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Daggerheart artwork

Daggerheart

How to play Daggerheart

A fast, practical overview. 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.

Beginner checklist

1

Say what you do and what you want to happen (intent).

2

Use the system's core roll mechanic to resolve uncertainty.

3

Apply consequences quickly to keep scenes moving.

4

Between sessions, record advancement so changes are consistent.

How rolls work

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.

Example

Total 14 vs Difficulty 12 with the Hope die higher: you succeed with Hope and bank a Hope token.

Key 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

Derived stats: HP, Stress, Evasion, ArmorScore, Proficiency

Play examples

Intent, roll, consequence

State what you want, roll only when the outcome is uncertain, and apply a consequence that changes the situation.

Change approach instead of rerolling

If you fail, don't spam attempts. Change position, get help, spend resources, or accept a cost to keep the scene moving.

Common mistakes

Mistake

Rolling too often.

Fix

Roll when the outcome matters and uncertainty is real; otherwise just do the thing.

Mistake

Stalling on failure.

Fix

On failure, change the situation (cost, complication, new threat) and move forward.

Full rules reference for Daggerheart

Character creation

1

Choose Ancestry

2

Choose Community

3

Choose Class

4

Choose Foundation

5

Set Traits

6

Calculate Derived Stats

7

Choose Experiences

8

Choose Domain Cards

What to track during play

Your core resources (HP/conditions)
The main roll mechanic trigger
Advancement between sessions

FAQ

How does the Hope and Fear system work in Daggerheart?

You roll two d12s, a Hope die and a Fear die. Whichever die rolls higher determines narrative control. If the Hope die is higher, the player describes the outcome. If the Fear die is higher, the GM introduces a complication alongside any success. Rolling doubles (both dice showing the same number) is a critical success. This creates a dynamic narrative where both players and the GM share storytelling responsibilities.

What are the classes in Daggerheart?

Daggerheart has nine classes: Bard (performer and inspirer), Druid (nature shaper), Guardian (protector and tank), Ranger (explorer and tracker), Rogue (stealth and cunning), Seraph (divine champion), Sorcerer (raw magical power), Warrior (martial combatant), and Wizard (studied spellcaster). Each class has two subclasses that specialize your playstyle.

What are domain cards in Daggerheart?

Domain cards represent your character's class abilities and powers. Each class draws from specific domains. As you level up, you gain access to more powerful domain cards. They function like ability decks that define what your character can do in and out of combat.

How do traits work in Daggerheart?

Daggerheart uses six traits: Agility (speed and reflexes), Strength (physical power), Finesse (precision and dexterity), Instinct (awareness and intuition), Knowledge (learning and memory), and Presence (charisma and force of personality). Traits range from -1 to +3 and are added to your 2d12 roll when making action rolls.

Start playing with RPG Stack

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How to play Daggerheart | Beginner quickstart | RPG Stack