Equipment¶
Source
Daggerheart System Reference Document 2.0, PDF pages 55–84. Public Game Content under the Darrington Press Community Gaming License; see Daggerheart SRD for the notice and how to cite. Text is machine-extracted; tables lost their columns. When it matters, the PDF wins.
SRD p. 55
Equipment¶
Your equipped weapons and armor are the ones listed in
the "Active Weapons" and "Active Armor" sections of your
character sheet. Your character can only attack with weapons,
benefit from armor, and gain features from items they have
equipped. You can't equip weapons or armor with a higher tier
than you.
PCs can carry up to two additional weapons in the "Inventory
Weapon" areas of the character sheet.
You can swap an Inventory Weapon with an Active Weapon at
no cost during a rest or moment of calm; otherwise, you must
mark a Stress to do so.
Your character can only have one Active Armor at a time.
They can't equip armor while in danger or under pressure;
otherwise, they can equip or unequip armor without cost.
Each armor has its own Armor Slots; if your character
unequips their armor, track how many of its Armor Slots are
marked. You can't carry armor in your inventory. When your
character equips or unequips armor, recalculate your damage
thresholds.
Weapons¶
All weapons have a tier, trait, range, damage die, damage
type, and burden. Some weapons also have a feature.
Category¶
Aweapon's category specifies whether it is a Primary or
Secondary weapon. Your character can only equip up to one
weapon of each category at a time.
Trait¶
Aweapon's trait specifies which trait to use when making an
attack roll with it.
Range¶
Aweapon's range specifies the maximum distance between
the attacker and their target when attacking with it.
Damage¶
Aweapon's damage indicates the size of the damage dice
you roll on a successful attack with it; you roll a number of
dice equal to your Proficiency. If the damage includes a flat
modifier, this number is added to the total damage rolled, but
is not altered or affected by Proficiency.
Damage Type¶
Aweapon's damage type indicates whether it deals physical or
magic damage. Weapons that deal magic damage can only be
wielded by characters with a Spellcast trait.
Burden¶
Aweapon's burden indicates how many hands it occupies
when equipped. Your character's maximum burden is 2 hands.
Feature¶
Aweapon's feature is a special rule that stays in effect while
the weapon is equipped.
You can throw an equipped weapon at a target within Very
Close range, making the attack roll with Finesse. On a
success, deal damage as usual for that weapon. Once thrown,
the weapon is no longer considered equipped. Until you
retrieve and re-equip it, you can't attack with it or benefit from
its features.
55
Daggerheart SRD
SRD p. 56
Primary Weapon Tables¶
Players can choose one Tier 1 primary weapon during character creation. The GM can make
other weapons available throughout the campaign as the PCs level up.
Tier 1 (Level 1)¶
Physical Weapons
Name Trait Range Damage Burden Feature
Broadsword Agility Melee d8 phy One-Handed Reliable: +1 to attack rolls
Katana Agility Melee d10+3 phy Two-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Longsword Agility Melee d10+3 phy Two-Handed -
Battleaxe Strength Melee d10+3 phy Two-Handed -
Brass Knuckles Strength Melee d8+1 phy One-Handed -
Greatsword Strength Melee d10+3 phy Two-Handed Massive: −1 to Evasion; on a successful attack, roll an
additional damage die and discard the lowest result.
Mace Strength Melee d8+1 phy One-Handed -
Warhammer Strength Melee d12+3 phy Two-Handed Heavy: −1 to Evasion
Dagger Finesse Melee d8+1 phy One-Handed -
Quarterstaff Instinct Melee d10+3 phy Two-Handed -
Cutlass Presence Melee d8+1 phy One-Handed -
Rapier Presence Melee d8 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Scimitar Presence Melee d8+1 phy One-Handed -
Twisted
Dagger
Knowledge Melee d8 phy One-Handed Piercing: Damage dealt with this weapon treats the
target's Major threshold as having a −2 penalty.
Halberd Strength Very Close d10+2 phy Two-Handed Cumbersome: −1 to Finesse
Spear Finesse Very Close d8+3 phy Two-Handed -
Whipsword Finesse Very Close d8 phy One-Handed Versatile: This weapon can also be used with these
statistics - Finesse, Melee, d10.
Rope Dart Instinct Close d6+1 phy Two-Handed -
Shortbow Agility Far d6+3 phy Two-Handed -
Crossbow Finesse Far d6+1 phy One-Handed -
Longbow Agility Very Far d8+3 phy Two-Handed Cumbersome: −1 to Finesse
Tier 1 (Level 1)¶
Magic Weapons
All magic weapons require a Spellcast trait
Name Trait Range Damage Burden Feature
Arcane
Gauntlets
Strength Melee d10+3 mag Two-Handed -
Brightsword Strength Melee d10+3 mag Two-Handed -
Hallowed Axe Strength Melee d8+1 mag One-Handed -
Shadowblade Presence Melee d8 phy/mag One-Handed Otherworldly: On a successful attack, you can deal
physical or magic damage.
Glowing Rings Agility Very Close d10+2 mag Two-Handed -
Hand Runes Instinct Very Close d10 mag One-Handed -
56
Daggerheart SRD
SRD p. 57
Name Trait Range Damage Burden Feature
Enchanted
Chakram
Finesse Close d6+1 mag One-Handed Ricochet: When you throw this weapon, it returns to
your hand. When you make an attack, you can mark
a Stress to target another creature within Very Close
range of the first target with that attack.
Returning
Blade
Finesse Close d8 mag One-Handed Returning: When this weapon is thrown within its
range, it appears in your hand immediately after the
attack.
Casting Dagger Instinct Close d6 mag One-Handed Versatile: This weapon can also be used with these
statistics - Instinct, Melee, d8.
Shortstaff Instinct Close d8+1 mag One-Handed -
Dualstaff Instinct Far d6+3 mag Two-Handed -
Scepter Presence Far d6 mag Two-Handed Versatile: This weapon can also be used with these
statistics - Presence, Melee, d8.
Runelock Pistol Knowledge Far d6+3 mag One-Handed Reloading: After you make an attack, roll a d6. On
a result of 1, you must mark a Stress to reload this
weapon before you can fire it again.
Wand Knowledge Far d6+1 mag One-Handed -
Arcane Rifle Agility Very Far d10+3 mag Two-Handed Aimed: Your attack has disadvantage if the target is
within Very Close range of you or within Melee range
of one of your allies. You can mark a Stress to ignore
this penalty.
Greatstaff Knowledge Very Far d6 mag Two-Handed Powerful: On a successful attack, roll an additional
damage die and discard the lowest result.
Tier 2 (Levels 2-4)¶
Physical Weapons
Name Trait Range Damage Burden Feature
Improved
Broadsword
Agility Melee d8+3 phy One-Handed Reliable: +1 to attack rolls
Improved
Katana
Agility Melee d10+6 phy Two-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Improved
Longsword
Agility Melee d10+6 phy Two-Handed -
Improved
Battleaxe
Strength Melee d10+6 phy Two-Handed -
Improved Brass
Knuckles
Strength Melee d8+4 phy One-Handed -
Improved
Greatsword
Strength Melee d10+6 phy Two-Handed Massive: −1 to Evasion; on a successful attack, roll
an additional damage die and discard the lowest
result.
Improved Mace Strength Melee d8+4 phy One-Handed -
Improved
Warhammer
Strength Melee d12+6 phy Two-Handed Heavy: −1 to Evasion
Improved
Dagger
Finesse Melee d8+4 phy One-Handed -
Improved
Quarterstaff
Instinct Melee d10+6 phy Two-Handed -
Improved
Cutlass
Presence Melee d8+4 phy One-Handed -
Improved
Rapier
Presence Melee d8+3 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Improved
Scimitar
Presence Melee d8+4 phy One-Handed -
57
Daggerheart SRD
SRD p. 58
Name Trait Range Damage Burden Feature
Improved
Twisted Dagger
Knowledge Melee d8+3 phy One-Handed Piercing: Damage dealt with this weapon treats the
target's Major threshold as having a −2 penalty.
Improved
Halberd
Strength Very Close d10+5 phy Two-Handed Cumbersome: −1 to Finesse
Improved Spear Finesse Very Close d8+6 phy Two-Handed -
Improved
Whipsword
Finesse Very Close d8+3 phy One-Handed Versatile: This weapon can also be used with these
statistics - Finesse, Melee, d10+3.
Improved Rope
Dart
Instinct Close d6+4 phy Two-Handed -
Improved
Shortbow
Agility Far d6+6 phy Two-Handed -
Improved
Crossbow
Finesse Far d6+4 phy One-Handed -
Improved
Longbow
Agility Very Far d8+6 phy Two-Handed Cumbersome: −1 to Finesse
Gilded Falchion Strength Melee d10+4 phy One-Handed Powerful: On a successful attack, roll an additional
damage die and discard the lowest result.
Knuckle Blades Strength Melee d10+6 phy Two-Handed Brutal: When you roll the maximum value on a
damage die, roll an additional damage die.
War Pick Strength Melee d8+3 phy One-Handed Deadly: When you deal Severe damage, the target
must mark an additional HP.
Cane Sword Finesse Melee d8+4 phy One-Handed Retractable: The blade can be hidden in the cane to
avoid detection.
Urok
Broadsword
Finesse Melee d8+3 phy One-Handed Deadly: When you deal Severe damage, the target
must mark an additional HP.
Bladed Fan Presence Melee d8+3 phy One-Handed Parry: When you are attacked, roll this weapon's
damage dice. If any of the attacker's damage dice
rolled the same value as your dice, the matching
results are discarded from the attacker's damage
dice before the damage you take is totaled.
Cyrurgien's
Scalpel
Knowledge Melee d8+3 phy One-Handed Scary: On a successful attack, the target must mark
a Stress.
Bladed Whip Agility Very Close d8+3 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Javelins Agility Very Close d6+6 phy One-Handed Stockpiled: You can throw this weapon at a target
within Far range by making an attack roll using
Agility without having to retrieve it, as you always
have another one on hand.
Steelforged
Halberd
Strength Very Close d8+4 phy Two-Handed Scary: On a successful attack, the target must mark
a Stress.
War Scythe Finesse Very Close d8+5 phy Two-Handed Reliable: +1 to attack rolls
Lance Instinct Very Close d10+5 phy Two-Handed Cumbersome: −1 to Finesse
Blunderbuss Finesse Close d8+6 phy Two-Handed Reloading: After you make an attack, roll a d6. On
a result of 1, you must mark a Stress to reload this
weapon before you can fire it again.
Greatbow Strength Far d6+6 phy Two-Handed Powerful: On a successful attack, roll an additional
damage die and discard the lowest result.
Finehair Bow Agility Very Far d6+5 phy Two-Handed Reliable: +1 to attack rolls
58
Daggerheart SRD
SRD p. 59
Tier 2 (Levels 2-4)¶
Magic Weapons
All magic weapons require a Spellcast trait
Name Trait Range Damage Burden Feature
Improved Arcane
Gauntlets
Strength Melee d10+6 mag Two-Handed -
Improved
Brightsword
Strength Melee d10+6 mag Two-Handed -
Improved
Hallowed Axe
Strength Melee d8+4 mag One-Handed -
Improved
Shadowblade
Presence Melee d8+3
phy/mag
One-Handed Otherworldly: On a successful attack, you can
deal physical or magic damage.
Improved
Glowing Rings
Agility Very Close d10+5 mag Two-Handed -
Improved Hand
Runes
Instinct Very Close d10+3 mag One-Handed -
Improved
Enchanted
Chakram
Finesse Close d6+4 mag One-Handed Ricochet: When you throw this weapon, it returns
to your hand. When you make an attack, you can
mark a Stress to target another creature within
Very Close range of the first target with that
attack.
