Daggerheart RPG Rules Reference
Quick reference for game terms and rules used across DG Builder cards
Ranges
Very Close
Very Close range in Daggerheart RPG – about 5–10 feet away. Your character can see fine details and reach the target within moments.
Melee
Melee range in Daggerheart RPG – within touching distance of the target. A PC can touch targets up to a few feet away.
Close
Close range in Daggerheart RPG – about 10–30 feet away. Your character can see prominent details of the target.
Far
Far range in Daggerheart RPG – about 30–100 feet away. Your character can see the appearance of a target but not in detail.
Very Far
Very Far range in Daggerheart RPG – about 100–300 feet away. Your character can see the shape of a target but likely can't make out details.
Core Currencies
Hope & Fear
Hope and Fear are currencies in Daggerheart RPG representing how fate turns for or against the characters during the game.
Using Hope
Learn how to spend Hope in Daggerheart RPG – help allies, utilize Experiences, Tag Team Rolls, and activate Hope Features.
Spend Fear
Learn how spending Fear works in Daggerheart RPG. Whenever you spend Fear, describe how fate changes the world against the characters.
Dice & Rolls
Duality Dice
The Duality Dice are a pair of d12s – one for Hope and one for Fear – used for every action roll in Daggerheart RPG.
Action Roll
An action roll in Daggerheart RPG is made when the outcome of a move is in question and interesting to the story.
Attack Roll
An attack roll in Daggerheart RPG is an action roll made to harm an adversary. Succeed to make a damage roll.
Spellcast Roll
A Spellcast Roll in Daggerheart RPG is an action roll for creating magical effects with domain cards. Requires a Spellcast trait from your subclass.
Reaction Roll
A reaction roll in Daggerheart RPG is a roll in response to an attack or hazard, representing your effort to avoid or withstand the effect.
Critical Success
A critical success in Daggerheart RPG occurs when both Duality Dice roll the same number, granting Hope and clearing Stress.
Stress & Resources
Stress
Stress in Daggerheart RPG – mental and physical strain tracked on your character sheet. All classes start with 6 slots, max 12.
Marking Stress
Learn how marking Stress works in Daggerheart RPG – from adversary actions to complications and moves.
Clear Stress
How to clear Stress in Daggerheart RPG – roll 1d4 + tier during downtime to recover Stress slots.
Conditions
Condition
Conditions in Daggerheart RPG – effects that impose specific benefits or drawbacks on a target. The same condition can't be stacked on one target.
Hidden
The Hidden condition in Daggerheart RPG – while out of sight from all foes, any rolls against you have disadvantage.
Vulnerable
The Vulnerable condition in Daggerheart RPG – you're in a difficult position and all rolls targeting you have advantage.
Restrained
The Restrained condition in Daggerheart RPG – you can't move until cleared, but you can still take actions.
Stunned
The Stunned condition in Daggerheart RPG – you can't use reactions or take any other actions until you clear this condition.
Combat
Modifiers
Downtime
Scene Mechanics
Spotlight
The Spotlight in Daggerheart RPG – when a character becomes the focus of a scene, leading the action as it unfolds.
Countdown
Countdowns in Daggerheart RPG track progress toward an event, consequence, or adversary move using a die that ticks down to zero.
Loop
Loop countdowns in Daggerheart RPG – countdowns that reset to their starting value and begin again after triggering.
GM Moves
GM Moves in Daggerheart RPG – the actions the GM makes to shape the story, introduce danger, or offer support in response to player actions.
This reference is based on the Daggerheart RPG rules by Darrington Press. DG Builder is a community fan project and is not affiliated with or endorsed by Darrington Press or Critical Role.