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Daggerheart ancestry
Faun
Faun is an ancestry in Daggerheart: Goat-like fey folk who bound across the land with playful grace.
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Overview
Fauns are goat-like fey folk, recognizable by their horns, cloven hooves, and the boundless energy with which they move through the world. Touched by the wild magic of the fey, they are curious wanderers drawn to music, mischief, and untamed places. Fauns carry a playful charm, but beneath it lies a surefooted toughness honed on mountain crags and forest trails. Faun characters in Daggerheart bring exceptional mobility and a sudden burst of physical force to any party. Their powerful legs let them cover ground that stops others cold, and a well-timed kick can turn the tide of a melee.
Tips and playstyle
Best Classes: Ranger (leaping mobility + Agility), Bard (fey charm + Presence), Druid (wild attunement + Instinct), Warrior (kick-driven melee + Strength), Rogue (surefooted stealth + Finesse). Character Concepts: Wandering fey minstrel, mountain trailblazer, mischievous grove-keeper, exiled satyr seeking belonging, a curious explorer of the mortal world. Why Choose Faun: If you want a mobile, kinetic character who can reach places others cannot and add burst damage with knockback, Faun is a great pick. Caprine Leap shines in vertical terrain and chase scenes, while Kick rewards aggressive melee play.
Frequently asked questions
How far can a Faun leap?
Caprine Leap lets a Faun clear distances well beyond an ordinary jump, both upward and across, without needing a Tag to attempt it. The exact reach is adjudicated by the GM against the fiction, but the point is that gaps, ledges, and chasms that would stop the rest of the party are routine for a Faun.
When can I use Kick?
Kick triggers off a successful attack and costs a marked Stress. You make your normal attack, and if it lands, you spend the Stress to add the kick's extra damage and shove the target back. It is a resource you choose to spend, so save it for moments where the bonus damage or the knockback positioning matters most.