PLAY GUIDE ACTION ROLL RESULTS
• On a critical success, you get what you want and
QUICK REFERENCE
Advantage: Add a d6 advantage die to your roll.
a little extra. You gain a Hope and clear a Stress. Disadvantage: Subtract a d6 disadvantage die from
• On a success with Hope, you pull it off well and your roll.
ACTION ROLLS get what you want. You gain a Hope.
Help an Ally: Spend a Hope and roll a d6 advantage
• On a success with Fear, you get what you want, die to add to an ally’s roll. If the ally has gained
Describe what you want to do and work but it comes with a cost or consequence. You advantage on a roll from multiple sources, they only
with the GM to determine whether a roll is might get attacked, get limited information, attract add the highest result to their roll.
necessary to accomplish it. If it is... danger, or face another complication. The GM gains
Group Action: Nominate a leader of the action. All
a Fear.
other participants in the group action roll make a
• On a failure with Hope, things don’t go to plan. reaction roll using whichever traits they and the
You probably don’t get what you want and there are GM decide best fit (they don’t need to use the same
Agility +1, Thief +2 consequences, but you gain a Hope. traits). The leader then makes an action roll. Their
Decide which modifiers apply. • On a failure with Fear, things go very badly. You action roll gains a +1 bonus for each reaction roll that
Spend a Hope to add an Experience. probably don’t get what you want, and a major succeeds and a −1 penalty for each reaction roll that
consequence or complication occurs because of it. fails.
The GM gains a Fear. Tag Team Roll: Once per session, each player can
choose to spend 3 Hope and initiate a Tag Team
6 12 DAMAGE ROLLS
Roll between their character and another PC. When
you do, work with the other character’s player to
After a successful attack, roll a number of your describe how you combine your actions in a unique
Roll your Duality Dice and add them
weapon’s damage dice equal to your Proficiency and and exciting way. You both make separate action
together along with your modifiers. add them together. rolls, but before resolving the roll’s outcome, choose
one of the rolls to apply for both of your results. On a
If your attack roll critically succeeds, your attack
6 6 deals extra damage! Start with the highest possible
roll with Hope, all PCs involved gain a Hope. On a roll
with Fear, the GM gains a Fear for each PC involved.
value the damage dice can roll, and then make a If you succeed on a Tag Team Roll attack, you both
damage roll as usual, adding it to that value.
“21 with Fear!” roll damage, then add it together to determine the
damage dealt.
12
Duality6Die rolled higher.
Tell the GM the result and which
Reaction rolls Vulnerable: When a creature has the Vulnerable
Reaction rolls work similarly to action rolls, except condition, all rolls against them have advantage.
they don’t generate Hope, Fear, or additional GM Restrained: When a creature has the Restrained
moves. condition, they can’t move, but they can still take
6 6 actions from their current position.
USING ARMOR Hidden: While you’re out of sight from all foes and
they don’t know where you are, you gain the Hidden
Critical Success! Your Armor Score represents how many Armor Slots
condition. While you’re Hidden, any rolls against you
you have available. When you take damage, you
If the Hope and Fear Die both have disadvantage.
land on the same number, can mark an Armor Slot to reduce the severity by
it’s a critical success. one threshold. You can only mark 1 Armor Slot per Direct Damage: Armor Slots can’t be marked to
incoming attack. reduce this damage.
Level 1 Tier 1 Levels 2–4 Tier 2 Levels 5–7 Tier 3 Levels 8–10 Tier 4
DOWNTIME Downtime represents moments of respite within the perilous journey the characters are on together. It’s
not only an opportunity to recover and prepare for what lies ahead, but also a time to share more quiet,
intimate scenes that help to build or showcase the relationships characters have with one another.
SHORT REST LONG REST
Each player can swap any domain cards in their loadout for cards Each player can swap any domain cards in their loadout for cards in their vault, then choose
in their vault, then choose two of the following moves (or choose two of the following moves (or choose the same move twice). The GM gains an amount of
the same move twice). The GM gains 1d4 Fear. Fear equal to the number of PCs + 1d4 and can advance a long-term countdown.
• Tend to Wounds • Tend to All Wounds
Describe how you hastily patch yourself up, then clear a number Describe how you patch yourself up, then clear all Hit Points.
of Hit Points equal to 1d4 + your tier. You can do this to an ally You can do this to an ally instead.
instead. • Clear All Stress
• Clear Stress Describe how you blow off steam or pull yourself together, then clear all Stress.
Describe how you blow off steam or pull yourself together, then • Repair All Armor
clear a number of Stress equal to 1d4 + your tier. Describe how you spend time repairing your armor, then clear all Armor Slots.
• Repair Armor You can do this to an ally’s armor instead.
Describe how you quickly repair your armor, then clear a number • Prepare
of Armor Slots equal to 1d4 + your tier. You can do this to an Describe how you prepare for the next day’s adventure, then gain a Hope. If you choose to
ally’s armor instead. Prepare with one or more members of your party, you each gain 2 Hope.
• Prepare • Work on a Project
Describe how you prepare yourself for the path ahead, then gain Establish or continue work on a project. The GM might ask for a
a Hope. If you choose to Prepare with one or more members of roll to determine how much to tick down the progress countdown.
your party, you each gain 2 Hope.
Daggerheart © Darrington Press 2025
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