Rules reference
Equipment in Daggerheart
Gear basics and how equipment impacts 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
Equipment changes what’s possible in the fiction: access, leverage, and risk management. This page focuses on the gear that matters most.
- 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
- 18 ancestries: Clank, Drakona, Dwarf, Elf, Faerie, Infernis, 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
Daggerheart resolves rolls with Duality Dice: roll two d12s (one Hope die, one Fear die), add your trait modifier, and compare to a Difficulty. Which die rolls higher colors the outcome, succeeding with Hope builds your resources, while Fear feeds the GM's.
- Roll the two Duality Dice (Hope d12 + Fear d12) and add your trait.
- Compare the total to the Difficulty to find success or failure.
- Note which die is higher: with Hope you gain a Hope token; with Fear the GM gains Fear to spend against the party.
The best gear changes what’s possible: access, safety, speed, and options. Track what lets you do something you couldn’t do before.
If a roll is dangerous, gear can change position: better tools, better cover, better information.
- Mistake: Tracking too many tiny items. Fix: Track gear that changes options, safety, speed, or access.
- Mistake: Buying gear without a use case. Fix: Ask: what scene does this gear make easier or safer?