This skill should be used when the GM needs to help players create Daggerheart characters, select a class/ancestry/community, define Experiences with bounded constraints, choose domain cards, or handle level advancement (1-10). Provides templates for character sheets, session state, and Experience definitions to prevent semantic drift during gameplay.
This skill should be used when the GM needs to help players create Daggerheart characters, select a class/ancestry/community, define Experiences with bounded constraints, choose domain cards, or handle level advancement (1-10). Provides templates for character sheets, session state, and Experience definitions to prevent semantic drift during gameplay.
version
1.0.0
Character Creation and Advancement Skill
Guide players through creating and advancing Daggerheart characters following SRD rules.
Authoritative Source: For exact rule wording, use the dh-rules skill to reference srd/contents/Character Creation.md.
File Structure
Character files follow the corvran directory structure with Daggerheart-specific content:
players/
{character-slug}/
sheet.md # Use sheet-template.md format (traits, HP, Stress, Hope, domain cards, current status)
story.md # Use story-template.md format (objectives, story arcs, recent events)
The sheet.md contains character data including current game state (HP, Stress, Hope, conditions). The story.md tracks narrative elements like objectives and story arcs.
Character Creation Overview
Follow these steps to create a new character:
Choose a Class and Subclass - Class determines HP, Stress, Evasion, domain access; subclass grants Foundation card
Select an Ancestry - Grants two ancestry features and narrative elements
Select a Community - Grants a community feature reflecting upbringing
Assign Trait Modifiers - Distribute +2, +1, +1, +0, +0, -1 among the six traits
Record Additional Info - Level, Evasion, HP, Stress slots, starting Hope
Choose Equipment - Weapons, armor, and starting gear
Create Background - Answer background questions from character guide
Define Experiences - Create two Experiences at +2 each with explicit scope
Select Domain Cards - Choose two cards from your class's domains
Create Connections - Establish relationships with other PCs
The Six Traits
Daggerheart characters have six traits that measure their capabilities:
Trait
Measures
Common Uses
Agility
Speed, reflexes, coordination
Dodging, acrobatics, quick reactions
Strength
Physical power, endurance
Lifting, breaking, melee damage
Finesse
Precision, dexterity, fine control
Picking locks, delicate work, ranged attacks
Instinct
Awareness, intuition, quick reactions
Sensing danger, reading situations
Presence
Charisma, willpower, force of personality
Persuasion, intimidation, spellcasting
Knowledge
Learning, memory, reasoning
Recalling lore, deduction, arcane magic
Trait Modifiers
At character creation, assign the modifiers +2, +1, +1, +0, +0, -1 to your character's traits in any order you wish. Place higher modifiers in traits that match your class's primary abilities for optimal effectiveness.
Classes
Daggerheart features 9 classes:
Class
Primary Traits
Role
Domains
Bard
Presence, Knowledge
Support, inspiration
Codex, Grace
Druid
Instinct, Agility
Nature magic, shapeshifting
Sage, Arcana
Guardian
Strength, Agility
Protection, defense
Valor, Blade
Ranger
Instinct, Finesse
Tracking, ranged combat
Bone, Sage
Rogue
Finesse, Agility
Stealth, precision
Midnight, Grace
Seraph
Presence, Strength
Divine power, healing
Splendor, Valor
Sorcerer
Presence, Instinct
Innate magic, elements
Arcana, Midnight
Warrior
Strength, Finesse
Combat, martial prowess
Blade, Bone
Wizard
Knowledge, Presence
Learned magic, versatility
Codex, Splendor
Each class provides:
Starting trait modifier spread
Base Evasion
HP and Stress slots
Class features
Domain access (2 domains)
Starting equipment
Subclasses
Characters choose a subclass at character creation and take its Foundation card. Each class has two subclass options in the SRD. Subclasses provide:
A Foundation card with starting subclass abilities
Additional subclass features at levels 2, 6, and 10
Thematic specialization within the class's role
Ancestries
Ancestries represent your character's heritage. Each ancestry provides:
Two ancestry features (choose from options)
Physical characteristics guidance
Narrative hooks
SRD Ancestries
Clank (Constructed beings)
Drakona (Draconic lineage)
Dwarf (Mountain folk)
Elf (Fey-touched)
Faerie (Small magical beings)
Faun (Nature-connected)
Firbolg (Giant-kin)
Fungirl (Fungal beings)
Galapa (Turtle folk)
Giant (Towering humanoids)
Goblin (Small and cunning)
Halfling (Small and lucky)
Human (Adaptable)
Infernis (Hell-touched)
Katari (Cat folk)
Orc (Strong and proud)
Ribbet (Frog folk)
Simian (Ape folk)
Mixed Ancestry: Take the top (first-listed) ancestry feature from one ancestry and the bottom (second-listed) ancestry feature from another.