Improved
Returning Blade
Finesse Close d8+3 mag One-Handed Returning: When this weapon is thrown within its
range, it appears in your hand immediately after
the attack.
Improved
Casting Dagger
Instinct Close d6+3 mag One-Handed Versatile: This weapon can also be used with
these statistics - Instinct, Melee, d8+3.
Improved
Shortstaff
Instinct Close d8+4 mag One-Handed -
Improved
Dualstaff
Instinct Far d6+6 mag Two-Handed -
Improved
Scepter
Presence Far d6+3 mag Two-Handed Versatile: This weapon can also be used with
these statistics - Presence, Melee, d8+3.
Improved
Runelock Pistol
Knowledge Far d6+6 mag One-Handed Reloading: After you make an attack, roll a d6. On
a result of 1, you must mark a Stress to reload
this weapon before you can fire it again.
Improved Wand Knowledge Far d6+4 mag One-Handed -
Improved Arcane
Rifle
Agility Very Far d10+6 mag Two-Handed Aimed: Your attack has disadvantage if the target
is within Very Close range of you or within Melee
range of one of your allies. You can mark a Stress
to ignore this penalty.
Improved
Greatstaff
Knowledge Very Far d6+3 mag Two-Handed Powerful: On a successful attack, roll an
additional damage die and discard the lowest
result.
Ego Blade Agility Melee d12+4 mag One-Handed Pompous: You must have a Presence of 0 or lower
to use this weapon.
Casting Sword Strength Melee d10+4 mag Two-Handed Versatile: This weapon can also be used with
these statistics - Knowledge, Far, d6+3.
Enchanted
Shillelagh
Strength Melee d8+3 mag One-Handed Protective: +1 to your Armor Score
Devouring
Dagger
Finesse Melee d8+4 mag One-Handed Scary: On a successful attack, the target must
mark a Stress.
Displacement
Razor
Finesse Melee d8+3 mag Two-Handed Omnipresent: You can make attacks against
targets within Very Far range, but must do so
with disadvantage.
59
Daggerheart SRD
SRD p. 60
Name Trait Range Damage Burden Feature
Hammer of Exota Instinct Melee d8+6 mag Two-Handed Eruptive: On a successful attack against a
target within Melee range, all other adversaries
within Very Close range must succeed on a
reaction roll (14) or take half damage.
Spellbound
Bangles
Knowledge Melee d10+6 mag Two-Handed -
Fury Gem Instinct Close d8+3 mag One-Handed Burning: When you roll the maximum result on a
damage die, the target must mark a Stress.
Enchanted Lute Presence Close d8+3 mag Two-Handed Invigorating: On a successful attack, roll a d4. On
a result of 4, clear a Stress.
Splintershaft
Bow
Agility Far d6+6 mag Two-Handed Volleyed: Spend a Hope to target a group of
creatures within range. Targets you succeed
against take half damage.
Yutari Bloodbow Finesse Far d6+4 mag Two-Handed Brutal: When you roll the maximum value on a
damage die, roll an additional damage die.
Elder Bow Instinct Far d6+4 mag Two-Handed Powerful: On a successful attack, roll an
additional damage die and discard the lowest
result.
Scepter of Elias Presence Far d6+3 mag One-Handed Invigorating: On a successful attack, roll a d4. On
a result of 4, clear a Stress.
Wand of
Enthrallment
Presence Far d6+4 mag One-Handed Persuasive: Before you make a Presence Roll,
you can mark a Stress to gain a +2 bonus to the
result.
Keeper's Staff Knowledge Far d6+4 mag Two-Handed Reliable: +1 to attack rolls
Tier 3 (Levels 5-7)¶
Physical Weapons
Name Trait Range Damage Burden Feature
Advanced
Broadsword
Agility Melee d8+6 phy One-Handed Reliable: +1 to attack rolls
Advanced
Katana
Agility Melee d10+9 phy Two-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Advanced
Longsword
Agility Melee d10+9 phy Two-Handed -
Advanced
Battleaxe
Strength Melee d10+9 phy Two-Handed -
Advanced
Brass Knuckles
Strength Melee d8+7 phy One-Handed -
Advanced
Greatsword
Strength Melee d10+9 phy Two-Handed Massive: −1 to Evasion; on a successful attack, roll
an additional damage die and discard the lowest
result.
Advanced
Mace
Strength Melee d8+7 phy One-Handed -
Advanced
Warhammer
Strength Melee d12+9 phy Two-Handed Heavy: −1 to Evasion
Advanced
Dagger
Finesse Melee d8+7 phy One-Handed -
Advanced
Quarterstaff
Instinct Melee d10+9 phy Two-Handed -
Advanced
Cutlass
Presence Melee d8+7 phy One-Handed -
Advanced
Rapier
Presence Melee d8+6 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
60
Daggerheart SRD
SRD p. 61
Name Trait Range Damage Burden Feature
Advanced
Scimitar
Presence Melee d8+7 phy One-Handed -
Advanced
Twisted
Dagger
Knowledge Melee d8+6 phy One-Handed Piercing: Damage dealt with this weapon treats the
target's Major threshold as having a −2 penalty.
Advanced
Halberd
Strength Very Close d10+8 phy Two-Handed Cumbersome: −1 to Finesse
Advanced
Spear
Finesse Very Close d8+9 phy Two-Handed -
Advanced
Whipsword
Finesse Very Close d8+6 phy One-Handed Versatile: This weapon can also be used with these
statistics - Finesse, Melee, d10+6.
Advanced
Rope Dart
Instinct Close d6+7 phy Two-Handed -
Advanced
Shortbow
Agility Far d6+9 phy Two-Handed -
Advanced
Crossbow
Finesse Far d6+7 phy One-Handed -
Advanced
Longbow
Agility Very Far d8+9 phy Two-Handed Cumbersome: −1 to Finesse
Flickerfly Blade Agility Melee d8+5 phy One-Handed Sharpwing: Gain a bonus to your damage rolls equal
to your Agility.
Blitz Hammer Strength Melee d10+7 phy Two-Handed Accelerator: Once per scene, mark a Stress to move
to Far range then make an attack. Gain a +1 bonus
to your Proficiency on this attack.
Bravesword Strength Melee d12+7 phy Two-Handed Brave: −1 to Evasion; +3 to Severe damage
threshold
Hammer of
Wrath
Strength Melee d10+7 phy Two-Handed Devastating: Before you make an attack roll, you
can mark a Stress to use a d20 as your damage die.
Labrys Axe Strength Melee d10+7 phy Two-Handed Protective: +1 to Armor Score
Platinum Estoc Finesse Melee d8+7 phy One-Handed Piercing: Damage dealt with this weapon treats the
target's Major threshold as having a −2 penalty.
Meridian
Cutlass
Presence Melee d10+5 phy One-Handed Dueling: When there are no other creatures within
Close range of the target, gain advantage on your
attack roll against them.
Retractable
Saber
Presence Melee d10+7 phy One-Handed Retractable: The blade can be hidden in the hilt to
avoid detection.
Double Flail Agility Very Close d10+8 phy Two-Handed Powerful: On a successful attack, roll an additional
damage die and discard the lowest result.
Soldier's Pike Agility Very Close d10+5 phy Two-Handed Braced: When an adversary within this weapon's
range deals damage to you, you can mark 2 Stress
to force them to mark a Hit Point.
Chained
Scythe
Instinct Very Close d10+5 phy Two-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Singing Sword Presence Very Close d8+5 phy One-Handed Bolstering: When you critically succeed on an
attack, all PCs within Close range gain a Hope.
Talon Blades Finesse Close d10+7 phy Two-Handed Brutal: When you roll the maximum value on a
damage die, roll an additional damage die.
Bladed Star Knowledge Close d8+7 phy One-Handed Rebounding: When you throw this weapon, it
returns to your hand. On a failed attack, you can
reroll your attack with disadvantage.
Black Powder
Revolver
Finesse Far d6+8 phy One-Handed Reloading: After you make an attack, roll a d6. On
a result of 1, you must mark a Stress to reload this
weapon before you can fire it again.
Spiked Bow Agility Very Far d6+7 phy Two-Handed Versatile: This weapon can also be used with these
statistics - Agility, Melee, d10+5.
61
Daggerheart SRD
SRD p. 62
Tier 3 (Levels 5-7)¶
Magic Weapons
All magic weapons require a Spellcast trait
Name Trait Range Damage Burden Feature
Advanced
Arcane
Gauntlets
Strength Melee d10+9 mag Two-Handed -
Advanced
Brightsword
Strength Melee d10+9 mag Two-Handed -
Advanced
Hallowed Axe
Strength Melee d8+7 mag One-Handed -
Advanced
Shadowblade
Presence Melee d8+6
phy/mag
One-Handed Otherworldly: On a successful attack, you can deal
physical or magic damage.
Advanced
Glowing Rings
Agility Very Close d10+8 mag Two-Handed -
Advanced
Hand Runes
Instinct Very Close d10+6 mag One-Handed -
Advanced
Enchanted
Chakram
Finesse Close d6+7 mag One-Handed Ricochet: When you throw this weapon, it returns
to your hand. When you make an attack, you can
mark a Stress to target another creature within Very
Close range of the first target with that attack.
Advanced
Returning
Blade
Finesse Close d8+6 mag One-Handed Returning: When this weapon is thrown within its
range, it appears in your hand immediately after the
attack.
Advanced
Casting
Dagger
Instinct Close d6+6 mag One-Handed Versatile: This weapon can also be used with these
statistics - Instinct, Melee, d8+6.
Advanced
Shortstaff
Instinct Close d8+7 mag One-Handed -
Advanced
Dualstaff
Instinct Far d6+9 mag Two-Handed -
Advanced
Scepter
Presence Far d6+6 mag Two-Handed Versatile: This weapon can also be used with these
statistics - Presence, Melee, d8+4.
Advanced
Runelock
Pistol
Knowledge Far d6+9 mag One-Handed Reloading: After you make an attack, roll a d6. On
a result of 1, you must mark a Stress to reload this
weapon before you can fire it again.
Advanced
Wand
Knowledge Far d6+7 mag One-Handed -
Advanced
Arcane Rifle
Agility Very Far d10+9 mag Two-Handed Aimed: Your attack has disadvantage if the target
is within Very Close range of you or within Melee
range of one of your allies. You can mark a Stress to
ignore this penalty.
Advanced
Greatstaff
Knowledge Very Far d6+6 mag Two-Handed Powerful: On a successful attack, roll an additional
damage die and discard the lowest result.
Rocket Maul Strength Melee d10+7 mag Two-Handed Concussive: On a successful attack, you can spend a
Hope to knock the target back to Far range.
Crystal Spear Finesse Very Close d10+6 mag One-Handed Piercing: Damage dealt with this weapon treats the
target's Major threshold as having a −2 penalty.
Arc Wand Presence Close d8+6 mag One-Handed Bouncing: Mark any number of Stress to target that
many additional creatures in range of the attack.
Rime Scepter Knowledge Close d8+6 mag One-Handed Freezing: When an attack from this weapon causes
a target to mark 2 or more HP, they become
temporarily Restrained.
62
Daggerheart SRD
SRD p. 63
Name Trait Range Damage Burden Feature
Gunblade Agility Far d6+6 mag One-Handed Versatile: This weapon can also be used with these
statistics - Agility, Melee, d8+6 phy.
Staff of Augma Instinct Far d6+7 mag One-Handed Catalytic: On a successful attack, you can mark a
Stress to give an ally within Close range a +3 bonus
to their next attack roll.
