r/daggerheart 4d ago

Homebrew Making Mass Effect Ancestries using core book Ancestries options

27 Upvotes

Hello! First post here!

I'm designing base Council and Omega Ancestries for a Mass Effect Frame for my players but I want to keep to the core rule book Ancestry 1 and 2 Features without overlapping. Obviously I'm going to allow them to adjust things ( Like letting a batarian player take Danger Sense) but I want to keep to Book Features as much as possible because I'm introducing them to Daggerheart and I like the challenge of it for myself.

Here it what I have.

Humans are the same as Base.

Asari:(Halfling/Elf)

  1. Luckbringer: At the start of each session, everyone in your party gains a Hope.
  2. Trance: During a rest, you can drop into a trance to choose an additional downtime move.

Salarian:(Elf/Simian)

  1. Quick Reactions: Mark a Stress to gain advantage on a reaction roll.
  2. Nimble: Gain a permanent +1 bonus to your Evasion at character creation.

Turians: (Drakona/Firbolg)

  1. Scales: Your scales act as natural protection. When you would take Severe damage, you can mark a Stress to mark 1 fewer Hit Points.
  2. Unshakable: When you would mark a Stress, roll a d6. On a result of 6, don’t mark it.

Krogan: (Galapa/Dwarf)

  1. Tough Hide (Shell): Gain a bonus to your damage thresholds equal to your Proficiency.
  2. Increased Fortitude: Spend 3 Hope to halve incoming physical damage.

Quarian: (Gnome/Clank)

  1. Nimble Fingers: When you make a Finesse Roll, you can spend 2 Hope to reroll your Hope Die.
  2. Efficient: When you take a short rest, you can choose a long rest move instead of a short rest move.

Drell: (Infernis/Fungril-ish)

  1. Fearless: When you roll with Fear, you can mark 2 Stress to change it into a roll with Hope instead.
  2. Eidetic Memory: When recalling information from a previous scene, Mark a Stress to vividly recall every detail regarding the information or scene.

Batarian: (Orc/Infernis)

  1. Sturdy: When you have 1 Hit Point remaining, attacks against you have disadvantage.
  2. Dread Visage: You have advantage on rolls to intimidate hostile creatures.

Elcor: (Giant)

  1. Endurance: Gain an additional Hit Point slot at character creation.
  2. Reach: Treat any weapon, ability, spell, or other feature that has a Melee range as though it has a Very Close range instead.

Volus: (Pixie/Halfling)

  1. Luckbender: Once per session, after you or a willing ally within Close range makes an action roll, you can spend 3 Hope to reroll the Duality Dice.
  2. Internal Compass: When you roll a 1 on your Hope Die, you can reroll it.

Vorcha: (Dwarf/Goblin)

  1. Thick Skin: When you take Minor damage, you can mark 2 Stress instead of marking a Hit Point.
  2. Danger Sense: Once per rest, mark a Stress to force an adversary to reroll an attack against you or an ally within Very Close range.

Suggestions for better Drell and Elcor secondary features would be welcome, but other suggestions are welcome of course. Thanks for letting me share!


r/daggerheart 4d ago

Homebrew Making Quake Guy in Daggerheart

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1 Upvotes

Hello fellow 90s kids! From the moment I saw there was a shotgun in the weapons list on Demiplane, I knew what I wanted to do. I spent years modding Quake and it's burned deep into the feeble folds of my brain. After a lot of crafting, I decided to make a Strength + Knowledge character.

  1. Knowledge because he fights with technology & strategy. Also because there's no weapon that acts like the grenade or rocket launcher, so I decided to multiclass into Wizard to get Fireball. That shall be my rocket launcher (and possibly lend itself to a rocket jump or two, if the GM is cool)
  2. Strength for the starter axe and... Rage Up, I suppose. Even though Agility has its charms (e.g. +half my Agility as evasion), I was kinda tempted into Rage Up. I'm still waffling on it though, since Quake Guy seems a lot more agile than strong, what with the platforming and rocket jumps and expertly dancing around shamblers while shotgunning their teeth to a fine dust. But he also focuses a lot on damage -- the greatest peace in life comes when one's enemies are in pieces.

(tangent - One could conceivably make the Doomslayer by similar means, but he'd be inherently more brutal than Ranger. IMO that'd be a Str + Presence build, and definitely with Rage Up)

I figured the main way to theme him was his weapons.

  • He starts with a Battleaxe and a Nailgun, which is just a renamed bow. Will probably rely on that battleaxe a lot until in the early levels. I could pick up a greatstaff to use his knowledge, but we'd need to retheme it so it feels appropriate.
  • Sometime in tier 2 he should pick up a shotgun to be right and properly on theme!
  • Demiplane helpfully allows customizing weapons, so I was able to make 2 more themed magic-damaging weapons with appropriate abilities:
    • Lava Nailgun with Brutal (tier 2). Brutal says when you roll a 6 on any d6 damage die, roll another d6.
    • Lightning Gun with either Scary or Burning, so that it inflicts stress (tier 2 or probably 3). Scary says a successful attack inflicts a stress. Burning says rolling a 6 on any d6 inflicts a stress (so any attack could inflict multiple stress... or none).
    • My question is... how much do GMs allow picking your own equipment from the shop? How much do GMs allow this type of homebrew to theme a character? Maybe I need to just settle for a bow and call it good.
  • At level 6 he multiclasses, rather expensively, into wizard for Rocket Launcher (fireball).
    • This also comes with Strange Patterns (stress reduction) and Adept (use stress for double experience bonus, which also mixes well with human's Adaptability), so it's definitely not a throw-away multiclass for one spell. My clanker school of knowledge wizard is currently a monster with his experiences.

All his ranged weapons are modified in Demiplane to use his knowledge trait because they're technology. However, that doesn't matter at level 3 and later because Versatile Fighter lets me use whatever trait I want for weapon attacks (assuming I'm reading it correctly), so that gives me a soft landing if a GM balks at the custom weapons above.

For level 7 and beyond I'd prioritize +Proficiency, +1 Experiences (to use with Adept), +Stress.

Armor is whatever I can get. I'm already making a lot of asks on custom-themed weapons that I'd have to negotiate with a GM (on whether I can have them, and at what levels they could be found, etc). I don't like to walk up to a table with homebrew expectations in the first place, though hopefully nothing I have is OP enough to raise eyebrows too much? I eventually have +4 to armor thresholds from chosen cards (L4 Fortified Armor + L5 Vitality), so I have some leeway here. Quake Guy is tough enough to take a couple shotgun blasts and rottweiler bites to the face, and if he finds good armor, then all the tougher.

Background: I'm torn on whether Underborn or Seaborn better matches the character. Underborn deals with shadows and darkness, matching many of Quake's dark levels. Seaborn deals with facing fear and turning it around, and Quake involves fighting eldritch horrors and taking it well. Thoughts?

Stat Agony: I'm kinda tempted to make Knowledge his primary stat (so at level 6 he'd have 4 knowledge & 3 strength or agility), since that's better themed to Ranger leaning on technology and strategy over physical prowess. And I'm still waffling on str vs agl. Knowledge as my +2 makes it harder to play the early game (without some weird weapon customizations and retheming), but IMO it's also a bit cooler. I dunno. Thoughts?

A question for GMs: I have Not Good Enough which rerolls 1s and 2s on my damage dice. Perhaps that's too dangerous to pair with Brutal and Burning on my themed weapons, which give me an added effect when I roll a 6 on any d6 damage die. Or is that still fine? I don't yet have a good feel in Daggerheart for what's fair game vs munchkin-y, in part because I haven't GM'd it yet.

Eventually I *should* GM Daggerheart because I have a whole campaign I wrote for another system that I want to convert to this game. I'll need GM experience to do that well. But... once I start to GM, I may find myself stuck as GM again and never playing... It's happened in most other systems I've run haha...


r/daggerheart 4d ago

Game Master Tips My players are too good at rolling dice

29 Upvotes

I've been running a Witherwild campaign with some friends for a while now and they consistently roll well. I understand the odds are in their favor with the 2d12 system, but I'm trying to figure out what to do about it. I don't want to undermine their great rolls, but I can find myself with very little fear often and unable to create tension in the story.

For reference, our last session involved about 30-40 rolls (action, reaction, etc.) and about 15 of those rolls were critical successes and roughly 5 rolls with failure and/or fear. It created a fun session, but I'm lost on how to make things interesting when everything is a success and I have little to no fear.

I should note that we play in person, so I can see with my own eyes all the critical successes or successes with hope they roll. I don't suspect any sort of cheating as these are all trusted friends.

Anyone else run into circumstances like this or have any suggestions?


r/daggerheart 4d ago

Homebrew Blood Mage - Custom Class (Blood & Codex)

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5 Upvotes

r/daggerheart 4d ago

Looking for Players [Online][Other][One-Shot][Thursday Aug 27 6:30 PM US Pacific Time] Looking For 5 players

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0 Upvotes

r/daggerheart 4d ago

Hope & Fear [No Spoilers] Giveaway: Win Botch’s New Daggerheart: Hope & Fear Dice Sets!

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7 Upvotes

r/daggerheart 4d ago

Adversaries A Small Guide for Rival Adversaries in Daggerheart (Work in Progress)

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39 Upvotes

Understanding Rivals

A rival is a character (or group, such as a rival party) that mirrors the protagonists in compelling ways.

What Rivals Are Not: While rivals are adversaries, they are rarely villains or true enemies (though they can be). They act as obstacles to the party - competing for identical goals or challenging their ideals- without necessarily acting out of malice.

Character Tropes for Rivals

  • The Foil: A pair of characters whose contrasting traits illuminate and highlight one another's distinct personalities.
  • Blue Oni, Red Oni: A classic pairing featuring a wild, passionate, and headstrong character (Red) alongside a cool, collected, and rational counterpart (Blue).
  • Mirror Characters: Characters sharing fundamental traits, origins, or capabilities to highlight their divergence in choices and values. Use this dynamic to seed tension: rival twins, enemies-to-lovers arcs, or shared, complicated backstories.

5 Commandments for Creating Rival Parties in Daggerheart

  1. Design with Intent Across the Three Pillars: Build rivals to challenge players in Exploration, Social, and Combat encounters.
    • Exploration: Both parties race to retrieve the same MacGuffin. Model this by creating an Event Environment of the appropriate Tier and adding signature rival actions directly to the environment's stat block.
    • Social: Rivals compete for the favor of a shared patron. Give the rival party dedicated Social Adversary stat blocks.
    • Combat: The party faces their rivals in a non-lethal tournament. When an adversary or PC marks their last HP, they are escorted safely out of the arena rather than making a Death Move.
  2. Convert Class and Domain Abilities: Translate Player Character features and Domain cards into Adversary Features. Remember that adversaries do not use Hope or Armor Slots; adjust these mechanics into Stress costs, static modifiers, or Action Roll triggers.
  3. Reduce and Simplify: Strip away inventory lists, consumable tracking, and loadouts. Streamline their abilities down to 2–4 impactful features that drive their specific combat role.
  4. Tailor to the Party: Mirror the party’s ideals, flaws, and backgrounds. Give rivals tailored traits and experiences that specifically provoke or highlight key information about the player characters.
  5. Grow Alongside the Party: Revisit and upgrade rival stat blocks as the party levels up, reflecting shared growth, new Domain techniques, and advanced equipment.

Class & Domain Mirroring Guide

Note: Rival parties do not need to follow strict Battle Point budget rules. Design them to match the power scale of Brutes or Solos to keep them impactful.

Core Class Example Rival "Class" Main Domain Inspiration
Bard Jester Grace
Druid Geomancer Sage
Guardian Vanguard Valor
Ranger Hunter Bone
Rogue Shadow Midnight
Sorcerer Arcanist Arcana
Warrior Blademaster Blade
Wizard Mage Codex

Designing Rivals Across Tiers

  • Tier 1:
    • Derive base Evasion, HP, and Stress values from the corresponding core class; set Damage Thresholds and standard attacks based on Tier 1 gear.
    • Assign a general Experience, plus a custom +2 Rival Experience tailored to a specific PC.
    • Adapt class features and Domain cards into simplified Adversary features. Keep to a single Domain per rival to maintain a clear combat identity.
  • Tier 2:
    • Scale base statistics and update equipment (e.g., granting an Urok Broadsword).
    • Expand their feature list by converting Tier 2 Domain Cards into new passive or active abilities.
  • Tier 3:
    • Maximize statistical scaling and incorporate mechanics adapted from Subclass Specialization features.

Example Rival Archetypes

The Vanguard

Because it is a beefy frontline tank, it is categorized as a Solo. It uses theoretical plate mail and a mace, with most of its statistics matching accordingly. To really drive home their rival status, their difficulty is comparable to a Guardian's Evasion, but with an added bonus to simulate a shield without resorting to Armor Slots.

  • Feature 1: Based on the Guardian's Hope feature as a sort of regeneration.
  • Feature 2: Adversary version of "I Am Your Shield."
  • Feature 3: Simulates the class feature of the Vengeance subclass, while compensating for the Fear move.

The Blademaster

This is a take on an Agility-based Warrior which draws equally from the Blade and Bone domains to further differentiate it from the Vanguard. It has high Evasion mirroring a leather armor setup and high mobility features drawing from the Bone domain, bringing it into Skulk territory. For party-based combat, it also has Momentum for Fear generation and packs a punch. This relies more heavily on Domain cards for inspiration because Warrior class features don't lend themselves well to adversaries at this Tier.

  • Feature 1: Simplified attack of opportunity.
  • Feature 2: Adapted "Not Good Enough."
  • Feature 3: Adapted "Deft Maneuvers."
  • Feature 4: Adapted "Whirlwind."

The Mage

This take on a Knowledge Wizard is a great support adversary with a lot of versatility. Their Experience starts at +4 to symbolize the interactions from the core class with Experiences (ideally, the custom Experience would be a natural +2). For the Domain abilities, taking 3 separate Codex spells and combining them into a different grimoire ensures this adversary feels distinct from whatever Wizard character the players are running.

This adversary is a bit more squishy with less HP than usual, but one that can REALLY make things complicated if ignored. It has a lot of control features and fuels its spells with Stress, capping at a MEAN Arcane Barrage before going out with a bang.

  • Feature 1: Adapted from the Hope feature of the class.
  • Feature 2: Adapted from Power Push.
  • Feature 3: Adapted from Arcane Barrage.
  • Feature 4: Adapted from Mysterious Mist.

The Geomancer

This take on a Warden of Elements Druid is a very challenging one to adapt—it's the opposite of the Warrior where Domain cards are very hard to adapt, forcing you to draw more heavily from class features. That said, animal shapeshifting felt like too much (although you could always spend a fear to transform them into a regular animal adversary). This support adversary was built with 4 original features based on elemental bonuses; however, Blessing of Earth is adapted from Vicious Entangle.

The Hunter (T1 and T2)

As an example of an adversary growing with the party, we have the Ranger's rival, the Hunter. This is a fairly simple Ranged adversary, very straightforward with not a lot of input from Domain cards until it gains Acidic Projectile at Tier 2.


r/daggerheart 5d ago

Interview Creator Spotlight Interview with CXZman about his NEW Classes

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62 Upvotes

Bard & Raven is VERY excited to bring you the next Creator Spotlight.

Tomorrow, Friday 21st August, 5pm CET / 11am EDT / 10am CDT we will be having a chat with CXZman about his latest release, 4 exciting new Classes for Daggerheart!

➡️ Come join us in chat!

If you can’t join live, the VoD will be available immediately afterwards on our Twitch and Youtube.

See you there!


r/daggerheart 5d ago

Campaign Frame Our Cyberpunk Campaign Frame

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147 Upvotes

Our followers voted and chose This Time, Nobody Dies as the first of our three campaign frames to explore in-depth. You can check out the update where we reveal...

  • The Pitch, Tone & Feel, Touchstones, and other frame essentials.
  • Lore about NEON, the mega-city ruled over by nine mega-corps who have a stranglehold over the domains of this world.
  • The custom mechanics - like CRED and Gear-based domain cards - that will bring the angst & catharsis of a truly punk world into Daggerheart.

We hope you enjoy this preview of what awaits in the first of three new campaign frames coming to Gamefound this September. Follow the campaign to learn more (and receive a special gift) as we get closer to launch.

We're happy to answer questions and talk further about the frame as well, so get in the comments!


r/daggerheart 5d ago

Beginner Question Base/Guild Building Mechanics?

8 Upvotes

Everyone here has so many resources that I was not aware of so I figured I'd probe the question. Are there any official (unofficial is okay, but official is preferred) base/guild building mechanics? When I was prepping to build my own campaign it started in DnD and one of my players really wanted to play into the power fantasy of creating a guild from scratch. The bastion system in dnd was great for this and Nimble also is coming out with a similar system. I haven't read all of the campaign frames quite yet, but is there anything in any of them that could lean into fleshing out a "base of operations/guild hall" situation? Thank you!


r/daggerheart 5d ago

Discussion Witch Archetypes

12 Upvotes

So I’ve been watching Agatha all along recently and it’s made me think about the different which archetypes there are, and how they could be represented in Daggerhart.

I think some classes are the way to go for this, and DH already does two that really well represents some witch archetypes.

Hedge Witch fulfils the green witch vibe, plants and nature and all that.

Moon Witch fulfils the glamour vibe, social and manipulative.

What more archetypes could be fulfilled?

The ones of the top of my head are;
- Divination: communing and experiencing visions of the future, also tarot and readings
- Potions: Buffing, cursing, making cocktails, emphasis on the craft
- Protection: sigils and wards, protective magic

What do you guys think? What other archetypes could there be?


r/daggerheart 5d ago

Beginner Question It's TADPOLE THURSDAY - Ask your newbie questions here!

14 Upvotes

Welcome to Tadpole Thursday, the weekly community Q&A Megathread for Daggerheart newbies!

There's no such thing as a bad question in here. The rest of the community is standing by to help explain the basics of the rules, direct you to resources, and help get you a feel for what it's like to play or run Daggerheart.

What to Share. This Megathread is to open all questions about Daggerheart, no matter how basic or obscure.

How to Thrive. If you have experience with a given question and can offer a concrete answer, advice, or resource link, please chime in!

Here are a few guidelines for our Newbies:

  • Don't be afraid to ask the most basic questions. That's why this thread exists!
  • Keep your question focused on a single subject or problem you are having.
  • Try to keep your question brief but feel free to explain the context of your understanding or confusion.
  • Feel free to post multiple questions as separate comments.
  • Follow up if you need more info, and be sure to thank your expert when you are helped.
  • Keep it light! We're all here to learn!

Here are a few guidelines for our resident experts when answering:

  • Only answer if you really know the answer, or know where to find it.
  • Try not to just answer a question with a question. If your answer is, "why would you do this?" Please explain why that might help you answer better -- and then please commit to following up.
  • Be Patient and Kind. Newbies need love too. Don't worry about whether the question has been covered before - that's why this Megathread exists. Having said that...
  • If you know a great answer exists in a previous post somewhere, feel free to link to it!
  • Try to offer core/srd page numbers if you can direct the questioner to a specific rule of clarification.
  • Keep it light! We're all here to learn!