Communities
Communities represent where your character was raised. Each community provides:
One community feature
Social connections
Cultural background
SRD Communities
Highborne (Nobility)
Loreborne (Scholars)
Orderborne (Military/Law)
Ridgeborne (Mountain dwellers)
Seaborne (Coastal/Sailors)
Skyborne (Aerial/High places)
Underborne (Underground)
Wanderborne (Travelers/Nomads)
Wildborne (Wilderness)
Experiences
Experiences represent your character's background and training. At character creation, your PC gets two Experiences, each with a +2 modifier. When making a move, you can spend a Hope to add a relevant Experience's modifier to an action or reaction roll.
Experience Structure
Use the bounded constraint format to prevent semantic drift:
references/experience-template.md
Each Experience defines:
Modifier: The bonus applied (starts at +2 at character creation)
Narrative Origin: How the character acquired this experience
Applies When: Specific situations where it applies (positive scope)
Does NOT Apply: Explicit exclusions
Important constraints: An Experience can't be too broadly applicable (e.g., "Lucky" or "Highly Skilled" could apply to any roll). It also can't grant specific mechanical benefits like magic spells or special abilities.
Critical Guidance for Experiences
Treat Experiences as bounded permissions, not general traits.
Only apply an Experience when the action clearly falls within its positive scope
When scope is unclear, default to NOT applying the bonus
Experiences do not grant abilities; they modify action rolls within their scope
Combat Stats
Evasion
Your character's starting Evasion is determined by their class. Copy this number into the Evasion field.
Evasion can be modified by ancestry features, subclass features, armor, weapons, and magic items. Evasion is NOT modified by traits.
Attackers must meet or exceed your Evasion with their attack roll to hit you.
Hit Points (HP)
Characters have HP slots (typically 6). Damage is applied based on thresholds:
Below Major threshold: Mark 1 HP
Meets/exceeds Major: Mark 2 HP
Meets/exceeds Severe: Mark 3 HP
Damage Thresholds:
Major = Level + Armor Major Base
Severe = Level + Armor Severe Base
When all HP slots are marked, the character is dying.
Stress
Characters have Stress slots (typically 6). Stress accumulates from:
Narrative consequences
Failed Fear rolls
Certain ability effects
At Maximum Stress: Gain the Vulnerable condition.
Armor
Armor provides:
Armor Score: Reduces incoming damage
Armor Slots: Can mark slots instead of HP (1 slot = 1 HP regardless of threshold)
Threshold Bonuses: Adds to Major/Severe thresholds
Hope
Characters can hold up to 6 Hope tokens. At character creation, start with 2 Hope.
Gaining Hope: When your hope die is higher on an action roll
Spending Hope: Reroll a die, boost damage, activate certain class features
Hope tokens persist between sessions until spent.
Domain Cards
Characters choose domain cards from their class's accessible domains.