Tier 4 (Levels 8-10)¶
Physical Weapons
Name Trait Range Damage Burden Feature
Legendary
Broadsword
Agility Melee d8+9 phy One-Handed Reliable: +1 to attack rolls
Legendary Katana Agility Melee d10+12 phy Two-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Legendary
Longsword
Agility Melee d10+12 phy Two-Handed -
Legendary Battleaxe Strength Melee d10+12 phy Two-Handed -
Legendary Brass
Knuckles
Strength Melee d8+10 phy One-Handed -
Legendary
Greatsword
Strength Melee d10+12 phy Two-Handed Massive: −1 to Evasion; on a successful attack,
roll an additional damage die and discard the
lowest result.
Legendary Mace Strength Melee d8+10 phy One-Handed -
Legendary
Warhammer
Strength Melee d12+12 phy Two-Handed Heavy: −1 to Evasion
Legendary Dagger Finesse Melee d8+10 phy One-Handed -
Legendary
Quarterstaff
Instinct Melee d10+12 phy Two-Handed -
Legendary Cutlass Presence Melee d8+10 phy One-Handed -
Legendary Rapier Presence Melee d8+9 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Legendary Scimitar Presence Melee d8+10 phy One-Handed -
Legendary Twisted
Dagger
Knowledge Melee d8+9 phy One-Handed Piercing: Damage dealt with this weapon treats
the target's Major threshold as having a −2
penalty.
Legendary Halberd Strength Very Close d10+11 phy Two-Handed Cumbersome: −1 to Finesse
Legendary Spear Finesse Very Close d8+12 phy Two-Handed -
Legendary
Whipsword
Finesse Very Close d8+9 phy One-Handed Versatile: This weapon can also be used with
these statistics - Finesse, Melee, d10+9.
Legendary Rope Dart Instinct Close d6+10 phy Two-Handed -
Legendary Shortbow Agility Far d6+12 phy Two-Handed -
Legendary Crossbow Finesse Far d6+10 phy One-Handed -
Legendary Longbow Agility Very Far d8+12 phy Two-Handed Cumbersome: −1 to Finesse
Dual-Ended Sword Agility Melee d10+9 phy Two-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Impact Gauntlet Strength Melee d10+11 phy One-Handed Concussive: On a successful attack, you can
spend a Hope to knock the target back to Far
range.
Sledge Axe Strength Melee d12+13 phy Two-Handed Destructive: −1 to Agility; on a successful attack,
all adversaries within Very Close range must mark
a Stress.
63
Daggerheart SRD
SRD p. 64
Name Trait Range Damage Burden Feature
Curved Dagger Finesse Melee d8+9 phy One-Handed Serrated: When you roll a 1 on a damage die, it
deals 8 damage instead.
Severed Dragon Claw Instinct Melee d10+11 phy One-Handed Destructive: −1 to Agility; on a successful attack,
all adversaries within Very Close range must mark
a Stress.
Infinite Staff Presence Melee d10+9 phy Two-Handed Extending: You can increase the range of this
weapon up to Very Far. You gain a −1 penalty to
attack rolls for each step you increase the range
by (such as Melee to Very Close, Very Close to
Close, or Close to Far).
Bec de Corbin Agility Very Close d10+9 phy Two-Handed Devastating: Before you make an attack roll, you
can mark a Stress to use a d20 as your damage
die.
Extended Polearm Finesse Very Close d8+10 phy Two-Handed Long: This weapon's attack targets all adversaries
in a line within range.
Swinging Ropeblade Presence Close d8+9 phy Two-Handed Grappling: On a successful attack, you can spend
a Hope to Restrain the target or pull them into
Melee range with you.
Black Powder
Serpentine
Strength Far d8+12 phy Two-Handed Incendiary: −1 to Agility; on a successful attack,
all creatures within Very Close range of the target
must mark a Hit Point.
Ricochet Axes Agility Far d6+11 phy Two-Handed Bouncing: Mark 1 or more Stress to hit that many
targets in range of the attack.
Aantari Bow Finesse Far d6+11 phy Two-Handed Reliable: +1 to attack rolls
Clockwork Crossbow Finesse Far d6+11 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Arquebus Knowledge Far d8+10 phy Two-Handed Reloading: After you make an attack, roll a d6. On
a result of 1, you must mark a Stress to reload
this weapon before you can fire it again.
Hand Cannon Finesse Very Far d6+12 phy One-Handed Reloading: After you make an attack, roll a d6. On
a 1, you must mark a Stress to reload this weapon
before you can fire it again.
Tier 4 (Levels 8-10)¶
Magic Weapons
All magic weapons require a Spellcast trait
Name Trait Range Damage Burden Feature
Legendary
Arcane Gauntlets
Strength Melee d10+12 mag Two-Handed -
Legendary
Brightsword
Strength Melee d10+12 mag Two-Handed -
Legendary
Hallowed Axe
Strength Melee d8+10 mag One-Handed -
Legendary
Shadowblade
Presence Melee d8+9
phy/mag
One-Handed Otherworldly: On a successful attack, you can
deal physical or magic damage.
Legendary
Glowing Rings
Agility Very Close d10+11 mag Two-Handed -
Legendary Hand
Runes
Instinct Very Close d10+9 mag One-Handed -
64
Daggerheart SRD
SRD p. 65
Name Trait Range Damage Burden Feature
Legendary
Enchanted
Chakram
Finesse Close d6+10 mag One-Handed Ricochet: When you throw this weapon, it returns
to your hand. When you make an attack, you can
mark a Stress to target another creature within
Very Close range of the first target with that
attack.
Legendary
Returning Blade
Finesse Close d8+9 mag One-Handed Returning: When this weapon is thrown within its
range, it appears in your hand immediately after
the attack.
Legendary
Casting Dagger
Instinct Close d6+9 mag One-Handed Versatile: This weapon can also be used with
these statistics - Instinct, Melee, d8+9.
Legendary
Shortstaff
Instinct Close d8+10 mag One-Handed -
Legendary
Dualstaff
Instinct Far d8+12 mag Two-Handed -
Legendary
Scepter
Presence Far d6+9 mag Two-Handed Versatile: This weapon can also be used with
these statistics - Presence, Melee, d8+6.
Legendary
Runelock Pistol
Knowledge Far d6+12 mag One-Handed Reloading: After you make an attack, roll a d6. On
a result of 1, you must mark a Stress to reload
this weapon before you can fire it again.
Legendary Wand Knowledge Far d6+10 mag One-Handed -
Legendary
Arcane Rifle
Agility Very Far d10+12 mag Two-Handed Aimed: Your attack has disadvantage if the target
is within Very Close range of you or within Melee
range of one of your allies. You can mark a Stress
to ignore this penalty.
Legendary
Greatstaff
Knowledge Very Far d6+9 mag Two-Handed Powerful: On a successful attack, roll an
additional damage die and discard the lowest
result.
Starmetal Blade Agility Melee d8+10 mag One-Handed Serrated: When you roll a 1 on a damage die, it
deals 8 damage instead.
Sword of Light &
Flame
Strength Melee d10+11 mag Two-Handed Hot: This weapon cuts through solid material.
Adder's Fang Finesse Melee d8+9 mag One-Handed Venomous: When you deal Major or greater
damage with this weapon, the target becomes
temporarily Vulnerable.
Demon's Edge Presence Melee d8+10 mag One-Handed Disturbing: When you defeat a creature with this
weapon, all adversaries within Close range must
mark a Stress.
Siphoning
Gauntlets
Presence Melee d10+9 mag Two-Handed Lifestealing: On a successful attack, roll a d6. On
a result of 6, clear a Hit Point or clear a Stress.
Midas Scythe Knowledge Melee d10+9 mag Two-Handed Greedy: Spend a handful of gold to gain a +1
bonus to your Proficiency on a damage roll.
Storm God's
Greataxe
Strength Very Close d10+9 mag Two-Handed Bouncing: Mark any number of Stress to target
that many additional creatures in range of the
attack.
Ethereal
Zweihänder
Instinct Very Close d10+9 mag Two-Handed Ethereal: You must mark a Stress to conjure this
weapon. It lasts until the end of the scene.
Floating
Bladeshards
Instinct Close d8+9 mag One-Handed Powerful: On a successful attack, roll an
additional damage die and discard the lowest
result.
Bloodstaff Instinct Far d20+7 mag Two-Handed Painful: Each time you make a successful attack,
you must mark a Stress.
Thistlebow Instinct Far d6+13 mag Two-Handed Reliable: +1 to attack rolls
65
Daggerheart SRD
SRD p. 66
Name Trait Range Damage Burden Feature
Gravity Arbalest Knowledge Far d8+6 mag Two-Handed Magnetic: When you make an attack with this
weapon, you can spend a Hope to force all
adversaries within Very Close range of the target
to make a Reaction Roll (16). Creatures who fail
must mark a Stress and are pulled into Melee
range of the target.
Wand of Essek Knowledge Far d8+13 mag One-Handed Timebending: You can choose the target of your
attack after making your attack roll.
Magus Revolver Finesse Very Far d6+13 mag One-Handed Reloading: After you make an attack, roll a d6. On
a result of 1, you must mark a Stress to reload
this weapon before you can fire it again.
Fusion Gloves Knowledge Very Far d6+9 mag Two-Handed Bonded: Gain a bonus to your damage rolls equal
to your level.
Secondary Weapon Tables¶
Players can choose one Tier 1 secondary weapon during character creation. The GM can make
other weapons available throughout the campaign as the PCs level up.
Tier 1 (Level 1)¶
Name Trait Range Damage Burden Feature
Hatchet Agility Melee d8 phy One-Handed Follow-Up: On a successful attack with your primary
weapon within Melee range, you can mark a Stress to gain
a +1 bonus to your Proficiency for this attack.
Shortsword Agility Melee d8 phy One-Handed Paired: +2 to primary weapon damage to targets within
Melee range
Offhand Brass
Knuckles
Strength Melee d8 phy One-Handed Paired: +2 to primary weapon damage to targets within
Melee range
Round Shield Strength Melee d4 phy One-Handed Protective: +1 to Armor Score
Tower Shield Strength Melee d6 phy One-Handed Barrier: +2 to Armor Score; −1 to Evasion
Small Dagger Finesse Melee d8 phy One-Handed Paired: +2 to primary weapon damage to targets within
Melee range
Throwing
Knives
Finesse Melee d8 phy One-Handed Stockpiled: You can throw this weapon within Close range
by making an attack roll using Finesse. You don't have to
retrieve it, as you always have another on hand.
Fighting Cloak Presence Melee d4 phy One-Handed Padded: +2 to damage thresholds
Rune Shield Knowledge Melee d4 mag One-Handed Protective: +1 to Armor Score
Focus Runes Instinct Very Close d6 mag One-Handed Focused: +1 to primary weapon damage to targets within
Very Close range
Whip Presence Very Close d6 phy One-Handed Startling: Mark a Stress to crack the whip and force all
adversaries within Melee range back to Close range.
Grappler Finesse Close d6 phy One-Handed Hooked: On a successful attack, you can pull the target
into Melee range.
Hand
Crossbow
Finesse Far d6+1 phy One-Handed -
66
Daggerheart SRD
SRD p. 67
Tier 2 (Levels 2-4)¶
Name Trait Range Damage Burden Feature
Improved
Hatchet
Agility Melee d8+2 phy One-Handed Follow-Up: On a successful attack with your primary
weapon within Melee range, you can mark a Stress to gain
a +1 bonus to your Proficiency for this attack.
