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Daggerheart trait

Knowledge

Knowledge is a trait in Daggerheart: Education, memory, and analysis, used for lore, history, medicine, and problem solving.

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Overview

Knowledge is the studied trait. It answers what a rune means, which family ruled this valley, what poison this is, and how a mechanism comes apart. It is the trait for the character who has read about the thing the party just walked into, and it turns background reading into a concrete modifier on a duality roll. It is the Wizard's primary trait, paired with the Codex and Splendor domains, so a Wizard's spellcasting and their research both hang on the same number. In a system with no skill list, Knowledge plus a well-chosen Experience is how a character claims a field of expertise at the table.

How it works

Rolls: 2d12 plus your Knowledge modifier against the GM difficulty, with doubles as a critical success and the Hope or Fear die swinging the resource economy either way. Used For: Arcane lore, history, medicine, languages and writing, and analytical problem solving. Prepared, formula-driven spellcasting for the classes built around it. Starting Values: -1 to +2 at creation, set by your foundation and class. Knowledge is the Wizard's primary trait and the natural second trait for any character whose backstory involves training rather than instinct.

Tips and playstyle

Best for: Wizards, and Bards who want their Codex domain cards backed by a real modifier rather than charm alone. Character concepts: Archivist, field medic, cartographer, disgraced professor, translator of dead languages, alchemist who keeps notes on everything. Synergies: Codex domain cards are the direct thematic match, since Codex covers language and the written word. Presence turns research into influence when you need someone to act on what you found. Instinct is the complement: it notices the problem, Knowledge names it, and Experiences such as studied ancient texts add weight to the roll.

Frequently asked questions

Does Knowledge help me cast spells?

It does for classes built on it. The Wizard rolls Knowledge and draws from Codex and Splendor, so study-based magic uses the same modifier as research. Sorcerers and Druids cast off Instinct instead, and Bards off Presence.

How is Knowledge different from an Experience?

Knowledge is a numeric modifier added to every relevant roll. An Experience is a narrative tag such as apprenticed to a blacksmith that the GM lets you add when it genuinely applies. The two stack when the fiction supports both.

Is Knowledge worth taking on a fighter?

A +0 or +1 is usually enough. Knowledge rarely helps in a fight, but campaigns hand out puzzles, treaties, and unlabeled potions, and a party where only one character can roll it stalls whenever that character is absent.