Rules reference
Skills in Daggerheart
Skills overview and how checks typically work. 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
Skills describe trained competence. Use this page to quickly understand what the skill list covers and how to pick priorities.
Copyable facts
- 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
What’s in this system
Examples
Example: When to roll
Roll when the outcome is uncertain and matters. If it’s routine and no one at the table cares about failure, just succeed and move on.
Example: Make stakes explicit
Before rolling, say what success gives you and what failure costs (time, exposure, resources, harm).
Common mistakes (smallest fix)
- Mistake: Rolling without stakes. Fix: Say what success changes and what failure costs before rolling.
- Mistake: Treating failure as ‘nothing happens’. Fix: Fail forward: you still learn something, but pay a cost (time, exposure, resources, harm).
Daggerheart FAQ
How does the Hope and Fear system work in Daggerheart?
What are the classes in Daggerheart?
What are domain cards in Daggerheart?
How do traits work in Daggerheart?