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OPEN BETA QUICKSTART ADVENTURE

INTRODUCTION THE SABLEWOOD MESSENGERS


Welcome to the Daggerheart Open Beta Playtest!
“Marlowe Fairwind, the right-hand sorcerer of King Emeris,
In this quickstart adventure, we will provide everything you has gathered her most trusted allies to carry an important
need to learn the basics of playing the game. package to Hush, a small village within the ancient forest of
Sablewood. The crate is large, heavy and sealed with magic,
Before you begin, you’ll need 3-6 players. 2-5 of those
addressed to the Whitere Arcanist. You’ve been given a
players will be PCs, or player characters. They will create a
map and a carriage, and the promise of reward upon your
character who will inhabit the world. One player will be the
arrival.”
game master, or GM, who is in charge of representing the
world at large, asking questions, adjudicating dice rolls, and
leading the narrative. In normal play, PCs would make their
own characters and the GM would build their own story. For
CHOOSING CHARACTERS
the Quickstart, both portions are already prepared. We highly
There are ve pre-generated characters to choose rom in
recommend the GM read through each page on their own
this Quickstart Adventure. The GM should read the options
before players arrive, as well as watch the Daggerheart actual
to the players and have them take the four page character
play available at: www.daggerheart.com
packet of the one they would like to play:
MATERIALS
Marlowe Fairwind, the Loreborne Elf Sorcerer
Along with a printed version of this Quickstart Adventure She is the personal mage to King Emeris, and is responsible
packet, you’ll need: for bringing this group together. She appears calm, until she
isn’t. Marlowe must be played during this adventure.
• A pencil for each player, and a pair of scissors.
Barnacle, the Underborne Ribbet Rogue
• A set of polyhedral dice: 4-sided (d4), 6-sided (d6),
8-sided (d8), 10-sided (d10), 12-sided (d12) and twenty- There is no danger he will not get into, and no situation he
sided (d20). Ideally, one set per player. cannot get out of. He fears water and will not swim.

• A set of two d12s of dierent colors. Ideally, one set per Garrick Reed, the Highborne Human Warrior
player. A defector from a distant military force, he approaches most
• A handful of character tokens, at least 7 for each player. confict with a “kill ‘em with kindness” attitude.
These can be anything small you have lying around that Khari Nix, the Wanderborne Giant Guardian
won’t be confused for dice.
Loyal to the end, with a dry sense o humor, she will suer no
• 10 Fear tokens for the GM. These can be anything small
fools. Khari was practically born with an axe in her hand.
you have lying around that won't be confused for dice.
Varian Soto, the Wildborne Katari Ranger
GETTING STARTED
They take a “shoot rst, ask questions later” approach. Any
Start by having the GM read The Sablewood Messengers
problem that can’t be solved with a bow, isn’t a problem yet.
section on the right side of this page aloud.
Then give the game master their GM packet to continue.

1 ©2024 Daggerheart Open Beta v1.2


Marlowe fairwind
LOREBORNE ELF SORCERER

Character Overview The Basics


Marlowe Fairwind is the personal mage Duality Dice: Two d12 dice o dierent
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 modiers 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 nd the
Weapon: She wields a dualsta that attack on a target, it works just like an character sheet or Marlowe. To nish
can hit targets in far range and when action roll, but you’ll use the character o 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 modier. 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 o
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

2 ©2024 Daggerheart Open Beta v1.2


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
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 modiers 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. Profciency
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 o hands are already lled or
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 refect 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 modier. 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 th 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.

4 ©2024 Daggerheart Open Beta v1.2


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. Profciency (yours is 1).

