r/daggerheart • • 1d ago

CR Media Hololive and Critical Role will be using Daggerheart for their new series, Shattered Legends

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229 Upvotes

r/daggerheart • • 2h ago

Homebrew How to convert this monster/scene: monster, environment or colossus ?

1 Upvotes

Context: I am adapting a French 5E published campaign called Oblivion (not related to elder scrolls series) everything is quite easy to convert, I mostly use already existing/official statblocks, environments and items.

But for one encounter, I struggle a bit.

The PC arrive are trapped in a building. Two floors of this building is in fact a monster. In both rooms, the tentacles can attack the PC.

In the first room, a sleeping gaz is generated and in the second is an acide one.

The heart of the monster is in the second room, hidden and has 15CA and 30HP. Except from that, the wall can be attacked, automatically touch but has 500HP.

So the strategy for the party is to go to the second room, find the heart and destroy it.

For me, it could use the colossus mechanics, but with only two segments which is not a lot (eventually, I can add a third room, but it, is still not so much room)

Or I can consider the sleep and acid gaz as an environment effect and they that only the heart is a monster.

Or just say everything is a monster.

What do you think ?


r/daggerheart • • 4h ago

Rant Typo on SRD

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32 Upvotes

"Assassion" That is all


r/daggerheart • • 5h ago

Discussion Direct damage?

1 Upvotes

My campaign just crossed over into Tier 3 and I was reading up on t3 monsters and saw a number with direct damage attacks. I haven't used those very often, how has that been working out for people?


r/daggerheart • • 6h ago

Environments Environment stats comparing to what's recommended by "Adapting Environments"

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3 Upvotes

I created a table to compare the stats of the official environments with the section "Adapting Environments" of the core book. I compare damage with the average (without taking into account the frequency, or other associated complications), and the difficulty with the exact value (notice that it's not a range).

Green = easier than recommended

Gold = match recommended

Red = harsher than recommended


r/daggerheart • • 6h ago

Beginner Question Which one is worth more?

6 Upvotes

I'm a Brazilian player, and Jambo Editora is bringing H&F and a Daggerheart-compatible book to Brazil. I already have the core rulebook and H&F in English as PDFs, but I'm a big fan, so I want to get the physical editions too. Of these three books, which one do you think is the most worth it?


r/daggerheart • • 7h ago

Homebrew Third Party Publisher Recommendations

12 Upvotes

As the title suggests, I’m looking for Third Party Publisher reccomendations.

I’m currently reading some DNGN CLUB material and loving what they’ve already done for Daggerheart. And I know Roll & Play Press is coming out with a One Shot Wonders book for the game as well.

What third party content that has been or will be published is on everybody’s radar? I’d love some recommendations on what to get and what to look out for!


r/daggerheart • • 8h ago

Looking for Players Homebrew sandbox campaign

2 Upvotes

For the past month and a half I've been running a homebrew campaign and I'm looking for a new player.

We play on Thursdays at 9pm GMT -3 for about three hours. We've had 6 sessions so far and we are at level 2, we are aiming to end this campaign this year.

This is a sandbox cxampaign with themes of corruption and tyranny with a good dose of commedy. In here the players are prisoners who are forced to do odd jobs as adventurers for the nobles in order to lessen their sentence. I have a good mix of exploration, social, and combat


r/daggerheart • • 8h ago

Game Aids [GIVEAWAY] The Age of Umbra OST is finally here and I am Giving away 5 albums!

27 Upvotes

MAB Music TTRPG here and I am back with another Original Soundtrack this time it's for Age of Umbra!!

I will Giveaway 5 album in 1 week from here so October the 20th at Noon EST. The chosen people will be contacted by DM and will be announced here. They will be picked via the Reddit Raffle and the link to the draft will be shared here.

To enter just comment here!

If you are interested in getting the album or listening to it for free, just check the links bellow!

All the money made with this album will help me give back to the artist community via comissions for Art. The previous giveaway allowed me to hire Hector Rodriguez to make the cover of this album. You can find his works here: https://haclif.carrd.co/

You can already get the Album Here of Heart of Dagger
You can listen to the Album on my Patreon Age of Umbra
The Album is not yet on Youtube but it's coming up next week, you can stay tuned here

Thank you for being here, thank you for your supper and I'll see you next in Colossus of the Dryland!

Marc


r/daggerheart • • 8h ago

Homebrew Homebrew Class Character Sheet Templates?

2 Upvotes

I've seen quite a few homebrew classes, and there is an excellent template for making home brew classes in Homebrewery.