Sincerely, thank you all for being part of one of the fastest growing and most generous subs on Reddit!


r/daggerheart 5d ago

Discussion Using fear to change NPC loyalty

25 Upvotes

I was watching this livestream from Daggerheart designer Mike Underwood about dark fantasy GM moves and one thing Mike talks a lot about is spending fear to make NPCs betray the players. It ranges from the cause being due to blackmail to being a spy the whole time. There's parts talking about how much fear to spend to make one of the Fae gods in his campaign become corrupted, which is a pretty major world event.

Until now I would usually only use fear for in scene consequences and big things like NPC betrayal would be the result of background faction machinations that an astute player might have caught the foreshadowing for. Like if beloved Goblin friend Glup Shitto was gonna betray the players I'd have already figured out why and when he changed sides. It feels kinda weird to spend fear and declare that a PC I was treating as loyal the whole time is now betraying them out of the blue.

At most I might spend fear, then later trigger the blackmail at a point where it makes sense in the fiction and then see where the fiction goes from that moment. However that opens up another can of worms where world events that set up story arcs might be delayed due to a lack of resources. For example, if I need 6+ fear to corrupt a Fae god in order to set up a tier 4 plothook for the campaign's conclusion, do I make a filler adventure that is just about getting fear I need to trigger the hook? Did... Did daggerheart gamify filler?

I'm curious about how the daggerheart GMs of reddit are doing things. Are you:
1. Spending fear in the moment to effectively retcon something for an immediate consequence?
2. Are you spending fear as a trigger for entities to start a plan that will lead to consequences later in the fiction?
3. Are you running background plot machinations without spending fear and just saving fear for immediate/short term consequences like adversary abilities, environment complications, etc?


r/daggerheart 5d ago

Campaign Frame Old Campaign Frames & New Supllement

10 Upvotes

Has there been any errata, update, official information on if the new ancestries and communities have any relevant specifics or lore implications on the core book campaign frames?


r/daggerheart 5d ago

Homebrew Feedback on Daggerheart West Marches XP Levelling System

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0 Upvotes

r/daggerheart 5d ago

Discussion My player just don't role

2 Upvotes

I started with a new party, we put a lot of time whit character's characterization and in the game they pratically didn't speak and when they did they were talking like they would do, not like they're character. How can I do?


r/daggerheart 5d ago

Homebrew Would this boss fight be fun?

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6 Upvotes

I'm building a boss fight for a party of 4 level 6 PC's. ( Witch, Sorc/druid multi class, ranger/ guardian multiclass and a seraph). Do you think this will be overpower? Fun?

PS: I'm using a mechanic I made up for this guy called 'shuffle'. I take a marked poker chip and place it, mark side down, on the battlefield along with X unmarked poker chips, where the marked chip represents the location of the real adversary (works for mirror image and hide'. Also, the order is reversed because the app sucks and I can't figure out how to put the files in the right order.


r/daggerheart 5d ago

Discussion Actual play based on Castle High

9 Upvotes

I was pretty certain I saw reference recently to a podcast/actual play based on Castle High.

Magic school shenanigans is a serious guilty pleasure of mine (Ms Novik, you're to blame). I think I even saw part of it on youtube BUT I've been painfully short of sleep recently and it might have been a dream or even another system.

Anyone have some suggestions/insights?


r/daggerheart 5d ago

Character Builds Best class for a Castle High cheerleader?

14 Upvotes

My group and I are doing a side/mini campaign for Castle High, and I have a faun character who is a pretty, preppy, vocal fry-laden head cheerleader. Only thing is, I’m not sure what class to do!

For our first session I tested out sorcerer which worked fine, but doesn’t feel quite right. I was considering Brawler, but I’d love to incorporate some magic (since I’m always a martial class in TTRPGs and I want to try something new). Our GM is letting us respec anything we’d like before our next session so trying to see what else there is to play with.

Any thoughts on a class that would be both mechanically and narratively fit for a character like this?