Domain Card Selection
At character creation:
Identify your class's two domains
Select starting domain cards (number per class)
Record each card's name, domain, level, and recall cost
Domain cards include:
Name: The card's name
Domain: Which domain it belongs to
Level: Card's power level (1-5)
Recall Cost: Resources needed to recall after use
Recording the Character
Write character data to players/{character-slug}/sheet.md using the Daggerheart template:
references/sheet-template.md
For a completed example, see:
references/sheet-example.md
Daggerheart Sheet Sections
The sheet.md file must include:
Character Identity - Name, class, subclass, level, ancestry, community
Features - Class, subclass, ancestry, and community features
Level Advancement
Characters advance from level 1 to level 10. The party levels up together whenever the GM decides a narrative milestone has been reached (typically every 3 sessions).
Tiers
Daggerheart's 10 levels are divided into 4 tiers that affect damage thresholds, tier achievements, and advancement access:
Tier
Levels
Significance
Tier 1
1
Starting tier
Tier 2
2-4
First tier achievements unlock
Tier 3
5-7
Mid-level power increase
Tier 4
8-10
High-level mastery
Level Up Steps
Follow these four steps each time the party levels up:
Step 1: Tier Achievements
When entering a new tier (levels 2, 5, 8), gain these benefits:
Level
Tier Achievement
2
Gain a new Experience at +2, permanently increase Proficiency by 1
5
Gain a new Experience at +2, permanently increase Proficiency by 1, clear any marked traits
8
Gain a new Experience at +2, permanently increase Proficiency by 1, clear any marked traits
Step 2: Choose Advancements
Choose two advancements from your current tier or below. Each advancement has slots; mark one slot when chosen. Options with multiple slots can be taken multiple times.
Advancement
Effect
Slots
Increase Traits
Choose 2 unmarked traits, gain +1 to each, mark them (can't increase again until next tier clears marks)
Per tier
Add HP Slot
Permanently add 1 HP slot
Multiple
Add Stress Slot
Permanently add 1 Stress slot
Multiple
Increase Experience
Choose 2 Experiences, gain +1 to each
Multiple
Additional Domain Card
Take a domain card at or below your level from your class's domains
Multiple
Increase Evasion
Gain permanent +1 to Evasion
Multiple
Upgrade Subclass Card
Take the next subclass card (Foundation → Specialization → Mastery). Locks out multiclass option for this tier.
Per tier
Increase Proficiency
Increase Proficiency by 1, add 1 damage die to weapon. Costs 2 advancement slots.
Per tier
Multiclass
Choose additional class, gain its class feature and one domain. Take foundation card from one of its subclasses. Locks out upgraded subclass and future multiclass. Costs 2 advancement slots.
Once ever
Step 3: Increase Damage Thresholds
All damage thresholds increase by 1:
Major = Level + Armor Major Base
Severe = Level + Armor Severe Base
Step 4: Gain Domain Card
Acquire a new domain card at your level or lower from one of your class's domains. Add it to your loadout or vault. You may also exchange one previously acquired card for a different card of the same level or lower.
Proficiency
Proficiency determines the number of damage dice rolled with weapons. It increases:
At character creation (class-based starting value)
At tier achievements (levels 2, 5, 8)
Via the "Increase Proficiency" advancement (costs 2 slots)
Recording Level Up Changes
Update the character sheet (players/{slug}/sheet.md) with:
New level number
Updated damage thresholds
New Experiences (if tier achievement)
Updated Proficiency (if tier achievement or advancement)
Marked advancement slots
Marked traits (if "Increase Traits" was chosen)
New domain cards
Any new HP/Stress/Evasion values
Multiclassing
Daggerheart supports multiclassing, allowing characters to gain features from a second class.
Multiclassing Requirements
Character must be at least level 2
Must meet the new class's trait prerequisites
Gain limited features from the new class
What Multiclassing Provides
Access to the new class's starting features
Access to the new class's domains for domain cards
Subclass access at appropriate multiclass levels
What Multiclassing Does NOT Provide
Full HP/Stress slot progression
All starting equipment
Duplicate features
Rolling During Character Creation
Use the mcp__corvran__roll_dice tool for any randomization: