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Daggerheart trait

Finesse

Finesse is a trait in Daggerheart: Precision, deftness, and manual dexterity, used for stealth, lockpicking, and precise strikes.

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Overview

Finesse is the trait for careful hands and exact timing. Picking a lock, lifting a purse, moving without being heard, and landing a strike in the one spot that matters all run through it. Where Strength overpowers a problem and Agility outruns it, Finesse solves it precisely enough that nobody notices you were there. It is the Rogue's primary trait, and the Rogue's domains, Midnight and Grace, are built to be rolled with it. Finesse rewards players who plan, because the fiction the GM is reading determines which trait applies, and a described approach of care and precision is what makes Finesse the trait in play.

How it works

Rolls: 2d12 plus your Finesse modifier versus the difficulty, with doubles counting as a critical success. A tie between the Hope die and the Fear die gives neither side a point. Used For: Stealth, lockpicking, sleight of hand, disarming traps, forgery, and precise strikes. Close, deliberate weapon work sits here while ranged attacks go to Agility. Starting Values: -1 to +2 at character creation, allocated with your foundation and class in mind. Finesse is the Rogue's primary trait and a strong secondary for anyone who wants to handle infiltration.

Tips and playstyle

Best for: Rogues, and any party that wants a second character who can take the quiet route when the loud one fails. Character concepts: Cat burglar, forger, poisoner, surgeon, lockspring engineer, court spy who never raised their voice. Synergies: Midnight domain cards handle concealment and shadow while Finesse handles the hands, which is why the Rogue takes both. Agility covers the escape after the theft, so the two together make a complete infiltrator. An Experience such as grew up on the streets is exactly the kind of tag that adds weight to a Finesse roll.

Frequently asked questions

Is Finesse just a second Agility?

No. Agility governs speed, evasion, and ranged attacks, and it sets your Evasion score. Finesse governs precision with the hands: stealth, locks, sleight of hand, and close precise strikes. Neither substitutes for the other.

Who decides whether my attack uses Finesse or Strength?

The GM, based on the fiction you describe. Shoving a blade through a gap in armor reads as Finesse, while bringing an axe down through a shield reads as Strength. Describing the approach is how you steer it.

Should a non-Rogue invest in Finesse?

Often yes. Traps, locks, and sneaking past a guard post come up in most campaigns, and a party with only one Finesse character has a single point of failure. A +1 is usually enough to be the backup.