Improved
Shortsword
Agility Melee d8+2 phy One-Handed Paired: +3 to primary weapon damage to targets within
Melee range
Improved
Offhand Brass
Knuckles
Strength Melee d8+2 phy One-Handed Paired: +3 to primary weapon damage to targets within
Melee range
Improved
Round Shield
Strength Melee d4+2 phy One-Handed Protective: +2 to Armor Score
Improved
Tower Shield
Strength Melee d6+2 phy One-Handed Barrier: +3 to Armor Score; −1 to Evasion
Improved
Small Dagger
Finesse Melee d8+2 phy One-Handed Paired: +3 to primary weapon damage to targets within
Melee range
Improved
Throwing
Knives
Finesse Melee d8+2 phy One-Handed Stockpiled: You can throw this weapon within Close range
by making an attack roll using Finesse. You don't have to
retrieve it, as you always have another on hand.
Improved
Fighting Cloak
Presence Melee d4+2 phy One-Handed Padded: +3 to damage thresholds
Improved
Rune Shield
Knowledge Melee d4+2 mag One-Handed Protective: +2 to Armor Score
Improved
Focus Runes
Instinct Very Close d6+2 mag One-Handed Focused: +1 to primary weapon damage to targets within
Very Close range
Improved
Whip
Presence Very Close d6+2 phy One-Handed Startling: Mark a Stress to crack the whip and force all
adversaries within Melee range back to Close range.
Improved
Grappler
Finesse Close d6+2 phy One-Handed Hooked: On a successful attack, you can pull the target
into Melee range.
Improved
Hand
Crossbow
Finesse Far d6+3 phy One-Handed -
Collapsible
Baton
Strength Melee d8 phy One-Handed Nonlethal: When a target would mark any number of Hit
Points from an attack with this weapon, they mark an
equal number of Stress instead.
Spiked Shield Strength Melee d6+2 phy One-Handed Double Duty: +1 to Armor Score; +1 to primary weapon
damage within Melee range
Parrying
Dagger
Finesse Melee d6+2 phy One-Handed Parry: When you are attacked, roll this weapon's damage
dice. If any of the attacker's damage dice rolled the same
value as your dice, the matching results are discarded
from the attacker's damage dice before the damage you
take is totaled.
Eldritch
Vambrace
Instinct Melee d8 mag One-Handed Deflecting: When you are attacked, you can mark an
Armor Slot to gain a bonus to your Evasion equal to your
Armor Score against the attack.
Segmented
Staff
Agility Very Close d6+4 phy One-Handed Double Duty: +1 to Armor Score; +1 to primary weapon
damage within Melee range
Razor Wire Finesse Very Close d6+3 phy One-Handed Entangling: On a successful attack with your primary
weapon against a target within Very Close range, you can
spend a Hope to make the target temporarily Vulnerable.
Returning Axe Agility Close d6+4 phy One-Handed Returning: When this weapon is thrown within its range, it
appears in your hand immediately after the attack.
67
Daggerheart SRD
SRD p. 68
Tier 3 (Levels 5-7)¶
Name Trait Range Damage Burden Feature
Advanced
Hatchet
Agility Melee d8+4 phy One-Handed Follow-Up: On a successful attack with your primary
weapon within Melee range, you can mark a Stress to gain
a +1 bonus to your Proficiency for this attack.
Advanced
Shortsword
Agility Melee d8+4 phy One-Handed Paired: +4 to primary weapon damage to targets within
Melee range
Advanced
Offhand
Brass
Knuckles
Strength Melee d8+4 phy One-Handed Paired: +4 to primary weapon damage to targets within
Melee range
Advanced
Round Shield
Strength Melee d4+4 phy One-Handed Protective: +3 to Armor Score
Advanced
Tower Shield
Strength Melee d6+4 phy One-Handed Barrier: +4 to Armor Score; −1 to Evasion
Advanced
Small Dagger
Finesse Melee d8+4 phy One-Handed Paired: +4 to primary weapon damage to targets within
Melee range
Advanced
Throwing
Knives
Finesse Melee d8+4 phy One-Handed Stockpiled: You can throw this weapon within Close range
by making an attack roll using Finesse. You don't have to
retrieve it, as you always have another on hand.
Advanced
Fighting
Cloak
Presence Melee d4+4 phy One-Handed Padded: +4 to damage thresholds
Advanced
Rune Shield
Knowledge Melee d4+4 mag One-Handed Protective: +3 to Armor Score
Advanced
Focus Runes
Instinct Very Close d6+4 mag One-Handed Focused: +1 to primary weapon damage to targets within
Very Close range
Advanced
Whip
Presence Very Close d6+4 phy One-Handed Startling: Mark a Stress to crack the whip and force all
adversaries within Melee range back to Close range.
Advanced
Grappler
Finesse Close d6+4 phy One-Handed Hooked: On a successful attack, you can pull the target
into Melee range.
Advanced
Hand
Crossbow
Finesse Far d6+5 phy One-Handed -
Buckler Agility Melee d4+4 phy One-Handed Deflecting: When you are attacked, you can mark an
Armor Slot to gain a bonus to your Evasion equal to your
available Armor Score against the attack.
Tinker's
Hammer
Strength Melee d8+4 phy One-Handed Trusty: +1 to attack rolls made with your primary weapon
Vorpal Shard Knowledge Melee d4 mag One-Handed Targeted: When you fail a weapon attack, you can spend a
Hope to succeed on your next weapon attack.
Soul Chain Presence Very Close d6+5 mag One-Handed Draining: On a successful attack, you can spend a Hope
to force the target to mark a Stress. If they do, you clear
a Stress.
Powered
Gauntlet
Knowledge Close d6+4 phy One-Handed Charged: Mark a Stress to gain a +1 bonus to your
Proficiency on a primary weapon attack.
War Dart Agility Far d6+5 phy One-Handed Versatile: This weapon can also be used with these
statistics - Agility, Melee, d8+5.
Hand Sling Finesse Very Far d6+4 phy One-Handed Versatile: This weapon can also be used with these
statistics - Finesse, Close, d8+4.
68
Daggerheart SRD
SRD p. 69
Tier 4 (Levels 8-10)¶
Name Trait Range Damage Burden Feature
Legendary
Hatchet
Agility Melee d8+6 phy One-Handed Follow-Up: On a successful attack with your primary
weapon within Melee range, you can mark a Stress to gain
a +1 bonus to your Proficiency for this attack.
Legendary
Shortsword
Agility Melee d8+6 phy One-Handed Paired: +5 to primary weapon damage to targets within
Melee range
Legendary
Offhand Brass
Knuckles
Strength Melee d8+6 phy One-Handed Paired: +5 to primary weapon damage to targets within
Melee range
Legendary
Round Shield
Strength Melee d4+6 phy One-Handed Protective: +4 to Armor Score
Legendary
Tower Shield
Strength Melee d6+6 phy One-Handed Barrier: +5 to Armor Score; −1 to Evasion.
Legendary
Small Dagger
Finesse Melee d8+6 phy One-Handed Paired: +5 to primary weapon damage to targets within
Melee range
Legendary
Throwing
Knives
Finesse Melee d8+6 phy One-Handed Stockpiled: You can throw this weapon within Close range
by making an attack roll using Finesse. You don't have to
retrieve it, as you always have another on hand.
Legendary
Fighting
Cloak
Presence Melee d4+6 phy One-Handed Padded: +5 to damage thresholds
Legendary
Rune Shield
Knowledge Melee d4+6 mag One-Handed Protective: +4 to Armor Score
Legendary
Focus Runes
Instinct Very Close d6+6 mag One-Handed Focused: +1 to primary weapon damage to targets within
Very Close range
Legendary
Whip
Presence Very Close d6+6 phy One-Handed Startling: Mark a Stress to crack the whip and force all
adversaries within Melee range back to Close range.
Legendary
Grappler
Finesse Close d6+6 phy One-Handed Hooked: On a successful attack, you can pull the target
into Melee range.
Legendary
Hand
Crossbow
Finesse Far d6+7 phy One-Handed -
Braveshield Agility Melee d4+6 phy One-Handed Sheltering: When you mark an Armor Slot, it reduces
damage for you and all allies within Melee range of you
who took the same damage.
Knuckle
Claws
Strength Melee d6+8 phy One-Handed Doubled Up: When you make an attack with your primary
weapon, you can deal damage to another target within
Melee range.
Void Needle Finesse Melee d4+6 phy One-Handed Inverted: When you roll a weapon attack with Fear, you
gain a Hope.
Echo Blade Presence Melee d4+6 mag One-Handed Doubled Up: When you succeed on an attack with your
primary weapon, you can deal damage to another target
within Melee range.
Möbius Orb Knowledge Melee d8+6 mag One-Handed Recursive: When you roll the maximum value on a damage
die, roll an additional damage die and add the result to the
total damage. This feature can trigger repeatedly.
Primer Shard Instinct Very Close d4 phy One-Handed Locked On: On a successful attack, your next attack
against the same target with your primary weapon
automatically succeeds.
Blackblood
Tendril
Instinct Close d6+8 mag One-Handed Poisonous: When a target marks any number of Hit Points
from an attack you rolled with Fear, they mark an equal
number of Stress.
69
Daggerheart SRD
SRD p. 70
Combat Wheelchair
By Mark Thompson
The combat wheelchair is a ruleset designed to help you play a wheelchair user in Daggerheart. This section provides mechanics
and narrative guidance for you to work from, but feel free to adapt the flavor text to best suit your character. Have fun with your
character's wheelchair design, and make it as unique or tailored to them as you please.
Action and Movement¶
When describing how your character moves, you can use
descriptions such as the following:
- "Iroll over to the door to see if it's open."
- "Iwheel myself over to the group to ask what's going on."
- "Ipull my brakes and skid to a halt, turning in my seat to
level my bow at the intruder."
Consequences¶
Here are some ways you might describe complications you
encounter when your character uses their wheelchair:
"Ipull my brakes, but Idon't think to account for the loose
gravel on the ground."
"Ihit a patch of ice awkwardly and am sent skidding out
past my target."
"Igo to push off in pursuit, but one of my front caster
wheels snags on a crack in the pavement, stalling me for a
moment."
GMs should avoid breaking a character's wheelchair or
otherwise removing it from play as a consequence, unless
everyone at the table, especially the wheelchair user's player,
gives their approval.
Evasion¶
Your character is assumed to be skilled in moving their
wheelchair and navigating numerous situations in it. As a
result, the only wheelchair that gives a penalty to a PC's
Evasion is the Heavy Frame model.
Burden¶
All wheelchairs can be maneuvered using one or two hands
outside of combat. However, when being used as a weapon,
the chair is restricted to requiring one or two hands to
perform attacks, depending on the model you've chosen. If
you're playing a character who has limited to no mobility in
their arms, their wheelchair can be attuned to them by magical
means. For example, your character might use a psychic link
to guide the chair around like a pseudo-electric wheelchair. All
the rules presented here can be tailored and adapted to any
character's needs.
Choosing Your Model¶
All combat wheelchairs are equipped as Primary Weapons.
There are three models of wheelchair available: light, heavy,
and arcane. You're encouraged to consider the type of
character you're playing and the class they belong to, then
choose the model that best matches that character concept.
Light Frame Models
Though tough, these wheelchairs have light frames that allow the chair to move with your character in more acrobatic ways.
These models are best suited to adventurers who rely on speed and flexibility.
Name Tier Trait Range Damage Burden Feature
Light-Frame
Wheelchair
1 Agility Melee d8 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Improved
Light-Frame
Wheelchair
2 Agility Melee d8+3 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Advanced
Light-Frame
Wheelchair
3 Agility Melee d8+6 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
Legendary
Light-Frame
Wheelchair
4 Agility Melee d8+9 phy One-Handed Quick: When you make an attack, you can mark a
Stress to target another creature within range.
