name pronouns
RANGER heritage Subclass
bone & sage
level
Daggerheart open beta v1.5
agility strength FINESSE Instinct presence knowledge
evasion armor Sprint Lift Control Perceive Charm Recall
Leap Smash Hide Sense Perform Analyze
Start at 10 Maneuver Grapple Tinker Navigate Deceive Comprehend
Hit Points & Stress active weapons
PROFICIENCY
Start Major Threshold at 7 and Severe Threshold at 14.
MINOR major severe PRIMARY
Damage Damage Damage
Mark 1 HP Mark 2 HP Mark 3 HP NAME TRAIT & RANGE DAMAGE DICE
hp
FEATURE
STRESS
hope
secondary
Spend a Hope to use an experience or help an ally.
NAME TRAIT & RANGE DAMAGE DICE
Ranger’s Hope: Spend three Hope and increase your Evasion FEATURE
by +1 until your next short rest.
experience
active armor
NAME BASE SCORE
FEATURE
INVENTORY
gold
HANDFULS BAGS CHEST
class feature
Ranger’s Focus
Spend Hope and make an attack with your weapon. On a
success, you temporarily make that target your Ranger’s inventory weapon PRIMARY SECONDARY
Focus, along with doing damage from the attack. Until your
Ranger’s Focus ends or you make a different creature your
Ranger’s Focus, you gain these benefits: NAME TRAIT & RANGE DAMAGE DICE
• You know precisely what direction they are in.
• All damage rolls you make against them also deal a Stress. FEATURE
• When you miss them with an attack, you can end Ranger’s
Focus to reroll your Duality dice and take the new result.
inventory weapon PRIMARY SECONDARY
NAME TRAIT & RANGE DAMAGE DICE
FEATURE
© 2024 Daggerheart v1.5 Open Beta
RANGER As a Ranger, your keen eyes and graceful haste make you indespensible in
tracking down enemies and navigating the wilds.
Character guide
SUGGESTED TRAITS: INVENTORY: CHARACTER DESCRIPTION:
+2 Agility, 0 Strength, +1 Finesse,
TAKE: Choose one (or more) from each line,
+1 Instinct, -1 Presence, 0 Knowledge
a torch, 50ft of rope, basic or make your own
SUGGESTED PRIMARY WEAPON: supplies, and a handful of gold.
Clothes that are: natural, muted, tactical, tight,
Shortbow - Agility Far - d6+3 (Phy) - Two-Handed THEN CHOOSE BETWEEN: woven, flowing, stained
a minor health potion OR a minor Eyes like: fire, lilacs, endless ocean, night, ivy,
SUGGESTED ARMOR:
stamina potion. seafoam, earth, winter, carnations
Leather Armor - Base Score 4
AND EITHER: Body that’s: lanky, tall, curvy, rotund, short,
a trophy from your first kill OR thin, toned, stocky, broad, carved, tiny
a seemingly-broken compass. The color of: obsidian, rose, falling snow, fine
sand, ashes, clover, sapphire, wisteria
Attitude like: a watchdog, a teacher, a
survivalist, a ghost, a child
background questions connections
Answer the following background questions or make your own. After sharing your characters, ask any of these questions
to the others in your party or make your own.
A terrible creature hurt your community, and you’ve vowed to
hunt them down. What are they, and what unique trail or sign do What friendly competition do we have?
they leave behind anywhere they go?
Your first kill almost killed you too. What was it, and what Why do you act differently when we’re alone than
part of you was never the same after this event? when others are around?
You’ve traveled many dangerous lands, but what What have you asked me to keep an eye out for,
is the one place you refuse to go? and why are you worried about it?
Then work with the GM to generate two starting Experiences for your character.
LEVELS 2-4 LEVELS 5-7 LEVELS 8-10
At Level 5, take an additional Experience At Level 8, take an additional Experience
At Level 2, take an additional Experience
and clear all marks on Character Traits. and clear all marks on Character Traits.
and increase your Proficiency by +1.
Then increase your Proficiency by +1. Then increase your Proficiency by +1.
Choose two available options from the list Choose two from the list below or any unmarked Choose two from the list below or any unmarked
below and mark them. from the previous tier and mark them. from the previous tiers and mark them.
Increase two unmarked Character Increase two unmarked Character Traits Increase two unmarked Character
Traits by +1 and mark them. by +1 and mark them. Traits by +1 and mark them.
Permanently add one Hit Point Slot. Permanently add one Hit Point Slot. Permanently add one Hit Point Slot.
