Daggerheart Open Beta v1.5 daggerheart.com/play

Grace & Codex

NAME
 
PRONOUNS
 
COMMUNITY
ANCESTRY (Main)
+
SUBCLASS
LEVEL
EVASION

Start at 9

ARMOR
AGILITY

Sprint
Leap
Maneuver

STRENGTH

Lift
Smash
Grapple

FINESSE

Control
Hide
Tinker

INSTINCT

Perceive
Sense
Navigate

PRESENCE

Charm
Perform
Deceive

KNOWLEDGE

Recall
Analyze
Comprehend

HIT POINTS & STRESS

Start Major Threshold at 7 and Severe Threshold at 14.

MINOR DAMAGE

MARK 1 HP

MAJOR DAMAGE

MARK 2 HP

SEVERE DAMAGE

MARK 3 HP

HP
STRESS
HOPE

Spend a Hope to use an experience or help an ally.

Bard's Hope: When you or an ally Close to you makes a Presence roll and either succeeds with Fear or fails, spend three Hope to negate that roll's consequences by intervening.

EXPEREINCE
GOLD
HANDFULS
BAGS
CHEST
FEATURES
BARD:
Rally: Once per session as your part prepares to enter a dangerous or difficult situation, describe how you rally them and give yourself and each of your allies a d6 Rally die. Anyone with a Rally die can spend it to roll it, adding the result to an action roll, reaction roll, or damage roll, or clearing Stress equal to the Rally die result.
At the end of each session, all unspent Rally dice are cleared. The Rally die you distribute increases to 1d8 at level 5.

ACTIVE WEAPONS
PROFICIENCY

PRIMARY

NAME
TRAIT
RANGE
DAMAGE DICE
HANDS
FEATURE

SECONDARY

NAME
TRAIT
RANGE
DAMAGE DICE
HANDS
FEATURE
ACTIVE ARMOR
NAME
BASE SCORE
FEATURE
INVENTORY

INVENTORY WEAPON

PRIMARY

SECONDARY

NAME
TRAIT
RANGE
DAMAGE DICE
HANDS
FEATURE

INVENTORY WEAPON

PRIMARY

SECONDARY

NAME
TRAIT
RANGE
DAMAGE DICE
HANDS
FEATURE
DOMAIN CARDS

LOADOUT

VAULT

LEVELS 2-4

At Level 2, take an additional Experience and increase your Proficiency by +1.

Choose two available options from the list below and mark them.

Increase two unmarked Character Traits by +1 and mark them.

Permanently add one Hit Point Slot.

Permanently add one Stress Slot.

Increase two Experiences by +1.

Permanently add one Armor Slot.

Add +1 to your Evasion.

Choose an additional domain card at your level or lower (up to Level 4).

Increase your Major Damage Threshold by +1.

Increase your Severe Damage Threshold by +1.

Then, increase your Severe Damage Threshold by +2 and choose a new Domain Deck card at your Level or lower.

LEVELS 5-7

At Level 5, take an additional Experience and clear all marks on Character Traits. Then increase your Proficiency by +1.

Choose two from the list below or any unmarked from the previous tier and mark them.

Increase two unmarked Character Traits by +1 and mark them.

Permanently add one Hit Point Slot.

Permanently add one Stress Slot.

Increase two Experiences by +1.

Choose an additional domain card at your level or lower (up to Level 7).

Permanently add two Armor Slots or add +1 to your Evasion

Increase your Major Damage Threshold by +1.

Increase your Severe Damage Threshold by +2.

Take an upgraded subclass card. Then cross out the multiclass option for this tier.

Increase your Proficiency by +1.

Multiclass: Choose an additional class for your character, then cross out an unused "Take an upgraded subclass card" and the other multiclass option on this sheet.

Increase your Damage Thresholds: Major by +1 and Severe by +3. Then choose a new Domain Deck card at your Level or lower.

LEVELS 8-10

At Level 8, take an additional Experience and clear all marks on Character Traits. Then increase your Proficiency by +1.

Choose two from the list below or any unmarked from the previous tiers and mark them.

Increase two unmarked Character Traits by +1 and mark them.

Permanently add one Hit Point Slot.

Permanently add one Stress Slot.

Increase two Experiences by +1.

Choose an additional domain card at your level or lower.

Permanently add two Armor Slots or add +1 to your Evasion.

Increase your Major Damage Threshold by +1.

Increase your Severe Damage Threshold by +2.

Take an upgraded subclass card. Then cross out the multiclass option for this tier.

Increase your Proficiency by +1.

Multiclass: Choose an additional class for your character, then cross out an unused "Take an upgraded subclass card" and the other multiclass option on this sheet.

Incrase your Damage Thresholds: Major by +2, and Severe by +4. Then choose a new Domain Deck card at your Level or lower.

This section denotes your class. Each class is made up of two domains. You'll choose the majority of your abilities and spells from these domains.
Click the name of the class to open a dropdown of class options (using the meatball menu in the top right corner, you can autofill the character sheet with the recommended values).

This section gives you a place to record your name, pronouns, heritage (the combination of your community and ancestry), and subclass. There is also a space to record your level.
You can choose a mixed ancestry by pressing the 'plus' button to the right of the ancestry dropdown. Similarly, when you level up and can choose a new subclass/multiclass, you can add it by pressing the 'plus' to the right of the previous subclass selection.
(Pressing the 'minus' button will erase the second/third selection for ancestry and subclass).