©2024 Daggerheart Open Beta v1.2


barnacle
UNDERBORNE RIBBET ROGUE

Character Overview The Basics


There is no danger he will not get into, Duality Dice: Two d12 dice o dierent
and no situation he cannot get out of. colors. Choose one to represent Hope
He fears water and will not swim. and one to represent Fear.
Action Rolls: Most rolls you make will
BREAKDOWN be action rolls. They use the Duality
Community: Barnacle is part of the Dice. Roll them together, add any
Underborne community, meaning he modiers that apply, and tell the GM
is from one of the cavern societies the total, as well as what die rolled
burrowed deep underground. higher.
Ancestry: He is a Ribbet, giving him “I rolled a 10 and a 7, that’s a 17 with Fear!”
protruding eyes and webbed digits. Hope & Fear: When you roll with Hope,
Class & Subclass: As a Nightwalker mark a Hope on your character sheet.
Rogue, he can move from shadow to You’ll be able to spend any Hope you
shadow. have to aid future rolls for you and your
Experience: Barnacle has the allies. When you roll with Fear, the GM
experiences “They Don’t See Me takes a Fear. They can spend Fear to
instigate or accentuate challenges in
Coming!” and “Strike a Deal.” He will be
the scene.
Character Sheet & Cards
able to utilize these in play when they
apply. Attack Rolls: When you make an On the next page, you’ll nd the
Weapon: He wields a dagger that can attack on a target, it works just like an character sheet or Barnacle. To nish
hit multiple targets in melee range and action roll, but you’ll use the character o the build, mark two Hope and
when successful, deals 1d8 physical trait the weapon or spell calls for as one handful of gold. The third page
damage. your modier. On a success, you’ll will provide you with a guide for your
usually make a damage roll. character sheet. The fourth page is
Question: What strange or interesting Damage Rolls: Roll your damage dice your starting loadout of cards, as well
rumor have you heard about the and add their values together. Then tell some guidance on how to use them.
Sablewood? the GM the value and type of damage
Answer you’re doing. Character Standee
“I rolled an 10 plus 2, that’s 12 points o
physical damage.” Cut out the standee below for Barnacle
and fold the paper in half so that he can
These mechanics and more will be
stand on his own on the table. Keep this
covered during the coming adventure!
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’d follow you anywhere.

We get in too much trouble.


Character

I’m intimidated by you.


Character

6 ©2024 Daggerheart Open Beta v1.2


name pronouns

ROGUE Barnacle
heritage Subclass
He/Him
1
midnight & grace Underborne Ribbet Nightwalker
level
Daggerheart open beta v1.2

agility strength FINESSE Instinct presence knowledge

13 3 +1 -1 +2 0 +1 0
evasion armor Sprint Lift Control Perceive Charm Recall
Leap Smash Hide Sense Perform Analyze
Start at 12 Maneuver Grapple Tinker Navigate Deceive Comprehend

Hit Points & Stress active weapons


Start at MINOR 4, MAJOR 9, and SEVERE 14. PROFICIENCY

PRIMARY

4 MINOR
Mark 1 HP
9 MAJOR
Mark 2 HP
14 SEVERE
Mark 3 HP
Dagger
NAME
Finesse Melee
TRAIT & RANGE
1d8 (phy)
DAMAGE DICE

Quick: Mark stress to attack an additional target in range.


hp FEATURE

STRESS
secondary

hope
NAME TRAIT & RANGE DAMAGE DICE

Spend Hope to use an experience or help an ally.


FEATURE

experience
active armor
They don’t see me coming! +2
Leather Armor 3
Strike a deal +1 NAME BASE SCORE

Light: +1 Evasion
FEATURE

INVENTORY
gold Minor Stamina Potion (clear 1d4 stress)

HANDFULS BAGS CHESTS HOARDS FORTUNE

class feature

Hide
When you move into a location where no enemies
can see you, you are Hidden (you are unable to be inventory weapon
directly targeted by attacks and any rolls against you
at disadvantage). As a Rogue, when you are Hidden,
NAME TRAIT & RANGE DAMAGE DICE
targets also can’t see you, even if they move into line
of sight. You are no longer Hidden after you move or
attack. When you leave Hidden to make an attack, the FEATURE
roll has advantage.
Sneak Attack
If you have advantage on an attack roll, or an ally is
in melee with your target, always add a d8 to your inventory armor
damage roll. When you use Sneak Attack, you may
also spend any number of Hope before the attack roll, NAME BASE SCORE
and if it is successful, also add a number of d8 equal to
the Hope spent.
FEATURE
This section denotes your class. Each class is made up of This section gives you a place to record your name,
two domains. Yours are Midnight & Grace. You’ll choose pronouns, heritage (the combination of your community
the majority of your abilities and spells from these and ancestry), and subclass. There is also a space to
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 13. The GM will roll against this number when what you will use as your primary modiers 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 3.