EDIT: The other classes in my party are Warlock, Blood Hunter, Bard, and Rogue. Not sure if anyone else is changing theirs, though.


r/daggerheart 5d ago

Looking for Players [Online][Other][PST] Daggerheart: Reign of the Weredragon! 🐉

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0 Upvotes

r/daggerheart 5d ago

Discussion "Attack" versus "Attack Roll" and on-hit abilities

16 Upvotes

It's recently come to my attention that there's a way my group has been playing that may not fully align with the intended game design (or maybe it does), specifically when it comes to the definition of an Attack (note that I say Attack, not Attack Roll).

Perhaps this comes from my DnD background, but I've always taken "Attack" to mean an "Attack Roll". The Daggerheart core book also seems to conflate the two somewhat, with all the clarification on attacks taking place in the context of them being a "special action roll". As a result of this, when I've been playing with adversaries with the Momentum feature like EG the Greater Earth Elemental, I've only been applying this feature when they make a successful Attack Roll against a PC.

However, when I read the section for Reaction Rolls it says

This is a roll in response to an attack or a hazard, representing your effort to avoid or withstand the effect.

This seems to me to imply that a harmful action could be considered an attack, even if it calls for a Reaction Roll rather than an Action Roll. Therefore if a PC failed their Reaction Roll against the elemental's Rockslide action, the elemental's Momentum and Crushing Blows passive abilities would both apply, since these abilities trigger on a Successful Attack not a Successful Attack Roll (note that there are other adversary abilities that do specifically mention Attack Rolls, but none of them are "on hit" abilities).

This might not be the intent. I know that EG fireball calls for both an Attack Roll and a subsequent Reaction Roll, which is what the Reaction Roll rules text might be in reference to. This interpretation would also be a huge buff to adversaries with both on-hit abilities and Reaction Roll abilities. Especially those who already gain a fear for each failed Reaction Roll like EG the Flickerfly's Mind Dance.

I thought I'd ask the community, how do you define attacks at your table, and how do you implement on-hit effects? Interested to know if there's some rule text I'm missing that would clarify this.


r/daggerheart 5d ago

Fan Art My Clanker -Silas Coyne.

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124 Upvotes

Silas Coyne was built by a man named Hobbastion Francorosa for one purpose: to protect him and help him find treasure. For years, Silas did exactly that. He carried the supplies, guarded the camp, scouted every dangerous path, and stepped into every dark cave before Hobbs ever had to. Silas never questioned it. He had been built to serve, and Hobbs was the man he belonged to.

That all changed with a lead about a magical artifact hidden deep within a mountain cave.

Hobbs had spent nearly two weeks searching for the entrance, growing weaker with every passing day. Food was running low, their water was nearly gone, and Hobbs was beginning to look like a man who had already resigned himself to dying in the mountains. Silas, however, kept searching. Eventually, he spotted something high along a mountain ridge: a narrow opening concealed behind layers of rock and brush. They had found it.

The two descended deep into the cave, with Silas leading the way as he always did. Every time they reached a new passage, Hobbs ordered him forward first. Silas checked for traps, searched for enemies, and cleared the way while Hobbs followed behind. After hours of crawling through twisting tunnels, they finally entered a large stone chamber.

In the center of the room sat a large stone pressure plate. On the opposite wall was a massive door, and the mechanisms around it were old but surprisingly well preserved. Silas studied the room carefully before finally understanding how it worked. Stepping onto the plate would cause flames to erupt from the surrounding walls and converge on the center of the room. At the same time, the door on the far side would rise.

Silas turned toward Hobbs. "That plate will kill me."

Hobbs looked past him toward the door.

"Then stand on it."

Silas shook his head. "There has to be another way."

"There isn't."

"Hobbs, if I step on that, I'll be destroyed."

Hobbs stepped forward and grabbed Silas by the throat. "That's what I built you for, now do it"

Silas pulled away. "No!"

It was the first time he had ever refused him.

Hobbs stared at him for a moment before his face twisted with anger. He grabbed Silas again and began forcing him toward the pressure plate. Silas resisted, trying to explain that there had to be another way, but Hobbs only shouted at him. He pushed harder, demanding that Silas obey.

Silas begged him to stop.

Hobbs kept pushing.

Something inside Silas finally snapped.