70
Daggerheart SRD
SRD p. 71
Heavy Frame Models
These wheelchairs have bulky and heavier frames, allowing the chair to lend its weight to your character's attacks. It also makes
them a bigger target.
Name Tier Trait Range Damage Burden Feature
Heavy-Frame
Wheelchair
1 Strength Melee d12+3 phy Two-Handed Heavy: −1 to Evasion
Improved
Heavy-Frame
Wheelchair
2 Strength Melee d12+6 phy Two-Handed Heavy: −1 to Evasion
Advanced
Heavy-Frame
Wheelchair
3 Strength Melee d12+9 phy Two-Handed Heavy: −1 to Evasion
Legendary
Heavy-Frame
Wheelchair
4 Strength Melee d12+12 phy Two-Handed Heavy: −1 to Evasion
Arcane Frame Models
These wheelchairs have frames that are attuned to your character and their magic, allowing them to channel their spells through
the chair. Unlike other primary magic weapons, the arcane-frame model doesn't specify a trait to use when making an attack
with it. Instead, you use the Spellcast trait indicated by your subclass.
Name Tier Trait Range Damage Burden Feature
Arcane-Frame
Wheelchair
1 Spellcast Far d6 mag One-Handed Reliable: +1 to attack rolls
Improved
Arcane-Frame
Wheelchair
2 Spellcast Far d6+3 mag One-Handed Reliable: +1 to attack rolls
Advanced
Arcane-Frame
Wheelchair
3 Spellcast Far d6+6 mag One-Handed Reliable: +1 to attack rolls
Legendary
Arcane-Frame
Wheelchair
4 Spellcast Far d6+9 mag One-Handed Reliable: +1 to attack rolls
71
Daggerheart SRD
SRD p. 72
Armor¶
Every armor has a name, base damage thresholds, and a base Armor Score. Some armor also has a feature.
- An armor's base armor score indicates how many Armor
Slots it provides its wearer before additional bonuses are
added to calculate their total Armor Score. A PC's Armor
Score can't exceed 12.
- An armor's base thresholds determine its wearer's Major
and Severe damage thresholds before adding bonuses to
calculate their final damage thresholds. When recording
your character's damage thresholds in the "Damage &
Health" section of your character sheet, you always add
your character's level to those values.
- An armor's feature is a special rule that stays in effect
while the armor is equipped.
While unarmored, your character's base Armor Score is 0,
their Major threshold is equal to their level, and their Severe
threshold is equal to twice their level.
Reducing Incoming Damage¶
When you take damage, you can mark one Armor Slot to
reduce the severity of the damage by one threshold (Severe to
Major, Major to Minor, Minor to nothing). If your character has
an Armor Score of 0, you can't mark Armor Slots. If an effect
temporarily increases your Armor Score, it increases your
available Armor Slots by the same amount; when the effect
ends, so does the availability of these Armor Slots.
Armor Tables¶
Tier 1 (Level 1)¶
Name
Base
Thresholds
Base
Score Feature
Mage Robes 4 / 10 2 Enchanted: Gain a bonus to your damage thresholds equal to your
Spellcast trait.
Gambeson Armor 5 / 11 3 Flexible: +1 to Evasion
Brigandine Armor 6 / 12 3 Lined: Mark a Stress to negate Minor damage.
Leather Armor 6 / 13 3 -
Scale Mail Armor 7 / 14 3 Cumbersome: −1 to Finesse
Chainmail Armor 7 / 15 4 Heavy: −1 to Evasion
Banded Armor 8 / 16 4 Bulky: −1 to Evasion; when you take Severe damage, you must mark a
Stress.
Full Plate Armor 8 / 17 4 Very Heavy: −2 to Evasion; −1 to Agility
Tier 2 (Levels 2-4)¶
Name
Base
Thresholds
Base
Score Feature
Improved Mage Robes 6 / 15 3 Enchanted: Gain a bonus to your damage thresholds equal to your
Spellcast trait.
Improved Gambeson Armor 7 / 16 4 Flexible: +1 to Evasion
Improved Brigandine Armor 9 / 19 4 Lined: Mark a Stress to negate Minor damage.
Improved Leather Armor 9 / 20 4 -
Improved Scale Mail Armor 11 / 23 4 Cumbersome: −1 to Finesse
Improved Chainmail Armor 11 / 24 5 Heavy: −1 to Evasion
Improved Banded Armor 13 / 27 5 Bulky: −1 to Evasion; when you take Severe damage, you must mark a
Stress.
Improved Full Plate Armor 13 / 28 5 Very Heavy: −2 to Evasion; −1 to Agility
Enchanter's Robes 9 / 20 4 Mnemonic: Once per scene, you can recall a domain card from your vault
without paying its Recall Cost.
Hawkguard's Mantle 9 / 20 4 Gliding: You can glide up to Far range and are immune to damage from
falling.
Spidersilk Tunic 9 / 20 4 Wall-Crawling: +1 Evasion; you can walk on walls as easily as on the
ground.
72
Daggerheart SRD
SRD p. 73
Stormthread Habit 9 / 20 4 Absorbing: Once per scene when you take magic damage, you can clear
an Armor Slot.
Elundrian Chain Armor 9 / 21 4 Warded: You reduce incoming magic damage by your Armor Score before
applying it to your damage thresholds.
Harrowbone Armor 9 / 21 4 Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6,
reduce the severity by one threshold without marking an Armor Slot.
Irontree Breastplate Armor 9 / 20 4 Reinforced: When you mark your last Armor Slot, increase your damage
thresholds by +2 until you clear at least 1 Armor Slot.
Runetan Floating Armor 9 / 20 4 Shifting: When you are targeted for an attack, you can mark an Armor
Slot to give the attack roll against you disadvantage.
Tyris Soft Armor 8 / 18 5 Quiet: You gain a +2 bonus to rolls you make to move silently.
Wyrdwood Splint Armor 10 / 21 5 Quick-Striding: You can't be Restrained and can move up to Far range as
part of an action roll.
Rosewild Armor 11 / 23 5 Hopeful: When you would spend a Hope, you can mark an Armor Slot
instead.
Trollhide Cuirass 11 / 23 5 Self-Healing: When you take a rest, clear an Armor Slot.
Gilded Sunplate 12 / 26 5 Resplendent: Once per scene when you spend Hope, you can clear an
Armor Slot.
Tier 3 (Levels 5-7)¶
Name
Base
Thresholds
Base
Score Feature
Advanced Mage Robes 8 / 22 4 Enchanted: Gain a bonus to your damage thresholds equal to your
Spellcast trait.
Advanced Gambeson Armor 9 / 23 5 Flexible: +1 to Evasion
Advanced Brigandine Armor 11 / 26 5 Lined: Mark a Stress to negate Minor damage.
Advanced Leather Armor 11 / 27 5 -
Advanced Scale Mail Armor 13 / 30 5 Cumbersome: −1 to Finesse
Advanced Chainmail Armor 13 / 31 6 Heavy: −1 to Evasion
Advanced Banded Armor 15 / 34 6 Bulky: −1 to Evasion; when you take Severe damage, you must mark a
Stress.
Advanced Full Plate Armor 15 / 35 6 Very Heavy: −2 to Evasion; −1 to Agility
Granminster's Finery 11 / 27 2 Magnificent: Gain a bonus to your Armor Score equal to your Presence.
Spiked Plate Armor 10 / 25 5 Sharp: On a successful attack against a target within Melee range, add a
d4 to the damage roll.
Astral Raiment 11 / 27 5 Stellar: Mark a Stress to gain advantage on a Spellcast roll.
Bellamoi Fine Armor 11 / 27 5 Gilded: +1 to Presence
Cloverweave Cloak 11 / 27 5 Fortune-Favored: Once per scene, you can change a failure with Hope
into a success with Fear.
Dragonscale Armor 11 / 27 5 Impenetrable: Once per short rest, when you would mark your last Hit
Point, you can instead mark a Stress.
Skywarden's Lamellar 11 / 27 5 Vigilant: +2 to Evasion
Bloodstone Plate Armor 13 / 35 6 Bloodthirsty: When you critically succeed on a weapon attack within
Melee range, clear a Hit Point.
Deep-Forged Coral Armor 13 / 35 6 Aquatic: You can breathe underwater and gain advantage on Agility Rolls
while submerged.
Bladefare Armor 16 / 39 6 Physical: You can't mark an Armor Slot to reduce magic damage.
Monett's Cloak 16 / 39 6 Magic: You can't mark an Armor Slot to reduce physical damage.
Runes of Fortification 17 / 43 6 Painful: Each time you mark an Armor Slot, you must mark a Stress.
73
Daggerheart SRD
SRD p. 74
Tier 4 (Levels 8-10)¶
Name
Base
Thresholds
Base
Score Feature
Legendary Mage Robes 10 / 31 5 Enchanted: Gain a bonus to your damage thresholds equal to your
Spellcast trait.
Legendary Gambeson Armor 11 / 32 6 Flexible: +1 to Evasion
Legendary Brigandine Armor 13 / 35 6 Lined: Mark a Stress to negate Minor damage.
Legendary Leather Armor 13 / 36 6 -
Legendary Scale Mail Armor 15 / 39 6 Cumbersome: −1 to Finesse
Legendary Chainmail Armor 15 / 40 7 Heavy: −1 to Evasion
Legendary Banded Armor 17 / 43 7 Bulky: −1 to Evasion; when you take Severe damage, you must mark a
Stress.
Legendary Full Plate Armor 17 / 44 7 Very Heavy: −2 to Evasion; −1 to Agility
Full Fortified Armor 15 / 40 4 Fortified: When you mark an Armor Slot, you reduce the severity of an
attack by two thresholds instead of one.
Channeling Armor 13 / 36 5 Channeling: +1 to Spellcast Rolls
Darkweave Shroud 13 / 36 5 Ghostwalker: Once per rest, mark a Stress to move up to Close range
through solid objects.
Emberwoven Armor 13 / 36 6 Burning: When an adversary attacks you within Melee range, they mark
a Stress.
Godbound Laminar 13 / 36 6 Divine: When you mark an Armor Slot, gain a Hope.
Veritas Opal Armor 13 / 36 6 Truthseeking: This armor glows when another creature within Close
range tells a lie.
Circle-Forged Dreadplate 14 / 38 6 Accursed: When you mark any number of Hit Points from an attack, roll a
d4. On a result of 4, the attacker must mark an equal number of Stress.
Rune-Forged Exosuit 12 / 39 7 Attuned: The maximum number of domain cards in your loadout is
reduced by one, but you gain a bonus to your damage thresholds equal to
your tier.
Dunamis Silkchain 13 / 36 7 Timeslowing: Mark an Armor Slot to roll a d4 and add its result as a bonus
to your Evasion against an incoming attack.
Hallowed Heroplate 13 / 35 7 Blessed: Once per long rest, you can spend any number of Hope before
you make the Risk It All death move. You gain a bonus to the result of
your Hope Die equal to the number of Hope spent.
Resonant Harness 15 / 40 7 Vitreous: When you would take Severe or greater damage, you can mark
2 Armor Slots to negate that damage. If you do, you gain a −5 penalty
to your damage thresholds until you choose to repair your armor as a
downtime move.
Savior Chainmail 18 / 48 8 Difficult: −1 to all character traits and Evasion
74
Daggerheart SRD
SRD p. 75
Loot¶
Loot comprises any consumables or reusable items the party acquires.
Items¶
Items can be used until sold, discarded, or lost.
You can use the tables below to generate items ahead of a game or during a session. Choose the desired rarity, roll the associated
number of d12s, add their values together (if needed), and then reference the table for the item that matches that value.
- Common (1d12 or 2d12): Common items might be found
at an abandoned camp or readily available at a local shop.