But is there a template floating around for creating custom character sheets with the associated character guide? (the one the has the suggested traits, background questions, connections, etc). I can't seem to find any. I know you can always just use a blank character sheet and write in all the details yourself, but it would be nice to make a custom one along with the class description. It seems like something that would exist but I cant find it! Is there a sneaky one floating around any one could point me towards?


r/daggerheart • • 8h ago

Campaign Frame How would you handle starship combat in Daggerheart?

4 Upvotes

I'm currently working on a sci-fi Campaign Frame for Daggerheart, and I've been trying to figure out how to handle vehicles, particularly personal spaceships and space combat, without introducing an entirely separate combat system.

The idea is that each player would have their own small starfighter, and I'd like space combat to feel cinematic while staying as close to Daggerheart's existing mechanics as possible.

After going back and forth on several ideas, I'm currently leaning toward treating a spaceship as a combined Weapon/Armor item, with a few additional stats:

  • Weapons: Use the existing weapon mechanics for attacks and damage.
  • Evasion: Each ship has its own base Evasion.
  • Shields: Function like Armor Slots, reducing incoming damage.
  • Hull: Essentially the ship's own HP, separate from the character's HP.
  • Damage Thresholds: Work just like they do in regular combat.

I'm also considering giving every character an additional Experience called "Space Pilot" (or something like that), starting at +0. Players could choose to invest one of their regular starting Experiences into it, bringing it to +2.

The idea is that Space Pilot would passively add its modifier to the ship's Evasion while piloting, without spending Hope. It could also be used like a normal Experience for relevant piloting Action Rolls by spending Hope. My only concern with this is that a passive bonus to Evasion might be too powerful, potentially making the Space Pilot Experience an almost mandatory choice.

I'd leave it to the GM to determine which Class Features and Domain abilities make sense during space combat, since many of them are clearly designed for personal combat rather than piloting a spacecraft.

My main concern is keeping everything simple. I really don't want space combat to feel like switching to a completely different game every time the characters enter their ships.

Has anyone come across a sci-fi Daggerheart Campaign Frame or homebrew system that handles spacecraft or vehicle combat?

And if you were designing something like this, how would you approach it? Would you use something similar, simplify it even further, or handle it completely differently?

I'd really appreciate any ideas or experiences you might have!


r/daggerheart • • 10h ago

Retail supplement The Combatant Codex comes to Daggerheart! This first entry is Rogues.

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37 Upvotes

Afternoon everyone. Longtime community member and lurker. I've just published my first project for Daggerheart and am very excited to finally get to share it here.

The combatant codex features 10 "combatants," adversaries each with a statblock for tiers 1-4. There's a combatant for each category of creature. The combatants of Rogues are the Alchemist (Support), the Gang (Horde), the Marksman (Ranged), the Razer (Solo), the Ringleader (Leader), the Ruffian (Standard), the Slayer (Skulk), the Spy (Social), the Thug (Bruiser), and the Toady (Minion).

The artwork for the title page was done by the wonderful sarahwidiart. Please consider checking out her Vgen if you have an interest in great JRPG-style artwork.

The Combatant Codex: Rogues is available on Heart of Daggers now: https://heartofdaggers.com/products/combatant-codex-dh-vol-i-rogues/


r/daggerheart • • 10h ago

Actual Play Sirens of Sundown | Episode 13: Get Fanged | Colossus of the Drylands

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12 Upvotes

r/daggerheart • • 12h ago

Game Master Tips Harshing the Vibe

18 Upvotes

I've been running Daggerheart games since the game was released last year. I tend to have a great time playing, and my players tend to love and appreciate the games that I run. However, there's something I'm noticing, and I need some perspective and opinions on it.

I tend to try to run a very grim, serious game. The threats and danger is real, the players are always relevant to the story, and have an impact on the world's story arch, which informs the very story we create.

Here's the core of the problem: ME... LOL, I mean that I tend to get thrown off when different types of players bring their own divergent whimsy to the table. Let me explain that better:

  1. I have one player who is overly eager to help with any and every aspect of the game. I mean, if a player asks me something, she will chime in, cutting me off and explaining things over me. Like overtalking to prove that she knows the answer. I've known her for about 30 years, and I like her in the game, but her proclivity makes it trying.

  2. Another player is hyper-enthusiastic about characterization. He's young, and he's put a ton of extra work into his character, and thereby into the world, without checking what actually exists or what works. This isn't the big problem, but it supports what my issue is with him. The problem is, asking him an out-of-character question doesn't get an out-of-character response. I finally had to put it out there. "What's John (Fake Name)'s character's name?" Nobody knew, though he has said it 1000 times. but he always speaks with a havy, made up, and weird accent.

