Daggerheart: Spark of the Multiverse
Campaign Frame: Echoes of the Mending
Premise: The Mending has occurred, the Multiverse is forever changed, and the power of
Planeswalkers has waned. However, echoes of the old ways, and new, unpredictable surges of
the Spark, are emerging. Players are newly awakened (or re-awakened) Planeswalkers,
navigating a Multiverse still reeling from its greatest shift. They must forge their own destinies,
discover the nature of their new power, and confront threats that span planes.
Core Conflict: The Multiverse is vast and fractured. While the Eldrazi are contained (for now),
new interplanar threats are rising, the political landscape of many planes is in flux, and the very
nature of magic is subtly shifting. Players will be caught between these forces, making choices
that could shape the destiny of entire worlds.
Themes:
● Discovery & Exploration: The joy and peril of discovering new planes, cultures, and
forms of magic.
● Identity & Purpose: Understanding what it means to be a Planeswalker in this new era.
● Interplanar Politics & Diplomacy: Navigating the complex relationships between planes
and their inhabitants.
● The Nature of Power: Exploring the ebb and flow of magical energy, both personal and
universal.
● Survival: Facing threats that transcend individual planes.
Starting Situation: Players begin on a "home plane" of their choice (or one chosen by the GM),
having just experienced their Spark igniting (or re-igniting). They may have a vague
understanding of what this means, or be completely bewildered. An immediate threat or
compelling mystery on their home plane acts as the catalyst for their first planeswalk.
Potential Arcs:
● The Shifting Leylines: Investigating a series of strange magical anomalies occurring
across different planes, hinting at a new, perhaps dangerous, universal phenomenon.
● The Rise of the Planar Conclaves: Uncovering and potentially joining (or opposing)
organizations of nascent Planeswalkers seeking to understand and control their new
powers.
● Echoes of the Old Walkers: Discovering artifacts, legacies, or even remnants of the
pre-Mending Planeswalkers, and dealing with their lingering influence.
● The Planar Predator: Hunting down a new breed of interplanar entity that preys on the
weakened fabric of the Multiverse.
● The Reluctant Empire: A powerful planar empire begins to expand its influence across
the Multiverse, forcing Planeswalkers to choose sides.
Setting Specifics (GM's Discretion):
● Known Planes: Focus on a handful of well-established planes (e.g., Zendikar, Innistrad,
Kaladesh, Ravnica, Dominaria) to start, allowing for deeper exploration. Introduce new or
lesser-known planes as the campaign progresses.
● Factions: Adapt existing MTG factions (e.g., Guilds of Ravnica, Zendikar's Kor, Vampires
of Innistrad) to Daggerheart's scale. Introduce interplanar factions.
● Threats: Emphasize threats that can't easily be contained on a single plane, requiring
Planeswalker intervention.
Planeswalker Rules for Daggerheart
These rules integrate the concept of Planeswalkers without overcomplicating Daggerheart's
core mechanics.
1. Spark of the Multiverse (Starting Trait): Every player character gains the following trait at
character creation:
● Spark of the Multiverse: You are a Planeswalker, capable of traversing the Blind
Eternities to other planes of existence.
○ Planeswalk (Action): As a Major Action, you can attempt to Planeswalk to
another plane. Describe the plane you wish to go to (or a general type of plane).
Roll an Instinct Roll (Difficulty set by the GM based on familiarity with the
destination, interplanar stability, or specific planar protections).
■ Success: You arrive safely at your desired destination (or a reasonable
proximity).
■ Partial Success: You arrive, but with a complication (e.g., in a dangerous
location, separated from allies, suffering minor stress, or attracting unwanted
attention). The GM describes the complication.
■ Failure: Your Planeswalk fails, and you remain on your current plane. You
may suffer stress from the strain of the attempt, or attract a minor, localized
threat.
○ Planar Anchor: You always have a strong connection to your "home plane"
(chosen at character creation). Planeswalking back to your home plane is always a
Minor Action and typically does not require a roll unless a specific interplanar force
is actively trying to prevent it.
2. Mana Affinity (In addition to Ancestry traits (to pick two colors treat it the same way as
mixed ancestries by picking one first ability from one mana and one second ability from
the other)): Players choose a Mana Affinity representing their connection to the five colors of
Magic. This replaces or modifies the Ancestry's initial benefit choice.