- Uncommon (2d12 or 3d12): Uncommon items might be
found in limited supply in a shop, kept in a protected place
in a camp, or offered as part of a reward for a job.
- Rare (3d12 or 4d12): Rare items might be kept under lock
and key in a shop, offered as the sole reward for a job, or
discovered among a powerful NPC's possessions.
- Legendary (4d12 or 5d12): Legendary items might be the
only item of their kind, a reward for an incredibly difficult
or dangerous job, or a powerful adversary's most precious
and guarded treasure.
Core Set Items
The following table includes the items from the Daggerheart Core Set.
ROLL Loot description
01 Premium Bedroll During downtime, you automatically clear a Stress.
02 Piper Whistle This handcrafted whistle has a distinctive sound. When you blow this whistle, its piercing tone can be heard
within a 1-mile radius.
03 Charging Quiver When you succeed on an attack with an arrow stored in this quiver, gain a bonus to the damage roll equal to
your current tier.
04 Alistair's Torch You can light this magic torch at will. The flame's light fills a much larger space than it should, enough to
illuminate a cave bright as day.
05 Speaking Orbs This pair of orbs allows any creatures holding them to communicate with each other across any distance.
06 Manacles This pair of locking cuffs comes with a key.
07 Arcane Cloak Acreature with a Spellcast trait wearing this cloak can adjust its color, texture, and size at will.
08 Woven Net You can make a Finesse Roll using this net to trap a small creature. Atrapped target can break free with a
successful Attack Roll (16).
09 Fire Jar You can pour out the strange liquid contents of this jar to instantly produce fire. The contents regenerate when
you take a long rest.
10 Suspended Rod This flat rod is inscribed with runes. When you activate the rod, it is immediately suspended in place. Until the
rod is deactivated, it can't move, doesn't abide by the rules of gravity, and remains in place.
11 Glamour Stone Activate this pebble-sized stone to memorize the appearance of someone you can see. Spend a Hope to
magically recreate this guise on yourself as an illusion.
12 Empty Chest This magical chest appears empty. When you speak a specific trigger word or action and open the chest, you
can see the items stored within it.
13 Companion Case This case can fit a small animal companion. While the companion is inside, the animal and case are immune to
all damage and harmful effects.
14 Piercing Arrows Three times per rest when you succeed on an attack with one of these arrows, you can add your Proficiency to
the damage roll.
15 Valorstone You can attach this stone to armor that doesn't already have a feature. The armor gains the following feature.
Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold
without marking an Armor Slot.
16 Skeleton Key When you use this key to open a locked door, you gain advantage on the Finesse Roll.
17 Arcane Prism Position this prism in a location of your choosing and activate it. All allies within Close range of it gain a +1
bonus to their Spellcast Rolls. While activated, the prism can't be moved. Once the prism is deactivated, it can't
be activated again until your next long rest.
18 Minor Stamina
Potion Recipe
As a downtime move, you can use the bone of a creature to craft a Minor Stamina Potion.
75
Daggerheart SRD
SRD p. 76
ROLL Loot description
19 Minor Health
Potion Recipe
As a downtime move, you can use a vial of blood to craft a Minor Health Potion.
20 Homing
Compasses
These two compasses point toward each other no matter how far apart they are.
21 Corrector Sprite This tiny sprite sits in the curve of your ear canal and whispers helpful advice during combat. Once per short
rest, you can gain advantage on an attack roll.
22 Gecko Gloves You can climb up vertical surfaces and across ceilings.
23 Lorekeeper You can store the name and details of up to three hostile creatures inside this book. You gain a +1 bonus to
action rolls against those creatures.
24 Vial of
Darksmoke
Recipe
As a downtime move, you can mark a Stress to craft a Vial of Darksmoke.
25 Bloodstone You can attach this stone to a weapon that doesn't already have a feature. The weapon gains the following
feature.
Brutal: When you roll the maximum value on a damage die, roll an additional damage die.
26 Greatstone You can attach this stone to a weapon that doesn't already have a feature. The weapon gains the following
feature.
Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
27 Glider While falling, you can mark a Stress to deploy this small parachute and glide safely to the ground.
28 Ring of Silence Spend a Hope to activate this ring. Your footsteps are silent until your next rest.
29 Calming Pendant When you would mark your last Stress, roll a d6. On a result of 5 or higher, don't mark it.
30 Dual Flask This flask can hold two different liquids. You can swap between them by flipping a small switch on the flask's
side.
31 Bag of Ficklesand You can convince this small bag of sand to be much heavier or lighter with a successful Presence Roll (10).
Additionally, on a successful Finesse Roll (10), you can blow a bit of sand into a target's face to make them
temporarily Vulnerable.
32 Ring of
Resistance
Once per long rest, you can activate this ring after a successful attack against you to halve the damage.
33 Phoenix Feather If you have at least one Phoenix Feather on you when you fall unconscious, you gain a +1 bonus to the roll you
make to determine whether you gain a scar.
34 Box of Many
Goods
Once per long rest, you can open this small box and roll a d12. On a result of 1-6, it's empty. On a result of
7-10, it contains one random common consumable. On a result of 11-12, it contains two random common
consumables.
35 Airblade Charm You can attach this charm to a weapon with a Melee range. Three times per rest, you can activate the charm
and attack a target within Close range.
36 Portal Seed You can plant this seed in the ground to grow a portal in that spot. The portal is ready to use in 24 hours. You
can use this portal to travel to any other location where you planted a portal seed. Aportal can be destroyed by
dealing any amount of magic damage to it.
37 Paragon's Chain As a downtime move, you can meditate on an ideal or principle you hold dear and focus your will into this chain.
Once per long rest, you can spend a Hope to roll a d20 as your Hope Die for rolls that directly align with that
principle.
38 Elusive Amulet Once per long rest, you can activate this amulet to become Hidden until you move. While Hidden in this way, you
remain unseen even if an adversary moves to where they would normally see you.
39 Hopekeeper
Locket
During a long rest, if you have 6 Hope, you can spend a Hope to imbue this locket with your bountiful resolve.
When you have 0 Hope, you can use the locket to immediately gain a Hope. The locket must be re-imbued
before it can be used this way again.
40 Infinite Bag When you store items in this bag, they are kept in a pocket dimension that never runs out of space. You can
retrieve an item at any time.
41 Stride Relic You gain a +1 bonus to your Agility. You can only carry one relic.
42 Bolster Relic You gain a +1 bonus to your Strength. You can only carry one relic.
43 Control Relic You gain a +1 bonus to your Finesse. You can only carry one relic.
44 Attune Relic You gain a +1 bonus to your Instinct. You can only carry one relic.
76
Daggerheart SRD
SRD p. 77
ROLL Loot description
45 Charm Relic You gain a +1 bonus to your Presence. You can only carry one relic.
46 Enlighten Relic You gain a +1 bonus to your Knowledge. You can only carry one relic.
47 Honing Relic You gain a +1 bonus to an Experience of your choice. You can only carry one relic.
48 Flickerfly
Pendant
While you carry this pendant, your weapons with a Melee range that deal physical damage have a gossamer
sheen and can attack targets within Very Close range.
49 Lakestrider
Boots
You can walk on the surface of water as if it were soft ground.
50 Clay Companion When you sculpt this ball of clay into a clay animal companion, it behaves as that animal. For example, a clay
spider can spin clay webs, while a clay bird can fly. The clay companion retains memory and identity across
different shapes, but they can adopt new mannerisms with each form.
51 Mythic Dust
Recipe
As a downtime move, you can use a handful of fine gold dust to craft Mythic Dust.
52 Shard of Memory Once per long rest, you can spend 2 Hope to recall a domain card from your vault instead of paying its Recall
Cost.
53 Gem of Alacrity You can attach this gem to a weapon, allowing you to use your Agility when making an attack with that weapon.
54 Gem of Might You can attach this gem to a weapon, allowing you to use your Strength when making an attack with that
weapon.
55 Gem of Precision You can attach this gem to a weapon, allowing you to use your Finesse when making an attack with that
weapon.
56 Gem of Insight You can attach this gem to a weapon, allowing you to use your Instinct when making an attack with that
weapon.
57 Gem of Audacity You can attach this gem to a weapon, allowing you to use your Presence when making an attack with that
weapon.
58 Gem of Sagacity You can attach this gem to a weapon, allowing you to use your Knowledge when making an attack with that
weapon.
59 Ring of
Unbreakable
Resolve
Once per session, when the GM spends a Fear, you can spend 4 Hope to cancel the effects of that spent Fear.
60 Belt of Unity Once per session, you can spend 5 Hope to lead a Tag Team Roll with three PCs instead of two.
Additional Items
The following table includes the items from the Hope & Fear Expansion Set.
ROLL Loot description
1 Caltrops You can spread these caltrops in a Very Close area around you. Acreature hastening through that area must
mark a Stress.
2 Grapnel You gain advantage on action rolls to climb sheer surfaces.
3 Ball Bearings This pouch contains perfectly smooth metal spheres.
4 Box of Dragon
Dust
This snuffbox is filled with combustible powder.
5 Nighthawker's
Ring
Spend a Hope to activate the gemstone in this ring until the end of the scene. While active, the gemstone
changes color to indicate the wearer's proximity to hidden treasure: warm colors for near, cool colors for far.
6 Elven Spyglass You can use this spyglass to magnify your vision a hundredfold.
7 Gourmet
Granules
This savory powder makes any food it's sprinkled on delicious and healthy, no matter how bland or rotten it is.
8 Collapsible Pole You can break down this 18-foot pole into six interlinked 3-foot segments.
9 Blackwing Quill This writing quill never runs out of ink or needs to be sharpened.
10 Silee's Folding
Knife
This 3-inch blade has an edge that easily cuts through anything except the handle it's stored in.
77
Daggerheart SRD
SRD p. 78
ROLL Loot description
11 Windup Toy This small mechanical device is shaped like a strixwolf pup and can be programmed to perform simple tricks.
12 Loaded Dice You can choose what result this set of weighted dice rolls with a successful Finesse Roll (14). If you roll with
Fear, anyone watching knows the dice are loaded.
13 Hollowbark Horn You can blow this horn to summon a small woodland creature to perform a simple task.
14 Self-Tying Rope You can command this rope to tie or untie itself.
15 Thief's Compass This compass points the way toward the nearest exit while indoors and the closest entrance while outdoors.
16 Traveler's Bell Once per long rest, you can ring this bell to magically open the shortest safe path through rough terrain for 1
hour.
17 Mandragorian
Torch
This torch gives off light only the bearer can see.
18 Boots of Supple
Mystique
While wearing these boots, you don't leave tracks or footprints.
19 Zephyr's Jar You can open this empty jar during inclement weather to capture the storm and leave behind clear skies. The
storm remains inside until unleashed by reopening the jar.
20 Returning Ring When you throw your primary weapon while wearing this ring, the weapon appears in your hand immediately
after the attack.
21 Kingfisher's Net Once per long rest, you can use this net to scoop one live fish out of any amount of water, no matter how
unlikely it is for that water to have fish in it.
22 Titan's Girdle Once per scene, you can activate this girdle to gain a +1 bonus to your Proficiency for your next attack.
23 Iron Veil This chain-link head covering renders the wearer invisible to fey creatures.
24 Furball Bag Once per rest, you can produce 2d20 harmless, cat-sized fur creatures of indeterminate origin and species from
this bag.
25 Whisperstep
Anklet
This anklet makes your steps silent as long as you don't move faster than walking speed.
26 Enchanter's
Loupe
You can use this loupe to see through illusions and enchantments.
27 Escher's
Mirrorball
Once per long rest, you can command this fist-sized silver orb to capture an omnidirectional image of its
surroundings on its surface. This image lasts until your next long rest.