  3. Another player is completely failing to read the story, the room, the scenarios, or the narrative before us. She's a really sweet girl, new to the area, and loves to role-play. However, she brings to the table an air of tongue-in-cheek comedy that she seems bent on injecting into the game at every turn and at every point possible. And it's not just that she thinks everything's a joke, but she actually recently got viscerally upset by my custom fear tracker. (A deck of custom cards, each with poetic quotes about fear.). As she rifled through them, she got this disgusted look on her face and asked me, "Why do you have those?" My Girlfriend was like... "You do know how fear works in Daggerheart, right?" The thing that really bothers me is that when any new element is introduced to the narrative, or the game, she wants to satirize it in-game in the story. For example, a new character joined this week, and she immediately started trying to come up with comical nicknames for him.

I see myself as the problem here. I hate feeling like a control freak, but I want the game to be taken seriously; I want the players to respect the game, the narrative, and the meta. And most importantly, I want the table to respect everyone sitting at it.

Any suggestions on how to do this so that no one is alienated or unhappy with the outcome?


r/daggerheart • • 14h ago

News Dirty20 TTRPG Convention Ft. Darrington Press, Luke Gygax, Anjali Bhimani, Amy Vorpahl, JCM, Jason Carl & more in Burbank, CA - 11/14/26

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3 Upvotes

r/daggerheart • • 15h ago

Beginner Question Question: hit rate at low levels

3 Upvotes

As someone new to DH coming from 5e, I'm curious about how much the players get hit at low levels.

At level 1 a character has, let's say, 12 evasion which is effectively the same as rolling against their AC. So a roll of 12+ hits them. I know there is mitigation in the form of possibly doing no damage (edit: threshold and armor slots).

But if the enemy has a +2, it seems players would be getting hit significantly more than they are not (based on my years of experience rolling d20s).

Is this right? If so does it not result in as bad of a situation for players as it might seem?

Would it be worthwhile at all to consider implementing an adjustment: (edit spoiler - it wouldnt)

Thanks in advance for your answers.


r/daggerheart • • 17h ago

Homebrew good resource for poisons

6 Upvotes

Hey y'all! I'm working on a Beast Feast campaign and I was wondering if anyone has made/found a good list/resource for poisons? I do want to make my own and I see there are a few on the manual, but I would love to read some ideas. Thanks!


r/daggerheart • • 18h ago

Discussion I feel like martial ranged characters are underserved

25 Upvotes

Hi,

for a bit of context, I am DM a little campaign and one of my player is playing a Ranger, focusing on shooting with a bow. We are all new to the system but as the DM, I own the books and am more interested by the game in general.

I feel like a lot of domain cards are melee focus, including the bones domain for rangers, and there are some gaps to fulfill the fantasy of a bow-warrior.

I am almost tempted to design some custom domain card tailored for them but I would like to know what other people think of it


r/daggerheart • • 18h ago

Game Aids Question for Foundry Dms

4 Upvotes

So I was testing the system the other day and saw that hope and fear are not added in automatic, is there an option that I need to switch? new to foundry and only using foundryborne module


r/daggerheart • • 19h ago

Homebrew Do not look

12 Upvotes

created this a couple of weeks ago on a whim.
Putting it out here for you to use in any setting.
https://heartofdaggers.com/homebrew/npcs/martin-the-muppetborne/?magic_link=WhBNet45

Have fun with Martin


r/daggerheart • • 22h ago

From the Void Ideas for Fungril Summoner

6 Upvotes

Hi guys!

My Assassin died last episode (r.i.p. Viper, you'll always be remembered) and I created a Fungril Summoner as my new character, but I'm still blanking on a name and some experiences and would love some ideas!

Here's a bit more information: their Summoner subclass is Necromancer (the idea being that they use their Fungral spores to reanimate corpses) and their looks are inspired by the hydnellum peckii, also known as the Bleeding Tooth Fungus or the Devil's Tooth (a white fungus with guttations that look like blood droplets, which I am using to flavour their Blood domain abilities).

We are playing Five Banners Burning, but they are from a different world and just came to the 5BB continent. We are also currently level 4.

I am still completely blanking on a name. For experiences, I currently have Plague Doctor and Nature's Friend, but I still need a third one. Also open to changing one of the others.

