Rules reference
Conditions in Daggerheart
Status effects and how they impact characters and play. Daggerheart is a heroic fantasy tabletop RPG by Darrington Press that uses a unique 2d12 Hope and Fear dice system. Players create heroes defined by their ancestry, community, class, and subclass, then embark on adventures where narrative control shifts between players and the GM based on which die rolls higher.
Key points
Conditions define mechanical states that alter what a character can do. Use this page to quickly understand the most common effects and how to resolve them.
- 2d12 Hope & Fear system: Narrative control shifts based on which die rolls higher
- 9 classes with 2 subclasses each: Bard, Druid, Guardian, Ranger, Rogue, Seraph, Sorcerer, Warrior, Wizard
- 19 ancestries: Clank, Daemon, Drakona, Dwarf, Elf, Faerie, and more
- 6 traits: Agility, Strength, Finesse, Instinct, Knowledge, Presence
- Domain card system: Class abilities that grow with your character
- Critical success on doubles: Both dice showing the same number
When a condition is applied, note the source and duration. At the start of each turn (or scene), check which conditions expire or escalate.
Some systems let conditions stack; others replace. Check your system’s rules for which takes precedence when multiple effects overlap.
- Mistake: Forgetting to clear expired conditions. Fix: Check condition durations at the start of each turn or scene.
- Mistake: Treating conditions as flavor only. Fix: Apply the mechanical penalty or restriction every time it's relevant.