YOU CAN ACT AT ANY TIME
PLAY ACTIONS Your turns aren’t fixed. You should act when it fits your character and the story. Follow
the narrative flow, jump in when it makes sense, and stay aware to share the Spotlight.
MAKING A MOVE
When you have the Spotlight, you can make a move to advance the story. The success or failure
of a move will depend on a roll or action based on the ability, item, or by the GM.
NON-COMBAT DURING COMBAT
These are ideas of moves that you can A move can be one large action, or a couple smaller actions below. Work with the GM
make outside of combat. and your table to decide what feels right and realistic in the moment.
• Talking to another character Attack Assist Assess
• Gather information • Attack with a weapon • Help an ally using Hope • Reason with the adversary
• Interacting with the environment • Attack with magic or an ability • Use a healing item or ability • Analyze an enemy
• Using a class feature or spell • Use an unarmed attack • Provide a tactical benefit • Investigate for information
• Approach a threatening presence • Use a magical item to damage • Use a magical item to help • Survey the environment
• Investigating something mysterious • Start a Tag Team Roll with Hope • Clear a Condition • Flee from a tough battle
Use Hope! You can also activate your class’s Hope Features, or add bonuses from related Experiences on any Action Roll.
MOVEMENT With Action Rolls Outside of Close Range OR Action Rolls
When you’re not in a dangerous or difficult In addition to your roll you If you want to move farther than Close
situations, you don’t need to worry about can move to a location within range, or you’re not already making an
how fast you move. However, when you’re Close range that is plausibly Action Roll, you’ll need to make a
under pressure, the following rules apply. easy to reach. successful Agility Roll to get there.
MELEE: You can touch them. VERY CLOSE: Reach them in moments. CLOSE: Across the room. FAR: Down the hall. VERY FAR: Down the street.
ACTION ROLLS ACTION ROLL RESULTS Using armor
On a Critical Success, you get what you want Your Armor Score is how many
Describe what you want to do and work and more! You gain a Hope and clear a Stress. Armor Slots you have available.
with the GM to determine whether a roll is
necessary to accomplish it. If it is... • On a success with Hope, you pull it off well Per (1) incoming attack, when
and get what you want. You gain a Hope. you take damage, you can only
mark (1) slot, and reduce the
• On a success with Fear, you succeed, but it has damage by a threshold level.
a price. The GM takes a turn and gains a Fear.
Decide which modifiers apply. Direct Damage is physical or magic damage that
Agility +1, Thief +2 Armor Slots can’t reduce.
• On a failure with Hope, things don’t go to plan,
• Usually Character Trait scores are added. but you earn a Hope. You probably don’t get what
• You can spend a Hope to add an Experience. you want, and there’s a cost. The GM takes a turn.
• You may have special features or items to add.
• You might gain Advantage or Disadvantage. • On a failure with Fear, things go very badly.
You probably don’t get what you want, and a USING HOPE
Advantage: Add 1d6 to your roll. major complication happens. The GM takes a You will gain Hope regularly, and it’s meant
Disadvantage: Subtract 1d6 from your roll.
turn and gains a Fear. to be used often. Here’s how you can use it...
Help an Ally and give Advantage
DAMAGE Spend (1) Hope to add an advantage die
6 12 You Hit an Enemy. Your damage dice come from to aid an ally’s roll. If the ally has multiple
sources of advantage, they only add the
your spell, weapon, or ability. With weapons, your
Proficiency tells you how many damage dice to roll. highest result to the roll.
Roll your Duality Dice and add them Roll these and then add your damage modifiers. Bolster Your Roll with Experience
together with all your modifiers from above. Spend (1) Hope to add a relevant
Critical Success! You hit with extra damage! Start
Experience to an action or a reaction roll.
6 6 with the max possible roll from your damage dice.
If more than one applies, you can spend
Then roll the dice normally and add that too. Add
your modifier at the end. additional Hope for each one.
“21 with Fear!” An Enemy Hits You. Check the damage total Initiate a Tag Team Roll
Tell the GM the total result and which against your thresholds, then mark the number of Once per session, you can spend (3) Hope
Duality Die rolled higher. Hit Points listed for that threshold. If you reduce to initiate a Tag Team Roll with another
the damage to 0 you don’t take HP. If you mark player. You combine your efforts in an
your last HP you must make a Death Move. exciting moment. These are powerful on
6 attack rolls, and can pay off big... or there
could be consequences if you fail.
Critical Success! REACTION ROLLS
6 When you roll the Duality Dice and both dice Reaction Rolls function like Action Rolls but they Activate a Hope Feature
roll the same number, that is a critical don’t create Hope, Fear, or GM Turns. Others can’t There are Hope Features on cards, and with
success. Gain a Hope and clear a Stress. help, but you can spend Hope to add a relevant your unique class. You can spend a range
Experience bonus. of Hope for a powerful or wise move.