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 4-6, 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 7-13, 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,
14+, it is severe damage and you mark three hit points. and the type is either physical or magic. Profciency
If it’s 3 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 o hands are already lled or
the weapon you've taken.
This is where you record your Hope. You may spend Hope Barnacle carries a Dagger with the feature Quick, which
to use an Experience (details below) or to help an ally. allows you to mark a Stress before your attack roll to
When you help an ally, you explain how you’re aiding also target an additional adversary in melee range of you
them and give them 1d6 advantage die to add to their with that same attack roll. You deal 1d8 damage to any
action roll. You start with 2 Hope marked. adversaries you succeed against.

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 refect 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 modier. You will earn
more of these throughout a campaign, but you start with
“They Don’t See Me Coming!” and “Strike a Deal.”

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 th 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 sets


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
BARNACLE'S CHARACTER SHEET. BARNACLE'S CHARACTER SHEET.

8 ©2024 Daggerheart Open Beta v1.2


barnacle
LEVEL 1 LOADOUT

community ancestry subclass

When you see a die size with no indication of how Spellcast Trait is on this card. It’s
many you roll, like d12 on your Long Tongue, you use the trait you’ll use when making a
an amount equal to your Profciency (yours is 1). Spellcast Roll.

Level & Domain


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

All passive bonuses have


already been applied to your
character sheet.

©2024 Daggerheart Open Beta v1.2


Garrick Reed
HIGHBORNE HUMAN WARRIOR

Character Overview The Basics


A defector from a distant military force, Duality Dice: Two d12 dice o dierent
he approaches most confict with a “kill colors. Choose one to represent Hope
‘em with kindness” attitude. and one to represent Fear.
Action Rolls: Most rolls you make will
BREAKDOWN be action rolls. They use the Duality
Community: Garrick is part of the Dice. Roll them together, add any
Highborne community, meaning he was modiers that apply, and tell the GM
born into a life of elegance, opulence, the total, as well as what die rolled
and prestige. higher.
Ancestry: He is a Human, giving him “I rolled a 10 and a 7, that’s a 17 with Fear!”
rounded ears and a natural adaptability. Hope & Fear: When you roll with Hope,
Class & Subclass: As a Call of the Brave mark a Hope on your character sheet.
Warrior, he can steel himself before You’ll be able to spend any Hope you
battle to gain a tactical advantage. have to aid future rolls for you and your
allies. When you roll with Fear, the GM
Experience: Garrick has the
takes a Fear. They can spend Fear to
experiences “Aable” and “Hit Them
instigate or accentuate challenges in
Hard.” He will be able to utilize these in
play when they apply.
the scene. Character Sheet & Cards
Attack Rolls: When you make an
Weapon: He wields a longsword that On the next page, you’ll nd the
attack on a target, it works just like an
can hit targets in melee range and character sheet or Garrick Reed. To
action roll, but you’ll use the character
when successful, deals 1d8 physical nish o the build, mark two Hope and
trait the weapon or spell calls for as
damage. two handfuls of gold. The third page
your modier. On a success, you’ll
Question: What has Marlowe asked of usually make a damage roll. will provide you with a guide for your
you previously that made this mission character sheet. The fourth page is
Damage Rolls: Roll your damage dice
dicult to say yes to? 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.
“I rolled an 8, so that’s 8 points o
Character Standee
physical damage.” Cut out the standee below for Garrick
These mechanics and more will be and fold the paper in half so that he can
covered during the coming adventure! stand on his 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.
I’ll keep your secret.
Character

I see you trying your best.


Character

We need to put our feelings aside.


Character

10 ©2024 Daggerheart Open Beta v1.2


WARRIOR
name pronouns
Garrick Reed He/Him
blade & bone
heritage
Highborne Human
Subclass
Call of the Brave 1
level
Daggerheart open beta v1.2

agility strength FINESSE Instinct presence knowledge

9 7 +2 +1 +1 0 -1 0
evasion armor Sprint Lift Control Perceive Charm Recall
Leap Smash Hide Sense Perform Analyze
Start at 10 Maneuver Grapple Tinker Navigate Deceive Comprehend

Hit Points & Stress active weapons


Start at MINOR 5, MAJOR 10, and SEVERE 15. PROFICIENCY

PRIMARY

5 MINOR
Mark 1 HP
10 MAJOR
Mark 2 HP
15 SEVERE
Mark 3 HP
Longsword
NAME
Agility Melee
TRAIT & RANGE
1d8 (phy)
DAMAGE DICE

Reliable: +1 to attack rolls with this weapon


hp FEATURE

STRESS
secondary

hope
NAME TRAIT & RANGE DAMAGE DICE

Spend Hope to use an experience or help an ally.


