast. NAME BASE SCORE

FEATURE

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This section denotes your class. Each class is made up This section gives you a place to record your name,
of two domains. Yours are Arcana & Midnight. You’ll pronouns, heritage (the combination of your community
choose the majority of your abilities and spells from and ancestry), and subclass. There is also a space to
these domains. record your level.

Evasion represents your ability to not be hit by an attack. This area contains your six character traits. These are
Yours is 9. The GM will roll against this number when what you will use as your primary modifiers on action
seeing if an adversary hits you. If you do get hit, you’ll rolls. They have descriptions beneath each to remind you
be able to mark armor slots (the boxes to the right of how to use them.
“armor”) to reduce the incoming damage by your armor
score (the number in “armor”). Your armor score is 5.

This is the section for your active weapons. Along with a


The three boxes on top are your damage thresholds. name, weapons have an associated trait that you will roll
Whenever you take damage, compare it to the numbers when using them for an attack. They also have a range
here. For you, if the incoming damage is 3-7, it is minor (melee, very close, close, far, or very far). The GM will tell
damage and you mark one hit point. If it’s between 8-12, you what range a target is in. Damage dice are what kind
it is major damage and you mark 2 hit points. If it is of dice you’re rolling when you make a successful attack,
13+, it is severe damage and you mark three hit points. and the type is either physical or magic. Proficiency
If it’s 2 or below, you mark one stress. If you should ever tells you how many damage dice you roll. The Feature on
need to mark stress and can’t, you mark a hit point. If a weapon gives you any special ability or requirement it
you ever mark your last hit point, you must make a death has.
move.
Weapons are either one-handed or two-handed. You'll
see the appropriate amount of hands are already filled for
the weapon you've taken.
This is where you record your Hope. You may spend Hope
to use an Experience (details below) or to help an ally.
When you help an ally, you explain how you’re aiding
them and give them 1d6 advantage die to add to their
action roll. You start with 2 Hope marked.

This is the section for your active armor. Along with


Experience represents the particular specializations a name, armor has a base score that will contribute
your character has. These are narrative tags that you towards your armor score. The Feature on armor gives
create to reflect what your character is skilled in. When you any special ability or requirement it has.
they apply to the scene, you can spend Hope before the
action roll to add their value as a modifier. You will earn
more of these throughout a campaign, but you start with
“Royal Mage” and “Not On My Watch.”

This is where you keep track of your gold during a


campaign. If you should mark your sixth handful, you
Inventory is where you will store all of your items and
instead mark a bag and erase all your handfuls. If you
consumables. Your potion is a consumable, so if you use
should mark your fifth bag, you insead mark a chest
it, make sure to cross it out here.
and erase your bags, etc. You start with one handful
marked.

Every class starts with a unique Class Feature that set


them apart from other classes. Make sure to read through
them before you begin playing.

This is where you would store any weapon or armor


you want to carry, but not have active. While in your
inventory, Features from these weapons are not useable
or applicable.

SLIDE THIS OUT TO THE LEFT OF SLIDE THIS OUT TO THE RIGHT OF
MARLOWE'S CHARACTER SHEET. MARLOWE'S CHARACTER SHEET.

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Marlowe fairwind
LEVEL 1 LOADOUT

community ancestry subclass

Spellcast Trait is on this card. It’s


Level & Domain the trait you’ll use when making a
Spellcast Roll.
domain domain

Recall Cost
Cards can be taken out of your Loadout
and put into your Vault, which makes
them inactive. The Recall Cost is the
amount of Stress you can spend to bring
them back into your loadout.

Type of Domain Card

Spellcast Roll uses your Spellcast Trait,


which can be found on your subclass
card. Yours is Instinct.

Vulnerable is a condition in the game.


If a creature is Vulnerable, a roll against
them has advantage.

When you see a die size with no indication


All passive bonuses have of how many you roll, like d10 on your Rain
already been applied to your of Blades, you use an amount equal to your
character sheet. Proficiency (yours is 1).

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