28 Cheater's Coin When you flip this coin, you can spend a Hope to determine which side it lands on.
29 Gravewarden's
Bell
This bell rings when a ghost or undead creature moves within Far range of it.
30 Reliquary of the
Sightless Saint
You gain a +1 bonus to your Hope Die when you make the Risk It All death move.
31 Map of
Revelation
You can attune this map to one creature at a time. The map always shows the attuned creature's location.
32 Dagginae's
Obsidian Slate
This wafer-thin sheet of volcanic glass is used by archivists to keep notes. Any information etched onto its
surface disappears but can be recalled via a command you set.
33 Gadiman's
Backpack
Once per rest, you can spend a Hope to conjure a mundane item up to a cubic foot in size inside this satchel.
34 Eclipse Coin Once per rest, flip a coin. On heads, you gain a +1 bonus to attack rolls until your next successful attack. On
tails, you gain +1 to your Evasion until an attack fails against you.
35 Sorcerer's Hat This conical blue hat is covered in silver stars. Once per rest, you can cast a spell from your vault with a Recall
Cost equal to or less than your tier. This doesn't work for permanently vaulted cards.
36 Ghoulskin Gloves When you attack with a physical weapon while wearing these gloves, the damage is considered both physical
and magic.
37 Gloves of Alacrity When you would mark a Stress to reload a weapon, you don't mark it.
38 Insomniac's
Periapt
When you take a rest without clearing Hit Points or Stress, you gain a +2 bonus to attack and damage rolls until
your next rest.
39 Wildrider's
Saddle
This saddle grants any animal it's strapped onto the ability to understand their rider's commands.
78
Daggerheart SRD
SRD p. 79
ROLL Loot description
40 Soul-Twin
Circlets
Two creatures can wear this pair of circlets. You can spend a Hope to switch places with whoever is wearing the
other circlet.
41 Namer's Oracle Once per session, you can roll this set of runic dice to reveal the full name of the last person you touched.
42 Crucible Frames These eyeglasses reveal weak points in objects and creatures. Three times per rest, you can spend a Hope to
gain advantage on an attack roll.
43 Two-Faced Aegis
Brooch
Once per rest, flip a coin. On heads, you become immune to the next physical damage you take. On tails, you
become immune to the next magic damage you take.
44 Knockback
Bracelets
On a successful weapon attack, you can knock your target back up to Close range from their location.
45 Force Disc This shimmering two-dimensional disc of magical force has a 4-foot diameter and is magically tethered to a
pebble. The disc always floats 3 feet north of, and at the same elevation as, the pebble. The pebble has a mass
equal to one-hundredth of the total mass carried by the disc.
46 Molepaw Mittens Spend a Hope to swim through earth as if it were water for the next 10 minutes.
47 Timekeeper's
Pendant
You can choose an additional downtime move each rest.
48 Iron Dagger
Pendant
Once per long rest, you can spend a Hope to tell the pendant a creature's name. The pendant gently pulls you
toward that creature's current location until your next long rest.
49 Collar of
Ascendancy
An animal who wears this collar gains the ability to speak and understand common speech.
50 Temporal
Sanctuary
A PC who takes a rest in the temporal sanctuary can choose an additional downtime move.
51 Hero's Helm When you critically succeed on an attack, all allies within Close range gain a Hope.
52 Rings of
Friendship
Two creatures can wear this pair of rings shaped like coiled snakes. You can spend the Hope of whoever is
wearing the other ring (with their permission) as if it were your own.
53 Rings of
Camaraderie
Two creatures can wear this pair of wooden rings. You can mark the Stress of whoever is wearing the other ring
(with their permission) as if it were your own.
54 Rings of Alliance Two creatures can wear this pair of rose gold rings. Once per session, you can initiate a Tag Team Roll with
whoever is wearing the other ring without spending Hope or counting against your session limit for Tag Team
Rolls.
55 Phobophage's
Circlet
When the GM spends a Fear, roll a d4. Once per scene on a result of 4, you clear a Stress.
56 Quillshawl If an adversary attacks you within Melee range, they must succeed on a Reaction Roll (12) or mark a Hit Point.
57 Warp Pendant Once per rest, mark a Stress to teleport to a location you can clearly see.
58 Portal Frames This pair of small ornate frames, one red and one blue, are connected. Anything that passes into one exits from
the other.
59 Communion
Relic
Once per rest, you can spend a Hope to use an ally's Experience as if it were your own. You can carry only one
relic.
60 Augur's Relic Once per long rest, you can activate your Hope feature without spending Hope. You can carry only one relic.
79
Daggerheart SRD
SRD p. 80
Consumables¶
Consumables are pieces of loot that can be used only once. You can hold up to five of each consumable at a time. Using a
consumable doesn't require a roll unless required by the GM or the demands of the fiction.
You can use the tables below to generate items ahead of a game or during a session. Choose the desired rarity, roll the associated
number of d12s, add their values together (if needed), and then reference the table for the item that matches that value.
- Common (1d12 or 2d12): Common consumables might be
found at an abandoned camp or readily available at a local
store.
- Uncommon (2d12 or 3d12): Uncommon consumables
might be found in limited supply in a shop, kept in a
protected place in a camp, or offered as part of a reward
for a job.
- Rare (3d12 or 4d12): Rare consumables might be kept
under lock and key in a shop, offered as the sole reward for
a job, or discovered in a powerful NPC's possessions.
- Legendary (4d12 or 5d12): Legendary consumables might
be the only item of their kind, a reward for an incredibly
difficult or dangerous job, or a powerful adversary's most
precious and guarded treasure.
Core Set Consumables
The following table includes the consumables from the Daggerheart Core Set.
ROLL LOOT description
01 Stride Potion You gain a +1 bonus to your next
Agility Roll.
02 Bolster Potion You gain a +1 bonus to your next
Strength Roll.
03 Control Potion You gain a +1 bonus to your next
Finesse Roll.
04 Attune Potion You gain a +1 bonus to your next
Instinct Roll.
05 Charm Potion You gain a +1 bonus to your next
Presence Roll.
06 Enlighten Potion You gain a +1 bonus to your next
Knowledge Roll.
07 Minor Health
Potion
Clear 1d4 HP.
08 Minor Stamina
Potion
Clear 1d4 Stress.
09 Grindletooth
Venom
You can apply this venom to a weapon
that deals physical damage to add a
d6 to your next damage roll with that
weapon.
10 Varik Leaves You can eat these paired leaves to
immediately gain 2 Hope.
11 Vial of Moondrip When you drink the contents of this
vial, you can see in total darkness until
your next rest.
12 Unstable Arcane
Shard
You can make a Finesse Roll to throw
this shard at a group of adversaries
within Far range. Targets you succeed
against take 1d20 magic damage.
13 Potion of
Stability
You can drink this potion to choose
one additional downtime move.
14 Improved
Grindletooth
Venom
You can apply this venom to a weapon
that deals physical damage to add a
d8 to your next damage roll with that
weapon.
15 Morphing Clay You can spend a Hope to use this clay,
altering your face enough to make you
unrecognizable until your next rest.
ROLL LOOT description
16 Vial of
Darksmoke
When an adversary attacks you, use
this vial and roll a number of d6s equal
to your Agility. Add the highest result
to your Evasion against the attack.
17 Jumping Root Eat this root to leap up to Far range
once without needing to roll.
18 Snap Powder Mark a Stress and clear a HP.
19 Health Potion Clear 1d4+1 HP.
20 Stamina Potion Clear 1d4+1 Stress.
21 Armor Stitcher You can use this stitcher to spend any
number of Hope and clear that many
Armor Slots.
22 Gill Salve You can apply this salve to your neck
to breathe underwater for a number
of minutes equal to your level.
23 Replication
Parchment
By touching this piece of parchment
to another, you can perfectly copy
the second parchment's contents.
Once used, this parchment becomes
mundane paper.
24 Improved
Arcane Shard
You can make a Finesse Roll to throw
this shard at a group of adversaries
within Far range. Targets you succeed
against take 2d20 magic damage.
25 Major Stride
Potion
You gain a +1 bonus to your Agility
until your next rest.
26 Major Bolster
Potion
You gain a +1 bonus to your Strength
until your next rest.
27 Major Control
Potion
You gain a +1 bonus to your Finesse
until your next rest.
28 Major Attune
Potion
You gain a +1 bonus to your Instinct
until your next rest.
29 Major Charm
Potion
You gain a +1 bonus to your Presence
until your next rest.
30 Major Enlighten
Potion
You gain a +1 bonus to your
Knowledge until your next rest.
80
Daggerheart SRD
SRD p. 81
ROLL LOOT description
31 Blood of the
Yorgi
You can drink this blood to disappear
from where you are and immediately
reappear at a point you can see within
Very Far range.
32 Homet's Secret
Potion
After drinking this potion, the next
successful attack you make critically
succeeds.
33 Redthorn Saliva You can apply this saliva to a weapon
that deals physical damage to add a
d12 to your next damage roll with that
weapon.
34 Channelstone You can use this stone to take a spell
or grimoire from your vault, use it
once, and return it to your vault.
35 Mythic Dust You can apply this dust to a weapon
that deals magic damage to add a d12
to your next damage roll with that
weapon.
36 Acidpaste This paste eats away walls and other
surfaces in bright flashes.
37 Hopehold Flare When you use this flare, allies within
Close range roll a d6 when they spend
a Hope. On a result of 6, they gain the
effect of that Hope without spending
it. The flare lasts until the end of the
scene.
38 Major Arcane
Shard
You can make a Finesse Roll to throw
this shard at a group of adversaries
within Far range. Targets you succeed
against take 4d20 magic damage.
39 Featherbone You can use this bone to control your
falling speed for a number of minutes
equal to your level.
40 Circle of the
Void
Mark a Stress to create a void that
extends up to Far range. No magic can
be cast inside the void, and creatures
within the void are immune to magic
damage.
41 Sun Tree Sap Consume this sap to roll a d6. On a
result of 5-6, clear 2 HP. On a result
of 2-4, clear 3 Stress. On a result
of 1, see through the veil of death and
return changed, gaining one scar.
42 Dripfang Poison Acreature who consumes this poison
takes 8d10 direct magic damage.
43 Major Health
Potion
Clear 1d4+2 HP.
44 Major Stamina
Potion
Clear 1d4+2 Stress.
45 Ogre Musk You can use this musk to prevent
anyone from tracking you by mundane
or magical means until your next rest.
46 Wingsprout You gain magic wings that allow you
to fly for a number of minutes equal to
your level.
ROLL LOOT description
47 Jar of Lost
Voices
You can open this jar to release
a deafening echo of voices for a
number of minutes equal to your
Instinct. Creatures within Far range
unprepared for the sound take 6d8
magic damage.
48 Dragonbloom
Tea
You can drink this tea to unleash a
fiery breath attack. Make an Instinct
Roll against all adversaries in front of
you within Close range. Targets you
succeed against take d20 physical
damage using your Proficiency.
49 Bridge Seed Thick vines grow from your location
to a point of your choice within Far
range, allowing you to climb up or
across them. The vines dissipate on
your next short rest.
50 Sleeping Sap You can drink this potion to fall asleep
for a full night's rest. You clear all
Stress upon waking.
51 Feast of Xuria You can eat this meal to clear all HP
and Stress and gain 1d4 Hope.
52 Bonding Honey This honey can be used to glue two
objects together permanently.
53 Shrinking Potion You can drink this potion to halve your
size until you choose to drop this form
or your next rest. While in this form,
you have a +2 bonus to Agility and a
−1 penalty to your Proficiency.