FEATURE

experience
active armor
Affable +2
Chainmail Armor 7
Hit Them Hard +1 NAME BASE SCORE

Heavy: -1 Evasion
FEATURE

INVENTORY
gold Minor Stamina Potion (clear 1d4 stress)

HANDFULS BAGS CHESTS HOARDS FORTUNE

class feature

Battle Strategist
inventory weapon
Whenever you are making a roll to physically hinder a
creature that isn’t a weapon attack (shove, trip, grapple,
etc) you can spend a Hope to have advantage. On a NAME TRAIT & RANGE DAMAGE DICE
success, you can choose to deal 1d8 physical damage to
the target.
FEATURE
Combat Training
Ignore burden when equipping weapons, and you may
place primary weapons in your secondary weapon slot.
Always add additional physical damage equal to the inventory armor
value of your Level when you attack.

NAME BASE SCORE

FEATURE
This section denotes your class. Each class is made up of This section gives you a place to record your name,
two domains. Yours are Blade & Bone. You’ll choose the pronouns, heritage (the combination of your community
majority of your abilities and spells from these domains. and ancestry), and subclass. There is also a space to
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 modiers 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 7.

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 5-9, 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 10- you what range a target is in. Damage dice are what kind
14, it is major damage and you mark 2 hit points. If it is of dice you’re rolling when you make a successful attack,
15+, it is severe damage and you mark three hit points. and the type is either physical or magic. Profciency
If it’s 4 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 o hands are already lled or
the weapon you've taken.
This is where you record your Hope. You may spend Hope Garrick carries a Longsword with the feature Reliable,
to use an Experience (details below) or to help an ally. which allows you to add +1 to any attack rolls you make
When you help an ally, you explain how you’re aiding with this weapon.
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 refect 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 modier. You will earn
more of these throughout a campaign, but you start with
“Aable” and “Hit Them Hard.”

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 th bag, you insead mark a chest it, make sure to cross it out here.
and erase your bags, etc. You start with two handfuls
marked because of your Highborne community feature.

Every class starts with a unique Class Feature that sets


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
GARRICK'S CHARACTER SHEET. GARRICK'S CHARACTER SHEET.

12 ©2024 Daggerheart Open Beta v1.2


garrick reed
LEVEL 1 LOADOUT

community ancestry subclass

Level & Domain


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

All passive bonuses have


already been applied to your
character sheet.

©2024 Daggerheart Open Beta v1.2


Khari Nix
WANDERBORNE GIANT GUARDIAN

Character Overview The Basics


Loyal to the end, with a dry sense of Duality Dice: Two d12 dice o dierent
humor, she will suer no ools. Khari colors. Choose one to represent Hope
was practically born with an axe in her and one to represent Fear.
hand. Action Rolls: Most rolls you make will
be action rolls. They use the Duality
BREAKDOWN Dice. Roll them together, add any
Community: Khari is part of the modiers that apply, and tell the GM
Wanderborne community, meaning she the total, as well as what die rolled
was raised as a nomad, never having a higher.
permanent home but experiencing a “I rolled a 10 and a 7, that’s a 17 with Fear!”
wide variety of cultures. Hope & Fear: When you roll with Hope,
Ancestry: She is a Giant, meaning she mark a Hope on your character sheet.
is very tall with broad stature and long You’ll be able to spend any Hope you
reach. have to aid future rolls for you and your
allies. When you roll with Fear, the GM
Class & Subclass: As a Stalwart
takes a Fear. They can spend Fear to
Guardian, she is excellent at tanking
instigate or accentuate challenges in
physical damage in battle.
the scene. Character Sheet & Cards
Experience: Khari has the experiences
Attack Rolls: When you make an
“I’ve Got Your Back” and “Not Araid On the next page, you’ll nd the
attack on a target, it works just like an
o Anything.” She will be able to utilize character sheet or Khari Nix. To nish
action roll, but you’ll use the character
these in play when they apply. o the build, mark two Hope and
trait the weapon or spell calls for as
Weapon: She wields a battleaxe that your modier. On a success, you’ll one handful of gold. The third page
can hit targets in very close range and usually make a damage roll. will provide you with a guide for your
when successful, deals 1d10+2 physical character sheet. The fourth page is
Damage Rolls: Roll your damage dice
damage. your starting loadout of cards, as well
and add their values together. Then tell
Question: Your community called the some guidance on how to use them.
the GM the value and type of damage
Sablewood something else. What was you’re doing.
their name for it, and why?
“I rolled a 10 plus 2, that’s 12 points o
Character Standee
Answer physical damage.” Cut out the standee below for Khari and
These mechanics and more will be fold the paper in half so that she can
covered during the coming adventure! 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.
We both want the same thing.
Character

I’m trying to impress you.