● White Mana Affinity (Planeswalker's Aegis):
○ Gain an additional Armor.
○ Once per session, when you take damage, you can reduce the damage by 1
threshold.
● Blue Mana Affinity (Planeswalker's Insight):
○ Gain +1 to any Knowledge based roll.
○ Once per session, when you make an Instinct or Knowledge roll, you can reroll
one of the dice.
● Black Mana Affinity (Planeswalker's Grasp):
○ Gain +1 to any Presence based Roll.
○ Once per session, when you inflict an Ill Effect on an enemy, you can also inflict 1
additional Stress on them.
● Red Mana Affinity (Planeswalker's Fury):
○ Gain +1 to your Damage.
○ Once per session, when you make an attack, you can deal 1 additional die of
damage.
● Green Mana Affinity (Planeswalker's Growth):
○ Gain +1 to your max Health.
○ Once per session, when you rest, you recover 1 additional Health.
3. Spark Resonance (Hope & Fear): The Daggerheart Hope and Fear system can be directly
tied to a Planeswalker's connection to the Multiverse.
● Gaining Hope:
○ Planar Discovery: Successfully discovering a new and wondrous aspect of a plane
(e.g., a hidden civilization, a powerful leyline, a unique creature).
○ Interplanar Aid: Successfully aiding a struggling plane or its inhabitants.
○ Understanding the Spark: Gaining new insight into the nature of the Planeswalker
Spark or the Multiverse itself.
○ Overcoming Planar Obstacles: Successfully navigating a dangerous interplanar
journey or overcoming a planar-specific challenge.
● Gaining Fear:
○ Planar Corruption: Witnessing a plane irrevocably damaged or consumed by
interplanar threats.
○ Loss of Connection: Being unable to Planeswalk when desperately needed, or
feeling a weakening of the Spark.
○ Multiversal Horrors: Encountering true interplanar terrors that transcend normal
understanding.
○ Moral Compromise: Making choices that benefit one plane at the severe expense
of another.
4. Planar Resources & Consequences:
● Resources (Loot/Supplies): Materials, knowledge, and even magical energy found on
one plane can be unique and valuable on another. Encourage players to seek out
planar-specific resources.
● Consequences (Stress/Ill Effects): Certain planes might have inherent properties that
inflict specific stress or Ill Effects (e.g., the mana-draining nature of Phyrexia, the
maddening whispers of the Eldrazi, the extreme environments of some planes).
● "Plane-Locked" Gear/Abilities: Some powerful artifacts or learned abilities might be tied
to a specific plane, making them less effective or unusable elsewhere.
5. Planeswalker Abilities (Advanced Rules - Optional): As characters advance, the GM can
introduce specific Planeswalker Feats that allow them to further customize their interplanar
abilities. These could be gained in place of regular class abilities.
● Leyline Channeler: When on a plane with strong leyline activity, you can convert 1 Stress
into 1 Hope once per session.
● Blind Eternities Navigator: You gain Advantage on Instinct Checks to Planeswalk to a
plane you've visited before.
● Planar Empath: When interacting with a creature native to a plane you are currently on,
you gain Advantage on relevant Presence checks.
● Spark Seeker: You can attempt to discern the presence of other active Planeswalker
Sparks within a certain range (GM's discretion) by making a Knowledge check.
6. Villainous Planeswalkers and Interplanar Threats: The Multiverse is full of dangers.
Consider including:
● Rival Planeswalkers: Other Planeswalkers with conflicting goals, or those who have
succumbed to corruption.
● Interplanar Entities: Creatures or forces that exist within or traverse the Blind Eternities,
posing threats to any plane they encounter (e.g., Slivers, Eldrazi, Phyrexians, or unique
entities created for the campaign).
● Planar Plagues: Diseases, curses, or magical blights that can spread across planes.
This Daggerheart campaign frame provides a solid foundation for a Magic: The Gathering
Multiverse adventure, allowing players to truly embody the unique power and responsibility of a
Planeswalker within the familiar Daggerheart system. Remember to encourage collaborative
storytelling and allow the players' choices to shape the destiny of the planes they visit!