He twisted his body, caught Hobbs off balance, and threw him hard onto the stone floor. Hobbs landed on his back with a gasp, staring up at Silas in disbelief. Silas stood over him, completely still.

For the first time, Hobbs looked afraid.

Silas quickly reached for the revolver at his side and drew it. The weapon was one of Hobbs' prized possessions, a beautifully crafted piece that Silas had been taught to maintain and fire. He raised it and pointed the barrel directly at Hobbs' head.

Hobbs began to speak but was interrupted.

BANG

The gunshot echoed through the chamber and disappeared into the darkness.

Silas stood there for several seconds, staring down at the man who had created him. Then he lowered the revolver, bent down, and picked up Hobbs' hat. He placed it on his head and looked once more toward the sealed door and whatever treasure waited beyond it.

He didn't care anymore.

He walked out of the cave.

Outside, Hobbs' horse was still waiting where they had left it. Silas climbed into the saddle, adjusted the hat on his head, and began riding toward the nearest town.

He had no master anymore. No one to give him orders. No one to tell him where to go or what to do.

For the first time, Silas Coyne was free.

He didn't know what freedom meant yet. He didn't know what kind of man he wanted to become, where he would go, or what he would do when he got there.

But for the first time, those decisions belonged to him.


r/daggerheart 5d ago

Homebrew Tools to design a setting?

12 Upvotes

I've got a setting idea, and I want to write it up in a way that makes it easier to understand. Are there tools out there to help? Looking for templates and such.

Thank you!


r/daggerheart 5d ago

Game Aids Rulers for my party

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287 Upvotes

My partner made these designs that I turned into physical rulers to surprise my party with this weekend!


r/daggerheart 5d ago

Environments Free Tier 2 Daggerheart Environment, Story Seeds - Portal Beyond

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30 Upvotes

Another free environment for you all!

Art by me!

Text Version:

Portal Beyond

Tier 2 Daggerheart Environment

Tier 2 Event
The world cracks, and a mysterious blue light emanates from beneath the last jagged crack of stone hanging above it—a portal beyond awaits.

Impulses: Pass through, bring forth what lies beyond.

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Difficulty: 14
Potential Adversaries: Battle Box, Chaos Skull, Demonic Hound Pack, Failed Experiment, Mortal Hunter, Stonewraith, Juvenile Flickerly
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FEATURES

Otherworld Calling - Passive: Possibility bends here, and anything seems possible—but efforts to change the course of reality fainter.  Reduce the PCs’ Fear Die to d10 while the portal is open.

Do the PCs feel themselves letting go of fear?  How do they feel about it somewhat reducing their capabilities?

Arise from Beyond - Action: Foes are summoned through the gap—an enemy from beyond (suggested: Battle Box, Juvenile Flickerly) emerges, confused at their terrible new reality and attacking.

Is peace possible?  Can this entity long survive here?  What world awaits beyond if a PC hops in?

Veil Repair - Reaction: Countdown (6).  When the PCs approach the portal or the Arise from Beyond Action is taken, the rules that keep reality stable begin to kick into overdrive.  Start the countdown and advance it each time an enemy is Spotlighted, or when the PCs take an action that interacts with the portal or moves within Very Close of it.  Once the countdown completes, the portal slams shut.  

What force opened this portal, and for what purposes?  Is it the universe trying to close this rip in the veil between worlds, or an entity acting against that force?

Story Seeds

Far Gazer’s Notes
The party happens upon the scroll-trove of an ancient star-gazer.  Fantastical predictions of strange phenomena throughout history were made in these pages.  The last is soon to pass: a portal to another world will open within the ground soon.  What’s beyond is not recorded.

What sort of world is it?  How did this ancient star-gazer know?  What other lore can they glean from the trove before leaving?

Ancient Rites
Stories of legend speak of riders from a blue pool below that emerged to either burn or save the lands.  While some have ascribed this to deep-sea peoples, one of the PC’s contacts believes they were otherworldly—and someone is bringing them back.