Character

You are my childhood friend.


Character

14 ©2024 Daggerheart Open Beta v1.2


name pronouns

GUARDIAN Khari Nix


heritage Subclass
She/Her
1
valor & blade Wanderborne Giant Stalwart
level
Daggerheart open beta v1.2

agility strength FINESSE Instinct presence knowledge

5 7 0 +2 -1 +1 0 +1
evasion armor Sprint Lift Control Perceive Charm Recall
Leap Smash Hide Sense Perform Analyze
Start at 6 Maneuver Grapple Tinker Navigate Deceive Comprehend

Hit Points & Stress active weapons


Start at MINOR 6, MAJOR 11, and SEVERE 16. PROFICIENCY

PRIMARY

8 MINOR
Mark 1 HP
13 MAJOR
Mark 2 HP
18 SEVERE
Mark 3 HP
Battleaxe
NAME
Strength Very Close
TRAIT & RANGE
1d10+2 (phy)
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
I’ve got your back +2
Chainmail Armor 7
Not afraid of anything +1 NAME BASE SCORE

Heavy: -1 Evasion
FEATURE

INVENTORY
gold Minor Stamina Potion (clear 1d4 stress)

HANDFULS BAGS CHESTS HOARDS FORTUNE

class feature

Unstoppable
Once per Long Rest, you can become inventory weapon
Unstoppable. Your Unstoppable die begins as
a d4. Place it on the spot to the right, starting
NAME TRAIT & RANGE DAMAGE DICE
with the die’s highest value facing up. While
Unstoppable, you:
FEATURE
• Gain resistance to physical damage.
• Add an additional d6 to any damage rolls you make.
• Can spend stress to reroll any single die you’ve rolled.
Anytime you roll your damage dice, reduce the Unstoppable
inventory armor
die value by one. When you would reduce the value below 1
or the scene ends, remove it and drop out of Unstoppable. NAME BASE SCORE
At Level 3, upgrade your Unstoppable die to a d6. At Level 7,
upgrade it to a d8.
FEATURE
This section denotes your class. Each class is made up of This section gives you a place to record your name,
two domains. Yours are Valor & Blade. You’ll choose the pronouns, heritage (the combination of your community
majority of your abilities and spells from these domains. and ancestry), and subclass. There is also a space to
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 5. The GM will roll against this number when
what you will use as your primary modiers 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 7.

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 8-12, 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 13- you what range a target is in. Damage dice are what kind
17, it is major damage and you mark 2 hit points. If it is of dice you’re rolling when you make a successful attack,
18+, it is severe damage and you mark three hit points. and the type is either physical or magic. Profciency
If it’s 7 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 o hands are already lled or
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 refect 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 modier. You will earn
more of these throughout a campaign, but you start with
“I’ve Got Your Back” and “Not Araid o Anything.”

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 th 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 sets


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
KHARI'S CHARACTER SHEET. KHARI'S CHARACTER SHEET.

16 ©2024 Daggerheart Open Beta v1.2


khari nix
LEVEL 1 LOADOUT

Level & 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

All passive bonuses have


already been applied to your
character sheet.
VARIAN SOTO
WILDBORNE KATARI RANGER