Permanently add one Stress Slot. Permanently add one Stress Slot. Permanently add one Stress Slot.
Increase two Experiences by +1. Increase two Experiences by +1. Increase two Experiences by +1.
Permanently add one Armor Slot. Choose an additional domain card at your Choose an additional domain card at your
level or lower (up to Level 7). level or lower.
Add +1 to your Evasion.
Permanently add two Armor Slots or add +1 Permanently add two Armor Slots or add
Choose an additional domain card at to your Evasion. +1 to your Evasion.
your level or lower (up to Level 4).
Increase your Major Damage Increase your Major Damage
Increase your Major Damage Threshold by +1. Threshold by +1.
Threshold by +1.
Increase your Severe Damage Increase your Severe Damage
Increase your Severe Damage Threshold by +2. Threshold by +2.
Threshold by +1.
Take an upgraded subclass card. Then cross Take an upgraded subclass card. Then cross
Then increase your Severe Damage out the multiclass option for this tier. out the multiclass option for this tier.
Threshold by +2 and choose a new Domain
Deck card at your Level or lower. Increase your Proficiency by +1. Increase your Proficiency by +1.
Multiclass: Choose an additional class for Multiclass: Choose an additional class for
your character, then cross out an unused your character, then cross out an unused
“Take an upgraded subclass card” and the “Take an upgraded subclass card” and the
other multiclass option on this sheet. other multiclass option on this sheet.
Increase your Damage Thresholds: Major by +1 and Increase your Damage Thresholds: Major by +2 and
Severe by +3. Then choose a new Domain Deck Severe by +4. Then choose a new Domain Deck card
card at your Level or lower. at your Level or lower.
© 2024 Daggerheart v1.5 Open Beta
This section denotes your class. Each class is made up of This section gives you a place to record your name,
two domains. You’ll choose the majority of your abilities pronouns, heritage (the combination of your community
and spells from these domains. and ancestry), and subclass. There is also a space to
record your level.
Evasion represents your ability to not be hit by an attack. This area contains your six character traits. These are
The GM will roll against this number when seeing if an what you will use as your primary modifiers on action
adversary hits you. If you do get hit, you’ll be able to mark rolls. They have descriptions beneath each to remind you
armor slots (the boxes to the right of “armor”) to reduce how to use them.
the incoming damage by your armor score (the number
in “armor”).
The two smaller boxes are your damage thresholds. This is the section for your active weapons. Along with a
Whenever you take damage, compare it to the numbers name, weapons have an associated trait that you will roll
here. If the incoming damage is minor, you mark one when using them for an attack. They also have a range
hit point. If it is major, you mark two hit points. If it is (melee, very close, close, far, or very far). The GM will tell
severe, you mark three hit points. If you should ever you what range a target is in. Damage dice are what kind
need to mark stress and can’t, you mark a hit point. of dice you’re rolling when you make a successful attack,
and the type is either physical or magic. Proficiency
If you ever mark your last hit point, you must make a tells you how many damage dice you roll. The Feature on
death move. a weapon gives you any special ability or requirement it
has.
This is where you record your Hope. You may spend Weapons are either one-handed or two-handed. You'll
Hope to use an Experience (details below), help an ally, see the appropriate amount of hands are already filled for
or utilize a Hope Feature. When you help an ally, you the weapon you've taken.
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.
This is the section for your armor. Along with a name,
Experience represents the particular specializations armor has a base score that will contribute towards
your character has. These are narrative tags that you your armor score. The Feature on armor gives you any
create to reflect what your character is skilled in. When special ability or requirement it has.
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.
This is where you keep track of your gold during a
campaign. If you should mark your tenth handful, you
Inventory is where you will store all of your items and
instead mark a bag and erase all your handfuls. If you
consumables.
should mark your tenth bag, you insead mark a chest and
erase your bags. You start with one handful of gold.
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 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.
SLIDE THIS OUT TO THE LEFT OF SLIDE THIS OUT TO THE RIGHT OF
YOUR CHARACTER SHEET. YOUR CHARACTER SHEET.
© 2024 Daggerheart v1.5 Open Beta
character creation cards: DOMAIN DAGGERHEART OPEN BETA V1.5
ranger
LEVEL 1
BONE: level 1 SAGE: level 1 SUBCLASS: FOUNDATION
character creation cards: DOMAIN DAGGERHEART OPEN BETA V1.5
ranger
LEVEL 2
BONE: level 2 SAGE: level 2
character creation cards: DOMAIN DAGGERHEART OPEN BETA V1.5
ranger
LEVEL 3
BONE: level 3 SAGE: level 3