54 Growing Potion You can drink this potion to double
your size until you choose to drop this
form or your next rest. While in this
form, you have a +2 bonus to Strength
and a
+1 bonus to your Proficiency.
55 Knowledge
Stone
If you die while holding this stone, an
ally can take a card from your loadout
to place in their loadout or vault. After
they take this knowledge, the stone
crumbles.
56 Sweet Moss You can consume this moss during a
rest to clear 1d10 HP or 1d10 Stress.
57 Blinding Orb You can activate this orb to create a
flash of bright light. All targets within
Close range become Vulnerable until
they mark HP.
58 Death Tea After you drink this tea, you instantly
kill your target when you critically
succeed on an attack. If you don't
critically succeed on an attack before
your next long rest, you die.
59 Mirror of
Marigold
When you take damage, you can
spend a Hope to negate that damage,
after which the mirror shatters.
60 Stardrop You can use this stardrop to summon
a hailstorm of comets that deals 8d20
physical damage to all targets within
Very Far range.
81
Daggerheart SRD
SRD p. 82
Additional Consumables
The following table includes the consumables from the Hope & Fear Expansion Set.
ROLL LOOT description
1 Warding Candle You can light this candle to fill an
area within Close range with a halo of
light. Acreature outside the halo can't
enter it if they have ill intent toward
a creature within it. The candle burns
for an hour.
2 Iridian Dust This multicolored powder sticks to
everything and prevents creatures
covered in it from becoming Hidden.
3 Verglasian Seed You can use this ice shard to instantly
freeze an area of water up to Close
range.
4 Cupbearer's
Bezoar
You can swallow this bezoar to
become immune to poisons until your
next long rest.
5 Mossmantle
Potion
You can drink this tea to perfectly
blend into natural environments until
your next rest.
6 Lyrebird
Lozenge
You can dissolve this lozenge in your
mouth to perfectly mimic any voice
you've heard until the end of the
scene.
7 Vial of
Featherfall
You can drink this potion to ignore
damage from falling for the next 10
minutes.
8 Chimeric Saliva You can apply this saliva to a weapon
that deals physical damage to change
its damage type to magic until your
next rest.
9 Packet of Space
Dust
This dust causes anything it covers to
become lighter than air. One packet
contains enough dust to cover the
contents of a picnic basket, and the
effects last for an hour.
10 Pipeweed When you choose the Clear Stress
downtime move during a short rest,
you can smoke this non-intoxicating
leaf to clear an additional Stress. Any
other PCs who chose the Clear Stress
downtime move also gain this benefit.
11 Deathseer's
Powder
You can sprinkle this powder over a
recently deceased corpse to conjure
a spectral reprise of their final minute
of life.
12 Slayer's Salt You can spread this salt in a line along
windowsills or thresholds to create a
magical barrier that undead creatures
can't cross until the line is broken.
13 Yakamel Milk After consuming this milk, the next
time you clear 1 or more Hit Points,
you clear an additional Hit Point.
14 Glowmoss
Mushroom
You can break this mushroom into
pieces, causing it to glow bright blue
until your next long rest.
ROLL LOOT description
15 Red Ooze Oil You can coat your weapon in this oil.
The next successful attack you make
with this weapon deals an extra 1d8
magic damage and temporarily Ignites
the target. While Ignited, the target
takes 1d4 magic damage when they
take the spotlight.
16 Instant Camp You can unfold this small mechanical
box into a camping tent large enough
to safely house six people. The tent
collapses at the end of your next long
rest.
17 Bundle of
Spiderlegs
You can eat these spiderlegs to walk
on walls until your next rest.
18 Ciscan Fog
Bottle
You can break this jar to fill the area
within Close range with magical mist.
Acreature who enters the mist clears
a Stress and becomes Hidden.
19 Snapthorn Seed You can throw this seed at a point
you can see. It explodes into a tangle
of binding vines that temporarily
Restrains all creatures within Close
range of that point.
20 Sprite Bottle When you mark your last Hit Point,
this bottle shatters to release the
Sprite inside. The Sprite clears all
your Hit Points before fading from the
Mortal Realm.
21 Gravity Bomb You can throw this peach-sized
mechanical orb at a point within
Far range. It implodes and pulls all
creatures and objects within Close
range of that point into Melee range
with it.
22 Gossip Flower You can plant this seed in soil. It
instantly grows into a small flower
that records everything it hears for
up to one week. When plucked, the
flower recites what it recorded in real
time, then withers.
23 Displacement
Token
You can swallow this token to conjure
two illusions of yourself that you can
control. Each illusion lasts until it
takes damage or until your next rest.
24 Night Hag's
Dust
You can blow this dust in an
adversary's face to prevent them from
clearing Stress until your next long
rest.
25 Self-Sewing
Thread
You can use this thread to clear either
a Hit Point or 2 Armor Slots.
26 Stonemason's
Fortune
When you throw this gray brick on the
ground, it immediately grows into a
6-foot-tall, 10-foot-wide, and 2-foot-
deep wall of solid stone.
82
Daggerheart SRD
SRD p. 83
ROLL LOOT description
27 Mnemonic
Potion
You can drink this potion to Utilize an
Experience without spending a Hope.
28 Salamander
Salve
You can apply this salve to your skin
to make yourself immune to heat until
your next rest.
29 Green Ooze Oil You can coat your weapon in this
oil. The next successful attack you
make with this weapon deals an extra
1d8 magic damage and temporarily
Corrodes the target. While Corroded,
the target gains a −2 penalty to their
damage thresholds.
30 Sunlight Orb You can shatter this orb to make the
area within Very Far range appear as
though it's sunlit daytime for the next
24 hours.
31 Moonlight Orb You can shatter this orb to make the
area within Very Far range appear as
though it's moonlit nighttime for the
next 24 hours.
32 Midas Flask You can pour this small flask of
alchemical liquid over a mundane
item to instantly transmute it into a
handful of gold.
33 Staff of Reversal You can break this staff against
the ground to reverse one magical
transformation or effect within Far
range.
34 Berserker's
Brew
When you drink this dram of liquid,
you gain a bonus to your Strength
and a penalty to your Finesse and
Knowledge equal to your Instinct
(minimum 1). This effect lasts until
you make a death move or until your
next rest.
35 Emberite Shard Choose a point within Far range. All
targets within Close range of that
point must succeed on a Reaction Roll
(16) or take 3d6 magic damage and
become temporarily Ablaze. While
Ablaze, a creature must roll a d4
whenever they make an action roll. On
a result of 1, they mark a Hit Point.
On a result of 4, they clear the Ablaze
condition.
36 Arcticite Shard Choose a point within Far range. All
targets within Close range of that
point must succeed on a Reaction Roll
(16) or take 3d6 magic damage and
become temporarily Restrained by ice.
37 Fulgurite Shard Choose a point within Far range. All
targets within Close range of that
point must succeed on a Reaction Roll
(16) or take 3d6 magic damage and
mark 1d4 Stress as lightning crackles
through the area.
38 Demiurge's
Draught
You can drink this draught to gain a
+1 bonus to your Proficiency for your
next successful attack roll.
ROLL LOOT description
39 Cockerel Claw
Tea
You can drink this tea to refresh your
features as if you had taken a long
rest.
40 Potion of
Vigilance
You can drink this potion to gain a +1
bonus to your Evasion until you mark
a Hit Point.
41 Cacophonous
Concoction
When you drink this potion, anything
you say or do in the next hour
becomes impossible for a witness to
recount. Any attempts they make to
communicate what they saw, heard,
or otherwise sensed comes out
garbled or nonsensical.
42 Nightmare
Mead
You can drink this potion to discover
the deepest fear of the next person
you make eye contact with. When you
do, the GM gains a Fear.
43 Stake of
Abjuration
You can hammer this stake into the
ground and make a proclamation.
Until your next rest, a creature
within Far range of the stake who
transgresses that proclamation must
mark a Stress. The stake lasts until
your next rest, then it shatters.
44 Psychopomp's
Shroud
You can place this shroud over
the corpse of a recently deceased
creature. The creature's spirit enters
the shroud and becomes your spectral
assistant until the next sunrise, when
they pass through the veil of death
and take the shroud with them.
45 Phial of Deep Ink You can drink this bottle of ink to
transform into a cephalopod of
roughly your size for the next hour.
You gain rubbery skin, soft bones, the
ability to breathe underwater, and
new limbs until you have eight total.
46 Mesmer's Tonic When you drink this tonic, the only
thing you can hear until your next rest
are the surface thoughts of creatures
within Very Close range.
47 Invisibility
Potion
You are Hidden until you deal damage
to another creature or until your next
rest.
48 Formoid Serum You can drink this potion to become
a swarm of 16 million ants until the
end of the scene. You keep and have
access to all equipment, loot, and
features.
49 Steelskin Salve You can apply this salve to your skin
to gain a bonus to your damage
thresholds equal to your tier until the
end of the scene.
50 Godling's
Pomelo
You can eat this citrus fruit to clear all
Hit Points and Stress.
51 Snakeskin Spirit You can drink this potion to slough
off your outer layer of skin and heal
a scar.
83
Daggerheart SRD
SRD p. 84
ROLL LOOT description
52 Magic-User's
Malison
When you release this spellcaster's
trapped soul, you can cast one spell
from a card in your vault as if it were
in your loadout. This doesn't work for
permanently vaulted cards.
53 Quintessential
Severant
You can use this magic blade to cut
one magical or metaphysical bond,
such as an enchantment, contract,
magical tether, or divine oath. When
you do, the blade shatters.
54 Mask of the
Echoed Self
You can wear this mask during your
next level up to swap the values of any
of your traits. When you do, the mask
becomes your permanent face.
55 Necroprancer's
Bell
You can break this rusted, clapperless
bell against the ground to summon a
skeletal steed that climbs out of the
earth and serves you until the next
sunrise.
56 Drakemantle You can use this enchanted ancient
dragon hide to gain draconic
characteristics until the end of the
scene, when the hide falls aways in
tatters. Until then, you can fly and
gain a +5 bonus to your damage
thresholds and a +1 bonus to your
Proficiency.
57 Gambler's
Fallacy
You can spend any number of
handfuls of gold by placing them into
this slotted ceramic jar shaped like a
pig. When you throw the jar at a point
within Far range, it explodes and deals
1d20 magic damage for each handful
of gold spent to all creatures within
Close range of that point. All gold
within the jar is destroyed.
58 Lionheart Tonic You can drink this tonic to gain a +1
bonus to your Proficiency until you roll
with Fear.
59 Tears of the
Undying Hero
When you drink this potion, death
can't touch you until your next long
rest. When you would mark your last
Hit Point, instead of making a death
move, you make one final action
roll before falling into a dreamless
slumber until an ally chooses the Tend
to Wounds downtime move to clear
your Hit Points.
60 Featherstep
Potion
You can drink this potion to sprout
small wings from your ankles that give
you a bonus to your Evasion equal to
your tier until your next rest.
Gold¶
Gold is an abstract measurement of how much wealth a
character has, and is measured in handfuls, bags, and chests,
with 10 handfuls to 1 bag, and 10 bags to 1 chest. When you
have marked all of the slots in a category and you gain another
gold reward in that category, mark a slot in the following
category and clear all the slots in the current one.
For example, if you have 9 handfuls and gain another, you
instead mark 1 bag and erase all handfuls. If you have 9 bags
and gain another, you mark 1 chest and erase all bags.
You can't have more than 1 chest, so if all your Gold slots are
marked, you'll need to spend some of your gold or store it
somewhere else before you can acquire more.
Optional Rule: Gold Coins
If your group wants to track gold with more granularity,
you can add coins as your lowest denomination. Following
the established pattern, 10 coins equal 1 handful.
84
Daggerheart SRD