Character Overview The Basics


They take a “shoot rst, ask questions Duality Dice: Two d12 dice o dierent
later” approach. Any problem that can’t colors. Choose one to represent Hope
be solved with a bow, isn’t a problem and one to represent Fear.
yet. Action Rolls: Most rolls you make will
be action rolls. They use the Duality
BREAKDOWN Dice. Roll them together, add any
modiers that apply, and tell the GM
Community: Varian is part of the the total, as well as what die rolled
Wildborne community, meaning they higher.
were were raised by a clan hidden deep “I rolled a 10 and a 7, that’s a 17 with Fear!”
within the forest.
Hope & Fear: When you roll with Hope,
Ancestry: They are a Katari, giving mark a Hope on your character sheet.
them soft fur, triangular ears, and a tail. You’ll be able to spend any Hope you
Class & Subclass: As a Waynder have to aid future rolls for you and your
Ranger, they can often identify the allies. When you roll with Fear, the GM
shortest, most direct path to a place takes a Fear. They can spend Fear to
they’ve visted before. instigate or accentuate challenges in
Experience: Varian has the the scene. Character Sheet & Cards
experiences “Nature’s Friend” and Attack Rolls: When you make an
“Deadly Aim.” They will be able to utilize attack on a target, it works just like an On the next page, you’ll nd the
these in play when they apply. action roll, but you’ll use the character character sheet for Varian Soto. To
Weapon: They wield a shortbow that trait the weapon or spell calls for as nish o the build, mark two Hope and
can hit targets in far range and when your modier. On a success, you’ll one handful of gold. The third page
successful, deals 1d8+2 physical usually make a damage roll. will provide you with a guide for your
damage. Damage Rolls: Roll your damage dice character sheet. The fourth page is
Question: What hybrid animal have and add their values together. Then tell your starting loadout of cards, as well
you been hunting for years that you’re the GM the value and type of damage some guidance on how to use them.
hoping to see while in the Sablewood? you’re doing.
“I rolled a 7 plus 2, that’s 9 points o Character Standee
Answer physical damage.”
Cut out the standee below for Varian
These mechanics and more will be and fold the paper in half so that they
covered during the coming adventure! can stand on their 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 want to be more like you.

I’m worried you’re better than me.


Character

We tell each other everything.


Character

18 ©2024 Daggerheart Open Beta v1.2


name pronouns

RANGER Varian Soto


heritage Subclass
They/Them
1
bone & sage Wildborne Katari Wayfinder
level
Daggerheart open beta v1.2

agility strength FINESSE Instinct presence knowledge

13 3 +2 0 +1 +1 -1 0
evasion armor Sprint Lift Control Perceive Charm Recall
Leap Smash Hide Sense Perform Analyze
Start at 10 Maneuver Grapple Tinker Navigate Deceive Comprehend

Hit Points & Stress active weapons


Start at MINOR 4, MAJOR 9, and SEVERE 14. PROFICIENCY

PRIMARY

4 MINOR
Mark 1 HP
9 MAJOR
Mark 2 HP
14 SEVERE
Mark 3 HP
Shortbow
NAME
Agility Far
TRAIT & RANGE
1d8+2 (phy)
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
Deadly Aim +2
Leather Armor 3
Nature’s Friend +1 NAME BASE SCORE

Light: +1 Evasion
FEATURE

INVENTORY
gold Minor Stamina Potion (clear 1d4 stress)

HANDFULS BAGS CHESTS HOARDS FORTUNE

class feature

Ranger’s Focus inventory weapon


Spend Hope and make an attack with your weapon. On a
success, you temporarily put your Ranger’s Focus on the target
along with doing damage from the attack. While they are your NAME TRAIT & RANGE DAMAGE DICE
focus:
• You know precisely what direction they are in. FEATURE
• All damage rolls you make against them add +1d6.
• On a missed attack you make against them, you may end
Ranger’s Focus to reroll your Duality Dice and take the new
result. inventory armor
You may only hold Ranger’s Focus on one creature at a time.
NAME BASE SCORE

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

Evasion represents your ability to not be hit by an attack.


This section gives you a place to record your name,
Yours is 11. The GM will roll against this number when
pronouns, heritage, and subclass. There is also a space
seeing if an adversary hits you. If you do get hit, you’ll
to record your level.
be able to mark armor slots (the boxes to the right of
“armor”) to reduce the incoming damage by your armor
score (the number in “armor”). Your armor score is 3.

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 4-8, 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 9-13, 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,
14+, it is severe damage and you mark three hit points. and the type is either physical or magic. Profciency
If it’s 3 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 o hands are already lled or
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 refect 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 modier. You will earn
more of these throughout a campaign, but you start with
“Nature’s Friend” and “Deadly Aim.”

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 th 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 sets


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
VARIAN'S CHARACTER SHEET. VARIAN'S CHARACTER SHEET.

20 ©2024 Daggerheart Open Beta v1.2


varian soto
LEVEL 1 LOADOUT

Spellcast Trait is on this card. It’s


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

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.
Restrain is a condition that means
the target can't move. Because it's
temporary, the GM has to spend Fear
during their move to end it.

All passive bonuses have


already been applied to your
character sheet.

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