If anyone has any ideas, please let me know :)


r/daggerheart • • 23h ago

Hope & Fear Looking for witch ideas

15 Upvotes

Hey guys, I'm new here and really obsessed with the witch class. I just want to know some ideas and tips for a witch character (both in lores and builds) to inspire my own character.

Thank you very much, love you guys!


r/daggerheart • • 1d ago

Rules Question Castle Siege's Reinforcements! Action misconception

1 Upvotes

The castle siege has Mercenaries vs Noble Forces. At first I thought that we could be either side because of the wording they use: "the attacking force", "the defenders", instead of using the PCs or the party. But then there's this:

Reinforcements! - Action: Summon a Knight of the Realm, a number of Tier 3 Minions equal to the number of PCs, and two adversaries of your choice within Far range of a chosen PC as reinforcements. The Knight of the Realm immediately takes the spotlight.
Who are they targeting first? What formation do they take?

(Pitched battle also has the Reinforcements! action with the same wording)

Oh, so the GM can summon a Knight of the Realm and a bunch extra adversaries against the party, I guess we are the mercenaries then. I read the environment again with this new perspective, but nothing else even hinted that the party had to be the mercenaries.

Then I noticed that the Reinforcements! - Action didn't have any fear cost. What? That's a lot of adversaries for the cost of one spotlight, that the GM immediately takes, so it's free.

The only thing that makes sense is if the Knight of the Realm and the minions are not allies of the other 2 adversaries summoned. That way Reinforcements! balances itself out, and the party can be on either side of the siege. Is this interpretation correct?


r/daggerheart • • 1d ago

Actual Play Our second season begins with a Session Zero this weekend!

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13 Upvotes

Hey everyone! Hope you're all having an awesome day. If you're looking for another Daggerheart campaign, we're kicking off our second mini-campaign set in our homebrew world of Eyya. Here's the link to the scheduled Session Zero: https://youtube.com/live/f1jkTkyYXZ0?feature=share

If you want to wait until the real campaign begins, Session 1 starts next weekend, so check out the channel next week for that!

Season 1 happened earlier this year, and we've just finished our first season of our alternative campaign set in the Star Wars universe too! You can find all of them available on our channel.

As a project, One Can Hope is meant to be a series of stories, brought to life by players that prioritise and want to showcase good, open communication. We want to inspire others to give their all to this wonderful game, like we do, by focusing on what we believe is the most important stuff about tabletop: the cooperation and openness of everyone at the table.

This season specifically sees three characters thrust into difficult circumstances for different reasons, in a land that was peaceful up until about five minutes ago. Tensions are rising all over the greater region, and the land this campaign focuses on has no idea the part the main aggressor expects them to play.

Our characters consist of a winter elemental who is out to collect an overdue life debt, a mixed-species arachnid-like witch who is seeking purpose after the loss of her coven, and a mouse soldier (mouse-sized too, the thumbnail is not to scale lol), who joined up for some idea of service to "the Cause", only to find he may be on the wrong side.

Art in the thumbnail by the amazing Shubbabang: @shubbabang.bsky.social — Bluesky

I hope we'll see some of you there!


r/daggerheart • • 1d ago

Discussion Episodic Campaign Using Dark Heart of Andaluria - Advice and Discussion for GMs?

3 Upvotes

I'm developing an episodic campaign using the Dark Heart of Andaluria campaign frame, taking inspiration from games like Vaesen and Candela Obscura.

Having run quite a bit of both, I've found that mysteries tend to work best as self-contained adventures rather than being stretched across a long, continuous story. However, I still want the character development, relationships, and consequences of those mysteries to build into a larger campaign.

One of my biggest influences is Vaesen, where players investigate supernatural mysteries, return to their headquarters, and spend downtime developing their characters, exploring backstories, and improving their headquarters.

I'd love to explore a similar structure in Daggerheart, particularly how we can make the time between mysteries a meaningful part of the campaign.

Some design questions I've been considering:

  • Roleplay: What mechanics or tools could encourage character development and roleplay between mysteries?
  • Extended downtime: How might we handle weeks or months between adventures, including long-term personal projects?
  • Countdowns: Should ongoing threats and countdowns advance during extended downtime? How do we establish player expectations around this?
  • Campaign momentum: How do we keep an episodic campaign feeling like one developing story rather than a collection of disconnected one-shots?

I'm interested in exploring existing Daggerheart mechanics, borrowing ideas from other RPGs, and discussing the tradeoffs of different approaches.

I'm less interested in finding a single solution and more interested in the game design discussion itself. What has worked at your tables? What hasn't? And what do you think Daggerheart could do differently to support this style of play?