Evasion represents your ability to not be hit by an attack. The GM will roll against this number when seeing if an adversary hits you. If you do get hit, you'll be able to mark armor slots (the boxes to the right of "armor") to reduce the incoming damage by your armor score (the number in "armor").
Click an armor slot to toggle it on/off, and double click it to enable/disable it.

This area contains your six character traits. These are what you will use as your primary modifiers on action rolls. They have descriptions beneath each to remind you how to use them.
You can click the circle next to the ability name to toggle it on/off (This will be used when leveling up).
If you have a subclass that has a spellcasting trait, the border of that ability will be heavier to denote it.

The two smaller boxes are your damage thresholds. Whenever you take damage, compare it to the numbers here. If the incoming damage is minor, you mark one hit point. If it is major, you mark two hit points.. If you should ever need to mark stress and can't, you mark a hit point.
If you ever mark your last hit point, you must make a death move.
Similarly to the armor slots, hp and stress slots can be toggled on/off with a click, and enabled/disabled with a double-click.

This is where you record your Hope. You may spend Hope to use an Experience (details in next tutorial step), help an ally, or utilize a Hope Feature. When you help an ally, you explain how you're aiding them and roll a d6 advantage die they add to their action roll total. You start with 2 Hope marked.
You also have a unique Hope Feature from your class in this section.
Similarly to armor, hp, and stress slots, hope slots can be toggled on/off with a click and enabled/disabled with a double-click (disabling Hope is equivalent to taking a scar.

Experience represents the particular specializations your character has. These are narrative tags that you create to reflect what your character is skilled in. When they apply to the scene, you can spend Hope before the action roll to add their value as a modifier. You will earn more of these throughout a campaign.
You start the game with two Experiences which each have a +2 modifier.

This is where you keep track of your gold during a campaign. If you should mark your tenth handful, you instead mark a bag and erase all your handfuls. If you should mark your tenth bag, you instead mark a chest and erase your bags. You start with one handful of gold.

This is where the features from your class, subclass, and heritage are shown. Every class starts with a unique Class Feature that sets them apart from other classes. Make sure to read through them before you begin playing.

This is the section for your active weapons. Along with a name, weapons have an associated trait that you will roll when using them for an attack. They also have a range (melee, very close, close, far, or very far). The GM will tell you what range a target is in. Damage dice are what kind of dice you're rolling when you make a successful attack, and the type is either physical or magic. Proficiency tells you how many damage dice you roll. The Feature on a weapon gives you any special ability or requirement it has.
The Proficiency circles can be toggled on/off with a click.
When you begin typing in the "name" section, suggestions will automatically pop up. If you select one of these premade options, the corresponding traits will fill in the rest of the blanks for you.

This is the section for your armor. Along with a name, armor has a base score that will contribute towards your armor score. The Feature on armor gives you any special ability or requirement it has.
The same as above with weapons, when typing in the name of armor, you will be given suggestions. Picking a suggestion will automatically fill in the rest of that armor's traits.

Inventory is where you will store all of your items and consumables.
This is also where you would store any weapon you want to carry, but not have active. While in your inventory, Features from these weapons have no effect.

This is where you can enter your chosen Domain Cards from your subclass. To add a new card, press the "Add New" button. By default, the card will be added to your Vault. If you type the name of the domain card in the first line and press tab or click elsewhere, the description of the domain card will automatically fill in the second section.
To move cards between your Loadout and Vault, press the arrow button to the right of the name. To permancently remove a card, press the "Minus" button to the right of the name.
You can have at most 5 cards in your Loadout. You can swap any number of cards between your Loadout and Vault during a Short or Long Rest.

This is where you make your selections when you Level Up. The boxes can be toggled on/off with a click. At Levels 5-7 and 8-10 you have the option to take un upgraded subclass or multiclass. When you do so, you remove the other option. By double-clicking on one of those paragraphs, you can cross it off.

Bard

Those who become bards are truly the most charismatic members of all the realms. Members of this class are masters of captivation and may specialize in any of a variety of performance types, including: singing, playing musical instruments, weaving tales, or telling jokes. Whether performing to an audience or speaking to an individual, bards will excel. There are many schools and guilds where members of this profession come together to bond and train, but there is a fair amount of ego within those of the bardic persuasion. While they may be the most likely to bring people together, a bard of ill temper can just as easily tear a party apart.

Grace & Codex
Evasion 9, Major 6, Severe 12
Suggested Traits:
0 -1 1 0 2 1
Suggested Weapons and Armor:
Rapier, Small Dagger, Gambeson Armor
Bard's Hope: When you or an ally Close to you makes a Presence roll and either succeeds with Fear or fails, spend three Hope to negate that roll's consequences by intervening.
Rally: Once per session as your part prepares to enter a dangerous or difficult situation, describe how you rally them and give yourself and each of your allies a d6 Rally die. Anyone with a Rally die can spend it to roll it, adding the result to an action roll, reaction roll, or damage roll, or clearing Stress equal to the Rally die result.
At the end of each session, all unspent Rally dice are cleared. The Rally die you distribute increases to 1d8 at level 5.
v1.5 Open Beta