Compiled by u/ @breezyb725 2025. This content references material from Daggerheart a registered trademark of Darrington Press 2025. This is for noncommercial use only and
not labeled for resale, retail or individual. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.
REFERENCE PLAYER Best Practices conditions
Hidden
→ Embrace danger. While out of sight of all foes you are Hidden. Rolls
→ Use your resources. against you have disadvantage. After making an
→ Tell the story. attack, or moving into sight, the condition is cleared.
FLOW OF PLAY → Discover your character.
Restrained
You can’t move until this condition is cleared, but
LISTEN. The GM paints the picture. Embrace Danger you can still take actions from your current position.
1 They describe where you are, what’s Along the way, you’ll face difficult choices and
Vulnerable
around you, who’s there, and any peril. It’s important to embrace danger as part
obvious dangers or details. of the game. Playing it safe, not taking risks, and You’re in a difficult position within the scene. All rolls
overthinking can often slow the game to a halt. targeting you have advantage until this is cleared.
ASK. Got any questions? Something
Use Your Resources
seem off? Ask anything you want to
2 know to help you decide what your
You’ll gain Hope often, so make sure to spend it.
Stress, Hit Points, and Armor come around less
character does next.
often, so they require a thoughtful approach. equipment
ACT. If it’s obvious, the GM fills you Tell The Story Equipping
in. If it’s not so simple, or something You are an equal partner in telling the story You “equip” items by adding them to the Active
alongside everyone else at the table. You should
3 you wouldn’t know easily, the GM
asks you to roll or take an action to guide your character along the story arc the best
sections of your character sheet. You can only
equip one Primary and Secondary item at a time.
find out. you can. And make sure to share the Spotlight.
Burden
Discover Your Character Weapons are one- or two-handed. You can’t equip
REACT. See what happens. Once It’s okay not to know everything about your
you roll or act, the GM tells you the more than you have free hands. Each player only
character when you start, because you’ll build
result and sets up your next choices; has two wielding limbs or hands at a given time.
on them throughout the game. Think of the
4 foes to fight, problems to solve, character creation as an ongoing process. Inventory
mysteries to chase, dangers to
You can't carry additional armor, but you may
dodge, whatever comes next.
carry two additional weapons (of any type).
WHAT IS FEAR?
RESTART. Rinse and repeat. This is a resource Swapping Out
the GM can use to
5 The scene has shifted, so the GM
describes the new situation and enhance the scene,
When you’re in danger, you can’t switch armor,
but you can spend 1 Stress to swap an Active
you start back at the top. create dramatic weapon with one from your Inventory. Outside of
tension, and raise danger, swap your equipment freely. Remember,
the stakes of the every piece of armor has its own Armor Slots.
story you’re telling.
HANDFUL BAG CHEST
= 10 COINS = 10 HANDFULS = 10 BAGS
Level 1 Tier 1 Levels 2-4 Tier 2 Levels 5-7 Tier 3 Levels 8-10 Tier 4
DOWNTIME
SHORT REST LONG REST
Downtime represents moments of respite within the An hour long stop to catch your breath. Over several hours, you make camp and get some rest.
perilous journey the characters are on together.
Though downtime is a chance to recover it’s also an Tend to Wounds: Describe how you hastily Tend All Wounds: Describe how you patch
opportunity for characters to have important scenes patch yourself up, then clear a number of Hit yourself up, then clear all Hit Points. You can do
with each other. Points equal to 1d4 + your tier. You can do this this to an ally instead.
to an ally instead.
During a rest each player can swap any domain Clear All Stress: Describe how you blow off steam
cards in their loadout for cards in their vault, then Clear Stress: Describe how you blow off steam or pull yourself together, then clear all Stress.
they can choose two or pull yourself together, then clear a number of
moves (or choose the Stress equal to 1d4 + your tier. Repair All Armor: Describe how you quickly repair
same move twice). your armor, then clear all Armor Slots. You can do
Repair Armor: Describe how you quickly repair this to an ally’s armor instead.
You can take up to (3)
your armor, then clear a number of Armor Slots
short rests before your Prepare: Describe how you prepare yourself for
equal to 1d4 + your tier. You can do this to an
next rest must be a the path ahead, then gain a Hope. If you choose to
ally’s armor instead.
long rest. Prepare with one or more members of your party,
Prepare: Describe how you prepare yourself for you each gain 2 Hope.
the path ahead, then gain a Hope. If you choose
to Prepare with one or more members of your Work on a Project: Establish or continue work on a
party, you each gain 2 Hope. project. The GM might ask for a roll to determine how
much to tick down the progress countdown.
•
Compiled by u/@breezyb725 2025. This content references material from Daggerheart a registered trademark of Darrington Press 2025. This is for noncommercial use only and not
labeled for resale, retail or individual. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.
death BLAZE OF GLORY: Succeed big and cross over. AVOID DEATH: Fall unconscious with consequences. RISK IT ALL: Take a gamble on life or death.
moves